Bleach: Blade Battlers 2nd Moveset FAQ Date started: Monday, July 20, 2009 Date finished: Saturday, July 25, 2009 Revisions: Version 1.2* (100%) 9/9/09 *Allowed website list updated *New Pair Boosts section added *corrected some gramatical errors Created by: N3M0-kuchiyose ---------------------------------------- INTRO ---------------------------------------- This is a moveset FAQ for the PS2 game: Bleach Blade Battlers 2nd. In it I will list complete movesets for all characters in the game as well as any abilities, power-ups, and/or transformations as well. All information in this guide will be factual and to the best of my knowledge. I�m assuming if you�re reading this FAQ you both: 1. already have the game and know how to play it, 2. also enjoy the anime/manga of Bleach. Therefore I won�t be listing things like the Japanese kanji, menus, etc� This is for those who already have the game and are looking for a full explanation of the characters abilities, weaknesses, etc. and want to enhance their skills. ObituaryBirthday has already written an in-depth FAQ on how to beat the story mode and unlock all the characters. If u find anything I have written so far to be incorrect please email me, [email protected], or drop me a message on GameFaqs: N3M0_kuchiyose. That is all. ---------------------------------------- Table of Contents ---------------------------------------- This is where �Control + F� is your best friend. Next to each Section and Character�s name there will be a set of letters/numbers. Press Ctrl+F then input those letters/numbers and�VOILA! You�ll be zipped to the section you want in no time� Genius ain�t it? I. Moveset FAQ Breakdown�����������.... [BRKDN] II. Characters and movesets�����������...... [CHARS] Ichigo Kurosaki�������������� [CHARS01] Kyoraku Shunsui�������������.. [CHARS02] Sajin Komamura�������������... [CHARS03 Mayuri Kurosutchi������������.... [CHARS04] Renji Abarai���������������.. [CHARS05] Toshiro Hitsugaya�������������. [CHARS06] Rangiku Matsumoto������������.. [CHARS07] Ikkaku Madarame�������������.. [CHARS08] Yumichika Ayasegawa�����������.. [CHARS09] Yachiru Kusajishi�������������.. [CHARS10] Kenpachi Zaraki�������������� [CHARS11] Izuru Kira����������������.. [CHARS12] Gin Ichimaru���������������. [CHARS13] Ichigo Kurosaki (Inner Hollow)�������� [CHARS14] Sosuke Aizen��������������� [CHARS15] Momo Hinamori�������������... [CHARS16] Ulquiorra Cifer��������������. [CHARS17] Hiyori Sarugaki�������������� [CHARS18] Shinji Hirako��������������� [CHARS19] Rukia Kuchiki��������������.. [CHARS20] Byakuya Kuchiki�������������. [CHARS21] Shaolin �Soi� Fon������������.... [CHARS22] Genryusai Shigekuni Yamamoto�������. [CHARS23] Jushiro Ukitake�������������� [CHARS24] Yoruichi Shihoin�������������. [CHARS25] Kisuke Urahara�������������� [CHARS26] Kon������������������... [CHARS27] Ururu Tsumigiya�������������.. [CHARS28] Sado �Chad� Yatsutora����������� [CHARS29] Uryuu Ishida���������������. [CHARS30] Inoue Orihime��������������.. [CHARS31] Yammy Rialgo��������������. [CHARS32] Grimmjow Jaegerjaquez����������... [CHARS33] Luppi������������������. [CHARS34] Shuhei Hisagi��������������� [CHARS35] Kaname Tosen��������������... [CHARS36] III. Pair Boosts.............[AIDE] IV. FAQ (Frequently Asked Questions)��������. [FAXX] V. Credits�������������������.. [CREDS] Outro�����������������... [PEACE] ---------------------------------------------- *I. MOVESET FAQ BREAKDOWN* [BRKDN] ---------------------------------------------- Key: [] = Square /\ = Triangle X = X Button O = O Button Reiatsu Gauge � The blue bar under the character�s health. Blade Gauge � The fire gauge to the right of the character�s health. Both gauges fill when the character is attacking and when the character receives damage. The moveset list will be broken down as follows: ------------------------------------------- CHARACTER (And rank, if applicable) ------------------------------------------- Combo: pressing [] repeatedly will perform this move. Attack 1: pressing /\ by itself will perform this move. For some characters u can hold this button down for an additional or stronger move. Attack 2: pressing any direction on the left analog stick and /\ will perform this move. For some characters u can hold this button down for an additional or stronger move. Special Attack: pressing any direction on the left analog stick and O will perform this move. This uses 1 Bar of the character�s Reiatsu Gauge. For some characters u can hold this button down for an additional or stronger move. EX Special Attack: Pressing O by itself when the character�s Reiatsu Gauge is full will perform this move. Blade gauge activation Shikai/Bankai/Other: pressing L1+R1 when the character�s Blade Gauge is full will activate the player�s special ability or release their zanpakuto. Some even have a stage effect. I�ll say it now to get it out of the way; ALL CHARACTERS RECEIVE A SPEED AND STRENGTH BOOST ONCE THEIR BLADE GAUGE HAS BEEN ACTIVATED! If it�s a drastic change I�ll list it. I�ll give a description here and any changes to the character moves will follow in the same form as above plus� Aerial 1: Pressing [] while in the air performs this move. I�ll list both the regular and Blade Gauge (BG) release and if they�re different. Aerial 2: Pressing /\ while in the air performs this move. I�ll list both the regular and Blade Gauge (BG) release and if they�re different. Special Aerial: Pressing O while in the air performs this move. I�ll list both the regular and Blade Gauge (BG) release and if they�re different. Strategy: My opinion on the character and any strengths and weaknesses I have found. Shall we begin? Lets� ---------------------------- II. **CHARACTERS** [CHARS] ---------------------------- -------------------------------------- Ichigo Kurosaki (Substitute Shinigami) [CHARS01] -------------------------------------- Combo: A 4-hit series of 2 slashes, a kick, followed by an upward launching slash. Attack 1: Ichigo sends forward a Getsuga. Capable of knocking his opponent to the ground. Attack 2: Ichigo lunges forward w/ a horizontal slash releasing Reiatsu in the same fashion. Capable of knocking down opponents. Special Attack: Ichigo spins around w/ Zangetsu. Stays in one place. EX Special Attack: Getsuga Tensho. A massive Getsuga that deals some serious damage. Bankai: Tensa Zangetsu. Ichigo does his bankai and Zangetsu transforms into Tensa Zangetsu. Flashes of Ichigo�s afterimage dash around the stage Staggering anyone they hit. Abilities: Ichigo has an extreme speed increase in his bankai. His flash step becomes the fastest in the game. He also gets a slight strength increase. He can jump further as well. Combo: A devastating 13-hit combo that starts on the ground and ends in the air. Attack 1: Black Getsuga Tensho. Attack 2: Same as before but the Reiatsu is black. Special Attack: No change. EX Special Attack: Hollowfication. Ichigo puts on his hollow mask and hollowfies for 12 seconds. His speed and strength levels increase yet again and every attack he does, has a doppelganger performing them right behind him. For instance, his Attack 1 fires 2 Black Getsugas instead of one in this form. Aerial 1: A downward slash. Can be followed up by a combo. BG: No change. Aerial 2: Ichigo slams Zangetsu into the ground creating a shockwave capable of staggering opponents. BG: Same as before but shockwave is slightly stronger. Aerial Special: None. Strategy: Ichigo is really one the easiest players to play with. Against inexperienced players u can just stand back and fire off Getsugas and watch them run. Ichigo is vulnerable after his combo is finished (as are all characters). If u can get his bankai take advantage. Attack relentlessly. This is Ichigo�s strength. Time your moves well and the opponent won�t be able to dodge everything. Remember u can link all Attack 1 & 2 moves w/ the Special Attacks, use them. --------------------------------------- Kyoraku Shunsui (Cpt. 8th Div. Gotei 13) [CHARS02] --------------------------------------- Combo: A 4-hit series of 3 double slashes ending w/ an upward launching double slash. Attack 1: Kyoraku materializes into wind and flower petals (Pink roses most likely) and passes through his opponent staggering them in the process. Attack 2: Kyoraku ducks down and then flash-steps behind his opponent pushing them into a small pillar of wind and flower petals that was created when he ducked down. Special Attack: Busho Koma (Lazy Spinning Top). Creates a whirlwind of flower petals that�s pretty nice. The whirlwind expands when it hits an opponent. EX Special Attack: Takaoni (Mountain Demon). Creates three swirling Reiatsu blades. These blades circle Shunsui for a limited time. Pressing O again makes them expand and attack anyone in that radius. Once someone is hit by the first attack, pressing O after that makes them lock on to them for the remainder of this move. Drains Reiatsu. Shikai: Katen Kyokotsu. Releases his zanpakuto and his swords transform. Also a pink wind force field comes around Shunsui not allowing anyone within a two step radius of him. Abilities: No drastic speed increase but the strength increase is enough to be cautious of him. Shunsui also cannot be thrown while in his shikai. Combo: No change. Attack 1: No change. Attack 2: No change. Special Attack: Same as before but much stronger. EX Special Attack: Same as before but this time there�s 5 reiatsu blades and the expanding radius is larger. Just going near an opponent w/ them will do damage. Drains Reiatsu. Aerial 1: Kyoraku does a downward �X� slash. This can be done after his combo. BG: No change. Aerial 2: Kyoraku makes a small green twister-like pillar directly in front of him. Does 7 hits if it connects for its duration. BG: No change. Aerial Special: Shunsui fires Reiatsu blades at his opponent. (this seems to be an aerial variant of Takaoni) These blades are homing, whoever he targets is their target. BG: Same as before but more blades. Strategy: Shunsui�s one of my favorite characters in the game. He can link many of his moves together and is very powerful. Be careful of his Attack 1 and 2. If u are near an edge don�t bother unless u are going to dash away from the edge. His Special Attack is as hard to aim as it is to dodge so if u are going to use it, make it count. His shikai allows for many of the characters not to be able to touch w/ there combos. Beware though; the big characters (Yammy, Komamura) can reach him. As well as ranged fighters (Renji, Uryuu, etc.) and the force field only works when you�re on the ground, so don�t count on it when u are in the air. -------------------------------------- Sajin Komamura (Cpt. 7th Div. Gotei 13) [CHARS03] -------------------------------------- Combo: A 3-hit slash, punch, slash combo. Attack 1: Komamura slashes downward releasing a shockwave from his sword that travels in a straight line. Launches opponents if it connects successfully. Attack 2: Komamura takes a stance similar to Zaraki�s final slash and slashes forward. It can be charged twice. The longer you hold /\ the higher the level. There are 3. Blue: Normal attack, Purple: Breaks Guard, Red: Unblockable. Special Attack: Fires a shockwave from his zanpakuto in a straight line. Hits everyone in its path. EX Special Attack: Slams fist down hitting opponent then partially releases his zanpakuto by having the giant samurai�s arm slash down. Bankai/Transformation: Kokujo Tenken Myo�o. Releases his bankai & Summons a giant samurai to fight along side him. The Samurai attacks whoever Komamura is targeting only when he himself attacks. Abilities: None but the giant samurai is enough! Combo: No Change. Except there�s now his Zanpakuto attacking as well. Attack 1: No change. Attack 2: No change. Special Attack: No change. EX Special Attack: Komamura commands the samurai to launch into the air bringing down a devastating ground stomp. This takes 90% of his opponent�s health! Aerial 1: A downward slash. BG: No change. Aerial 2: Komamura jams his sword into the ground sending shockwaves similar to his Attack 1 in three different directions. BG: No change. Aerial Special: The same as his Aerial 2 but with the power of his Special Attack�s shockwave. BG: No change. Strategy: Komamura is very powerful by himself. But he is semi-slow as well. Be careful of his openings after any of his attacks. Use flash-step to move around other than his regular movement. When u are in his bankai go crazy. Strike even when u are not close to your opponent and don�t waste Reiatsu doing his Special Attacks, save it for his EX. If u catch this, it�s pretty much a guaranteed win unless u have been getting pounded the whole match. ------------------------------------------- Mayuri Kurotsuchi (Cpt. 12th Div. Gotei 13) [CHARS04] ------------------------------------------- Combo: A 6-hit spinning slash combo that ends w/ him extending his hand to attack his opponent in the air. Attack 1: Mayuri places a land mine onto the stage and when anyone steps on them (even him!) they explode. He can place up to 5 at a time. If u try to place a 6th land mine he�ll detonate all 5. Attack 2: Mayuri extends his hand to pull his opponent towards him. This works even if they�re blocking. Special Attack: Lunges forward and places a bomb on whoever he catches. Doing this again makes pull out a detonator and detonate the bomb. The detonation can be done from a distance. EX Special Attack: Liquid Form. Stabs himself bursting into a poisonous green goo. He then goes underground for a period of time then attacks his opponent from underground. Pressing O before the period of time is over makes him strike faster. Bankai/Transformation: Conjiki Ashisogi Jizo. Does his bankai and transforms his Zanpakuto. The player now controls Conjiki Ashisogi Jizo until the blade gauge is empty. Abilities: Transformation. Of course u can�t be thrown. Doesn�t even acknowledge damage at all. Combo: A set of spikes protrude out of Ashisogi Jizo�s chest. Attack 1: Ashisogi Jizo spits purple poison gas out of the sides of his mouth. Attack 2: None. Special Attack: Ashisogi Jizo spits a green pool of some kind of liquid that makes his opponents heavy. EX Special Attack: None. Aerial 1: Mayuri does a front flip and slices while flipping. BG: None. Aerial 2: Mayuri extends his hand straight down underneath him. BG: None Aerial Special: None. BG: None. Strategy: Mayuri�s also in my top five. He is pretty fast with his combos. Also try to put as many land mines down as u can. This puts your opponent in a defensive position and u can pull them towards u with his Attack 2. This will pull them over the land mines. If u are on a small stage don�t put so many unless u are planning to detonate them yourself. Mayuri can be hit by his own land mines so if u are against him try to make him run over them himself. His bankai is a double-edged, win-lose, situation. Even though Conjiki Ashisogi Jizo is massive and can deal some damage, be careful about extending to far out against multiple opponents as someone can just run around to his sides and �go to town� on him. And that would be bad, very bad� ------------------------------------------------ Renji Abarai (Vice-Captain 6th Division Gotei 13) [CHARS05] ------------------------------------------------ Combo: 3-hits. 2 kicks and a downward slash. Attack 1: A wide arc horizontal blowback slash. Attack 2: A vertical downward slash. Special Attack: Does a 3 slash attack w/ Zabimaru. The first 2 strikes are wide ranged and can hit multiple opponents. EX Special Attack: Higa Zekko (Bite of a Broken Baboon�s Fang). Sticks Zabimaru into the ground where he separates and attacks all opponents. Bankai: Hihio Zabimaru. Renji releases his bankai and transforms his zanpakuto. Renji swings 3 times w/ him. The attacks have a quite large range. Only the biggest stages allow room to dodge. Abilities: Unable to be thrown, blown back, or staggered by any move. A massive strength increase. Renji is slower in this form but Zabimaru is not! Combo: Zabimaru stabs down in front of Renji. Attack 1: Renji swings Zabimaru in a wide horizontal arc. Attack 2: Renji swings Zabimaru in a downward motion slamming the ground. Special Attack: Same as before but much stronger. EX Special Attack: Hikotsu Taiho (Baboon Bone Cannon). Hihio Zabimaru charges then releases a huge purple blast. 75% damage for a indirect hit. Point blank 100% damage. Aerial 1: Renji does a front flip then dashes towards the ground at an angle. BG: Renji does a front flip hitting his opponent twice w/ Zabimaru. Aerial 2: Renji extends his zanpakuto and stabs at the ground in front of him. BG: Renji swings Zabimaru down in front of him in a sweeping motion. Aerial Special: None. Strategy: Renji has great range on all of his attacks. He can keep even the best fighters at bay. However against other ranged fighters Renji doesn�t match up well. In his bankai u can swing away but be sure not to let anyone too close. Even though Renji can�t be staggered he still can be hurt. Make sure u have a lot of health before doing his bankai�s EX special because you�ll be left wide open for any attacks while it charges. Like Komamura�s, if it connects, you�ve pretty much won. ------------------------------------------ Toshiro Hitsugaya (Cpt. 10th Div. Gotei 13) [CHARS06] ------------------------------------------ Combo: 4-hits. 2 slashes followed by a shoulder thrust then a slash that produces a horizontal arc of ice. Attack 1: Hitsugaya launches a homing ice torpedo. Attack 2: Hitsugaya stabs the ground creating an ice ring about 3 characters in length freezing whoever it comes in contact with. Special Attack: Ice Dragon. Fires an ice dragon towards his opponent. Capable of additional hits if done up close. EX Special Attack: Ryusenka (Dragon Hail Flower). Dives blade first into his opponent going through and freezing them before making a final slash. If he misses the second attack the opponent is till frozen. Bankai: Daiguren Hyorinmaru. Toshiro releases his bankai and grows ice wings and can now fly. Stage becomes frozen making opponents slide about. Abilities: Can�t be thrown. Can�t be staggered. Flight. Speed Increase. All attacks have ice damage. Combo: No change. Attack 1: same as before but this time it�s 3 ice torpedoes. Attack 2: same as before but a much larger ring. Special Attack: Daiguren Ryusenka (Dragon Hail Flower) Again Toshiro lunges forward but his sword not only freezes but pierces his opponent w/ a devastating iceberg attack. EX Special Attack: Sennen Hyoro (Thousand Year�s Ice Prison). Does a radial ice attack that encases anyone who gets caught or walks into it in ice for 15 seconds. Aerial 1: A downward slash. Can be followed with another attack. BG: Hitsugaya can fly in his bankai! Aerial 2: Fires an ice torpedo down at the ground. If it hits the ground it makes a pool of ice that staggers any opponents that run into it. BG: Hitsugaya can fly in his bankai! Aerial Special: Hitsugaya�s Ice Dragon can be done in the air. BG: No change. Strategy: Toshiro is very fun to play with. His ice ring that he makes can catch anyone whether or not u were targeting them. In his bankai u can fly up out of the range of many attacks. This works especially on Mayuri Kurosutchi�s Bankai as his attacks cannot reach him at all. All of his normal attacks can be done in the air as if he were standing on the ground. He is one of the more complete characters as it�s very hard to find a weakness in him. If against him fight as u normally would, taking caution of his ice ring. In his bankai stand directly under him but beware of his ice ring here as well. Even though it�s in the air it�ll still freeze u if you�re close. Especially his bankai�s EX special. 15 seconds is not a long time but in a match it�s enough time for him to slice away half of your life while u lay helpless. -------------------------------------------------- Rangiku Matsumoto (Vice-Captain 10th Div. Gotei 13)[CHARS07] -------------------------------------------------- Combo: A 4-hit slash, slash, kick, slash very similar to Ichigos. Attack 1: Rangiku dashes forward in a straight line leaving a trail of Haineko�s dust behind which then strikes and staggers the opponent. This can be held down to travel a further distance. Attack 2: Rangiku releases Haineko and sends a cloud of dust upward in front of her doing damage to her opponent. Special Attack: Lunges forward & does an 8-hit sword combo. EX Special Attack: creates a whirlwind of ash blades that sucks opponents in. Shikai: Haineko. Releases her zanpakuto and clouds of ash scatter the stage & attack whenever Rangiku does. Haineko is now a blade of ashes. Abilities: Speed increase. Combo: No change. Attack 1: No change. Attack 2: No change. Special Attack: Same as before but has now become a 20-hit combo. EX Special Attack: a cloud of ash surrounds her opponent and adds attacks whenever Rangiku strikes. Drains Reiatsu. Aerial 1: An upward slash. BG: No change. Aerial 2: Sends Haineko�s dust flying down the ground. BG: No change. Aerial Special: None. Strategy: Rangiku takes some time to get used to. She is not a very strong character so you�ll have to rely on her zanpakuto�s ability. Her Special Attack is very useful and annoying to others. It takes a decent amount of damage so use it often. If u so happen to have a full Reiatsu gauge do her EX. Her shikai one is okay but the cloud of ash can�t keep up with flash-steps. In her shikai try to make your opponent go towards the clouds of ash. That way, you�ll add twice the damage. ------------------------------------------------ Ikkaku Madarame (Vice-Captain 11th Div. Gotei 13) [CHARS08] ------------------------------------------------ Combo: Nice-looking 6-hit staff combo ending with him extending Houzakimaru. Attack 1: A forward thrust. If /\ is pressed again he will extend Houzakimaru. Attack 2: Ikkaku holds up Houzakimaru and extends him then slams the ground in front of him. Special Attack: Ikkaku extends his staff and if it connects does an 11-hit flash-step combo. EX Special Attack: Ikkaku does an aerial 2-step flash-step combo followed by extending his staff and releasing a kido type fire blast from it. Doesn�t matter where your opponent is, he�ll just flash-step there. Bankai: Ryumon Houzakimaru. Does his bankai and then twirls his zanpakuto over his head hitting everyone in a wide- radius. Abilities: Massive strength increase. Unable to be thrown. Unable to be blown back or staggered. Combo: A single forward slash. Attack 1: A forward cross slash. Attack 2: Ikkaku lunges forward holding Ryumon Houzakimaru out in front of him. Special Attack: Twirls Houzakimaru over his head like he does when he first releases his bankai. EX Special Attack: Does a 3-hit combo w/ devastating power. 85% damage. Aerial 1: Ikkaku extends Houzakimaru to stab the ground directly underneath him. BG: Ikkaku briefly spins Ryumon Houzakimaru over his head. Aerial 2: Ikkaku extends Houzakimaru and swings him in a arc, slashing his opponent. BG: Ikkaku stabs the ground w/ Ryumon Houzakimaru�s outer blades. Aerial Special: None. Strategy: Ikkaku is a pretty balanced fighter with a great bankai. He�s what I call a �change range� character. His assortment of attacks allows him to change the range he�s fighting from easily. His Special Attack is a ranged attack that breaks his opponent�s guard and continues the attack. His Bankai is incredibly strong. He can break guard with both his Attack 1 & 2. Its Special Attack is almost impossible to dodge and the EX does outrageous damage. Even though the EX is a 3-hit combo, the last one is the one u cannot get caught with. When fighting against his bankai avoid as much as possible and try to strike only with your EX. Don�t worry, it doesn�t last forever, it just seems that way. ------------------------------------------------ Yumichika Ayasegawa (5th seat, 11th Div. Gotei 13) [CHARS09] ------------------------------------------------ Combo: 4-hit slashing attack that ends with him pulling his opponent toward him. Attack 1: Yumichika holds up Fuji Kujaku and makes feathers appear around him that can damage his opponent. Attack 2: Yumichika extends Fuji Kujaku and does and uppercut. Special Attack: Sends out a horizontal vortex of feathers that damage his opponent. EX Special Attack: A feathery bubble appears around Yumichika. It drains whoever steps inside its Reiatsu. Shikai: Fuji Kujaku. Releases his zanpakuto. Yumichicka�s blade becomes an extended 4-blade sword. Glowing circles of feathers appear around the stage. Stepping in these drains Reiatsu. Abilities: Nothing worth listing. Combo: No change Attack 1: No change. Attack 2: No change. Special Attack: More powerful version of his normal. EX Special Attack: Yumichika makes a vertical vortex of feathers around him. If an opponent is caught in it, he flash-steps behind them stabbing them w/ Fuji kujaku before uppercutting them. All the while draining Reiatsu. Aerial 1: A downward slash. Can be followed up w/ another attack. BG: No change. Aerial 2: Yumichika slashes downwards slamming the ground. BG: No change. Aerial Special: None. Strategy: Yumichika is not a favorite of mine. But I do like his zanpakuto�s ability. Save his Reiatsu for his EX which drains the Reiatsu of anyone who�s dumb enough to step inside. That way they can�t do a Reiatsu blowback move while u pound them. It even drains Reiatsu when they are on the ground so knocking them down is a good idea as well. The fact that his combo doesn�t knock his opponent down kind of bothers me. He�s not very hard to fight against just avoid his moves that steal your Reiatsu. He doesn�t do much damage. And avoid his regular EX it gives him health proportionate to the reiatsu he takes from anyone. -------------------------------------------------- Yachiru Kusajishi (Vice-Captain 11th Div. Gotei 13)[CHARS10] -------------------------------------------------- Combo: A 5-hit sheathed sword swinging combo that ends w/ her spinning around swinging. Attack 1: Yachiru dashes forward surrounded in Reiatsu. Attack 2: Yachiru does an uppercut w/ her sheathed sword. Special Attack: Yachiru spins around w/ her sheathed sword. Can be held for longer duration. If held until she stops she�ll become dizzy afterwards for a moment. EX Special Attack: Dives carelessly at her opponent if she hits she does a 5-hit aerial flash-step combo. Reiatsu Release: Yachiru releases her Reiatsu and lets out a blast of Reiatsu in the shape of a angry cat damaging anyone nearby. 40% damage. Abilities: Extreme speed increase. Can�t be staggered. Combo: No change. Attack 1: No change. Attack 2: No change. Special Attack: Same as before but w/ additional hits and she no longer gets dizzy afterwards if held for the duration. EX Special Attack: She unsheathes her sword and slashes releasing a shockwave in a straight line similar to Shinji's shockwave. Aerial 1: Swings her sheath out in front of her. BG: No change. Aerial 2: Yachiru does a front flip hitting her opponent with her sheathed sword in the process. Pressing /\ twice in the air adds attacks. BG: No change. Aerial Special: None. Strategy: Yachiru is one of the fastest characters in the game. Her speed alone is a problem for anyone. On top of that she becomes very strong after her BG is activated. Her Special Attack (Reg.) is useful in ending combos w/ it. Just don�t hold it if u are not going to connect because she�ll become dizzy. Make sure when u activate her BG u are close by your opponents so that they get caught in the blast she releases. Her EX Special (BG) does a serious amount of damage. Against her don�t let her put distance between u. Stay close so that she can�t use her speed to move around. Once she has activated her BG her flash-step is at blinding speed, watch for that as well. And don�t get near her when she activates it. ---------------------------------------- Kenpachi Zaraki (Cpt. 11th Div. Gotei 13) [CHARS11] ---------------------------------------- Combo: A 3-hit slash double upward slash combo. Attack 1: Zaraki slashes the air in front of him which creates a non-moving arc of Reiatsu that damages opponents that walk into it. Attack 2: Zaraki lunges forward w/ his zanpakuto extended and covered in reiatsu then pierces his opponent before slashing upwards and away from them. Special Attack: Lunges forward and does a 10-hit flash-step combo. Looks pretty impressive. EX Special Attack: Removes his eye patch and releases a vertical vortex of Reiatsu around himself that damages anyone nearby. Reiatsu Release: Kenpachi removes his eye patch and release the full power of his Reiatsu. Skulls float around the stage damaging anyone that comes in contact with them. Abilities: Speed increase. Unable to be staggered. Strength increase. Combo: No change. Attack 1: No change. Attack 2: No change. Special Attack: No change. EX Special Attack: Kendo. Kenpachi taunts then does a menacing forward slash that sends out a slash projectile similar to Ichigo�s Getsuga Tensho. 80% damage. Aerial 1: A downward slash. Can be followed up with other moves. BG: No change. Aerial 2: An upward slash. BG: No change. Aerial Special: Zaraki�s Special Attack can be done in the air. BG: No change. Strategy: Just watching the anime is enough. Kenpachi�s attacks are relentless, especially his Special Attack. Even if the first hit is blocked he keeps going. Only use his Attack 1 to block projectiles. (yes, it can do that). With his BG activated he becomes pretty much unstoppable but don�t just stand there he still takes damage. Don�t bother maneuvering opponents towards the skulls either they�re just an added bonus in case they try to run. His BG EX Special does massive damage but takes some time to execute and can be dodged easily. Against him, try not to engage directly with him. His Attack 2 can go through most attacks. Just because u have blocked his Special Attack doesn�t mean that�s its over. The last attack in it is the one u have to dodge. Make sure not to be close to him when he does his EX Specials. If u do you�ll be in the clear or in position to dodge. ------------------------------------------ Izuru Kira (Vice-Captain 3rd Div. Gotei 13) [CHARS12] ------------------------------------------ Combo: A 4-hit, Elbow strike, kick, slash, flash-step aerial slash combo. Attack 1: Izuru fires a Bakudo #61 Rikujokoro (Six Rods Prison) upwards. If held down, it will go straight forward. This technique freezes the opponent temporarily. Attack 2: Izuru release Wabisuke and does a uppercut slash. Special Attack: Hado #1 Sho. Fires a large kido blast that homes in on his target. Pushes the opponent back while dealing damage. EX Special Attack: Bakudo #8 Seki (Repulse). Izuru releases a kido from his center that surrounds him in a bubble incapacitating his opponent. Shikai: Wabisuke. Izuru releases his zanpakuto and all opponents become heavy. (unable to run fast or jump high.) Abilities: Speed increase. Each successful blade strike makes his opponent heavy. Combo: No change. Attack 1: No change. Attack 2: No change. Special Attack: No change. EX Special Attack: Does a 5-slash attack followed by a upward pointed Hado #1 Sho. Makes opponents heavy. Aerial 1: A cross slash in the air. BG: No change. Aerial 2: Fires a Bakudo #61 Rikujokoro (Six Rods Prison) kido downwards. BG. No change. Aerial Special: Izuru�s Special Attack can be done in the air. Strategy: Izuru�s an average strength character. His true ability lies in his zanpakuto. His Attack 2 can activate it without having to wait for his BG to fill up. As long as u keep your opponent in the heavy state it�s very hard to escape from his attacks. Also always try to charge his Attack 1 so that it goes forward. The upward one is almost useless because he has few attacks that are aerial. Do his Attack 2 first to catch them with this. His regular EX Special is not worth saving Reiatsu for but his BG one is. Against him be cautious of jumping. He speed is average so no need to worry about that. His Special Attack is VERY slow so it won�t be hard to dodge that. Just try not to get caught w/ his Attack 2. Avoid being struck with his zanpakuto in his shikai. Instead make sure u are the one attacking him. --------------------------------------- Gin Ichimaru [CHARS13] (Former 3rd Div. Cpt. /Arrancar General) --------------------------------------- Combo: A pretty fast combo of 2 stabs, a kick, and 3 more stabs. Attack 1: Gin extends Shinso to pierce his enemy. Can be held for greater distance. Attack 2: Gin sticks Shinso into the ground. It then emerges underneath whoever he is targeting. Special Attack: Gin lunges forward striking his opponent going through them then striking again from behind by extending his sword. EX Special Attack: Gin extends his sword forward then releases a wind-type vortex down the blade at his opponent. This has exceptional range. Shikai: Shinso. Gin releases Shinso and Shinso repeatedly stabs upward from the ground at various points on the stage. Abilities: Speed increase.Combo: An even quicker series of stabs going up to 12-hits. Showcasing Gin�s speed, no doubt. Attack 1: No change except Shinso deals more damage. Attack 2: No change. Special Attack: No change. EX Special Attack: Same as before but w/ added damage and the vortex has a green aura and is much larger. Aerial 1: Gin dives down with a kick. Aerial 2: Gin extends Shinso down to the ground in front of him. Aerial Special: None Strategy: I like Gin but I�m not very good with him just yet. His combo is pretty fast and becomes blindingly fast in his shikai. His ranged attacks can keep opponents away from him and deal good pretty good amounts of damage. His flash-step is pretty fast as well. Do any of his Special Attacks as u please. No one wants to get caught in them. Against Gin under all circumstances DO NOT let him use his shikai! If he does Shinso will shoot all over the stage and is very hard to avoid and time. It can interrupt any combo or move u have already started unless u are a character that cannot be staggered w/ their BG activated. Shinso travels pretty fast in all of his moves so avoid getting hit by blocking instead of using flash-step. Gin has a opening after his moves where he extends Shinso because he has to wait for Shinso to return. If u manage to block his EX Special don�t forget about the 2nd attack in it. ------------------------------ Ichigo Kurosaki (Inner hollow) [CHARS14] ------------------------------ Combo: Ichigo uses Zangetsu�s sash to hurl it forwards twice then swing it in a wide arc. Attack 1: Ichigo sends forward a horizontal mini Getsuga. Attack 2: Ichigo does a front flip forward slashing the ground. Special Attack: Hold Zangetsu by his sash and twirls it over his head. EX Special Attack: Does a �X� motion and release a Getsuga Tensho in the form of a �X�. Bankai: Same as Ichigos. Abilities: extreme speed increase. Same as Ichigo�s bankai. Combo: The same combo Ichigo does in his regular form but ending w/ a forward stab. Attack 1: Sends a horizontal black Getsuga forwards. Attack 2: No change. Special Attack: Same as Ichigo (Regular). EX Special Attack: Flash-steps forward, stabs his opponent, then releases half of a enormous Black Getsuga Tensho. 85% damage. Aerial 1: Ichigo does a front flip hitting his opponent twice. BG: A downward slash. Aerial 2: Ichigo launches his horizontal mini Getsuga at the ground. BG: Same as before but the Getsuga is black and larger. Aerial Special: None Strategy: The same as Ichigo...NOT! This guy may be inside Ichigo but as a character he is not the same. His combo is wide arcing and can hit several opponents at once but the last swing in it will not hit his target if he is too close. For all his other moves u can fight similar to Ichigo. The biggest step in using him is to get used to his regular moveset. His bankai�s just like Ichigo�s in terms of abilities so no one should be able to catch u. But remember, his combos are not as fast as Ichigo�s! Against him, block the first 2 hits of his combo then run or flash-step in close before the third comes around. Kill him as soon as possible when he uses bankai. Those afterimage Ichigos are annoying. And NEVER get caught in his bankai�s EX Special. ------------------------------------------------- Sosuke Aizen (Former 5th Div. Cpt. /Arrancar Supreme Commander) [CHARS15] ------------------------------------------------- Combo: 4-hit slashing combo that ends w/ a lightning fast flash-step slash. Attack 1: Aizen uses Kyoka Suigetsu to send a copy of himself flying at his opponent. If u press /\ again Aizen will flash-step and strike his opponent in the air. Attack 2: Hado #4 Raikoho (Thunder Roar Cannon). Aizen emits lightning from his hand. Special Attack: Hado #89 Kurohitsugi (Black Coffin) Aizen extends his hand creating a negation in space which if hits traps his opponent in a block before cutting them multiple times. This is unblockable. EX Special Attack: Kyoka Suigetsu. Aizen reveals his sword sending a copy of himself that slashes and if it connects Aizen follows it up w/ a slash of his own. A nice looking display of skill. This is actually Aizen�s release of his zanpakuto ability Complete Hypnosis. Shikai: Kyoka Suigetsu/ Menos Army. Aizen summons 10 Menos Grande and that huge hollow creature. The Menos then fire ceros that continuously scan the stage. Abilities: Speed increase. Aizen will produce a doppelganger when hit while not attacking then appears behind his opponent. Combo: No change. Attack 1: Same as before but faster. Attack 2: Same as before but larger. Special Attack: No change. EX Special Attack: Complete Hypnosis II. Aizen finally releases his zanpakuto Kyoka Suigetsu and shatters the entire screen damaging all opponent at once. Aerial 1: Aizen dives down and forward. Aerial 2: Aizen uses Ryoka Suigetsu to project a copy of himself at his opponent. Aerial Special: None. Strategy: Aizen is a beast! One of the strongest, if not the strongest, characters in the game. All of his attacks are menacing and his Special Attack is unblockable. But it comes w/ a price; he�ll be stuck for a few seconds if u miss it. His Attack 2 combo is able to be spammed over and over. Not to mention his Attack 2 stops almost anything in it tracks and does damage at the same time. When u are in his shikai let your opponent attack u to set-up a Special Attack. They�ll think u died and before they realize it�s too late. (kind of like the series). Against Aizen be on your toes and ready for anything. Do not get caught in his Attack 2, the range is massive in his shikai. And don�t ever get caught with his EX Specials. Block his Attack 1 instead of flash-step because he�ll just flash-step and hit u from above. Also his EX in his shikai can be stopped as long as u get to him before he finishes taunting, otherwise everyone gets owned. Blocking that is useless unless u have the reiatsu for a blow-back attack. --------------------------------------------- Momo Hinamori (Vice-Captain 5th Div. Gotei 13) [CHARS16] --------------------------------------------- Combo: A 4-hit slash, slash, spinning slash combo. Attack 1: Momo fires a fireball from her zanpakuto. Can be held down for a stronger and larger fireball. Attack 2: Momo stomps the ground emitting a ring of fire at her feet then slashes forward releasing a wave of fire. Special Attack: Slams the ground w/ her zanpakuto then makes a huge shockwave of flowing flames in a radial attack. EX Special Attack: stabs the ground making instant fire circle appear under and attack her targeted opponent. 20- hits. Shikai: Tobiume. Hinamori releases her zanpakuto, jumps into the air and rains down several fireballs that batter the stage. Abilities: Speed increase all attacks have fire damage. Combo: No change. Attack 1: Same as before but u no longer have to hold the button down. She does the fully charged fireball regardless. Attack 2: No change. Special Attack: same as before but now 5 pillars of flames are within the shockwave. EX Special Attack: Same as before but circle is bigger and a giant fireball expands then explodes inside the circle. Aerial 1: A downward slash. Can be followed up w/ another attack. BG: No change Aerial 2: Launches a fireball from her Zanpakuto. BG: Same as before but the fireball is bigger. Aerial Special: Launches 2 big fireballs at her opponent. Strategy: Contrary to what the anime had shown of her, Momo is very strong. She has long, short, and radial attacks at her disposal. Her fireball can be used to keep opponents at a distance. And her aerial special can hit multiple opponents at a time. As can her Special. She can also throw fireballs from the air. She is a very complete character. Against Momo try to keep her close. Too many of those fireballs and you�ll find yourself on the end of a losing battle. Also kill her as soon as possible when she does her shikai the fireballs that rain down could pose a serious problem. ------------------------------------ Ulquiorra Cifer (Cuarto {4th} Espada) [CHARS17] ------------------------------------ Combo: Ulquiorra slashes 4x using his hand as the blade. Attack 1: Some sort of spatial manipulation orb that stays wherever he puts until he either makes more than 3 or someone hits or breaks it. Can be held and charged. If fully charged it will temporarily freeze opponents. Attack 2: Ulquiorra uses garganta to teleport behind his opponent then slashes at them w/ his hand. Special Attack: Garganta un-reformed. He creates a black hole that suck opponents in then and drops them out of the sky. EX Special Attack: Opens 5 garganta around him so 5 menos grande can fire ceros from the ground. Summon/Reiatsu Power-up: A menos grande fires a ceros that continuously scans the stage. Abilities: Speed increase. Strength increase. Combo: No change. Attack 1: Same as before but the orb is larger. Attack 2: No change. Special Attack: same as before but larger. EX Special Attack: Same as before but with 8 menos and 8 ceros. Aerial 1: A forward kick in the air BG: No change Aerial 2: Ulquiorra places on his orbs in the air. This can be held as well. It is the same as his Attack 2. BG: No change. Aerial Special: None. Strategy: Ulquiorra has a weird but good moveset. His combo is pretty fast. It takes some time to get used to, but u can time his Special Attack so that u can follow it up with his combo. His Special Attack also pulls opponents in so feel free to place it wherever u wish. His Attack 2 can get u out of tight spots and only release his EX when your opponent is close. Against Ulquiorra, stay on the attack. Beware of his orbs as running into them will stagger u. However, u can cut them or shoot a projectile at them to remove them. Also his teleport is a little slow, being quick w/ your flash- steps is good here. ------------------------------------- Hiyori Sarugaki (Former 12th Div. Vice-Captain/Vizard) [CHARS18] ------------------------------------- Combo: A 4-hit slash, shoulder block, slash, kick combo. Attack 1: Hiyori enters a crouched stance. From this stance, depending on the button pressed she can do one of 2 things. If u press. /\ = Hiyori flash-steps into the air in front of her opponent then slashes down. If u press [] Hiyori flash-steps behind her opponent and jams her fingers in their butt((0_o) Similar to Kakashi�s Thousand Year�s of Death). Attack 2: Hiyori jumps and �leap frogs� over her opponent. Special Attack: Does a 3-hit sword combo. EX Special Attack: Hiyori brings out her Super Training Machine and uses it. This fills up her blade gauge rapidly. Hollowfication: Hiyori puts on her hollow mask, jumps then slams her zanpakuto down releasing a shockwave damaging anyone nearby. Abilities: Speed increase. Can�t be staggered or blown back. Combo: No change. Attack 1: No change. Attack 2: No change. Special Attack: No change. EX Special Attack: Hiyori dives forward glowing w/ Reiatsu and pushes right through her opponent(s). She�ll keep going until she slams into a wall or falls off an edge. Aerial 1: A downward slash. If she jumps high enough u can do 2 of these. BG: No change Aerial 2: A forward slash. The same one she does from her crouched stance when u press /\. BG: No change. Aerial Special: None Strategy: Hiyori is pretty fast and she has some strong attacks. Her Attack 1 takes some practice to get the timing right. She�ll probably be one of the harder players to master. Her regular EX Special is an attack as well. If she is attacked while on it she releases a pretty strong blowback attack. After she puts on her mask is when she really becomes a problem. Her power is increased drastically and she can�t be staggered at all. Fighting against Hiyori isn�t too bad as long as she stays w/ her mask off. After that u can�t stagger or knock her down so attack from a distance. Also like Yachiru, she releases a blast after her BG is activated so steer clear. ------------------------------------------- Shinji Hirako (Former 5th Div. Cpt. /Vizard) [CHARS19] ------------------------------------------- Combo: Shinji stabs his opponent 3 times then puts his foot on their chest to pull his zanpakuto out. Attack 1: Shinji swings his zanpakuto downward and launches a blast of forces that travels in a straight line. Attack 2: Shinji does a double upward slash charged w/ Reiatsu. Special Attack: Sends forward a shockwave of air from his zanpakuto. Similar to Komamura�s Special attack but smaller. EX Special Attack: Lunges forward and does a 4-hit flash- step aerial combo. Hollowfication: Shinji puts on his mask then fires a cero that changes its angle when it hits a wall 8 times before dissipating. Abilities: Speed increase. Strength increase. Combo: No change Attack 1: Same as before but larger. Attack 2: No change. Special Attack: Fires a cero straight forward. EX Special Attack: Fires a cero that eventually spreads out into 4 ceros. Aerial 1: A horizontal slash. BG: No change. Aerial 2: A downward slash charged w/ Reiatsu. BG: No change. Aerial Special: Shinji does a 2-hit flash-step slash combo. BG: Shinji does a red cero straight forward. Strategy: Shinji is a pretty good fighter. His projectile goes through most attacks and keeps going. Plus it keeps on going after it hits someone. This is good for hitting multiple opponents at once. His combo is kind of on the slow side so try doing the first 2 strikes then one of his /\ attacks. The first hit of his regular EX has to hit for him to finish it. Don�t miss or you�ll waste Reiatsu. Make sure when u put on his mask to make sure u are not being attacked so that u can take full advantage of the cero he fires. Against Shinji be sure to dodge his projectile and ceros. They do some damage. If he puts on his mask make sure u are not in front of him so that u can use L1 to run around behind him to attack. And don�t let him do juggle combos he has a few pretty good ones like Shunsui he can link multiple moves. --------------------------------- Rukia Kuchiki (13th Div. Gotei 13) [CHARS20] --------------------------------- Combo: A 3-hit palm combo. Attack 1: Hado #1 Sho. However hers is much faster than Izuru�s and smaller. Can be charged if held it has 2 stages. The first releases 3 blasts, the second 5. Attack 2: Bakudo #4 Hainawa (Crawling Rope). Rukia places her hand on the ground then entraps her opponent in a sealing circle. Special Attack: Hado #31: Shakkaho (Shot of Red Fire). Fires a fireball that explodes when the opponent or a wall is hit. EX Special Attack: Lunges forward w/ her elbow then fire a massive Hado #33: Sokatsui(Blue Lotus Fire). Transformation: Rukia eats some soul candy then transforms into a shinigami. She releases her zanpakuto: Sode no Shiryuki. The stage becomes frozen making opponents slide about. Abilities: Speed increase. Strength increase. All attacks have ice damage. Combo: Rukia does a 4-hit slash combo. Attack 1: Rukia fires a Hado #4: Byakurai (Pale Lightning) forward. Attack 2: Some no Mai, Tsukishiro (1st Dance, White Moon). Rukia forms a circle around her that resembles a moon. Anyone inside will be temporarily frozen. Special Attack: Same as before. EX Special Attack: Tsugi no Mai, Hakuren (2nd Dance, White Ripple). Lunges forward extending her sword making ice boulders in a straight line. Similar to Toshiro�s Special Attack in his bankai. Aerial 1: Rukia dives down w/ a kick. Aerial 2: Rukia fires a Hado #1: Sho down in front of her. BG: Rukia fires a Hado #4: Byakurai (Pale Lightning) down in front of her. Aerial Special: Rukia fires a Hado #31: Shakkaho (Shot of Red Fire) down in front of her. BG: Same as before but much larger. Strategy: Rukia is like having two fighters in one. And her kido blasts do some serious damage. Remember she doesn�t have a flash-step in her gigai form so stay on the attack when not in her Shinigami form. In her Shinigami form u fight with her the same way u do with Toshiro minus the flight abilities. Freeze or seal your opponent then hack �em down. Against Rukia don�t let her get to far away. She can win a distance battle against most long rang fighters and she can trap u in her bakudo from far away. Her Attack 2 in her Shinigami form takes a while to start up so try to hit her while she is still in the motion of it. --------------------------------------- Byakuya Kuchiki (Cpt. 6th Div. Gotei 13) [CHARS21] --------------------------------------- Combo: Byakuya puts on a nice display of swordsmanship in a 5-hit slash combo. Attack 1: If pressed just once Byakuya sends out a Hado #4: Byakurai (Pale Lightning). If held and charged he does a Bakudo #61 Rikujokoro (Six Rods Prison) that will follow his target. Attack 2: Senka (Flash Blossom). Byakuya flash-steps in front of his opponent and slashes. Special Attack: Byakuya scatters Senbon Sakura into millions of cherry blossom blades that swirl upwards around him hitting anyone close. EX Special Attack: Senbon Sakura Kageyoshi. Byakuya drops Senbon Sakura into the ground partially releasing his bankai. 2 identical rows of 6 giant katana blades extend from the ground in front of him before bursting into cherry blossoms. Does some nice damage. About 60%. Bankai: Senkei: Senbon Sakura Kageyoshi. 1,000 illuminated blades circle the stage attacking periodically attacking his opponents 3 at a time. Abilities: Speed increase. Combo: Same as before but adding a Hado #4: Byakurai (Pale Lightning) at the end. Attack 1: Same as before but the Hado is much faster. Attack 2: Same as before but this time he�ll appear behind his opponent. Special Attack: Byakuya commands 3 of the circling blades to circle around him. Coming into contact w/ them does damage. EX Special Attack: Byakuya gathers the 1,000 blades into one blade in his hand, then wings and a large halo behind him. He then lunges forward holding the blade w/ two hands. Aerial 1: Byakuya lunges forward in the air w/ his zanpakuto pointed in front of him. BG: No change Aerial 2: Byakuya fires a Hado #4: Byakurai (Pale Lightning) down in front of him. BG: No change Aerial Special: None. Strategy: Probably my second favorite in the game. His Attack 2 is great for pushing the offensive and his regular Special can be used both as offensive and defensive. Only use it when in close quarters with your opponent. Use his EX as much as possible. It hits anyone in its range. Use his Attack 1 to keep opponents at bay and charge it then attack while it�s on its way over to them. His bankai makes him faster and stronger. So make sure if u have enough Reiatsu to do his EX when u can. Also his bankai�s Special allows u to hit an opponent without striking yourself. But beware the swords can�t keep up with his flash step or his Attack 2. Fighting against Byakuya sucks but just try to kill him off quickly. Stay on the attack so he can�t get anything in. Avoid staying right in front of him or you�ll risk being caught in his EX. The swords in his bankai hesitate for a second before they strike at u. Use that second to flash- step out of the way. ----------------------------------------- Shaolin �Soi� Fon (Cpt. 2nd Div. Gotei 13) [CHARS22] ----------------------------------------- Combo: Soi Fon does a devastating 6-hit hand-to-hand combo. Attack 1: Soi Attack 2: Soi Fon flash-steps behind her opponent then kicks them in the back. Special Attack: Nigeki Kessatsu (Death in 2 Steps) Flash- steps behind her opponent striking them and placing a butterfly on her opponent. If she lands this attack again while the person is marked it�s an instant death. The mark won�t disappear until she or her opponent is dead. EX Special Attack: Summons butterflies that attack her opponent. 12-hits. About 45% damage. Shikai: Soi Fon takes off her captain�s coat and makes whirlwinds that continuously and randomly appear around the stage. Of course they damage anyone who comes in contact with them. Abilities: Extreme speed increase. Combo: No change. Attack 1: Same as before but the blade is infused w/ Reiatsu. Attack 2: No change. Special Attack: No change. EX Special Attack: Soi Fon makes a whirlwind around that sucks in her opponents. Aerial 1: Soi Fon does a front flip kick. Can be followed up w/ another move. BG: No change. Aerial 2: Soi Fon throws a hidden sword with her foot downwards. BG: Same as before but the sword is now Reiatsu charged. Aerial Special: Nigeki Kessatsu (Death in 2 Steps) Soi Fon dives toward her opponent this time instead of flash- stepping behind her. Strategy: Soi Fon is one of the fastest in the game. Her combos are fast and before u know it she�ll have your health diminishing. What I like most about her is her �death in two steps� ability. Time two of her Special Attacks in succession and its instant death no matter what. Her projectiles can keep opponents at bay but are not very strong. Her EX sucks her opponents in so do that as much as possible. Careful about her Special Attack and don�t try to get it constantly or you�ll end up getting killed. Soi Fon�s defense rate isn�t very high. She can�t take too much damage so be sure do as much damage as possible. Watch out for her Special Attack it�s unblockable. If she does her EX just block, flash-stepping will get u hit. ------------------------------------------ Genryusai Shigekuni Yamamoto (Cpt. 1st Div. /Captain Commander Gotei 13) [CHARS23] ------------------------------------------ Combo: A 6-hit double kido blast, flash-step staff smack, then kido blast that is just disheartening to see done to your character. Attack 1: Yama-jii does a Bakudo #61 Rikujokoro (Six Rods Prison) then releases fire onto the opponent. Attack 2: Yama-jii fires a fireball from his cane. I�m pretty sure this is a kido possibly Hado #31 but he has fire at his command and I doubt he needs to say incantations for any of his kido. So fireball it is� Special Attack: Makes a giant fireball then hurls it at his opponents. The longer u charge it, the bigger it becomes. EX Special Attack: Uses an impressive display of kido control. He does a Bakudo #61 Rikujokoro (Six Rods Prison) to lock his victim in place then 18 consecutive Hado #4: Byakurai (Pale Lightning) ending with him exploding his victim. Yikes� Shikai: Yama-jii releases Ryujin Jakka. The entire staged is engulfed in flames which burn his opponents over and over for its duration. Abilities: Massive strength increase. All attacks have fire damage. Combo: 3-hit slash combo ending w/ an upward slash. Attack 1: Yama-jii commands fire from the stage to attack his target. Attack 2: Number 1: Nadegiri. (Killing Sweep) Yam-jii jumps then slams the ground with Ryujin Jakka. This is similar to Momo�s Attack 2 but with a much stronger blowback. Special Attack: No change. EX Special Attack: A 6-hit fire slash combo ending w/ a shockwave of flames. Aerial 1: Yama-jii fires a Hado #1: Sho (thrust) down in front of him. BG: A downward slash. Aerial 2: Yama-jii fires a fireball in the air then flash- steps behind his opponent in the air. BG: Yama-jii slams the ground with Ryujin Jakka creating a shockwave of fire around him. Aerial Special: Yama-jii�s Special Attack can be done in the air, however, it points downward. BG: No change. Strategy: What can say? Yama-jii is as strong in the game as he is in the anime. He can flash-step off-screen in just 2 steps. No one can flash-step further than he can. He however walks very slowly. His regular EX can catch wherever u are and the kido that follow are homing. U can just continually spam fireballs and he conveniently side-steps before he fires them. His shikai alone ignites the entire stage and he doesn�t even have to attack to do damage. Just attack relentlessly and it�ll be over soon. Do any Special Attacks as u see fit. Fighting against Genryusai is pretty much torture. Don�t let him get too far away because he�ll spam fireballs. U can flash-step at the last minute to avoid both his EX attacks so don�t worry much about those. If he does his shikai kill him quickly. The fire around the stage can take almost half your health if it lasts for the full duration. Luckily they didn�t make him unable to be staggered or knocked down so u still have a chance against him. -------------------------------------------------- Jushiro Ukitake (13th Div. Cpt. Gotei 13) [CHARS24] -------------------------------------------------- Combo: Sweet display of swordsmanship. A 6-hit slash combo. Attack 1: Sends forward an orb made of water. Can be held and charged for 2 more levels. The first level shoots one, the second sends 3, and the third sends 5. If struck with his Attack 2, they�ll explode into large electrified spheres. Only 5 can be thrown at a time. After that, whenever u throw a new one the oldest one disappears. Attack 2: Jushiro makes a pillar of electricity in front of him. Special Attack: Holds his zanpakuto over his head and makes lightning come in a shockwave. Seems to have water in it as well. EX Special Attack: Sticks his zanpakuto into the ground making a water dragon jump forward. This attack has pretty good range. Shikai: Jushiro makes a vortex of water which randomly spawns around the stage. His zanpakuto becomes charged w/ electricity. Abilities: Speed increase. All attacks are lightning charged. Combo: No change. Attack 1: No change. Attack 2: Same as before but pillar is bigger. Special Attack: No change. EX Special Attack: Same as before but the dragon is now electrically charged. Aerial 1: A horizontal crossing slash. Can be followed w/ other attacks. Aerial 2: Jushiro sends out a water orb like in his Attack 1. Only one can be thrown at a time but the limit is still 6. Aerial Special: None. Strategy: Jushiro is a character that involves some strategy to play with. U have to maneuver your opponent into his orbs so u can use his lightning to explode them. His Special Attack is good radial attack and could be used to explode his orbs as well as his sword attacks after his shikai. Use his combo as much as possible. Because Jushiro is sick, he�ll occasionally cover his mouth and cough after he performs a move, so if u attack make sure it hits, or he�ll be vulnerable during this. It�s not hard to fight against Jushiro unless the player is really good with him. Just fight as u usually would and u should be fine and avoid his EX attack. In his shikai, his zanpakuto becomes electrically charged so if u get hit with them you�ll be stunned and frozen there for a second or two. ---------------------------------- Yoruichi Shihoin (Rogue Shinigami) [CHARS25] ---------------------------------- Combo: Nice looking 6-hit hand-to-hand flash step combo. Attack 1: Throws a hidden sword w/ her foot. Attack 2: Charges forward w/ a fist charged w/ kido. (think chidori but a yellow one). Special Attack: A counter. Yoruichi stands w/ her hands by her side. When attacked she flash steps behind her opponent striking them. EX Special Attack: Yoruichi throws a knife and when it connects does a flash-step combo. Shunko (Flash Cry): Yoruichi takes off her jacket and lightning-based kido flows out of her back. Because of this, the stage is battered randomly by lightning bolts. Abilities: Extreme speed increase. All attacks are kido charged. Combo: No change. Attack 1: No change. Attack 2: No change. Special Attack: No change. EX Special Attack: Fires a massive thunder-like kido forward from her hand.70%. Aerial 1: A diving missile kick. Can be followed up another attack. Aerial 2: Yoruichi throws and hidden sword from her foot. Aerial Special: Flash-steps behind her opponent then hits them w/ a kido attack. Strategy: Yoruichi is like a stronger version of Soi Fon. Her attacks are swift and precise. Plus she�s pretty fast. Her Special Attack is a counter to any move even projectiles. But like Soi Fon her projectiles are weak. Try to link her combo with her aerial special for a good amount of damage. Against her take care not to attack her when she does her counter. It does decent damage. And avoid any of her attacks in her Shunko mode they do added damage. --------------------------------------- Kisuke Urahara (Former 12th Div. Cpt. /Rogue Shinigami) [CHARS26] --------------------------------------- Combo: 4-hit slash combo that ends with Urahara doing a aerial front-flip downward slash. Attack 1: Urahara does a red Getsuga-like projectile forward. Attack 2: Chikasumi no Tate (Blood Mist Shield). Urahara uses Benihime�s special ability to make a shield in front of him. This repels almost every attack and sends a counter attack back. Can be held for longer duration. Special Attack: Urahara performs Bakudo #99 Bankin (Great Seal). It has three stages or �songs�. They go in order & each one requires both: a press of the O button and 1 bar from his Reiatsu gauge. To do the entire spell u need a full Reiatsu gauge. The �songs� are: 1. Shokyoku: Shiryu (First Song: Halting Fabric) 2. Nikyoku: Hyakurensan (Second Song: Hundred Linked Bolts) 3. Shukyoku: Bankin Taiho (Final Song: Great Seal of 10,000 Prohibitions) EX Special Attack: Senren Bakusatsu Taiho. Urahara pulls out a cannon that fires multiple bullets before ending w/ a charged cannon bullet that explodes on impact. Shikai: Portable Gigai. Urahara makes 4 gigai of himself which are scattered around the stage. When they are hit by anyone they begin running in random directions hitting any opponent they encounter then explode. Abilities: Speed increase. Urahara can block most projectiles and attacks automatically by standing still. Combo: No Change. Attack 1: Same as before but the projectile is much bigger. Attack 2: Same as before but this time the shield surrounds Urahara in a pyramid. Can be held for a longer duration. Special Attack: No change. EX Special Attack: Taps his hat and makes a bubble appear that pops and 3 more gigai come out. All 3 both flash-step and fire of Getsuga-like attacks at his target three times. Aerial 1: A downward slash. Can be followed with another attack. BG: No change Aerial 2: Launches a slash projectile downwards. BG: No change. Aerial Special: None. Strategy: Urahara is definitely one of my favorites. He can fire projectiles and repel almost any attack. And his Special Attack has 3 stages and does more damage than his regular EX. His speed is pretty good too. Try to use his shield as a defensive attack only but up close it can be used as an attack. In his shikai use his EX as much as possible it does some serious damage. And his shield in his shikai protects him from anything! Plus he can block projectiles by just standing still. Against Urahara if u throw a projectile just make sure to look to see if he has used his shield because another will be coming your way. The CPU fights pretty well w/ Urahara. It�s possible to dodge his shikai EX w/ flash- steps but the timing has to be right. When he�s not in his shikai his shield only blocks what�s in front of him. Pick a character that can attack from a different direction. ----------------------------------------------- Kon (Modified soul inside a stuffed animal�lol) [CHARS27] ----------------------------------------------- Combo: Kon does a punch, kick, jumping spinning head butt combo. 6-hits. Attack 1: Kon throws out a random item. Attack 2: Kon lays down a trap item. Special Attack: Kon throws a bunch of random items out. EX Special Attack: Kon pulls out a giant soccer ball and when hit splits into multiple smaller sized soccer balls. Transformation: Kon drinks a Super EX drink and becomes giant-sized. Abilities: Strength increase. Combo: A monstrous 2 punch launching combo. Attack 1: Kon shoots a homing missile at his opponent. Attack 2: Kon jumps forward landing in the sitting position making a shockwave where he lands. Special Attack: Kon shoots a big missile that turns into smaller ones. EX Special Attack: Kon fires eye beams and follow his targeted opponent w/ them. Aerial 1: Kon spins like top in the air. Can be used to do a triple jump. BG: None. Aerial 2: Kon throws a random item in the air. BG: None. Aerial Special: Kon throws random items out in the air. Strategy: That�s right Kon is a character is the game and, yes, he still is a small stuffed animal. He can�t take much damage and his moves seem to be the comical relief of the game. He throws random items that mostly backfire on him. He can�t flash-step so he just slides on his belly across the stage. But the items can damage his opponents as well. Just stay out of the way of them. When he transforms he gains some decent power. This is where u want kill as many opponents as u can. Take no prisoners. Kon�s short stature make him able to dodge most attacks as they fly over his head. He runs around and throws out items but isn�t very tough. Before u even know it, u have killed him. His transformation is his strongest asset. He can do serious damage here just dodge away from him while running around the stage. ------------------------------------ Ururu Tsumigiya (Human, under Kisuke Urahara�s care) [CHARS28] ------------------------------------ Combo: A 5-hit boxing style combo ending with a wind-up punch. Attack 1: Senren Bakusatsu Taiho. Fires an exploding cannon. Can be held for 2 more levels. 1st level is one shot. 2nd is 2 shots, 3rd is 3 shots. They are also homing bullets. Attack 2: Does a flurry of punches followed by a kick. If /\ is pressed repeatedly during this attack the combo can go up to 13 hits. Special Attack: Ururu does a homerun swing w/ a broom. This girl�s got some serious strength. EX Special Attack: Senren Bakusatsu Taiho. Ururu pulls out a cannon like Urahara but she fires 5 waves of 3 exploding bullets. Reiatsu Power-up: Ururu goes into a trance state and releases her Reiatsu in a wave that does 50% damage to all surrounding her. Abilities: Extreme speed increase. Strength increase. Can now use flash-step. Combo: 3-hit punch, kick, punch launching combo. Attack 1: Lunges forward throwing an upward punch then comes down w/ another. Attack 2: Flash-steps behind her opponent and kicks. Special Attack: Ururu launches straight up before coming down head first on her opponent. EX Special Attack: Does a 4-hit flash-step combo. Aerial 1: A jumping kick. Can be followed up w/ another move. BG: 2-hand overhead smash. Can be followed up w/ another attack. Aerial 2: A head first dive into the ground in front of her. BG: No change. Aerial Special: None. BG: Flash-steps off-screen then comes barreling down head first in a spiral right on top of her opponent. Strategy: This girl is very fast. Her Attack 2 is really fast and it can stop a guard break attack. U can do more damage faster with her combos than with her specials. When she releases her Reiatsu make sure there are opponents around her to get hit. She is not that hard to beat when she hasn�t released her Reiatsu gauge but once she does, she can flash-step and do serious damage. Kill her as fast as u can because it makes her extremely fast. Once u catch her, stay with her. ----------------------------------------------- Sado �Chad� Yatsutora (Human, Friend of Ichigo) [CHARS29] ----------------------------------------------- Combo: A 3-hit boxing combo ending w/ an uppercut. Attack 1: Chad sways back and forth then lunges forward w/ a punch. Can be held for 2 more levels. Each making the punch stronger. The last level is unblockable. Attack 2: Chad does an uppercut w/ his right arm. Special Attack: fires a blast from his right hand. EX Special Attack: Brazo Derecha de Gigante (Right hand of the Giant) First Form. Does an uppercut w/ his left hand then blasts his opponent w/ his right. Reiatsu Release: Brazo Derecha de Gigante (Right hand of the Giant) Second Form. Chad powers up his right arm and Reiatsu now flows out his right shoulder. He then blasts a beam down at the ground causing chunks of rock to break rain down on the stage. Abilities: Strength increase. Combo: No change. Attack 1: Same as before but the shockwave is larger. Attack 2: No change. Special Attack: No change. EX Special Attack: El Directo. (Strike of the Giant). Same as before but w/ a stronger punch and he fires the blast for a third hit. Aerial 1: A 2-hand overhead smash. Can be followed up w/ another attack. BG: No change. Aerial 2: Chad launches himself towards the ground and slams his right arm into it. Capable of knocking opponents down. BG: No change. Aerial Special: Chad launches a beam from his right arm. BG: No change. Strategy: Chad is an ok fighter. He takes some getting used because he can�t flash-step. He just sways backward and u might even find yourself swaying off an edge with him. His moves do some good damage and his Attack 1 cannot be stopped while he�s charging it. Just spam it and his Special Attack and he�ll do fine. I hate fighting Chad. He always seems to get in close with that lunging punch of his. Let him charge it then flash-step out of danger. Watch out for his EX attack. Out of all the characters he seems to do his the most. And it takes a chunk of life away. -------------------------- Uryuu Ishida (Last Quincy) [CHARS30] -------------------------- Combo: 3 arrows shots. The last can knock opponents down. Attack 1: Green laser beam that can bend 5 times. By pressing /\ before the 5th, u can stop it wherever it is. It does damage but opponents can walk right through it. Attack 2: Uses Hirenkyaku (God Step) to side-step and then fires a strong arrow. Special Attack: Fires several arrows into the sky that rain down on his target. EX Special Attack: Throws Ginto (small silver pipes with Reiryoku in them) that traps his opponent in a shell then fires an arrow exploding on contact. Transformation: Lone Sparrow on a Silver Cliff. Uryuu changes his bow and makes arrows rain down on the stage. Abilities: Speed increase. Faster attack rate. Combo: 13-hit combo of a barrage of arrows. Attack 1: Fires 10-12 arrows in a circular pattern upwards. Attack 2: Fires 3 strong arrows in same fashion as before. Repeatedly pressing /\ will result in being able to do this 2 more times. Special Attack: Licht Regen (Rain of Light). Fires 200 shots at his opponent. Medium ranged attack. EX Special Attack: Throws 5 Ginto towards his opponent then shoots them making beams rain down on them. Aerial 1: Ginto. (small silver pipes with Reiryoku in them). Throws 3 Ginto at his opponent. BG: No change. Aerial 2: Uses Hirenkyaku (God Step) to appear above his opponent then fires a strong arrow. BG: No change. Aerial Special: Fire several arrows down at his opponent. BG: Uryuu throws Ginto and uses Hirenkyaku (God Step) to appear with them over his opponent then shoots them rain beams down on his opponent. Strategy: Uryuu is the best long range fighter in the game. U can just fire of arrows from far away doing his Attack 2 in- between. If u knock an opponent down, do his regular Special. It�ll prevent his opponent from going on the offensive from afar and u can continue to batter them with arrows. His Attack 1 is convenient as well. Even though opponents can just walk right through it, it still does damage. Against Uryuu don�t give him any space. He�s a long- range fighter and will pick u apart from far away. Stay close and don�t worry about his specials, they all can be avoided by flash-step. --------------------------------------- Inoue Orihime (Human, Friend of Ichigo) [CHARS31] --------------------------------------- Combo: Sends out one of her guardians (Tsubaki) in a sweeping 3-hit attack. Attack 1: Sends out her guardian (Tsubaki) straight forward. The guardian also hits anyone when he is returning to Orihime. Attack 2: Santen Kesshun (Three Sacred Links Shield). Orihime makes a small triangle shield that repels any attack. Special Attack: Koten Zanshun (Solitary Sacred Cutting Shield) Orihime creates a triangle shaped shield that sends anyone caught inside flying upwards. EX Special Attack: Orihime heals herself. Her health keeps regenerating for a short period. Guardian Activation: Soten Kisshun (Twin Sacred Return Shield). Orihime sends her guardians into the sky making a light shine down on the stage, healing her continuously. Abilities: Nothing worth listing. Combo: No changes. Attack 1: No changes. Attack 2: No changes. Special Attack: No change. EX Special Attack: Orihime fires a triangle shaped beam at her opponent. This is probably a version of her Koten Zanshun. Aerial 1: Orihime turns her shield into a platform that she can jump off of. BG: No changes. Aerial 2: Sends her guardian (Tsubaki) down in front of her. BG: No changes. Aerial Special: None. Strategy: Orihime is a mid-range fighter. One of her attacks is long- range. But her greatest strength is her shield. It can block anything. And her Special Attack is good for attacking multiple people at once. Her healing ability is good when she is getting hurt. Just use her shield constantly to keep opponents at bay, then her combo. U could fight Orihime as u would regularly fight. She doesn�t have any spectacular moves that u have to watch out for. Also don�t let up on her too much or else her healing ability will make her last longer than she should. ----------------------------------------------- Yammy Rialgo (Cero {0} and Decima {10th} Espada) [CHARS32] ----------------------------------------------- Combo: 4-hit hammer fist, stomp, uppercut, punch combo. Attack 1: Bala. Yammy fires a bala at the ground in front of him. Repeatedly pressing /\ will result in up to 5 balas being fired. Attack 2: Yammy takes a crouched stance then shoulder blocks his opponent. Pressing /\ again makes him do a follow up kick. U can also hold the initial shoulder block to do more damage but there is no follow up attack. Special Attack: Yammy grabs his opponent in the air then drains their Reiatsu taking it for his own. EX Special Attack: Fires a cero from his mouth in a up and down sweeping motion. Reiatsu Power-up: Yammy pulls a huge chunk of ground up then punches it making meteor-like chunks rain down on the stage. Abilities: Strength increase. Can�t be staggered or blown back. Can�t be thrown. Combo: No change. Attack 1: No change. Attack 2: No change. Special Attack: No change. EX Special Attack: No change. Aerial 1: A downward attack. Can be followed up w/ another attack. BG: No change. Aerial 2: Fires balas in the air. The same as his Attack 2. BG: No change. Aerial Special: None. Strategy: Yammy is a very slow fighter. To move around efficiently you�ll have to use his Sonido (Arrancar equivalent to flash-step). His Special is extremely hard to time so don�t bother with it. Instead save the Reiatsu and launch his EX. It does much more damage. And spam his Bala attack as well. It reaches pretty far. Yammy�s pretty slow so u shouldn�t have any problems fighting him. Just watch out for his bala and EX cero. ----------------------------------------- Grimmjow Jaegerjaquez (Sexto {6th} Espada) [CHARS33] ----------------------------------------- Combo: 4-hit triple kick, then jumping upward slash combo. Attack 1: Horizontal slash w/ his zanpakuto making a Getsuga-like energy come from it. Can be held for greater damage and distance. Attack 2: Slashes lunges forward making a vertical Getsuga- like energy come from his zanpakuto. Special Attack: Grimmjow fires a blue cero at his opponent from his hands. Can be held for a longer duration at the cost of draining Reiatsu. EX Special Attack: Grimmjow pushes his opponent then fires a cero point blank. Summon/Reiatsu power-up: Grimmjow summons a Menos grande that fires a blue cero continuously around the stage. Abilities: Speed increase. Combo: No change. Attack 1: No change. Attack 2: No change. Special Attack: No change. EX Special Attack: Grimmjow pushes his opponent then fires a slash projectile as big as Ichigo�s Getsuga Tensho. Aerial 1: downward kick. Can be followed w/ another attack. BG: Same as before but larger. Aerial 2: a back flip launching kick. BG: Same as before but larger. Aerial Special: Fires a cero down in front of him. Can be held down for a longer duration but it drains Reiatsu. Strategy: Grimmjow does a lot kicks in his combo but they�re not very damaging. Instead use his Attack 1 & 2 more than his combo. His cero is very useful as it can be held to do more damage. Get his BG filled as soon as possible so that these attacks do even more damage. Since he didn�t fight much in the arc that this game covers he doesn�t have a wide variety of moves to choose. He�s not very hard to fight against but he is annoying. If he catches with his Attack 2, he can spam it over and over. And if the stage u are fighting in has an edge u are sure to go flying off of it. Don�t give him the chance to do it. The best defense is a good offense and vise versa� ------------------------- Luppi (Sexto {6th} Espada) [CHARS34] ------------------------- Combo: Luppi attacks extending his arms in a 3-hit combo. Attack 1: Luppi sticks his arm in the ground. It then emerges from underneath the person he is targeting. Attack 2: Uses sonido (Sonic Step) to appear in front of his opponent then hits them w/ his tentacle. Special Attack: Opens a garganta portal in front of him then sticks his hand through opening several more around his opponents where he attacks from EX Special Attack: Summons menos grande that fire small ceros from random angles at his target. Resurrecion: Trepadora. Luppi goes into his resurrected form. He gains 8 additional arms on his back, sticks then into the ground uprooting throughout the stage attacking opponents. Abilities: Strength increase. Combo: Same as before but he uses his tentacles this time. Attack 1: Extends all 8 tentacles out in front of him. Attack 2: Extends his tentacles about 6 character lengths in front of him, then bends them downwards at 90� angles. Special Attack: Luppi gets on all 4�s and slams the ground w/ the 8 arms on his back extended. EX Special Attack: Luppi gets on all 4�s and spins the arms on his back like a wheel. Aerial 1: Extends his arm straight out in front of him. BG: Same as before but w/ the 8 tentacles. Aerial 2: Extends his arm down in front of him. BG: Same as his Attack 2 (resurrection) but in the air. Aerial Special: None BG: None. Strategy: Luppi is a pretty good long range fighter. Everything he does can be done from long range and if need be, he has a sonido attack that puts him right beside his opponent. However, his attacks are not wide-arced so he attacks in a singular pattern. Use his EX special more than his special. There�s no need to point out his weaknesses because he is the only fighter that seems to become weaker after his BG has been activated. His attacks don�t reach as far as they do when he�s in his regular form. Only his specials are worth doing and he moves much slower. Unless u have the Reiatsu, don�t bother with his resurrection. --------------------------------------------- Shuhei Hisagi (Vice-Captain 9th Div. Gotei 13) [CHARS35] --------------------------------------------- Combo: Nice display mixing hand-to-hand combat w/ a slice at the end. 6-hits Attack 1: Dashes forward striking and passing through his opponent. Can be done consecutively 3 times. Attack 2: Vertical arc slash that has the same effect as Kenpachi�s Attack. Special Attack: Flash-steps over to his opponent then brings down a slash from above. EX Special Attack: Shuhei does a nice looking cicada dance (afterimage) leaping slash. Shikai: Kazeshini. Shuhei leaps into the air and slices down the middle of the entire stage. From the slice wound emits Reiatsu that damages anyone that comes near. This must be a not-yet-revealed ability of his zanpakuto. Abilities: Speed increase. Combo: Same as before but the last slash is stronger. Attack 1: Same as before but he can now do it consecutively 5 times. Attack 2: No change. Special Attack: No change. EX Special Attack: Same as before but he does an 8 slash this time. Aerial 1: A downward slash. BG: no change Aerial 2: The same as his Attack 1 (Reg.) but in the air. BG: The same as his Attack 1 (BG) but in the air. Aerial Special: Flash-steps over to his opponent in the air before slashing down. BG: No change. Strategy: Shuhei is one of the characters I like but isn�t one of my favorite. Yet. He can move in the air as good as if he was on his feet. I especially like his BG activation because he literally cuts the stage in half. And with half a stage, it�s very difficult to maneuver around. His EX is a little hard to aim and connect with but man does it look nice when it does. Shuhei has very few weaknesses but he can overshoot his attack leaving himself wide open. And after his aerial special if he misses he�s left wide open. ---------------------------------------------------- Kaname Tosen (Former 9th Div. Cpt. /Arrancar General)[CHARS36] ---------------------------------------------------- Combo: 4-hit slash combo ending w/ a flash-step slash. Attack 1: Creates a tear in the dimension that travels along the ground in a straight line before bursting upwards. Tosen seems to have some sort of spatial control. Attack 2: Does a rapid stationary stab combo. Has excellent speed. Special Attack: Benihiko. Tosen spins his sword and makes green swords attack his opponent. EX Special Attack: Tosen fires a Hado #31: Shakkaho (Shot of Red Fire) from his sword. It continues to do burn damage after the initial hit. Bankai: Suzumushi Tsuishiki: Enma Korogi. (Devil Cricket Final Form). Tosen releases both his zanpakuto and encases the entire stage in his bankai. Tosen becomes unable to be targeted and seen unless he is attacking. Abilities: Speed increase. Bankai amplifies his attacks. Combo: No change. Attack 1: No change. Attack 2: No change. Special Attack: Same as before but he can attack everyone at once. EX Special Attack: Tosen makes circles on the ground that when stepped in launch his opponents in the air. They appear in random spots and can�t be seen in his bankai. They also re-spawn in a different place every time one is activated. They also drain his Reiatsu and cannot be stopped once started. Aerial 1: A downward slash. Can be followed w/ another attack. BG: No change. Aerial 2: Throws a projectile w/ his zanpakuto that has the same properties as his Attack 1. Aerial Special: Benihiko. Tosen sprays needles in a radius hitting anyone caught within them. Strategy: Finally, my favorite character. No I didn�t save him for last. :p. Tosen has pretty good speed especially in his strikes. So get in close and do some damage. His EX fireball is very good since it does hit damage and continues to burn the opponent hit afterwards. Don�t bother with his aerial special; it doesn�t do a lot of damage. Instead focus on building up his BG to release his bankai. In his bankai his opponents are sitting ducks. He can�t targeted and can�t be seen except for a blur when he flash-steps and when he attacks. U can also see his foot steps. U can pretty much beat the crap out of whoever�s still standing by the time u fill his BG. Against him, don�t get caught with his regular EX special and if u value life do not let him do his bankai. If he manages to do it u are screwed. But guess what? I�m going to tell u how to �see� him. First of all u need to stop moving. Now that Tosen is the only person moving u can tell where he is. Also ALL of his attacks give away where he is. Just look for them. He's also completely vulnerable during his Attack 1, if u can dodge it run around and pound him from his back. ***III. Pair Boosts*** Due to requests... This is a new section and probably the last update to this FAQ besides the authorized sites list. This is list of the abilities gained by each character when they are teamed up with 1 or more players. When characters on a team reach 30% health or lower they now have the option to perform a Attribute Assist or Pair Boost. The type of boost received depends on the character that initiates it. Pair Boosts are always initiated by pressing the L2 buttons when the icons appear under the characters reiatsu bars. When fighting 3 on 1 the first two characters to successfully initate the Pair Boost are the two that gain the ability the other gets left out in the cold. LOL. There are 8 kinds of Pair Boosts. Each lasts about 5-10 secs. I'll explain what each does and looks like then start the list on who does what. Attack Up: A small red icon appears under the characters. Self explanatory. Invisibility: Characters become invisible for a short period of time. Auto Guard: A shield appears under the characters. Player now have the ability to block automatically for a short period of time. Unlimited Blade Gauge: Characters' BG becomes marked with the "oo" infinite symbol. Lasts about 4 secs. but afterwards the BG remains filled. Speed Up: A small blue icon appears under the characters. Self explanatory. Unlimited Reiatsu: Characters' reiatsu gauge becomes marked with the "oo" infinite symbol. Lasts about 5 secs. but afterwards the gauge remains filled. Regenerating Reiatsu: Reiatsu regenerates automatically for a short period of time. Characters have a glowing blue aura. Healing: Health regenerates automatically for a short period of time. ----------------------- Character - Pair Boost ----------------------- Genryusai Yamamoto - Attack Up Shinji Hirako - Invisibility Yoruichi Shihoin - Auto Guard Shuhei Hisagi - Speed Up Kyoraku Shunsui - Unlimited BG Sajin Komamura - Speed Up Renji Abarai - Attack Up Mayuri Kurosutchi - Invisibility Toshiro Hitsugaya - Unlimited BG Ikkaku Madarame - Attack Up Rangiku Matsumoto - Regenerating Reiatsu Yumichika Ayasegawa - Regenerating Reiatsu Yachiru Kusajishi - Unlimited Reiatsu Izuru Kira - Speed Up Gin Ichimaru - Unlimited Reiatsu Kenpachi Zaraki - Auto Guard Kon - Invisibility Shoalin Soifon - Unlimited Reiatsu Byakuya Kuchiki - Unlimited BG Rukia Kuchiki - Regenerating Reiatsu Ichigo Kurosaki - Attack Up Momo Hinamori - Healing Hiyori Sarugaki - Attack Up Ulquiorra Cifer - Unlimited Reiatsu Sosuke Aizen - Regenerating Reiatsu Kisuke Urahara - Auto Guard Ichigo (Inner Hollow) - Unlimited Reiatsu Jushiro Ukitake - Speed Up Ururu Tsumigiya - Healing Uryuu Ishida - Regenerating Reiatsu Sado "Chad" Yatsutora - Speed Up Inoue Orihime - Healing Yammy Ridalgo - Auto Guard Kaname Tosen - Invisibility Grimmjow Jagerjaeques - Attack Up Luppi - Regenerating Reiatsu ****IV. Frequently Asked Questions**** [FAXX] Q: How far does this game go up to in the anime/manga? A: It goes up until the Hueco Mundo arc. When Ichigo, Chad, and Uryuu leave to try and rescue Inoue from Las Noches. Q: Is (insert character) in the game? A: Boy you�re smart! This is a Moveset FAQ for all the characters. If they�re not listed�.NO! Q: Can Ichigo go hollow or do I have to play w/ Inner Hollow Ichigo? A: Ichigo can go hollow but the hollowfication only lasts for 12 seconds. Q: Will this be released in the U.S.? A: Not unless SEGA allows SONY to produce a Bleach game in the US. SEGA owns the rights to Bleach games in the US hence the reason all the current ones are on the Nintendo systems. Q: How come the CPU can go through some of my attacks? A: The CPU�s not going through your attacks; it�s using the guard break attack. Press [] while blocking to do so. Nothing can stop this attack but you will still receive damage. Q: Do the Vizards masks only last 12 seconds like Ichigos? A: No. Fortunately the Vizards have better control of the hollowfication technique so theirs will last the duration of their Blade Gauge. Q: How come in the YouTube videos, the specials only show the character�s face and then nothing? A: That�s because the players playing are pressing the start button to skip the cinematic. Useful when you want to get straight back to the action. Q: What is Sonido/Hirenkyaku/Shunpo? A: High-speed movement to sum it all up. Sonido is used by the Arrancars, Hirenkyaku is used by the Quincy, and Shunpo is used by Shinigami. Q: What�s the best way to practice with a character? A: Mostly FREE BATTLE mode against the CPU. If u want some more variety, go back into battlers modes and replay the missions that require u to beat a �X� number of hollows. *****V. CREDITS***** [CREDS] This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site besides or as a part of any public display is strictly prohibited, and a violation of copyright. This FAQ is Copyright 2009 Charles J. Hughey II. Only GameFaqs.com and their affiliates,Neoseeker.com, and Supercheats.com are allowed to link to and post this FAQ. Please don�t make get ugly� All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Keep up the good work, Racjin! ----------------------------- Outro [PEACE] ----------------------------- My email is listed in the intro paragraph so contact me about info in this guide or other questions. Special thanks to ObituaryBirthday, for was it not for him not finishing this section of his FAQ I wouldn�t have written this one. Thanks for reading and thanks to GameFaqs for providing a means to connect so many gamers from around the world. You guys are doing a great job. And if u ever get in a fight with someone, tell them �Show me your bankai so I can kill it off.� Then when you've beaten them to their knees, calmly speak (in Yama-jii�s voice if possible) �I don�t have the time nor patience to teach a mere infant like u how to breathe��