Seong Mi-na General Discussion/Q&A Thread

I'll be contributing a fuckton to this thread. But I don't know a thing yet since I never played this game, so I'm hoping people with past experience will weigh in.

People have already come at me with "she can't catch step to left side", but I'm sure we'll dig deep into the movelist and find tricks. Maybe 8A+B is safe or something, who knows.
 
This is a good start i guess :) have fun. All credits to XCTU.

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Soul Calibur 2 Seung Mina FAQ version 1.0:
By XCTU
Disclaimer: I don't own her, even though i wish i did. I don't own Namco...or
Soul Calibur...hell, i don't own anything...
Dont steal this. If you want to use it on a website, just give me credit. If
you're gonna use it for profit, then give me money, and credit me.
0: Wanted
1: Acknowledgments
2: Intro
3: Movelist, including New moves
4: Strategy
4.1: Combo's
5: Top 10 moves
6: Short RO strategy
7: Links

---

0: Wanted
-I want frames if anyone wants to give them to me. Probably not gonna happen.
-If any of you feel like taking her profile and translated story and sending it
to me via e-mail, then i'll put that up.
-Anything you think would be good to add. My e-mails are: xctu1@aol.com or
xct_u@yahoo.com
-Any mistakes on my part to be pointed out to me

---

1: Acknowledgments
I would like to thank first off, Namco for being great and making an awesome
game.
Jason Arney/WCMaxi for tons of reasons having to do with Soul Calibur.
Fury for running the tourneys when WCMaxi was away and being one of the coolest
guys i know.
fLoE for not leaving Soul Calibur 2 and being a highly skilled opponent in such
a short time.
Seven for being one of the few Good Talim Players out there and for being a
funny guy.
Kageh for winning Nats and being the nicest guy in the world.
Wyzt for being my sparring partner and one of my best friends.
Trinity for being hot and being the best female gamer ever.
Fetz for his bad directions, placing so well at SBO, and having the most
inspirational Cass ever.
Shouji for being my absolute best friend in the world and my Wadaiko buddy
FOR LIFE!!!!
Inferno for laughing at my lame jokes.
Vesther for being a great guy and giving me the inspiration to everything i
ever did and wanted to do in life.
Mekkimarru for actually helping me with the FAQ by giving me the auto-GI info.
-=The Jesster=- for also helping me out with Mina in her soul arena.
Omnislash, Botsu, and Zigmover for being my AIM Soul Calibur 2 Buddies from
out of Town ^_^
And the rest of Team Mighty Chi and everyone in Chicago. You guys kick ***.
Thanks also to the cool guys that acutally travel to Chicago to play against
us, such as WI, MN, MO, Tulsa, Pittsburgh, Iowa, MI, and the East Coast.

Gamefaqs for being the home of the scrubs i make fun of, and CJayC for creating
it
soulcalibur.com for being the best board ever. Again, thanks WCM.
soulcalibur2.com for being another fun site. Thanks JMan.
guardimpact.com for being the board that started my getting into SC2 like i
do...Toohectic gets credit for this one.
THe artists that made the music that i listened to while writing this to
actually keep me sane.

Moving On...

---

2: Intro
I'm not gonna waste time with her story and profile. Lets cut to the chase.
I'm only doing Mina because i used her in SC1, and i had way more fun than
i thought with her in SC2. w00T. Plus, she's actually GOOD in this one.

---

3: Movelist (this is actually comprehensive, not just the move and properties)
Its gonna look like this:
notation (in guardimpact and such notation, if you don't know it,
go here:http://www.guardimpact.com/legend.php)
Properties (high (H), low(L), mid(M), special mid(SM), unblockable(U),
special(S))
Damage
notes and comments (NC- Natural Combo, NCC- Natural Combo on Counter hit,
RO's- This move can Ring Out the opponent, G to cancel- Press Guard to
cancel the move)
Any move with 3 stars (***) is a new move that is in SC2 but NOT SC1, (**)
means a move is G cancelable when it previously wasn't (will still have
G-cancelable marked), or any other small change to a move it didn't
previously have.

### Normal attacks:
A
H
18
G to cancel

AA
HH
18 21
NC

AA2_8
HHS
18 21
NC

AAB
HHM
18 21 31
NCC, RO

aA
HH
17 9
NC

aAB
HHM
17 9 38
RO, NCC

66A
HH
23 23
RO's, NC

6A
H
14

6AK
HH
14 19
NC

3A
M
38
RO's

*** 3aA
M
14

3AA
M
14

2A
L
23
RO, Recovers Crouching

1A
L
19
Recovers Crouching

4A
L
15

44A
M
23

44AA
ML
23 24
Recovers Crouching

B
M
20
G to cancel

BB
MM
20 20
NCC

*** bA
M
24
Unrecoverable DOS on CH

** bK
HM
19 19
Parries horizontals, WHen the second hit is a CH, it causes an unrecoverable
DOS, NC

3K
L
28

66B
M
20
Hunch over Stun(HS) on CH, GC lvl2

6B
M
20

6B2
L
30
RO on CH

6BA
ML
20 23

6BB
MM
20 38
Natural Combo if the opponent is crouching

3B
M
33
RO's

1_2B
M
26
Recovers Crouching

4B
M
35
Fall Back stun on hit.

*** 4
M
38
GC, SCUB, RO's

44B
L
19 if close
23 if far away

** 2_8*B
M
19

K
H
14
G to Cancel

kB
HL
14 14
NC

66K
M
21
RO

** 66KK
MM
21 14 (10 if in air)
RO. Delayable, NC

** 66KKK
MMH
21 14 (10 if in air) 28 (17 if in air)
RO. Delayable

** 6K
M
24
RO. Parries Verticals.

6kB
MH
23 23
RO, NC

3K
M
22
RO

*** 3KK
MH
22 28
RO

2K
L
9
Recovers Crouching

1K
L
22
Recovers Crouching

1KK
LM
22 28 (19 if in air)
RO, NC

4K
M
15
Parries Horizontals

4KB
MM
15 40
Parries Horizontals, Delayable, NC

44K
M
28
Fall Back stun on Non-CH. Can RO only on CH.

A+B
MMM
19 19 19
NC

A+B A
MMH
19 19 19

** A+B A B
MMHM
19 19 19 29
RO, G to cancel

*** A+B AA
MMM
19 19 14

A+B A+B
MMMMMMM
19 19 11 14 14 14 14

** 6A+B
MMMMM
19 19 9 9 14
NCC, G to cancel, RO

3A+B
L
9 8 8 19
A to break, Leaves Mina at an 8 frame advanatage if broken, may RO.

2A+B
LLLL
9 9 19 19
NCC

1A+B
L
9 10 10 20
B to break, Leaves Mina at an 8 frame advantage if broken, RO

4A+B
MMMM
17 17 17 17
NC

4A+B B
MMM
17 17 34
RO, NC

4A+B*B
MMMMM
17 17 17 17 34
RO

4A+B BB
MMMM
17 17 34 20 (15 if juggled in the air)
NC

4A+B*BB
MMMMMM
17 17 17 17 34 20 (15 if juggled in the air)

8A+B
M
38
RO, SCUB

** 9A+B
U-M
114-UB
47- GC
G to cancel, Self-RO's if cancelled from behind, Can cancel into a GC using B

** B+K
M
47
RO, G to Cancel, GC lvl 2, SCUB

6B+K
MM
14 28
Causes a crumple stun on hit, NC

2B+K
L
14

1B+K
MMM
14 9 4
CS on hit, G to cancel, SCUB, NC

4B+K
L
42
RO

9B+K
MM
42 28
NC

A+K
M
33
RO

6A+K
HHHHHH
19 14 7 7 7 7
CS, NC

*** 3A+K
M
23

*** 3A+K A
ML
23 23

*** 3A+K K
MM
23 33
RO

2A+K
L
27
RO

1A+K
L
23

4A+K
LL
19 19
RO, NC

G+K
H
6

### 8WR attacks:
8WR6A
HH
23 23
RO, NC

8WR3_9A
M
23

8WR3_9AA
MM
23 33
RO.

8WR2_8A
M
23

8WR2_8AA
ML
23 28
Recovers Crouching

8WR2_8AB
MM
24 28
RO. G to cancel, NCC

8Wr1_7A
L
23

8WR4A
M
23

8WR4AA
ML
23 24
Recovers Crouching

8WR3_6_9B
M
20
Hunch over Stun(HS) on CH, GC lvl2

8WR2_8B
M
34
RO

8WR1_7B
M
35
Fall Back stun on hit

8WR1_7
M
38
GC, SCUB, RO's

8WR4B
L
19 if close
23 if far away

8WR6K
L
26

8WR3_9K
MM
23 23
NC

8WR3_9KK
MMM
23 23 28
NCC, RO

8Wr2_8K
L
21

8WR2_8kA
LH
21 33
RO, NC

8WR1_4_7K
M
28
Fall Back stun on Non-CH. Can RO only on CH.

8WR3_6_9B+K
MM
14 28
Crumple stun on hit, NC

8WR1_7_8_2B+K
M
47
Tech Crouches. RO. Cancelable. GC lvl 2, SCUB.

8WR4B+K
L
42
RO

### Forward Crouching/While Rising attacks:

FC A
L
12
Recovers Crouching

FC B
M
15
Recovers Crouching

FC1B
L
15
Recovers Crouching

FC K
L
9
Recovers Crouching

** FC A+B
MM
19 20
G to cancel, NC

WSA
M
25

WSB
M
30
RO

WSK
M
28
RO

### Back Turned Attacks:
BTA
H
17

BT2A
L
15
Recovers Crouching

BTB
M
30

BT2b
M
24
Recovers Crouching

BTK
H
20

BT2K
L
15
Recovers Crouching

### Jumping/landing attacks:
7_8_9A
M
20

7_8_9B
M
33
SCUB

7_8_9K
M
19

WLA
L
28

WLB
M
22
RO

WLK
L
19

---

Throws:
A+G
55

B+G
8 47

Left Throw:
28 42

Right Throw:
13 13 39

Back Throw:
12 15 33

3A+B:
L
9 8 8 19
A to break, RO

1A+B:
L
9 10 10 20
B to break, RO

---

4: Strategy
First things first, I prefer her 2P outfit. But thats just me, IMO 1P makes her
look too crosseyed.
Alright, i've basically realized her good moves that i'm going to go in depth
with:
AAB
3B
bA
8WR2_8B
1KK
2A
1A
3A
66A
8WR3_9A
6AK
8WR2_8A and followups
6B+K
A+K
4KB
6B and followups
1_3A+B
3A+K and followups
2A+K
A+B and followups
7_8_9B
WSA
8B+K
6A+B
66K and followups
8A+B
WSK
4A

Thats a pretty solid list there, i'll start:
AAB: OMG SO GOOD!! If it hits on CH, you get a free 66A, which is her best
followup, plus it gives you mixups. Her A is decently fast for the amount of
range it has, and for the huge reward it gives out of you get the whole combo
on CH, you can also play a really amazing keep away game with AA until you see
AAB come out counter hitted, and keep away is a strong point for Mina because
of moves like this. it also RO's from a reasonable distance. Definetly one of
her best moves, use very often.

3B: Mina has the fastest 3B in the game tied with Taki and Yoshi. It launches,
has many successful followups for a good portion of health. Its also one of her
staples for mixups with a 2A or a throw. It hits grounded, and since its fast,
that makes it more useful than 6B+K in doing so. It doesn't launch from the
farthest you can hit it with, but when your opponent is that distance from you,
you have many other options and you can launch right into her mid game and
start doing AA and 3A and 11A. Its safe, and it pushes the opponent back when
they're right next to you to about her weapons length apart on block. And for
some reason, if your opponent is right on you and stepping or 8WRing, you will
catch them with the move. It actually doesn't "hit" them, but they get launched
and take damage anyways. Its weird, but i'll take it. Don't be scared to use
this move a lot. Plus it breaks A's, very staple move for her game. In fact,
i would go as far as saying this is her best move. Again, its insanely fast and
rediculously high damaging and safe.

bA: This is one of her new moves, and the best by far. It has huge range, and
causes an unrecoverable Double Over Stun on a counter hit. Did i mention the
huge range? Its also safe as far as i can tell. Its one of the best followups
to moves that end with like, no frame loss such as 6AK or 3aA. It tech crouches,
too. Which makes it strong after a 3aA, because it will usually Counter Hit,
and you can followup for a great damaging combo for a fast move. If your
opponent is smart and you do 3B too much after 3aA, they will start to AA or
so some other fast high move, and then you do this and it will TC under that
and CH, after a while, your opponent will learn to just sit there and block
after it, giving you a good low/throw mixup in addition to the regular 3B and
bA. If she didn't have bA, 3aA would not be as powerful as it is, but we'll
get to that soon.

8WR2_8B: Its the same as Kiliks, and if you've played a decent Kilik, i'm sure
they use this. So you probably already know how great this move is. Its fast,
safe, avoids, and launches. Definetly awesome, and so abusable. This move is
almost on the same level of 3B in terms of how good it is, your opponents
rarely see it coming, and if they do, there's really nothing they can do
about it unless you totally whiff it. This move is an excellent defensive and
offensive move, this move can break through A's if you're interrupting an
opponent, or you can use this if you think your opponent will attack, either
way, the long range and the good damage that comes off of this is great. 6AK
is probably the best option, as it leads to the best wakeup options since 6kB
and 66A tend to miss too much because you may be at a wierd angle.

1KK: One of her mixup moves. It comes out fast, and can be compared to
Mitsurugi's 2KB, even though his is better. Its not safe, but if you use it
correctly as a mixup, it will hardly ever miss. And 1K is good for
hitting opponents that like to roll on the ground. It also RO's well and
does excellent damage. Though if you are too predictable, your opponents will
block or parry almost every single time.

2A: Kilik has the same 2A, and its awesome. Its fast, RO's, damaging, and
awesome after cancels or fast moves, which Mina has a lot of. It does decent
damage, too, 23 for fast low with that range. Its amazing. And leaves her in
a crouched state where you can mixup a WSA with a throw or FC1B, WSB, her
crouched game isn't too bad, and tech crouches and RCC's can be helpful. Or
just rise immediatly and cancel a move if they like to GI, and that gives you
a free 3B. Either way, this move is amazing. Use often, but not too often where
it becomes obvious. You'll learn as you play her how much to use. It also
varies on opponents. And its VERY hard to see coming, even if you think it is
going to come, you have a really hard time blocking it on reaction, and i speak
of this from experience, and even if you want to block low, Mina's 3B being so
fast makes this move good.

1A: This is a completely safe low thats fast and annoying, and you can do a
FCA or a WSA afterwards for a small mixup. If they like to parry, then well,
you've got many options. All off of a small fast 1A. This is a perfect move
for any mixup because even on block, the ball is still in your court.
Use wisely. The only thing bad is the really bad range, and if your opponent
is not looming over you, then you should have no reason to use this over 2A.

3A: THis kills steppers to her left. Its got huge range, and it hits
mid. Another part that makes this move killer is the fact that you can
cancel it to an even faster Mid with close to no loss of, or even positive
frames on block or hit. A good time to buffer in 8WR2_8B, or a bA, even a
throw if they like to block, since her throw range was really increased since
SC1. So 2 moves in one, with one coming out almost instantanously is
definetly useable. 3aA also is good after another 3aA to annoy the opponent,
but sometime you are going to have to attack and your opponent cant do anything
except block, or try to interrupt with fast A's (since thats all that works),
so bA takes care of the fast A's and gives you a CH stun, and 3B takes care of
everything else. Thats only if your opponent attacks, if they dont attack, then
you have an entire mixup game of them sitting there blocking to work with. They
can't even GI without being sure if you're going to do a high, low, or delay
attack. Scary good. One of the things that she has that is better than what
Kilik has.

66A: This kills steppers to her left as well, fast, its safe on block.
THe only thing you have to worry about is when the opponent ducks, which
means you use this move in moderation. It also RO's really well to her right.
Its got decent range, and since she takes a step forward when you do it, its
pretty solid. This move and 3A (as quoted by Everlast) basically say
"Sidestepping is stupid" and for the high amount of damage done by them,
they will agree.

8WR3_9A: They both hit mid now...and depending on which way you do it depends
on which way she swings it. From 3 on the left side, it comes from her left.
From 9 on the left side, it comes from her right. From 3 on the right side,
it comes from her right, and from 9 on the right side, it comes from her
left. Anyways, huge range, natural combo on counter hit. And you don't
always need to do both, doing one and mixing up with doing 2 is always fun.
It pushes them back a bit, but if they block, the recovery time for Mina
isn't too great, i think almost all the characters get free AA's, and free
throws. But thats only if you do one. If you mixup doing 2 sometimes,
they'll try to attack, and the second one will hit. But the second one is
really easy to see coming and to GI, or just plain AA afterwards.

6AK: 6AK is her best poke. Its one of her fastest standing moves, and
like a lot of other moves she has, safe on block, and you can follow it
with a lot of other things to keep yourself on the offense and your
opponent on the defense. But there's still negative blockstun so be
prepared to sometimes have to block afterwards if it misses. If it hits,
you're safe so there's no real need to stop the flow if you hit them with it.

8WR2_8A: This is excellent because its a mixup first of all, it's fast and
good against step, and its a mid. The B can cancel making your opponent
never want to attack after you do the 8WR2_8A in fear of another
uninterruptable attack. And you can cancel the B and do whatever you please
with it, which is strong. Plus, the 8WR2_8AB is a NCC, so you can do lots
of damage and ring out well since this move catches enemies from all around
you.

6B+K: For the same reason that Kilik's is good, hers is. Its fast, damaging,
stuns, and hits grounded. It can also be a strong followup after a juggle.
Its also got good range. Usable as a mix mixup. But 3B is better after
moves that leave your opponent on the ground.
---
As mentioned earlier, for some reason this stupid looking move has an
outrageous hit box and regulates wrap-around attacks. Mad priority, somewhat
safe (unless the opponent has a 10 frame move), and difficult to hit
consistently unless you time a step well. Hell, this thing is better than
66B, since it's so much harder to step and 66B has lost priority in this
game. It also has simpler execution. Around here, people tend to try and
back up so that it'll whiff in their face for some juicy punishment. Which
makes it an ideal setup for 6B2
[thanks to Mekkimarru]


A+K: This move is decent. It goes over lows, and RO's like whoa. It also
has huge range. But if overused, Mina can be punished pretty heavily for
it. Its best used to push the opponent away when they're far, or to RO to
her left. Just be careful when using it, NEVER use it close range, use it
if your opponent is stepping or if they're mid range, then this will be
the best because its very hard to punish from that distance so quickly.

4KB: Its a natural combo, first off. It RO's heavily, its fast, damaging
and auto-gi's horizontals. It can be easily 8WR or stepped though, so
use it in moderation because you will get heavily punished if its avoided.
But this is her key move when it comes to ringing out, if your opponent is
rushing at you, and they whiff a move, or anything, you 4KB, you get the
round. Plus, the delay catches opponents who are off guard and are too fast
to attack. Did i mention that it RO's REALLY WELL.

6B: This move is a fast vertical poke which isn't to great on its own. But
combined with the fact that its got 2 followups, one mid, one low, and
that fact that it NC's when an opponent is crouching is really good for 6BB.
And most don't block 6BA because nobody really sees it coming and they
probably don't want to get hit with the 6BB either. It is also
long-ranged, but punishable if stepped.
---
6B2: Super sick range low that hits on the ground, does fantastic damage,
and absolutely kills a person who simply 8WR walks backward. When people
look for 6B+K to whiff, just toss this badboy out and watch it CH flatten
a backdashing opponent. I love this thing with a passion due to its speed
and crazy range. Definitely one of my favorite and most satisfying lows to
hit with. On CH, it practically sets itself up for another one unless they
immediately crouch block. When normal hitting up close, it's a nice setup
for 3K,K as few attacks will beat it and thus 3K,K will CH.
[thanks to Mekkimarru]

1_3A+B: Well, its probably already been revealed at this point that Mina
has a just frame with these. Yep, this move leaves the opponent at -20
on break, meaning that if you just frame the timing, Mina will get a free
3B before the opponent can block, GI, or do anything. Its sick. THese
moves are good even without that. 1A+B gives her a back RO opportunity,
but if you opponent breaks it, they eat a 3B. If they don't break it,
they're dead anyways. 3A+B RO's to the front in certain stages. Mostly
the ones with uneven ground near the edge, or easy RO ground. Either way,
this move is a basis for Mina mixups and is hard to block on reaction. The
new just frame is absolutly insane, too in addition to the high amount of
damage they deal for a fast low.

3A+K: This is a fast mid thats a new move for her. The good thing is, it
has 2 followups, an A, which yields an 8WR1_7A, or a K, which is an A+K.
Its great for the mixup factor and its quite fast giving your opponent
little time to actually think about it mid-match. Just keep mixing up
which one you're doing and you should be able to get some good rewards
from this. Not to mention 8WR1_7A's long range, i sometimes prefer to do
3A+KA than 11A even if i only mean to hit with the 11A because for some
reason 3A+K freezes the opponent and generally makes them not block the
low attack.

2A+K: This is a low sweep that makes Mina TC. It RO's and is semi-fast.
Good range and good damage. One of her good lows that catches the opponent
by surprise. It seems to have decent blockstun, too, so a 3B or 66B could
easily come right after even on block and get the opponent, of course
thats only in certain areas if they're left right next to you, otherwise
they get pushed out too far for close-up games and then you get to mess
with her mid range game.

A+B: A+B is pretty good, it hits in all directions, and A+BAA is fast
and leaves her with little to no recovery time, meaning she can possibly
get a CHbA right after it, or a safe 1A since she's right up on them.
See 3aA for that, but the thing about A+BAA is that she walks toward them
unlike 3aA which goes a very short distance.
---
A+B series: Crazy mid with relatively fast startup and priority. It
has outstanding tracking on the second part of A+B. Not bad when used
sparingly...though the second part of the A+B strings can be GI'ed the
timing of the GI varies depending on which string you perform. For some
reason, because she got A+B,A~A, some opponents will mistime when to GI
or let go of block and sometimes take a large amount of damage from the
second set of A+B,A+B. I don't know why that is, but if you get the
second wheel of A+B to mostly hit on a standing opponent, it does HELLA.
Definitely worth it once in a while to do to see what the opponent will
do, especially if the post-GI game the opponent has is not strong.
[thanks to Mekkimarru]


7_8_9B: This move is great. Avoids lows and throws, breaks A's, take
only a little damage when hit by a mid, and stuns enough for a 3B for
free. Its usable off of the ground, when used wisely, it can eliminate
opponents mixup for minimal damage and possibly a good chunk for your
side. Dont abuse, but with enough use, it can get really annoying and
work well against your opponent.

WSA: This move is good. Its mid, hits all around Mina, and is fast and
safe. And Its got long range, too. A good followup to 2A, just don't get
predictable with it. Its just a good all around move that comes from WS.
---
iWS A: A fantastic mid! Not because of the damage but because of its
consistency at covering radius. This is one of the few rising moves
in the game that regulates step/8WR consistently. Best used at or near
max range of the blade, and like iWS K the short ducking time involved
and the TC of the move allows her to duck highs throughout the move.
Its only real weaknesses is on whiff or to breaking B attacks. However,
if your opponent starts using B attacks to break this move, it's time
for you to do some stepping of your own and counter their whiff with a
3B or 6A+K, etc.
[thanks to Mekkimarru]

8B+K: Personally, i like this move. It avoids almost any other move out
there, it natural combo's from a distance and breaks well. It does
enourmous damage and moves very fast. Sadly, its unsafe, but its a great
move still for the distance it covers and the payoff has been great.
A great opening move. Only a few moves beat it, like Nightmare's 66B.
It even beats out Voldo's 3A+B and hits him out of it. Of course,
if you're playing an opponent that backdashes or steps first thing,
then this might not be the best thing to do.

6A+B: This may look and seem like the worst move ever, and it is,
except for one thing. Mina can G cancel it at almost no frame loss.
Meaning that she can do 6A+BG 3B and have it come out super fast. And
if your opponent realizes, the only thing that can really stop it is AA, and
that means a nice bA CH for you. Also, if you see the red sparks, then try
not to cancel it because it'll be a counter hit for free damage and a possible
RO. Even if you opponent steps the first hit of 6A+B, unless they attack right
away, if you cancel, you're more likely than not going to be able to block what
they throw at you. And time to duck a throw if you see it.
---
6A+B~: I personally cannot say enough about this really good move. A tad
slow, but MAD priority if allowed to come out, great recovery if G cancelled,
and a juicy 70+ points if all hits on counter (which is guaranteed in this
game, btw). It almost sets itself up too. If your opponent blocks the first
2 hits and you G cancel it, their follow up attack better be REALLY good or
they'll eat a full 6A+B on CH if you do it again. If people start stepping
after blocking your G cancelled 6A+B, that's time for some 66A action from
Mina. 6A+B G cancelled on block can also set up a simple run-in and throw/3B
mixup as well. Either way, the whole thing is safe on block, cancelled or not.
[thanks to Mekkimarru]

66K series: I'm kind of a fan of this move personally. It's nice because if
you're hit out of it, you'll be considered airborne and take less damage
plus be able to air control. The first hit jumps lows and her leg has
TREMENDOUS range in this game, though the damage has been toned. The nice
thing is the delay between either of the finishing kicks. A simple mixup
would be to do 66K by itself on seasoned players, then just repeat 66K and
finish the string...or 66K and fake the delay, then run up in their face
and play a throw/3B guessing game. The delay on the mids also set up her
long reaching lows for people who are waiting for the other kicks to come.
Basically, the delay element adds to the timing setups of additional mids
or especially her lows.
[thanks to Mekkimarru]

8A+B: I like to use this move as a SCUB mostly. I think its her most
powerful one. Its pretty fast, has long range, hits mid, hits all around,
and Tech Crouches and Tech Jumps i believe. Even on its own, its a good
RO move, and pushes the opponent out a decent amount. I believe its
punishable regularly, and with AG, i'm almost sure it can be punished.
Thats only at close range, which i would advise not to use it. I dont
think its punishable at long range though. So if you're gonna use it
without it being the SCUB, make sure its acutally worth the risk since
Mina has safer moves. The good thing is, if you're hit out of it during
animation, you'll take less damage because you're considered airborne
and you can immediatly AC.
---
I kinda like this move sparingly. In SC1 it was punishable, making it
rather useless since it's slow anyway. Now in SC2, it's a SCUB Lvl 3
and I don't think it can be punished. A nice way to suddenly change the
pace of what you're doing when your opponent starts figuring out some of
your tactics. Just pop this big space covering mid out and watch 'em kinda
wonder what you're doing. May be a bit more abusable at 3 character lengths
away if it turns out to be truly unpunishable. Odd startup too.
[thanks to Mekkimarru]

4A: Super annoying low that recreates Mina's ideal space when lost after
landing certain moves that give her minor frame disadvantage or after
blocking a rush down string from faster characters (Talim, Taki, etc.).
Hard to see coming and difficult to catch, it sets up Mina's high priority
range 2 mids for people who want to rush in after being annoyed by a few
of these or for peeps who duck. A very simple and rather effective mixup
is 4A to 44A,A and vice versa. 4A, especially on hit, sets up the slow
but large radius of 44A for people who want to advance or step/8WR...then
you can finish the second A of 44A (which I believe is NC non-delayed).
The nice thing about 44A is that 4A on hit will give her time to get the
mid-range TC of 44A if people attack with high priority highs after
taking 4A, thus setting up the NC 44A,A. Also, the second hit of 44A can
be delayed, so you can decide to finish it if you think they'll advance
after blocking 44A, or just start the mixup all over by doing 4A
again...etc. It'll have people pulling their hair out for a bit, and
that's not even considering her other mid follow-ups to 4A (like 6A+B;
6B+K; etc, etc, etc whatever you want) or high priority highs like AAB.
[thanks to Mekkimarru]

iWS K: Yeah, it's unsafe. But it's not a bad move considering its
incredible speed and the slight duck from iWS will cause it to
quickly interrupt strong A strings (even in between Taki's A,B).
The reason it works up close more than it should (especially against
fast characters that fight well in your grill) is because people tend
to want to smother Mina with attacks due to her slow speed as opposed
to looking for a punishable move from her. Reasonable use of this will
hit unsuspecting rush down peeps rather often due to the speed and
priority, causing them to slow down a bit when close. This sets up some
of her slower, high priority moves when close. Also, people who are
often interrupted by this punishable move will slow down a bit to look
for it and punish it, again allowing you time to use her slower attacks
or to get away from the opponent.
[thanks to Mekkimarru]
---
4.1 Combo's
CHAAB 66A (102 dmg): This is deadly, its so much damage and such a good move.
I use and abuse this combo a lot.

Front 6A+K 6BB (123 dmg): This is her power combo. Roughly 50% damage. Its
easy to do, and guaranteed off a repel, unless they Re-GI of course, which
still gives Mina a 50/50 chance. Just don't do this after a parry because
you're facing their side which messes things up, i suggest a 3B in that case.

Back 6A+K or 6A+K against a wall/edge 3B 6B+K (131 dmg): This is a simple
version that allows for Mina to get a free 3B because they don't get pushed
back against a ledge, and they actually go closer to you if they have their
back facing you. Also highly damaging and really good. But against an edge,
you just RO them.

8WR2_8B 6AK (55 dmg): There's almost no frame loss whatsoever, and this juggle
gives her plenty of time to run up and bust out a mixup. And if they just want
to stay on the ground, then a 6B+K will do well. Otherwise, a 1A/2A/1_3A+B or
a 3B/6B+K has been working really well for me. THen again, its all about
personal preference.

8WR2_8B 6bK (65 dmg): Good because its guaranteed and damaging. BUt if you do
it a little to late, you lose 10 points, or you get nothing

3B/WSB/WLB 66A (64/61/52 dmg): Very damaging, and puts them right at your feet.
My personal preference.

3B/WSB/WLB 6bK (63/60/52 dmg): Same as above but easier to mess up because of
the slide.

3B/WSB/WLB 3B (56/53/45 dmg): The thing about this isn't about the damage, but
about the pressure. If you hit the second 3B just right, the opponent will land
on their feet startled and unable to interrupt your next move. Its only good
around a corner or edge, and at that point, the reward that can come from doing
this is much greater than a few extra damage points. Also, if you can tell by the
way the 3B, or the variations launched, then you can see when a 66A or a
6kB won't work, so you do 3B for guaranteed damage regardless.

7_8_9B 3B (58 dmg): 6B+K doesn't work because its too slow and they can
tech really fast, but this appears to work. I abuse this like mad.

CHbA 4B+K (65 dmg): THis is the most damaging guaranteed combo after the
stun since 4B+K hits on the ground. 4 also works but its 3 less points of
damage.

44K 3B (51 dmg): This has to be a 44K NOT from behind, otherwise nothing is
guaranteed. It stuns them and a 3B is guaranteed. Thats all.

CH (2nd hit of bK) 4B+K (58 dmg): Same as CH bA 4B+K essentially.

4A+BB 3B (91 dmg): Since 4A+BB is a natural combo, you can combo a 3B off of
the last hit since nothing else is fast enough and hits grounded. You can also
do a 6AK after the 4A+BB, but you have to be really fast.

CH 66B 3B (49 dmg): Self Explanitory, 3B is fast, hits grounded, CH 66B stuns.
1A+K also works but 3B does more damage.

---

5.0 Mina's Top 10 Best Moves, that i feel should be used the most:
1. 3B
2. 2A
3. 1_3A+B
4. bA
5. 8WR2_8B
6. AAB
7. 3A/3aA
8. 66A
9. 8WR2_8AB
10. 7_8_9B

---
6.0 Mina Ring Out strategy:
I'm gonna make this short. Based on the concept battle tournaments and my own
RO experiences with her, the most important move for this is 4KB. Its a natural
combo that hits mid and RO's far. You can easily step and then 4KB if your
opponent does a mid attack. Mina has some really good pressure when the
opponent is near the edge. She can 2A and RO to the right. 3A+B sometimes
RO's to the front, and 1A+B RO's behind. If they break the 1A+B, then she
will have the advantage of the break. Some other RO moves include A+K, which
will RO the opponent if the edge is to her right. 66A also RO's to the right,
and is fast and useful, as is 3A. CH 22AB will RO to the front/right, and very
far. So most of Mina's good RO moves are mid, meaning your opponent should stay
standing if they are smart. You can use this to your advantage and 1A+B, or 2A
to make them take damage. And of course, 3B 3B RO's, but its kinda easy for the
opponent to air control in. And you can find her other RO moves, but the ones
mentioned above are the move useful from my experiences.


7.0 Links:
Soul Calibur 1/2 Message boards
www.soulcalibur.com
www.soulcalibur2.com
www.gamefaqs.com
www.guardimpact.com
www.nefightclub.com

 
That's a start! Thanks, Doc.

As it happens, last night I got a chance to play on a friend's SCII disk in training mode, and I pretty much agree with most of what the FAQ says. Her anti-step is pretty spotty; it only seems like WR A is the most reliable and safest of them all. Fuckin 3aA, 6AK, and even 8A+B seem to miss one side or the other. As a aside though, 8A+B and stuff like A+K at max range isn't complete death on block like it is in IV.

Oh yeah, and 6K.
 
Well XCTU used to be a top player so i think this guide is very helpful to start Mina. I cant wait to go back and train this game, lets see how long it takes the community to be pissed of by SC2 :)
 
Thanks for the guide! It helps newbies like me lot.

Are there still videos from good SC2 Minas? I cant find any, it seems that she wasnt a very popular character.
 
Doc, I don't know if you purposely intended to have that guide written in white lol, nonetheless thanks, copy/pasted for reference!

AZ
 
Well XCTU used to be a top player so i think this guide is very helpful to start Mina. I cant wait to go back and train this game, lets see how long it takes the community to be pissed of by SC2 :)

WTF ever happened to that guy? He still around?
 
Thanks for the guide! It helps newbies like me lot.

Are there still videos from good SC2 Minas? I cant find any, it seems that she wasnt a very popular character.
She has never been a popular character sadly, finding stuff would be incredibly difficult as she was not often used in competitive play.
 
Yeah. He moved to japan and won all the blazblue.

If you're just starting out with Mina, you can honestly just walk around a learn sweetspot 3B, then add moves from there. Like, seriously, this character is about keep out and 3B is the wall that you build.
 
Here's what I know so far!

- Spam 3B
- Spam bA
- Spam WR A
- Spam aA
- Spam 2A
- Spam 66B
- Don't spam 66A
- Parry windows for aGIs blow
- 9B+K REALLY blows
- K+G is what 4B should be? I can't fucking taunt people anymore!!!??
- 25B and 85B fuck you over when you're trying to buffer certain moves after step, maybe need to hit G before trying anything
- Spam Throws

Keeping folks out and annoying them to death has never been easier, but I'm still in the works on figuring out how to stave off close range aggression. Because leaping horse (or pogo for the laymen) doesn't exist, 6AK is two highs, and 6K not protecting you because the TJ and aGI windows are horrible, it's a bit harder to deal with people spamming 2A's and TC moves after fucking everything. Maybe it's because I seem to have trouble doing 3aA as fast as possible, but whatever. As long as you ain't cornered you can always back away from the button pushing and reset yourself.
 
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Going from memory while stuck at work:
7B (jumps, pretty nice hitbox, evasion properties are HUGE)/4A (retreating low), bA (TC) and 4KB are pretty much your best "panic buttons" with Mina. I pretty much just used 7B_8B for everything though unless I really thought some sort of high reaching horizontal was coming, then 4KB or bA are awesome.
 
So excited for SC2 HD: Online I've been a fan of Mina since Soul Calibur 2! :)
 
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