Tosen Character FAQ for Bleach DS v1.4 October 28, 2007 ================================= To use the table of contents, do a document search for the key on the right, with brackets. It should return two results - that of the table of contents, and the entry you are looking for. The key combination for this is Ctrl + F in Windows. Table of Contents........................................................[KEY] Introduction.............................................................[INT] Command List Analysis....................................................[CMA] Normal Movelist..................................................[NML] Crouching Normals........................................[CNM] Crouching Light..................................[CLT] Crouching Medium.................................[CMM] Crouching Heavy..................................[CHY] Standing Normals.........................................[SNM] Standing Light...................................[SLT] Standing Medium..................................[SMM] Standing Heavy...................................[SHY] Jumping Normals..........................................[JNM] Jumping Light....................................[JLT] Jumping Medium...................................[JMM] Jumping Heavy....................................[JHY] Throw....................................................[TRW] Special Movelist.................................................[SML] Special A................................................[SPA] Special B................................................[SPB] Special C................................................[SPC] Special D................................................[SPD] Special E................................................[SPE] Super Movelist...................................................[SUM] Super A..................................................[SUA] Super B..................................................[SUB] Combo Section............................................................[CSN] Legend...........................................................[LGN] Challenge Mode...................................................[CGM] Basic Combos.....................................................[BCB] Advanced Combos..................................................[ACB] Playstyle Guide..........................................................[PSG] Basic Playstyle Guide............................................[BPG] Advanced Techniques..............................................[AVT] Matchups.........................................................[MTU] Versus Tall Characters...................................[VTC] Versus Small Characters..................................[VSC] Versus Tosen.............................................[VTO] Conclusion...............................................................[CCN] Legal Stuff and Contact Info.............................................[LSN] ============================================================================== INTRODUCTION=============================================================[INT] ============================================================================== If Tosen were to be summarized in one word, it would be challenging. His combos are difficult, his normals are weak, and he suffers greatly against smaller characters. All of this is completely true, but 'difficult to use' does not equate to 'worthless'. This guide aims to prove Tosen is far better than he seems. If you have something you'd like added to this FAQ, please let me know. Contact info is in the Legal Stuff section at the end of this document. ============================================================================== COMMAND LIST ANALYSIS====================================================[CMA] ============================================================================== This section details the mechanics of all of Tosen's commands with commentary. ============================================================================== NORMAL MOVELIST [NML] ============================================================================== Tosen's normals are below average in general. Due to new mechanics introduced in the English localization, however, some of their old weaknesses work to his advantage. ------------------------------------------------------------------------------ CROUCHING NORMALS [CNM] ------------------------------------------------------------------------------ CROUCHING LIGHT [CLT] ------------------------------------------------------------------------------ Tosen thrusts his sword quickly along the ground. 1 hit, 2 damage. No one knows why Tosen's lights only deal two damage, but this one, at least, isn't plagued by height issues. It can chain into itself fairly rapidly and does not cause much pushback. Tosen uses this normal the most to begin combos. CROUCHING MEDIUM [CMM] ------------------------------------------------------------------------------ Tosen thrusts his sword along the ground as in his Crouching Light, but more slowly. 1 hit, 6 damage. This normal deals the standard amount of damage. Pushback is more severe than light, but less than standing heavy. CROUCHING HEAVY [CHY] ------------------------------------------------------------------------------ Tosen swings his sword in an upward arc, sending his opponent into the air. 1 hit, 8 damage. Tosen's basic launcher, deals standard heavy damage. Actually has good horizontal AND vertical area coverage. Still, don't try to start a combo with it. Counts as a standing hit. ------------------------------------------------------------------------------ STANDING NORMALS [SNM] ------------------------------------------------------------------------------ Tosen's standing normals hit very high (though they still count as standing hits, so no breaking crouch guard). This makes them better than average at dealing damage to jump-happy foes. STANDING LIGHT [SLT] ------------------------------------------------------------------------------ Tosen thrusts his sword straight forward at (his) head level. 1 hit, 2 damage. Considering Tosen is stabbing his opponent in the face, the damage output of this move is rather silly. Can't hit a standing Yachiru or Kon at all, and whiffs most crouching opponents. It is interesting to note that while it can hit a crouching Genryusai, his hitbox shrinks while in crouching hitstun, meaning no more standing lights or mediums can hit him in that combo. Only Komamura, Aizen, Orihime and Kyoraku can be hit by multiples while crouching. In general, try to start your combos on ground opponents with crouching light. Standing is still useful for catching airborne targets, even if they're blocking. Which to use depends on your opponent's shunpo tendencies. If the opponent tends to guard cancel shunpo into the air a lot, use this; otherwise, use crouching light. STANDING MEDIUM [SMM] ------------------------------------------------------------------------------ As in standing light, Tosen thrusts his sword straight forward at head level. More powerful and slower than standing light. 1 hit, 6 damage. Suffers the same problems as standing light, but is safer to use more frequently if you catch them in a combo while they stand. STANDING HEAVY [SHY] ------------------------------------------------------------------------------ Tosen swings his sword in an overhead slash. 1 hit, 8 damage. Standard damage for a heavy and great area coverage. Hitbox extends overhead and behind him a little. Does not count as an aerial attack. ------------------------------------------------------------------------------ AERIAL NORMALS [JNM] ------------------------------------------------------------------------------ Tosen's air normals wouldn't be bad if his light's damage weren't so terrible. AERIAL LIGHT [JLT] ------------------------------------------------------------------------------ Tosen thrusts his sword directly in front of him. Can be chained into itself rapidly. 1 hit, 2 damage. You'll use this a lot in air combos, if only to manage spacing. Damage is just as bad as his other lights. Since it hits so high, it is difficult to get a clean hit on a standing person to start a combo, let alone crouching. Still, it is one of the faster-chaining air lights; Tosen can work more of these into his air combos than almost everyone (though not enough to make up for the lower damage). AERIAL MEDIUM [JMM] ------------------------------------------------------------------------------ Tosen swings his sword in a horizontal arc. 1 hit, 6 damage. This has the same horizontal coverage of his aerial light, but much, much better vertical coverage both above and below the light. It has limited crossup ability. AERIAL HEAVY [JHY] ------------------------------------------------------------------------------ Tosen swings his sword in a downward arc from over his head. 1 hit, 8 damage. Excellent area coverage. Also has limited crossup ability, though less than his air medium. By far the best vertical coverage of his air normals, it is easiest to hit a crouching opponent with this. Still not easy compared to many other characters, though. ------------------------------------------------------------------------------ THROW [TRW] ------------------------------------------------------------------------------ Tosen tosses his opponent from the hip, putting the opponent into a wallbounce state. 2 hits, 10 damage. Tosen's throw is pretty fast. It is difficult but possible to get an OTG after a throw when touching the corner you're throwing to. A good super A setup if done from the right distance, though in most cases it is better to subsequently launch and do the Super A in the air, for both greater safety and damage. Verification of OTG after corner throw submitted by Zhaoyun91. ============================================================================== SPECIAL MOVELIST [SML] ============================================================================== Tosen's specials are a mixed bag, but on the whole they are above average. ------------------------------------------------------------------------------ SPECIAL A [SPA] ------------------------------------------------------------------------------ Cry Suzumushi Tosen uses one of his Shikai abilities, creating an expanding ring that paralyzes all it touches. Command Input: Down Down Y/X/A Light and Medium: Half screen radius, about 1.5 second stun. 6 damage. RF: Full screen radius, about 4 second stun. 6 damage. Blockable Chaining this special into itself will knock the opponent down, ending the combo. Can be used in certain wallbounce setups, but otherwise must be hit clean. Don't be afraid to throw out an RF if the opponent does something extremely unsafe and you can't get to them in time to capitalize on their mistake otherwise. Can be used as wakeup pressure, but be careful of spacing if used in such a manner - they can and will guard cancel into shunpo, and if you do it too close to them, they'll have enough time to start a combo on you. The RF version is amazing in four player games, as it is easy to catch everyone at once in it. Also of use if you mess up a combo while your Bankai is active. Most players don't crouch and block, but instead jump around throwing out normals and specials, hoping to catch you in a combo. ------------------------------------------------------------------------------ SPECIAL B [SPB] ------------------------------------------------------------------------------ Suzumushi Nishiki, Benihiko One of Tosen's Shikai abilities, Benihikou creates a wave of steel needles that travel at high speed. Command Input: Down Forward Y/X/A Light: One wave, low velocity. 8 hits, 7 damage. Medium: One wave, high velocity. 8 hits, 7 damage. RF: Two waves, first high velocity, second low. 16 hits, 14 damage. Air light: One wave, high velocity, horizontal trajectory. 8 hits, 7 damage. Air medium: One wave, high velocity, diagonal trajectory 45 degrees down from horizontal. 8 hits, 7 damage. Air RF: Two waves, high velocity, diagonal trajectory 45 degrees down from horizontal. 16 hits, 14 damage. The single best projectile in the game, complete with short recovery time and variable speed for either quick damage or pressure usage. RF would be the air finisher of choice, but special D is a bit better. For more special B tricks, see the advanced techniques section. ------------------------------------------------------------------------------ SPECIAL C [SPC] ------------------------------------------------------------------------------ Two Hand Strike Tosen charges his opponent with a head-height thrust, dealing damage and putting the target in wallbounce state. Command Input: Back Down Forward Y/X/A Light: Short distance, long recovery. 1 hit, 8 damage. Medium: Long distance, short recovery. 1 hit, 8 damage. RF: Long distance, no recovery. 5 hits, 15 damage. An amazing special any way you look at it. An infinite is possible through heavy use of this special, though it is hard to pull off. Unlike Chad and Kenpachi's rush specials, this does not ignore self-hitstun, so be careful when you use it. That this special hits as high as his standing light and medium is a blessing in disguise - It is very easy to perform wallbounce setups with even the light version's long recovery. With proper spacing, it is possible to combo into special A from either the light or RF versions, which comes in handy sometimes. Beware, though, as you will still whiff crouching opponents unless you launch them first. With the changes to guard mechanics, this special will now bypass air guard. ------------------------------------------------------------------------------ SPECIAL D [SPD] ------------------------------------------------------------------------------ Continuous Charge Tosen stands still and stabs extremely rapidly in front of him for as long as you hold down the button used to perform it. Command Input: Down Up Y/X/A Light and Medium: Relatively low damage per second. About 13 hits, 11 damage before pushback mechanics end damage output. RF: Doubles damage per second. Results in about 19 hits, 16 damage by the time pushback separates you enough to end damage output. Air Light and Medium: Low damage per second, dealing about 25 hits for 21 damage. Air RF: Best damage, deals about 30 hits for 27 damage, depending on spacing. Most similar to E. Honda's Hundred Hand Slap, except Tosen must remain immobile while the move is performed. Performing this move as close to the ceiling as possible increases the time the opponent is caught in the move, resulting in more damage than an aerial RF B, making this the air combo finisher of choice. Causes knockdown state if done in the air and ended prematurely. Has limited usability in ground combos, but the effort vs. reward is not at all worth it. Will not immediately break air guard - it deals a surprising amount of chip damage to air blockers, as pushback mechanics will often hold the opponent in place. The enemy can still shunpo out, so it is best to not use this trick unless the opponent either runs out of spiritual power or is using a character with an irregular flash step that can't punish with it (namely Chad, Ganju, Kon, Orihime, Bonnie). The last hit, either through ending prematurely or at the end of duration, will break guard, dealing 3 damage on top of the already large chip, estimated at 25-35. Another neat trick is using it against opponents with the Stability effect active, such as Uryu's Ransotengai, Chad and Kenpachi's wallbounces, and Ichigo's Bankai. Continuous Charge deals so many hits so quickly that the stability effectively traps them in place until either Tosen's attack ends or stability wears off. If the opponent had already committed to a course of action, there is a chance that they could eventually get their attack off, but not without taking tremendous damage. Light and Medium versions on stabilized targets deals on the order of 38 damage, with RF reaching 65 - making it the single most damaging RF special per-use in the game. ------------------------------------------------------------------------------ SPECIAL E [SPE] ------------------------------------------------------------------------------ Flash Attack Tosen becomes invisible and charges. If he passes through an opponent, multiple lasers will strike Tosen's victim. Command Input: Forward Down Forward Y/X/A Light: Short distance. 9 hits, 11 damage. Medium: Medium distance. 9 hits, 11 damage. RF: Long distance. 13-16 hits, 14-16 damage. Overall the least useful of Tosen's specials. While it does make you invisible, it does not make you invulnerable, and it is very easy to guess your position and start a combo on you before you hit your intended target. Still, it moves quickly enough that RF can punish a distant target's mistakes if you have the reflexes. If done from far enough away, you can combo out of this special with either a jumping/standing light or a light special C. All in all, while this special is nothing to write home about, it can still be useful at the right times. ============================================================================== SUPER MOVELIST [SUM] ============================================================================== Tosen only has two supers, both situational. This is not necessarily a bad thing - since supers aren't an integral part of his gameplay, he can afford to damage cancel more often. ------------------------------------------------------------------------------ SUPER A [SUA] ------------------------------------------------------------------------------ Benihikou Renkasen A powered up version of his special B, Tosen fires wave after wave of needles at his opponent. Command Input: Down Forward Down Forward Y/X/A Ground: Fires the waves at a slight upward angle. Remains stationary. Air: Fires the waves at varying downward angles, averaging 45 degrees from the horizontal. Tosen moves back and up slightly with each wave fired. Both versions deal 144 hits, 35 damage. Deals alright damage for a single stock super. Its main disadvantage is how long it takes to execute in full - if it whiffs or is blocked, your opponent has all the time in the world to get behind you and have their way with you. Make sure it hits. This super is extremely unsafe in four-player matches. Only use it after an air combo to minimize risk. Remember, though, that characters like Ichigo and Rukia don't really care how high you are, and both can catch you in a pillar. ------------------------------------------------------------------------------ SUPER B [SUB] ------------------------------------------------------------------------------ Suzumushi Tsuishiki, Enma Korogi Tosen's sword's final stage of release, Enma Korogi creates a hellish area without light, sound, or even smell. Hits/Damage: N/A Everyone but Tosen cannot see their opponents and their projectiles until the Bankai ends. Not very useful in 1v1 matches, it nevertheless can be comboed into with the right setup. In addition to cutting opponents' sensory input, Enma Koorogi decreases the damage scaling on Tosen's attacks, effectively increasing the damage on Tosen's combos (but not single strikes). More on how to use Bankai effectively in the Advanced Techniques section. ============================================================================== COMBO SECTION============================================================[CSN] ============================================================================== Here, I will list some of Tosen's more useful combos, along with damage and hit numbers. ============================================================================== LEGEND [LGN] ============================================================================== " - Separates individual commands for readability. s, c, j - Standing, crouching, and jumping, respectively. L, M, H - Light, Medium, and Heavy. S, SU - Special, Super. A, B, C, D, E - Letter representing specials and supers on touchscreen. RF - Reinforced Special. R - Perform following command in the opposite direction of the target. FS, TAFS, TGFS - BOFS - Shunpo commands. FS - in general, TAFS - To Air, TGFS - To Ground, BOFS - Behind Opponent. ()xN - Perform action(s) N times consecutively. TH - Throw. IAD - In (or Instant) Air Dash. Dash In - Run towards opponent. Mostly implied, listed when not intuitive. ------>, || - Start of infinite portion and loopback point. Commentary written for the author's own combos is written by him. Combos submitted by others include commentary written by submitters and commentary written by the author in parentheses. ============================================================================== CHALLENGE MODE [CGM] ============================================================================== This section provides a walk-through of Tosen's challenge mode. I plan on writing a full Challenge Mode FAQ eventually. When I do, this section will be moved there. Challenge 1 ------------------------------------------------------------------------------ RF-C " RF-A This is quite a bit harder than most other first challenges. Once you figure out how to do it, though, it's real easy. Send the dummy from one corner to the other with RF-C and follow up immediately with RF-A. Challenge 2 ------------------------------------------------------------------------------ sL " sM " sH " MS-B Pretty simple. Make sure to do a medium special B and not light or RF. Challenge 3 ------------------------------------------------------------------------------ cL " cM " LS-C Again, make sure to use the right version of the special. This challenge is important, as it helps you learn to slow your inputs down if you're doing them too fast. Do them too quickly and you'll fire off a special B in the wrong direction. Challenge 4 ------------------------------------------------------------------------------ sL " sH " LS-D This combo teaches you to buffer in down-up motions. Since you aren't using a launching move, it won't make you jump. Challenge 5 ------------------------------------------------------------------------------ sM " sH " MS-E This won't work out of the corner - the MS-E isn't fast enough. Push them to the wall first. Challenge 6 ------------------------------------------------------------------------------ jM " jH " cL " sM " sH " SU-A The first reasonably complicated combo. Super A will connect out of the corner if you're quick enough. If the aerial attacks are giving you trouble, practice the Instant Air Dash technique (air dash as close to the ground as possible). Just input diagonal in the direction you want to go and then tap it again quickly. Dashing in after the jH can help, too, though in this case it isn't strictly necessary. Challenge 7 ------------------------------------------------------------------------------ RF-E " jL " jM " jL " jM " jSU-A Comboing into RF-E can be troublesome, but for this challenge the spacing is easy. Simply leave the dummy where he is and RF-E from the left wall. If you mess it up, going back to character select and re-entering can be quicker than trying to find the right spacing again. Challenge 8 ------------------------------------------------------------------------------ jM " jH " cL " sM " sH " RF-B " RF-C " RF-E Less complicated than it looks. The same normals as Challenge 6 with three touchscreen presses is all you need. Challenge 9 ------------------------------------------------------------------------------ jM " jH " jRF-D " cL " sH " RF-C " cL " sH " SU-A The RF-D is a new twist. Perform it while still in the air, but don't hold it down - tap it, so it ends before you hit the ground. Dash in for the rest of the combo and you shouldn't need to put in any additional hits (though it can help). The SU-A doesn't connect very much, but it doesn't need to for challenge credit. Challenge 10 ------------------------------------------------------------------------------ cL " cM " LS-B " cL " cM " RF-B " RF-C " cL " cH " jL " jM " jL " jM " SU-A Quite daunting, but once you get the transition to and from LS-B, it's simple. Do the first cL " cM as close as you can, and dash in after the LS-B for the next hits. After that, it is fairly straightforward - the next cL does not need to be OTG. Tosen's combos are a lot easier than they look. Remember, learning combos isn't so much memorization of button sequences as it is learning the physics behind them. Once you get those basic rules down, you're set. ============================================================================== BASIC COMBOS [BCB] ============================================================================== Nothing too fancy here, just basic combos to help you work your way up to the advanced. Combo 1 (12 hits, 31 damage) ---------------------------- Anywhere on screen: (sL " sM " sH " FS)x3 " sL " sM " sH Tosen's basic light, medium, heavy string. Can be easily expanded upon. Combo 2 (21 hits, 38 damage) ---------------------------- Anywhere on screen: (sL " sM " sH " FS)x3 " cL " cM " cH " jLx3 " jM " jLx3 " jM " jH Tosen's basic string extended into an air combo. Combo 3 (29 hits, 55 damage) ---------------------------- Anywhere on screen: IAD " (jM " jH " sL " sM " sH " TAFS)x3 " jM " jH " sL " sM " cH " jLx3 " jM " jLx3 " jM " jH Tosen's basic string with to-air flash steps. The best normal-only damage he can do, though a cM can be worked in after the first sM if desired. Combo 4 (159 hits, 79 damage) ----------------------------- Anywhere on screen: IAD " (jM " jH " sL " sM " sH " TAFS)x3 " jM " jH " sL " sM " sH " SU-A Combo 3, minus the air combo with a super A finisher. Super A is unsafe. Combo 5 (157 hits, 83 damage) ----------------------------- Anywhere on screen: IAD " (jM " jH " sL " sM " sH " TAFS)x3 " jM " jH " sL " sM " cH " jLx3 " jM " jLx3 " jM " jSU-A Combo 3 with Super A tagged on. The super A is safe, though super A's air mechanics reduce the damage potential. Overall more damage, though, since more normals are in this combo than Combo 4. Combo 6 (147 hits, 51 damage) ----------------------------- Middle 50% of screen: cL " cH " LS-C " SU-A Basic wallbounce setup for super A. Make sure you don't do the super too late. Combo 7 (164 hits, 90 damage) ----------------------------- Anywhere on screen: IAD " (jM " jH " sL " sM " sH " TAFS)x2 " jM " jH " sL " sM " sH " BOFS " cL " cM " cH " LS-C " MS-C " SU-A Combo 4 modified to incorporate a wallbounced Super A. Combo is meterless up until super A is performed, but that super is a zero-risk move if you don't rush it. Combo 8 (142 hits, 58 damage) ----------------------------- In Corner: cL " cH " jLx3 " jM " jLx4 " jM " (FS " jLx2 " jM)x2 " FS above and behind " jL " jM " jSU-A Basic launcher to super. This has a great effort vs reward and is rather easy in spite of lag, so you'll see it a lot online. The FS behind near the end is to pin Tosen in place and make sure your target takes as much damage from the super A as possible. Combo 9 (156 hits, 80 damage) ----------------------------- Anywhere on screen: IAD " (jM " jH " sL " sM " sH " TAFS)x2 " jM " jH " sL " sM " cH " jLx3 " jM " jLx4 " jM " FS above and behind " jLx2 " jM " jSU-A Combination of combos 7 and 8. Still relatively easy to do for the damage. Only trip-up is remembering to save a shunpo for the air portion of the combo. Combo 10 (176 hits, 100 damage) ------------------------------- Anywhere on screen: IAD " (jM " jH " sL " sM " sH " TAFS)x3 " jM " jH " sL " sM " sH " RF-B " RF-C " SU-A Combo 4 with the addition of two RF moves. Easiest combo of Tosen's that breaks into triple-digit damage. ============================================================================== ADVANCED COMBOS [ACB] ============================================================================== These combos will utilize advanced setups and more specials than the basics. Combo 1 (52 hits, 69 damage) ---------------------------- Anywhere on screen: IAD " (jM " jH " jLS-B " sL " sM " sH " TAFS)x3 " jM " jH " jLS-B " Dash in " sL " sM " sH The basic 'Single Needle Loop' (SNL). Spacing is such that it can be started at any place in the level, though the timing for the aerial light special B requires finesse. Combo 2 (62 hits, 76 damage) ---------------------------- Anywhere on screen: IAD " (jM " jH " jLS-B " sL " sM " sH " TAFS)x3 " jM " jH " jLS-B " sL " sM " cH " jLx3 " jM " jLx4 " jM " jH SNL modified to end in an air combo. Combo 3 (88 hits, 79 damage) ---------------------------- In corner: IAD " (jM " jH " jLS-B " sL " sM " LS-B " Dash in " sL " sH " TAFS)x3 " jM " jH " jLS-B " sL " sM " LS-B " Dash in " sL " sH The base part of Tosen's best meterless damage - the Double Needle Loop (DNL). Be careful to not accidentally do a special E when you're trying to do a light special B on the ground. Combo 4 (138 hits, 94 damage) ----------------------------- In corner: IAD " (jM " jH " jLS-B " sL " sM " LS-B " Dash in " sL " sH " TAFS)x3 " jM " jH " jLS-B " sL " sM " LS-B " Dash in " cL " cH " J^ jLx3 " jM " jLx4 " jM " FS straight up " jL " jM " jRF-D DNL with an added air combo. You regen enough shunpo meter while ending the ground portion of this combo to get the final shunpo off. J^ is specified because jumping towards the opponent will cause your RF-D to deal almost no damage. Combo 5 (233 hits, 120 damage) ------------------------------ In corner: IAD " (jM " jH " jLS-B " sL " sM " LS-B " Dash in " sL " sH " TAFS)x3 " jM " jH " jLS-B " sL " sM " LS-B " Dash in " sL " sM " sH " RF-C " cL " cH " J^ jLx3 " jM " jLx4 " jM " FS above and behind " jLx2 " jM " jSU-A Combo 4 with a super A finisher. The cL should be as close to an OTG as you're comfortable going, but not an actual OTG. Remember to jump straight up after the launcher instead of diagonally towards your opponent. This makes your opponent be slightly further out of the corner so your SU-A deals a bit more damage. Combo 6 (197 hits, 113 damage) ------------------------------ Anywhere on screen: IAD " (jM " jH " jLS-B " sL " sM " sH " TAFS)x3 " jM " jH " jLS-B " sL " sM " sH " RF-C " cL " cH " J^ jLx3 " jM " jLx4 " jM " FS above and behind " jLx2 " jM " jSU-A Single needle loop ending in a super A. DNL does not work out of the corner. For use in matches, removing all instances of sH can help spacing. Combo 7 (11 hits, 54 damage) ---------------------------- This combo is an infinite. Copied directly from the Advanced Combo FAQ, which I also wrote. The damage listed is the string up to the end of the first rep. In Corner: cL " sH " BOFS " cL " sH " cH " LS-C " MS-C ------> Dash under " OTG cL " cH " LS-C " MS-C || The basic setup is: [connect any], cH, L spC, [dash] OR M spC (depending on distance from wall), cL [OTG] Submitted by Zhaoyun91 (The cL hit should not be OTG; a bug causes the LS-C to hit, even though the target is far over Tosen's head, as long as it is reasonably close to an OTG hit. An actual OTG hit will push the target too far back for the cH to connect. Further, in the opening launcher, try to do the LS-C as late as possible to put the target higher into the air. If done correctly, the dash under will be very simple and the aforementioned bug will manifest if you dash to the right distance. Once you start the infinite, it is pretty easy to keep up, as long as you pace yourself. The dash under is the difficult part to pull off: too slow dashing and your back will not be to the wall, too fast on the cL and you'll stab the wrong way. If you fail to dash under the target, it is possible to use the opening string (cL " sH " BOFS " cL " sH " cH " LS-C) to get back on track. If out of shunpo and you fail to dash under the target, it is possible, though difficult, to perform (OTG cL " cH " LS-C " OTG cL " cH " LS-C) and resume the combo, but the window for hitting the second cL is very narrow.) Combo 8 (22 hits, 83 damage) ---------------------------- This combo is infinite. Copied from the Advanced Combo FAQ, which I also wrote. The damage listed is the string up to the end of the first rep. In Corner: cL " sH " BOFS " cL " sH " cH " LS-C " pause " RF-C " LS-A " Dash in " cM " sH " BOFS " cM " sH " cH " LS-C " [SU-B] ------> MS-C " LS-C " OTG cL " cH " LS-C || Submitted by Zhaoyun91 (Combo 7 with a more complex opener. Better for matches, as your opponent probably won't realize you are setting them up for an infinite until after you've dealt a hefty chunk of damage. Timing the cM " sH " BOFS " cM properly so that you end up behind them while keeping the opponent in hitstun is the hardest part of this. Damage listed is without taking SU-B into account. See Combo 7 for further comments.) Combo 9 (215 hits, 113 damage) ------------------------------ Proper spacing: RF-E " LS-C " Dash in " OTG cL " cM " (LS-B " Dash in " sL " sH " TAFS " jM " jH " jLS-B " sL " sM)x2 " LS-B " Dash in " sL " sH " RF-C " cL " cH " J^ jLx3 " jM " jLx4 " jM " FS above and behind " jLx2 " jM " jSU-A This combo uses the technique referred to in the description of RF-E. Don't sweat it if it is hard to go from RF-E to LS-C; whether the RF-E works fully seems to depend a little on the distances involved and a lot on luck. Not something to rely on. It should be noted that this combo is long enough that only one RF bar is actually used - the stock you used for RF-E will regenerate by the time you use the RF-C. Combo 10 (186 hits, 115 damage) ------------------------------- In Corner: IAD " (jM " jH " jLS-B " sL " sM " LS-B " Dash in " sL " sH " TAFS)x2 " jM " jH " jLS-B " sL " sM " LS-B " Dash in " sL " sH " RF-B " Dash in " sL " sH " (TAFS " jM " jH " jLS-B " sL " sM " LS-B " Dash in " sL " sH)x2 " RF-B " Dash in " sL " sH " TAFS " jM " jH " jLS-B " sL " sM " LS-B " Dash in " sL " sH " RF-B " Dash in " sL " sH " LS-C This combo deals well over one hundred damage with no supers used, with the 100 mark reached just after the second RF-B. Extensions to this combo are found below. For slightly more damage on this and the following 3 combos, insert a light special A before the IAD, but this is only really worthwhile on Komamura. Combo 11 (299 hits, 135 damage) ------------------------------- In Corner: IAD " (jM " jH " jLS-B " sL " sM " LS-B " Dash in " sL " sH " TAFS)x2 " jM " jH " jLS-B " sL " sM " LS-B " Dash in " sL " sH " RF-B " Dash in " sL " sH " (TAFS " jM " jH " jLS-B " sL " sM " LS-B " Dash in " sL " sH)x2 " RF-B " Dash in " sL " sH " BOFS " cL " cM " cH " jLx2 " jM " jLx3 " jM " jSU-A As before, deals over 100 damage before the BOFS, for only two RF bars. Next to impossible to pull off with the normal amount of lag present in most matches, but if Tosen can pull this off consistently, his opponent is in serious trouble. Combo 12 (308 hits, 139 damage) ------------------------------- In Corner: IAD " (jM " jH " jLS-B " sL " sM " LS-B " Dash in " sL " sH " TAFS)x2 " jM " jH " jLS-B " sL " sM " LS-B " Dash in " sL " sH " RF-B " Dash in " sL " sH " (TAFS " jM " jH " jLS-B " sL " sM " LS-B " Dash in " sL " sH)x2 " RF-B " Dash in " sL " sH " RF-C " SU-A The most damaging Tosen combo outside of Bankai. Uses all three RF bars. Remember that if this does not finish off the opponent, you are extremely vulnerable without flash steps. Since this combo deals about 110 damage before the RF-C, there are no situations where you are guaranteed to finish this combo before they regain enough meter to damage cancel. Insert a small air combo after the RF-C for slightly more damage. Maximum damage achieved on Komamura is 149 with this modification. Combo 13 (149 hits, 191 damage) ------------------------------- In Corner: IAD " jM " jH " jLS-B " sL " sM " LS-B " Dash in " sL " sH " BOFS " cL " cM " cH " LS-C " SU-B " MS-C " OTG cL " cM " LS-B " Dash in " sL " sH " TAFS " jM " jH " jLS-B " sL " sM " LS-B " Dash in " sL " sH " TAFS " jM " jH " jLS-B " sL " sM " LS-B " Dash in " sL " sH " TAFS " jM " jH " jLS-B " sL " sM " LS-B " Dash in " sL " sH " RF-C " OTG cL " cH " j^ jLx3 " jM " jLx4 " jM " FS straight up " jL " jM " jRF-D Far easier than Combo 14 and more damaging, but less technically impressive. Too hard to use in a match except in desperation, especially in lag. This is Tosen's single highest damage combo and, coincidentally, among the hardest non-infinites in the game to pull off. The hardest is Combo 14. Combo 14 (242 hits, 186 damage) ------------------------------- Copied from the Advanced Combo FAQ, which, as you well know by now, I also wrote. Back to Corner: cL " cH " LS-C " SU-B " MS-C " OTG cL " cM " LS-B " Dash in " sL " sH " TAFS " jM " jH " jLS-B " sL " sM " LS-B " Dash in " sL " sH " TAFS " jM " jH " jLS-B " sL " sM " LS-B " Dash in " sL " sH" FS behind " cL " cM " cH " LS-C " wait a moment " RF-C " RF-A " regain one FS " IAD " jH " jLS-B " sL " sM " LS-B " Dash in " sL " sH " TAFS " jM " jH " jLS-B " sL " sM " LS-B " Dash in " sL " cH " jLx3 " jM " jLx3 " jM " FS behind and above " jLx2 " jM " jSU-A Extremely difficult to pull off in full. The OTG hit will cause most people the most trouble. Be careful of hit-stun lengths - there is extremely little room for error. This combo is not damage cancellable while super B is active, though it is possible to damage cancel out of while special B is hitting them, for some reason. The bulk of the damage is dealt before the RF special A. ============================================================================== PLAYSTYLE GUIDE==========================================================[PSG] ============================================================================== Here, you'll find general tips and tricks, both for Bleach as a whole and Tosen specifically. ============================================================================== BASIC PLAYSTYLE GUIDE [BPG] ============================================================================== This section will contain general tips relevant to Tosen, a lot of it copied from the Advanced Combo FAQ. Tick Throws ----------- For whatever reason, this still doesn't get a lot of use outside of Soifon and Yoruichi players. While those two characters (and Hitsugaya) rely on their cH normal to get in close, it is possible with most characters with shunpo. To perform a tick throw, do a ground combo as normal, but instead of using a shunpo to continue the ground combo, shunpo right beside them and wait for them to get out of hitstun. It leaves little to no opportunity to escape. This is especially effective to get past the defenses of turtles. Comboing from Knockdown state ----------------------------- Some examples of knockdown state include the damage cancel burst, Ichigo's specials A and C and supers A and B, and Kyoraku's non-RF special B, to name a few. It prevents recovery (except by damage cancel) and grants invulnerability until the character in question hits the ground and gets up. Almost invulnerable, that is. There are a few frames of vulnerability after the state inducing move connect, making it possible to combo out of knockdown-inducing moves. This is particularly useful for those supers that 'come out' quickly, like Chad's super B, Renji's super B, Mayuri's super A, etc. It is possible for the aforementioned characters to damage cancel and go directly into an instant super; this is risky, though, as it is possible to damage cancel out of a damage cancel. Damage canceling out of a damage cancel verified by Hayato118. Breaking Jumping Guard ---------------------- A major change in Blade of Fate from the Japanese version is the guard mechanic. Now jumping guard only works against jumping attacks, whereas before it was a perfect defense (other than slight chip damage from specials). What this means is that non-projectile attacks from the ground will go right past jumping guard like it isn't even there. Tosen's normals, formerly much reviled for their ridiculously high hitboxes, have a new use, but most characters can take advantage of this. To squeeze out the most damage possible, a purposely- missed OTG can reset the damage scaling on your combo. Most players will hold down guard after your combo ends, but since they are in the air, they'll still be hit by your next grounded attack. Do's and Don'ts of Damage Canceling ----------------------------------- Damage cancelling is an excellent gameplay mechanic, but it should not be overused. Managing both your own and your opponent's super meters is an important part of the game, and damage cancelling every time you're comboed is just asking to eat a 3-stock super. Try to limit your damage cancels to only the following situations: -Enemy gets a hit with ideal spacing to turn it into a large combo -Enemy sets you up for an easy infinite combo -Enemy uses a wallbouncing move on you and is in good position to follow up with a 3-stock super for massive damage -You have very little health and your opponent catches you in a combo I've seen far too many players online who damage cancel the moment they take damage. Hopefully, they read this and learn from it. ============================================================================== ADVANCED TECHNIQUES [AVT] ============================================================================== Ground canceling ---------------- This technique can be used by most characters with aerial specials, but is especially important for Tosen. His Single and Double Needle Loops rely on it. To do this technique with Tosen, simply do an LS-B as close to the ground as possible without actually being on the ground. If done right, there will be only two or three frames after the LS-B where tosen is still in the air - barely noticeable. Tosen will appear to have gone straight from the LS-B to being on the ground. You can follow this up with a dash and nearly keep up with your LS-B (at least for the first half-second, which is all you need). Single Needle Loop (SNL) ------------------------ A combo utilizing ground-cancelling of jLS-B to dramatically increase meterless damage output. The basic string is shown in Advanced Combo 1. Double Needle Loop (DNL) ------------------------ Combo utilizing both ground-cancelling of jLS-B and a ground LS-B. Forms the backbone of Tosen's best meterless damage output. The basic string is shown in Advanced Combo 3. Comboing from RF-E ------------------ There are two ways to combo out of this - you can do it with an aerial or standing light or with a light special C. This requires proper spacing and a fair amount of luck, but you might as well go for it if given the opportunity. A combo using this technique is shown in Advanced Combo 9. Comboing into S-A ----------------- There's only one way to combo into LS-A. After performing a launched special C (for example, cL " cH " LS-C) to a far wall, one must wait a moment until the target has almost, but not quite, hit the ground and hit them with an RF-C. If done too early, the multiple hits of the RF-C will push the target up too far and not wallbounce him. At the right time, and the target will wallbounce relatively high in the air, and most importantly, Tosen won't have any recovery frames. An alternate way of comboing into RF-A is to do a regular, non-launched RF-C to the opposite corner and immediately follow up with RF-A. If done right, the RF-A will barely catch him. This, of course, uses up two RF stocks. A combination of these two techniques is shown in Advanced Combo 14. ============================================================================== MATCHUPS [MTU] ============================================================================== This section documents Tosen's good, bad, and ugly matchups. ------------------------------------------------------------------------------ VERSUS TALL CHARACTERS [VTC] ------------------------------------------------------------------------------ Tosen plays his best against the tall characters - basically, anyone that can be hit by his standing light while crouching falls in this category. Against these, go for double needle loops at every opportunity. Tosen has the easiest time against Kyoraku, Orihime and Komamura. ------------------------------------------------------------------------------ VERSUS SMALL CHARACTERS [VSC] ------------------------------------------------------------------------------ Small characters are why Tosen is generally considered low tier. His greatest assets, the SNL and DNL, both whiff on crouching small characters, meaning his damage potential is seriously reduced. When playing anyone who crouches under his standing lights, forgo the needle loops in favor of simple (cL " cM " sH) shunpo loops. Tosen has to work a lot harder, but winning is still not impossible, even against Yachiru. ------------------------------------------------------------------------------ VERSUS TOSEN [VTO] ------------------------------------------------------------------------------ Tosen's biggest weakness is his terrible standing light, so use this to your advantage at every opportunity. Never try to start a combo with a standing light, even if it means losing a bit of damage - a crouching light instead will at least guarantee weapon clash if he attacks at the same time; more often, your opponent will do a standing attack to go over your head. Only going for crouching openers has the added bonus of making it difficult for him to start a combo with an aerial attack, and greatly reduces his ability to deal his best damage through the double needle loop and its variants. Even Kyoraku and Komamura, who are hit by Tosen's standing light while crouching, find it beneficial to go for crouching attacks, as it makes the full LS-B impact in the start of a single or double needle loop much more difficult, if not impossible, to achieve. The smaller your hitboxes, the less needles will hit, and practically all of them need to hit in each wave to keep you in hitstun. Tosen's projectile has an extremely quick recovery, so only try to punish an uncomboed projectile if you are right next to him (in which case, he shouldn't be trying to use projectiles anyway). Special D is a little easier to punish, and it is not uncommon for Tosen players to accidentally perform the command input for it while transitioning to an air combo after a launching crouching heavy. If you are quick enough and they are slow enough on the uptake, it is possible to use flashsteps to start your own combo before they can rectify their mistake. Remember that Tosen's special C's extremely high attacking area makes it easy to punish - this goes back to the first paragraph, only starting combos with crouching attacks. If the Tosen player throws out a medium special C randomly, there is plenty of time before damage is dealt to throw him out of it. Tosen's special A seems very easy to get past, and it can be, but the ring has a deceptive hitbox. Most attempts to flash-step past it that aren't guard cancelled will be stopped by the portion of the ring that touches the floor. If you go for the punish, make sure to guard cancel the flash step, or there is a very good chance you'll be hit anyway. Practice this on the AI in training mode or vs. CPU if you find yourself getting hit by it often. Special E is exceptionally easy to punish. Tosen is invisible, but his approximate trajectory and starting point is known, making it easy to hit him out of his move with projectile attacks. Melee attacks are riskier, but continuing the normal into a combo yields far greater reward. Super A is Tosen's most easily punishable move by far. If he messes up a wallbounce setup or performs it too far from the opponent for a damage cancel to knock Tosen down, the opponent has plenty of time to start his best combo string. Do not move in for a throw, however - some of the needles that Tosen fires start slightly behind him, and will damage anyone going in for a throw from behind. I've been saved more than a few times by this. Finally, Super B. The most common response for a player caught in another's Enma Koorogi is to guard and crouch; it's what the AI used to do. While it is true that this makes it very hard for Tosen to start a combo with an aerial attack, he can still very easily throw you and get a combo started on the rebound. Instead, try to get into Tosen's head - remember where Tosen was when he activated Bankai, and going by his behavior earlier in the match, try to guess how he'll try to start a combo. If he likes to do lots of IADs, it's a safe bet that that is what he is doing now, so jump towards him and throw out your longest-range attack. Tosen doesn't have many options to punish even a whiffed attack like that, and probably won't be expecting it. Be unpredictable while limiting yourself to your lowest risk, quickest recovery options. Don't be afraid of Tosen's projectiles while in Bankai, they aren't easily comboed out of and it is only 8 damage max if they connect. Be very careful to guard whenever you aren't attacking. Tosen's RF-A fills the screen, and you can't see it coming. Any more than one attempt at RF-A is bad for him, though, since despite how good it is, without shunpo meter Bankai might as well not be on at all. A few characters have good offensive options while in Tosen's Bankai. Byakuya in particular can still fight well while blind. Incorporate his special B into your keepaway game, and if it hits, combo out of it with Super A and an air combo. Basically, any character with auto-targetting specials and supers have a lot of potential to make Tosen take more damage while in his Bankai than you take. Moreover, keep an eye on Tosen's super meter. If he isn't actively comboing when it runs out, he will be vulnerable for about a second when it ends. Be ready for it. Unlike other Bankais with post-vulnerability, you can't tell where he'll be when it ends; the only thing you can do is pick a direction and roll the dice. Again, Byakuya and Aizen can exploit the vulnerability particularly well. Six Rods of Light the moment Bankai ends is next to impossible to avoid. Follow that up with Black Coffin or Senka to Super A/C and go from there. ============================================================================== CONCLUSION===============================================================[CCN] ============================================================================== Tosen is a character with a lot of potential, far more than most appreciate. The difference between a skilled and unskilled Tosen player is like night and day, and many want nothing more to do with him after a few plays. It's a shame - he is very fun and rewarding to play as. No one expects the Tosen 100+ damage combo with no supers used. If you had previously dismissed him as awkward, weak and useless, give him another shot. You'll find he's far more powerful than first meets the eye. ============================================================================== LEGAL STUFF==============================================================[LSN] ============================================================================== This guide was written by Jesuits, AKA Batigh, for the express purpose of being posted on GameFAQs. Feel free to disseminate portions of the work, or even the whole thing - just please give credit where credit is due. Contact me in the IRC channel, mentioned in the next paragraph, or at my email, which is Batigh AT gmail DOT com. Thanks go to Treasure, first and foremost, for creating this wonderful game; 645, for writing his excellent FAQ and influencing me to write some of my own; the GameFAQs community for being a good place for Bleach DS discussion; and, last but certainly not least, the community on #bleach_ds on the Rizon network. You guys are the primary reason I've played this game as long as I have and will continue to play it. Here's to many future nights of Wifi fun. v1.0 - January 03, 2007. Initial release. v1.1 - January 04, 2007. Included a lengthened version of Tosen's infinite combo from the Advanced Combo FAQ. Fixed Throw information to be entirely accurate. More commentary for Advanced Combo 7. Included previously forgotten contact information. v1.2 - January 09, 2007. Added several more advanced combos. Added 'Versus Tosen' subheader under Matchups. v1.3 - January 10, 2007. Fixed the descriptions of several advanced technique entries when referencing combos. Also fixed Combo 13's description to properly reference Combo 14. All instances of Tosen written as 'Tousen' have been fixed to follow the game's romanization. Credit goes to Drantin for noticing the error. v1.4 - October 28, 2007. Updated guide to accommodate English localization. Rewrote Legend for easier readability. Added Challenge Mode section. Updated Playstyle Guide to reflect mechanics changes. Updated Matchups section, fixing 'Vs. Tall Characters', expanding 'Vs. Tosen', and removing 'Vs. Yachiru'. Updated movelist with correct command names and expanded upon some, notably Special D.