Soul Edge FAQ (e)



Soul Edge  FAQ v.8
==================
by Dave Connoy

Table of Contents
=================

Introduction
Part I: The moves
	1)Move list
	2)Move analysis
		a)Basic moves
		b)Special moves
		c)Combination moves
		d)Throws
		e)Unblockable and Critical Edge
	3)Rising attacks
Part II: Putting it together
	1)Stuff you need to know
		a)Escape from throws
		b)Counters, interrupts, Guard Impact, and reversals
		c)Crouching dash
		d)Okizeme
		e)Recovery position
		f)Sidestepping attacks
	2)Multiple attacks
	3)Strategy
Part III: How to fight this guy/gal??
	1)General strategy
	2)Strategy vs. each character
Acknowledgments
 
Introduction

    As you probably already know, Hwang Sung Kyung was a pointless 'secret' 
character in Version I of Soul Edge.  Little more than a shameless clone of 
Mitsurugi, Hwang was accessible through a needlessly complex code at the 
character selection screen.  Now, in Version II, Hwang has more of his own 
personality, with flashier moves than Mitsurugi and a different fighting 
style.
    My intent with this FAQ is pretty much the same as with any character 
guide; to throw out the most effective techniques I've developed playing
Hwang, and hopefully to help people play against Hwang as well.  There will 
also be extensive discussion of general game mechanics here because the 
general FAQ for the game is still just a move list.
    In response to accusations that Hwang is 'cheap', I have develped my own 
playing style, which I have dubbed the 'trap' style.  It involves using 
deceptive, quick-recovery attacks to 'bait' the opponent into a course of 
action which you have predicted, and then punish him.  IMHO, this is a fun 
style to play and watch, in contrast to what I call the 'annoying' style, 
which is to get in the opponent's face and repeatedly use three- and four-hit 
combos.
    One last thing: in this FAQ I liberally throw around the term "okizeme".  
This is rough Japanese for the concept of "attack on the rising opponent".  
Okizeme is a powerful technique in Soul Edge because rising opponents are very 
vulnerable if they make a mistake, and ranged okizeme is a great way to close 
the distance to a knocked-down opponent to get back into the 'safe zone' that 
Hwang needs to maintain.

Part I: The Moves


Contents:
1)Move list
2)Move analysis
	a)Basic moves
	b)Special moves
	c)Combination moves
	d)Throws
	e)Unblockable and Critical Edge
3)Rising attacks
 


1) Move List
 


This is a complete list of Hwang's moves, with their attack level and recovery 
position.  Hwang's moves while unarmed are NOT listed here; please consult the 
Unarmed Combat FAQ for those statistics.  (If you're playing right you should 
never find yourself unarmed; nonetheless the UC FAQ is a good resource.)
 
G,A,B,K refer to the Guard, Horizontal, Veritcal, and Kick buttons 
	respectively.  
f,b,u,d refer to tapping the joystick forward, back, up, down, respectively.
F,B,U,D refer to holding the joystick in that position.
Crouch by holding the joystick down. (it needed to be said:)
N refers to returning the joystick to a neutral position (usually from a 
	crouch).

H refers to attacks that hit standing non-defenders.
M refers to attacks that hit crouching opponents.
L refers to attacks that hit standing opponents.
n refers to attacks that hit non-defending opponents.
P refers to pounces and ground attacks, which hit downed opponents.
T refers to throws, which hit standing opponents only.

Crud, that's too complex.  Here's a chart.

		| Standing      Crouching       Standing      Crouching
		| Guarding      Guarding       Vulnerable     Vulnerable
----------+--------------------------------------------------------
 High (H) |  Blocked       Missed           Hit           Missed
 Mid (M)  |  Blocked        Hit             Hit            Hit
 Low (L)  |    Hit         Blocked          Hit            Hit
 Non (n)  |  Blocked       Blocked          Hit            Hit
Throw (T) |  Thrown        Missed          Thrown         Missed

S refers to attacks that recover in a standing position.
C refers to attacks that recover in a crouching position.
All attacks begin from a standing position unless noted!

Move                          Motion         Hit  Rec  Note
====                          ======         ===  ===  ====
Basic Techniques
----------------
Horizontal slash              A               H    S        
Vertical slash                B               M    S        
High kick                     K               H    S        
Horizontal leg slash          crouch+A        L    C        
Vertical leg slash            crouch+B        L    C
Low kick                      crouch+K        L    C        

Transition Moves (from standing to crouch & vice versa)
----------------
Splits & Slash                d+A             L    C
Splits & Slam                 d+B             n    C
Leg Sweep                     d+K             L    C    !
Long Sweep                    d/b+K           L    C    !
High Cross                    crouch,N+A      H    S
Leaping Blade Uppercut        crouch,N+B      M    S    !,^
Rising Double Kick            crouch,N+K      M    S    !

Small jump moves (tap up or u/f or u/b)
---------------------------------------
Hop and downward slash        hop+A or hop+B  M    S    *
Hopping kick                  hop+K           M?   S
Hop & heel smash              hop,K           M?   S?

Large jump moves (hold UP or U/F or U/B)
----------------------------------------
Somersault and downward slash jump+A or B     M    S
High jump with late slash     jump,A or B     M    S    *
Takeoff kick                  jump+K          M    S
Jumping heel smash            jump,K          M?   S?

Turning around moves (opponent behind you)
------------------------------------------
Turn-towards high slash       A               H?   S? 
Turn-towards mid slash        B               M?   S?
Turn-towards high kick        K               H?   S?
Turn-towards low slash        d+A             L    C?
Turn-towards sweep            d+K             L    C?

Pounce (opponent down)
----------------------
Hop & sword thrust            u+A or u+B      P    S   
Somersault & sword thrust     U+A or U+B      P    S
Ground stomp                  d/f+K           P    S
 
Special Attacks
---------------
Tiger Sweep                   b+A             H    S        
Shin Slicer                   d/b+A           L    S    !   
Division Slice                d/f+A           L    S        
Hook Slice                    f+A             H    S
Let It Roll                   b+B             M    S        
Blade Uppercut                d/f+B           M    S    ^   
Wasp Stinger                  f+B             M    S        
Thunder Strike                f,F+B           M    S    !,^ 
Roundhouse                    b+K             H    S        
Side Kick                     d/f+K           M    S
Spin Kick                     f+K             H    S
Vane Kick                     b,f+K           M    S
Rocket Launcher               f,F+K           M    S    !   
Slide Tackle                  Run+K           L    S    !
Steel Slicer                  A+B             M    S    !   
Phoenix Tail                  f,F+A+B         M    S    !   
Guard Impact                  f+G                  S

Sidestep Attacks
----------------                  
Sidestep foreground           d,d                  S
Sidestep background           d,u                  S
Sidestep foreground with horizontal slash
						d,d,A           M    S    !
Sidestep background with horizontal slash
						d,u,A           M    S    !
Sidestep foreground with vertical slash
						d,d,B           M    S
Sidestep background with vertical slash
						d,u,B           M    S
Sidestep foreground with low kick
						d,d,K           L    C
Sidestep background with low kick
						d,u,K           L    C

Crouch Dashing Attacks
----------------------         
Crouch Dash                   d,d/f,f              C
Crouch Dash & High Cross      d,d/f,f,A       H    S
Crouch Dash & Cross Attack    d,d/f,f,A,B     HM   S    !
Crouch Dash & Leaping Blade   d,d/f,f,B       M    S    !,^
Crouch Dash & Rising Kick     d,d/f,f,K       M    S    !

Combination Attacks
-------------------
Samurai Slashes               A,A            HH    S
No Escape                     A,A,A          HHH   S
Slice & Dice                  A,A,d+A        HHL   S    !
Wind Storm                    A,A,B          HHM   S    !
Double Crossup                d/f+A,A        LH    S
Triple Crossup                d/f+A,A,B      LHM   S    !
Cross Attack                  crouch,N+A,B   HM    S    !
V-Cutter                      B,B            MM    S
Triangle Cutter               B,B,A          MMH   S
Sudden Wind                   B,B,A,d+A      MMHL  S    !
Wipe Out                      B,B,A,B        MMHM  S    !
Twin Harpoon                  K,K            HM    S    !
Falling Leaf                  d+K,B          LM    S    !
Moon Crusher                  f,F+K,K        MM    S    !
Earth Crusher                 f,F+K,K,K      MMM   S    !
						
Throws
------
Sea Of Madness                A+G             T    S    !
Bitch Kick                    B+G             T    S    !
Flat Tire (behind opponent)   A+G or B+G      T    S    !
 
Unblockable Attack
------------------
Splits & Smite                b+B+K          All   ?    !

Critical Edge                 A+B+K           M    S
-------------
Cross The Styx (Ver. I)       hcf+A+B              S    !
Rising Uppercut (Ver. II)     hcf+B+K              S    !
 

Notes
-----
! = If this hits, the opponent will always go down.
^ = A solid hit will send the opponent high into the air, possibly allowing a 
	'float' combo. 
* = This can also hit a knocked-down opponent.

2) Move analysis
 
	Here I'll go into a somewhat detailed explanation of each move and its 
uses.
 
a) Basic moves
==============
 
	This includes everything from the most basic single moves to the pounces 
listed above.  Begin by learning the most basic techniques here and then 
moving on, as Hwang's special moves are notably more useful than these.
 
Horizontal slash (A)
--------------------
	Hwang swings his sword horizontally at the opponent's head.  Since this
strike hits high, it can be ducked under and countered by a low move.  The 
advantage, however, is the wide horizontal path this slash follows, making it 
the easiest way to hit a sidestepping opponent.

Vertical slash (B)
------------------
	This slash hits mid-level, so it will strike a crouching opponent neatly 
in the face.  Being a vertical strike, however, it is easily sidestepped.  
Not useful except to hit someone who persistently crouches at close range.

High Kick (K)
-------------
	A kick to the opponent's head.  This kick is useless at best.  It hits 
high, so it can be ducked, and since it only covers half an arc, the opponent 
has a 50% chance of sidestepping it as well.  I make it a point not to rely 
too much on high- and mid-level kicks anyway, because they don't cause sword 
damage on an armed opponent and don't cause block damage to an unarmed 
opponent.

Low slashes & kick (crouch+A,B,or K)
------------------------------------
	Repeated use of these techniques can force the opponent to crouch; 
however, knockdowns are not possible with these moves.  Use these to chip away 
at the lifebar of an opponent who tries to throw you, but don't overuse these 
techniques or your opponent will back up and crush you with a mid-level power 
move.  
 
Hopping attacks (refer to the move list for stick motion)
---------------
	The most obvious use of these moves is to jump over an opponent's low 
attack.  They work passably in that respect because of Soul Edge's quick 
jumping motions.  I've also had paltry success using these to break out of 
'guesswork' combos used by Mitsurugi.
 
Large jumping moves (refer to the move list for stick motion)
-------------------
	Though stigmatized by advanced players becuase they are all too often the 
refuge of 'scrubby' players, large jumping moves can have their uses.  The 
execution of the takeoff kick is *fast*, and a forward takeoff kick can get 
you out of trouble faster than a sidestep if you feel threatened by Ring Out.
	A quick note: I've messed around with the takeoff kick a little more and 
it seems to have *uncanny* priority.  I've had my moves interrupted really 
late in the animation by presumably well-placed takeoff kicks.

Turntowards attacks (refer to the move list for stick motion)
-------------------
	Not often will you find yourself with your back to your opponent.  Most 
often, it happens if you start a combo and continue after your opponent has 
sidestepped the first hit.  Otherwise, a particularly psycho opponent (or 
Taki) might jump over you.
	At any rate, there's really nothing to worry about as the turntowards 
d+K (hell, any turntowards attack) comes out REALLY fast.  It will defintely 
put down someone that's rushing in for the back throw, and will probably duck 
under to interrupt any combo that trespasses in the high region.  When in 
doubt, throw it out.

Pounce (u+A or B and d/f+K)
---------------------------
	Get used to dashing in and doing the d/f+K stomp when your opponent is       
knocked down because it's the surest ground attack and leaves you in a decent
position for okizeme.  Missing either of the air pounces leaves you in an 
exceptionally poor position on recovery, and the air pounces have an ugly 
habit of not aligning with an opponent that's downed in a weird position.

b) Special moves
================
 
	Here are the slightly more complex special moves.  Similar moves are 
analyzed together; moves used primarily to start hardwired combos are moved to 
the Combination Attack analysis section.

Tiger Sweep (b+A) and Let It Roll (b+B)
---------------------------------------
	Both of these techniques involve Hwang spinning his body to execute a 
wide horizontal slash.  Let It Roll (gah, what a stupid name) hits a crouching 
opponent and is a bit slower.  Being wide horizontal strikes, sidestepping 
these is difficult, but the relatively slow execution keeps these from being 
a useful way to hit a sidestepper.

Shin Slicer (d/b+A)
-------------------
	Hwang spins as in the Tiger Sweep, but keeps his body near the ground to 
slice the opponent's leg.  This is a low, knockdown attack with some forward 
range.  It works *great* to dodge high attacks, and even some mid-level 
attacks sail overhead because of Hwang's low profile during the execution.  
This, as well as the long sweep (d/b+K) should be the core of your offensive 
strategy against opponents that don't let you in close enough to connect the 
sweep that starts the Falling Leaf.  The forward range also works well to hit 
opponents that keep it close and then dash back, hoping to avoid your attack.

Splits & Slash (d+A) and Splits & Slam (d+B)
--------------------------------------------
	Hwang shows off his flexibility by doing the splits as he either slashes 
the opponent's legs or slams his sword on the ground.  These attacks bring 
Hwang to an instant crouch and come out *fast*.  I like the d+A and use it 
exclusively because it hits low; d+B only hits a non-blocker and can be dodged 
with a sidestep.  d+A also works like a dream as a 'bait' attack because it 
has very quick recovery and looks like a muffed Shin Slicer.  

Blade Uppercut (d/f+B)
----------------------
	 A move universal to all characters in SE Version II.  Hwang's uppercut 
only staggers a crouching, guarding opponent, but a hit on a non-guarding 
opponent sends them high into the air.  Since Hwang recovers before the enemy 
hits the ground in this case, it's possible to tag a 'float' move or combo 
onto the opponent.  The best followup if the uppercut floats is A,A,A.  If the 
uppercut hit as an interrupt, the opponent will float higher; B,B,A and f,F+B 
are the best followups in this case.

Wasp Stinger (f+B)
------------------
	Hwang quickly stabs his sword toward the opponent's neck.  This move 
comes out lightning quick, but this advantage is balanced by its paltry 
damage.  This stab is useful to interrupt an opponent's combo with minimum 
fuss if it's started out of range.  If you connect in that circumstance, 
quickly follow up with another attack (Falling Leaf or Shin Slicer depending 
on range) before the opponent figures out what's going on.

Thunder Strike (f,F+B) and Phoenix Tail (f,F+A+B)
-------------------------------------------------
	These are both excellent moves to use at long range.  The Thunder Strike 
comes out *fast* and can float your opponent just like the Uppercut; however, 
attacks on the floated opponent are limited by the longer recovery.  With the 
f,F+B, I generally don't attack the falling opponent unless I scored an 
interrupt, and even then I limit myself to A,A,A.  The Thunder Strike is also 
useful *in* a float; it can connect after an interrupt by a regular uppercut.
	The Phoenix Tail is one of my favorite attacks and is one of Hwang's most 
powerful single strikes.  Delaying the execution of the Phoenix Tail will 
often reward you with an interrupt against antsy opponents, and make them more 
defensive (losing half your lifebar does that to ya.)
	What do I mean by 'delaying execution'?  Well... as you can see, the 
notation for these moves is written f,F+X.  Since the second F is capitalized, 
you can tap f, then hold F and wait as long as you want to hit the buttons, 
but you must keep the second F held.  Since the motion of f,F causes you to 
run full tilt at your opponent, you can hold the second F to get as close as 
you like to your opponent before finally executing the move by pressing the 
appropriate button(s).  This makes for powerful ranged okizeme, as it adds 
these mid-level strikes to the sliding tackle for more attacks possible while 
running.
	One more caveat: Both of these are vertical attacks.  Don't use these as
an attack if your opponent is skilled at sidestepping.

Leaping Blade Uppercut (crouch,N+B or d,d/f,f,B)
------------------------------------------------
	Hwang leaps into the air, swinging his sword upward in a vast vertical 
circular arc.  This move is fast, deals big damage, and can set up a float if 
it hits as an interrupt.  The bad news is that if your opponent blocks this, 
he can probably land a throw; also, if you use this as an attack, you could 
eat serious punishment from a well-placed sidestep.  Because of those 
weaknesses, this is something that you want to 'bait' opponents into being hit 
by.  (If you're not one yourself, ask a veteran Virtua Fighter 2 player about 
Jacky's flipkick.)  I like to 'mask' this under low kicks and the d+A so that 
it comes out as soon as the crouching move is over.

Spin Kicks (b+K and f+K)
------------------------
	These two spin kicks are about as useful as the high kick.  (In other 
words, they are not useful.)  They hit high and have either slow execution (in 
the case of b+K) or horrendous recovery (f+K).

Long Sweep Kick (d/b+K)
-----------------------
	This sweep, borrowed from Rock, works much like the d/b+A Shin Slicer 
mentioned above with one important difference: it has a crouching, rather than 
standing, recovery.  This may seem unimportant now, but keep it in mind when 
you read the Recovery Position section in Part II.  It also has a slightly 
longer range than the Shin Slicer and, similarly, is near impossible to 
sidestep.  Another vital move for Hwang.

Leg Sweep (d+K)
---------------
	This is quite possibly the move you'll use most often.  It hits low, 
knocks down, and comes out *quick*.  Unless you follow with the B button to 
form the Falling Leaf combo, this will leave you in a crouch.  One of your 
goals should be to force your opponent to crouch all the time, this is the 
best way to do it.  The only disadvantage of this sweep is the very short 
range.  Generally this should only be done at very close (throw) range; rely 
on the Shin Slicer and Long Sweep at any distance farther than this.

Side Kick (d/f+K)
-----------------
	One Usenet personality mentioned that sidekicks for characters in Soul 
Edge are "slower than VF2 Wolf on Quaaludes."  Though this may be the case, 
the side kick is important for Hwang to hit a crouched opponent at close range 
without telegraphing his intentions to do so.  "What about the uppercut?" you 
ask.  Remember that the uppercut only staggers a crouching defender, giving no 
substantial damage.  A side kick will knock down, allowing a pounce, which 
lets you start okizeme.

Vane Kick (b,f+K)
-----------------
	Another weird kick.  This one would be a lot better if it hit mid-level 
instead of high.  Just another thing to wow scrubs with, I guess.

Rising Double Kick (crouch,N+K or d,d/f,f,K)
--------------------------------------------
	This kick is cannibalized from Siegfried's arsenal.  Besides using it 
against Siegfried players to annoy them :), I can't think of any real use for 
this one.  It executes too slow to make a useful attack initiator or to 
function as a 'bait' attack like the leaping uppercut.

Slide Tackle (Run+K)
--------------------
	The slide tackle is initiated by first running toward your opponent, and 
executed by pressing K when you get in range.  This is a popular move; some 
characters even have to rely on it as a primary low attack.  Hwang needs not, 
and should not, for various reasons, rely on this as an attack unless the 
opponent is already on the ground (i.e. okizeme).
	The tackle makes a poor attack for several reasons:
	a) The f,F+K Rocket Launcher has the same motion; whether your movement 
		results in a Rocket Launcher or Slide Tackle depends on how far you 
		run before K is pressed.  (See above notes about f,F motions.)  This 
		'double move' situation constrains Hwang to run a certain distance 
		before he can tackle.
	b) If your opponent crouches and blocks the tackle, he can throw you 
		because of its standing recovery and short block stun.
	c) The tackle is *easily* sidestepped.  A sidestepped tackle at close 
		range could result in Hwang being back-thrown (ouch).
	That said, the slide tackle *does* make an excellent long-range okizeme 
attack because the opponent does not have the option of sidestepping it as he
is rising.

Steel Slicer (A+B)
------------------
	Hwang swings his sword upward in two successive vertical circles.  This 
move is vertical and very slow to execute; however, if the first upward slash 
connects, the second is guaranteed to hit for a grand total of a lot of 
damage.  
	Against opponents that are super-agressive risers (you know the type - 
they *always* roll directly towards you and sweep after being knocked down), 
predictive use of this can devastate the offending riser.  Note that I said 
'predictive' and not 'reactive' - be sure you know he's going to do it, and 
hit A+B just before he begins his roll.

Sidestep attacks (d,d or d,u, then A, B, or K)
----------------------------------------------
	The sidestep maneuvers (d,d and d,u) form the basis of Namco's claim that 
Soul Edge is the first truly 3D fighting game.  The truth or untruth of that 
claim notwithstanding, sidestep maneuvers are the core of good technique in 
Soul Edge.  They're so important that I'm giving them their own section in
Part II, so see that section.

c) Combination attacks
======================

	Hwang may seem to have a lot of combos, but most of them I'm going to 
lump together under the below heading.

3 & 4 Hit Combos
----------------
	Slice & Dice   (A,A,d+A)     
	Wind Storm     (A,A,B)
	Sudden Wind    (B,B,A,d+A)
	Wipe Out       (B,B,A,B)
	These combos are the trap that many fall into when picking up Hwang.  
Overuse of these combos will definitely win you matches, but not win you 
friends.  In case you couldn't tell, the point of these combos is that they 
can end with either a low (d+A) or mid-level (B) strike.  The unfortunate 
victim can only try to guess where to block the last strike and gets knocked 
over if he guesses wrong.  I can't emphasize enough that a Hwang that uses
these over and over is *not* fun to play against; I try to keep my usage of 
these to a minimum.  I may fire one of these off if my opponent is pressuring 
me in close, just to remind the poor sap that close combat with Hwang is not 
something to pursue further.
 
Triple Crossup (d/f+A,A,B) and Cross Attack (crouch,N+A,B or d,d/f,f,A,B)
-------------------------------------------------------------------------
	Aesthetically pleasing as well as powerful, Triple Crossup hits at all 
three attack levels, which is neat, but not too stunning because a standing 
blocker can still block the H and M strikes after the L slash hits.
	Nearly undodgeable, this is also *the* weapon of choice to hit 
sidestepping opponents, as the first two slashes go wide to the side.  Since 
it's undodgeable, it's nifty for dealing out sword or block damage.
	One sure-fire use is to splatter those damn aggressive risers: if the 
fellow you're fighting tends to always roll directly towards you and rise with 
an attack, then stand just far enough away to 'bait' him into rolling towards 
you.  As soon as you see him start to roll, use Triple Crossup to wipe the 
floor with him.  Works like a charm.
	A Cross Attack executed from crouch is probably the best counter to a 
blocked low attack.  It comes out quick and will probably catch an over-
aggressive opponent off guard.

Twin Harpoon (K,K)
------------------
	Like Li Long, Hwang can follow his high kick with an axe kick by hitting 
K a second time.  Not a powerful or useful technique; you might get a paranoid 
croucher with this once in a blue moon.

Falling Leaf (d+K,B)
--------------------
	The Falling Leaf (I've so named it because if its similarities to Paul's 
combo of the same name in Tekken 2) is possibly Hwang's most powerful tech-
nique and definitely one of the most useful moves in the whole game.  The 
sweep comes out *quick* and the golf-style slash that follows is guaranteed to 
hit if the sweep knocks down.  The only drawback of this is its awfully short 
range; use the d/b+A Shin Slicer or d/b+K Long Sweep if you're unsure that 
you're close enough.
	Pressure your opponent into and out of crouch with this, but don't 
overuse it.  Remember, you have two other excellent low attacks.

Earth Crusher (f,F+K,K,K)
-------------------------
	Plucked from Seung Mina's repertoire, this is an effective okizeme 
technique and a decent attack in general.  Use the range to your advantage, 
and delay execution a bit if you like (but not too much or you'll get a slide 
tackle).  The first kick doesn't have quite the range of the Phoenix Tail, but 
it comes out a bit faster, making this a useful way to retaliate a quick-
recovery attack that misses in front of you.
	As an attack, I generally throw out all three kicks in hopes that I can 
catch an aggressive opponent off guard; a moderate margin of success can be 
gained by sometimes using all three kicks and other times stopping after two 
and executing a low attack.  Also note that being kicks, these are an alter-
native to the f,F+A+B Phoenix Tail as a long range attack that cannot be Guard 
Impacted.


d) Throws
=========
 
	Throws are, in my opinion, not a useful weapon for Hwang; his low attacks
are fast, powerful, and have better range, and are much more effective to hit 
a standing opponent.  Falling Leaf is a better attack than a throw at throw 
range.  Throws can be useful to interrupt a string of standing attacks at 
close range (newbie button mashing for instance) because of their quick 
execution.

Sea Of Madness (A+G)
--------------------
	The "human blender" throw.  This is possibly the fastest executing throw 
in the game and is near impossible to escape on reflex.  Though the B+G is 
cooler looking, don't forget about this throw - especially if your opponent 
seems to be adept at escapes.  Also, this throw keeps your opponent in front 
of you - definitely something to keep in mind if the edge of the ring is at 
your opponent's back and you want to pressure Ring Out.

Bitch Kick (B+G)
----------------
	What can I say?  When Hwang throws, it's almost exclusively this one, 
simply because it looks so darn cool.  Don't fall too much in love with this 
puppy - predictability will lead to an escape by your opponent.  This throw
switches places with your opponent, so it can be used to change the tide if 
Ring Out seems to be in your opponent's favor.  

	In the case of either throw, a stomp (d/f+K) can connect if the opponent 
rolls directly towards or away, or gets up in place after the throw.


e)Unblockable and Critical Edge
===============================                                


Unblockable Attack (b+B+K)
--------------------------
	Hwang raises his sword into the air, and it is struck by lightning.  He 
then executes the Splits & Slam with his charged sword.  True to its name, 
this attack cannot be blocked, but it is easily sidestepped.  Hwang has 
one of the best unblockables in the game.  It's easy to do and comes out very 
quickly, but it's weak as unblockables go because it only takes off half the 
lifebar (aww, shucks:).  Once started, it can be cancelled by pressing G.  
Possible uses include:
	-Shattering the realities of newbies who have just figured out how to use 
	 the G button
	-Against an opponent that commits to a combo out of range: just dash 
	 back, past where the last hit will be, and fire it up.  The Critical 
	 Edge, however is better for this if you can get the extension every 
	 time.
	-If timed perfectly, as okizeme: time the unblockable to hit as the 
	 opponent gets up so as to interrupt a roll or rising attack
	-G-cancel it to make your weapon glow so you can look cool (again, 
	 messing with newbies)

	Incidentally, since Hwang swings his sword along his front foot, the 
unblockable has a tiny bit more range in open stance.  I've seen it tag Taki's 
foot when she thought she was out of range.  

Critical Edge (A+B+K,hcf+B+K)
-----------------------------
	I originally passed this off as a not-so-useful weapon for Hwang because 
of the difficult extensions; however it seems that Soul Edge is actually 
pretty forgiving when looking for a Critical Edge extension.  During the
round, you can have Hwang use his Ver. I extension (Mitsurugi's extension) or 
his Ver. II extension; however, if the CE kills the opponent and the computer 
automatically extends it, there is no way AFAIK to 'force' Hwang into the 
Ver. I extension.  
	I definitely recommend at least a little practice at extending the 
Critical Edge once you have the basic attacks down.  If you can master the 
extension, it's a humiliating and powerful way to counter an attack that 
misses in front of you.


3)Rising attacks

	When you are knocked down, there are several methods of getting up.  By 
simply waiting, Hwang will rise in place (and take his sweet time about doing 
it, I might add).  This is NOT a recommended way of rising unless you want to 
take precious seconds off the clock, because it's easy to eat a pounce.  You 
can speed up Hwang's rise in place by tapping G rapidly, but this isn't much 
of a help either because a pounce can hit a player standing up.  It is a 
better option to twist (hold D or U and tap G repeatedly) or roll (hold B or F 
and tap G); the best option is probably to twist *then* roll by twisting, then
starting the roll motion as soon as you see the twist begin.  The twist will 
evade pounces and ground attacks, then the roll will set up whatever distance 
you'd like to keep from your opponent.
	After you have rolled, you have the option to execute a rising attack by 
tapping A, B, or K.  Tapping K will result in a sweep that hits low and knocks 
down; A or B executes a weapon strike with better reach than the sweep (*much* 
better in the case of characters with long weapons), but this attack does not 
knock down except as an interrupt.
	As far as I can tell, rising attacks are not too useful at high levels of 
gameplay.  A missed rising attack spells certain doom if your opponent has a 
long range move (Critical Edge, for instance) ready, and rolling towards the 
opponent to ensure a hit is not a smart option as all characters have a means 
of hitting a rolling opponent.


------------------------------------
+==================================+
|   Part II: Putting it together   |
+==================================+
------------------------------------
Contents:
1)Stuff you need to know
	a)Escape from throws
	b)Attack & Counterattack
		Counters
		Interrupts
		Dodges
		Guard Impact
		Reversals
	c)Crouching dash
	d)Okizeme
	e)Recovery position
	f)Sidestepping attacks
2)Multiple attacks
3)Strategy


1)Stuff you need to know


	In this section, I want to describe some Hwang-specific and non-Hwang 
specific tricks of the Soul Edge operation you need to know in order to play 
even better.

Escape from throws
------------------
	*Any* throw, except a back throw, can be escaped in Soul Edge.  This 
includes complex throws and Rock's ground throw.  All that is required is that 
your press the buttons corresponding to the throw being done (i.e. A+G or B+G) 
during the initial animation of the throw.  Some throws (like Hwang's B+G) 
seem to have longer setup animation than others.  This might mean there is 
more leeway for the victim to escape, but I may be mistaken.

Counterattacking techniques
---------------------------
	As I hope you already know, you can 'block' moves of various levels by 
holding G while standing or crouching.  Easy enough, but if you use blocking 
too much you'll quickly find yourself without a sword.  That's why it's vital 
to learn other techniques to negate your opponent's advances.

	An interrupt is when you strike an opponent during the execution phase of 
his attack.  Any attack (even a throw!) can be used as an interrupt.  This 
kind of hit deals extra damage, stops the opponent's attack cold, stuns him, 
and, in the case of the uppercuts, floats him extra high.  
	Quick-executing attacks are the best use for this purpose, but since 
quick attacks don't often knock down, it's good practice to follow up with 
another attack to take advantage of the opponent's stun time.  Example: Many 
Mitsurugis, and a few Hwangs, will start a combo out of range and count on the 
forward motion of the moves to carry him into range.  Against this little 
trick, use a f+B Wasp Stinger to interrupt his combo and quickly follow up 
with a Falling Leaf or throw while he sits there confused as to just what the 
hell is going on.
	Using an uppercut to interrupt is risky business because of its slower
execution; an uppercut launched a bit too late might result in an interrupt on 
you.  The rewards are obvious, though: an interrupt uppercut sets up a meaty 
float and demoralizes the opponent.  So if you feel up to it, go for it.

	The most useful way to get the drop on your opponent is by dodging, 
rather than blocking, his attacks.  Dodging techniques involve ducking, 
hopping, backpedaling, and sidestepping, and with expert use of all of them
the Guard button might not be necessary at all... ;)
	Ducking is the easiest dodge; simply crouch as your opponent does a high 
move and the attack will sail over your head.  Ducking by itself won't do much 
for you though, unless you take advantage of the dodge.  So rather than simply 
ducking, duck with an attack.  For Hwang, d+A, d+B, d+K, d/b+K, and, to some 
extent, d/b+A, are all moves with a crouch built in.  So use one of these 
moves to dodge, and not only will the attack go overhead, you'll get a hit.  
	Hopping is analogous to ducking as an evasion for low attacks.  Against 
attacks that hit low and follow a horizontal arc, such as d/b+A attacks, 
execute a small hop forward with a sword attack (u/f+A or u/f+B).  You'll hop 
over the low attack and strike the opponent.  This is a dubious technique, 
however, as you are very vulnerable in the air and the opponent is sure to hit 
you if he's faked you out or your timing is off.  The best (and probably only) 
attacks to dodge with this are Rock's d/b+A and the last hit of his f+A,A,A, 
or perhaps Cervantes' d/b+A.  Since these attacks push you far away when 
blocked, hopping is sometimes the only option if you don't want to give your 
opponent an advantage.
	Backpedaling is another useful dodge.  By repeatedly tapping b,b on the 
joystick, you can dash backwards in hopes that the opponent's attack will lack 
the range to hit you.  If it does miss, muster your best attack (Critical Edge
time!) to hit him, or maybe dash in and throw for style points.
	Finally, there is sidestepping, and once again, I have to postpone it - 
you'll find a whole section on sidestepping later in the FAQ.

	Guard Impact is a maneuver unique to Soul Edge; by hitting f+G as your 
opponent's attack is about to make contact, you can deflect it, stunning your 
opponent.  Guard Impact can be used to stop any incoming sword attacks, but 
cannot be used against or kicks (or headbutts).  You can even Guard Impact an 
opponent's Critical Edge.
	It is important to note that there is no guaranteed followup to a 
successful Guard Impact for any character.  If you're close enough after the 
parry, then an immediate Falling Leaf is extremely difficult (but not 
impossible) for the opponent to escape, anything else can be blocked as 
normal.  
	Guard Impact is most effective when you make your opponent forget that 
you have it, so use it when your opponent is getting comfortable with constant 
weapon strikes and is forgetting to mix in kicks once in a while.  A good 
Guard Impact can scare the crap out of your opponent and make him super-
defensive for a second or so; you might want to take that opportunity to dash 
in and throw, or to fire up an unblockable if you've got real cojones.  

	The final defensive technique is the reversal.  A step up from Guard 
Impact, reversals grab an opponent's attack and use the attacker's momentum 
against him.  These are not to be confused with counters; a counter occurs 
after an opponent's attack is blocked or dodged, while a reversal affects the 
attack itself.  Hwang is not capable of any reversals, but this is not a big 
problem as the Guard Impact + followup acts as a sort of 'reversal' for every 
character.

	In the above paragraph I mentioned 'counters'.  Countering is hitting 
your opponent when his attack is recovering.  Opportunities to counter can 
result from blocking or dodging a move, though the latter is more common in 
Soul Edge.  
	In the case of a blocked attack, countering is not always a possibility.  
Your block stun must be shorter than the opponent's recovery time to success-
fully execute a counter; this is rarely the case in Soul Edge.  Not only that, 
but many blocked attacks still push you too far away for a reasonable counter-
attack to be in range.  I surmise that Namco intended for Soul Edge to work 
this way - after the proliferation of defensive play that occurred in games 
such as Virtua Fighter 2, the developers probably figured that giving the
attacker the advantage would lead to new styles of gameplay and keep Soul Edge 
from being a rehash of other 3D fighting games.  (A smart move, though poorly 
executed in Ver. I; Ver. II fixes a *lot* of the problems that arose from this 
philosophy.)
	The best opportunity for a counter rises when the opponent's attack 
misses you completely.  Hopefully this was a result of you backpedaling or 
sidestepping; if so, launch your counterattack - any move will do.  Don't give 
up the momentum once you have it.

Crouching dash
--------------
	Hwang is one of the few characters that possesses a crouch dash.  
Executed by rolling the joystick d,d/f,f in a classic 'fireball' motion, the 
crouch dash enables Hwang to move quickly forward while staying low, and 
provides fast access to his arsenal of strong crouch,N attacks.  The crouch 
dash attacks (Cross Attack, Leaping Uppercut, and Rising Double Kick) can  
be done by pressing the appropriate button(s) during the crouch dash and can 
even be delayed - by pressing the button(s) slightly after the animation, you 
can make a crouch dash attack seemingly come out of nowhere to catch your 
opponent unaware.
	This technique has important implications for Hwang, both in starting 
attack patterns and in pressuring the opponent with okizeme; more on that in 
the appropriate sections.

Okizeme
--------
	Okizeme, the art of keeping downed opponents on the ground by pressuring 
them as they rise, is a vital technique to know in Soul Edge.  The main way to 
connect an okizeme attack is to hit during the recovery of a missed rising 
attack, as rising attacks are uncounterable if blocked.  It is also possible 
to hit an opponent as they roll, but this is tough to do unless the opponent 
rolls toward you.  
	Get used to the distance that each character can strike with their weapon 
when rising.  The perfect distance from a rising opponent is far enough away 
that the downed opponent cannot hit you by rolling toward you and using a 
weapon attack.  From this distance, you have a multitude of options depending 
on what the opponent does.  
	If he still insists on rolling towards you, just let the attack miss 
(you're at that perfect range anyway) and Critical Edge, throw, or whatever 
tickles your fancy.
	Against an opponent that rises in place or rolls to the side, f,F+A+B or 
f,F+K are good options.  It's unlikely that you'll have room to slide tackle.
	If he rolls away, then most probably use the slide tackle.  You could 
also 'fake' a slide tackle by sprinting towards him, causing him to duck, and 
then tap B instead for an instant Thunder Strike, popping him into the air.
	If a successful attack leaves you too close to the downed opponent to 
back up to the preferred distance, you may want to try 'luring' your opponent 
into rolling towards you.  Dash back slightly so that the opponent has to roll 
at you to connect a rising attack.  If he takes the bait, hit him as he rolls 
with Triple Crossup (d/f+A,A,B).  A couple wipes across the floor like this 
and he won't try that lame tactic again.

Recovery position
-----------------
	Most moves in Soul Edge execute from a standing position and leave you in 
a standing position after they've recovered.  However, there are some moves 
that, though they are executed from standing, leave your character in a crouch 
when finished.  Granted, if the joystick is left at neutral after one of 
these, your character will return to a standing position; but, if you hold the 
joystick down after one of these, you will see that there is *no* crouching
animation.
	So what?  Good question.  Moves that recover crouching are a vital weapon 
for Hwang because they provide access to his powerful crouch,N moves.  By 
executing a move that recovers crouching, releasing the joystick, and tapping 
a button just as the crouch attack recovers, you can create a crouch,N attack 
without actually crouching.  
	So what?  Why not just crouch and then execute the move?  Well, when the 
heat is on and you're in close combat with an opponent, you're not going to 
have the frames (read: time) to crouch and then execute an attack - you'll get 
interrupted for sure.  Crouching per se also reduces your mobility drastically 
- though Hwang has a crouch dash forward, you lose the ability to backpedal 
quickly and also the ability to sidestep instantly.
	Hwang has the added advantage that his crouching-recovery moves recover 
quickly, making them essential tools in 'rolling your own combos'.  To avoid 
confusion with 'hardwired' combos, (such as d/f+A,A,B), I call self-made 
combinations 'patterns' or 'sequences'.  I have had good success with the use 
of crouching-recovery moves as a power attack to lure my opponent into being 
hit by.

Sidestepping attacks
--------------------
	Sidestepping is a vital part of gameplay in Soul Edge.  If, instead of 
sidestepping incoming attacks, you choose to block them, you'll lose sword 
power; this will keep you from being able to use your Critical Edge and 
eventually cause you to lose your sword.  The sidestep cannot evade all 
attacks; to truly benefit from it you must mix it with the other dodging 
techniques I mentioned above, or your opponent will exploit your weaknesses.  
	Okay, so you know that you need to sidestep.  There are three important 
questions associated with sidestepping: 
	a) Which side should I sidestep into (foreground or background)?
	b) Should I use an attack in my sidestep?  
	c) If so, which one?

	Question a) is a very tough one.  Since it's impossible to tell exactly 
which move your opponent is using, the best choice you can make is to sidestep 
into the arc that the opponent has the fewest moves in.  Add to this the fact 
that characters retain their 'handedness' regardless of what side of the 
screen they are on (i.e. a move that needs to be sidestepped foreground when 
you are facing to the right needs to be sidestepped background if you're 
facing left) and you come up with a decision with so many variables that you
can't possibly make it in the split-second you're allowed in combat.  (Add 
that sentence to the Run-On Hall of Fame.)  
	So what to do?  Don't worry about it.  If you have to base your decision 
on *something*, then sidestep in the direction that puts you closer to the 
center of the ring.  Perhaps when more information is available about Soul 
Edge's mechanics, we'll all become better sidesteppers.  

	Question b) is much easier: yes.  If you don't directly link an A, B, or 
K attack to a sidestep, your opponent will probably recover from the dodged 
move and turn to face you before you can launch a standard attack from your 
new facing.  The only significant exception to this is a Mitsurugi or Hwang 
that overuses the B,B,A,x combos; if you sidestep without an attack as the 
combo begins and the opponent executes the whole thing, you'll have enough 
time to close in for a back throw - so please decapitate him and make life 
easier for the rest of us.

	Finally, to answer question c): The A and K attacks are the most useful 
attacks to sidestep with, as the A hits mid-level and knocks down, and the K 
recovers quickly and crouching.  
	If you want to keep things no-nonsense, use the A attack.  It'll knock
the opponent over if successful; run up and do a ground stomp if you think you 
have time, but *don't pounce*.  Even though you may think you're properly 
aligned with the downed opponent, the sidestepping A strike knocks them far 
to the side and your pounce will end up stabbing a large divot in the ground 
just next to the opponent's head.
	The B strike is the least useful of the three.  It hits mid-level, but 
doesn't knock down and the recovery is such that a follow-up isn't guaranteed.
	If you want to do things with finesse, use the low kick (K) with your 
sidestep.  It won't knock down, but it recovers quickly and in a crouch, 
leading to a host of follow-ups - see the section below.
	My general strategy is to use the A strike when dodging an opponent's 
attack because it assures good damage if it's successful.  When throwing a 
sidestep into an attack pattern, I use K because it allows for more options 
whether or not it hits.

	One last thing I should mention - it is possible to sidestep while 
crouching by 'hiding' the sidestep in a crouching attack; i.e. do a low kick 
and enter the sidestep during the animation.  This is a neat tool for keeping 
a low profile and freaking out your opponent.


2)Multiple attacks


	Low-level Soul Edge gameplay (trust me, I've seen a lot of it) may seem 
like a block-and-counter fest.  One person fires off a combo, the opponent 
blocks it, then executes one of his own.  Player one blocks this combo (or 
maybe is hit by it) and the cycle repeats.
	One of the key elements of my little 'trap' strategy is to use quick-
recovery single attacks to harass the opponent or make him think I made a 
mistake, then follow with a fast power move for the interrupt.  Granted, it 
may not be a sure-win strategy, but it gets lots of style points. :)
	I've found that the best setups for a trap are the crouching-recovery 
moves, such as d+A,B, or K and the sidestepping K.  These allow you to follow 
with an 'instant' crouch,N move (see the Recovery Position section.)  
Crouch,N+B is a fast power attack and is probably the best one to use because 
of the high damage possibility.
	You can also set up traps by entering a sidestep after a fast attack.  
Seemingly useless moves like f+A can work like a charm to hide an impending 
sidestep.  Also see above about sidestepping in a crouch.

3)Strategy
	
	One way to start off is to use low attacks relentlessly.  These are 
actually all you need against an opponent that doesn't know how to do a 
crouch,N attack because he'll be unable to counter.  A smarter opponent will 
use crouch,N attacks to stop the onslaught or just stay crouching; this is 
when you start a 'phase two' of sorts by linking those low attacks into 
crouch,N power moves.  Do things like d+A (opponent thinks this is a missed 
Shin Slicer, tries to retaliate) into N+B (ouch, interrupt).  Obviously you 
can't play mind games like this on someone who's seen you play before, so mix 
up your traps by sometimes following with sidesteps, sometimes with power 
moves, or perhaps wait for an opportunity to Guard Impact.
	Remember though, no matter how terrific your low attacks are, if you hit 
thin air, you are wide open.  So stay in close and use the Long Sweep if your 
opponent seems to like to backdash or sidestep away from the Falling Leaf.
	Now, many opponents will try to stay outside your 'comfortable zone,' 
trying to make you miss attacks and counter.  So the key is to close the 
distance, but he'll be looking for you to move in.  So close the distance with 
an attack, like the Phoenix Tail or Rocket Launcher.  Don't telegraph these
moves because they're easy to sidestep.  Crouch dash also works here because 
you *look* vulnerable but can lash out with an attack at any time during the 
crouch dash.  You cannot, however, block during the crouch dash, so you must 
think aggresively when using it.  If you really feel confident, dash or crouch 
dash in to draw out his attack and sidestep it.  
	That's pretty much how it works - keep it close, then back off when 
there's a knockdown and close back in with an attack.  Use mobility to your 
advantage by sidestepping lots and restrict your opponent's with constant low 
attacks.  Once you have them rattled (or even before then) try to 'sucker' 
them into eating a leaping uppercut or even an unblockable.  *Don't* ever be 
passive; follow an attack with another attack (a sidestep if nothing else) and 
don't just sit there blocking.  (Well, be passive once in a while to make him 
wonder what you're gearing up for or to set up an unexpected Guard Impact.)  
Don't play into your opponent's strengths.  Keep it close and don't let 
characters with longer weapons use them as an advantage against you.
	I guess the best summary would be the phrase "stick and move".  Use low 
attacks and crouch,N bait attacks in close, then back off and close back in 
with a ranged attack or crouch dash attack, repeat.

--------------------------------------------
+==========================================+
|   Part III: How to fight this guy/gal?   |
+==========================================+
--------------------------------------------

1) General strategy

	See above.  Soul Edge is different from other fighting games because each 
character has *very* different capabilities; knowing your opponent is just as 
important as knowing yourself.  So don't play into your opponent's strengths; 
if there's a particular place he likes to keep the fight (i.e. long range), 
don't let him get there.  Whether this means sticking to him like glue or 
backpedaling like a madman depends on your opponent, but don't watch him so 
closely that you forget about what *you* are doing.  
	What you might even want to do is spend a little time playing each of the 
other characters so you know what they're capable of; at the very least watch 
fights that you're not involved in to see other characters at work or get a 
pal to show you some of the things he does when he plays.  What follows is 
strategy specific a particular opposing character; the stuff I discuss here 
doesn't always apply and it's no substitute for reading your opponent.

Vs. Rock
--------
	Rock is a very difficult opponent when played correctly; i.e. like a 
moron.  I've seen button-mashers have far more success playing Rock like the 
big stupid lug he is than I ever did trying to play him with finesse.  That 
axe is just too damn long and it'll push you too far away if you let it hit 
you, so if he's just swinging away, keep your distance until you have an 
opening and then rush in and stick to him like glue.  Guard Impact is also a 
possiblity if he's started swinging out of range.  Stay low; sidestepping is 
unfortunately not the way to go because his A strikes go way the hell out to 
the side.  Hop over the ground-level axe swings.  Don't try anything clever, 
just stick to the basics (Falling Leaf, Phoenix Tail, crouch dash attacks).  
One last thing - Rock's sidestep is really crummy so use B attacks lots more 
against him, even the unblockable if he tends to start stuff out of range.

Vs. Taki                      
--------
	The d/b+A Reaping Hook is going to be a primary weapon of a good Taki.  
Similar to your strategy, she may use it liberally to force you to crouch, so
crouch dash is a recommended way to close with her without getting your legs 
slashed.  More so than other opponents, don't commit yourself to a combo 
unless the first hit connects, because a miss, combined with her speed, will 
be fatal.

Vs. Sophitia
------------
	Sophitia is really underpowered.  Her low spin kick is her only knockdown 
low move, so feel free to stay standing and run around the place; anytime you 
block a combo ending in a vertical slash, she's throwable or Falling Leafable.  
She has poor crouch,N attacks, so forcing her to crouch is double-good for 
you.  Sophitias are usually pretty combo-happy, so sidestep a lot if she likes 
to start with vertical strikes and duck under with a Shin Slicer or long sweep 
when she wises up and starts using horizontals.  Add all these things up and 
you should be able to dominate any match against the little slut.

Vs. Mitsurugi
-------------
	Mitsurugi is the ultimate cheeseball.  But don't hold it against him, 
it's all he knows how to do.  He'll want to get in your face; don't let him.
Use a Falling Leaf if he tries to close the distance by dashing in; if he uses 
the forward momentum of a combo to carry him in, backpedal to just out of 
range of the last hit and do an unblockable or dash in and throw when the last 
hit misses.  This is a great place to use the Critical Edge if you can extend 
it.  Once you have him on the ground, keep him there with okizeme.  Use the 3 
and 4-hit combos to get you out of a tight spot if you have to, but *don't* 
trade licks with him because he'll win every time.  Instead, sidestep, jump 
over, even let him hit you if you have to so that you can maneuver into a 
better position while on the ground - just don't let him do what he's good at 
and watch how he falls apart.  Easier said than done, I know, but there's no 
better feeling than beating Mitsurugi without using any of his own dirty 
tricks against him.
				  
Vs. Siegfried                      
-------------
	Poor Ziggy.  Despite having the biggest sword on the planet, he doesn't 
stand a chance.  Stick and move, as always, but use Falling Leaf a little more 
often to keep him away from that dreaded crouch,N+A,A.  Sidestep a *lot* 
because he has very few A strikes.  That's about it - Ziggy fights pretty 
poorly when he can't use the size of that Zweihander to his advantage.

Vs. Seung Mina
--------------
	A lot like Siegfried - stick and move and don't let the size of the 
glaive intimidate you.  Mina's tougher, though, because she can lash out with 
a Baton Twirl at any time and has a few close-range moves.  She also has the 
unique ability to deal huge amounts of damage without knocking you down, so be 
ready to back up and start a new attack pattern if an exchange isn't going 
your way.

Vs. Li Long
-----------
	Li Long is a very tough customer.  He can set up traps very similar to 
yours with his flipkick and he has a great variety of basic attacks to boot.  
Fortunately, his combination attacks are pretty easy to read, so you should 
Guard Impact the last strike if you see him go for the A,A,d+A or A,A,d+K,B.  
I don't have much else to say right now. :(

Vs. Voldo
---------
	I have no idea.  Nobody plays Voldo because he's a dork.
	Only thing I know about Voldo is that he's the only character with a 
horizontal unblockable.  So though your natural reaction should be a sidestep 
when you see someone charging an unblockable, with Voldo you need to duck 
instead.

Vs. Cervantes
-------------
	Cervantes is versatile.  He has loads of ranged attacks and is not too
shabby in close combat either.  The Torpedo Edge (the zooming attack that uses
sword energy) is throw-counterable if blocked if you enter the throw quickly,
so hold down G and get your other finger ready to punch it in when you see him
lean backwards.  That silly dashing dropkick is throw-counterable too.  A properly
timed Guard Impact can neutralize the last slash of his close-range combin-
ations; practice doing this to CPU Cervantes when he decides to get up close
and personal so you're prepared when human players bring out the cheese.

Vs. Hwang
---------
	This is a tough one to say.  I'm not about to write down how to defeat my
own techniques, sorry.  Lots of times it will be like playing Mitsurugi if the
other guy hasn't seen this tome of wisdom :), so use anti-Mitsu tricks in that
case.