Version 1.10


  #1.1 Notes
  #1.2 Using the search function

  #2.1 Notation and jargon used in this guide
    #2.1A Controls
    #2.1B General jargon
    #2.1C Move information and properties
    #2.1D Xianghua's stances

    #3.0A Reading the movelist and move properties
  #3.1 Normal stance
    #3.1A Normal stance to silent xia sheng stance
    #3.1B Normal stance to laughing bea her hua stance
  #3.2 Silent xia sheng stance
    #3.2A Silent xia sheng stance (earth) to normal stance
    #3.2B Silent xia sheng stance (heaven) to normal stance
    #3.2C Silent xia sheng stance (flash) to normal stance



This guide contains Xianghua's complete move list, including all the ways of
getting into each of her stances. It also includes information about the moves
such as special properties, whether they hit high, mid or low, their damage,
range and speed. They are presented in an organised list so that along with the
information I have provided you should be able to have a quick reference guide
to all Xianghua's moves and transitions.

#1.1 Notes:

-This guide was made using the Xbox 360 version, but it should apply to the PS3
version as I believe they are pretty much identical.
-To compress the complete movelist, I have grouped similarly inputted moves
together as alternate inputs.
-Make sure you read the notation and jargon section and the how to read the 
complete movelist section before you before jumping into the complete movelist,
or you will be unlikely to make sense of most of it!
-If you are looking for frame data, you can find a lot of this 
information at www.caliburforum.com in the soul arena section of the forum.
-Information about Xianghua's weapons and equipment can be found in other

Equipment http://www.gamefaqs.com/console/xbox360/file/940048/53716
Weapons http://www.gamefaqs.com/console/xbox360/file/940048/53656

#1.2 Using the search function

If you want to jump to a particular section in this guide, this is the 
quickest way to do so:

-Find the reference of the section you wish to jump to in the contents, for
example #6.3D
-Put the cursor at the very top of this guide
-Hold Ctrl and press F, and where it says 'Find what' or 'Find' type in the 
reference number (if using Firefox instead of Internet Explorer, the 'find' tab
may appear at the bottom left of your screen)
-Check that direction is set to down, then click the 'find next' button twice 
(click the 'next' button twice if using Firefox)
-You should now be at the section you want to find


#2.1 Notation and jargon used in this guide:

#2.1A Controls

1: Down+left on the controller.
2: Down on the controller.
3: Down+right on the controller.
4: Left on the controller.
6: Right on the controller.
7: Up+left on the controller.
8: Up on the controller.
9: Up+right on the controller.
A: Press the A button (as referred to in the control scheme you have).
B: Press the B button (as referred to in the control scheme you have).
G: Press the G button (as referred to in the control scheme you have).
K: Press the K button (as referred to in the control scheme you have).
+: Simultanious button presses.
/: Indicates alternative inputs.
~: Indicates the next input must be made extremely quickly.
[x]: Indicates the input x should be held down. In the case of directional 
inputs, this can also be replaced with a double tap in that direction.
(x): Indicates an additional optional input x.
{x}: Indicates the input x can be delayed.
 (back turned): Perform this move while facing away from the opponent.
 (while crouching): Perform this move while crouching. To crouch, press
2+G, then you can release G while holding 2.
 (while rising): Let go of 2 while crouching.

#2.1B General jargon

AUTOPARRY: This is a purple flash that happens during certain moves, and they
parry certain types of attacks. 
BLOCK: See guard.
COMBO: This is a succession of attacks that form into one longer move with two
or more hits (such as A A).
GUARD: Holding down the G button while standing to block high, mid, special mid
or special low attacks; or holding down the G button while crouching to block
low, special mid or special low attacks. This stops the attack damaging you.
IMPACT (guard impact): A defensive move which deflects an incoming attack if
timed correctly.
INTERRUPT: To hit an opponent who is performing a move by doing a faster move.
PUNISH: This means to land your own attack on a helpless opponent after they
miss you with a move or are out of position.
REPEL (guard repel): A type of impact, using 6+G or 3+G to repel high/mid or
mid/low moves respectively. The player repelled cannot move, attack or block
for a short time.
SIDESTEPPING: Using the 8 way run system to try and move around your opponent's
STANCE: One of Xianghua's various fighting style positions. You will become
familiar with them as you try out her attacks. 
TRACKING: The ability of a move to follow the opponent as they move.

#2.1C Move information and properties

h,l,m,sl,sm (high,low,mid,special low,special mid): The parts of the opponent 
an attack aims for. 
*n: Indicates special property number n which will be explained below the
section of moves in which it appears (n is a number).
AT (attack throw): A move which turns into a throw animation if the hit lands
successfully and at close enough range.
CH (counterhit/counterattack) : Striking the opponent during one of their 
EC (ends in crouch): A move which will initially leave you in the crouching
position when it is complete.
EV (evasive): A move which is good at getting around, under or over other moves
giving you the chance to hit without being hit back.
GB (guard break): Indicates that a move has the guard break property. The move 
has a blue lightning effect, and when guarded causes a short stun.
GI[x] (guard impact property): Indicates that a move is able to knock aside
certain other moves. For example a move with GI[V] knocks aside vertical moves.
H (horizontal): A move that hits in a sideways motion, designed to hit 
sidestepping opponents. Usually involves the A button.
HG (hits grounded opponent): A move which is able to hit an opponent who is
lying prone on the floor.
KD (knockdown): A move that knocks the opponent off their feet, giving you a 
big advantage as they can't do much from that position.
LA (launching): A move which sends the opponent high into the air, usually 
allowing you to use a combo on them before they land.
RO (ringout): Knocking the opponent out of the ring, winning the round 
instantly. A move with this property is capable of causing a ringout, although
you and/or your opponent have to be in the correct positions for it to happen,
these vary with each move.
SP (spins): A move which causes the opponent to spin around on the spot.
ST (stun): An effect of a move which incapacitates the opponent for a short 
TA (taunt): A move which serves no purpose other than to infuriate or mock
the opponent.
TH (throw): Indicates that a move is a throw/grapple, a move that cannot be 
blocked or impacted. It can be escaped by A or B depending on the input of the
throw. I suspect the new download 'fix' can allow throws to be impacted as a
just frame.
TR (turn round): A move that turns the opponent round.
UB (unblockable): Indicates that a move is unblockable. The move has a flame 
effect and cannot be guarded or impacted.
V (vertical): A move that hits in a forward motion, designed to have priority
over horizontal moves, but that can be sidestepped. Usually involves the B
+1: Indicates that this moves increases the charge by 1 (see below)
-3: Indicates that this moves decreases the charge by 3 (see below)

#2.1D Xianghua's stances

LAUGHING BEA HER HUA STANCE: Xianghua slowly retreats waving her sword. She
autoparrys vertical attacks, knocking the opponent to the ground. No moves
can be entered from this stance, and she returns to normal stance afterwards.
NORMAL STANCE: Xianghua stands normally as she does when the round starts.
SILENT XIA SHENG STANCE (SXSS): Xianghua leans to one side and prepares to 
strike. If no move is inputted after a short while she returns to normal stance.
This stance has three variants which I will refer to as earth, heaven and flash.
Which one you go into depends on the value of her charge. This is a number
that is kept track of during a match, but which is not displayed on the screen.
The way this works is as follows:

-At the start of a match the charge is 0. 
-Charge cannot go above 7.
-Charge is kept between rounds of a match.
-When you perform a move that enters SXSS your charge increases by 1, and then
you enter the variant below:

Earth: Charge is 1 or 2
Heaven: Charge is 3 or 4
Flash: Charge is 5, 6 or 7

-You can now perform moves in the relevant SXSS section of the complete movelist
-Moves with the property +1 or -3 in these sections indicate that the charge
increases by 1 or decreases by 3 respectively when you do that move (even after
the opponent is knocked out)

This all sounds a bit complicated but to me the important points are as follows:

-Taunting helps you charge up
-You need to charge to 3 or more to use a throw
-If you charge up to 5 or more the move B gains guard break


#3.0A Reading the movelist and move properties

INPUT: How you perform the move. 

HITS: Which areas of the opponent the move aims at, followed by whether it is
vertical or horizontal. A sequence of letters shows the information about
all the attacks in a combo in order. 

DMG (Damage): The damage the move does if all the hits connect. Note that on 
counter hit the damage may vary. I have left out the individual damage of each 
move in a combo to save space. This is a general estimate of the damage, it may
vary with how well moves connect and what way the opponent is facing. Note that
the damage of throws can change if you are to the side or behind the opponent.
The damage shown will be the standard throw when the opponent is facing you.

PROPERTIES: Any special properties the move has. A little c after a property 
shows that the property only applies if the attack is a counterhit. A little s
after a property shows that the property only applies on a standard hit (not a
counterhit). If a property is followed by (n) it shows that the property 
applies to attack n in a combo. This property may be overridden if the combo is
continued past that attack. A move is noted to be evasive (EV) if it is 
generally more evasive than the stance from which the move is performed. See 
move information and properties in the notation and jargon section. I have 
noted only the more significant stuns.

RGE (Range): Shows at what range the move can connect from; short, medium or
long (S,M,L). If this varies during a combo I will assess the overall range.

SPEED: Shows how fast the move is on a scale of 1 to 5, 1 being a very fast
move and 5 being a very slow move. If the move has more than one attack, the 
speed of each attack is listed in order. These are based on my own observation
of the moves, not on any calculations. If you feel I have assigned the wrong
number to any attacks, please let me know. If there is a delay between one
hit and the next, that is taken into account in the speed of the move after
the delay. This is a measure of how fast attacks connect after the input, not
the recovery time afterwards.

Note that some moves do not hit the opponent or cause damage, so not all moves
will have an entry in each of these categories.

Example (fictional move)

INPUT              HITS                  DMG PROPERTIES           RGE SPEED

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

This shows a move which you input by pressing down and A, then hold B, then
press B and then quickly press K. The first hit will be high and horizontal, 
the second low and vertical, and the third special mid and horizontal. The 
total combo will do 57 damage. The first hit causes knockdown on a counterhit,
and the third hit has guard break. This combo should be used at medium range. 
The first hit is very fast, the second hit is fast, the third hit is slow.

#3.1 Normal stance

INPUT              HITS                  DMG PROPERTIES            RGE SPEED

A A B              h-H,h-H,m-V           34                        S   1,1,2
A~B                m-V                   21  EV,KD,RO              M   3
A~K B              m-H,m-V,l-V           59  EV,HG(2),KD(3)        M   1,1,2
A~K K              m-H,m-V,m-V           55  EV,HG(2,3)            M   1,1,2
B B                m-V,m-V               26                        M   1,1
B~K                m-V,m-V               24  HG                    M   2,1
K                  h-V                   12                        S   1
(Run 3+ steps) K   l-V                   27  EV,HG,KD,RO           S   2
 A             sl-H                  10                        S   1
 B             m-V                   14                        M   1
 3+B           m-V                   25  HG,LA,RO              M   2
 3+B~B         l-V                   28  KD,HG(2)              M   4
 K             l-V                   12  HG                    S   1
 A+B           l-V                   28  EV,HG                 L   3
 A A           m-H,m-H               36  EV                    M   1,1
 B             m-V                   20  GI,KD                 M   2
 K             m-V                   24  HG,KD                 M   2
 A+B B         l-V,h-V,h-V           30  HG(1),KD(3)           M   2,1,2
 A+B 2+B       l-V,h-V,l-V           40  EV(3),HG(1),KD(3)     M   2,1,2
 A             h-H                   12                        S   1
 B             m-V                   14                        M   1
 K             m-V                   14                        S   1
 B+K           m-V                   21  ST                    M   2
 2+B+K         l-V                   20                        M   1
  A        sl-H                  10                        S   1
  B        m-V                   14                        S   1
  K        l-V                   12  HG,KD                 S   1
A+G                h-V                   55  KD,TH                 S   2
B+G                h-V                   55  KD,TH                 S   2
2+A+G              l-V                   30  KD,TH,RO,*1           S   2
2+B+G              l-V                   10  TH,*1                 S   2
A+B                m-V,m-V               37  LA(2),RO(2)           M   2,1
(On ground) A+B    l-V                   5   HG                    S   1
B+K                l-V                   16  EV,HG,KDc             M   3
A+K B+K            m-V                   40  KD,RO                 M   3
A+K [B+K]          m-V                   50  GB,HG,KD,RO           L   4
K+G                                          TA
1+A                l-H                   18                        S   2
1+B B              m-V,m-V               33  HG,ST(2)              M   2,1
1+K                l-V                   20  HG,KDc                M   2
1+K~A A B          m-H,m-H,m-V,l-V       85  EV,HG(3),KD(4)        M   3,2,1,2
1+K~A A K          m-H,m-H,m-V,m-V       80  EV,HG(3,4)            M   3,2,1,2
1+A+B              m-H                   18  KDc,EV                M   3
1+[A+B]                                      EV,*2                     3
1+B+K              m-V                   22  EV                    M   2
2+A                sl-H                  10                        S   1
2+B                m-V                   14                        S   1
2+K                l-V                   12  HG                    S   2
2+A+B              l-H                   24  EV,KD,RO              M   3
2+A+B~G                                      *3                        3
2+A+K K            l-H,m-V,m-V           51  HG,KD(1)              M   4,2,1
2+A+K 2+K          m-H,l-H               42  HG,KD,RO(2)           M   4,1
2/8 B              m-V                   20  EV,LA,RO              M   2
3+A K              l-H,h-V               38  KD(2),RO(2),STc(1)    M   2,2
3+B                m-V                   20  HG,KD,LAc,RO          M   2
3+K                m-V                   14                        S   2
4+A                m-H                   20  TR                    M   2
4+B B              m-V,m-V,m-V           50                        M   2,1,2
4+B 6+B            m-V,m-V,h-V           60  KD(2)                 M   2,1,2 
4+K                h-H                       RO                    M   2
4+A+B              m-V,m-V               50  GI,KD(2),RO(2)        M   2,2
4+A+K A            m-V,h-H               48  GI,TR(2)              M   3,2
4+B+K              m-V                   60  KD,UB                 M   5
6+A                h-H                   14  TRc                   S   2
6+B A              h-V,m-H               35  SP(2)                 M   1,1
6+B B              h-V,l-V               30  HG(2),ST(2)           M   1,2
6+B~K              l-V,l-V               32  EV,HG(1),KD(1),RO(2)  M   3,1
6+B~K 2/8          l-V                   16  EV,HG,KD              M   3
6+K                h-V                   24  KD,RO                 M   1
6+A+B              m-H,m-V               40  EV,HG(2),KD,RO,*4     M   2,2
6+B+K              m-V,m-V               36                        M   2,1
7/8/9+A            h-H                   28  EV,TR                 M   2
7/8/9+B            m-V                   32  EV                    M   2
7/8/9+K            m-V,m-V               24  EV                    M   2,1
214+B+G 412+B      h-V                   60  KD,RO,TH              S   2
[1/2/4/7/8] A+B    h-H                   30  KDc                   M   2
[1]/[7] A          h-H                   31  EV,KD,RO              M   3
[1]/[7] B A        m-V,m-H               54  EV(2),HG(1),GI        M   1,3
[1]/[7] B 2+A      m-V,l-H               46  EV(2),HG              M   1,3
[1]/[7] K          l-V                   14  EC,EV,STc             M   2
[1]/[7] A+K        l-H                   22  EV,ST                 M   2
[2]/[8] A          m-H,m-H               32  EC                    S   2,1
[2]/[8] B          m-V                   25  LA,RO                 M   2
[2]/[8] K          m-V                   24  EV,HG,KD,ROc          M   3
[2]/[8] B+K                                  GI                        1
[3]/[9] K A B+K    m-V,h-H               33  EV(2),GI,RO(2)        M   1,2
[3]/[6]/[9] A+B    h-V                   33  EV,KD,RO              M   3
[3]/[6]/[9] A+K    m-H                   28  EV,ST                 L   3
[3]/[6]/[9] B+K    m-H                   45  KD,RO                 M   1
[3]/[9] A          m-H                   18  STc                   M   2
[3]/[9] B          m-V,m-V,m-V           48  ST(2),KD(3)           M   2,1,1
[4] A A            m-H,h-H               44  STc(1),SP(2)          M   2,1
[4] B              m-V                   38  EV,KD,ROs             M   3
[4] K B            m-V,m-V               42  ST(1),KD(2)           M   2,2
[4] B+K                                      EV,GI                     1
[6] A              h-H                   30  KD,RO                 M   2
[6] B B            m-V,m-V               42  KD(2)                 M   2,2 
[6] K              m-V                   18  HG,TR                 M   1

*1: Opponent must be crouching.
*2: Ends with Xianghua face down on the floor.
*3: Ends with Xianghua facing the other direction.
*4: Ringout only on counterhit when both hits connect.

#3.1A Normal stance to silent xia sheng stance

INPUT              HITS                  DMG PROPERTIES            RGE SPEED

A [A]              h-H,h-H               20                        S   1,1
A~[K]              m-H,m-V               31  EV,HG(2)              M   1,1
 3+B~[B]                                                           4
 [A+B]                                                             3
 [A]           m-H                   16  EV                    M   1
 [A+B]         l-V,h-V               20  HG(1)                 M   2,1
[A+B]              m-V                   15                        M   2
[A+K]                                                                  3
1+[B]              m-V                   15  HG                    M   2
1+K~A [A]          m-H,m-H,m-V           55  EV,HG(3)              M   3,2,1
4+[A+B]            m-V                   20  GI                    S   2
4+[A+K]            m-V                   20  GI                    M   3
6+[B]              h-V                   15                        M   1
6+[B+K]            m-V                   16                        M   2
[1]/[7] [B]        m-V                   25  HG                    M   1
[3]/[9] B          m-V                   16                        M   2
[4] [A]            m-H                   20  STc(1)                M   2
[4] [K]            m-V                   16  ST                    M   2   

#3.1B Normal stance to laughing bea her hua stance

INPUT              HITS                  DMG PROPERTIES            RGE SPEED

A A B 4            h-H,h-H,m-V           34  EV                    S   1,1,2
[4] B 4            m-V                   38  EV,KD,ROs             M   3
[6] B 4            m-V                   18  EV                    M   2 
[6] B B 4          m-V,m-V               42  EV,KD(2)              M   2,2

#3.2 Silent xia sheng stance

#3.2A Silent xia sheng stance (earth) to normal stance

INPUT              HITS                  DMG PROPERTIES            RGE SPEED

A                  h-H                   20  KDs,SPc               M   2
B                  m-V                   40  EV,HG,KD,*5           M   2
K                  m-V                   18  KD                    M   1
K+G                h-V                   0   +1                    S   1

#3.2B Silent xia sheng stance (heaven) to normal stance

INPUT              HITS                  DMG PROPERTIES            RGE SPEED

A                  h-H                   20  KDs,SPc               M   2
B                  m-V                   40  EV,HG,KD,*5           M   2
K                  m-V                   18  KD                    M   1
K+G                h-V                   0   +1,GI[V]              S   1
A+G                h-V                   40  KD,TH,-3              S   2
B+G                h-V                   40  KD,TH,-3              S   2

#3.2C Silent xia sheng stance (flash) to normal stance

INPUT              HITS                  DMG PROPERTIES            RGE SPEED

A                  h-H                   20  KDs,SPc,-3            M   2
B                  m-V                   40  EV,GB,HG,KD,-3        M   2
K                  m-V                   18  KD,-3                 M   1
K+G                h-V                   0   +1                    S   1
A+G                h-V                   40  KD,TH,-3              S   2
B+G                h-V                   40  KD,TH,-3              S   2


Websites authorised to host this guide:

Version 1.0
-Complete movelist with properties, high/mid/low/horizontal/vertical 
information, damage, range and speed
-All transitions between all stances
Version 1.10
-Added more information about silent xia sheng stance, thanks to Sprudling
for sending this to me

Created by Robert Watts (Robvalue). The only sources I have used are the game 
itself and my experience, except where noted.

Feel free to reproduce anywhere, being credited would be nice.

Please contact me if you have any suggestions, questions, comments or find an 
error. Please let me know if you find this guide useful. My email is 
robvalue (at) yahoo.com

About me: I'm an avid gamer of some 25 years, having played on almost every 
game system in that time. I've been a particular fan of 'fighting games', 
dating back to things like IK+. Anyone remember that? So of course there was 
the huge SF2 obsession, of which mine outlasted that of those around me. I was 
introduced to Tekken by my brother, and eventually overcame the shame of being 
beaten into the ground repeatedly to learn how to play. I stuck with the series
until Tekken 5, having played that for a long time I eventually tired of the 
importance placed on silly looking juggle moves and learning and practicing 
tricky inputs and combos. So after some soul searching, I focused on the Soul 
Calibur series (with some overlap). I have played since SC2, my Tekken 
background giving me a baseline, and picked up a few moves to make myself feel
I could give someone a decent game. Now with SC4 I have focused more seriously
on learning characters thoroughly and improving my game. I have dabbled with 
most of the characters, but have so far learnt the groundwork for Voldo (funny
chap), Mitsurugi (Paul Pheonix in disguise), and Astaroth (who is bigger than 
you). I consider myself a reasonable player but by no means an expert. While 
learning Miturugi I made many notes, and decided they could be useful to 
someone else, along with the strategy I have learned in the time I have played

Thanks for reading my FAQ!