Soul Calibur "Welcome back to the Stage in History" Seung Mi Na Moves List For both the Namco Coin-Op Upright and the Sega Dreamcast Version developed and published by Namco Compiled by Mark Kim (Vesther Fauransy) Version 0.0.3c Date of Completion: January 31, 2000 (No Time Given) Date of Public Release: January 31, 2000 (No Time Given) Copyright Information --------------------- Unpublished work trademarked (tm) and copyrighted (c) by Mark Kim. All Rights Reserved. This file is basically derived from Namco America's official Soul Calibur site (http://www.soulcalibur.com) with the exception of some combos, notes, and other rants you may need to know about. This file is SHAREWARE and is strictly for entertainment use only. In addition, this file can only be HTMLized by the sole owner of the file (Mark Kim), regardless whether the content is good or bad. Furthermore, only the following sites shall be granted an exclusive license to view this file over the web: * Verasnaship Interactive (http://www.verasnaship.net) * GameFAQs (http://www.gamefaqs.com) * Secrets of the Game Sages (http://www.gamesages.com) * Cheat Code Central (http://www.cheatcc.com) * Game Shark Code Creators Club (http://www.cmgsccc.com) * Al Amaloo (http://vgstrategies.about.com and http://www.gamewinners.com) It is a criminal act to reproduce and/or retransmit this file in any way, shape, or form (regardless of the medium) and it shall be a criminal act to to use this file at a password-protected site where either user accounts are utilized and/or money is made through these accounts. 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Any breach of copyright, trademark, and/or patents (which includes but not limited to plagiarism, stealing, laming, pirating, or otherwise) and/or using this document for any other purposes other than personal and private purposes, and/or illegal mirroring of this file (other than the five aforementioned URLs as described in the beginning of this disclaimer) is a direct violation of all applicable copyright laws, International Treaties, Patent Laws, US Title 107, and the Berne Copyright Bill of 1976. Violators and Transgressors shall face severe civil and criminal penalties through the maximum extent possible by law. Mark Kim acknowledges and respects all copyrights, patents (pending or not), and trademarks whether if it's mentioned or not somewhere in either the FAQ Text File and/or site as no copyright infringement was intended. If for any reason I MUST USE any copyrighted resource, then credit will be given at the Acknowledgements Section for the common part. Note that whenever I give credit, I WILL NOT REVEAL ANY E-MAIL ADDRESSES AND/OR OTHERWISE in order to protect the privacy of the people for whom I give credit to. This file has been carefully written by Mark Kim in respect to all copyrights, patents, and trademarks. Soul Calibur, the Soul Edge Sword, Siegfried Schtauffen, Nightmare, and all other Soul Calibur-related events and objects are registered trademarks and copyrighted (c) 1995, 1996, 1997, 1998 Namco, Ltd. All Rights Reserved. SoulCalibur.com is copyrighted (c) 1998 Namco America Inc. All Rights Reserved. This document was carefully prepared and created by Mark Kim in respect to all Namco Properties, as no copyright infringement was intended. I'LL MAKE IT SIMPLE: THIS FILE IS MINE AND THERE IS NO UNAUTHORIZED USE OF IT!!! I DIDN'T WRITE THIS FAQ SO THAT YOU CAN MAKE A LIVING OUT OF THIS WORK. AND I NEVER HAD, NEVER WILL WRITE THIS FAQ SO THAT SOME CRAP FREELANCE WRITER CAN INCORPORATE ANYTHING FROM THIS FILE, SLACK OFF, AND GET PAID FOR IT DUE TO THOSE DAMN COMMERCIAL PUBLICATIONS. AND I SURELY DIDN'T WRITE THIS FAQ SO THAT SOME CRAP COPYCATTER CAN JUST STEAL AND/OR PLAGIARIZE THIS WORK AND CLAIM CREDIT FOR IT. AND I DEFINITELY RESTRICTED THE AMOUNT OF WEBSITES THAT CAN MIRROR THIS FAQ SO BE IT!!! It is to remain in its original state, free of charge, and in one piece at all costs. And that's the bottom line. ======================================================================== GAME DATA Genre: Fighting Number of Players: Featuring head-to-head competition against two players or play against the computer Platform: Arcade and Dreamcast Usual Price: Arcade, 50 cents US; Dreamcast, Not Available Developer: Namco Publisher: Namco Dreamcast ESRB Rating: Teen for Strong Animated Violence Arcade AAMA Rating: Strong Animated Violence Features: Continue for Arcade, Memory Card Save for Dreamcast ======================================================================== HISTORY OF THIS FAQ January 11, 1999 ---------------- I really don't like to play as Seung Mi Na because of her many low points (aside from her exceptional range and adequate variety), but since a lot of Soul Calibur Male Players appreciated Seung Mi Na's return, then I would have to give you guys a helping hand. Though I am biased towards Siegfried and Astaroth (not to mention Rock), I WILL meet the demands of the many Seung Mi Na players around the world. Be sure to visit my domain (http://www.verasnaship.net) to purchase your Year 2000-Fixer Software today as there are only 355 days until the 20th century ends. April 18, 1999 -------------- Use of Vesther Fauransy Brand Name begins. An emergency site has been given out in the event that you can't get the text file directly from Verasnaship Interactive. Also, missing theories are being completed for the first time. Nuts and Bolts for some extent... Mi Na is the weakest character in the game meaning that she will take more time to get used to as opposed to Ivy, Xianghua, Sophitia, or even Taki. Basically, nearly all of her moves are derived from Kilik's so I minus well throw my hat onto the ring. January 3, 2000 --------------- It's been a while since I've last updated the move list for Seung Mi Na. I highly recommend that you go over this move list once again to see what twists and surprises that I have included. Also, some of the legalese and the credits have been adjusted a bit in order to accomodate more space for more Soul Calibur-related stuff. January 29, 2000 ---------------- OOPS!!! Sorry!!! Got the Newsflash wrong! January 31, 2000 ---------------- Al Amaloo looks to be a promising licensee: I've given him my seal of approval to mirror 6 out of 8 Soul Calibur FAQs (Notice that I have yet to update 2 of them which is Astaroth and Rock, and I have to tune up Astaroth and Rock before I can give Al my seal of approval to mirror the Astaroth and Rock Move Lists). The FAQs that Al now has in mirrored stock are Seung Mi Na, Nightmare, Siegfried, Voldo, Yoshimitsu, and Lizard Man. I have yet to update both Astaroth and Rock so that it can be presently mirrored by Al Amaloo. Thanks for your patience. ======================================================================== TABLE OF CONTENTS - Newsflash - Reasons for a Massive Update - What is Soul Calibur? - What was the Seung Mi Na Move List intended for - Seung Mi Na Rants - Seung Mi Na at a glance - Starting Theories - Advanced Theories - The Notations - Move List - Combos - How to use Seung Mi Na efficiently - Seung Mi Na Ending - Playing your Soul Calibur Share - Do's and Dont's - Resources - Acknowledgements ======================================================================== NEWSFLASH: As always, newer versions of this document can be found at Verasnaship Interactive, which is my website (http://www.verasnaship.net to be exact). If you have any suggestions, bug busts, or other things that you need to share with me, please point your browser to my convenient Web Mail Form (http://www.verasnaship.net/emailme.html). I give you explicit rights to e-mail me using the E-Mail Form, however I HIGHLY FORBID ANY DIRECT E-MAILINGS THROUGH MY MAILBOX THROUGH THE USE OF AN E-MAIL CLIENT. I will only be able to answer letters that have been submitted via the Form Mail Page (The URL again is http://www.verasnaship.net/emailme.html). If you send any e-mail directly to my POP3 Mailbox through use of an E-Mail Client, then I won't answer it unless it came from the form mail page. This document must be viewed on a monotype font like Courier New or the alignment of this file will never be correct. To fix the alignment problem while you are browsing throughout the web, please follow the directions: 1. On Netscape Navigator, click on Edit, and click on Preferences. 2. On the Appearance Pane, click on Fonts 3. On "Fixed Width Font", choose COURIER NEW as the font face and for the font size, click on "10". Here's a piece of useless text to make sure that the alignment of the file is correct: 1234567890 ********** I highly recommend that you view this file through Edit.COM if you are either a Windows/DOS User or through SimpleText if you are a Mac User. Linux users should follow the directions on how to align this document correctly. ======================================================================== REASONS FOR A MASSIVE UPDATE Many months has passed since I have last updated this guide for Seung Mi Na. However, I felt that I need to tighten my efforts a little bit more in order to include rants about how to really take advantage of Seung Mi Na's strengths and to tame Seung Mi Na as far as her major drawbacks are concerned. However, with Calibur out for the Dreamcast right now, it becomes obvious that you should try to buy the Dreamcast with Soul Calibur if perfection to Seung Mi Na is what you want. For the Dreamcast version of Soul Calibur, the conditions on how to get the extra characters have changed. IMO it's best to play Calibur at the Arcades, though. If you are concerned whether I will be creating FAQs for other characters, you are to be advised that I WILL NOT CREATE AN FAQ FOR TAKI, CERVANTES, OR OTHER CHARACTERS. I have created enough FAQs for Soul Calibur, with my Siegfried Move List being the best effort since I was the first one to create a Sieg move list in the Net for Soul Calibur. Also, much of the reason why I have to refurbish my Seung Mi Na move list is because I felt that I could do a little bit better in order to explain how to really tame up her major drawbacks. Her major drawbacks as far as I know of are poor hitting strength, mediocre vitality, poor KO Recovery times, and crappy throw reach. In order to win, you definitely need to continue pounding and pounding right at your opponent. A COMMON NOTE ABOUT FIGHTING GAMES, REGARDLESS: If you are a beginner in ANY FIGHTING GAME, then DO NOT CHOOSE A CHARACTER simply because you like how they look. You need to select a character that you will be able to last for more than 5 minutes on Versus Games the first time you play the fighting game. Don't get all pissed if you can't master the character in one day as fighting games require you to spend a lot of time with one character and to take full advantages of a character's strengths while you tame the weaknesses to make the character work for your repetoire. For Soul Calibur, I don't recommend that you make Seung Mi Na your first character because of her aforementioned drawbacks. You should choose either Sophitia, Lizard Man, Nightmare, or Heishiro Mitsurugi the first time you play them since they are easy to use and they are pretty much forgiving to use. For those who live in jusrisdictions that replaces Mitsurugi with Arthur: I WILL NOT RECOGNIZE ARTHUR AT ALL. If you ask me regarding about Arthur once again, I WILL DELETE AND FILTER YOUR E-MAIL. So please, let me follow the formula of the Samurais here. ======================================================================== WHAT IS SOUL CALIBUR? Soul Calibur is the sequel to the Three Dimensional Weapon Arcade Hit Soul Edge which was created by Hajime Nakatani utilizing the System 12 Board. Soul Calibur boosts the same gameplay of Soul Edge but with even smoother frame animation, octogonial-dimensional running, and even more features that may burn its father to a crisp. Captain Cervantes De Leon has taken the Soul Edge when he was only 21 years of age, and during the next 2 decades, rumors have been discovered that Soul Edge has been deemed as the Sword of Salvation, while others consider Soul Edge as the Ultimate Evil Sword. Not all warriors were able to reach Soul Edge, as some souls (such as Li Long) has been killed by Cervantes's strength and agility, but there are a few who were able to reach Cervantes and best him in sorts. Sophitia Alexandra destroyed the Soul Edge Female, but was wounded by the shards. At the self-same instant, Cervantes vowed to kill Sophie with the Soul Edge Male, but was attacked and defeated without warning by Taki. Taki took a shard of the destroyed Soul Edge Female while taking Sophie back to Greece. As Siegfried Schtauffen attempted to retrieve the Soul Edge Male, he is forced to wield his Zweihander (Faust) against Soul Edge, the keeper of Secrets. After Soul Edge's demise, Siegfried took the Soul Edge Male, not realizing that the sword was trying to accept Sieg as a new host to house its evil power. Meanwhile, a village at Spain has witnessed the birth of the Evil Seed, which are grounds for serious disasters of the world. Due to the death of the Soul Edge Female, the stability of all evil within has been altered in some way for a while. This game features 10 characters when the game is first stocked: - Xianghua - Kilik - Nightmare - Heishiro Mitsurugi - Sophitia Alexandra - Voldo - Astaroth - Maxi - Taki - Isabella Valentine a.k.a. Ivy There are also Time Release characters available after the TRC warms up. Here are the confirmed character addies as per SoulCalibur.Com: - Hwang Sung Kyung - Yoshimitsu - Lizardman - Siegfried Schtauffen - Rock - Seung Mi Na (Now note that I have remodeled this document) - Edge Master (Inferno's clone) There were many reasons why I had to remodel this Mi Na Move List and among them was to explain how you can take full advantages of her strengths and how you can tame her 4 major drawbacks that will eventually turn beginners off. Seung Mi Na is a tough character to learn even though she plays similar to Kilik because you need to unleash variety like crazy. That is why learning Seung Mi Na from head to toe is as important as knowing how to use the moves. However, if you want to use variety like crazy, then I highly recommend that you use Voldo as your Variety Character. Later on, once you are able to "make Voldo one with you", then you can try your luck with Seung Mi Na, but I recommend that you move on to Ivy first before Mi Na. ======================================================================== INTENTIONS FOR AN SEUNG MI NA MOVE LIST This move was intended to serve primarily as a very descriptive move list for the deviant daughter of Seung Han Myong, Seung Mi Na. I am NOT going to help you on how to fight the CPU foes (since the focus is human against human competition), but I am also going to help you out on some combos. Seung Mi Na basically plays the same as Kilik, but she isn't as conventional as Kilik is, and there are some more variety in her moves. Unfortunately, her major drawbacks (again) is that she has poor hitting power, mediocre throwing range, abmyssal KO Recovery, and her vitality isn't that great. No matter how many times you try to win a match with Mi Na, you might take some hits, and you might lose. That is why it is really important to mix moves up as there are times when you have to avoid pattern games. Juggles are acceptable, though I don't recommend doing this. I create Text-Based Move Lists so that you can print-out and since I'm doing it on a character to character basis, my whole intention for this work is to make learning a character simple focusing on one character at a time. I will also review some of the theories with you. These theories are universal to all characters. Because a fighting game has some theories that you need to learn for a healthy fight, I recommend that you read the Fighting Theories in this document. Read this guide over and over again, and practice your I/O on a "fake" controller. Therefore, you will be prepared to execute the moves that will keep your foes at bay. Seung Mi Na takes a lot of time to get used to. If you are more experienced with conventional characters like Nightmare, Siegfried, Astaroth, Rock, Kilik, or even Heishiro Mitsurugi, then you may find Seung Mi Na to be hard to get used to because her range is slightly shorter than Kilik's and she can only inflict as much damage as Taki can. Also, if you have the ability to play as Ivy damn well, then Seung Mi Na will take more time, so get ready to persevere in all cases. I highly recommend that you master a conventional character (like Mitsurugi or Siegfried), or Ivy (she's pretty hard to use, but her variety is rewarding to master) before tackling on Seung Mi Na. If you have been mastering Kilik, then you shouldn't have a problem persevering to Seung Mi Na. Seung Mi Na has no fancy stances, so you may have to keep that in mind. You're welcome to offer me with any bug fixes at this location: - http://www.verasnaship.net/text/emailme.html ======================================================================== RANTINGS ABOUT SEUNG MI NA There are bound to be times in the Soul Calibur Forum (located at http://www.soulcalibur.com/cgi-bin/wwwboard.cgi) when people will say "Voldo is the man!" just because that character doesn't have any weaknesses at all. That is wrong. You should understand that by writing this work, NO CHARACTER is complete without any strengths or weaknesses. some rants that you need to know: Seung Mi Na actually plays like Kilik as far as her moves are concerned. However, the similarities end here. Part of the reason why Soul Calibur is a complicated game is not because of the gameplay, but because of the personality of the characters ranging from strength, dexterity, vitality, spirit, and finally, other attributes that determine how hard he/she may be as far as skill is concerned. Without a doubt, Seung Mi Na is a lot faster in her attacks and she has more variety in her moves than Kilik does. However, Kilik sacrifices speed and variety for ease of use for beginners and for better hitting strength. Kilik also recovers slightly faster and has slightly better vitality than Seung Mi Na. There's a common drawback that both Seung Mi Na and Kilik shares: Abmyssal Throwing Range. Try to avoid throwing with these two characters as their reach leaves them no error to spare. Seung Mi Na has more disadvantages than advantages, but these dissies can be tamed up so that you can make Seung Mi Na a more useful character. Her major drawbacks (I said it before, so get used to it!) are her poor hitting strength, modest vitality, mediocre KO Recovery, and abmyssal throwing range. This means that you really have to mix up your moves a lot and if you want to get the quickest time with this rather hard character to learn, but it is rewarding once you can get the variety timing right. However, due to her poor hitting strength, you will need to hit your foe and mix your move like nuts if you want to win. That is one of the reasons why I told you to go right to Voldo if variety is what you want. Beginners shouldn't start out with Seung Mi Na because her drawbacks leave no room for error at any point of the fight. Again, I'm pretty vehement to convince beginners and Seung Mi Na fans from Soul Edge that Seung Mi Na plays totally different in SC. Now that is why I'm so vehement to convince beginners to use either Lizard Man, Sophitia, Nightmare, or Heishiro Mitsurugi. The Glaive Twirl has pretty abmyssal range as opposed to Kilik's Kali Yuga Twist. However, the Glaive Twirl allows Mi Na to pull more variety in some cases. Overall, Seung Mi Na takes a lot of time to get used to because of her four major drawbacks, but the rewards are quite significant once you can tame the four drawbacks and take some time to "make Mi Na's Variety work with the power of the Force". More rantings are welcome. Statistics: Power: * Dexterity: **** Range: **** Vitality: * Spirit: * Health: ** Throw Range: Pathetic ======================================================================== SEUNG MI NA AT A GLANCE This section of this document has been taken from Namco America's Soul Calibur Site at http://www.soulcalibur.com and from Fighters.NET's Soul FAQ by Mr MG (http://www.fighters.net). Catch Copy: The Heart and Soul Girl Weapon: Glaive (Ancestral Zan Ba To) Weapon's Name: Scarlet Thunder Special Note: "ZANBATO" is actually pronounced, "Zahm-bah-toh" Style: Quarreling the art of the Halberd in the fields of Seung's Long Blade and the Secret Ling Sheng Su Style of the Seven-foot Bo. Age in Years: 19 Date of Birth: The Third of November Family: Seung Han Myong (Father), her mother and brother has passed away. Place of Origin: Chili San, Lee Dynasty, Korea Height: 5 foot, 4 inches Weight: 106 lbs Blood Type: A Stage: Shared with Hwang Sung Kyung BGM: Shared with Hwang Sung Kyung Sub-Boss: Hwang Sung Kyung Reason: MI NA IS RESPONSIBLE FOR HWANG'S PANICKING DURING HIS CDF DUTIES ALL THE WAY!!!!!!!!! Seung Mi Na *apparently* tricked her father in order to go west to search for the sword she deems the "Sword of Salvation", Soul Edge. Unfortunately, her search for the ultimate sword has been all for naught as Hwang Sung Kyung found her so soon and she was forced back to the Seung School. Seung Han Myong, irate with her behavior, was forced into *extremely* harsh training at all corners as punishment for her *suspected* feminist behavior. Because both Seung Han Myong and Hwang Sung Kyung were *so* kind to each other, Seung Han Myong wanted to show Hwang his gratitude for favoring him ever since he was accepted to the Seung's Long Blade School of Martial Arts by proposing a marriage between Hwang and Mi Na. However, Seung realizes that he can't complete the marriage because Hwang was always faithful to his country, and to Lee Sun Shin. Han understood Hwang's patriotism, knowing that "the Seung student of extreme pride" would always be faithful to serve in the Korean CDF (The Korean Marine Corps), keeping Hwang away from Chili San for military duties. Once Hwang is finished with his duties, Seung Han Myong will proudly honor Hwang's return. Unfortunately, this has increased Mi Na's anger and to make things worse, the prodigal son of the wealthy Kim Family has asked Seung Han Myong permission to marry Mi Na at all corners. While Han and the "bastard son" of the Kim family negotiated, Mi Na's temper has risen up, and because of the actions the prodigal son has made, Mi Na left the Seung School once again in order to search for the Sword of Salvation. Mi Na knew that she won't be able to be accepted to the CDF anytime soon because she's a female. She thought that if she got the Soul Edge, maybe she would be accepted. However, she is caught in the middle as Lee Sun Shin, Hwang Sung Kyung, and Seung Han Myong were making sure that Mi Na will not interfere with the CDF once again. If she has to stand near the CDF, then she will be thrown back to Seung School once again. Seung Han Myong is more likely to ground Mi Na for the rest of her life from there on. While Mi Na looked everywhere for Soul Edge, she eventually ran into Isabella Valentine (Ivy). Ivy asked Seung Mi Na what she was looking for. Seung Mi Na replied that she was looking for Soul Edge. Ivy *flamed* that the sword Mi Na was looking for was the Sword of Evil, and if she was not aware what the sword is, then she should go back home. Ivy taunted at Mi Na, and this has angered Mi Na. A fight has materialized between Ivy and Mi Na, and Ivy won the battle. Everybody left and Mi Na was standing alone in the lonely willow of where the fight was held at. Mi Na was surprised that her skills has not matched Ivy's. In order to make up for the upset, Mi Na has decided to meet up with Kong, who became her master in the ways of Ling Sheng Su. Although Mi Na learned something new during her training, the Ling Sheng Su Master decided NOT to furtherly train Mi Na in order to retain a certain degree of suspense to her. Mi Na was angry because the master decided NOT to fully train her. Mi Na then took advantage of the additional skills to search for Soul Edge again, and to eventually earn a rematch against Ivy. What a nasty piece of work. =) Mi Na's independence was NOT to last forever as the master who taught her the ways of Ling Sheng Su has reported Mi Na's escape to the CDF, Lee Sun Shin, and Hwang Sung Kyung. This incident has also been forwarded to Seung Han Myong, who was notified of the incident as well. Now Hwang has every intention to find Mi Na, and Seung Han Myong has the final intention of grounding Mi Na for the rest of her life. Please credit either Mark Griffin as Mr MG (http://www.fighters.net), Jason Arney (http://www.namco.com) as WCMaxi, or just type in the aforesaid URLs in your Acknowledgement section where credit is due. ======================================================================== BASIC FIGHTING THEORIES This section is basically derived from Namco's explanation of Basic Soul Calibur Theories (http://www.soulcalibur.com/system.html). I won't explain too much of them with the exception of partial explanation since the aforementioned acknowledgement in parentheses does a good job handling the theories in detail. Remember, this document is basically a depriative of Namco's index of theories at their Soul Calibur Site with the exception of text descriptions and only partial description of the theories in the game. Blocking -------- If for any reason you MUST learn a Martial Art, then the obvious art that you learn at the early stages of development is DEFENSE. Without defense, the Martial Art is all for naught. To play the game efficiently, I'll tell you what each type of blocking means. Here's how to execute a Neutral Guard (first seen in Tekken 2): - Neutral Guard High, Joystick Neutral. Blocks all High and Mid Attacks - Neutral Guard Low, Joystick Down. Blocks all Low Attacks Be aware that there is a minus when using Neutral Guard: Any attack that forces a Block Stagger WILL deplete your guard, meaning that the next blow could hurt you in some sorts. I call Neutral Guard "Weak Guarding" as this type of guard was meant for blocking attacks that doesn't block stagger you. This falls into the term of Heavy Guarding, which you do by holding the Guard Button. Here's how to continually block without receiving a hit during a Neutral Guard: - Heavy Guard High, Hold G and Joystick Neutral, Blocks all High and Mid Attacks, and any High and Mid Staggers - Heavy Guard Low, Hold G and Joystick Down, Blocks all Low Attacks and Low Staggers Even though you are staggered, provided that you ARE holding the Guard Button you will continue to block even though you are staggering. To start blocking right after you are attacked during a combo, you need to joystick Neutral and hit and hold Guard at the right time. Properties ---------- For abbreviations about properties, see the Notations. Also, during the moves, I MAY BE ABLE to alert you if a move is a block stagger or a whatever. High: A Head Hit. Crouchable. Nuff Said Mid: These hits will hit you in your mid-section. Definitely must be blocked high. Low: Slice the legs! Block Low or try to jump. Special Mid: These will hit you in your midsection, but can be blocked either high or low, just be sure to jam in that Guard Button. Ground: Limited use, only hits prone foes. Unblockable Moves ----------------- Unblockable Moves are techniques that require a long time to charge but when the move hits the foe, it will cause damage even though it's blocked. Unblockable moves leave you vulnerable during the execution of the move which can cause some spectacular (and embarrasingly painful) counterhits if for any reason your foe gets into you. Unblockable High: Defeats a High Guard, MUST BE CROUCHED! Unblockable Mid: This will hit the Mid section and will defeat any type of guard. YOU MUST MOVE AWAY FROM YOUR FOE WHEN HE/SHE IS DOING THE UNBLOCKABLE MID MOVE OR SUFFER THE CONSEQUENCES! Unblockable Low: Defeats a Low Guard. Dodge or jump to avoid getting jacked. Throws ------ No need for much explanation here. Throws also defeat guard, but unlike Unblockables, with the right timing, you can escape throws, a feature first seen in Tekken 2. As you are being grabbed, press the following button(s) to escape the throw. If you are not fast enough, oh well... =O All G+A Throws: A All G+B Throws: B Side Throws, and Back Throws: Escape dependant on throw used Throws mainly are considered high hits, but Astaroth has a Mid Throw and a Ground Throw. To escape Astaroth's Drop of Lava, A at start of throw. To escape Astaroth's Burial, B at start of throw. I don't want to spoil all the fun of having to discover the throw escape methods so I'll leave the escapes up to you (with the exception of the universal throw commands). Stepping -------- No need for explanation here. All you need to do is to just tap the joystick lightly in any direction and return joystick to Neutral. In Soul Calibur, you can step at any direction! This is good because this gives you a way for free movement around the arena! Octagonial-Way Running (Eight-Way Run) -------------------------------------- This is brand new in a Namco Fighting Game, and is probably the most obvious skill you need to learn if you want to master Soul Calibur at a faster pace than in Soul Edge. Eight-Way Running is done by tapping the joystick at the desired direction you want to run, and holding the lever at the SAME DIRECTION you want to run once again. Please remember that in order to make the Eight Way Run work, the key to make the run work correctly is to make the lever "touch" instead of tapping the direction too quickly. Also, please be aware that some moves can only be executed using an Eight Way Run, so keep that in mind. For example, in Tekken 3, if you press Back, and hold Back, then you would just leap backwards. In Soul Calibur, if you tap back, and then hold back, then you would run backwards (though not as fast as if you were to dash forward). Tapping on the desired direction you want to move and holding the desired direction you want to run (with the exception of forward) is the key to effective defensive assaults. MORE ON EIGHT-WAY RUN ATTACKS ON THE OFFENSE DEFINITIONS. Crouching --------- No need for much explanation here. Just hold Down all the way while pressing guard to crouch. Remember since you are given freedom of movement in this game, you may not need to crouch unless you need to block a low attack, or et. al. Jumping ------- In Soul Edge and Tekken 3, you can jump depending on how long you hold UP on the joystick. Now those days are gone. In Soul Calibur, you can only jump by performing certain moves or by holding Block and pressing UP while the Block Button is held. You shouldn't need to use a jump because Soul Calibur's Freedom of Movement puts this feature to a crying shame. Offense Overview ---------------- Soul Calibur's offense system is pretty complex, that it would take a beginner about $25 to master offensive arts. Here are the types of offense Soul Calibur has available (Examples and/or descriptions on parentheses): - Button Tapping (Astaroth's B,B) - Button Rolling (Mitsurugi's K~B) - Button Holding (Nearly all of Asta's attacks for variety) - Multiple Buttons (Mitsurugi's A+B) - Tapping (Yoshimitsu's f+B) - Double Tapping (Yoshimitsu's f,[f]+B) - Shift Motions (You press a button first and then tap a Joystick Direction, gives this game more depth!) - Joystick Rolling (Kilik's QCF+A+B) - Completely Crouched (Hold G, Press down. Now release G and a good example would be Nightmare's WC+df+G+B) - Rise up from a Crouch (Siegfried's WS+B) - Eight Way Run Attacks (Siegfried's Brain Masher) - Combination Commands (Probably the most difficult form to understand, let's take Mitsurugi's f,[f]+A+B for instance) It's easy to do these motions than to say, so I recommend going onto Namco's explanation at http://www.soulcalibur.com/system.html for a more in-depth explanation of the Basic Arts of Sword Fighting as I don't want to spoil all the fun of theory discovery. :) ======================================================================== ADVANCED FIGHTING THEORIES Now here's the CREME DE LA CREME of Soul Calibur. Read them carefully as these will be important to know on your quest to become a good player in Soul Calibur. This section basically runs through Namco's index of Advanced Soul Calibur Theories (http://www.soulcalibur.com/systemadv.html) but I will ONLY go partial on these theories because I don't want you to rely on this document directly. As much as I want you to have fun with Namco's Soul Calibur Site, you are encouraged to browse through the aforementioned acknowledgement in parentheses. Guard Impacts ------------- Something new way back in Soul Edge. You block the instant you see a slash coming at you. In Soul Edge, when you block the instant something is coming at you, you just stagger the foe. Now there's something more in Soul Calibur. Pressing Forward and the Guard Button as soon as some slash is coming at you will push the offensive character into a back stagger. You can only do a Forward and Block Button Impact Stagger at High to Mid Attacks. Pressing Down-Forward and Guard Impact Staggers any Mid to Low Attacks. This is one important move to learn because sooner or later you may get upset seeing your foe play pattern games, etc. and if your patience has been used up, then it's time to Impact-Cut your foe off. I like to call this "Frontal-Push" because Guard Impact Repelling also pushes your foe backwards. To be more descriptive, here's how to "Front-Push" your foe: - f+G to Repel High and Mid Attacks - df+G to Repel Low Attacks Guard Parries ------------- Guard Parries are something new in Soul Calibur that isn't included in Soul Edge. To Guard Parry, press Back and Guard the moment a slash is coming at you to side-push your foe at high and mid attack heights or press Down-Back and Guard at the same time to side-push your foe at Mid to Low attack Heights. This seems to be a great counterattack because when mastered, can be satisfying to pull off at times just because you can go into a side throw afterwards. The Guard Impaction causes your character to block the attack and side-push your foe at the same time. A must do for the faster characters like Taki, Sophitia, Hwang Sung Kyung, Maxi, and Heishiro Mitsurugi. In more-depth explanation, here's how to "side-push" your foe: - b+G to parry High and Mid Attacks - db+G to parry Low Attacks Parries are best done when your foe tries to use a powerful long-range move on you. Understanding Throws -------------------- I'm not going to explain too heavily on this (mainly because I want you to just sit back and enjoy Namco's Advanced Theory Explanations at http://www.soulcalibur.com/systemadv.html) but this seems weird: Characters sometimes scream differently when doing throws, meaning that there are some time for error to jam in that escape button before all is lost. Use this as a hint for what button you need to use in order to escape throws. A good example would be Siegfried's "Taaah!" in one throw and "Eiihhh!" in another throw. Staggers -------- What is a stagger? It's when you throw a blow and if the opponent blocks it, he/she falls back, causing you to maintain your distance away from foe. However, there are also some moves that drain you after it's blocked so be careful. You need to learn how to stagger and then try to let him/her have it with a move that hits at a different location other than the height he/she is trying to block you at. Variating hits and hitting him/her at the unguarded area while he/she is staggered will help, though you may need to allow some room for error. Pinning Attacks --------------- In Soul Edge, you had to jump up and stab at your opponent by using a certain command. Gone are the days of those sissy pin attacks. Now you can use VIRTUALLY ANY ATTACK to perform all the Pin Attacks when your foe is down! However, Pin Attacks are a lot harder to get this time around now that quick recovery has been enabled. Quick Recovery -------------- When you are knocked over the air, or right after you get knocked down, hit the Guard Button as much as you can to recover. This reduces the amount of juggling pain and Okizeme the foe can commit. If you are knocked down on the ground, try leaving the joystick neutral and hit the Guard Button rapidly to recover blocking. The recovery time and the amount of drama required to recover depends on your character's physical attributes. Notations --------- Ever since my Nightmare Move List I first created, I felt that it's time to go with the Namco way of using moves. I suggest that you read the Notations over and over again in order to become familiar with the moves. The Notations I've been using on the Nightmare Move List and Siegfried Move List has been confusing, so I'm planning to fix the notations on these move lists as well. Soul Charging ------------- Soul Charging allows you to perform more powerful versions of your special moves. I call Soul Charging a preparation for Desperation because this allows you to inflict as much damage as a Counter Hit would cause. Soul Charging also has some added bonuses such as longer staggers. Be careful that while you are Soul Charging, you leave yourself vulnerable for high-damage hits so use the Soul Charge wisely. Hold A+B+K and as soon as you are charged up, let loose. Spirit Charging --------------- Spirit Charging allows you to perform even more powerful attacks that a Soul Charge would have dreamed of. Spirit Charging takes more time and effort to perform than a Soul Charge. BTW you can't block while you are on Soul or Spirit Charge Mode so use these features wisely. Spirit Charges are also called Divine Desperations which allows you to perform attacks that has higher bonuses than a Soul Charge, and it's possible that some attacks using a spirit charge may become unblockable! All you have to do is to hold A+B+K, and then hold G to charge up. As soon as you are flashing yellow, let loose. Delaying to Increasing Weight of the Moves ------------------------------------------ So what do I do on this? I simply hold the button to increase the weight of the move and I inflict extra damage with the move. This is actually called a Motion Delay, a feature that allows you to delay the move to either change property or increase damage, or even TO TRICK THE FOE THAT YOU ARE ATTACKING ALL OF A SUDDEN! If you happen to inflict Maximum Delay at times, the move will either turn into an unblockable move, will have the hitting location change, or more commonly, increase the damage done to your foe. Combine that with either a Soul or Spirit Charge-Up for maximum OUCH! Use this feature wisely, though. Part of the reason why I had to omit some of the more useful theories bubbled out at Namco's Index of Advanced Soul Calibur Fighting Theories (http://www.soulcalibur.com/systemadv.html) is because I DON'T WANT TO TAKE AWAY ALL THE FUN OF BROWSING THROUGH THE ACKNOWLEDGEMENT LISTED IN PARENTHESES like I said before. Keep on browsing through the two aforementioned acknowledgements in both the Basic and Advanced Sections of the Theory Review and you should be fine. Remember, I'm only reviewing theories derived from Namco's official Soul Calibur Site. ======================================================================== NOTATIONS f: Forward b: Tap Backward u: Tap Up d: Tap Down uf: Tap Up-Forward ub: Tap Up-Backward df: Tap Down-Forward db: Tap Down-Backward n: Point the Joystick back to Neutral A: Horizontal Slash Button B: Vertical Slash Button K: Kick Button G: Guard Button ~: Tap the control Command immediately +: Tap the control command at the same time [x]: Hold the aforesaid command control 8WR: Perform an Eight Way Run first WS: Crouch, then Rise up with the following commands performed at the same time. WC: Fully Crouched BT: Back Turned qcb: Do a quarterspin of the Joystick from Down to Back qcf: Do a quarterspin of the Joystick from Down to Forward hcf: Do a halfspin of the joystick from Back to Forward hcb: Do a halfspin of the joystick from Forward to Backward qcdf: Do a quarterspin of the Joystick from Down-Back to Down-Forward qcdb: Do a quarterspin of the Joystick from Down-Forward to Down-Backward STL: Side-step Left STR: Side-step Right RTW: Face your foe towards right LTW: Face your foe towards left L: As you land H: The move will hit high M: The move will hit mid SM: The move will hit mid, but can be blocked while crouching L: The move will hit low !: Unblockable Mid ?: Unblockable High &: Unblockable Low P: Hits Prone Foes ======================================================================== MOVES WARNING: Please don't tell me to add any Dreamcast-exclusive stunts in this document as I want to make this document both Arcade and Dreamcast friendly. Any Dreamcast-exclusive tralala will be filtered. ------------------------------------------------------------------------ Throwing Moves ------------------------------------------------------------------------ The following are available to Seung Mi Na as Throw Moves. Keep in mind that Astaroth's throw range is excellent while Seung Mi Na's throw range is rather lame. At first, I thought that Xianghua has the worst throwing range in the game. Later, with the help of Jason Arney, I was able to verify that Mi Na has the worst throwing range in the game (mainly because her arm reach is rather poor), though I still have yet to experiment with this. Dropping Embrace ---------------- Execution: G+A at Front Throw Type: Front Throw Button to Escape: A at the start of the motion Seung Mi Na grabs her foe and smacks her foe HARD enough to force him/her on the ground so soon. Crushing Soul ------------- Execution: G+B at Front Throw Type: Front Throw Button to Escape: B at the start of the motion Seung Mi Na places her hands on her foe's shoulders, leaps up before slamming her foe back-first with the force of her muscles. Riding Mustang -------------- Execution: Any throw at foe's left side Throw type: Left Side Throw Notes: This throw MUST be executed directly at the foe's left side Button to escape: Escape dependant on the throw used. The escape MUST be done at the start of the motion to escape successfully Mi Na Frakensteiner ------------------- Execution: Any throw at right side Throw Type: Right Side Throw Notes: This throw MUST be executed directly at the foe's right side Button to escape: Escape dependant on the throw used. This escape MUST be done at the start of the motion to escape successfully Mi Na shows her strength by doing a Frakensteiner. Stalk Cutter ------------ Execution: Any throw close from behind Throw Type: Back Throw Notes: This throw will only work if Seung Mi Na's hands were touching her foe's back *directly* Button to escape: Escape dependant on the throw used. This escape MUST be done at the start of the motion to escape successfully I still have some work to do with these throws as I try to explain the effects of execution as well. I still have a lot of browsing to do at http://www.soulcalibur.com. Face it. I hate to look up at this website just to get the job done. I know it sucks but I have to use this site and credit them because their information's pretty reliable on the long run. Forgive me on this. =( ------------------------------------------------------------------------ Regular Moves ------------------------------------------------------------------------ These moves can be performed at anytime. Keep in mind that now that there are Eight-Way (Octo) Run moves, your strategy has to change a bit. The explained here are the following that you can perform assuming that you did not press any direction twice and attack after initiating an Eight-Way Run. Wind Gale --------- Execution: A,A,B Locations: H,H,M Note: Third hit staggers blocking foes Seung Mi Na does two horizontal slashes and ends the combo with an Uppercut. The B is great for starting a juggle, but Mi Na's chances of starting a juggle with this move becomes greater whenever the B Button is a counterhit. Gale Feint ---------- Execution: A,A,d_u Locations: H,H,Side Step Note: Shifts to Side Step Seung Mi Na does two horizontal slashes before sidestepping out of the foe's line. Press Down to side step to Mi Na's right and press Up to side-step to Mi Na's left. Gale Stream ----------- Execution: A~A,B Locations: H,H,M Note: Very hard move to do because of the A~A starter. Hits 2 and 3 staggers blocking foes Mi Na waves her Glaive much like a Billard stick before striking hard with a shove-knockdown stab. Blunting Kick ------------- Execution: f+A,K Locations: H,H Seung Mi Na does a horizontal slash followed by a roundhouse kick that hits high. Not pretty effective because your foe's more likely to counter you HARD after the execution of this move. Strangling Flower ----------------- Execution: f,[f]+A Locations: H,H Note: Staggers blocking foes A turnaround Glaive swing with disgusting range. Knocks your foe out. Strangling Slash ---------------- Execution: df+A Locations: M Note: Staggers when blocked Backhanded turnaround slash that knocks your foe out the same way Kilik's version did. Sweeping Circle --------------- Execution: d+A Location: L Note: Recovers Crouching Seung Mi Na does a slash that bites your foe's shin. Biting Strike ------------- Execution: db+A Location: L Note: Recovers Crouching A sweeping Glaive Swing that knocks your foe down on the ground. Not as spectacular as Siegfried's db+A, though. Shadow Step Slice ----------------- Execution: b+A Location: L A move starting in a back-step and ending into a shin slice. Wing Cross ---------- Execution: b,[b]+A,A Location: L,L Mi Na does a turnaround Kidney Slash and finishes the combo with a slash to the foe's shin. Good range, but Mi Na does not recover from special attacks as quick as Kilik, so use this one sparaingly. Diving Bite ----------- Execution: [g]~u, LN+A Location: L A slight air leap followed by a turnaround slice to the shin. Gale Cross ---------- Execution: u+A Location: M A slight air leap into an immediate slap at the Kidney that will negate any foe's trip to the bathroom. Bad girl. Fang's Way ---------- Execution: ws+A Location: M Standing up, Seung Mi Na gives her foe a good tap at the foe's kidney. If the attack HAS TO BE A HIGH HIT, let Mi Na block low as high hits miss crouching foes. If high hits has to persist, just jack them with this move, as this is a good While Standing Counterattack. Just make sure that they are not going too ballistic with attacks. If in doubt, the Crouching A,B, or K is still good. Splitting Divide ---------------- Execution: B,B Location: M,M An overhead slash followed by a chest stab. The second hit does not strike prone foes much like Kilik's B,B did. That is why Kilik is better than Mi Na. =) Sheng Mirage ------------ Execution: B~K Location: H,M Just like Kilik: A high kick into a Chest Lunge. Hidden Fang ----------- Execution: f+B,A Location: M,L Mi Na stabs her foe's chest, and then decides to give her foe a good slap at her foe's shin. The f+B starter has more variety than Kilik's version thanks to the fact that Mi Na can end her stabbing ways in two differnt ways. Thrusting Fang -------------- Execution: f+B,B Location: M,M Mi Na starts a Chest Stab, and then ends the move with a turnaround overhead slash. This move will drain Mi Na long enough for a vicious counterattack by a foe, and the range of this move is rather disgusting so use this one wisely. Heavy Fall ---------- Execution: f,[f]+B Location: M Note: Staggers blocking foes Mi Na tilts her body leftwards, resulting in a short-ranged overhead slash that hits prone foes as well. Very quick in Mi Na's terms, but hard to get the timing right due to the command of the move. Lifting Heavens --------------- Execution: df+B Location: M Mi Na does an uppercut slash that starts the juggling combos for her. Mi Na's chances of landing a guaranteed combo is greater if this one is a counterhit. Air Parting ----------- Execution: d+B Location: M Note: Recovers Crouching Mi Na does an overhead slash and recovers from this move crouching. Depending on the following conditions, Mi Na may be able to negate airborne foes with this move. Spinning Divide --------------- Execution: b+B Location: M Note: Staggers whenever blocked Mi Na's trademark turnaround overhead slash can be executed independently. Unlike Kilik's stab to the chest, this move WON'T shove your foe backwards so keep that in mind. Earth Poke ---------- Execution: b,[b]+B Location: L Mi Na does a stab at the foe's foot. Although this move has lots of range, be careful when doing this move in front of Nightmare, Ivy, Siegfried, Voldo, Astaroth, and any of the longer-reaching characters, as this low move can be easily countered after Mi Na throws the low blow. Rising Moon ----------- Execution: [g]~u+B Location: M Note: Staggers blocking foes A slight air leap followed by a Siamese Chop. Diving Heavens -------------- Execution: [g]~u,LN+B Location: M Note: Staggers blocking foes A slight air leap followed by a severe overhead swing as Mi Na lands from the jump. Moon Falling ------------ Execution: u+B Location: M Note: Staggers blocking foes A slight air leap paired with an immediate overhead slash. Lifting Slash ------------- Execution: WS+B Location: M Note: Staggers blocking foes Seung gets up from the crouch to land an Uppercut Slash that starts out juggles. Counterhits increases the guaranteeness of the juggling combo depending on the hit positioning to timing ratio the player exerts. Liquid Poke ----------- Execution: CR,df+B Location: L Note: Staggers blocking foes and recovers crouching. Nasty shin poke. Nuff said. Willow Branch ------------- Execution: STL+B Location: M Note: Staggers blocking foes Mi Na sways left and then does a slash that hits her foe's mid-section. Good defensive maneuver, but some expert players may be able to catch onto this one since the move can be blocked standing. Gale Kick --------- Execution: K~B Location: H,L Mi Na does a turnaround Heel Kick followed by a slash at the shin. Has good variety, but the transition between the two hits are rather slow and can be counterattacked after the low hit fails up. Banishment Kick --------------- Execution: f+K Location: M Mi Na stabs the ground with the end of her Glaive, flies around her Glaive, and then kicks her foe at the midsection. Banishment ---------- Execution: f+K~B Location: M,H Note: Hit 2 staggers blocking foes Mi Na does a "Hold the Glaive" kick, and then ends the combo with a slash that hits high. Since both hits can be blocked while standing, Mi Na's more likely to get jacked from a failed Banishment. Circular Heaven --------------- Execution: f,[f]+K,K,K Location: M,M,H Note: Third hit staggers blocking foes Mi Na does two mid-section kicks and ends the combo with a turnaround Roundhouse Kick. Belly Crush ----------- Execution: df+K Location: M Seung Mi Na kicks her foe at the ?!Grotch?! *does his funny look* Earth Kick ---------- Execution: d+K Location: L Note: Recovers Crouching A nice slap at the Ankle. A perfect move to perform massive Okizeme. Liquid Rising ------------- Execution: db+K,K Location: L,M Note: Second hit staggers blocking foes Seung Mi Na starts out with a Shin Kick and ends the combo with a kick to the Mid-Section. Great Variety with the move, but you need to be aware that if all the hits are blocked, then Seung Mi Na will leave herself suspectible to a vicious counterattack. Fatal Kick ---------- Execution: b+K Location: M Note: Auto deflects H and M attacks Although just another kick at the Mid-Section, there's one thing I just want to say with this one: Use this as a Countermove! A good example of using this move would be whenever Siegfried Schtauffen does his Brain Masher to jack Mi Na for gobs of damage. The Auto Deflecting feature of this move is important to know since Mi Na can save some hit points this way. Check Mate ---------- Execution: b+K~B Location: M,M Note: Auto deflects H and M attacks. The second hit staggers blocking foes Give your foe a nice kick in the midsection followed by a stab at the cranium with this one. Follow the same counterattack principle as with the Fatal Kick. Thunder Kick ------------ Execution: b,[b]+K Location: M Note: Staggers whenever blocked Turnaround kick right into the cranium, I guess. Opening Kick ------------ Execution: [g]~u+K Location: H Seung Mi Na leaps in the air doing a powerful turnaround roundhouse to give her foe a nice slap in the cheek! Falling Earth ------------- Execution: [g]~u,LN+K Location: L Note: Recovers Crouching Seung Mi Na starts out with a short leap into the air, and lands giving her foe a boot to the shin *real hard*. Quake Mask Kick --------------- Execution: u+K Location: H Note: Staggers Blocking Foes A simple kick to the face while jumping. Shattering Kick --------------- Execution: WS+K Location: M Note: Staggers Blocking foes Seung Mi Na gives a nice boot to her foe's mid-section. Retreating Fang --------------- Execution: G+K Location: H Note: If hits shifts to retreat Mi Na hits her foe at the face with the Glaive. If she hits, she will leap right into safety. Dancing Crane ------------- Execution: A+B,A,B Locations: M,M,H,M Note: Final hit staggers blocking foes Seung Mi Na twirls her Glaive and then does a head decapitator into an overhead slash. The Twist has disgusting range, so be sure to execute the A,B the quicker the better. Heavy Crane ----------- Execution: A+B,A+B Locations: M,M,M,M,M,M,M Seung Mi Na twists her Glaive like she doesn't care all the way. Not a good move to use because the range of the Twist is rather disgusting and Seung Mi Na is vulnerable to a vicious counterattack after she's done twisting her Glaive for 7 swings. Fang Barrage ------------ Execution: f+A+B Location: M,M,M,M,M Seung Mi Na does 5 heart stabs to her foe, with the 5th hit knocking her foe crisp. Disgusting range and can easily be side-stepped. Use this move wisely. Spinning Ritual --------------- Execution: b+A+B Locations: M,M,M,M Seung Mi Na does a counter-clockwise twist of her Glaive. Still has disgusting range, but the range is slightly better than Seung Mi Na's clockwise Glaive Twist. Spinning Ritual Combination --------------------------- Execution: b+A+B,B,B Locations: M,M,M,M,M,M Note: Final two hits staggers blocking foes. The following after initial b+A+B can be entered to shorten the combo. Seung Mi Na starts out the combo with a counter-clockwise twist of her Glaive. Now she does a flying Glaive Uppercut ending in a heart stab from her Glaive. A good way to confuse your foe that you are going to do the Glaive Twist all the way (The Standard Glaive Twists are noticeable because Mi Na swings her Glaive really fast). Opening Treasure ---------------- Execution: df+A+B Location: L Special Notes: Shifts to throw on Clean Hit. Press A to escape throw The escape command MUST be executed at the start of the throw shift. Seung Mi Na stabs your shin with a clean poke of the Glaive. If she can throw you with this move, then Seung Mi Na raises her Glaive, and suddenly lowers her Glaive *quickly* to cut her foe in half. Uh-oh. Rapid Earth ----------- Execution: d+A+B Locations: L,L,L,L Seung Mi Na does four Shin Stabs in a row. Be careful when doing this because if any or all the hits of this move is blocked, then Seung Mi Na is vulnerable for a vicious WS counter attack. Holding Treasure ---------------- Execution: db+A+B Locations: L Special Notes: Shifts to throw on Clean Hit. Press A to escape throw The escape command MUST be executed at the start of the throw shift. This move is virtually the same as the Opening Treasure Move, except that instead of doing "up-down" with the Glaive during the Clean Hit, Seung Mi Na will toss you using the edge of her Glaive. Radiant Wing ------------ Execution: u+A+B Location: M Mi Na does a split before doing a mid-section slash of sorts. Mi Na Crushing Blade -------------------- Execution: uf+A+B Location: (!) Special Notes: Press G to cancel move Seung Mi Na stabs the ground and hangs upside down for a short bit (holding her Glaive's handle) before landing on the ground feet first, overhead slashing with a clash of lightning. This is one of the more damaging unblockables in the game. Glory Fan --------- Execution: WC+A+B Locations: M,M,M Note: Third Hit staggers blocking foes Seung Mi Na goes into a series of overhead slashes that covers her front. Good defensive move while crouching, but expert players will more likely step out of the way since you need to execute this one from a crouch. Circular Blade Kick: A+K (M) Zanbato Face Smacking Bag ------------------------- Execution: f+A+K Locations: H,H,H,H,H,H Seung Mi Na swings her Zan Ba To like her foe's head is a punching bag. An ineffective move because if your foe crouches underneath the Smack-Bag (which is likely), you'd wish you would stay home! Earth Fang ---------- Execution: df+A+K Location: L Pretty much like a stab right at the shin if I can tell by this move. Fang Sweep ---------- Execution: d+A+K Location: L Note: Staggers blocking foes Mi Na shows her way by sweeping you off the floor (hitting you at the shin) with this Korean Shocker Double Fang Sweep ----------------- Execution: db+A+K Location: L,L Note: Both Hits staggers blocking foes A Double-Korean Shocker that sweeps you off the ground. Glory Wing ---------- Execution: B+K Location: M Note: Press G to cancel the move, staggers blocking foes Mi Na does two dancing horizontal slashes to your foe's mid-section. Wheel ----- Execution: f+B+K Location: M,M Note: Staggers whenever blocked Seung Mi Na does a Jun Kazama-style Windmill Kick. It can hit prone foes like Jun's did in Tekken 2, but the kick will only hit 2 times. Rock Breaker ------------ Execution: d+B+K Location: L A stabbing move at the ankle, if I can assume what it is... Oak's Branch ------------ Execution: b+B+K Location: L Swaying Backwards and Hilt-Impacting your foe at the ankle is what this move is all about. Heaven's Wheel -------------- Execution: uf+B+K Location: M,M Mi Na, this time around, does jumping dancing slashes instead of dancing on the ground. Ouch. ------------------------------------------------------------------------ Eight way Run Moves ------------------------------------------------------------------------ Eight Way Run Moves are stronger versions of some of the Normal Moves that Seung Mi Na can use. There are also some moves that Seung Mi Na can only execute during an Eight-Way Run. Please be aware that some of the Eight-Way Run Moves can be more harmful than helpful if you are not careful with them. While Eight-Way Running, you are not restricted to run in one direction. Heavy Fall ---------- Execution: f+A Location: H,H Note: Staggers blocking foes Same as the original version of this move. Willow Divide ------------- Execution: RTW+A,A Location: M,M Note: Staggers blocking foes Mi Na attempts to cut you in half with this move Heavy Willow ------------ Execution: LTW+A,A Location: M,M Note: Staggers blocking foes Same as the Willow Divide Falling Divide -------------- Execution: d_u+A,A Location: M,L Note: Second hit staggers blocking foes Seung Mi Na starts out with a turnaround slash to the foe's kidney, and ends with a sit-down slash to the shin! Second hit has HIGH LAG TIME so don't use it unless you can variate with this move. Black Wing ---------- Execution: d_u+A,B Location: M,M Note: Second hit staggers blocking foes Same as with the Falling Divider, but Mi Na ends this one with an Overhead Slash instead of a Shin Slash. Much better recovery time as opposed to the Falling Divide. Sparrow Sweep ------------- Execution: db_ub+A Location: L It appears that Seung Mi Na does a turnaround Shin Slash that's more than enough to knock her foe off his/her feet... Wing Cross ---------- Execution: b+A,A Locations: M,L Same as the original version. Heavy Fall ---------- Execution: f+B Locations: M Note: Staggers blocking foes Same as the original version of the move. Disgusting range. Use this one wisely. Rising Void ----------- Execution: d_u+B Location: M Note: Staggers blocking foes Seung Mi Na does a jumping Uppercut Slash that starts out juggles, and if this hit is a counterhit, then the juggling height will increase. Spinning Divide --------------- Execution: db_ub+B Location: M Note: The B Button can be held for increased attack weight. This move also staggers blocking foes Seung Mi Na does a turnaround overhead slash that will cut her foe in half. You can hold the B button to increase weapon weight and attack damage. Earth Poke ---------- Execution: b+B Location: L Note: Staggers whenever blocked deep Same as the original version Wild Leaves ----------- Execution: df_uf+K,K,K Locations: M,M,M Note: Third Hit staggers blocking foes Just like Hwang Sung Kyung's version of the Seung Triple Kick. Dark Curtain ------------ Execution: d_u+K~A Locations: L,H Mi Na does a low shin hit and ends with a face hit, forcing her foe to block low and to crouch the high hit. Not a good move to use because if the Low Hit is blocked, then that means the foe is likely to dodge the high hit and to counterattack viciously afterwards. Thunder Kick ------------ Execution: b+K Locations: M Note: Staggers blocking foes Mi Na does an overhead kick that doubles as a hammer punch of sorts Wheel ----- Execution: f+B+K Locations: M,M Note: Staggers blocking foes Same as the original version of this move Glory Wing ---------- Execution: d_u+B+K Location: M Note: Press G to cancel move, this move also staggers blocking foes. Same as the original version of this move As opposed to Kilik, Seung Mi Na does not have any fancy stances. =( ======================================================================== COMBOS These combos were first seen at http://www.soulcalibur.com/combo.html (Use the View Soul's Combo Argument via HTML File) and could be possibly be the best sections of the official site because players tend to find combos that they want the public to know. The reason why I wanted to generate a Text-Only Combo List for Astaroth is because there are people who does not know how to use the combo effectively yet. Also, you need to use the combo.html's Soul Drop-Down List before pressing "View Combo" on the Combo.HTML file. Select Astaroth's fancy combos to view, and then after selecting Astaroth from the drop-down menu to view Soul's combos, hit the View Combos image and you'll know what I mean... You may want to link to Namco's SC Combo Archives using the following URL if you happen to use any of the combos from this section of this document: - http://www.soulcalibur.com/combo.html Note: Each combo are credited by its respective authors through the handles they use. ------------------------------------------------------------------------ Juggling Combos ------------------------------------------------------------------------ Unfortunately, Seung Mi Na has no Double Over Stuns, which makes her chances of creating a guaranteed combo all for naught. =( Vestiroth's Special 1 --------------------- Execution: 8WR, d+B, A,f+A+K Counter Hit Required: Recommended Number of Hits: 4 Air Recovery Point: After the juggle is initiated Not guaranteed after: The juggle is initiated This is a tough combo to perform. It helps if the starter is a counterhit. Walk up, N+A, then Run Up, N~f+A+K. Takes lots of practice but once you get the commands down right, then it's cake provided that you watch the hit positioning. Vestiroth's Special 2 --------------------- Execution: 8WR, d+B, A,A,B Counter Hit Required: Recommended Number of Hits: 4 Air Recovery Point: After the juggle is initiated Not guaranteed after: The juggle is initiated Although this combo's pretty much cake, the 8WR starter hurts the timing of the combo, creating a can of worms. The closer you are when the combo starter is landed, the greater your chances of landing all of the hits. More room for error is granted for counterstrikes. Be sure that you pay close attention to the hit positioning during the juggle. Vestiroth's Special 3 --------------------- Execution: 8WR, d+B, f+A,K Number of Hits: 3 Counter Hit Required: Recommended Air Recovery Point: After the Juggle is initiated Not guaranteed after: The Juggle is initiated You need to be very close while doing this combo. Juggle your foe, and make sure that you are landing the f+A,K just right. Failure to do so will result in missed hits. More room for error is granted for counter hits. The only problem you may have is the 8WR starter. If you done the starter far, then be sure you run-up to your foe and land the hits immediately. Vestiroth's Special 4 --------------------- Execution: 8WR, d+B, f+B,B Counter Hit Required: Recommended Number of Hits: 3 Air Recovery Point: After the Juggle is initiated Not guaranteed after: The juggle is initiated Start the Juggle, and try to position the Glaive *just right* so that the Turnaround Slash will connect for the kill. Very difficult juggle to do because of the 8WR initiation kick-off and the combination of a stab and a turnaround slash reduces room for error, so I do recommend landing the starter as a counterstrike. Vestiroth's Special 5 --------------------- Execution: 8WR, d+B, f,[f]+A Counter Hit Required: Recommended Number of Hits: 3 Air Recovery Point: After the Juggle is initiated Not guaranteed after: The juggle is initiated Start the juggle, and time it *just right* so the Strangling Flower will milk up your foe in maximum strength. Much like Heihachi's Demon Godfist Combo in Tekken, Tekken 2, and Tekken 3, but a counterhit would be nice because it gives you marginally more room for error. Alex Mongroff's Special ----------------------- Author: Alex Mongroff Execution: A,A,B, A+B, A+B Number of Hits: Unknown Air Recovery Point: After the juggle is initiated Counter Hit Required: Recommended Not guaranteed after: Unknown Only the B button needs to land in order for the combo to start off. More room for error is granted for counterstrikes of the B Button. Start the A+B *just right* so that you can milk up as much damage as you can. If the hit positioning's correct, then this move can be violent as hell! Vestiroth's Special 6 --------------------- Execution: A,A,B,A,A,B Number of Hits: 4 Counter Hit Required: Recommended Air Recovery Point: After the juggle is initiated Not guaranteed after: The juggle is initiated Special Notes: Only the B Button of the A,A,B needs to land in order for the combo to start. Juggle your foe and once you juggle your foe, *immediately* mash in the commands. More room for error is given for starters that are counterhits. Vestiroth's Special 7 --------------------- Execution: A,A,B,f+A,K Number of Hits: 3 Counter Hit Required: Recommended Air Recovery Point: After the juggle is initiated Not guaranteed after: The juggle is initiated Special Notes: Only the B Button of the A,A,B needs to land in order for the combo to start. Juggle your foe and once you juggle your foe, do the f+A,K quickly! It's hard to do because the B starter isn't as good as with the Eight-Way Runner, but it's rewarding to use as well. Vestiroth's Special 8 --------------------- Execution: A,A,B,f+B,B Number of Hits: 3 Counter Hit Required: Recommended Air Recovery Point: After the juggle is initiated Not guaranteed after: The juggle is initiated Special Notes: Only the B Button of the A,A,B needs to land in order for the combo to start. Start the Juggle and immediately do the following commands right away. Be sure that the hit positioning for the following is correct or the hits may not land in full strength. Vestiroth's Special 9 --------------------- Execution: A,A,B,f,[f]+A Number of Hits: 3 Counter Hit Required: Recommended Air Recovery Point: After the juggle is initiated Not guaranteed after: The juggle is initiated Special Notes: Only the B Button of the A,A,B needs to land in order for the combo to start. Start the Juggle and immediately execute the Strangling Flower Immediately. Only the best jugglers will be able to land the hits utilized by the Flower, and you must be valiant in order to land all these hits! Vestiroth's Special 10 ---------------------- Execution: A,A,B, f+A+K Number of Hits: 2 Counter Hit Required: Recommended Air Recovery Point: After the juggle is initiated Not guaranteed after: The juggle is initiated Special Notes: Only the B Button of the A,A,B needs to land in order for the combo to start. Start the Juggle and immediately execute the Zanbato Smacker right away. It's tough to do because the timing of this juggle is *TIGHT*. Rusted's Special ---------------- Author: Rusted Execution: A,A,B,A~A,b+B,b,[b]+B Number of Hits: 5 Air Recovery Point: After the juggle is initiated Counter Hit Required: Recommended Not Guaranteed after: The Fourth Hit of the Juggle Special Notes: Only the B button of the A,A,B needs to land in order for the combo to start. When you start the combo, be sure that you do not do A~A,B, but instead in order to make things easier, juggle, then press A~A,n,b+B,b,[b]+B. Remember, the better the timing, the more damage you can do. Timing is the key to make sure that you do not accidentially do A~A,B. That's all for now. I have to browse through SoulCalibur.Com in order to get a better look at the Combos. ------------------------------------------------------------------------ Pin Attack Combos ------------------------------------------------------------------------ What's a Pin-Attack Combo? Pin Attacks are when you knock your foe off and inflict unblockable or unescapable hits to increase the amount of ouch you can inflict! At this point of time, Seung Mi Na has NO Pin Attack Combinations. ------------------------------------------------------------------------ Just For Fun ------------------------------------------------------------------------ These combos are done just in case you get bored or if there is something special that is hiding behind the move. Don't perform them unless you feel bored. Also, I won't give out comments since these combos are just for your own leisure. At this point of time, Seung Mi Na has NO Just For Fun Combinations. That's it for today! I'll tell you some Vestiroth's Unconventional Moves in a future update! ======================================================================== HOW TO USE SEUNG MI NA EFFICIENTLY Again: 1. If you want to start out a juggle, please be warned that Mi Na has no special double over stun moves over a counterhit. This means that Mi Na will have to rely on direct juggles and counterstrike hits for the starters in order to make her way around for the juggles. 2. Don't overuse one move otherwise your foe may be able to notarize your movements later on, catching onto your pattern games. 3. Since Mi Na is weaker than Kilik, you need to continually pound on to your foe. Be sure that you use the Falling Leaves and mix them with other moves so that you can increase your chance of winning the match. Rely on mixing things up because Mi Na's power isn't immense. 4. You need to block and counter everything your foe throws at you because Mi Na isn't good at recovering from Juggles and Ground Pin-Ups. Just viciously counter your foe after the move ends, but be careful as some of the counters may turn out to be teasers as some characters have a bad habit of recovering from moves too quick. 5. Don't play range games with Mi Na because her power's not immense enough. Oftenly do hard-hitting combos paired with variations of hits from High to Low to get your way around. Try to throw your foe, and make sure that you escape throws as much as you can. Mi Na's throw range is the second worst in the game, so keep that in mind. That's all for now. I'm going to find more tactics and I have to play more games in order to get a feel for the Scarlet Thunder. ======================================================================== SEUNG MI NA'S ENDING It looks like Seung Mi Na's independence from the Seung Estate won't last for too long as Hwang has found Mi Na *depleted from the last fight* once again. Hwang lifted up Mi Na and (in anger), Hwang yelled at Mi Na for being the culprit for much of his frustration that jeopardized the defense of Korea. Mi Na was shaking in terror as Hwang took her back TO THE SEUNG SCHOOL ONCE AGAIN (Good job, Hwang. Now it's time for Seung Han Myong to ground Mi Na for the rest of her life!)!!!!!!!! Seung Han Myong (now admitting that the CDF is Hwang's purpose in life, and knowing that Hwang would never return to his school again), after milliseconds of doubt and mistrust, has decided to make marriage preparations between the Prodigal son of the Kim Family and Seung Mi Na as Mi Na's punishment for the rest of her life. In order to show signs of Mi Na's permanent punishment for such feminist actions, Kim Shin Kyung (Why didn't Namco gave the Prodigal Kim son a name?) brought a thousand cows onto the Seung School, hoping that Mi Na will accept his offer. Mi Na wants to run away again, but Han Myong's punishment is much more stringent than the punishment she received in Soul Edge/Blade. It looks like I'm seeing a sign that the madness and insanity of Seung Mi Na will start from here as what I'm thinking for the next Soul installment is that she will murder the prodigal son of the Kim Family in the most likelihood. This ending sucks. You may need to look at the Seung Mi Na pages for the official ending at http://www.soulcalibur.com. Much of the reason why I'm suspecting that Mi Na may kill the "bastard son" of the Kim Family at the start of the next Soul game is because Mi Na's patience has ran out... ======================================================================== PLAYING YOUR SOUL CALIBUR'S WORTH OF SHARES As of December 31, 1998, Soul Calibur no longer displays passwords. The reason why this is so is because the American Soul Calibur Site located at http://www.soulcalibur.com has released ALL PASSWORDS for public use. Even though this is the case, DO NOT POST ANY PASSWORDS AT THE FORUM AT ALL!!!!! Here is where you can find the Password goodies at: Extended Character Prologues, Character Revelations, Special Character Notes, Character Endings, Histories of the Arenas, and other Character- related goodies can be found at the following locations: - Arenas: http://www.soulcalibur.com/terrain.html - Extended Character Prologues (only for certain characters) can be found at http://www.soulcalibur.com/souls.html (Click on soul of your choice) - Character Endings and any special notes for each character can be found at the aforementioned URL and its respective soul for the extra. The rest can be found at Digital Calibur. - Project Staff's Interviews can be found at the Digital Calibur section located at http://www.soulcalibur.com/digital.html - Animated Souls can be found at Digital Calibur as well. - Password-related graphics: http://www.soulcalibur.com/themdesk.html ======================================================================== THE DO'S AND DONT'S From now on, this FAQ can only appear in the following sites: * Verasnaship Interactive (http://www.verasnaship.net) * GameFAQs (http://www.gamefaqs.com) * Cheat Code Central (http://www.cheatcc.com) * Secrets of the Game Sages (http://www.gamesages.com) * Game Shark Code Creators Club (http://www.cmgsccc.com) * Al Amaloo (http://vgstrategies.about.com and http://www.gamewinners.com) Why? Because these sites are the only ones that keep all original work updated and up-to-date. You can always get the latest version at my website (Verasnaship Interactive at http://www.verasnaship.net) since I run that website and I always post them instantly right at my website first. GameFAQs does a good job keeping the files up-to-date at all times and is regarded as the most visited "stable" for FAQ-related walkthroughs, original work, and the like. Cheat Code Central and Al Amaloo does a good job in keeping the FAQs fresh, original, free, and "in one piece". They instantly update all FAQs without having me notify them. However, Cheat Code Central also has codes if you are into those cheat codes (yuck). Secrets of the Game Sages is a "Code-related" partner to GameFAQs since both GameFAQs and Secrets of the Game Sages share the same information, links, and tricks-to-date. Game Shark Code Creators Club is a Game Shark site run under the Code Master to provide up-to-date Game Shark Codes and is a highly visited Game Shark site. From time-to-time, I might elect to do PDFs on certain games. You can always get the latest version at Verasnaship Interactive (that's my website) and I'm planning to give GameFAQs my permission to mirror my PDFs in the near future. Rules: * DO NOT place this file in your web site directly. Only the five aforementioned sites have an exclusive right to mirror this file. * You can make a link to my FAQ Library Page. The only rules that I would like to enforce is that you link ONLY to an HTML or an Interactive Web Page. The link to this page is: - http://www.verasnaship.net/text/fighting.html * If you are planning to link to the five other sites that I have mentioned on this reminder, then you are to be advised that your linking rights are heavily limited as foretold on the webmaster's fine prints (depending on where you plan to make your link to). If I'm too vague on this, then please visit the following URL to see why more and more webmasters are restricting links: = http://www.templetons.com/brad/linkright.html (Brad Templeton's Linking Rights Essay). ======================================================================== HOW TO SUGGEST ANY FIXES, BUGS, OR ANY OTHER TRALALA Sending UCE to any of the mailboxes that I have is not tolerated. Period. I report any incidence of spamming by checking the header on where you originated the message at and then report the incidence to the server you originated your message at (which is more likely to get you in deep trouble) or I can just slam you by sending complaints to the following: The server you originated the message at, to your provider, or possibly the Free-Mail Service that you use. Don't spam me. It's not worth it. I will only tolerate e-mail in regards to Soul Calibur as a whole. See http://spam.abuse.net to see why it's bad. ======================================================================== REFERENCES OF THIS FAQ - http://www.namco.com (Namco America) - http://www.namco.co.jp (Namco Japan) - http://www.soulcalibur.com (The official Soul Calibur Site) - http://www.fighters.net (Courtesy of Mr. MG) - http://www.luminpro.com/soulcalibur/ (Courtesy of Wind-X) - Cynan de Leon (komejin) ======================================================================== ACKNOWLEDGEMENTS - Hajime Nakatani for carefully creating, crafting, and directing Soul Calibur. Without Hajime Nakatani, then neither Tekken nor Soul Calibur would flourish. - Studeo, Inc. for hosting Namco America's Soul Calibur Site - Jason Arney (WCMaxi), Mark Mikulecky (Kaipo), and Mark Holt (Madmardy) for dedicating their love and labor to create an attractive Soul Calibur Site. - Jamison Gold for accepting Namco America as a client. - Alan Ambroziak (AL-X), Mr. MG, John Culbert (Tigeraid) for running the multipurpose fighting game site, Fighters.NET - Namco Cybertainment for being the first arcade chain to stock Soul Calibur on their shelves. - John Culbert for mirroring my Capcom Fighting Games Guides. - GameFAQs for being the largest stable of Original Work. - Kao Megura for reaching the 5000MB mark. - Imagine Games Network for being the largest Video Gaming Community over the Internet - Secrets of the Game Sages for a huge collection of updated cheats - Finally, Frederick Schtauffen for giving Sieg a second chance to prove himself. :) This is a shared interface from my Nightmare and Siegfried Documents. - Cynan de Leon (komejin) for shedding the light on some of the moves that I haven't been able to execute yet as Astaroth. Thanks for your help! ** END OF DOCUMENT ** This electronically published work is the sole property of Mark Kim. Please credit Mark Kim as Vesther Fauransy where credit is due. Unpublished work (c)1999-2000 Mark Kim. All Rights Reserved Soul Calibur: (c)1996-2000 Namco. All Rights Reserved