This page contains unnecessary drivel. As our aim is to present helpful and complete guides for games, pages do not need to contain unnecessary information, such as the names of contributors, or mini guides for editing. If you are qualified, please edit it to remove the drivel, and then remove this template from the page.
If you need help with wiki markup, see the wiki markup page. If you want to try out wiki markup without damaging a page, why not use the sandbox?
This page needs to be wikified It needs to be re-written with wikimarkup and layed out correctly according to the editing guidelines. If you can wikify this page, please edit it, or help by discussing possible changes on the talk page.
If you need help with wiki markup, see the wiki markup page. If you want to try out wikimarkup without damaging a page, why not use the sandbox?
In Soul Calibur, Mitsurugi is a very good all-rounder, easy to learn and one of the most popular characters. This guide is not intended to be a moves list with a description of each move because knowing that will not make you a good player. You'll end up saying to yourself "What move should I use next? Ah! I haven't used that move for a while. Brilliant. I'll use that next." The best way to learn is to adopt a strategy of knowing what moves to use in different situations and what moves combine into effective strings.
Contents |
At the start of a round both players are a certain distance away from each other and you and your opponent are not fully concentrated as you would be in the middle of a round, so I think the first hit is very important. In some games like Street Fighter 2, you get extra points for the first hit. Getting off to a good start can mean that your opponent might completely lose his/her concentration and if you follow this strategy you can end the round quickly with a series of attacks.
As soon as the round starts you should normally do one of four things:
The first thing you want to do is knock the opponent down, right? You need to use different moves depending on your distance from the opponent. These are the basic ones.
Occasionally you might pull out:
The next four sections explain other ways knocking the opponent down.
Mitsurugi has two stances called Mist and Relic.
This stance is mainly used by pokers. I won't cover everything just the basics. The best way to get into the stance is by tapping B,B and holding f. Once in the stance you can poke with the A button or press B,f for a modified throw or K for a very fast sweep. A good strategy is to use the sweep after STALK SHAVER. For example, after parrying try STALK SHAVER (d+K,B) => hold f then press K. After the STALK SHAVER, Mitsurugi will go straight into MIST and sweep. Useful for following up and taking off a little bit more energy.
This stance is very good. The best way to get into it is by doing the first part of HEAVEN DANCE (f,f+B) then holding down the B button until Mitsu changes into RELIC. Going into the stance this way pushes your opponent back and gives you time to charge up for PATH OF DAMNATION (Hold A+B). If opponent starts running at you then release A+B immediately for an unblockable High attack. If opponent freezes or moves away then charge up for about 2 seconds then release for a double low unblockable. Good to use on a cornered opponent.
Juggles can easily be escaped so after launcher you're only guaranteed one hit but some players don't know how to escape a juggle or just let go of all the buttons for a moment.
HEAVEN CANNON => RISING KNEE => A => BULLET CUTTER. d/f+B (Launcher) -> f,f+K -> A -> b+K,B
or
HEAVEN CANNON => RISING KNEE => A => HEAVEN DANCE. d/f+B (Launcher) -> f,f+K -> A -> f,f+B,B
The second one looks very aggressive and is good for ringing out because it juggles a further distance. You have more control over this juggle and if you delay the last part then you will send em' even further and hit them on their side while they're just a few inches above the ground. Guaranteed to get a response like "Wow, how'd you do that??" You say "Well I got my hands on this strategy guide.."
If the opponent is a pro and knows how to escape then only 1 or 2 hits will connect and I won't bother launching them again.
Note:- Did you know it's possible to do a 6 hit juggle?
HEAVEN CANNON => CLOUD DIVIDE => CLOUD DIVIDE => A => OBEDIENCE. d/f+B (Launcher) -> d/b+B -> d/b+B -> A -> K~B.
This strategy may be based on vertical attacks but in-between it's still a good idea to move around and dodge the opponent or get in close via an 8 way run. Better still, you can use specific moves that are only available while in 8 way run. Here's some good strategies;-
TROOPER ROLL (B+K). This move is very good because it rolls in close to opponent and stabs under any high attacks.
6 DEADLY STRIKES
While in 8 way run(u/b or d/b), perform PEAK OF FLAMES (B,A,B) then go into SHIN SLICER (d/b+A) => CLOUD DIVIDE, COLD STITCH (FC,d/b+B,B).
The PEAK OF FLAMES is 3 different strikes at different angles which normally gets in close to opponent. The last hit doesn't always connect but looks very aggressive and forceful like you are digging your sword into the ground as if to say "You will always be weaker than I! Let's forget this match." Just to let you know, these strikes look so cool if you select the unknown soul version of Mitsurugi with a glowing sword (character select screen, G,G => hold start and press A). All you see is this red light moving at all different angles. That's how I made up the name of this strategy.
>>>>>>> THOWING >>>>>>>
I don't throw much because most players are pretty good at spotting it early and duck under them. I feel like they're no better than any high attack but I still put them to good use by "Ticking." Ticking, in case you don't know, is doing a move and flowing straight into a throw afterwards. The term came from Street Fighter 2 when a guy won a tournament by doing a low punch which made a "ticking" noise and then going straight into a throw. It was a bug in the game. Nowadays we still have this problem in games like King of Fighters 98. There's no bugs like this in Soul Calibur thank goodness but I still like to try and do it. Here's some strategies;-
1. While in 8 way run(u/b or d/b), perform PEAK OF FLAMES FEINT (B,A) which gets in close to opponent then throw them straight after!
1. Try RISING KNEE (f,f+K) => throw
2. Try getting close and SPLITTING GOLD (d/f+A) => throw
Note, the first hit stuns the opponent so a throw is likely but you must be in close
3. f,f+A => d+A => d+K => WS+K => throw
This gets in close and pokes the player which is good because it forces them to block so you just throw them. I use this technique a lot when fighting Xianghua players. Mitsurugi can poke too you know!
>>>>>>>>>>>>>>>> FLOORED OPPONENT >>>>>>>>>>>>>>>>
Once the opponent has been knocked down then that's when all the fun starts! I'm always analysing other peoples strategies and I've noticed that many people think like this;- KNOCK DOWN => FOLLOW UP with ground hit => END. So they might do a HEAVEN DANCE then go straight into STEEL SLICER for a guaranteed ground hit and then stop. That's not how I think. Once an opponent has been knocked down, I use it as an advantage to keep them guessing what I might do next so I mainly wait till they rise before doing my next hit. I find I get more successful hits this way and can sometimes win the round with a series of attacks in a row. I'm like a snooker player, I don't pot one ball at a time, I make a break. This is really the heart of my strategy.
All moves assume opponent is floored.
KNOCK DOWN MOVE. Follow up.
BULLET CUTTER (b+K,B). Run right up close to opponent and when he/she is about to get up perform STALK SHAVER (d+K,B). Run close to opponent again who will no doubt be blocking low and perform BULLET CUTTER (b+K,B) and keep alternating.
STALK SHAVER (d+K,B). Run right up close to opponent and when he/she is about to get up execute BULLET CUTTER (b+K,B). Run close to opponent again who will no doubt be blocking high and execute STALK SHAVER (d+K,B) and keep alternating.
HEAVEN DANCE (f,f+B, pause, B). When they are about to get up perform SHIN SLICER (db+A). While they are still laying down perform a delayed HEAVEN DANCE (f,f+B, pause, B) and keep alternating.
SHIN SLICER (d/b+A). While they are still laying down execute a delayed HEAVEN DANCE (f,f+B, pause, B). When they are about to get up execute SHIN SLICER (d/b+A) and keep alternating.
CLOUD DIVIDE, COLD STITCH (FC,d/b+B,B). Run right up close to opponent and carry out a surprising WHEEL SLASH (u+A+B). Finish with a BULLET CUTTER (b+K,B) which altogether looks cool!
SHIN SLICER (d/b+A). Immediately carry out HALF-MOON SLICE (HCB+A,A) which cannot be blocked but can be interrupted. This is my number one killer technique. It's very cheap but even top professionals fall for it at least once a round.
this strategy only tends to work if your opponent is a quick riser.
If your opponent likes to lie down for hours then I just keep doing STEEL SLICER (A+B) or COLD STITCH (d+A+B) which does high damage and wakes them up.
>>>>>>>> RING OUT >>>>>>>>
If your opponent is at the edge of the ring then the best way to knock him/her out is to carry out a juggle or keep walking around them in an 8WR and perform BULLET CUTTER (b+K,B) or STALK SHAVER (d+K,B).
>>>>>> RISING >>>>>>
When YOU get knocked down then instead of mashing all the buttons to get back up again, there is actually a strategy to rising.
providing you are lying near the opponent then press G+A or G+B to quickly rise with a throw. If you are lying mid-range or far from opponent then quickly rise with a BULLET CUTTER by holding back and pressing K then B. Supposing you are floored at the edge of the ring, then roll around on the floor until opponent is between you and the edge, then quickly rise with a BULLET CUTTER (b+K,B) and hope opponent falls out of the ring.
>>>>>>>>>>>>> MISCELLANEOUS >>>>>>>>>>>>>
Supposing opponent only has a little bit of energy left then keep tapping B,B.. or A,A.. or K,B,A,K,B,A.. There's no point in doing a big move. If opponent parry's then try parrying straight after. If the opponent blocks too much then I might move around them in an 8WR and keep repeating BULLET CUTTER (b+K,B). In other words, keep dodging them. If the opponent keeps moving in an 8WR then I would use SUDDEN GAIL (f,f+A) which ends any 8WR game and maybe go on to tick them into a throw.
If you ever find yourself in a situation where your opponent has spent all his/her money trying to beat you and everyone else is too scared to challenge you then you'll have to, unfortunately, fight against the CPU. You can use this opportunity to either show off, attract new human opponents or complete the game in the fastest time and get to enter your name. I'll explain to you how to pull off an inescapable string that ends the round. This technique is a series of four different unblockable moves.
SHOW OFF AND ATTRACT NEW PLAYERS
SPIRIT CHARGE => STEEL SLICER => RELIC => PATH OF DAMNATION => HALF-MOON SLICE => FULL-MOON SLASH. A+B+K,G -> A+B -> b+A+B -> release -> HCB+A,A -> HCB+B,B
The Spirit Charge makes the STEEL SLICER un-blockable. After the last attack the CPU will KO. To make this series look even cooler finish off with a throw like AUTUMN REQUIEUM (B+K).
SPEED AND AGGRESSION
HEAVEN DANCE INTO RELIC => PATH OF DAMNATION => HALF-MOON SLICE => FULL MOON SLASH. f,f+B Hold B, into RELIC -> Hold A+B, release -> HCB+A,A -> HCB+B,B
This must be the fastest way of winning the round. Again, finish off with a throw to look cooler.The CPU is absolutely helpless against the unblockable series. You are guaranteed to get on the score board for the fastest completion. Just use the same string every round.