The Bleach DS Combo String Challenge Version 1.7 February 28, 2007 ==================================== This document is meant as a supplement to 645's awesome FAQ. Its purpose is to record lengthy, damaging combos using unorthodox techniques and/or more meter than the devs probably intended. It will be updated from time to time with new combos, either as I make them, or they are suggested to me. As of version 1.4, the legend has been changed to more closely match 645's and the other guides. I used the text replace tool to make this easier. Please don't hesitate to inform me of any corrections that need to be made as a result, grammatical or otherwise. 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] Questions........................................................[QMN] Legend...........................................................[LGN] Combo Section....................................................[CSN] Tosen....................................................[TOC] Yoruichi.................................................[YOC] Rukia....................................................[RUC] Hinamori.................................................[HIC] Kyoraku..................................................[KYC] Byakuya..................................................[BYC] Kurotsuchi Mayuri........................................[KMC] Renji....................................................[REC] Chad.....................................................[CHC] Soifon...................................................[SFC] Tatsuki..................................................[TTC] Ichimaru.................................................[IMC] Orihime..................................................[OHC] Ichigo...................................................[IGC] Hitsugaya................................................[HGC] Kurotsuchi Nemu..........................................[KNC] Genryusai................................................[GSC] Bankai Loops.....................................................[BLN] Hitsugaya................................................[HGB] Aizen....................................................[AZB] Ichigo...................................................[IGB] Infinite Loops...................................................[ILN] Kurotsuchi Mayuri........................................[KMI] Kurotsuchi Nemu..........................................[KNI] Bonnie...................................................[BNI] Tosen....................................................[TOI] Soifon...................................................[SFI] Yoruichi.................................................[YOI] Genryusai................................................[GRI] Ganju....................................................[GJI] Kenpachi.................................................[KPI] Chad.....................................................[CHI] Komamura.................................................[KOI] Hitsugaya................................................[HGI] Tips, Tricks, Bugs and General Oddities..........................[TBN] Tips and Tricks..........................................[TTN] Bugs and Glitches........................................[BGN] Legal Stuff......................................................[LSN] ============================================================================== QUESTIONS================================================================[QMN] ============================================================================== = Why make an in-depth FAQ with Bleach DS 2 so near release? = It's not out yet, and the game still has plenty of life left in it. Yeah, the sequel will undoubtedly be better in every way, but that doesn't make the original any worse. I also hope to raise awareness of this game to hardcore 2D fighter fans. = I can think of a better way to do combo X/I have a combo of my own. Can you include it? = Absolutely. E-mail me at Batigh AT gmail DOT com with the combo, a description, and the name you'd prefer to be credited with. I will touch up grammar and spelling as well as change the format to match that of the other combos, though. Also, please keep infinite reps to a minimum unless absolutely necessary. (Unless specifically submitting infinites) = There's not many combos here. = Yeah, yeah, I know. I'm working on it. Only sufficiently complex combos will be listed here, though, and no infinites. These two rules pretty much exclude characters like Genryusai and Ukitake right off the bat, so the list won't be as big as it otherwise could be. For all things Ukitake, take a loot at Basel's Character FAQ. Everything and the kitchen sink. UPDATE: Infinites section opened, go nuts. = Looks like you didn't finish the Tosen combo. Are you sure it works? = Positive it works as advertised. Using a shorter version while testing, I missed having enough super meter for the finishing Super A by the barest of margins. With this version, it should barely be enough if done perfectly. I'm just not skilled enough to pull off the whole thing. If you can do it, please send me the number of hits and total damage and I will include it with credit given. Update 12/19/2006: Finished the Tosen combo! On to the combos! ============================================================================== LEGEND [LGN] ============================================================================== 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. - FC denotes moves that should be fully charged, where applicable. - 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. ============================================================================== COMBO SECTION============================================================[CSN] ============================================================================== ============================================================================== Tosen 4-stock, 5 shunpo, 2 RF (~242 hits, ~186 damage) on Ichigo [TOC] ============================================================================== Back to Corner: cL " cH " LS-C " SU-B " MS-C " OTG cL " cM " LS-B " Dash in " sL " sH " TAFS " aM " aH " aLS-B " Dash in " sL " sM " LS-B " Dash in " sL " sH " TAFS " aM " aH " aLS-B " Dash in " 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 " aH " aLS-B " Dash in " sL " sM " LS-B " Dash in " sL " sH " TAFS " aM " aH " aLS-B " Dash in " sL " sM " LS-B " Dash in " sL " cH " aL " aL " aL " aM " aL " aL " aL " aM " FS behind and above " aL " aL " aM " aSU-A Notes: 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. Update 12/19/06: Counterintuitively, I found it much easier to do on Ichigo than on Komamura, so I ended up finishing the combo on Ichigo instead. ========================================= ============================================================================== Yoruichi 4-stock, 3 shunpo (~109 hits, ~198 damage) on Ichigo [YOC] ============================================================================== (Note: All FS are straight up, not diagonal) (Lead into Super B any way you want, but I'll use the following for the purposes of this doc) LS-B " SU-B " sL " sM " cM " cH " TAFS " aL " aH " sL " sM " cM " cH " TAFS " aL " aH " sL " sM " cM " cH " TAFS " aL " aH " sL " sM " cM " cH " LS-B " SU-C Notes: Straightforward. Would be easy to do in real matches, but the target can damage cancel at any time up until super C hits. ========================================= ============================================================================== Rukia 3-stock, 5 shunpo, 3 RF (~83 hits, ~182 damage) on Ichigo [RUC] ============================================================================== In Corner: IAD " aM " aH " sLx3 " sM " sH " FS behind " sLx2 " sM " sH " TAFS " aM " aH " Dash in " sLx2 " sM " RF-D " LS-C " Dash in " sLx3 " sM " sH " FS behind " sLx2 " sM " sH " TAFS " aM " aH " Dash in " sLx2 " sM " RF-D " LS-C " Dash in " sLx3 " sM " sH " FS behind " sLx2 " sM " RF-D " Dash in " SU-B Notes: Much easier to do than Tosen's 4-stock, also results in non-damage cancelable super B setup. Be careful of special C stun length - considering how difficult it is to set up a combo into, it's extremely short. Can be lengthened slightly by adding another special C after the last RF special D, but spacing is awkward and is much more difficult to pull off under any circumstances. The lengthened version only adds 2-5 damage, anyway. Stick to this version. ========================================= ============================================================================== Hinamori 3-stock, 4 shunpo, 1 RF (~352 hits, ~120 damage) on Tosen [HIC] ============================================================================== In Corner: IAD " aM " aH " SU-A " Aim down for duration " cL " cH " TAFS " aM " aH " Dash in " SU-A " Aim down for duration " cL " cH " TAFS " aM " aH " Dash in " SU-A " Aim down for duration " cL " cM " sH " aL " aM " aH " aLx2 " aM " aH " FS straight up " aM " aH " FS straight up " aL " aM " aRF-C The only way you can use multiple super As in a combo with Hinamori, deals decent damage without requiring too strict of timing. Damage scaling hurts this a lot, so the third super A rep isn't worth it in a match (they'll DC by then, probably, anyway). If you time your hits towards the end of the combo just right, you'll get the fourth flash step - if you don't, forgo the aM " aH in favor of aL " aM " aRF-C. Again, due to damage scaling, only one or two points lost. On opponents with narrow hitboxes, use aRF-A instead. This combo, and variations on it, is the only way Hinamori is getting triple-digit damage in a match outside of wallbounce super B. ========================================= ============================================================================== Kyoraku 3-stock, 6 shunpo, 4 RF (~206 hits, ~173 damage) on Komamura [KYC] ============================================================================== In Corner: MS-A " cL " cM " cH " TAFS " aM " aH " Dash in " cL " cH " TAFS " aM " aH " Dash in " cL " cH " TAFS " aM " aH " Dash in " sL " sM " RF-A " Dash in " cL " cH " SU-A " OTG cL " cH " SU-A " OTG cL " cH " SU-A " OTG cL " cH " TAFS " aM " aH " Dash in " sL " sM " RF-A " Dash in " cL " cH " TAFS " aM " aH " Dash in " sL " sM " RF-A " Dash in " sL " sH " aM " aH " aL " aM " aH " Kyo jump " aL " aM " aH " aRF-B " aH A departure from the standard, relatively easy Kyoraku bread and butter. This uses all bars to maximum potential. Kyoraku can put out enough raw damage to make a 4-stock combo possible, but another super would be worth less than ten damage due to scaling and I haven't yet made a 4-stock that comes close to the listed one's damage. The most difficult part of this combo is managing spacing - Kyoraku has excellent range and area coverage, making this combo possible on any target tall enough to take a full RF special A, but his dash is not very fast. Precise timing is required to adequately compensate for pushback mechanics. In general and relatively speaking, Kyoraku's combos aren't as 'frantic' as other characters, which suits his persona just fine. ========================================= ============================================================================== Byakuya 4-stock, 3 Shunpo, 3 RF (~314 hits, ~191 damage) on Ichigo [BYC] ============================================================================== In Corner: LS-D " SU-B " MS-Cx3 " IAD " aM " aH " sL " sM " sH " TAFS " aM " aH " sL " sH " TAFS " aM " aH " sL " sH " TAFS " aM " aH " sL " sH " RF-Cx3 " Dash in " sL " sH " LS-B " SU-C The randomness of the swords generated from the Super B means that this combo is not guaranteed to work in full even if you do everything exactly right. It is theoretically possible to chain multiple super Bs into each other by hitting the target with special D right after the last sword hits, possibly getting even five stocks out of it, but the randomness of the swords makes this extremely unlikely, no matter how well it is performed. ========================================= ============================================================================== Mayuri 3-stock, 7 shunpo, 4 RF (~147 hits, ~206 damage) on Ichigo [KMC] ============================================================================== In Corner: IAD " aM " aH " Dash in " sL " sL " sH " TAFS " aM " aH " Dash in " sL " sL " sH " TAFS " aM " aH " Dash in " sL " sL " sH " RF-A " Dash in " sL " sL " sH " SU-A " IAD " aH " Dash in " sL " sL " sH " TAFS " aM " aH " Dash in " sL " sL " sH " SU-A " IAD " aH " Dash in " sL " sL " sH " TAFS " aM " aH " Dash in " sL " sL " sH " SU-A " IAD " aH " Dash in " sL " sL " sH " TAFS " aM " aH " Dash in " sL " sL " sH " TAFS " aM " aH " Dash in " sL " sL " sH " RF-A " Dash in " sL " sL " sH " RF-A " Dash in " sL " sL " sH " TAFS " aM " aH " Dash in " sL " sL " sH " RF-A " cL " cH " aL " aL " aL " aM " aL " aL " aL " aM " aH Mayuri is the king of lengthy combos, with this combo being... one of the shorter ones. When doing IADs after the super As, one must take care to regenerate enough shunpo meter before jumping; the timing, while not exactly strict, is more demanding than anything else in this combo. Furthermore, try and stretch out the timing of the last three special As so you regenerate enough meter for the seventh shunpo. Credit for this goes to Jayce, who came up with this or something similar to it way back in the day. ========================================== ============================================================================== Mayuri 5+stock, 5+ shunpo, 5+ RF (320+ hits, 255+ damage) on Ichigo [KMC] ============================================================================== This is classified as a pseudo-infinite. Anywhere on screen: SU-A " LS-B " MS-A " sL " sH " BOFS " sL " sH " LS-B " MS-A " sL " sH " BOFS " sL " sH " LS-B " MS-A " sL " sH " RF-A " sL " sM " sH " SU-A " Regen one FS " LS-B " MS-A " sL " sH " BOFS " sL " sH " LS-B " MS-A " sL " sH " BOFS " sL " sH " LS-B " MS-A " sL " sH " RF-A " sL " sM " sH " SU-A " Regen one FS " LS-B " MS-A " sL " sH " BOFS " sL " sH " LS-B " MS-A " sL " sH " RF-A " sL " sM " sH " SU-A " Continued Submitted by Zhaoyun91 (Biggest combo out there I know of. This combo can be turned into a full infinite if it uses elements from Mayuri's #3 infinite, found in the relevant section. I was only able to do most of what was written, and that was enough to get the hits and damage numbers I recorded. Frightening.) ========================================== ============================================================================== Renji 4stock, 5 shunpo, 4 RF [4 OTG] (~202 hits ~196 damage) on Komamura [REC] ============================================================================== Near Corner: SU-A " OTG sL " sM " sH " TAFS " aM " aH " Dash in " sL " sM " sH " TAFS " aM " aH " Dash in " sL " sM " sH " TAFS " aM " aH " Dash in " sL " sH " RF-A " Dash in " sL " sH " SU-A " sL " sH " SU-A " OTG sL " sM " sH " TAFS " aM " aH " Dash in " sL " sH " RF-A " Dash in " OTG sL " sH " RF-A " Dash in " OTG sL " sH " TAFS " aM " aH " Dash in " sL " sH " RF-A " Dash in " sL " sH " LS-B " SU-B This probably won't work on non-Komamuras - it definitely won't work on short characters, as the middle section of special A misses them. Near Corner instead of In Corner means about one Komamura length away from the wall - most convenient is the distance from the wall Koma is after he is wallbounced. The OTG immediately after that is incredibly strict, but quite possible. Remember to be fast on the super B, there isn't much of a comboable window after the light special B. ========================================== ============================================================================== Renji 4 stock, 4 shunpo, 3 RF (~258 hits, ~226 damage) on Ichigo ============================================================================== In Corner: SU-A " OTG sL " sM " sH " TAFS " aM " aH " sL " sM " sH " TAFS " aM " aH " sL " sM " sH " TAFS " aM " aH " sL " sH " RF-A " OTG sL " sH " RF-A " OTG sL " sH " TAFS " aL " aH " sL " sM " cM " Reverse RF-B " Reverse SU-C Mostly same deal as Renji's other combo listed here. If you can do the OTGs, you're in good shape. The reverse RF-B trick is essential to playing Renji, so if you aren't familiar with it, it is worth practicing. The reverse RF-B puts the opponent right in the sweet spot to take maximum damage from the SU-C. ========================================== ============================================================================== Chad 3-stock, 0 shunpo, 3 RF (~108 hits, ~144 damage) on Ichigo [CHC] ============================================================================== In corner: IAD " aM " aH " RF-C " IAD " aM " aH " RF-C " IAD " aM " aH " RF-C " IAD " aM " aH " Dash in " cL " cH " LS-B " SU-B " reverse SU-A " MS-B " LS-B " SU-B " aL " aL " aM " aL " aL " aM " aH The special C attacks at the beginning should be done AFTER Chad hits the ground, though still as soon as possible. This causes Chad to slide backwards, and distances him for the next loop (if you do sp.C while he's still counted as being in the air, the rocks can possibly push the opponent out of the corner, causing you to jump over them on your next loop). Also, when timing the Super A, try to wait until the opponent is as high as possible from the Super B w/o them leaving hit stun. When using the special Bs (the rush punch) to close the gap and land the next Super B, make sure to run forward until the opponent bounces off the wall. Try to time the med.sp.b so that you launch it right as they bounce off the wall. Finally, make sure that the opponent is as close to the ground as possible before using the second Super B, so that you can land all the hits on the final aerial combo. Submitted by Dark Lord Uraj (I slightly improved upon the originally submitted combo) ========================================== ============================================================================== Chad 3-stock, 0 shunpo, 3 RF (~94 hits, ~149 damage) on Ichigo ============================================================================== In Corner: (IAD " aM " aH " Dash in " cL " cM " RF-C)x3 " IAD " aM " aH " Dash in " cL " cM " sH " LS-B " OTG SU-C Extremely simple, but unintuitive. This setup allows for Chad's best damage output, with the super portion unDCable. Much like the Spanish Inquisition, no one expects an OTG'd Super C, let alone Super C at all. Naturally, this combo deals more damage the larger the opponent is. Komamura takes upwards of 165 damage, with the most I've seen being in the area of 176. For whatever reason, Byakuya cannot be OTG'd in this manner, but it works fine against most characters. ========================================== ============================================================================== Soifon 5(+)stock, 15(+)shunpo, 0-1 RF (255+ hits, 255+ damage) on Ichigo [SFC] ============================================================================== Classified as pseudo infinite In Corner: sL " sM " cM " cH " TAFS " aL " aH " aLS-B " sL " sM " cM " cH " TAFS " aL " aH " aLS-B " sL " sM " SU-B ------> sL " sM " cM " cH " TAFS " aL " aH " aLS-B " sL " sM " cM " cH " sL " sM " cM " cH " sL " sM " cM " sL " sM " cM " cH " TAFS " aL " aH " aLS-B " sL " sM " SU-B || The first line is a basic combo, 4 hits on the ground, short shunpo in the air, Light Heavy special A. Medium in the air would miss because she kicks high. Second line she hits twice, activates ninjas, and third line she dashes a small amount and repeats the first line. Fourth lines is hits between sets of ninjas (5 groups of 4) to keep the combo going. (sM " cH ") might be necessary a few times because you need to recover 2 gauges to shunpo in the next part. After the last set of ninjas the second part starts. The only difference in the second part is that you only repeat the first line once. The first part refills just over 1 reiatsu stock, and the second part refills almost a full reiatsu stock each time (80-90%), so with a first attack this can actually kill and opponent. (I've done this to a computer.) Of course, they'll DC first. Submitted by BwdYeti (This combo is very, very scary, and is probably better classified as an infinite. Once I get around to making that section, I'll move this combo, but I felt this was crazy enough to be included now. I changed the formatting from his original submission, but the new formatting still matches his description.) ========================================== ============================================================================== Tatsuki 3-stock, 4 shunpo, 3 RF (75 hits, 170 damage) on Ichigo [TTC] ============================================================================== In corner: IAD " aM " aH " sL " sL " sM " sH " SU-A " " OTG sL " sL " sM " sH " TAFS " aM " aH " Dash in " sL " sL " sM " sH " TAFS " aM " aH " Dash in " sL " sL " sM " sH " TAFS " aM " aH " Dash in " sL " sL " sM " sH " RF-C " Dash in " sL " sM " SU-A " OTG sL " sL " sM " sH " RF-C " Dash in " sL " sM " SU-A " OTG sL " sL " sM " sH " TAFS " aM " aH " Dash in " sL " sL " sM " cH " aL " aL " aM " aL " aL " aM " aRF-B " Air dash " aL " aH You must keep your opponent pinned up against the wall for the duration of the combo in order for all of it to work. Make sure to time your flash steps so that you remain as close to the enemy as possible without stepping behind him. Be careful timing the OTG hits and cancelling to and from the RF-C's. Submitted by Sixfortyfive (I improved upon his original submission. Practice the air dash near the end of the combo until you can do it most of the time -- the air dash needs to continue uninterrupted for a certain amount of time before you'll be able to fit both the jumping light and the jumping heavy in.) ========================================== ============================================================================== Tatsuki 4-stock, 5 shunpo, 3 RF (103 hits, 209 damage) on Tosen ============================================================================== In corner: IAD " aM " aH " sLx2 " sM " sH " LS-C " SU-A " OTG (sLx2 " sM " sH " TAFS " aM " aH)x3 " sLx2 " sM " sH " RF-C " Dash in " sL " sM " sH " LS-C " SU-A " OTG sLx2 " sM " sH " TAFS " aM " aH " sLx2 " sM " sH " RF-C " Dash in " sL " sM " sH " LS-C " SU-A " OTG sLx2 " sM " sH " TAFS " aM " aH " sLx2 " sM " sH " RF-C " Dash in " sL " sM " sH " LS-C " SU-A " OTG sLx2 " sM " cH " sLx3 " sM " sLx3 " sM " aMS-A An extended version of the previous combo, but I felt it lengthened by enough for it to qualify as a new entry. The last LS-C just barely gives enough meter for the last SU-A, so make sure to follow this to the letter. One or two more damage might be possible with sLx3 instead of sLx2, but it isn't worth it. Take note that this combo only works on certain characters - some aren't wide enough to combo a SU-A after LS-C. ========================================== ============================================================================== Ichimaru 3-stock, 4 shunpo, 3 RF (~108 hits, ~207 damage) on Komamura [IMC] ============================================================================== In corner: IAD " aM " aH " Dash in " sL " sM " sH " TAFS " aM " aH " Dash in " sL " sM " sH " TAFS " aM " aH " Dash in " sL " sM " sH " TAFS " aM " aH " Dash in " sL " sM " sH " RF-C " sL " sM " sH " RF-C " sL " sM " sH " BOFS " cL " cM " cH " RF-E " SU-B When I did the combo, I let all components of the multi-hit normals go through. It may be possible to get a few more points of damage by not letting the aH's second hit connect at all, but it really doesn't matter; super B's damage is quite random. After the last TAFS, try to stretch out your hits to gain as much shunpo meter back as you can. If you do it slowly enough, you'll have enough meter to FS behind the target, bringing him out of the corner and causing super B to do more (though still random) damage. The listed amount is the highest I was able to deal out of multiple trials. It should be noted that, while the combo is possible on all but the shortest characters, smaller and narrower ones will suffer less damage. For example, Ishida usually takes 170, though there have been instances of less than 120. ========================================== ============================================================================== Orihime 4-stock, 0 shunpo, 7 RF (~566 hits, ~238 damage) on Komamura [OHC] ============================================================================== Classified as pseudo-infinite In corner: IAD " aM " aH " Dash in " sL " sM " cH " RF-A " Dash in " sL " sM " cH " SU-B " Push to corner " (IAD " aM " aH)x7-8 " sL " sM " cH " RF-A " Dash in " sL " sM " cH " SU-B " Push to corner " (IAD " aM " aH)x7-8 " sL " sM " cH " RF-A " Dash in " sL " sM " cH " SU-B " Push to corner " (IAD " aM " aH)x7-8 " sL " sM " cH " RF-A " Dash in " sL " sM " cH " SU-B " Push to corner " (IAD " aM " aH)x7-8 " sL " sM " cH " RF-A " Dash in " sL " sM " cH " sL " sM " cH " RF-A " Dash in " sL " sM " cH " sL " sM " cH " RF-A " Dash in " sL " sM " cH " sL " sM " sH " aL " aM " aH " aL " aM " aH " aLS-B Combo taken from Skyl's video on Google, found at: http://video.google.com/videoplay?docid=-3966414174433789212 (This combo is huge, but it really isn't that daunting. Just requires getting into a rhythm. On the IAD " aM " aH reps, just do as many as you can until you see that you've gained an RF bar back. At that point, stop doing them and resume sL " sM " cH " loops. This is possible on every character but Yachiru and Kon. For short or narrow characters, it might be necessary to tinker with the combo a bit, but it is possible. On Uryu, for example, sL " cL " cH is necessary instead of sL " sM " cH. Additionally, when pushing Uryu to the corner, you must alternately run and walk to keep Uryu in the shield until the shield is close enough to the wall to touch him, thus cutting down on IAD loops.) ========================================== ============================================================================== Orihime 4-stock, 0 Shunpo, 6 RF (~323 hits, ~176 damage) on Ichigo ============================================================================== In Corner: IAD " aM " aH " Dash in " sL " FC SU-A " IAD " aM " aH " Dash in " cL " cH " (IAD " aM " aH " Dash in " sL " sM " cH " RF-A " Dash in " sL " sM " cH)x2 " (IAD " aM " aH " Dash in " sL " FC SU-A " IAD " aM " aH " Dash in " cL " cH)x2 " (IAD " aM " aH " Dash in " sL " sM " cH " RF-A " Dash in " sL " sM " cH)x3 " IAD " aM " aH " Dash in " sL " FC SU-A " IAD " aM " aH " Dash in " cL " cH " IAD " aM " aH " Dash in " sL " sM " cH " RF-A " Dash in " sL " sM " cH " IAD " aM " aH " sL " sM " sH " aL " aM " aH " aL " aM " aH " LS-B Orihime's best damage option that doesn't utilize Super B, meaning it has some use outside of training mode. The sL's before FC (Fully Charged) SU-A's can be replaced with cH's, but it makes the combo far more difficult. Use this if you want your 'Hime game to have some teeth to it. ========================================== ============================================================================== Ichigo 3-stock, 1 RF, 3 Shunpo (~64 hits, ~159 damage) on Tosen [IGC] ============================================================================== In Corner: IAD " aM " aH " Dash in " sL " sM " cM " sH " TAFS " aM " aH " Dash in " sL " sM " cM " sH " TAFS " aM " aH " Dash in " sL " sM " cM " sH " TAFS " aM " aH " Dash in " sL " sM " cM " sH " RF-C " Dash under " SU-B " SU-B " SU-B Combo taken from Gen2000's compilation found on Youtube at: http://www.youtube.com/watch?v=j8vQqh4x8b8 (The timing during the air hits and the Dash in's is stretched thin, but easy once you get the hang of it. This will work on everyone so long as you remember to dash under the target after the RF C launcher. If you don't, narrower characters might go into knockdown state after the first or second super B. sL " sM " sH instead of sL " sM " cM " sH is much easier and barely deals less damage, so use it in matches.) ========================================== ============================================================================== Ichigo 3-stock, 3 RF, 4 Shunpo (~86 hits, ~195 damage) on Ichigo ============================================================================== In Corner: IAD " aM " aH " Dash in " sL " sM " cM " sH " TAFS " aM " aH " Dash in " sL " sM " cM " sH " BOFS " sL " sM " sH " TAFS " aM " aH " Dash in " sL " sM " RF-A " LS-C " RF-A " LS-C " OTG cL " cM " sH " TAFS " aM " aH " Dash in " sL " sM " sH " RF-C " Dash under " SU-Bx3 Ichigo's most damaging option. You'll have to modify the timing for each opponent - for example, it works best on Kyoraku if you draw the things past the BOFS out as much as possible and then do the things past the first LS-C as quickly as possible. For Byakuya, a long pause between the first LS-C and the second RF-A is needed, and I can't get it to work on Komamura at all. On Ichigo, at least, the fourth shunpo is possible if you take it slowly enough. Otherwise, forgo the TAFS and followup normals and go straight to RF-C for 189 damage. For an unDCable super setup, replace the RF-C with another LS-C. You'll only be able to fit in one super, though, due to spacing issues. This comes out to 142 damage with the fourth shunpo and 137 without. In actual matches, this is a viable option. When using it in a match setting, however, it is best to forgo the second cM entirely to make the spacing easier. For 199 damage, perform aLx4 " aM immediately after RF-C. ========================================== ============================================================================== Hitsugaya 4-Stock, 1 RF, 3 Shunpo (~469 hits, ~142 damage) on Ichigo [HGC] ============================================================================== NOTE: TURN sL " sM " cM into sL " cL " sM " cM Correct spacing: MS-C " SU-A " MS-C " SU-A " MS-C " SU-A " MS-C " reverse IAD " LS-C " IAD " aM " aH " sL " sM " cM " TAFS " aM " aH " Dash in " sL " sM " cM " TAFS " aM " aH " Dash in " sL " sM " cM " TAFS " aM " aH " Dash in " sL " sM " RF-B " Early cancel " reverse SU-A " sL " sM " sH " aL " aM " aL " aM " aMS-A Correct spacing, in this case, means with the dummy in the corner and Hitsu at just the right distance so the MS-C barely hits them before it starts coming back to you. Do those moves as quickly as possible. The reverse IAD is to take advantage of a bug/feature that causes the special C to loop around a second time. This allows you to chain it to another light special C. Be careful on the timing, that part requires utmost precision so you can both combo into the LS-C and combo out of it with the IAD " aM. The 'early cancel' means to do the reverse SU-A before the RF-B launches the dummy. Not the greatest use of an RF bar, but about all that Hitsu can fit in. As is the case with most combos, it will help to practice the combo in smaller segments before trying to do it all in one go. Combo jointly made by Uraj and me. See below this section for Hitsugaya's Bankai loop setups. ========================================== ============================================================================== Kurotsuchi Nemu 3stock, 2 RF, 5 Shunpo (~114 hits ~164 damage) on Ichigo [KNC] ============================================================================== Anywhere on screen: IAD " aM " aH " Dash in " sL " sM " cM " TAFS " aM " aH " Dash in " sL " sM " cM " TAFS " aM " aH " Dash in " sL " sM " cM " TAFS " aM " aH " Dash in " sL " sM " cM " RF-B " Early cancel " Reverse SU-B " Jump over, push to opposite side " IAD " aM " aH " Dash in " sL " sM " cM " TAFS " aM " aH " Dash in " sL " sM " cM " TAFS " aM " aH " Dash in " sL " sM " cM " RF-B " aL " aL " aL " aM " aL " aL " aL " aM " aH Nemu has an odd rhythm to to her normals, and since both her ground heavies launch, sL " sM " cM is the best we can do on the ground. Coming out of the TAFS requires precise timing, and the first RF special B should be cancelled into super B after the fourth hit. Otherwise, a fairly straight- forward combo. ========================================== ============================================================================== Genryusai 4 stock, 4 RF, 8 shunpo (~361 hits, ~204 damage) on Tosen [GSC] ============================================================================== In corner: MS-A " SU-A " Dash in " sLx2 " sM " TAFS " aL " aM " sLx2 " sM " TAFS " aL " aM "sLx2 " sM " TAFS " aL " aM " sLx2 " sM " LS-A " SU-A " Dash in " sL " sM " RF-A " Regen 1 FS " IAD " aM " aH " sLx2 " sM " TAFS " aL " aM " sLx2 " sM " TAFS " aL " aM " sLx2 " sM " LS-A " SU-A " Dash in " sL " sM " LS-A " SU-A " Dash in " sLx2 " sM " TAFS " aL " aM " sLx2 " sM " (RF-A " Regen 1 FS " IAD " aM " aH " sLx2 " sM " TAFS " aL " aM " sLx2 " sM) x2 " RF-A " IAD " aM " aH " sL " sM " sH " aLx3 " aM " aLx3 " aM " aLS-D " aH Genryusai's best damage. Similar can be attained by modifying the combo to use one SU-A and one SU-B, detailed below. On the first "Regen 1 FS", take note that the combo actually regens two FS bar in that time, allowing for two FS instead of 1. ========================================== ============================================================================== Genryusai 4 stock, 3 RF, 5 shunpo (~319 hits, ~203 damage) on Tosen ============================================================================== In corner: MS-A " SU-A " Dash in " sLx2 " sM " TAFS " aL " aM " sLx2 " sM " TAFS " aL " aM " sLx2 " sM " TAFS " aL " aM " sLx2 " sM " RF-A " Regen 1 FS " IAD " aM " aH " sLx2 " sM " TAFS " aL " aM " sLx2 " sM " RF-A " Regen 1 FS " IAD " aM " aH " sLx2 " sM " TAFS " aL " aM " sL " sM " sH " RF-D " SU-B " aLx3 " aM " aLx3 " aM " aLS-D " aH Simpler version of previous combo, effectively same damage. More to come? ============================================================================== BANKAI LOOPS================================================================== ============================================================================== These are technically infinites, but they only work while in Bankai mode, which is limited by a timer. This section will be organized by character. ============================================================================== Hitsugaya [HGB] ============================================================================== Loop #1 (~438 hits, ~148 damage) on Ichigo ------------------------------------------ Back to corner: IAD " aM " aH " SU-B " Dash in " cL " cM " LS-C " Dash in " cL " cM " LS-C " Dash in " cL " cM " BOFS " cL " cM " LS-C " Dash in " cL " cM " LS-C " Dash in " cL " cM " LS-C " End Bankai " sL " sM " cM " TAFS " aM " aH " Dash in " sL " sM " cM " TAFS " aM " aH " Dash in " sL " sM " cM " TAFS " aM " aH " sL " sH " aL " aM " aL " aM " aMS-A You can lead into Bankai any way you want, but I went with the standard IAD. If you manage spacing correctly before the BOFS, you can fit two cL " cM " LS-C reps in; otherwise, one or none. This has the best effort vs. reward of Hitsu's Bankai loops, so it is worth practicing to use in matches. Loop #2 (~408 hits, ~157 damage) on Ichigo ------------------------------------------ Back to corner: IAD " aM " aH " SU-B " reverse RF-B " Dash in " (sL " reverse LS-B)x5 " cL " cM " LS-C " End Bankai " sL " sM " cM " TAFS " aM " aH " Dash in " sL " sM " cM " TAFS " aM " aH " Dash in " sL " sH " aL " aM " aL " aM " aMS-A It is important you do this close to the wall your back is to, else the reverse RF B will not pull them close enough to you. If done right, the RF B will actually cause the target to pass under you. The light special Bs will pull your target close enough to you and keep them in hitstun long enough to continue the combo. Loop #3 (~361 hits, ~145 damage) on Ichigo ------------------------------------------ In Corner: IAD " aM " aH " Dash in " sL " sM " cM " SU-B " walk in a few steps " (MS-A)x8 " cL " cM " BOFS " cL " cM " LS-C " End Bankai " Dash in " sL " sM " cM " TAFS " aM " aH " Dash in " sL " sM " cM " TAFS " aM " aH " Dash in " sL " sH " aL " aM " aL " aM " aMS-A Lots of special As in this one. After Bankai activation, walk in a few steps and wait until after the Bankai activation ice bloom goes off screen to start the special A loop. While you're doing the special As, you'll probably inch forward somewhat -- this is alright, just be careful to change the timing of your special As accordingly. I've found it is easiest to get eight special As off and still have a good window to combo out of Bankai. This loop is, in my opinion, the hardest of Hitsu's loops to pull off in full and successfully combo out of. Loop #4 (~220 hits, ~144 damage) on Ichigo ------------------------------------------ In Corner: IAD " aM " aH " Dash in " sL " cH " LS-B " early cancel SU-B " (Dash in " sL)x19 " Dash in " cL " cM " BOFS " cL " cM " LS-C " End Bankai " Dash in " cL " cM " FS " sL " sM " cM " TAFS " aM " aH " Dash in " sL " sH " aL " aM " aL " aM " aMS-A Almost as hard as loop #3 due to the sheer number of repetitions involved. Fairly straightforward - try to stay as close to the target as possible while performing the Dash in " sL loop. Depending on how fast you do it, you might be a bit rushed to perform the part of the combo prior to the end of Bankai, but it isn't too hard, all things considered. Loop #5 (~502 hits, ~136 damage) on Ichigo ------------------------------------------ Back to corner: IAD " aM " aH " SU-B " Dash in " cL " cM " (LS-C)x8 " End Bankai " sL " sM " cM " TAFS " aM " aH " Dash in " sL " sM " cM " TAFS " aM " aH " Dash in " sL " sM " cM " TAFS " aM " aH " Dash in " sL " sH " aL " aM " aL " aM " aMS-A The easiest of Hitsu's Bankai loops. You can perform this anywhere on screen, as long as your target stays far enough from the wall; if too close, the special Bs will go off screen and your target will break out of the combo. Make sure your target doesn't get too far away from you, either, else you won't be able to continue the combo after the Bankai ends. ============================================================================== Aizen [AZB] ============================================================================== Aizen's super B is actually only his Shikai, but it acts like a Bankai and will be referred to as such. Loop #1 (~208 hits, ~153 damage) on Ichigo ------------------------------------------ In Corner: Throw " SU-B " S-C " (sL " sH " S-C " Dash in)x12 " sL " sH " cH " aL " aM " aH " aL " aM " aH " FS " aM " aH " FS " aL " aM " aH " FS " aL " aM " aH The easier Aizen Bankai loop. Pace yourself on the repetitions; if you do it too fast, Aizen will cast lightning himself instead of just his illusions, which will disrupt the combo. Get the cH launcher in before Bankai ends - there is no surefire way to combo out of it. Neither special E or special D are up to the task. Loop #2 (~63 hits, ~184 damage) on Ichigo ----------------------------------------- In Corner: Throw " SU-B " S-D " (sL " sM " S-D " Dash in)x16 " sL " sH " cH " aL " aM " aH " aL " aM " aH " FS " aM " aH " FS " aL " aM " aH " FS " aL " aM " aH Practically the same thing as his other infinite, this is much harder to do due to how fast the repetitions are. Use of the touchscreen for the specials is absolutely recommended for the specials of both of Aizen's loops. ============================================================================== Ichigo [IGB] ============================================================================== Loop #1 (~277 hits, ~184 damage) on Komamura -------------------------------------------- Anywhere on screen: IAD " aM " aH " Dash in " sL " sM " cM " sH " TAFS " aM " aH " Dash in " sL " sM " cM " sH " TAFS " aM " aH " Dash in " sL " sM " cM " sH " TAFS " aM " aH " Dash in " sL " sH " SU-C " J^ aLx3 " J^> aLx3 " (J^ aLx3)x7 " J^> aLx3 " sLx3 This combo only works on Komamura (and, some other taller characters) due to his size. Easy to do, once you get the timing down. About a third of a second of wait time is needed between each aL in order to continue the combo. Loop #2 (~275 hits, ~148 damage) on Kyoraku ------------------------------------------- In Corner: SU-C " (FS straight up " aLx2)x8 " TAFS " aLx2 " (FS straight up " aLx2)x8 Much, much easier to perform on taller characters. It is technically possible to combo into this from Ichigo's bread and butter ground combo, but I find the timing to be next to impossible to perfect. If you can do it, essentially just add 21 hits and 51 damage to the total. The damage scaling system considers normal, special and super as separate categories, so even if you go nuts with normals, a followup super will still do its rated damage (There is evidence that each category slightly affects the others, but it is negligible most of the time and should be in this case, too). ============================================================================== INFINITES===================================================================== ============================================================================== Most characters have standing light infinites which will not be included. Since some characters have multiple infinites, this section will be organized by character. Hits and damage listed are for the first repetition of the infinite. If a combo is specified to work on all characters, take note it might not work on Yachiru or Kon due to their size. ============================================================================== Kurotsuchi Mayuri [KMI] ============================================================================== Infinite #1 (7 hits, 24 damage) on all -------------------------------------- Anywhere on screen: ------> sL " sL " sH " FS behind " LS-B || Care must be taken to stretch out the timing enough to gain one full shunpo meter each rep. Overall, this infinite is quite forgiving, as if you mess up and don't recover a shunpo meter, you still have two more to go through. Infinite #2 (4 hits, 15 damage) on Yachiru ONLY ----------------------------------------------- In corner: ------> sL " sH " LS-E " Dash in || Very easy to pull off. To start the combo out of the corner, lead with RF E while Yachiru prepares to do either of her specials or her super, light or RF B, depending on your distance, and then sL " sL " sH " FS into the corner. Once both you and Yachiru are in the corner, perform an RF E to get Nemu in position, then continue with light special E's. This works because special E's attacks all hit except for the launcher, causing Yachiru to stay on the ground in hitstun. Note that this ONLY works on Yachiru; Kon is so short he is only hit by Nemu's first attack, which doesn't keep him in hitstun long enough for Mayuri to have enough time to dash back in and continue for more than two reps, even with RF E. Everyone else is too tall and is launched with Nemu's last attack. Infinite #3 (66 hits, 77 damage) on Ichigo ------------------------------------------ Anywhere on screen: sL " sH " BOFS " sL " sH " LS-B " MS-A ------> sL " sH " BOFS " sL " sH " LS-B " MS-A " sL " sH " BOFS " sL " sH " LS-B " MS-A " sL " sH " RF-B " Regen two FS " MS-A || I stumbled upon this one while experimenting with improvements upon Zhaoyun's Mayuri pseudo-infinite. Much easier to do than #1 and much more damaging. Works on every character except Hitsugaya, Yachiru, Kon, and Bonnie. Inspired by Kykiskye's Youtube video found at: http://www.youtube.com/watch?v=9ChLHGA_STU ============================================================================== Kurotsuchi Nemu [KNI] ============================================================================== Infinite #1 (1 hit, 8 or 16 damage) on Kon and Bonnie ONLY ---------------------------------------------------------- In Corner: ------> cH || Yes, this is an actual infinite. When Kon and Bonnie are in a fallback state, they can still be hit, unlike every other character. ====== Bonnie ====== Infinite #1 (1 hit, 6 or 12 damage) on Kon and Bonnie ONLY ---------------------------------------------------------- In Corner: ------> LS-C || Same deal as Nemu's. Included for comedic value. These are the only two non-RF, non-super attacks I can think of that induce a fallback state. Any other non-RF, non-super Attacks can also be infinites on Bonnie and Kon. ============================================================================== Tosen [TOI] ============================================================================== Simple Infinite #1 (11 hits, 54 damage) on all --------------------------------------------- In Corner: sL " sH " BOFS " sL " sH " cH " LS-C " MS-C ------> Dash under " OTG cL " cH " LS-C " MS-C || Submitted by Zhaoyun91 (The cL hit does not need to 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. 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 " sL " 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.) Complex Infinite #1 (22 hits, 83 damage) on all ----------------------------------------------- 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 (Damage listed is without taking SU-B into account. See Simple Infinite for further comments.) ============================================================================== Soifon [SFI] ============================================================================== Infinite #1 (4 hits, 9 damage) on all ------------------------------------- Anywhere on screen: ------> aL " aLS-B || Easy and simple. Timing the aL and making sure not to execute a special A by mistake are the only things to watch out for. Infinite #2 (2 hits, 3 damage) on all ------------------------------------- Anywhere on screen: ------> aLS-B || It is possible to combo this into itself using the 'instant air QCF' method. Inputting 'Down, Down-Forward, Forward, Up-Forward' registers both as a jump and a quarter circle forward, making very low to the ground, rapid fire QCF moves possible. This will be discussed in greater detail in the bugs, glitches and tricks section yet to be implemented. ============================================================================== Yoruichi [YOI] ============================================================================== Infinite #1 (8 hits, 21 damage) on Komamura ONLY ------------------------------------------------ Anywhere on screen: ------> J^> " aLx6 " aH || I did not discover this infinite and I forget who first used it on me. This is self-explanatory-- just keep jumping towards them while mashing aL. ============================================================================== Genryusai [GRI] ============================================================================== Infinite #1 (52 hits, 28 damage) on all --------------------------------------- Anywhere on screen: ------> IAD " aM " aH " aLS-D || Gen's best infinite. Hits less on folks smaller than Komamura, but still relatively easy. Infinite #2 (32-52 hits, 20-24 damage) on all --------------------------------------------- In corner: ------> sL " sM " LS-A || The special A should be curved upwards just as it is released for more hits and longer hitstun. Harder than his other. ============================================================================== Ganju [GJI] ============================================================================== Infinite #1 (5-7 hits, 9-11 damage) on all ------------------------------------------ In corner: MS-B ------> LS-B || The medium special B is necessary to combo into the light. After that, try to time your light special B to keep him in the corner indefinitely. If the target goes over your head, do a light special B in the opposite direction, follow it with a medium, then resume lights. This is also good setup for Ganju's most damaging use of super bar: do this infinite until the target passes over your head, then super B three times in his general direction. If timed right, the majority of firecrackers from all three super Bs will hit. ============================================================================== Kenpachi [KPI] ============================================================================== Infinite #1 (3 hits, 19 damage) on all -------------------------------------- In corner: cL " cH " LS-C ------> OTG cL " cH " LS-C " HS-C || Unlike Tosen, Kenpachi has no bug to allow for non-OTG launchers to combo. It doesn't really matter, though, as Kenpachi is all kinds of god-mode broken in the first place. Replace the heavy (note: not RF) special C with a medium, depending on distance. ============================================================================== Chad [CHI] ============================================================================== Simple Infinite #1 (10 hits, 47 damage) on all ---------------------------------------------- With proper spacing: sLx2 " ------> sH " LS-B " OTG cL " sH " LS-B " MS-B " OTG cLx2 || Proper spacing is about a third of a screen length away from the corner, facing into it. As a general rule of thumb on OTG hits, if the target hits the ground close enough to touch you or very close to it, do two cLs, otherwise only one. Complex Infinite #1 (38 hits, 85 damage) on med-large ----------------------------------------------------- In Corner: IAD " aM " aH " Dash in " cL " cM " cH " RF-A " SU-A " ------> OTG cL " sH " LS-B " OTG cL " sH " LS-B " MS-B || Space the beginning cL " cM " cH " RF-A out as much as you can against smaller characters. It barely works on Ichigo. Damage cancel at the SU-A is possible, but it is a safe super, especially at that range. Anyone who tries to punish will likely be caught up by the tail end of the super, and by the time the area is clear, Chad can block again. Since the spacing is very easy, it is advisable to try this instead of going straight into the infinite against the larger characters. ============================================================================== Komamura [KOI] ============================================================================== Infinite #1 (5 hits, 7 damage) on all ------------------------------------- In Corner: ------> MS-A || It seems simple, but is very hard to keep going. There are a few specific distances for each target dummy where the final hit of the MS-A will come nearly half a second after the first ones. The startup and recovery frames of MS-A make the infinite barely possible if done as fast as possible and without moving. The 'not moving' part is probably the most difficult, as each time the quarter circle is inputted, Komamura will move forward slightly unless buffered in perfectly while the previous MS-A is being executed. Infinite #2 (4 hits, 18 damage) on Komamura and Kyoraku ------------------------------------------------------- Anywhere on screen: ------> J^> aLx2 " aM " aH || This works most reliably in a mirror match, but it can be performed on Kyoraku as well. Entirely straight forward, though with Kyoraku you must be careful not to jump directly over him. ============================================================================== Hitsugaya [HGI] ============================================================================== Infinite #1 (97 hits, 10 damage) on Komamura ONLY ------------------------------------------------- Back to Corner: ------> LS-C " Reverse IAD || This only works on Komamura due to both his height and width. Perform the reverse IAD as soon after the LS-C as possible, and the next LS-C as soon as you land. The reverse IAD has the effect of causing the special C to loop around twice. That's all for now. ============================================================================== TIPS, TRICKS, BUGS, GENERAL ODDITIES=====================================[TBN] ============================================================================== This section will be rather bare for awhile. Send me anything I missed for credit. ============================================================================== TIPS AND TRICKS [TTN] ============================================================================== 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. 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. 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. 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. Rukia's Super A --------------- The lightning section of Rukia's super A can be damage cancelled out of. This is one of the reasons it is never used in matches (the main reason being Super B is so good). Instant Air QCF --------------- When performing a quarter-circle forward move in the air, such as Tosen's special B or Soifon's special A, the intuitive way to go about it is to jump then put in the Dpad commands. A quicker way to do it, though, is to input the Dpad commands first and continue the motion into a moving jump. Since you had just pressed down and forward moments before the jump, it registers as the input for the quarter-circle special, allowing you to get aerial QCF specials off extremely low to the ground. This is especially important for Hitsugaya; it lets him fire his special A off much more quickly. Late Supers ----------- On the last weekend before Bleach DS 2nd came out, it was discovered that the window for damage canceling is shorter than hitstun. This means that a sufficiently fast super, if done extremely close to the end of the hitstun window, will not be DCable. This changes tiers a great deal and makes many (though not all) characters more viable. Most common applications are the various instant pillar supers, though anything fast enough will do the trick. ============================================================================== Bugs and Glitches [BGN] ============================================================================== Phantom multiplayer/Desynching ------------------------------ This has happened to me only a handful of times. Once in a great while, the game will match players up from different searching categories - for example, a player searching 2p friends only will be matched with a mutual friend searching 4p friends only. The result is desynching - the netcode gets further and further out of attunement, with both players seeing the other spazzing out and performing commands at random. Rather rare, but seen enough to be documented. Escaping Throws --------------- In 3p+ games, if a player is in the act of throwing another and a third uses a super, most of the time the player being thrown will break out of the throw animation and thus will not take damage or go into wallbounce state. The one who was doing the throwing will continue their animation, but remain invulnerable until the throw ends. There are no forced vulnerability frames when the throw completes, either, just like normal - thus, enemies cannot capitalize on this bug for free damage. Negative Health --------------- I am still researching this bug. More as I discover it. I have seen, in a few 4p with CPU games, characters' health bars go into the negative, effectively making them invulnerable. When this happens, they can still deal damage, but cannot be hit at all. The one set of circumstances I can remember made Komamura invincible after using his special B to teleport into Ganju's sand super. It was a team game, and I unfortunately died before I could kill Komamura's partner, which may or may not have corrected the bug. I will update this entry as I research it. It should be noted that this bug is extremely rare - I've never seen it online, and only once offline. 'Dud' Fireworks --------------- When trying to combo directly into Ganju's super C (so far, I know of no way to do this outside of Bonnie summon), occasionally the super, which is a 2-hit move, will only hit once, dealing no damage. The recipient can proceed as normal, but Ganju will keep a hidden combo counter set at 1 hit until the character hit by the dud firecracker takes damage again. Interestingly enough, this hidden hit counter factors into the damage scaling equation, making the next followup combo deal less damage. Whiffing Throws --------------- After Komamura knocks down certain characters, such as Orihime, Soifon, and Byakuya, he will nearly always whiff his next throw attempt, whether it would have connected or not. The circumstances differ slightly between each target, but the general idea is the same. On a related note, Kyoraku cannot throw Komamura unless Komamura is running into him full tilt. Also, Bonnie, who normally cannot be thrown, can be thrown by both of Komamura's command throws. She can also be thrown if another character is grabbed at the same time by the same person. Ganju's Bonnie Summon --------------------- If you play as Ganju and have the opponent stand to your right while in the background, there's a way you can become invincible to Bonnie. In training mode, in the background, you'll notice a rock to the right of the tree in that particular level. When both you and your opponent are in the background plane, while your opponent is to your right, use RF Bonnie summon while standing in front of this rock (do the command towards your opponent, so when Bonnie appears on the bg plane she'll hit the training dummy first). If done correctly, Bonnie will pass harmlessly through you. The extension on the original glitch is that this can be done in any stage, so long as you stand in the exact same spot that the rock would be in if it were in that stage. This glitch is pretty useless and cant really be used in a fight, so it's really just for fun. Originally discovered by me (Jesuits), extension by Uraj. Description of this glitch copied from Uraj's post on the boards. Disappearing Nemu ----------------- This glitch occurs when Mayuri causes Nemu to disappear, either through use of special D or super B, during Tosen's Bankai. Nemu will reappear as normal - but only to the controlling Mayuri. She will be completely invisible to everyone else in game. Camera Hijinks -------------- Should Ishida manage to throw an opponent during Tosen's Bankai, the camera will pan up and show the top of the screen while the throw animation is being executed. It can be rather disorienting, but it will return to normal by the time the throw animation is completed. Directional Inputs ------------------ Occasionally, the game will make a mistake and cause you to move in the opposite direction you intended. The circumstances are unknown, but it happens occasionally. ============================================================================== LEGAL STUFF==============================================================[LSN] ============================================================================== This was written by Jesuits, AKA Batigh, for the specific purpose of being hosted on GameFAQs. Feel free to copy and disseminate portions of the work, but please give credit where it is due. All combos designed and tested by Jesuits unless specifically stated otherwise. Some unmarked entries, however, were designed or discovered so long ago that no one knows who first found it. Credit to those responsible. Big thanks to Penny Arcade forums for first alerting me to this game, GameFAQs for hosting 645's incredible FAQ and my own, and the IRC channel's inhabitants for making this game one of the most enjoyable I've ever played. Rock on. v1.0 - Released Dec. 07, 2006. v1.1 - Updated Dec. 09, 2006. Three new combo submissions, slight change to questions section, two new symbols/terms added to legend. v1.2 - Updated Dec. 12, 2006. Four new combo submissions. Infinites section opened with fourteen infinites. Five symbols/terms added to legend. v1.3 - Updated Dec. 30, 2006. Two new combo submissions. Bankai Loops section opened with nine entries. Tips, tricks, and bugs section opened with fourteen entries. Two symbols added to legend. v1.4 - Updated January 02, 2007. One new infinite entry, two new bugs, one new tip. Complete overhaul of legend to make a closer match with 645's legend. Table of contents implemented. v1.5 - Updated January 13, 2007. Three new infinites. Added previously forgotten damage information for Chad's infinite. Fixed Yoruichi's infinite's command string info. Replaced all instances of 'Tousen' with the game's romanization, 'Tosen'. Thanks to Drantin for catching the mistake. One new bug. v1.6 - Updated January 25, 2007. Three new combos. Added complex version of Chad's infinite. Added one new symbol to the legend. Expanded Ichigo's second Bankai loop's description. Fixed v1.5 update log to make some semblance of sense. v1.7 - Updated February 28, 2007. Four new combos. Ichigo's second standard combo's description updated. One new trick. Final release, see you all in BDS2nd!