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    Mitsurugi by Robvalue

    Version: 3.0 | Updated: 07/17/09 | Search Guide | Bookmark Guide

    Version 3.0
      #1.1 Who this guide is for
      #1.2 Who this guide is not for
      #1.3 Notes
      #1.4 Using the search function
    #2.0 THE BASICS
      #2.1 Story
      #2.2 Character description
      #2.3 Strengths and weaknesses
      #2.4 Notation and jargon used in this guide
        #2.4A Controls
        #2.4B General jargon
        #2.4C Move information and properties
        #2.4D Mitsurugi's stances
      #3.1 General Strategy
      #3.2 Moves to learn first (my movelists)
        #3.2A Movelist A: Primary attacks
        #3.2B Movelist B: Secondary attacks
        #3.2C Movelist C: Relic stance
        #3.2D Movelist D: Mist stance
        #3.2E Movelist E: Situational attacks
        #3.2F Movelist F: Other ways to get into and between stances
      #3.3 Dealing with different situations
        #3.3A Fighting at long range
        #3.3B Fighting at medium range
        #3.3C Applying pressure at close range
        #3.3C Dealing with opponents who are pressuring you 
        #3.3D Opponent is on the floor
        #3.3E Going for ringouts
        #3.3F Going in and out of Mitsurugi's stances
        #4.0A Reading the movelist and move properties
      #4.1 Normal stance
        #4.1A Normal stance to relic stance
        #4.1B Normal stance to mist stance    
      #4.2 Relic stance
        #4.2A Relic stance to mist stance
        #4.2B Relic stance to normal stance
      #4.3 Mist stance
        #4.3A Mist stance to relic stance
        #4.3B Mist stance to normal stance
      #5.1 High damage combo
    #1.1 Who this guide is for: 
    -People who want to start playing Mitsurugi or want some information about him
    to help fight against him. 
    -People looking for some strategy hints on how to play Mitsurugi.
    -People who want an organised list of Mitsurugi's moves, including getting into
    and between his stances, with information on damage, hit ranges, 
    horizontal/vertical information, properties, range and speed.
    -People who would like to learn Mitsurugi's moves and want some guidance as
    to which ones to start with, and which ones to progress to later.
    #1.2 Who this guide is not for:
    -People who have just got hold of Soul Calibur 4 and have not played any
    previous SC games or got to grips with the basics. If this is the case, please
    either read the instruction manual or another comprehensive FAQ, have a good
    play around with the game, and return when you have a handle on how the game
    -Advanced Mitsurugi players who are looking for high level strategies. I am a
    competent player having used him since SC2, but I'm not an expert. Sorry!
    You are welcome to look through my recommended movelists with commentary, maybe
    there will be a little something you hadn't thought of!
    -People who want a frame data. I have described how quick the moves are
    generally, but not anything precise. You can find a lot of this 
    information at www.caliburforum.com in the soul arena section of the forum.
    -People who want details about all of Mitsurugi's equipment, weapons stats and 
    such. All this information is can be found in other FAQs:
    Equipment http://www.gamefaqs.com/console/xbox360/file/940048/53716
    Weapons http://www.gamefaqs.com/console/xbox360/file/940048/53656
    #1.3 Notes:
    -This guide was made using the Xbox 360 version, but it should apply to the PS3
    version as I believe they are pretty much identical.
    -To compress the complete movelist, I have grouped similarly inputted moves
    together as alternate inputs.
    -I present the complete movelist from the game into more logical groupings, and
    show you the moves I recommend in smaller movelists, and in which order
    to learn them. 
    -I guess people must have thought his 'moon' moves were too powerful, as they 
    have mostly been taken out, leaving him with just one windup and one move from 
    it, although he regains his former superpower move that used to be [6] B B
    in earlier games, but it can now only be done from his mist stance as 6+B B.
    -B K B from mist stance is not in the game's movelist, credit to my brother for 
    finding that combo!
    -Make sure you read the notation and jargon section and the how to read the 
    complete movelist section before you before jumping into the complete movelist,
    or you will be unlikely to make sense of most of it!
    #1.4 Using the search function
    If you want to jump to a particular section in this guide, this is the 
    quickest way to do so:
    -Find the reference of the section you wish to jump to in the contents, for
    example #6.3D
    -Put the cursor at the very top of this guide
    -Hold Ctrl and press F, and where it says 'Find what' or 'Find' type in the 
    reference number (if using Firefox instead of Internet Explorer, the 'find' tab
    may appear at the bottom left of your screen)
    -Check that direction is set to down, then click the 'find next' button twice 
    (click the 'next' button twice if using Firefox)
    -You should now be at the section you want to find
    #2.0 THE BASICS
    #2.1 Story (my interpretation): Mitsurugi is a wandering warrior, who is 
    always looking for his next combat challenge. He has yet to be beaten, and
    grows tired of easily striking down all who oppose him. The call of the
    powerful sword gives him hope that he may yet meet a worthy opponent.
    #2.2 Character description: Mitsurugi plays much like any other character, with
    the addition of two other fighting stances from which he has many attacking 
    options. He uses a medium length sword and can be a highly aggressive and 
    intimidating character. For those familiar with Tekken, there are some notable
    similarities between Mitsurugi and Paul Pheonix. Both are wandering fighters
    who have never been beaten, both use a highly explosive and aggressive style, 
    Mitsurugi's 2+K B is pretty much the same as Paul's 2+RK RP, and they both 
    never lose in the tournaments but somehow end up not the credited victor for 
    strange reasons beyond their control. They also both seem to be 'in house 
    favourites', as they get seemingly hugely powerful easy to use moves which can
    crush opponents, but they are kept behind the scenes and out of the main 
    storylines. That is just my opinion, but look who you always face in 
    practice mode...
    #2.3 Strengths: Fast, can aggressively dominate a match, has useful stances
    with many options including a range of unblockable attacks, excellent at
    ringouts, high damage.
    Weaknesses (or development points for the PC): Mainly small to medium range, 
    some lack of variety in movelist, lack of efficient low moves.
    #2.4 Notation and jargon used in this guide:
    #2.4A Controls
    1: Down+left on the controller.
    2: Down on the controller.
    3: Down+right on the controller.
    4: Left on the controller.
    6: Right on the controller.
    7: Up+left on the controller.
    8: Up on the controller.
    9: Up+right on the controller.
    A: Press the A button (as referred to in the control scheme you have).
    B: Press the B button (as referred to in the control scheme you have).
    G: Press the G button (as referred to in the control scheme you have).
    K: Press the K button (as referred to in the control scheme you have).
    +: Simultanious button presses.
    /: Indicates alternative inputs.
    ~: Indicates the next input must be made extremely quickly.
    [x]: Indicates the input x should be held down. In the case of directional 
    inputs, this can also be replaced with a double tap in that direction.
    (x): Indicates an additional optional input x.
    {x}: Indicates the input x can be delayed.
    <BT> (back turned): Perform this move while facing away from the opponent.
    <WC> (while crouching): Perform this move while crouching. To crouch, press
    2+G, then you can release G while holding 2.
    <WR> (while rising): Let go of 2 while crouching.
    #2.4B General jargon
    AUTOPARRY: This is a purple flash that happens during certain moves, and they
    parry certain types of attacks. They may knock those attacks aside, or 
    Mitsurugi may perform an attack animation. The details will be noted for the
    individual moves.
    BLOCK: See guard.
    COMBO: This is a succession of attacks that form into one longer move with two
    or more hits (such as A A).
    GUARD: Holding down the G button while standing to block high, mid, special mid
    or special low attacks; or holding down the G button while crouching to block
    low, special mid or special low attacks. This stops the attack damaging you.
    IMPACT (guard impact): A defensive move which deflects an incoming attack if
    timed correctly.
    INTERRUPT: To hit an opponent who is performing a move by doing a faster move.
    PUNISH: This means to land your own attack on a helpless opponent after they
    miss you with a move or are out of position.
    REPEL (guard repel): A type of impact, using 6+G or 3+G to repel high/mid or
    mid/low moves respectively. The player repelled cannot move, attack or block 
    for a short time.
    SIDESTEPPING: Using the 8 way run system to try and move around your opponent's
    STANCE: One of Mitsurugi's various fighting style positions. You will become
    familiar with them as you try out his attacks. The stances often link together
    with various moves.
    TRACKING: The ability of a move to follow the opponent as they move.
    #2.4C Move information and properties
    h,l,m,sl,sm (high,low,mid,special low,special mid): The parts of the opponent 
    an attack aims for. 
    *n: Indicates special property number n which will be explained below the
    section of moves in which it appears (n is a number).
    AT (attack throw): A move which turns into a throw animation if the hit lands
    successfully and at close enough range.
    CH (counterhit/counterattack) : Striking the opponent during one of their 
    EC (ends in crouch): A move which will initially leave you in the crouching
    position when it is complete.
    EV (evasive): A move which is good at getting around, under or over other moves
    giving you the chance to hit without being hit back.
    GB (guard break): Indicates that a move has the guard break property. The move 
    has a blue lightning effect, and when guarded causes a short stun.
    H (horizontal): A move that hits in a sideways motion, designed to hit 
    sidestepping opponents. Usually involves the A button.
    HG (hits grounded opponent): A move which is able to hit an opponent who is
    lying prone on the floor.
    KD (knockdown): A move that knocks the opponent off their feet, giving you a 
    big advantage as they can't do much from that position.
    LA (launching): A move which sends the opponent high into the air, usually 
    allowing you to use a combo on them before they land.
    RO (ringout): Knocking the opponent out of the ring, winning the round 
    instantly. A move with this property is capable of causing a ringout, although
    you and/or your opponent have to be in the correct positions for it to happen,
    these vary with each move.
    SP (spins): A move which causes the opponent to spin around on the spot.
    ST (stun): An effect of a move which incapacitates the opponent for a short 
    TA (taunt): A move which serves no purpose other than to infuriate or mock
    the opponent.
    TH (throw): Indicates that a move is a throw/grapple, a move that cannot be 
    blocked or impacted. It can be escaped by A or B depending on the input of the
    throw. I suspect the new download 'fix' can allow throws to be impacted as a
    just frame.
    TR (turn round): A move that turns the opponent round.
    UB (unblockable): Indicates that a move is unblockable. The move has a flame 
    effect and cannot be guarded or impacted.
    V (vertical): A move that hits in a forward motion, designed to have priority
    over horizontal moves, but that can be sidestepped. Usually involves the B
    #2.4D Mitsurugi's stances
    MIST STANCE: Mitsurugi holds his sword pointing away from him ready to strike.
    NORMAL STANCE: Mitsurugi stands normally as he does when the round starts.
    RELIC STANCE: Mitsurugi sheathes his sword ready to strike. 
    #3.1 General strategy
    Use these tips while working through my movelists in the next section.
    -Play aggressively. I find Mitsurugi is best when he is applying pressure,
    mixing up attacks, and not letting the opponent recover enough to launch
    their own attack. Do not mindlessly attack though, there are times when you
    need to be a bit more defensive, you will learn this with practise.
    -Mix up your attacks. Use high, mid and low moves and throws. When you think
    your opponent is going to duck your throw attempt, or is expecting a low move,
    instead use a fast mid move. When they are on the defensive and standing, 
    use a low move or a throw. Once you get to the stances, vary how and when you
    use them to always keep the opponent guessing. Change to and from your stances,
    and use moves to switch between them. Know what each stance can do.
    -Punish opponents who stay on the floor too long to try to fool you into 
    attacking and missing. Mitsurugi has many attacks which hit a grounded 
    opponent. If they are getting up instantly instead, be ready with a quick
    attack or a throw to keep your momentum.
    -Try to keep close most of the time, Mitsurugi is most effective at short and
    medium range. If you find yourself at distance, know which attacks can connect
    from that far away, he has a few. Use the 6 6 forward step in relic and mist
    stance to close in before launching an attack.
    -Remember that in the mist and relic stance, Mitsurugi is generally unable
    to sidestep up or down, or to guard or impact. Be careful of staying in a 
    stance too long and getting flanked.
    -Go for ringouts. Misturugi is one of the best characters for this. Try to
    force your opponent towards an edge, or move around them to line it up. Use
    the moves I've indicated which ringout, varying which one you go for.
    #3.2 Moves to learn first (my movelists)
    I will cover which moves you should focus on when you first start to learn how 
    to play Mitsurugi. To help with this I have selected groups of moves from the 
    complete movelist, and given commentary on how to use them. Here are some hints
    (skip this part if you are used to learning character moves) starting with
    movelist A:
    -Go into practice mode and go through all the moves in the list, get a feel
    for their timing, the range they hit from, their damage and whether they hit 
    high, mid or low. Imagine as you do them what kind of situations they would be
    useful in. Keep going through the moves until you can remember them all and 
    perform them as second nature.
    -Start having matches using this movelist, ideally against a human opponent,
    but even against the computer will help. As you use the moves in the movelist,
    see when they are successful, and when they are not, and learn when best to
    use them. Keep playing matches using these moves until you can recall all
    the moves, having the list in front of you may help to glance at after each
    match to see if you are forgetting any. Feel free to print out all of or any
    part of this guide. Learn when each move is appropriate and effective, instead
    of performing moves randomly. I have provided comments for each move to help 
    with this.
    -Once you feel you have mastered the movelist, repeat this process with the
    next movelist, continuing to apply all the movelists you have learnt so far. 
    I'd highly recommend starting with movelist A, but you can then tackle the 
    other 5 in whatever order you feel is best for your playing style.
    I have kept each movelist quite short so it should be easy to remember them
    all, and you can make steady progress. This is better in my experience than
    trying to remember vast amounts of moves at once and not really knowing
    how to use any of them. If you find any of the movelists too long to remember
    in one go, split them up into smaller movelists and learn them one at a time.
    They are not in strict order of how good the moves are by groups, but rather
    how effective they can be compared to their difficulty to use in different
    situations. This is just my opinion of course, feel free to pick and choose 
    if you prefer!
    I have not included all of Mitsurugi's moves in my movelists, as I feel many 
    are either too weak or too specialised to be worth making a priority when you 
    first learn him. Feel free to browse the complete list again once you have 
    mastered all these movelists. Use these moves in conjuction with the 
    general strategy hints in the last section, and with the next section for
    dealing with different situations.
    #3.2A Move list A: Primary attacks
    These moves can form the basis of your attack strategy, they are fairly easy
    to input and use, keep opponents on the defensive, and work well with one 
    another if you mix them up. 
    A A ... Fast combo for interrupting attacks and catching sidesteppers.
    B B ... Fast medium range combo for pressuring.
    A+G/B+G .... Standard throws, good for punishing and for when you think
    the opponent is going to try and impact your move or is being too 
    defensive. Use A+G for ringout.
    2+K B ... Very quick low starting combo, use only at close range. Ringout.
    3+A ... An aggressive fast elbow attack for close range, on counterhit it
    gives a stun. Good for coping with other aggressive players close up and for
    pressuring someone who is trying to get their own attack going.
    4/[4]+K B  ... A good medium range combo for pressuring, for ringout, and
    for mixing up with 2+K B.
    [6] B B ... Damaging long range combo for punishing or interrupting. Ringout.
    [6] A  ... Good all purpose pressuring move, hard to avoid as it is mid and
    horizontal. Gives a brief stun on counterhit.
    3+B ... A fast launching mid move for when the opponent tries to duck a 
    throw or thinks you are going to hit low. Follow with B B for damage and 
    1+A/[A] (B) ... Long range low move with knockdown, it's hard to avoid but
    can be blocked as it's a bit slow. Don't overuse. Mix up with the extra B
    to change to a guard break mid attack as a suprise.
    #3.2B Move list B: Secondary attacks 
    These are moves which can supplement your main attack, by adjusting to the
    spacing and situation, and keeping the opponent guessing with a wide range
    of offensive moves. They are slightly harder to use effectively, but with a 
    bit of practice they should fit seamlessly into your strategy.
    B~6 ... Very fast high attack for interrupting and pressuring at medium range.
    K~B ... Damaging evasive mid range jumping combo, great for pressuring.
    A+B (B) ... Medium range combo, good for ringout from quite a distance. The
    optional input is a just frame but it's not too hard with practice, press it as
    as the second hit lands. Good against opponents who stay on the ground too
    1+B ... A mid upwards swipe which is useful for getting extra damage after an
    aerial combo or against a grounded opponent, also good for pressuring.
    4+B ... A long range evasive move, use it when you predict an attack is 
    coming to step back and evade it.
    [1]/[7] A ... Deceptive knock down low move to stop the opponent's attacking
    momentum or to use after sidestepping when a mid move is expected.
    [2]/[8] B ... Fast mid downwards swipe to punish after a sidestep. 
    [3]/[9] B ... Good for launching or going for a ringout after sidestepping at
    medium range.
    <WC> 1+A+B ... Reasonable speed knockdown low hit from crouching. Good from
    medium range.
    A+B~6/[6] ... A handy poke from medium range, if the 6 is held it becomes a
    fast ringout move at close range.
    #3.2C: Movelist C: Relic stance
    This stance when used effectively should strike fear into an already 
    defensive opponent, when you switch from aggressive moves to a versatile
    attacking stance. They will be scared to attack for fear of B, and scared
    to stand still for fear of the A+B / [A+B] mixups, and you have more options
    Getting into relic stance:
    4/[4]+B+K  ... Get quickly into relic stance from normal stance.
    6+[A] ... A short swipe to hide the fact that you are going into relic stance.
    Using relic stance:
    [K] ... Use to pressure an opponent at close range when the opponent is waiting
    to see what you will do from your stance.
    A+B+K ... Use when you think an opponent is going to attack with a mid move.
    If you time this right and read your opponent you get a lot of free damage.
    The next three moves provide an excellent mix up game for intimidating 
    opponents and scoring large unblockable damage and guard breaks. Vary which 
    ones you do, they all have their advantages. Use when you are fairly close, or
    at close to medium range, when your opponent is on the defensive.
    A+B ... Fairly fast high guard break move, use this when you think the opponent 
    expects one of the longer moves below to hit them before they get a move in.
    Gives knock down stun on hit, if they get up repeat the mind games of these
    three moves. If they stay down you can punish them with B.
    [A+B, short hold] ... Fairly fast mid unblockable, good for hitting an 
    opponent who is trying to guard expecting the above move. Ringout. Release as 
    Mitsurugi brings his sword down to his waist.
    [A+B, medium hold] ... This is an excellent long range mid then low unblockable
    which tracks well and is really hard to avoid. Use this attack whenever you
    think you have the time and space to do so, it can be devastating. Release as
    Mitsurugi has his sword held low. 
    Returning to normal stance:
    G ... To quickly get back to normal stance.
    A ... A fast close range combo to interrupt an attacker closing in. Ringout.   
    B ... Possibly Mitsurugi's single best all round move, this move pretty much
    does it all. It sidesteps to evade moves, hits mid, hits grounded opponents,
    is fast and tracks well, even rings out. Use when an opponent starts an attack
    at short or medium range.
    K ... Use for quick low hitting damage at close range to pressure and get 
    back into normal stance to follow up.
    #3.2D Movelist D: Mist stance 
    This stance is also attacking, providing lots of quick moves and powerful 
    controlling moves. By using this along with the relic stance you make it
    that much harder for the opponent to know what is coming. It lacks any hard
    hitting low moves, but does allow you to throw defensive opponents.
    Getting into mist stance:
    6/[6]+B+K ... Quickly get into mist stance from normal stance.
    4 [B] ... Mix this up with 4 B to confuse an opponent, back off from attacks
    and be ready to respond.
    Using mist stance:
    B ...  Very fast short range poke to interrupt attacks and keep the opponent
    on the defensive.
    To return to normal stance:
    G ... To quickly get back to normal stance.
    A ...  A long range attack for hitting sidesteppers, punishing or suprising 
    from a distance. Ringout.
    B B B ...  Use to interrupt an attack, get a little damage and return to 
    normal stance.
    (B) 4+B (6) ... Mix up with the other above moves as a suprise, and to get an
    attack throw at short range which can ring out if the 6 is pressed. If you
    have been pressuring with single B attacks, this move may catch an opponent
    off guard who tries to attack thinking your move is finished.
    (B) K B ... A sneaky evasive advancing combo for quick damage.
    A+B ...  Useful for hitting an opponent who stays on the ground.
    A/B+G ... These throws do less damage than the normal ones but are good for
    grabbing an opponent who you have got on the defensive for hard to avoid 
    6+B {B} ... The move that was stolen from him in an earlier Soul Calibur! Fast
    advancing medium range combo for punishing, interrupting and for ringouts.
    #3.2E Movelist E: Situational attacks 
    These attacks are more specialised and should be used sparingly, only when the
    situation is right. Practice them well and they will help you press your 
    advantage at the right time; to help you mix up your aggressive game with
    backing off and playing defensively for a bit; or adding variey to your offense
    when it is to your advantage.
    [A direction] A+B ... Long range mid move for punishing or hitting grounded
    opponents. Safe on block but can be sidestepped quite easily.
    7/8/9+A+B ... Misurugi jumps high into the air, if you predict an attack is
    coming this can totally avoid it and hit the opponent as you land.
    B+K ... Very specialist move, only use if you think you have enough of a read
    to be able to predict an incoming vertical move.
    [2]/[8] A  ... A medium range stab which is hard to avoid, mid and 
    horizontal. Use to indimidate the opponent while you sidestep or to punish.
    [2]/[8] A+K ... Long range attack to punish after sidestepping or to use as a 
    suprise from far away. Safe on block.
    [3]/[9] A  ... Good for a suprise hard to avoid attack from medium to long
    <WC> 3+B  ... A fast high poke from medium range. Good damage for its speed.
    Good for punishing from a distance if you're crouching.
    <WC> 1+B B/[B] ... Good for applying pressure at close range while crouching.
    Mix up whether you charge or not for the guard break for confusion.
    63214+B (63214, 63214, can keep repeating...) B ... Intimidating unblockable
    move from a swirling sword dance. Use when you feel the opponent is on the
    defensive and may not close in to knock you out of your dance or get scared and
    try to sidestep, as it has excellent tracking. Best at medium range. Do not
    overuse. Good to get into the dance when the opponent is grounded and you
    predict they will get up, they may panic and block or try to sidestep and you
    will probably get to hit them. If you think your attack isn't going to
    work just don't input the second B.
    #3.2F Movelist F: Other ways to get into and between stances 
    To put the final touches to your strategy and move variation, these are the
    moves I have selected as being the best ones to move between normal, relic
    and mist stances under the disguise of other moves. This gives you more time
    to ready your attack in the stance as it's harder to see coming, and when
    used effectively will confuse your opponent, allowing you to press your
    advantage as they throw out the wrong move or get too defensive.
    Normal stance to relic stance
    [1]/[7] K ... Use to get some suprise low damage at close range and get into
    relic stance.
    [3]/[9] [A] ... Use to pressure from medium range with this hard to avoid
    attack and slip into relic stance.
    Normal stance to mist stance 
    [1]/[7] B [A] ... A fast combo to apply pressure.
    [4] B ... Evasive step back swipe which knocks down and hits grounded
    opponents. Pressure an opponent who gets knocked down with 6+B B to hit them on
    the floor or catch them as they get up.
    4+[A] ... A swiping attack from medium range to disguise the fact that you're
    going into mist stance.
    Relic stance to mist stance
    [A] ... Same as A, but used to confuse the opponent by switching stances too.
    B+K ... Use if you find yourself in the wrong stance, or just to confuse.
    Mist stance to relic stance
    B B [B] ... Use to pressurise and confuse with this fast combo.
    B+K ... Use if you find yourself in the wrong stance, or just to confuse.
    6 [B] ... When mixed up with 6+B B this will cause confusion as instead of the
    second hit they have to work out how to deal with the relic stance instead. If
    they block it and stand still expecting the second hit to come too, this can
    give you time to use [A+B,medium hold] and pushes the opponent back enough
    to allow you to be safely ready in relic stance.
    #3.3 Dealing with different situations
    Use these hints alongside the movelists above to help you develop your
    #3.3A Fighting at long range
    [Any direction] A+B: To punish or apply pressure. Safe if blocked and forces a
    crouch. A little slow, but is mid and hits grounded opponents.
    Can be used if you want to close in. Easily sidestepped. 42 damage.
    [2]/[8] A+K: To deal with a sidestepping opponent at long range. Safe if 
    blocked. Spins on hit. 30 damage.
    From mist stance A: Fairly quick, safe if blocked and good at dealing with a
    sidestepping opponent. Can ring out. 24 damage.
    8/9+A+B: If you predict an attack is coming from long range, you can either
    jump in place or jump towards the opponent, depending on what you expect, to
    avoid the attack and hit them as you land and knock them down. Also hits
    grounded opponents. Safe when blocked and forces a crouch. Easily sidestepped.
    44 damage.
    #3.3B Fighting at medium range
    #3.3C Applying pressure at close range
    #3.3C Dealing with opponents who are pressuring you 
    2+K B
    4+K B
    #3.3D Opponent is on the floor
    2+K B
    [Any direction] A+B
    #3.3E Going for ringouts
    4+K B
    2+K B
    [6]B B
    Mist Stance A
    Mist Stance F+B B
    #3.3F Going in and out of Mitsurugi's stances
    Here is a diagram showing how to go into and between the stances:
    #4.0A Reading the movelist and move properties
    INPUT: How you perform the move.
    HITS: Which areas of the opponent the move aims at, followed by whether it is
    vertical or horizontal. A sequence of letters shows the information about
    all the attacks in a combo in order. 
    DMG (Damage): The damage the move does if all the hits connect. Note that on 
    counter hit the damage may vary. I have left out the individual damage of each 
    move in a combo to save space. This is a general estimate of the damage, it may
    vary with how well moves connect and what way the opponent is facing. Note that
    the damage of throws can change if you are to the side or behind the opponent.
    The damage shown will be the standard throw when the opponent is facing you.
    PROPERTIES: Any special properties the move has. A little c after a property 
    shows that the property only applies if the attack is a counterhit. A little s
    after a property shows that the property only applies on a standard hit (not a
    counterhit). If a property is followed by (n) it shows that the property 
    applies to attack n in a combo. This property may be overridden if the combo is
    continued past that attack. A move is noted to be evasive (EV) if it is 
    generally more evasive than the stance from which the move is performed. See 
    move information and properties in the notation and jargon section. I have 
    noted only the more significant stuns.
    RGE (Range): Shows at what range the move can connect from; short, medium or
    long (S,M,L). If this varies during a combo I will assess the overall range.
    SPEED: Shows how fast the move is on a scale of 1 to 5, 1 being a very fast
    move and 5 being a very slow move. If the move has more than one attack, the 
    speed of each attack is listed in order. These are based on my own observation
    of the moves, not on any calculations. If you feel I have assigned the wrong
    number to any attacks, please let me know. If there is a delay between one
    hit and the next, that is taken into account in the speed of the move after
    the delay. This is a measure of how fast attacks connect after the input, not
    the recovery time afterwards.
    Note that some moves do not hit the opponent or cause damage, so not all moves
    will have an entry in each of these categories.
    Example (fictional move)
    INPUT              HITS                  DMG PROPERTIES           RGE SPEED
    2+A [B] B~K        h-H,l-V,sm-H          57  KDc(1),GB(3)         M   1,2,4  
    This shows a move which you input by pressing down and A, then hold B, then
    press B and then quickly press K. The first hit will be high and horizontal, 
    the second low and vertical, and the third special mid and horizontal. The 
    total combo will do 57 damage. The first hit causes knockdown on a counterhit,
    and the third hit has guard break. This combo should be used at medium range. 
    The first hit is very fast, the second hit is fast, the third hit is slow.
    #4.1 Normal stance
    INPUT              HITS                  DMG PROPERTIES            RGE SPEED
    A A                h-H,h-H               20                        S   1,1
    B B                m-V,m-V               28  HG(2)                 S   1,1
    B~6                h-V                   20  KDc                   M   1
    B~A                m-H                   28  KDc,*1                M   2
    K                  h-V                   14                        S   1
    (Run 3+ steps) K   l-V                   28  EV,HG,KD,RO           S   2
    K~B                m-V,m-V               30  EV,HG(2),KD(2)        L   2,2
    <WC> A             sl-H                  10                        S   1     
    <WC> B             m-V                   15  HG                    M   2
    <WC> K             l-V                   10  HG                    S   2
    <WC> 3+B           h-V                   30                        M   2
    <WC> 1+B B         m-V,m-V               31  HG,KD,RO(1)           M   2,3
    <WC> 1+B [B]       m-V,m-V               43  GB(2),HG,KD,RO(1)     M   2,3 
    <WC> 1+A+B         l-V                   28  HG,KD                 M   3
    <WR> A             m-H                   26                        S   2
    <WR> B             m-V                   22                        M   2
    <WR> K             m-V                   16                        S   1
    <BT> A             h-V                   12                        S   1
    <BT> B             m-V                   16                        M   2
    <BT> K             h-V                   16                        S   2
    <BT> B+K           m-V                   28  KD                    S   2
    <BT> <WC> A        sl-H                  12                        S   2
    <BT> <WC> B        m-V                   16                        M   2
    <BT> <WC> K        l-V                   12  KD,HG                 S   2
    A+G                h-V                   40  KD,RO,TH              S   2
    B+G                h-V                   50  KD,TH                 S   2
    A+B B              m-V,m-V,m-V           44  HG,KD(2,3),RO(2,3),*2 M   2,2,2
    A+B~6              m-V                   55  AT,KD                 M   2
    A+B~[6]            m-V                   50  AT,KD,RO              M   2
    B+K                h-H                   30  KD,TRc,*3             M   2
    A+K                m-V                   40  AT,HG,KD,*4           L   4
    K+G                                          TA
    1+B                m-V                   18  HG                    M   2
    1+K                l-V                   10  HG                    S   2
    1+A                l-H                   30  HG,KD                 L   3
    1+A B              m-V                   30  GB,ST                 L   4
    1+[A]              l-H                   35  HG,KD                 L   4
    1+[A] B            m-V                   30  GB,ST                 L   5
    2+A                sl-H                  10                        S   2
    2+B                m-V                   14  HG                    M   2
    2+A+B              m-V                   20  HG                    S   3
    2+K B              l-H,m-V               26  HG,*5                 S   2,2
    3+A                m-H                   12  KDc                   S   1
    3+B                m-V                   20  HG,LA                 M   2
    3+K                m-V                   14                        M   2
    4+A                h-H                   20  TRc                   M   2
    4+B                m-V                   24  EV,KDc                M   3
    4/[4]+K B          m-V,m-V               40  HG(2),KD,RO           M   2,2
    6+A                h-H                   14                        S   2
    6+K                h-H                   18  KDc                   S   2
    6+B                m-V                   18  KDc                   S   2
    6+B A+G            m-V,h-V               48  KDc(1),TH(2),*6       S   2,2
    6+B B+G            m-V,h-V               53  KDc(1),TH(2),*6       S   2,2
    7/8/9+A            h-H                   36  EV,TR                 M   3
    7/8/9+B            m-V                   32  EV                    M   3
    7/8/9+K            m-V                   25  EV                    M   3     
    7/8/9+A+B          m-V                   44  HG,KD                 L   4
    [1]/[7] A          l-H                   32  KD,RO                 M   3
    [1]/[7] B A B      m-V,h-H,m-V           60  HG(1,3),KD(3)         M   1,1,3
    [2]/[8] A          m-H                   20  ST                    M   2
    [2]/[8] B          m-V                   28  HG,KD                 M   2
    [2]/[8] K          h-V                   18  KDc                   S   2
    [2]/[8] K+B        m-V                   26  ST                    M   2
    [2]/[8] A+K        h-H                   30  SP                    L   3
    [3]/[9] A          m-H                   26  KDc                   M   2
    [3]/[9] B          m-V                   38  HG,LA,RO              M   3
    [4] A A            h-H,h-H               29  SP(2)                 S   2,2
    [6] A              m-H                   32  STc                   M   2      
    [6] K              m-V                   18  EV                    M   2
    [6] B B            m-V,m-V               49  HG,KD,RO              L   2,2
    [A direction] A+B  m-V                   42  HG,KD,*7              L   3
    236+B              m-V                   25  ST                    S   2
    236+[B]            m-V                   40  KD,RO                 S   3
    63214+B B          m-V                   65  AT,HG,KD,TR,UB,*8     M   5
    *1: Slices through opponent on fastest input, becomes knockdown.
    *2: Input B just as the second hit lands.
    *3: Autoparry, knocks aside vertical attacks.
    *4: Autoparry, knocks aside horizontal attacks.
    *5: Knockdown and ringout if both hits connect.
    *6: Input second command just as the first hit lands.
    *7: If you press G quickly, Mitsurugi cancels the hit into a forward dash.
    *8: After 63214+B, you can input 63214 again and again as many times as you 
    want to repeat the sword dance, and then press B to activate the attack.
    #4.1A Normal stance to relic stance
    INPUT              HITS                  DMG PROPERTIES            RGE SPEED
    4/[4]+B+K                                                              2
    6+[A]              h-H                   14                        S   2
    [1]/[7] K          l-V                   16  HG                    S   2
    [3]/[9] [A]        m-H                   26  KDc                   M   2
    #4.1B Normal stance to mist stance 
    INPUT              HITS                  DMG PROPERTIES            RGE SPEED
    4+[A]              h-H                   20  TRc                   M   2
    4+[B]                                        EV                        1
    6/[6]+B+K                                                              2
    [1]/[7] B [A]      m-V,h-H               30  HG(1)                 M   1,1
    [4] B              m-V                   24  EV,HG,KDc             M   2
    #4.2 Relic stance
    INPUT              HITS                  DMG PROPERTIES            RGE SPEED
    [K]                l-V                   24  HG,STc                S   2
    A+B                h-V                   26  GB,KD,TR              S   3
    [A+B]              h-V                   60  KD,RO,UB,*9           S   4
    [A+B]              h-V                   70  KD,RO,UB,*10          S   5
    A+B+K                                    60  AT,KD,*11             S   1
    2                                            EV
    4 4 
    6 6                                          EV
    7/8/9                                        EV
    *9: Release as Mitsurugi brings his sword down to his waist.
    *10: Release at very end of the animation, or keep holding.
    *11: Autoparry, performs an attack throw if a mid move is parried at close 
    #4.2A Relic stance to mist stance
    INPUT              HITS                  DMG PROPERTIES            RGE SPEED
    [A]                sm-H,h-H              20  TA(2),*5              S   1,2
    B+K                                                                    2
    *5: Knockdown and ringout if both hits connect.
    #4.2B Relic stance to normal stance
    INPUT              HITS                  DMG PROPERTIES             RGE SPEED
    G                                                                       1
    A                  sm-H,h-H              20  TR(2),*5               S   1,2
    B                  m-V                   25  HG,KD,RO               M   2
    K                  l-V                   24  HG,STc                 S   2
    [A+B]              m-H,l-H               72  KD,UB,*12              L   5
    *5: Knockdown and ringout if both hits connect.
    *12: Release as Mitsurugi has his sword held low.
    #4.3 Mist stance
    INPUT              HITS                  DMG PROPERTIES            RGE SPEED
    B                  h-V                   8                         S   1
    2                                            EV
    4 4
    6 6
    7/8/9                                        EV
    #4.3A Mist stance to relic stance
    INPUT              HITS                  DMG PROPERTIES            RGE SPEED
    B B [B]            h-V,h-V,h-V           26                        S   1,1,1
    B+K                                          EV                        2
    6+[B]              m-V                   20  HG,KD,RO              M   2
    #4.3B Mist stance to normal stance
    INPUT              HITS                  DMG PROPERTIES            RGE SPEED
    G                                                                      1
    A                  h-H                   24  KD,RO                 L   2
    B B B              h-V,h-V,h-V           26                        S   1,1,1
    B K B              h-V,l-V,h-V           42  HG(2)                 S   1,1,1
    B 4+B              h-V,m-V               56  AT(2),KD(2),*14       M   1,2
    B 4+B 6            h-V,m-V               46  AT(2),KD(2),RO(2),*14 M   1,2
    K B                l-V,h-V               34  HG(1)                 S   1,1
    A+B                m-V                   30  HG,KD                 M   3
    A+G                h-V                   35  KD,TH                 S   2
    B+G                h-V                   40  KD,TH                 S   2
    4+B                m-V                   48  AT,KD,*14             M   2
    4+B 6              m-V                   38  AT,KD,RO,*14          M   2
    6+B {B}            m-V,m-V               46  HG,KD,RO              M   2,2
    *14: If you do not achieve the attack throw, you remain in mist stance.
    This is where I will add any submissions by email I have had that I would like
    to add to my guide.
    #5.1 High damage combo from Mist Stance
    Many thanks to Kino S for submitting this combo!
    6+[B] [A] A+B ~3+B ~6+[A] [A+B]
    -Mitsurugi will launch the opponent into the air
    -Go into relic
    -Then slash the opponent twice while switching back to mist stance
    -Then once they recover they will be stunned
    -At that moment they will be launched into the air again
    -Then quickly slashed while Mitsurugi sets up for his relic stance
    -Then hit by an unblockable attack
    -The damage if it all connects is roughly 50-60%
    -Time the [A] and 6+[A] so that you juggle the opponent.
    -For the first A+B attack, if the opponent does an Ukemi in place, this will 
    stun them, if they avoid it, the combo will end.
    -After 3+B you can do other attacks as well, such as [4]+A A or A+B.
    -Use the medium length hold for [A+B], sometimes both charge slashes won't 
    connect or only one will.
    Websites authorised to host this guide:
    Version 1.0
    -Initial guide aimed at players starting or learning with Mitsurugi
    Version 1.10
    -Updated jargon section
    -Added search function explanation
    -Added move information: high/mid/low and vertical/horizontal, move speeds, 
    -Corrected minor errors
    Version 1.11
    -Corrections and layout changes
    Version 1.13
    -Added websited that can host this guide
    Version 1.14
    -Changed around the moves I recommend in my movelists, added some and deleted
    Version 2.0
    -Layout changes
    -Added dealing with different situations section
    Version 3.0
    -Added submitted hints and tips section 
    Created by Robert Watts (Robvalue). The only sources I have used are the game 
    itself and my experience, except where noted.
    Thanks to my brother for helping me with this guide, for making the stance
    changing diagram on photoshop, and for working with me on the strategy tips.
    Feel free to reproduce anywhere, being credited would be nice.
    Please contact me if you have any suggestions, questions, comments or find an 
    error. Please let me know if you find this guide useful. My email is 
    robvalue (at) yahoo.com
    About me: I'm an avid gamer of some 25 years, having played on almost every 
    game system in that time. I've been a particular fan of 'fighting games', 
    dating back to things like IK+. Anyone remember that? So of course there was 
    the huge SF2 obsession, of which mine outlasted that of those around me. I was 
    introduced to Tekken by my brother, and eventually overcame the shame of being 
    beaten into the ground repeatedly to learn how to play. I stuck with the series
    until Tekken 5, having played that for a long time I eventually tired of the 
    importance placed on silly looking juggle moves and learning and practicing 
    tricky inputs and combos. So after some soul searching, I focused on the Soul 
    Calibur series (with some overlap). I have played since SC2, my Tekken 
    background giving me a baseline, and picked up a few moves to make myself feel
    I could give someone a decent game. Now with SC4 I have focused more seriously
    on learning characters thoroughly and improving my game. I have dabbled with 
    most of the characters, but have so far learnt the groundwork for Voldo (funny
    chap), Mitsurugi (Paul Pheonix in disguise), and Astaroth (who is bigger than 
    you). I consider myself a reasonable player but by no means an expert. While 
    learning Miturugi I made many notes, and decided they could be useful to 
    someone else, along with the strategy I have learned in the time I have played
    Thanks for reading my FAQ! 

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