Soulcalibur 4 Mitsurugi character guide
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MITSURUGI, CHARACTER GUIDE - SOUL CALIBUR 4
Version 1.12
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CONTENTS
#1.0 PURPOSE AND INTRODUCTION
#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 jargoꦯn used in this guide
#2.4A Controls
#2.4B General jargon
𓄧 #2.4ﷺC Move information and properties
#2.4D Mitsurugi's stances
#3.0 LEARNING TO PLAY WITH MITSURUGI
#3.1 General Strategy
#3.2 Moves t🥀o learn first (my movelist🌼s)
#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
 𝔍;#3.2F Moveli💎st F: Other ways to get into and between stances
#4.0 COMPLETE MOVE LIST
&nbsღp; #4.0A Reading t🍸he movelist and move properties
#4.1 Normal stance
&n𒐪bsp;#4.1A Normal stance to re🐬lic stance
#4.1B Normal stance to mist stancღe
#4.2 Relic stance
☂ #4.2A Relic stance to mist stance
#4.2B Relic stance to no♑rmal stance
#4.3 Mist stance
#4.3A Mist🎃 stance to relic stan♉ce
&nbsꩲp; &ᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚnbsp;#4.3B Mist stance to normal stance
#5.0 CREDITS, INFORMATION AND VERSION HISTORY
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#1.0 PURPOSE AND INTRODUCTION
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#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 hint🌃s on how to play Mitsurugi.
-People who wantﷺ ꦛan organised list of Mitsurugi's moves, including getting into
and between his st🉐ances, with informatio🔯n on damage, hit ranges,
horizontal/vertical in꧋formation, properties, rꦦange and speed.
-People who would like to learn Mitsurugi's 🌠moves and want s꧑ome guidance as
to which ones to start with, a𒈔nd which ones to progress to later.
#1.2 Who this guide is not for:
-People w🍌ho 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, pleℱase
either read the instruction manual or anot🍎her comprehensive FAQ, have a good
play around with the game, and return 🐼when you have a h꧂andle on how the game
works.
-Advanced Mitsurugi players who are looking f๊or high level strategies. I am a
𒁃competent player ha🦂ving used him since SC2, but I'm not an expert. Sorry!
You are welcome to l𝓰ook through my recommended move🔜lists with commentary, maybe
there will be a little something you hadn💧't thought of!
-People who want a frame data. I have described how q♑uick the moves are
generally, but not anything precis♛e. You can find a lot of this
information at www.caliburforum.com in the soul arena section ꧒of the forum.
-People ꦛwho want details about all of Mitsurugi's equipment, weapons stats and
such. All this info🌱rma💖tion is can be found in other FAQs:
Equipment //www.gamefaqs.c♚om/console/xbox360/file/940048/𝔉53716
Weapons //www.gamefaqs.com/🅠console/xbox360/file/940048/53656
#1.3 Notes:
-This guide was made using the Xbox 360 veꦕrsion,ꦬ but it should apply to the PS3
versio🔯n as 🐎I believe they are pretty much identical.
-To compress the complete 🍨movelist, I hav▨e grouped similarly inputted moves
together as alternate inputs.
-I present the complete m🏅ovelist 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 gues🀅s people must have thought his 'moon' moves were too powerful, as they
have mostly been taken out, leaving him with just oꦏne windup and one mo🍸ve 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 mis🍸t stance as 6+B B.
-B K B from mist stance is not in the game's m🥀ovelist, credit to my brother for
finding that combo!
-Make s🦩ure you read the notation 🅺and jargon section and the how to read the
compl🔯ete movelist section before you before jumping into the complete movelist,
or you will be unlikely to make sen🥃se of mos🌳t of it!
#1.4 Using the search function
If you want to ju🌠mp to a particular sect🐟ion in this guide, this is the
quickest way to do so:
-Find the reference 🐼of the secti𒉰on you wish to jump to in the contents, for
example #6.3D
-Put the cursor at the very top of this guide
-Hold Ctrl ඣand press F, and where it says 'Find what' or 'Find' type in the
reference number (if using Firefox ins💧tead of Int🦩ernet Explorer, the 'find' tab
may appear at the bottom left of your screen)
-Check tha🌊🍌t direction is set to down, then click the 'find next' button twice
(click the 'next' button twice if using Firefox)
-You shouওld now be at the section you want to find
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#2.0 THE BASICS
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#2.1 Story (my interpretation): Mitsurugi is a wandering warrioౠr, w♓ho is
always looking for his next combat chღ🐟allenge. 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 chara🍸cter, with
the addition of two other fighting stances from wh꧂ich he has many attacking
options. He uses a medium length swo𒅌rd and can bওe a highly aggressive and
intimidating charaᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚcter. For those familiar with Tekken, there are some notable
similarities between Mitsurugi and Pau🐻l Pheonix. Both are wandering fighters
who haveও never been beaten, both use a highly explosive and aggre♒ssive style,
Mitsurugi's 2+K B is pretty m🐲uch the same as Paul's 2+RK RP, and thꦰey both
never lose in the tournaments but somehow end🥀 up not the credited victor for
ཧstrange 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 k🃏ept behind the scenes and out of the mai꧑n
storylines. That is just my opinioℱn, but look who⛎ you always face in
practice mode...
#2.3 Strengths: Fast, can aggressiv♊el⛎y dominate a match, has useful stances
with many options inc🌱luding a range of unblocka🌄ble attacks, excellent at
ringouts, high damage.
Weaknesses (or developmen🌄t points for the PC): ൩Mainly small to medium range,
some lacꦉk 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 y𒊎꧂ou 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 cont𓃲rol 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 caꦍse 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.
#2.4B General jargon
AUTOPARRY: This is a purple flash that happens during certain moves, and👍 they
parry certain types of attacks. They ma🌊y knock those attacks aside, or
Mitsurཧugi may perform an attack animation. The details will be no꧅ted 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 𝓀while standing to block high, mid, special mid
or ꦯspecial low attacks; or holding down the G button while crouching to block
low, special mid or special low att🥃acks. This stops the attack damaging you.
IMPACT (guard impact): A defensi🙈ꦬve move which deflects an incoming attack if
timed correctly.
INTERRUPT: To hit an opponent who is perfor🌌ming a movꩲe 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 (guarཧd repel): A type of impact, using 6🌞+G or 3+G to repel high/mid or
mid/low moves respectively. The playe🌟r 🔯repelled cannot move, attack or block
for a short time.
SIඣDESTEPPING: Using the 8 way run system to try and move around your opponent's
attacks.
STANCE:ꦫ One of Mitsurugi's various fighting style positions. You will become
familiar with them as you try out his attacks. 🦄The stances often li🎃nk together
with various moves.
TRACKING: The ability of a move to foಞllow the opponent as they move.
#2.4C Move information and properties
h,l,m,sl,sm (high,low,mid,special low,special mid): The pa✃rts of the opponent
an attack aims for.
*n: Indicates special🎀 property number n which will be explained below the
section of moves in which it꧑ appears (n is a numb𝕴er).
AT (attack t⛦hrow): A move which turns in🌸to a throw animation if the hit lands
successfully and at close enough range.
CH (counterhit/counterattack) 🍌: Striking the opponent during one of their
attacks.
EC (ends in crouch): A move ♛which will ꦡinitially leave you in the crouching
position when it is complete.
EV (evasive): A move which is good ﷺat getting around, under or over oth🅠er moves
giving you the chance t🍎o hit without being hit back♋.
GB (guard b♏reak): Indicates thatꦏ a move has the guard break property. The move
has a blue lightning effect, a👍nd wheꦏn guarded causes a short stun.
H (horizontal): A move that hits in aﷺ sideways motion, designed to hit
sideste💞pping opponents. Usually involves the A button.
HG (hit🐼s grounded opponent): A move which is able to hit an opponent who is
lying prone on the floor.
KD (knockdown): A move that𓄧 knocks the opponent off their feet, giving🎃 you a
big advantage as they can't do♛ much from that posiᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚtion.
LA (launching): A move which sends the opp🧜onent high into the air, usually
alཧlowing you to use a comb😼o on them before they land.
RO (r🍨ing🍌out): Knocking the opponent out of the ring, winning the round
ins♔tantly. 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 o🃏n the spot.
ST (stun): An effect 🥂of a move which incapacitates the opponent for a short
while.
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&🎃nbsp;
blocked or impacted. It can be escaped by A or B dependin༺g on the input of the
throw. I suspect the new download 'fix' can allow throws to be impact😼ed as a
just frame.
TR (turn round): A move that tu🐈rns the opponent round.
UB (u💫nblockable): Indicates that a move is unblockable. The move has a flame&nbs💧p;
effect and cannot be guarded or impacted.
V (vertical): A move that hits in a for🧸ward motion, designed to have priority
over horizontal moves, but that can be sidestepped. Usu🦄ally invoꩲlves the B
button.
WC (while crouchinꦉg): 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.
#2.4D Mitsurugi's stances
MIST STANCE: Mi🐽tsurug꧟i holds his sword pointing away from him ready to strike.
𓆉⭕NORMAL STANCE: Mitsurugi stands normally as he does when the round starts.
RELIC STANCE:🎃 Mitsurugi sheathes his sword ready♚ to strike.
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#3.0 LEARNING TO PLAY WITH MITSURUGI
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#3.1 General strategy
Use these tips while wo🐽rking through my movelists in the next section.
-Play aggressively. I find Mitsurugi is best wh📖en he is applying pressure,
mixing up attacks, and not le🌊tting the 🍌opponent recover enough to launch
their own atta🐠ck. Do not𒈔 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 th😼rows. When you think
your opponent is going to duck your throw💎 𒈔attempt, or is expecting a low move,
instead use a fast mid move. When they are on the de🌞fensive and standℱing,
use a low move or ༒a throw. Once you get to the stances, vary how and whe🐷n you
use 🅠them to always keep the opponent guessing. Change to and from your stanc✤es,
and use moves to𓃲 switch between them. Know what each stance can d𝔍o.
-Punish opponents who stay on the floor too long to tr𝔉y to fool you int𒊎o
attacking and missing. Mitsurugi hꦑas many attack🔴s which hit a grounded
oppo🌺nent. If they are getting up instantly🐲 instead, be ready with a quick
attack or a throw to keep your momentum.
-Try to keep ඣclose 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 a🍸way, he has a few. Use the 6 6 forward step in re♈lic and mist
stance to close in before launching an attack.
-Remembe🌄r 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 bes🧜t 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 Mitsuruꦍgi. To help with this I have selected groups of moꦺves from the
complete movelist,🦄 and given commentary on how to use th🦂em. 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 whᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚether they hit
high, mid or low. Imagine as🐼 you do theಌm what kind of situations they would be
useful in. Keep going through the moves unti⛄l you can remember them all and
perform them as second nature.
-Start having matches using this movelist, ideall🥂y against a human opponent,
but even against the computer will help. As yಌou use the moves in the🍸 movelist,
see when they are successful, and when they are not, and learn when be🍸st to
use them. Keep playing matches using these moves until you can reca🔯ll all
the moves, ha꧟ving the list in fro🤪nt 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 haꦯve provided comments for each move to help
with this.
-Once you feel you have mastered the movelist𝓰, repeat this process with the
next mov🍸elist, continuing to apply all the movelists you have learnt so fa𒀰r.
I'd highly recommend startinཧg with movelist A, ๊but you can then tackle the
other 5 in whatever order you feel is best for𒊎 your play🐎ing 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 ꦆthan
trying to reme🍨mber v💯ast amounts of moves at once and not really knowing
ho💧w 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 thꦡem one at a time.
They a💯re not in strict order of how good the moves are by groupꦕs, but rather
ho✱w effective they can be compared♛ to their difficulty to use in different
situations. This is just my opinion of course, feel f🍷ree to pick and choose
if you prefer!
I have not included all of Mitsurugi's moves in my movelists, as I feel many&♊nbsp;
are𝔉 either too weak or too specialised to ෴be worth making a priority when you
first learn him. Feel free to browse th✤e complete list aga💛in once you have
mastered all these movelists.
#3.2A Move list A: Primary attacks
These moves can form the basis oꦍf your attack strategy, they are fairly easy
to input and use, keep opponents on the defensive, and work well with one&ꦉnbsp;
another if you mix them up.
A A ... 🌱Fast combo for interruptinꦿg attacks and catching sidesteppers.
B B ... Fast medium range combo for pressuring.
A+G/B+G .... Standard throws, good for punishing and for w𒅌hen you think
the opponent is goiꩵng to try and impa🦂ct 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 rangꦿe, on counterhit it
gives a st⭕un. Good for coping with other aggressive players close up and for
p🐭ressuring someone who is trying t𒀰o get their own attack going.
4/[4]+K B ... A good med🔜ium range combo for pressuring, for ringout, and
for mixing up with 2+K B.
[6] B B ... Damaging long range combo for punishing ᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚor interrupting. Ringout.
[6] A ... Good all purpose pressurin♛g move, hard to avoid a💧s it is mid and
horizontal. Gives a brief stun on counterhit.
3+B ... A fast launching mi✨d move💎 for when the opponent tries to duck a
t🧸hrow or thinks you are going to hit low. Follow with B B for damage and
ringout.
1+A/[A] (B) ... Long range low move with knockdown, 💝it's h🐎ard to avoid but
can be blocked as it'💯s a bit slow. Don't overuse. Mix up w💯ith the extra B
to ℱchange to a guard break m🍨id attack as a suprise.
#3.2B Move list B: Secondary attacks
Th♐ese are moves which can supplement your main attܫack, by adjusting to the
spacing and situation, and keeping☂ the o🔯pponent guessing with a wide range
of offensive mov🎃es. They are slightly harder to use effectively, but with a
bit of practice they should fit🦄 seamlessly into your strategy.
B~6 ... Very fast highℱ attack for interrupting and pressuring at medium r𝔉ange.
K~B ... Damaging evasive ꦐmid range jumping combo🤡, great for pressuring.
A+B ཧ(B) ... Medium raꦜnge combo, good for ringout from quite a distance. The
optional i🌳nput is a just frame but it's n𒊎ot too hard with practice, press it as
as the second hit lands. Good against op🌄ponents who stay on the ground to🌳o
long.
A+K ... Use to try to parry ⛎an anticipated horizontal move, or ju🧔st to launch
into a suprise attack from some distance.
4+B ... A long range evasive move, use it when you p🦩rediℱct an attack is
coming to step back and evade it.
[1]/[7] A ... Deceptive knock down low move to stop the opponenᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚt's attacking
momentum or to use after sidestepping when 🐬a mid move i🦋s 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 knockdo🌞wn low hit from crouching. Good fr♍om
medium range.
#3.2C: Movelist C: Relic stance
This stance when used effectivel⛄y should str﷽ike fear into an already
d🍃efensive 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 ܫstand st꧋ill for fear of the A+B / [A+B] mixups, and you have more options
still.
4/[4]+B+K ... Get quickly into relic stanc🥂e from normal stance.
[K] ... Use to pressure an opponent at close range when they are ✱waiting to
see what you will do from your stance.
A+B+K ... Useཧ when yܫou 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 𒊎damage.
The next three moves provide an excellent mix up game for ﷽intimidating&nb𝓀sp;
opponents and scoring large unblockable damage and guard breaks. Vary which&n🍃bsp;
on🌃es you do, they all have 𓂃their advantages. Use when you are fairly close, or
at close to medium range, when your o♉pponent is on the defensive.
A+B ... Fairly fast high guard break move, use this when you think the op𓆏ponent
expects one of the longer moves below to hit them before they 🐽get a move in.
Gives knock down stun o𓂃n 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] ... Fai🎀rly fast mid unblockable, good for hitting an
opponent who is trying to guard expecting the above move. Ring✱out.💫 Release as
Mitsurugi brings his sword down to his waist.
[A+B, medium hold] ... This is an exc꧅ellent lon🔥g 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 d๊o so, it can be devasta🥀ting. 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. Ringo🧜ut.
B ... Possibly Mitsurugi's single best all round move, this move pr💖eౠtty much
does it all. It sidesteps to evade moves, hi༺ts mid, hits grounded opponents๊,
is 🎃fast and tracks well, even rings ꧑out. 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 stan💙ce i💃s also attacking, providing lots of quick moves and powerful
controlling moves. By using this along with t♌he relic stance you make it
that much harder for the opponent to know what is coming.꧒ It lacks any hard
hit𝕴ting low moves, but does 🐷allow you to throw defensive opponents.
6/[6]+B+K ... Quickly get into mist stance fr༺om normal 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 sup🥃rising
from a distance. Ringout.
B B B ... Use to interrupt aꦬn attack, get a little damag𒊎e and return to
normal stance.
(B) 4+B (6) ... Mix up witﷺh the other above moves as a suprise, and to get an
attack throꦏw at short range which can ring out ꦦif the 6 is pressed. If you
have been pre꧟ssuring with single B attacks, this move may catch an opponent
off guard who tries to attack thinking your m🌳ove is finished.
(B) K B ... A🍃 sneaky evasive advancing combo for quick damage.
A+B ... Useful for hitting an opponent who st💎ays on the ground.
A/B+G ... Thesᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚe throws do less damage than the norma♛l ones but are good for
grabbing an ♊opponent who you have got on the defensive for hard to avoid
damage.
6+B {B} ... The move that was stol๊en from him in an earlier Soul Calibur! Fast
advancing medium r꧑ange combo for punishin🔯g, 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 y🧔ou press your
advantag🍰e at the right time; to help you mix up your aggressive 🌺game with
backing off and playing def༒en🍎sively for a bit; or adding variey to your offense
when it is to your advantage.
[A direction]🔴 A+B ... Long range mid move for punishin💮g.
B~A ... Slices through opponent on fastest input. Quick♒ mid move from medium
range for punishing. Knockdown on counterhit.
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.
A+B~6/[6] ... A handy poke from medium range, if ๊the 6 is held it be😼comes a
fast ringout move at close range.
[2]/[8] A ... A medium range stab whi💛ch 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.
[3]/[9] A .🌄.. Good for a suprise hard to avoid attack from med✱ium to long
range.
WC 3+B ... A fast high poke from medium range. Good damage for its 🎐speed. Good
for punishi💛ng from a distance if you're crouching.
WC 1+B B♚/[B] ... Good for ap🌳plying 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 sw🌃irling sword 𝄹dance. Use when you feel the opponent is on the
defensive and൲ may not close in to knock you out of your dance or g🀅et scared and
try to sidestep, as it has excellen🃏t tracking. Best at medi𝄹um range. Do not
overuse. Good to get into the dance when the opponent is♕ grounded and you
predict they will get up, they mไay 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 g✃et into aꦡnd between stances
To put the final touches to your strategy and move variation, t🍃hesౠe are the
moves I have selected as be♔ing the best ones to move between normal, relic
and mist stances under the disguise of other moves. Tꦬhis gives you more time
to ready your att𒁏ack ❀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 th🍒ey throw out the wrong mov🌺e or get too defensive.
Normal stance to relic stance
[1]/🥀[7] K ... Use to get some suprise low da𓃲mage at close range and get into
relic stance.
[3]/[9] [A] ... Use to pressure from medium range with 𒐪this hard to avoid
attack and slip into relic stance.
Normal stance to mist stance
4 [B] ... Mix thisꦛ up with 4 B to co꧒nfuse an opponent, back off from attacks
and be ready to respond.
[1]/[7] B [A] ... A fast combo to apply pressure.
[4] B ... Evasive stepℱ back swipe whic🔯h knocks down and hits grounded
opponents. Pressure an opponent who gets knocked down w꧒ith 6+B B to hit them on
the floor or catch them as they get up.
Relic stance to mist stance
[A] ... Same as A, but used to confuse the opponent by swi💟tching 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] .𓄧.. Use to pressurise and 👍confuse with this fast combo.
B+K ... Use if you find yo🍷urself in the wrong stance, or just to confuse.
6 [B] ... When mixed up with 6+B B this will cause confusioဣn as instead o😼f the
second hit they have to work ൩out how to deal with the r🗹elic stance instead. If
they block it and stand still expecting the second hit 🉐to come too, this can
give ✤you time to get your A+B and [A+B] mixupಞ games going.
-----------------------
#4.0 COMPLETE MOVE LIST
-----------------------
#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 inform🧸ation about
all the attacks in a combo in order.
DMG (Damage): The damage the move does if al🧸l the hits connect. Note that on
counter hit the damage may vary. I have left out the individual damage of each&n💜bsp;
move in a combo to save🍌 space. This is a general estimate of the damage, it may
vary with hꦫow well moves connect and what way the opponent is facing. Note that
the damage of th🅰rows can chanꦅge if you are to the side or behind the opponent.
The damage shown will be the standard throဣw when the opponent is facing you.
PROไPERTIES: Any special properties the move has. A little c 🧸after a property
shows that the proper🌳ty only applies if the attack is a counterhit🎃. A little s
af💧ter a property shows that the property only applies on a standard hit (no🐷t a
counterhit). If a property is followed by (n) it shows 🦩that t👍he property
applies to attack n in a combo. This 🅷property may be overridden if the combo is
continued past t𓆉hat attack. A move is noted to be evꦕasive (EV) if it is
generally more evasive than the stance from which th🙈e move is performed. See
move information and properties in the n🅘otation and jargon section. I have
noted only the more significant stuns.
RGE (Range): Shows at⛄ what ran𝔉ge the move can connect from; short, medium or
long (S,M,L🌱). If thiಞs varies during a combo I will assess the overall range.
SPEED: Shows how fast the move is on aꦫ scale of 1 to 5, 1 being a very fast
move and 5 being a very slow move𝓡. If the move has more than one attack, the
speed of each attack is listed in order. These are bas൩ed on my own observation
of the moves, not on any calculations. If y✨ou feel I have🗹 assigned the wrong
number to any attacks, please let me know. If tꦺhere is a delay between one
hit and the next, that is tꦫaken into account in the speed of the move afte𒈔r
the delay. This is a measure of how fast atಞtacks 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 &♚nbsp; RGE SPEED
2+A [B] B~K &♐nbsp; h-H,l-V,sm-H 57 KDc(1),GB(3) M 1,2,4
This shows a move which you i🌱nput by pr𒀰essing down and A, then hold B, then
press B and then quickly press K. Th♌e 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 k🌜nockdown on a counterhit,
and the third hit has guℱard break. This combo should be used 🐠at medium range.
The first hit is ver⭕y fast, the second hit is fast, the third hit is slow.
#4.1 Normal stance
INPUT  💖; &ꦰnbsp; HITS DMG PROPERTIES RGE SPEED
A A h-H,h-H 20  🧸; S 1,1
B B ♎ m-V,m-V &n𒅌bsp; 28 HG(2) S 1,1
B~6 h-V 🌺 20 KDc M 1
B~A m-H &🐼nbsp; 28 KDc,*1 &🎃nbsp; M 2
K &🌃nbsp; h-V 14 &n✱bsp;S 1
(Run 3+ steps) K l-V &nbsওp;28 HG,KD,RO S 2
K~B m-V,m-꧋V 30 EV,HG(2),KD(2) L 2,2
(Facing away) A h-V &nbs⛄p; 12 S 1
(Facing away) B m-V &nbs🐈p; 16 M 2
(Facing away) K h-V &nb▨sp; 16  🍰;S 2
(Facing away) B+K m-V &nbs🌊p; 28 KD &🌼nbsp; S 2
A+G &nb🍃sp;h-V 40 KD,RO,TH &nb🎐sp; S 2
B+G h-V  🍒; 50 KD,TH S 2
A+B B &൩nbsp; m-V,m-V,m-V 44 HG,KD(2,3),RO(2,3),*2 M 2,2,2
A+B~6 m-V ꦍ 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 &🐈nbsp;2
A+K &n🌊bsp;m-V &✅nbsp; 40 AT,HG,KD,*4 L 4
K+G &n✅bsp; &nbꦍsp; TA
1+B m-V 18 HG ও M 2
1+K &nbꩵsp;l-V 10 HG S 2
1+A &ꦇnbsp; l-H 30 HG,KD 🌊 L 3
1+A B m-V 30 GB,ST &ꦐnbsp; ꦬ L 4
1+[A] l-H 35ܫ HG,KD L 4
1+[A] B  🃏; m-V 30 GB,ST L 5
2+A sl-H 𓄧 10 S 2
2+B m-V 💃 14 HG &nbs🔯p; M 2
2+A+B &n💦bsp; m-V 20 HG &🍌nbsp; S 3
2🅰+K B l-H,m-V &nbs♍p; 26 HG,*5 S 2,2
3+A 𝓡 m-H &nb✨sp; 12 KDc S 1
3+B m-V &n𒊎bsp; 20 ဣHG,LA M 2
3+K m-V 14 &n♎bsp; M 2
4+A h-H  ♓; 20 TRc M 2
4+B &nbs🐼p; 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 &nbs𓃲p; S 2
6+K h-H &nbꦏsp;18 KDc &♛nbsp; S 2
6+B  ✱; m-V 18 KDc S 2
6+B A+G m-V,h-V ꩵ 48 KDc(1),TH(2💙),*6 S 2,2
6+B B+G 🔯 m-V,h-V 53 KDc(1),TH(2),*6 &nbs𒅌p; S 2,2
7/8/9+A h-H &๊nbsp; 36 EV,TR &nbs🍸p; M 3
7/8/9+B m-V ▨ 32 EV M 3
7/8/9+K m-V  ꦓ; 25 EV M 3
7/8/9+A+B m-V &nb𝓀sp;44 HG,KD L 4
[1]/[7] A l-H &🌞nbsp; 32 KD,RO &n🍰bsp; 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 &nꦉbsp; &nᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚbsp; M 2
[2]/[8] B m-V 2𓆉8 HG,KD M 2
[2]/[8] K &nb🃏sp; h-V 🌟 18 KDc S 2
[2]/[8] K+B m-V 26 ST &nbs𝕴p; M 2
[2]/[8] A+K h-H &n🌟bsp; 30 SP &nbs💎p; L 3
[3]/[9] A &🌌nbsp; m-H 26 KDc M 2
[3]/[9] B ඣ m-V 38 HG,LA,RO M 3
[4] A A h-H,h-H &nb꧅sp; 29 SP(2) &๊nbsp; S 2,2
[6] A m-H 32 STc &n𒅌ꦰbsp; M 2
[6] K &n🍎bsp; m-V 18 EV M 2
[6] B B  𓆉; &♔nbsp;m-V,m-V 49 HG,KD,RO L 2,2
[A direction] A+B m-V &nbಌsp; 42 HG,KD,*7 L🌸 3
WC A sl-H 10 &nb🐻sp; &nbཧsp; S 1
WC B m🐲-V 15 HG &nb𝓰sp; M 2
WC K &nbs🌃p; l-V 10 HG &nb🅷sp; S 2
WC 3+B h-V &♊nbsp; 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,KD𒁃 M ꦦ 3
(Facing away) WC A sl-H ꩲ 12 S 2
(Facing away) WC B m-V 🗹 16 &💜nbsp; M 2
(Facing away) WC K l-V &♊nbsp; 12 KD,HG &nbs๊p; S 2
WR A m-H &nbs🌺p; 26 ꦗ S 2
WR B &ﷺnbsp; m-V 22 M 2
WR K m-V &൲nbsp; 16 S 1
236+B m-V 25 ST &꧑nbsp; S 2
236+[B]  🐽; m-V ♔ 40 KD,RO S 3
63214+B B &𝕴nbsp; 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 jusཧt as the first hitꩵ lands.
*7: If you pre♊ss G quickly, Mitsurugi cancels♉ the hit into a forward dash.
*8: After 63214+B, you can input 63214 again a🌸nd again as many times💦 as you
want to repeat t✨he 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  ෴; &💯nbsp; 2
6+[A] h-H  ꦐ; &🌠nbsp; 14 S 2
[1]/[7] K l-V &🍌nbsp; 16 HG &🐠nbsp; S 2
[3]/[9] [A] m-H  ꦓ; &ꦑnbsp;26 KDc M 2
#4.1B Normal stance to mist stance
INPUT &ꦚnbsp; HITS DMG PROPERTIES RGE SPEED
4+[A] &nbs🎶p;h-H 20 TRc M 2
4+[B]  ꦜ; ꦯ EV 1
6/[6]+B+K &🐷nbs♚p; 2
[1]/[7] B [A] &♈nbsp; m-V,h-H 30 HG(1) &nbဣsp; M 1,1
[4] B m-V &n𝓡bsp; 🍷 24 EV,HG,KDc M 2
#4.2 Relic stance
INPUT HITS DMG PROPERTIES &nbs🥀p; RGE SPEED
[K] l-V 24 HG,STc &n🐼bsp; S 2
A+B ಞ h-V &nb🌱sp; 26 GB,KD,TR S 3
[A+B] h-V &♏nbsp; 60 KD,RO,UB,*9 S 4
[A+B] h-V 70 KD,RO,UB,*10 &nbs♑p;  🅷; S 5
A+B+K &🌜nbsp; 60 AT,KD,*11 S 1
2 💛 EV
4 4
6 6 &nbs🗹p; EV
7/8/9 ꦿ EV
*9: Release as Mitsurugi bring🌃s his sword down to his wais✤t.
*10: Release at very end of the animation, or ke🌌ep 💝holding.
*11: Autopa🐬rry, performs an attack throw if a mid mℱove is parried at close
range.
#4.2A Relic stance to mist stance
INPUT ෴HITS DMG PROPERTIES RGE ♔SPEED
[A] sm-H,h-H &nꦅbsp; 20 TA(2),*5 S 1,2
B+K ♐  𒈔; 2
*5: Knockdown and ringout if both hits connect.
#4.2B Relic stance to normal stance
INPUT  🐠; HITS 🎃 DMG PROPERTIES RGE SPEED
G  💞; &nbs🙈p; 1
A &nb♓sp; sm-H,h-H 20 TR(2),*5 S 1,2
B m-V 25 HG,KD,RO M &nbsꦆp;2
K  ꧅; l-V &nbs💎p; 24 HG,STc S 2
[Aꦺ+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 &nbs🐭p; &nb🗹sp; RGE SPEED
B h-V  ܫ; 8 S 1
2 &nbౠsp; EV
4 4
6 6
7/8/9 &nbs🔯p; EV
#4.3A Mist stance to relic stance
INPUT &nb💜sp; HITS &nbs꧟p; DMG PROPERTIES RGE SPEED
B B [B]  𒆙; h-V,h-V,h-V 26 S 1,1,1
B+K 🦋 EV &📖nbsp; 2
6+[B] m-V 20 HG,KD,RO M &🎐n꧃bsp;2
#4.3B Mist stance to normal stance
INPUT &ജnbsp; HITS &nꦑbsp; DMG PROPERTIES RGE SPEED
G &nbs💝p; &nbs꧃p; 1
A h-H 24 KD,RO &n൩bsp; &nbs𓆏p;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 &nb✃sp; 42 HG(2) 🦩 S 1,1,1
B 4+B h-V,m-V &nbs𝕴p; 56 AT(2),KD(2),*14 𒊎 M 1,2
B 4+B 6 h-V,m-V &nb𒐪sp; 46 AT(2),KD(2),RO(2),*14 M 1,2
K B l-V,h-V 34 HG(1)  ꦡ; S 1,1
A+B ൩ m-V &nbsꦗp; 30 HG,KD M 3
A+G h-V 35 KD,TH ෴ S 2
B+G &ﷺnbsp; h-V 40 KD,TH S 2
4+B &🎶nbsp; m-V 48 AT,KD,*14 M 2
4+B 6 &n☂bsp; m-V 38 AT,KD,RO,*14 M 2
6+B {B} m-V,m-V 46 HG,KD,RO &nb💙sp; M &ওnbsp; 2,2
*14: 𒈔If you do not a꧒chieve the attack throw, you remain in mist stance.
---------------------------------------------
#5.0 CREDITS, INFORMATION AND VERSION HISTORY
---------------------------------------------
Version 1.0
-In🦄itial guide aimed at players starting or learning with Mitsurugi
Version 1.10
-Updated jargon section
-Added search function explanation
-Addꦕed mo🍬ve information: high/mid/low and vertical/horizontal, move speeds,
properties
-Corrected minor errors
Version 1.11
-Corrections and layout changes
Version 1.12
-Corrected some errors
Created by Robert W🎃atts (Robvalue). The only sources I have used are the game
itself and my experience, except where noted.
Fe🐷el free to reproduce anywhere, being credꦐited would be nice.
Please contact me i🔥f you have any suggestions,♏ questions, comments or find an
error. Please let me know if you find this guide us☂eful. My email is
robvalue (at) yahoo.com
Abo💮ut me: I'm an avid gamer of some 25 years, having played on alm﷽ost every
game system in that time. I've been a particular fan of 'fighting games',&n⛄bsp;
dating back to ♊things lik🌠e IK+. Anyone remember that? So of course there was
the huge SF2 obsession, of which mine outlasted that of those around me. I w🉐as
introduced to Tekken b🌸y my brother, and eventually overcame the shame of being
beaten into the g⛎round repeatedl♎y to learn how to play. I stuck with the series
until Tekken 5, h﷽aving played that for a long time I eventually tired of the
importance placed on silly looking juggle moves and learning and prac✱ti🐟cing
tricky inputs and c🦋ombos. So after some soul searching, I focused on the Soul
Calibur ♈series (with some overlap). I have played since SC2, my🐭 Tekken
backgro༺und giving me a baseline, and p꧅icked up a few moves to make myself feel
I could give someone a decent game. N𓆏ow ෴with SC4 I have focused more seriously
on learning characters thoroughly and improving my gꦗame. I have dabbled with&nb🥂sp;
most of the characters, but h🅰ave so far learnt the groundwork for Voldo (funny
chap), Mitsurugi (Paul Pheonix i⛦n disguise), and Astaroth (who is bigger than
you). I consider myself a reasonable player but by no means an expe𓄧rt. While ꦍ;
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
him.
Thanks for reading my FAQ!
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Iain or🌞iginally joined Future in 2012 to write guides for CVG, PSM3, and Xbox World, before moving on to join GamesRadar in 2013 as Guides Editor.🍷 His words have also appeared in OPM, OXM, PC Gamer, GamesMaster, and SFX. He is better known to many as ‘Mr Trophy’, due to his slightly unhealthy obsession with amassing intangible PlayStation silverware, and he now has over 800 Platinum pots weighing down the shelves of his virtual award cabinet. He does not care for Xbox Achievements.