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Komamura FAQ

by Batigh

Komamura Character FAQ for Bleach DS
v1.0                January 14, 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]
		Aerial Normals...........................................[ANM]
			Aerial Light.....................................[ALT]
			Aerial Medium....................................[AMM]
			Aerial Heavy.....................................[AHY]
		Throw....................................................[TRW]
	Special Movelist.................................................[SML]
		Special A................................................[SPA]
		Special B................................................[SPB]
		Special C................................................[SPC]
		Special D................................................[SPD]
	Super Movelist...................................................[SUM]
		Super A..................................................[SUA]
		Super B..................................................[SUB]
		Super C..................................................[SUC]
Combo Section............................................................[CSN]
	Legend...........................................................[LGN]
	Basic Combos.....................................................[BCB]
	Advanced Combos..................................................[ACB]
Playstyle Guide..........................................................[PSG]
	Basic Playstyle Guide............................................[BPG]
	Advanced Techniques..............................................[AVT]
	Matchups.........................................................[MTU]
		Good Matchups............................................[GMU]
		Bad Matchups.............................................[BMU]
		Versus Yachiru...........................................[VYU]
		Versus Komamura..........................................[VKO]
Conclusion...............................................................[CCN]
Legal Stuff and Contact Info.............................................[LSN]

==============================================================================
INTRODUCTION=============================================================[INT]
==============================================================================

Komamura is known by man names; Bucketmura, JamesMcCloudmura, and most often,
Punching Bag. However, this last name belies his true potential. He is the
only character in Bleach with command throws, and as such, his playstyle
revolves around them. This guide aims to prove that Komamura is highly
capable, despite his reputation.

==============================================================================
COMMAND LIST ANALYSIS====================================================[CMA]
==============================================================================

This section contains detailed descriptions of Komamura's normals, specials
and supers.

==============================================================================
NORMAL MOVELIST                                                          [NML]
==============================================================================

Komamura has huge range on most of his normals, which is his best attribute.

------------------------------------------------------------------------------
CROUCHING NORMALS                                                        [CNM]
------------------------------------------------------------------------------

Crouching normals have great horizontal area coverage, but very little
vertical, except the heavy.

CROUCHING LIGHT                                                          [CLT]
------------------------------------------------------------------------------

Komamura pokes his sword out along the ground.

1 hit, 4 damage.

His second-quickest normal. Nothing too special about it, but it has almost
no vertical coverage whatsoever. Be careful of to-air flash steps (see legend
for description).

CROUCHING MEDIUM                                                         [CMM]
------------------------------------------------------------------------------

Komamura leans way forward and strikes with his palm.

1 hit, 6 damage.

Komamura is huge, making this normal have great range. Again, very little
vertical area coverage. On whiffed/blocked crouching light, it is often better
to go straight to crouching heavy in case they flash step to the air.

CROUCHING HEAVY                                                          [CHY]
------------------------------------------------------------------------------

Komamura leans forward and swings his sword in a great horizontal arc.

1 hit, 8 damage.

This has both great horizontal range and acceptable vertical coverage. It's
among his slowest normals, though, so don't throw it out at random. It has an
added effect of forcing the target to stand if it was otherwise crouching,
making a standing light or aerial medium able to connect.

------------------------------------------------------------------------------
STANDING NORMALS                                                         [SNM]
------------------------------------------------------------------------------

Some of the best standing normals in Bleach, only weakness being they are
somewhat slow.

STANDING LIGHT                                                           [SLT]
------------------------------------------------------------------------------

Komamura uses a palm strike, at about head level.

1 hit, 4 damage.

This will whiff crouching opponents, but it doesn't matter in an ongoing
combo, since crouching heavy causes the opponent to stand for the next hit.
Still, don't try to start a combo with this.

STANDING MEDIUM                                                          [SMM]
------------------------------------------------------------------------------

Komamura swings his sword in a tremendous vertical arc, starting slightly
behind and above him and ending far in front of him.

1 hit, 6 damage.

Absolutely huge range on this, can even hit people trying to flash step above
and behind you. Relatively quick, as well.

STANDING HEAVY                                                           [SHY]
------------------------------------------------------------------------------

Similar to standing medium, Komamura swings his sword in a vertical arc.

1 hit, 8 damage.

Standing heavy trades standing medium's horizontal range for incredible
vertical and more damage besides. Be careful when using this in combo strings,
as it is easy to go from standing medium to standing heavy and have it whiff
since the horizontal range is shorter.

As a note, this normal would be far too good if flash-steps weren't in the
game. The vertical range is really beyond belief, and a lot of characters
wouldn't be able to easily double jump over it.

------------------------------------------------------------------------------
AERIAL NORMALS                                                           [ANM]
------------------------------------------------------------------------------

These normals are a mixed bag. His medium has uncharacteristically bad range
and his light can't be chained very rapidly, though they all do standard
damage.

AERIAL LIGHT                                                             [ALT]
------------------------------------------------------------------------------

Komamura swings his sword in a short vertical arc.

1 hit, 2 damage.

Can be chained to itself, though not as rapidly as some characters. Good area
coverage for a light.

AERIAL MEDIUM                                                            [AMM]
------------------------------------------------------------------------------

Komamura punches diagonally forward and down.

1 hit, 6 damage.

Since Komamura isn't using his sword for this attack, the range suffers
greatly. The speed at which it comes out isn't bad, but it is difficult to
start combos with this, unlike most other characters. As a general rule, only
use this in combos where you know it'll hit.

AERIAL HEAVY                                                             [AHY]
------------------------------------------------------------------------------

Komamura swings his sword down in a massive arc.

1 hit, 8 damage.

Excellent area coverage. Throwing this out as a poke is generally very safe,
and a good choice to start combos from. A few characters can GC into shunpo
and get behind him, but most characters' flash steps are too slow and
Komamura can resume blocking before his opponent can get a hit in.

------------------------------------------------------------------------------
THROW                                                                    [TRW]
------------------------------------------------------------------------------

Komamura tosses his opponent from the hip. The opponent enters a wallbounce
state.

2 hits, 6 damage.

Komamura's throw is very fast, and easily comboed after from anywhere on
screen. It is unknown why it deals less damage than the normal throw amount,
but doesn't really matter much anyway. The throw is essential to Komamura's
game, using the throw trap technique described in Advanced Techniques.

==============================================================================
SPECIAL MOVELIST                                                         [SML]
==============================================================================

Komamura's specials don't have much comboability, and on the whole aren't
very useful.

------------------------------------------------------------------------------
SPECIAL A                                                                [SPA]
------------------------------------------------------------------------------

Tengen (Heaven's Punishment)

Komamura's Shikai ability. Creates a giant stone fist, which slams the ground
in front of him, causing a few boulders to hit the opponent as well.

Command Input: Down Forward Y/X/A

Light: Quick startup, long recovery. 5 hits, 7 damage.
Medium: Long startup, quick recovery. 5 hits, 7 damage.
RF: Quick startup and recovery. 5 hits, 7 damage.

Has about the same horizontal range as a standing medium. Generally not
useful, even to end combos. RF versions can be included in combos, but aren't
really worth the meter in matches. Some wakeup setups make use of this.

------------------------------------------------------------------------------
SPECIAL B                                                                [SPB]
------------------------------------------------------------------------------

Wolf's Aggression

Komamura says something before leaping into the air and teleporting overhead
an opponent. Komamura will fall and hit the ground after the teleport, causing
a wave of rocks to rise on both sides.

Command Input: Down Down Y/X/A

3 hits, 2 damage for all versions. Usable from the air.

This is a targettable special (details are in the Advanced Technique section
of this guide). Komamura will always come down beside the target and to his
left. It is possible to combo out of this with a crouching light, which is
what you should always try to do if it connects.

Komamura is extremely vulnerable after he teleports and before he hits the
ground, so don't throw this out randomly. Ukitake, for example, can easily
catch you in his super A as you fall, and pretty much everyone can simply jump
and start an air combo on you. This is a valuable move for catching plane
switchers and punishing certain long range moves, but try not to overdo it.

I made up the name of this move.


------------------------------------------------------------------------------
SPECIAL C                                                                [SPC]
------------------------------------------------------------------------------

Linebacker Rush

Komamura slides forward quickly along the ground, grabbing his opponent and
jumping before slamming them down.

Command Input: Back Down Forward Y/X/A

Light: Quick startup, short distance, long recovery. 2 hits, 8 damage.
Medium: Long startup, long distance, short recovery. 2 hits, 8 damage.
RF: Quick startup, long distance, short recovery. 2 hits, 8 damage.

Medium and RF versions cover almost the whole screen. This is not treated like
an actual throw, so it can be comboed into or blocked. That said, this move
is almost never worth it, as it can't be comboed out of. Comboing into this
move almost always requires use of an RF bar. Eight damage isn't worth it.

Don't throw it out randomly; it can only grab opponents who are touching the
ground, and, like special B, telegraphs itself.

I made up the name for this.

------------------------------------------------------------------------------
SPECIAL D                                                                [SPD]
------------------------------------------------------------------------------

Command Throw

Komamura grabs his opponent, slams them on the ground a few times, and
finishes with Tengen.

Command Input: Forward Down Forward Y/X/A

Light: One slam. 7 hits, 15 damage.
Medium: Two slams. 8 hits, 16 damage. A few frames slower to grab.
RF: Five slams. 11 hits, 18 damage.

As you can see from the damage chart, RF isn't worth it. Since this counts as
a throw, it can't be comboed into, and the move knocks the opponent down at
the end, so it can't be comboed out of, either. A normal throw and wallbounce
setup will always provide more damage. The only thing this has over a normal
throw is it can grab from (slightly) longer range than a normal throw.

==============================================================================
SUPER MOVELIST                                                           [SUM]
==============================================================================

Unlike his specials, Komamura's supers are quite good for the most part.
Their reliance on throw traps to guarantee damage is an issue, however.

------------------------------------------------------------------------------
SUPER A                                                                  [SUA]
------------------------------------------------------------------------------

Tengen

A powered up version of special A. Komamura strikes his opponent with nearly
a dozen giant, spectral fists.

Command Input: Down Forward Down Forward Y/X/A

Holds the target in place until the last fist hits, sending the opponent
flying up and backwards in projectile motion. 10 hits, 37 damage.

A bit more damage than the average than most single stock supers and is easily
followed up by either an air combo or another super A. It is possible to fit
three super As into one combo, if close enough and the target starts on the
ground. To guarantee damage, use it after a normal throw's wallbounce.

Rather unsafe in four-player matches. Only try it when you know no one else
can attack you before you finish.

------------------------------------------------------------------------------
SUPER B                                                                  [SUB]
------------------------------------------------------------------------------

Vicious Command Throw

Komamura grabs the opponent, slamming them against the ground twice and
grinding them against the ground while running. He finishes with another slam
and the release of his Shikai, sending them flying backwards in a large arc.
11 hits, 47 damage.

The way this super works, you'll always be in a corner, facing away from it
when you finish. Since the game counts this as a throw, it can't be comboed
into or blocked. Using the throw trap technique practically guarantees the
damage from this, and against most characters the combo can be continued with
either a Super A or an aerial heavy (sometimes after a short dash).

I made up the name to this one, too.

------------------------------------------------------------------------------
SUPER C                                                                  [SUC]
------------------------------------------------------------------------------

Kokujo Tengen Myoou

Komamura's Bankai, summons a gigantic figure in black armor who looms over the
battlefield. The giant's left and right arms can be controlled with the Y and
A buttons.

Y button: The giant slashes his sword left to right. The blade travels so
quickly most mistake it for a laser. The blade puts everyone it hits into
wallbounce. Up and Down on the D-Pad can be used to make the slash diagonal.
Up-Y makes the blade travel diagonally from bottom to top, Down-Y from top to
bottom. 4 hits, 30 damage.
A button: The giant slams his left hand (our right) into the ground, causing
a massive wave of boulders to travel from right to left. Each hit from these
boulders puts the one hit into wallbounce. Each wave deals different damage
depending on the height of the target and the pattern made by the rocks, but
generally it deals 20-25 hits, 18-22 damage.

To use Super C most effectively, send the target back and forth across the
screen with alternating blade swipes and rock waves. Two blade swipes can be
used for each rock wave when doing so. Unfortunately, the only way to combo
into this is with a long-distance throw, and the timing cannot be manipulated
to make it un-DCable. Therefore, only use this when the opponent has no stock,
or performs a lengthy special/super that whiffs.

When done correctly, Bankai with no followup combo deals about 59 hits, 149
damage.

==============================================================================
COMBO SECTION============================================================[CSN]
==============================================================================

Here, I will list some of Komamura's combos, along with damage and
hit numbers.

==============================================================================
LEGEND                                                                   [LGN]
==============================================================================

Copied directly from the Advanced Combo FAQ, which I also wrote.

Quotations (") separate individual actions.

-

For infinite combos, long arrows (------>) denote the point to loop from once
the end of the combo is reached.

-

Double vertical lines (||) denote the point at which to go back to the start
of a loop in infinites.

-

The term 'pseudo-infinite' means a combo string which is very long and likely
to kill or almost kill a target with just that one string. Not classified as
true infinites because a perfectly done combo would end at some point if the
target had infinite health.

-

Jump cancels in combos are implied.

-

xN indicates N repetitions of either a single action or a group of actions in
parentheses.

-

Square brackets [] denote optional parts of combos.

-

s indicates done standing.

-

c indicates done crouching.

-

a indicates done in the air (jumping).

-

L indicates Y button (light attack).

-

M indicates X button (medium attack).

-

H indicates A button (heavy attack).

-

S indicates the move is special, performed with arrow key inputs.

-

RF indicates the move is ReinForced, and thus takes one Reiryoku gauge.
Performed with A button when applicable.

-

SU indicates the move is super, and takes one or three Reiatsu gauges.
Performed with arrow key inputs and any button.

-

A, B, C, D, E indicate special or super inputs. These differ with each
character.

-

G indicates use of the Guard button (R). Not currently of use
in any long combos. Some specials and supers require it.

-

TAFS indicates diagonal Shunpo usage (B plus arrow keys).

-

BOFS stands for Behind Opponent Flash Step. Horizontal Shunpo usage ending
behind the target.

-

FS is the all purpose term for Shunpo (Flash steps). Instructions
to FS behind mean behind the target, not the attacker.

-

OTG indicates the attack must be made just before the target
hits the ground after a wallbounce. If successful, the target
will count as on the ground and will receive horizontal pushback.
If too early, the target will receive vertical pushback, ruining
the combo. If too late, the target will hit the ground and the
combo will end.

-

Dash in indicates one must double-tap the D-Pad in the direction
of the target to close the distance. The next attack must be 
made quickly, else the target will break out of hit-stun.

-

IAD stands for In Air Dash. Performed by double-tapping left or
right while in air. Generally done as low to the ground as possible.

-

When just 'Air Dash' is written, it means one must perform an air dash high
in the air while in the combo string. It is usually only possible to continue
a combo after an air dash if the opponent is wallbounced.

-

J^ means jump straight up.

-

J^> means diagonal jump, towards opponent unless otherwise stated.

-

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.

==============================================================================
BASIC COMBOS                                                             [BCB]
==============================================================================

Nothing too fancy here, just basic combos to help you work your way up to the
advanced.

Combo 1 (16 hits, 44 damage)
----------------------------

Anywhere on screen: (sL " sM " sH " cH " FS)x3 " sL " sM " sH " cH

Komamura's bread and butter ground combo.

Combo 2 (20 hits, 49 damage)
----------------------------

In Corner: (sL " sM " cM " sH " cH " FS)x3 " sL " sM " cM " sH " cH

More advanced bread and butter. Timing the flash steps is tricky, so most
players stick with Combo 1 in Wifi play.

Combo 3 (34 hits, 70 damage)
----------------------------

In Corner: IAD " aM " aH " (sL " sM " cM " sH " cH " FS)x3 " sL " sH " RF-A
" Dash in " sL " sH " RF-A " Dash in " sL " sH " RF-A " Dash in " cL " cH

Not worth the three stocks. If you must use RF-A, limit it to two. Not having
at least one shunpo at the ready is suicide.

Combo 4 (30 hits, 69 damage)
----------------------------

In Corner: IAD " aM " aH " (sL " sM " cM " sH " cH " FS)x3 " sL " sH " RF-A
" Dash in " sL " sH " RF-A " Dash in " cL " cH " RF-C

Damage isn't at all worth the three RF stocks you use, but included anyway,
since it makes use of Special C.

Combo 5 (32 hits, 60 damage)
----------------------------

In Corner: Throw to opposite side " OTG S-B " cL " cM " cH " FS " (sL " sM
" sH " cH " FS)x2 " sL " sM " sH " cH

One of the ways you can combo out of a throw. This only works if you throw
from one side of the screen to the other, otherwise the Special B will not
come out quickly enough.

Combo 6 (4 hits, 13 damage)
---------------------------

Anywhere but middle of screen: Throw " MS-C

Another way to combo out of a throw. Komamura will press against the target
until he is low enough for it to count as an OTG hit, at which time Komamura
will deal the damage portion of the MS-C.

Combo 7 (15 hits, 42 damage)
----------------------------

Middle 50% of screen: Throw " Dash in " OTG cH " FS " (sL " sM " sH " cH
" FS)x2 " sL " sM " sH " cH

Usually, cL will not extend far enough to hit the target after the throw.
cH is fast enough and long enough to do the job.

Combo 8 (15 hits, 36 damage)
----------------------------

In Corner: Throw " cL " cM " sH " TAFS " aL " aM " aLx2 " aM " FS " aL " aM
" FS " aL " aM " aH

What to do close to the corner if you miss an OTG. Still does alright damage.

==============================================================================
ADVANCED COMBOS                                                          [ACB]
==============================================================================

These combos will utilize advanced setups and more specials than the basics.

Combo 1 (14 hits, 42 damage) + (29 hits, 57 damage) = (43 hits, 99 damage)
--------------------------------------------------------------------------

Anywhere on screen: IAD " aM " aH " (sL " sM " sH " cH " FS)x2 " sL " sM " sH
" cH " FS " Throw trap " OTG cL " cM " cH " RF-A " Dash in " sL " sM " RF-A
" Dash in " cL " cM " cH " FS " sL " sM " RF-A " Dash in " sL " sM " sH " cH

The  throw trap does two things: Resets the hit/damage counter, and more
importantly, resets damage scaling. Technically possible for the throw trap
to fail through quick thinking and a bit of luck on your opponent's part.

Combo 2 (14 hits, 42 damage) + (30 hits, 93 damage) = (44 hits, 135 damage)
---------------------------------------------------------------------------

Anywhere on screen: IAD " aM " aH " (sL " sM " sH " cH " FS)x2 " sL " sM " sH
" cH " FS " Throw trap " SU-Ax2 " aL " aM " aL " aM " FS " aL " aM " aH

You'll probably end up using this pretty often. Great damage from two bars,
and if you get the throw off, the two supers are guaranteed damage.

Combo 3 (14 hits, 42 damage) + (12 hits, 55 damage) = (26 hits, 97 damage)
--------------------------------------------------------------------------

Anywhere on screen: IAD " aM " aH " (sL " sM " sH " cH " FS)x2 " sL " sM " sH
" cH " FS " SU-B trap " aH

SU-B variant of Combo 2.

Combo 4 (10 hits, 36 damage) + (12 hits, 35 damage) + 12 hits, 55 damage)
= (34 hits, 126 damage)
-------------------------------------------------------------------------

In Corner: IAD " aM " aH " sL " sM " sH " cH " FS " sL " sM " sH " cH " FS
" Throw trap " OTG cL " cM " cH " RF-A " Dash in " sL " sM " cH " FS
" SU-B trap " aH

Komamura's best use of stock. The OTG can be difficult to pull off, so it is
not worthwhile in uneven lag.

Combo 5 (70 hits, 157 damage)
-----------------------------

In Corner: IAD " aM " aH " (sL " sM " sH " cH " FS)x3 " sL " sM " RF-A
" Dash in " sL " sM " RF-A " Dash in " sL " sM " RF-A " Dash in " cL " cM
" SU-Ax3 " aL " aM " aL " aM " aH

Best damage in an unbroken combo outside of Bankai. The supers are horribly
unsafe, however.

Combo 6 (103 hits, 185 damage)
------------------------------

Back to right corner: Throw to left " SU-C " (SU-C combo) " Dash in " cL " cM
" cH " TAFS " aL " aM " aLx2 " aM " FS " aL " aM " FS " aL " aM " aH

Highest damage Komamura can deal in a single combo. It is possible to OTG the
target after SU-C ends, but such wouldn't add much more damage and is not
worth the effort.

==============================================================================
PLAYSTYLE GUIDE==========================================================[PSG]
==============================================================================

Here, you'll find general tips and tricks, both for Bleach as a whole and
Komamura specifically.

==============================================================================
BASIC PLAYSTYLE GUIDE                                                    [BPG]
==============================================================================

This section will contain general tips relevant to Komamura.

Wallbounce
----------

Most advanced players take it for granted, but this is a trick that took quite
a few months for the community to discover. After a wallbounce and before the
player who was wallbounced hits the ground, he cannot damage cancel until hit
again. This doesn't mean much for comboing out of the wallbounce with normal
or special attacks, but it guarantees supers will land. This trick is
essential to high-level play, and without it the tier list would be completely
different.

Damage Canceling Supers
-----------------------

Another trick not obvious to beginners. While you are being comboed, it is
possible to damage cancel out of a combo after the opponent uses a super, but
before it actually hits you. Like the wallbounce trick, this changes the tiers
dramatically.

Comboing from Knockdown state
-----------------------------

Some examples of knockdown state including those hit by 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.

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 uses a super that has a good chance of hitting you
-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]
==============================================================================

Throw Traps
-----------

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 throw trap, 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 essential to Komamura's game when used in tandem with a wallbounced super A
string or a straight super B.

This is incredibly important to Komamura, as without it, all his supers would
essentially be for decorative purposes only.

Auto-Targetting Commands
------------------------

You may have noticed that some specials and supers, such as Byakuya's special
D and Renji's super B, choose a single target out of those possible to attack.
What you may not realize (and I didn't, either, until recently) is that these
commands can be targetted on any player in the game, other than yourself.
Perform the input with the Y button for player 2, X for player 3, or A for
player 4, excluding you. So, if you were player 3 in a four-player game, Y
would target player 1, X would target player 2, and A would target player 4.
This isn't applicable to 1v1 fights, as one would imagine.

This is applicable to Komamura's Special B.


==============================================================================
MATCHUPS                                                                 [MTU]
==============================================================================

This section documents Komamura's matchups.

------------------------------------------------------------------------------
GOOD MATCHUPS                                                            [GMU]
------------------------------------------------------------------------------

Komamura's good matchups are against pretty much anyone who uses specials or
supers that don't deal more damage to him because of his size. Most characters
have supers that deal more to Komamura, so his really good matchups are
extremely limited. His only real advantageous matches are against Kyoraku,
Rukia, Ichigo. The latter's most reliable damage options deal damage in such a
way that Komamura's size doesn't matter, and Komamura does well against
Kyoraku because of a bug with Kyoraku's throw. Basically, Kyoraku can never
throw Komamura unless Komamura is charging full tilt into Kyoraku, which
should never happen.

Chad is also a good matchup. Komamura's extremely long range can be taken
advantage of to the fullest with little danger of repercussions. Chad's
special movement is unsuitable for punishing Komamura's normals, so feel free
to poke away with standing medium or crouching heavy to transition into a
combo.

------------------------------------------------------------------------------
BAD MATCHUPS                                                             [BMU]
------------------------------------------------------------------------------

Probably Komamura's worst matchup is Renji; against everyone else, Renji's
Super B has a chance to stop hitting the opponent long enough for him to guard
the rest, but Komamura will almost always take the whole thing and more
besides. Additionally, Renji's Super C deals far, far more damage to Komamura
because the snake head hits a bigger target longer than smaller ones. Be
extremely careful to not get in any of Renji's setups, as a single one could
cost you the match.

Counterintuitively, while it's true that Ukitake's supers deal more damage to
Komamura, the extra damage is barely noticeable. The real danger when fighting
Ukitake is being caught in his Super A without being launched beforehand,
which whiffs most other characters.

There is a bug with some characters that will mysteriously cause Komamura's
throw to whiff on them, even though it would otherwise go off fine. Some
characters for which this bug manifests are Byakuya, Soifon, and Orihime,
though there are doubtlessly more. Be careful when going in for a throw, as it
happens most often after knockdown (but is not limited to then).

------------------------------------------------------------------------------
VERSUS YACHIRU                                                           [VYU]
------------------------------------------------------------------------------

Komamura actually fares well against Yachiru, provided he can limit close
contact to throw traps only. As long as he has range, Komamura can beat out
Yachiru's standing lights to start combos. Additionally, throw traps, which
are the biggest part of Komamura's game, work just as well against Yachiru as
everyone else, so the main part of his game is intact.

The only real change you'll have to make in your playstyle when up against
Yachiru is to never use standing lights. For the basic ground combo,
instead of doing sL " sM " sH " cH, do cL " cM " sH " cH for essentially the
same result.

------------------------------------------------------------------------------
VERSUS KOMAMURA                                                          [VKO]
------------------------------------------------------------------------------

The key thing to take advantage of is the height of Komamura's standing light.
When looking to start combos, always go for crouching lights so that if
Komamura does a standing light, it'll whiff you. Most Komamura players don't
bother with TAFSs in ground combos and Komamura's normals don't lend
themselves to it, so crouch-blocking everything is usually alright. Watch out
for a mixup TAFS " aL after a short low combo, however.

If you are looking to punish a blocked/whiffed light special A, make sure to
shunpo behind them before you attack, or you'll be hit by the boulders it
kicks up. You won't see it thrown out often, but be prepared.

Punishing both Specials B and C is laughably easy. For Special B, if Komamura
starts to your left, jump straight up and connect with an air light. If he
starts on your right, you'll have to either time it so you turn to face him
before your jump or do a low double jump, first away from, then towards him.
The latter doesn't sacrifice much damage, so don't be afraid to do it.

For Special C, just jump and use air light. Komamura is a big and, at
the moment, defenseless target.

Some players may accidentally do the input for special D when trying to do
special A in a combo. It leaves them wide open and there is no way it'll hit
you, so go in for the punish immediately.

As is mentioned in the movelist, Komamura's Super A is easily punished when
whiffed or blocked. Just remember to flash step behind him before you try
anything.

If your opponent tries to combo into Super C with normals, don't bother damage
canceling. The giant can't swipe his sword fast enough to continue a combo
from a normal, so just hold block and ride it out. Similarly, don't worry if
Komamura tries for a wallbounce setup after you hit the wall; you hit the
ground too fast afterwards for the sword swipe to connect. Definitely damage
cancel if Komamura activates Super C before you hit the wall at any distance,
even if its really close; while difficult, it is just barely possible for
the giant's sword to connect if Bankai is activated just before a wallbounce.
Try it yourself to measure distances accurately.

Komamura's throw traps are the most important part of his game, so the best
defense is to keep attempting to shunpo even while being comboed. If you're
lucky, the throw will whiff. Don't worry about using more shunpo than
necessary, avoiding a Super B is well worth it. Alternately, if you're a
gambler, you could try to throw him first when he comes out of shunpo. Such is
riskier, however. When dealing with throw traps, the key thing to remember is
to not hunker down and hold block while Komamura is comboing you. Doing so
prevents you from shunpoing away and makes you an easy throw target.

==============================================================================
CONCLUSION===============================================================[CCN]
==============================================================================

Komamura is widely considered to be in the lower to mid tier. Those who say so
cite his size, which causes him to take more damage from some supers, and his
lack of wallbounce setups. While the former is true, the extra damage is
hardly noticeable in most cases, and though his walk speed is slow, it doesn't
matter at all for his game.

==============================================================================
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 an all-around great 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 14, 2007. Initial release.