Sarang Nadig
FAQ Soul Calibur 3 Seong Mi-na
Copyright 2005 Sarang Nadig
November 25
Version 0.75
email:
[email protected]
=== Legal Stuff ===
If you guys have any problems, comments, suggestions, or anything else to add;
feel free to email me. If you would like to use this FAQ for you're own site
or whatnot, just drop me an email and let me know. This is my first FAQ so
please bear with me. :)
=== Contents ===
1. Introduction
2. Character Profile
3. Control Layout
4. "A" attacks
5. "B" attacks
6. "K" attacks
7. Simultaneous Attacks
8. Throws
9. 8 way run (8WR) moves
10. Recommended attacks and other strategies
11. Ineffective and Unsafe moves
12. Final thoughts
=== Introduction ===
Let me first start out by saying that I've been using Mi-na since Soul Blade
for PSX and have stuck with her till Soul Calibur 3. I've even been fortunate
enough to win small sums of money in a few tournies in my area thanks to Mi-na.
While I'm certainly not claiming to be an expert or know her completely, I will
do my best to share what I do know. If you hadn't noticed, I really like Seong
Mi-na. All that aside, Mi-na has changed quite a bit since SC2. Other than her
name change, she plays differently this time around. She also resembles Kilik
a lot less as far as moveset goes, and she's gotten better on top of that.
=== Profile ===
Seong Mi-na
Age: 23
Birthplace: Jirisan, Korea
Height: 5'4"
Birthdate: Novemeber 3
Blood Type: A
Weapon: Zanbatou
Weapon Name: Scarlet Thunder
Discipline: Seong Style Longswords and Ling-Sheng Su Style Rod
Family: Father/ Seong Han-myeong Mother and Brother both taken by sickness
=== Controls ===
7 8 9
4 N 6
1 2 3
1 = Back Down
2 = Down
3 = Down Foward
4 = Back
N = Neutral
6 = Foward
7 = Back Up
8 = Up
9 = Up Foward
Button Layout:
A = horizontal attack
B = vertical slash
K = kick attacks
G = guard
Properties:
GI = guard impact
GB = guard break
Attack Level:
H = High Attacks
M = Mid Attacks
L = Low Attacks
Some Other Abbreveations:
WC = While Crouching
WR = While Rising
AT = Attack Throw
WJ = While Jumping
WL = While Landing
WS = While Standing
8WR = 8WR
CH = Counter Hit
_ = or
BT = Back turned toward opponent
=== "A" attacks ===
---------------------------------------------------------------
Name Command Attack Level
---------------------------------------------------------------
Twin Fang Thrust AAB HHM
Root Fang 1A L
Knee Slicer 2A L
Strangling Slash 3A M
Shadow Step Slice 4A L
Hilt Kick 6AK MH
Wing Cross 44AA ML
Circular Heaven Slash 66A M
Knee Slicer WCA L
Twin Fang Strike WRAA MM
Reverse Dance Blade BTA H
Reverse Biting Strike BTWCA L
Giant Fang WJA M
Divine Biting Strike WLA L
=== "B" attacks ===
----------------------------------------------------------------
Name Command Attack Level
----------------------------------------------------------------
Splitting Divide BB MM
Dancing Fang Sweep 1BA ML
Dancing Blade Kick 1BK MM
Air Parting 2B M
Lifting Heavens 3B M
Retreating Fang 4B H
Hidden Fang 6BA ML
Thrusting Fang 6BB MM
Top Hammer Fang 44B M
Spinning Chin Strike 66B H
Strangling Flower bA HH
Air Parting WCB L
Liquid Poke WC1B L
Lifting Wing WRB M
Reverse Air Parting BTB M
Reverse Air Parting BTWC M
Giant Air Parting WJB M
Divine Lifting Heavens WLB M
=== "K" attacks ===
----------------------------------------------------------------
Name Command Attack Level
----------------------------------------------------------------
Snap Kick K H
Liquid Rising 1KK LM
Earth Kick 2K L
Belly Crush Spin Kick 3KK MH
Check Mate 4KB MM
Banishment Kick 6K M
Thunder Kick 44K M
Circular Heaven Kick 66KKK MMH
Earth Kick WCK L
Shattering Kick WRK M
Reverse Snap Kick BTK H
Reverse Earth Kick BTWCK L
Giant Rising Kick WJK M
Divine Sweep Kick WLK L
=== Simultaneous Attacks ===
----------------------------------------------------------------
Name Command Attack Level
----------------------------------------------------------------
Zanbatou Smackdown A+B HHHHHH
Light Crane 4A+B MMM
Dancing Crane 4A+BAB MMMM(GB)
Heavy Crane 4A+B 4A+B MMMMMMM
Holding Treasure 1A+B L (AT)
Rapid Earth 2A+B LLLL
Opening Treasure 3A+B L (AT)
Fang Barrage 6A+B MMMMM
Seong's Crushing Blade 9A+B M
Seong's Quick Blade 9A+BA M (GB)
Radiant Wing 8A+B M
Spinning Divide 66A+B M
Heavens Wheel B+K MM
Retreating Sands 6B+K MMM
Rock Breaker 2B+K L
Iron Chin Strike 6B+K H
Leaping Horse Vault 7_8_9_B+ M
Circular Blade Kick A+K M
Fang Sweep 2A+K L
Power Fang Sweep 4A+K LL
Dark Curtain 4A+K LH
Taunt K+G N/A
Glory Fan WCB+K MMM
=== Throws ===
-------------------------------------------------------------------------
Name Command Properties
-------------------------------------------------------------------------
Dropping Embrace A+G A to escape
Crushing Soul B+G B to escape
Riding Mustang approach from left (A or B)
Mi-na Frankensteiner approach from right (A or B)
Stalk Cutter approach from behind cannot escape
=== 8WR moves ===
------------------------------------------------------------------
Name Command Attack Level
------------------------------------------------------------------
Circular Heaven Slash 6A M
Spinning Chin Strike 6B H
Sliding 6K L
Spinning Divide A+B M
Heaven's Wheel B+K MM
Heavy Willow Divide 3_9AA MM
Lifting Heavens 3_9B M
Spring Splash Esoterica 3_9KB MM
Falling Fang Divide 2_8AA ML
Black Wing 2_8AB MM
Glory Wing 2_8B M
Dark Sweep 2_8K L
Sparrow Sweep 1_7A L
Shadow Fang 1_7B L
Thunder Kick 1_4_7K M
Wing Cross 4AA ML
Top Hammer 4B M
=== Recommended Attacks and Strategies ===
As far as short ranged battles go, Mi-na will probably have pretty hard time
going up against the likes of Taki or Talim, who excel at close range. Some
good short range moves that Mi-na can utilize are:
1A+B
3A+B
AAB
3B
1KK
2A
2K
bA
6AK
6B+k
If you haven't noticed, Mina does very well during mid ranged battles. Some of
her best moves for mid range are:
3B
8WR 2_8AB
8WR 2_8AA
66KKK
AAB
8WR 3_9KB
BB
6BA
6BB
6BA_6BB
1BA
1BK
Though Mi-na has a similar weapon in comparison with Kilik she seems to lack
moves that would greatly help her in long range battles.
66KKK
8WR 3_9AA
BB
8WR 2_8 B
6A+B
Mi-na also has a fairly good ring rut game too. She's got a few terrific moves
for ROs.
8WR 2_8B
66KKK
bA
A+K
4A+BAB
2A+K
8WR 2_8AB
66A+B
8WR 3_9KB
4KB- Can also auto GI enemy's attack if timed correctly.
B+G- This only works if you have you're opponent at the very edge of the ring.
Using B+G will make Mi-na vault over her enemy and slam them into the ground.
In turn, the enemy will simply "roll" off the edge. It's pretty amusing. :)
1A+B (AT)- If you ever find yourself at the edge of the ring and about to
face a RO, this move is probably your best bet. Unless you're opponent breaks
the AT, Mina will simply pick up you're opponent and toss them out of the ring.
Once again, it's very amusing. Credit goes to Habaloo (Tim) for reminding me
about these.
Now that you know about Mi-na's ranged battle, here are some of her moves you
should find yourself relying on.
AAB- You should abuse the hell out of this move. It yields a whopping 80 damage
if it hits on CH and is safe on block too. The first two hits are a natural
combo, but even if the third hit is blocked you're relatively safe with this
move. The only problem I had with AAB is I missed that SC2's AAB would lead
into a juggle, while SC3's AAB doesn't.
6AK- This is one of Mi-na's best close range pokes. It's fast and fairly safe.
However, the second hit can be ducked, giving you're opponent the chance to
counter attack; so don't go using this move too often.
2A- A quick low that can be pretty hard to see coming. It's an excellent poke
and one of her best lows.
1KK- Another good low. It's not as good as Mitsurugi's 2KB, but if an
does manage to block the first low attack, they still have to contend with the
second mid kick in order to avoid damage. You can even mix things up by not
following up with the second kick to throw opponents off.
66A- This moves returns from SC2 and it's one her better moves. Not only is it
extremely quick but it stuns on CH allowing for additional damage.
1BA or 1BK- This is a great move simply because one hits mid and the other hits
low. This will keep you're opponents on their toes.
3B- This is a no brainer. It's quick, safe, and it lauches.
bA- If I had to choose, I would say bA is in the top three of Mi-na's best
moves. It's ridiculously fast, hits stepper, and it's safe. The only downside
is that it hits high, so it can be ducked. But judging by the speed of this
move, most will probably not seeing it coming, unless you abuse it.
666KKK- Not only is this a great ring out tool, but it's safe on block and
Mi-na doesn't need to unleash all three kicks. For example you can stop after
the first two kicks and then anwser back with a low attack to catch you're
opponent off guard. The downside is, the kicks are linear. Opponents can easily
step them and retaliate, so take care.
4A+BAB- Not only is the final hit a guard breaker but you can G cancel it. If
you decide to use the GB, the try to follow up with a fairly quick attack to
get some damage in. If you choose to G cancel, it would be a good idea to go
for a low attack. I suggest 1KK.
66B- A new move for Mi-na, and it's a good one. It's fast, safe and it stuns on
CH. Go for 3B followed by bA if you get this to land on CH.
6B+K- Another new move for Mi-na. This move is fast like 66B, but it knocks
you're opponent straight to the ground. You should be able to get off a quick
low attack or 3B while you're enemy is grounded.
8WR 3_9 KB- This is another excellent new move for Mina. It's a quick little
jump kick followed by a WLB which ends up launching. You should be able to get
a follow up attack if the second attack hits. It's safe and does fairly good
damage. From my experiences, I've noticed a lot of people block the first hit
but for some reason are unaware of the second hit.
8WR 2_8AB or 8WR 2_8AA- Once again, this move is a good mid and low attack
variation that can keep opponents guessing. Not only that but they have great
range and they are very safe moves. Also 8WR 2_8AB is a great ring out move.
8WR 2_8 B- While this move is a little slow coming out, it's got
range and it hits opponents so high that it gives you plenty of options on what
to do to them next. If anything, I suggest 66A+B for good damage.
Combos:
CH 66B, 3B, bA
8WR 2_8B 66A+B
CH 3B, 8A+B
44K, 8B+K
Ineffective and Unsafe Moves
All characters have them, and you should exploit you're opponents for using
them. Obviously, you shouldn't opt for flashiness over practicality if you're
playing to win. So, here's Mi-na's. Just so you are aware, not all these moves
are 100% unsafe. They should simply be used sparingly.
44B- Mi-na may look stylish performing this move, but unfortunately it's not an
ideal move to use. Not only is it a little slow, and linear, but it does pretty
average damage. It's fairly safe on block, but this move can easily be stepped
and punished. The only good use I see for it is to hit grounded opponents, but
even then there are better options.
6BB- The only real fault this move has is that it's extremely linear. If you
could this off on a CH you're opponent would get 56 damage.
2A+B- This should be a no brainer. It's slow, linear, nothing is guaranteed
with this move. It's just a bad move. A horrible low that shouldn't be used
in serious play.
4BK- While this is a good move, it's a little on the border. It's pretty safe
on, block, good for ROs, and it does decent damage. The only problem is it's
way too linear. It's somewhat like Mitsurugi's 4BK, but it's not as safe for
some reason.
6A+B- This move would not have made it if you could G cancel it like you could
in SC2. Unfortunately that's not the case here; so it would be best to avoid
this move. However, getting this to hit on CH would yield massive damage.
4A+K- The problem with this move is it's a bit unsafe and it's slow in it's
execution. It's a fairly decent RO move, but 2A+K is just as good for ROs and
it's faster. If you're just looking for a good low, you should look elsewhere.
B+K- A pretty cool looking move and fairly safe if you know when to use it.
This move is ONLY safe if you land directly in front of you're opponent. This
means, if you execute the move about two arms length away from you opponent and
it's blocked, you're opponent can't touch you. However, if you perform the move
too close, and you end up behind your opponent (without at least one of the two
strikes hitting), then you are open for a counter attack.
WC B+K- Honestly, I have never seen anyone use this move nor have I ever used
it myself. It does average damage even if all three hits land (38). You can G
cancel it, but it's so linear that this move shouldn't even be considered,
unless you're trying to show off in front of you're friends or something.
9A+B- This would be her unblockable move. While all unblockable moves are a bad
idea to use, Mina's has got to be the worst by far. You can execute it quicker
by pressing B during the animation. But at that point, it will no longer be an
unblockable, but simply a guard breaker.
If you haven't caught on yet, a lot of Mi-na's moves are extremely linear.
This is probably one of her biggest weakness. While the moves have the range,
they are either to slow in execution or they can simply be stepped and
punished.
=== Final Thoughts ===
Thus far, I am really liking Mi-na. Like I said before, she has improved quite
a bit since SC2, and she plays differently from Kilik to boot. Mi-na's got
great range, power and a few quick moves. Her game is all about spacing and
getting that range. It is probably a wise move to get you're opponent at about
mid or long range and just poke them out with moves like BB. If you mix up mids
and you're lows well, you'll give the other person a hell of a time. Mina can
be a pretty deceptive. Not to mention a lot of Mi-na's attacks can do a lot of
damage and has a lot of great new moves at her disposal. Mina doesn't have any
stances to worry about, so she's not that hard of a character to pick up.
However, playing her effectively is another matter. If you don't mix up attacks
and use some her better moves, you'll probably have a hard time winning.
Thanks to all those who took the time to read my first attempt at an FAQ. I'll
try to see if I can update this FAQ with other strategies for Mi-na.