Soulcalibur 4 Mitsurugi character guide

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MITSURUGI, CHARACTER GUIDE - SOUL CALIBUR 4

  #1.1 Who this guide is for

  #1.2 Who this guide is not for

  #1.3 Notes

  #1.4 Using the search function

  #2.1 Story

  #2.2 Character description

  #2.3 Strengths and weaknesses

  #2.4 Notation and jargon used in this guide

    #2.4A Controls

    #2.4B General jargon

    #2.4C Move information and properties

    #2.4D Mitsurugi's stances

  #3.1 General Strategy

  #3.2 Moves to learn first (my movelists)

  #3.2A Movelist A: Primary attacks

  #3.2B Movelist B: Secondary attacks

  #3.2C Movelist C: Relic stance

  #3.2D Movelist D: Mist stance

  #3.2E Movelist E: Situational attacks

  #3.2F Movelist F: Other ways to get into and between stances

    #4.0A Reading the movelist and move properties

  #4.1 Normal stance

    #4.1A Normal stance to relic stance

    #4.1B Normal stance to mist stance    

  #4.2 Relic stance

    #4.2A Relic stance to mist stance

    #4.2B Relic stance to normal stance

  #4.3 Mist stance

    #4.3A Mist stance to relic stance

    #4.3B Mist stance to normal stance

        

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#1.1 Who this guide is for: 

to help fight against him. 

-People who want an organised list of Mitsurugi's moves, including getting into

and between his stances, with information on damage, hit ranges, 

-People who would like to learn Mitsurugi's moves and want some guidance as

works. 

competent player having used him since SC2, but I'm not an expert. Sorry!

there will be a little something you hadn't thought of!

generally, but not anything precise. You can find a lot of this 

-People who want details about all of Mitsurugi's equipment, weapons stats and 

to learn them. 

-I guess people must have thought his 'moon' moves were too powerful, as they 

have mostly been taken out, leaving him with just one windup and one move from 

-B K B from mist stance is not in the game's movelist, credit to my brother for 

-Make sure you read the notation and jargon section and the how to read the 

If you want to jump to a particular section in this guide, this is the 

-Hold Ctrl and press F, and where it says 'Find what' or 'Find' type in the 

reference number (if using Firefox instead of Internet Explorer, the 'find' tab

-Check that direction is set to down, then click the 'find next' button twice 

(click the 'next' button twice if using Firefox)

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#2.1 Story (my interpretation): Mitsurugi is a wandering warrior, who is 

the addition of two other fighting stances from which he has many attacking 

options. He uses a medium length sword and can be a highly aggressive and 

who have never been beaten, both use a highly explosive and aggressive style, 

Mitsurugi's 2+K B is pretty much the same as Paul's 2+RK RP, and they both 

never lose in the tournaments but somehow end up not the credited victor for 

strange reasons beyond their control. They also both seem to be 'in house 

favourites', as they get seemingly hugely powerful easy to use moves which can

crush opponents, but they are kept behind the scenes and out of the main 

storylines. That is just my opinion, but look who you always face in 

Weaknesses (or development points for the PC): Mainly small to medium range, 

[x]: Indicates the input x should be held down. In the case of directional 

parry certain types of attacks. They may knock those attacks aside, or 

mid/low moves respectively. The player repelled cannot move, attack or block 

SIDESTEPPING: Using the 8 way run system to try and move around your opponent's

STANCE: One of Mitsurugi's various fighting style positions. You will become

h,l,m,sl,sm (high,low,mid,special low,special mid): The parts of the opponent 

an attack aims for. 

CH (counterhit/counterattack) : Striking the opponent during one of their 

GB (guard break): Indicates that a move has the guard break property. The move 

H (horizontal): A move that hits in a sideways motion, designed to hit 

KD (knockdown): A move that knocks the opponent off their feet, giving you a 

big advantage as they can't do much from that position.

LA (launching): A move which sends the opponent high into the air, usually 

RO (ringout): Knocking the opponent out of the ring, winning the round 

ST (stun): An effect of a move which incapacitates the opponent for a short 

TH (throw): Indicates that a move is a throw/grapple, a move that cannot be 

throw. I suspect the new download 'fix' can allow throws to be impacted as a

UB (unblockable): Indicates that a move is unblockable. The move has a flame 

#2.4D Mitsurugi's stances

RELIC STANCE: Mitsurugi sheathes his sword ready to strike. 

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instead use a fast mid move. When they are on the defensive and standing, 

-Punish opponents who stay on the floor too long to try to fool you into 

attacking and missing. Mitsurugi has many attacks which hit a grounded 

to sidestep up or down, or to guard or impact. Be careful of staying in a 

the moves I've indicated which ringout, varying which one you go for.

I will cover which moves you should focus on when you first start to learn how 

to play Mitsurugi. To help with this I have selected groups of moves from the 

for their timing, the range they hit from, their damage and whether they hit 

useful in. Keep going through the moves until you can remember them all and 

of performing moves randomly. I have provided comments for each move to help 

next movelist, continuing to apply all the movelists you have learnt so far. 

I'd highly recommend starting with movelist A, but you can then tackle the 

situations. This is just my opinion of course, feel free to pick and choose 

I have not included all of Mitsurugi's moves in my movelists, as I feel many 

are either too weak or too specialised to be worth making a priority when you 

first learn him. Feel free to browse the complete list again once you have 

mastered all these movelists. 

to input and use, keep opponents on the defensive, and work well with one 

another if you mix them up. 

the opponent is going to try and impact your move or is being too 

4/[4]+K B  ... A good medium range combo for pressuring, for ringout, and

[6] A  ... Good all purpose pressuring move, hard to avoid as it is mid and

3+B ... A fast launching mid move for when the opponent tries to duck a 

throw or thinks you are going to hit low. Follow with B B for damage and 

1+A/[A] (B) ... Long range low move with knockdown, it's hard to avoid but

can be blocked as it's a bit slow. Don't overuse. Mix up with the extra B

#3.2B Move list B: Secondary attacks 

of offensive moves. They are slightly harder to use effectively, but with a 

optional input is a just frame but it's not too hard with practice, press it as

A+K ... Use to try to parry an anticipated horizontal move, or just to launch 

4+B ... A long range evasive move, use it when you predict an attack is 

[1]/[7] A ... Deceptive knock down low move to stop the opponent's attacking

[2]/[8] B ... Fast mid downwards swipe to punish after a sidestep. 

medium range.

medium range.

This stance when used effectively should strike fear into an already 

4/[4]+B+K  ... Get quickly into relic stance from normal stance.

The next three moves provide an excellent mix up game for intimidating 

opponents and scoring large unblockable damage and guard breaks. Vary which 

A+B ... Fairly fast high guard break move, use this when you think the opponent 

[A+B, short hold] ... Fairly fast mid unblockable, good for hitting an 

opponent who is trying to guard expecting the above move. Ringout. Release as 

Mitsurugi has his sword held low. 

   

A ... A fast close range combo to interrupt an attacker closing in. Ringout.   

B ... Possibly Mitsurugi's single best all round move, this move pretty much

K ... Use for quick low hitting damage at close range to pressure and get 

#3.2D Movelist D: Mist stance 

This stance is also attacking, providing lots of quick moves and powerful 

B ...  Very fast short range poke to interrupt attacks and keep the opponent

A ...  A long range attack for hitting sidesteppers, punishing or suprising 

B B B ...  Use to interrupt an attack, get a little damage and return to 

A+B ...  Useful for hitting an opponent who stays on the ground.

grabbing an opponent who you have got on the defensive for hard to avoid 

#3.2E Movelist E: Situational attacks 

situation is right. Practice them well and they will help you press your 

[2]/[8] A  ... A medium range stab which is hard to avoid, mid and 

[2]/[8] A+K ... Long range attack to punish after sidestepping or to use as a 

[3]/[9] A  ... Good for a suprise hard to avoid attack from medium to long

WC 3+B  ... A fast high poke from medium range. Good damage for its speed. Good

for punishing from a distance if you're crouching.

will probably get to hit them. If you think your attack isn't going to

work just don't input the second B.

#3.2F Movelist F: Other ways to get into and between stances 

to ready your attack in the stance as it's harder to see coming, and when

 

Normal stance to mist stance 

  

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all the attacks in a combo in order. 

DMG (Damage): The damage the move does if all the hits connect. Note that on 

counter hit the damage may vary. I have left out the individual damage of each 

PROPERTIES: Any special properties the move has. A little c after a property 

counterhit). If a property is followed by (n) it shows that the property 

continued past that attack. A move is noted to be evasive (EV) if it is 

generally more evasive than the stance from which the move is performed. See 

move information and properties in the notation and jargon section. I have 

move and 5 being a very slow move. If the move has more than one attack, the 

INPUT              HITS                  DMG PROPERTIES           RGE SPEED

2+A [B] B~K        h-H,l-V,sm-H          57  KDc(1),GB(3)         M   1,2,4  

press B and then quickly press K. The first hit will be high and horizontal, 

the second low and vertical, and the third special mid and horizontal. The 

and the third hit has guard break. This combo should be used at medium range. 

INPUT              HITS                  DMG PROPERTIES            RGE SPEED

A A                h-H,h-H               20                        S   1,1

B B                m-V,m-V               28  HG(2)                 S   1,1

B~6                h-V                   20  KDc                   M   1

B~A                m-H                   28  KDc,*1                M   2

K                  h-V                   14                        S   1

(Run 3+ steps) K   l-V                   28  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                   12                        S   1

(Facing away) B    m-V                   16                        M   2

(Facing away) K    h-V                   16                        S   2

(Facing away) B+K  m-V                   28  KD                    S   2

A+G                h-V                   40  KD,RO,TH              S   2

B+G                h-V                   50  KD,TH                 S   2

A+B B              m-V,m-V,m-V           44  HG,KD(2,3),RO(2,3),*2 M   2,2,2

A+B~6              m-V                   55  AT,KD                 M   2

A+B~[6]            m-V                   50  AT,KD,RO              M   2

B+K                h-H                   30  KD,TRc,*3             M   2

A+K                m-V                   40  AT,HG,KD,*4           L   4

K+G                                          TA

1+B                m-V                   18  HG                    M   2

1+K                l-V                   10  HG                    S   2

1+A                l-H                   30  HG,KD                 L   3

1+A B              m-V                   30  GB,ST                 L   4

1+[A]              l-H                   35  HG,KD                 L   4

1+[A] B            m-V                   30  GB,ST                 L   5

2+A                sl-H                  10                        S   2

2+B                m-V                   14  HG                    M   2

2+A+B              m-V                   20  HG                    S   3

2+K B              l-H,m-V               26  HG,*5                 S   2,2

3+A                m-H                   12  KDc                   S   1

3+B                m-V                   20  HG,LA                 M   2

3+K                m-V                   14                        M   2

4+A                h-H                   20  TRc                   M   2

4+B                m-V                   24  EV,KDc                M   3

4/[4]+K B          m-V,m-V               40  HG(2),KD,RO           M   2,2

6+A                h-H                   14                        S   2

6+K                h-H                   18  KDc                   S   2

6+B                m-V                   18  KDc                   S   2

6+B A+G            m-V,h-V               48  KDc(1),TH(2),*6       S   2,2

6+B B+G            m-V,h-V               53  KDc(1),TH(2),*6       S   2,2

7/8/9+A            h-H                   36  EV,TR                 M   3

7/8/9+B            m-V                   32  EV                    M   3

7/8/9+K            m-V                   25  EV                    M   3     

7/8/9+A+B          m-V                   44  HG,KD                 L   4

[1]/[7] A          l-H                   32  KD,RO                 M   3

[1]/[7] B A B      m-V,h-H,m-V           60  HG(1,3),KD(3)         M   1,1,3

[2]/[8] A          m-H                   20  ST                    M   2

[2]/[8] B          m-V                   28  HG,KD                 M   2

[2]/[8] K          h-V                   18  KDc                   S   2

[2]/[8] K+B        m-V                   26  ST                    M   2

[2]/[8] A+K        h-H                   30  SP                    L   3

[3]/[9] A          m-H                   26  KDc                   M   2

[3]/[9] B          m-V                   38  HG,LA,RO              M   3

[4] A A            h-H,h-H               29  SP(2)                 S   2,2

[6] A              m-H                   32  STc                   M   2      

[6] K              m-V                   18  EV                    M   2

[6] B B            m-V,m-V               49  HG,KD,RO              L   2,2

[A direction] A+B  m-V                   42  HG,KD,*7              L   3

WC A               sl-H                  10                        S   1     

WC B               m-V                   15  HG                    M   2

WC K               l-V                   10  HG                    S   2

WC 3+B             h-V                   30                        M   2

WC 1+B B           m-V,m-V               31  HG,KD,RO(1)           M   2,3

WC 1+B [B]         m-V,m-V               43  GB(2),HG,KD,RO(1)     M   2,3 

WC 1+A+B           l-V                   28  HG,KD                 M   3

(Facing away) WC A sl-H                  12                        S   2

(Facing away) WC B m-V                   16                        M   2

(Facing away) WC K l-V                   12  KD,HG                 S   2

WR A               m-H                   26                        S   2

WR B               m-V                   22                        M   2

WR K               m-V                   16                        S   1

236+B              m-V                   25  ST                    S   2

236+[B]            m-V                   40  KD,RO                 S   3

63214+B B          m-V                   65  AT,HG,KD,TR,UB,*8     M   5

*8: After 63214+B, you can input 63214 again and again as many times as you 

INPUT              HITS                  DMG PROPERTIES            RGE SPEED

4/[4]+B+K                                                              2

6+[A]              h-H                   14                        S   2

[1]/[7] K          l-V                   16  HG                    S   2

[3]/[9] [A]        m-H                   26  KDc                   M   2

#4.1B Normal stance to mist stance 

INPUT              HITS                  DMG PROPERTIES            RGE SPEED

4+[A]              h-H                   20  TRc                   M   2

4+[B]                                        EV                        1

6/[6]+B+K                                                              2

[1]/[7] B [A]      m-V,h-H               30  HG(1)                 M   1,1

[4] B              m-V                   24  EV,HG,KDc             M   2

INPUT              HITS                  DMG PROPERTIES            RGE SPEED

[K]                l-V                   24  HG,STc                S   2

A+B                h-V                   26  GB,KD,TR              S   3

[A+B]              h-V                   60  KD,RO,UB,*9           S   4

[A+B]              h-V                   70  KD,RO,UB,*10          S   5

A+B+K                                    60  AT,KD,*11             S   1

2                                            EV

7/8/9                                        EV

*11: Autoparry, performs an attack throw if a mid move is parried at close 

INPUT              HITS                  DMG PROPERTIES            RGE SPEED

[A]                sm-H,h-H              20  TA(2),*5              S   1,2

B+K                                                                    2

INPUT              HITS                  DMG PROPERTIES             RGE SPEED

G                                                                       1

A                  sm-H,h-H              20  TR(2),*5               S   1,2

B                  m-V                   25  HG,KD,RO               M   2

K                  l-V                   24  HG,STc                 S   2

[A+B]              m-H,l-H               72  KD,UB,*12              L   5

INPUT              HITS                  DMG PROPERTIES            RGE SPEED

B                  h-V                   8                         S   1

2                                            EV

7/8/9                                        EV

INPUT              HITS                  DMG PROPERTIES            RGE SPEED

B B [B]            h-V,h-V,h-V           26                        S   1,1,1

B+K                                          EV                        2

6+[B]              m-V                   20  HG,KD,RO              M   2

INPUT              HITS                  DMG PROPERTIES            RGE SPEED

G                                                                      1

A                  h-H                   24  KD,RO                 L   2

B B B              h-V,h-V,h-V           26                        S   1,1,1

B K B              h-V,l-V,h-V           42  HG(2)                 S   1,1,1

B 4+B              h-V,m-V               56  AT(2),KD(2),*14       M   1,2

B 4+B 6            h-V,m-V               46  AT(2),KD(2),RO(2),*14 M   1,2

K B                l-V,h-V               34  HG(1)                 S   1,1

A+B                m-V                   30  HG,KD                 M   3

A+G                h-V                   35  KD,TH                 S   2

B+G                h-V                   40  KD,TH                 S   2

4+B                m-V                   48  AT,KD,*14             M   2

4+B 6              m-V                   38  AT,KD,RO,*14          M   2

6+B {B}            m-V,m-V               46  HG,KD,RO              M   2,2

-Added move information: high/mid/low and vertical/horizontal, move speeds, 

Version 1.12

Created by Robert Watts (Robvalue). The only sources I have used are the game 

Please contact me if you have any suggestions, questions, comments or find an 

error. Please let me know if you find this guide useful. My email is 

About me: I'm an avid gamer of some 25 years, having played on almost every 

game system in that time. I've been a particular fan of 'fighting games', 

dating back to things like IK+. Anyone remember that? So of course there was 

the huge SF2 obsession, of which mine outlasted that of those around me. I was 

introduced to Tekken by my brother, and eventually overcame the shame of being 

until Tekken 5, having played that for a long time I eventually tired of the 

importance placed on silly looking juggle moves and learning and practicing 

tricky inputs and combos. So after some soul searching, I focused on the Soul 

Calibur series (with some overlap). I have played since SC2, my Tekken 

on learning characters thoroughly and improving my game. I have dabbled with 

chap), Mitsurugi (Paul Pheonix in disguise), and Astaroth (who is bigger than 

you). I consider myself a reasonable player but by no means an expert. While 

learning Miturugi I made many notes, and decided they could be useful to 

Iain Wilson
Guides Editor

Iain originally 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 well over 900 Platinum pots weighing down the shelves of his virtual award cabinet. He does not care for Xbox Achievements.