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Yasutora 'Chad' Sado FAQ

by Dark_Lord_Uraj

---Yasutora �Chad� Sado FAQ--
Created by Dark_Lord_Uraj

This FAQ is a guide for the character Yasutora �Chad� Sado in the fighting 
game �Bleach DS 2nd: Kokui Hirameku Requiem� for the Nintendo DS. The purpose 
of this guide is to give players an insight into the character and also give 
helpful tips on how to use the character successfully. If you have any 
questions or comments about this FAQ, feel free to email me at 
[email protected] (make sure to make the topic Chad FAQ 
Question/Comment).

Please note that this is an advanced FAQ concerning a single character,
and thus it is written assuming that you, the reader, already have an 
intermediate to advanced knowledge of the game mechanics. If you find any 
terms particularly confusing, I suggest taking an extensive look at 
SixFortyFive's FAQ to answer your questions. If you're still confused, you 
can email me at the above mentioned email address.

To find a section quickly, use the �find� function and search for the letters 
in the brackets for the section you want to see. Credit goes to Batigh, aka
Jesuits, for making this table of contents.

Table of Contents........................................................[TBL]

Introduction.............................................................[ITR]
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]
		Aerial Throw.............................................[ATW]
		Shunpo...................................................[SHN]
	Special Movelist.................................................[SML]
		Special A................................................[SPA]
		Special B................................................[SPB]
		Special C................................................[SPC]
	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]
                Versus Tall and Aggressive Characters....................[VTC]
		Versus Small and Defensive Characters....................[VSC]
		Versus Chad..............................................[VCH]
Conclusion...............................................................[CCN]
Legal Stuff and Contact Info.............................................[LSN]
History..................................................................[HST]

==============================================================================
Introduction                                                             [INT]
==============================================================================

In the 1st Bleach DS game, Chad was a very difficult character to use well. 
Compared to the characters with "regular" shunpos, Chad was up a creek without
a paddle. With the new mechanics of Bleach DS 2nd, however, Chad has another 
chance to redeem himself as a character.

Chad has several new facets to his game that he didn't have in the first game;
this is both a good and bad thing. On one had, he has gained a shunpo that he
can cancel with attacks, extending his options as far as ground combos go as
well as allowing him to counter his opponent's attacks more effectively. On
the other hand, several of Chad's strengths from the first game have been 
taken away due to changes in their mechanics.

If this is the first game in the Bleach DS series you've played, then you're 
fine as is. If you played Chad at all in the 1st game, however, you should 
understand now that he plays COMPLETELY differently from his older counter-
part. Trying to play him like his BDS1st self will only cause you to lose, and
badly. Once you accept him as a new character, though, you'll find that he can
still be just as entertaining to play as he was before.

==============================================================================
Command List Analysis                                                    [CMA]
==============================================================================

The next section will cover all of his basic attacks, including their uses in 
different situations.

A quick note: the term "shunpo" and "flashstep" will sometimes be used inter-
changeably in this FAQ. Please know that these two terms both refer to the 
movement done when the B button is used, and are the same thing.
	
==============================================================================
Normal Movelist                                                          [NML]
==============================================================================

Of course, Chad's normal moves are what you'll be using most in a fight, so a 
proper knowledge of how to use them is vital to playing Chad effectively. In
BDS2nd, we see the introduction of a shunpo for Chad that allows him to chain 
combos together on the ground, though he still lacks an aerial shunpo with 
which to extend air combos with.

Please note that all of Chad's normal moves are completely unchanged from the
first game, with the exception of his newly added aerial throw. Therefore, 
people familiar with his first movelist won't find anything really different
this time around in terms of animations.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Crouching Normals                                                        [CNM]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Just as before, Chad's crouching attacks are pretty much the best attacks to
use when using ground normals, with the exception of using his standing heavy
if you want to launch the opponent.

CROUCHING LIGHT                                                          [CLT]
*****************************************************************************

cL-- Chad does a short jab with his armored arm while crouching.

4 dmg 

A basic attack that can break standing guard. It has decent range for a
crouching poke (it's the same length as his standing light), and its quick 
attack speed make it the most common starting attack for Chad's combos other 
than the standing version of his light. Can be linked to itself up to 3 times.

CROUCHING MEDIUM                                                         [CMM]
******************************************************************************

cM-- Chad kicks along the ground with the leg on the same side as his armored 
arm.

6 dmg

A good poke with decent damage. Far more useful than the standing counterpart,
which has pitiful range in comparison.

CROUCHING HEAVY                                                          [CHY]
******************************************************************************

cH-- Chad kicks along the ground with the leg opposite of cM's kick.

8 dmg

This move covers slightly more distance than Chad's cM, but has a slightly 
longer startup. As you'd expect, throwing out this attack randomly is ill-
advised, and is much better saved as ending a normal attack combo string.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Standing Normals                                                         [SNM]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

As stated above, Chad's crouching normals are superior in many ways to his 
standing normals. All of his crouching attacks are equal to or greater than 
his standing attacks when it comes to distance. The only real need for his 
standing attacks is either to make inputs less complicated or to use his 
launching attack.

STANDING LIGHT                                                           [SLT]
******************************************************************************

sL-- Chad throws a quick jab with his armored arm while standing.

4 dmg

The same as his crouching in every way with the exception that it doesn't get 
through standing guard like his crouching attack does. It should be noted that
most characters have stances that make the bottom of their sprites (their feet
area) wider than the torso area, meaning that you have a much better chance 
landing a cL from a distance than the sL. Like the cL, though, sL can be 
linked to itself up to 3 times.

STANDING MEDIUM                                                          [SMM]
******************************************************************************

sM-- Chad does a hook punch with his armored arm across his abdomen.

6 dmg

This move isn't a good idea to use often, since it has even worse range than
his light and can easily be replaced with crouching medium. If the opponent 
has been wallbounced, though, this move can be used to deal some extra damage
before launching for an aerial combo if you don't land an OTG hit. For the 
most part, however, it's usually better to just stick to cM.

STANDING HEAVY                                                           [SHY]
******************************************************************************

sH-- Chad uppercuts with his armored arm.

8 dmg

Chad's launcher. This attack sends the opponent skyward, and can be followed 
up with an aerial combo. This move also can be used to combo into several of 
Chad's other attacks like special/super A and special B.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Aerial Normals                                                           [ANM]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Chad's aerials aren't anything to write home about, but they do have their 
uses. Particularly, his stronger aerials have excellent range compared to 
Chad's other moves and still give him some breathing room, and make excellent 
opening attacks for combos if used as an air-to-ground attack from an IAD.

AERIAL LIGHT                                          			 [ALT]
******************************************************************************

aL-- Chad elbows the opponent with his armored arm.

4 dmg

Decent damage for an aerial light, but terribly short range makes it pretty 
much useless outside of an aerial combo. On the plus side, it can chain to 
itself like his other lights, so multiple hits in an air combo are possible.

AERIAL MEDIUM      							 [AMM]
******************************************************************************

aM-- Chad performs a kick with the leg opposite his armored arm.

6 dmg

A very good aerial in terms of horizontal distance. If used low to the ground 
it makes for a good safe aerial poke. Chaining an aerial heavy to it can make 
for a good opener to a lengthy damaging combo.

AERIAL HEAVY 								 [AHY]
******************************************************************************

aH-- Chad punches downward with his armored arm.

8 dmg

An excellent move for breaking guard. An IAD at the opponent and using this 
move puts a good deal of pressure on them while giving you enough room to 
escape retaliation if blocked. If the opponent is airborne, this move spikes 
them to the ground.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Throw                                                                    [TRW]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Chad stops the opponent in their tracks and delivers an uppercut similar to 
his sH, sending them skyward.

2 hits, 6 dmg

In Bleach DS 2nd, Chad's throw does less damage and is harder to follow up 
than it was in the 1st game. Still, it can be used to start a combo with a 
Super A or just to break the guard of a constantly blocking opponent.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Aerial Throw								 [ATW]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Chad stops the opponent in their tracks and delivers an uppercut similar to 
his sH, sending them skyward.

2 hits, 6 dmg

The exact same motion as his ground throw, with the exact same damage. The 
interesting thing is that it's the only aerial throw in the game that sends
the opponent upward rather than spiking them back to the ground. Chad can 
actually follow through with a double jump if he hasn't used his double jump
yet, but the timing for the jump afterwards is very tricky and difficult to
do.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Shunpo									 [SHN]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Chad rockets forward in a straight line.

This move is the move that has changed most from Bleach DS 1 in Chad's set.
Just like in the first game, he remains visible the entire time, whereas other
characters disappear then reappear somewhere else. However, there are several
differences between this shunpo and the one he had in the first game.

While in the first game he had a startup animation where he did a backflip,
in 2nd he immediately shoots forward with no startup. Also, he can't block 
immediately upon leaving the animation, unlike in the first game. The biggest
change comes in the form of him being able to cancel the shunpo with attacks.
This is a huge change for Chad, since this means he can now extend his ground
combos considerably and do higher damage combos without the need for reiatsu
stock.

==============================================================================
Special Movelist                                                         [SML]
==============================================================================

In the first game, Chad had almost no combo setups that worked without liberal
use of his special attacks. With the addition of a new shunpo also comes the
weakening of some of his old combo setups. This time around Chad's specials
aren't quite as useful as they were before, but they still do have their place
in his repotoire.

SPECIAL A                                                                [SPA]
******************************************************************************

Cannon Knuckle

S-A-- Chad throws a straight punch with his armored arm, releasing a green 
bolt of energy at the apex that flies straight forward for a medium distance.

Light: Chad shoots the bolt quickly, but requires roughly 1 second of recovery
time.

Medium: Chad winds up a bit before releasing the bolt, but recovers almost 
immediately after the discharge.

RF: Startup time and recovery time both at minimum, hits more times for 
higher damage

3-21 hits for 9-17 dmg, distance dependant (Light and Medium versions)
4-25 hits for 10-25 dmg, distance dependant (RF; Costs 1 shunpo bar)

This special is the only one in Chad's movelist that has actually gotten more
useful this time around. First off, Cannon Knuckle now does more damage. On
taller characters, using even the light or medium version of Cannon Knuckle 
also scores more hits for extra damage (for example, against Kenpachi in the
corner you can use cL->cH-> LS-A for an easy 28 damage, no bar usage of any
kind required).

The RF version of Cannon Knuckle is ESPECIALLY good this game. Due to the new
RF mechanic that makes it so RF attacks will hit people even if they shunpo,
this move can put pressure on people who like to counterattack a lot. Even 
better, the recovery time has been cut down so that Chad can now easily link
his Super B attack from an RF C.K., which means punishing flashstepping 
opponents with a Super B is even easier. Of course, make sure you don't go
overboard with the RF- use it often, but be judicious.

SPECIAL B                                                                [SPB]
******************************************************************************

Maxi Blow

S-B-- Chad rushes forward, delivering a straight punch with his armored arm 
that sends the opponent flying backwards.

Light: Chad immediately rushes forward and punches after a short distance, 
remaining in the punching stance for a little under a second.

Medium: Chad rears back for a brief time before rushing forward, but distance 
of rush increases and recovery time after punch is minimal.

RF: Combines startup speed of Light S-B with distance and recovery time of 
Medium S-B.

1 hit for 8 dmg (Light, Medium and RF; RF costs 1 shunpo bar)

This move is the first one Chad enthusiasts from the original game will notice
the change in. In BDS1, this move was pretty much essential to Chad's rushdown
and pressure game. However, the developers made a couple tweaks to the move 
that have made it far less useful.

First off, the biggest change: the hitstun. In BDS1, the move granted you no-
stun frames throughout the entire duration of the rush, making it excellent 
for pure rushdown games. This time, the no-stun frames have been reduced so 
they only work for one hit...yes, one hit. That means, to put it simply, that
during the rush animation Chad can take ONE hit without stopping the move; any
attacks after that will knock him out of the move. This makes it dangerous to
throw out randomly, since it will leave Chad wide open for easy retaliation.

The second, less noticable but still important note, is the startup on the 
medium version. It is very slightly longer than in the first game, but that
extra startup is very noticable considering the new change to the no-stun 
frames. This makes using the medium version far less profitable, since you are
completely vulnerable during the startup and can still be knocked out of the 
move.

On a plus note, it's still very possible to link the light version to the end 
of a string of normal hits, as well as chain supers to the move, so Chad's 
ever essential S-B -> Super B chain is still intact. The RF is also still just
as useful as ever to chase down opponents you've sent flying to the other end
of the stage.
 
SPECIAL C                                                                [SPC]
******************************************************************************

Earth Shaker

S-C-- Chad punches the ground with his armored arm, sending a wave of rocks 
flying up around him. 

Light: Chad punches the ground quickly with roughly 1 second of recover time 
afterwards. Sends up 6 rocks that disappear if they touch the opponent, even 
if blocked.

Medium: Chad takes longer to punch the ground, but recovers in half the time 
of Light. Same number of rocks as Light, and all disappear in the same way.

RF: Same windup speed as Light and recovery speed as Medium.

Up to 7 hits for 13 dmg (Light, Medium, and RF- RF costs 1 shunpo bar)
 
To interject some personal opinion into this otherwise fairly impartial FAQ, 
this move in BDS2nd makes me weep, especially considering the potential it had.

In the first game, this move was a huge asset to Chad's game. While the start-
up for the medium was the same in BDS1 as it was in BDS2nd, in the first game
that startup could be nullified by starting the move in the air. This allowed
Chad to use the speed of the light version of the move combined with the reco-
very speed of the medium, and at the same time stay mobile with IADs. However,
in BDS2nd Chad's medium version of this move has been crafted so that, while 
the move can still be used in midair, the startup remains. This means that 
even if you start it midair, once you hit the ground you'll still go through
all of the startup medium has.

The real letdown for this move's change, though, comes in the form of the RF 
version of the move. In the first game, when RF Earth Shaker was used, the 
rocks did NOT disappear after initial contact, but rather after a set amount
of time. This allowed Chad to reset combos and lengthen them in ways he other-
wise couldn't do. In this game, that feature has been removed, and now the
rocks disappear just like any other version. What makes this even more sad is
that with the addition of the new rule that RF attacks can hit people who are
flashstepping, the multi-hitting rocks would've given Chad a great weapon to
throw out from time to time as a mindgame. Instead, the best you can get in 
that respect is his special A.

Earth Shaker isn't completely useless, though. Even though the startup cannot
be cut out in BDS2nd, it's still highly recommended that you stick to using 
the medium version, since that has the least recovery. Stick to using the move
right after knocking an opponent down, as the rocks will fly up right as they 
recover and will give you time to decide the best way to approach them.

On a sidenote, you can still link supers to hitting with the rocks like in the
original game, but it's difficult to do and only advised to be used as a mind-
game at most.

==============================================================================
Super Movelist                                                           [SUM]
==============================================================================

Chad's supers are still an important part of his game, and this time around
they're even easier to set up and easier to use for high damage combos. Since
now supers cannot be immediately damage cancelled out of, Chad can set up 
supers from pretty much any move, making his game a lot easier to play without
complicated set-ups.

SUPER A                                                                  [SUA]
******************************************************************************

Infinity Knuckle

A much stronger version of Chad's Special A, Chad punches with his armored arm
and releases a bolt of energy 10 times larger than the special attack version.

Up to 22 hits for 26 dmg; Costs 1 reiatsu stock

This super hasn't changed at all in the transition between games. It's still
slightly weaker than his Super B, but very good to use in tandem with Super B.
This attack carries the opponent along and bounces them off the wall, allowing
for easy wallbounce combo setups. It also features very minimal startup and 
recovery, making it an all-around safe super to use.

SUPER B                                                                  [SUB]
******************************************************************************

Marvelous Blow

Chad rushes forward while covered in white energy, dragging anyone in front of
him forward before finishing it off with an uppercut with his armored arm.

Up to 16 hits for 29 dmg; Costs 1 reiatsu stock

Once again, no change between games when it comes to this super. Chad's Mar-
velous Blow is still one of the quickest supers in the game, though since su-
per attacks can no longer be damage cancelled out of once started this point
doesn't matter as much as it did in BDS1. Still, it allows Chad to move quick 
and can drag several opponents at once. Because the end of the animation is 
the same as his sH and throws, it also sets up for aerial combos.

SUPER C                                                                  [SUC]
******************************************************************************

Ultimate Finish

Chad punches the ground 3 times with his armored arm, sending a massive wave 
of rocks that race along the ground with each strike.

Up to 58 hits for 102 dmg; Costs 3 reiatsu stock

This move has undergone little change, with the exception that it seems the
developers made the smart choice of making it stronger. You can still get 
roughly the same amount of damage using all 3 reiatsu stock on a combination
of Su-A and Su-B, but if you have the opportunity to this move can deal the 
damage much more easily. Do note, however, that the move's power is based on
the opponent's distance from the wall that the rocks will push them to- the
further they are, the more damage Ultimate Finish will deal. Therefore, when
using it try to get them in one corner, then shunpo between them and the cor-
ner and let it loose.

==============================================================================
Combo Section............................................................[CSN]
==============================================================================

As previously stated, since Chad now possesses a flashstep he can cancel with
attacks, his combo options are now more flexible and accessible than they were
in the original game. While he has lost his RF Earth Shaker, which gave him
great combo reset ability, he can still do some impressive things with what he
has.
	
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Legend                                                                   [LGN]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Please use the following legend for the following sections (credit goes to 
SixFortyFive for this legend):

s     standing
c     crouching
a     aerial
L     light attack (Y button)
M     medium attack (X button)
H     heavy attack (A button)
T     throw (X or A button + a direction)
S-X   special attack X
RF-X  reinforced special attack X
SU-X  super attack X
FS    flash step
BOFS  Behind Opponent Flash Step (shunpoing behind opponent w/o ending combo)
TAFS  To Air Flash Step (shunpoing to the air to land aerial hits in a ground
combo- unusable with Chad)
D     dash (quickly tapping either direction- used during combos occasionally
to continue a combo)
IAD   instant aerial dash (air dash instantly after starting a jump)
OTG   off-the-ground (striking an opponent who is falling, but who is so 
close to the ground that it counts as hitting them while they are on the 
ground, which forces them into the standing animation-- this is useful for 
resetting infinites and other long lasting combos)

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Basic Combos                                                             [BCB]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

this section will cover some basic combos that you should practice in order to
get a feel for the way Chad plays. These combos will also make it easier to 
transition into his more advanced combos.

Note that unless otherwise specified, these combos can be done anywhere on 
screen. Each individual action in a combo will be separated by a quotation 
mark (").

Combo 1 (12 hits, 35 dmg)
------------------------

(cL " cM " cH " FS) x 4

This is a very simple, basic flashstep combo. It's important to practice this
one, as Chad's flashstep has different timing from other characters when it 
comes to canceling it with attacks. Once you get this combo down, you don't 
have to worry about getting the timing down. 

A word of warning, though: this is only possible in the corner. Chad's shunpo,
while it allows for combos, is not fast enough for him to approach the oppo-
nent after the knockback that normally occurs from his attacks. If you can't 
get the opponent into the corner, then ditch the cM and just use the light and
heavy attacks.

Combo 2 (4 hits, 23 dmg)
------------------------

cL � cM � sH � LS-B

A fairly basic setup that gives Chad a wealth of follow-through options. From
this setup alone he can start his infinite, chain any of his supers, or just
stall for time while he recharges his shunpo. Overall, a good setup in any
situation that gives you a good amount of breathing room.

Combo 3 (8 hits, 29 dmg)
------------------------

cL � cM � sH � Jump � aL � aM � Jump � aL � aM � aH

Chad's basic air combo setup. An extra light aerial can be chained to 
both the aL attacks in the combo, making the max damage 30, but there are
times where doing this will make the aH whiff, so it's often safer to 
just stick to this basic form. In many situations it's best to end a combo 
with this string.

Combo 4 (5 hits, 25 dmg)
------------------------
T � D " aM � Jump � aM � aH

Since it starts with a throw, this combo can't be blocked. Pretty much the 
only setup Chad has with his throw outside of a super, most people don't know
that Chad can extend it with the double jump. There is a slightly longer ver-
sion of this air combo, which will be touched on in the advanced combos 
section. The most important thing to know when doing this combo is to dash 
just long enough to be able to reach with an aM when you jump. Wait too long 
to jump and the opponent will go into their falling animation with invincibi-
lity frames and you won't be able to follow through.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Advanced Combos                                                          [ACB]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Chad's advanced combos are slightly more complex than they were in the first
game, but still fairly simple when compared to other characters since he is
unable to flashstep into the air.

Combo 5 (7 hits, 28 dmg)
------------------------

T � D � aM � Jump � aL x 2 � aM � aH

Similar to Combo 4, the only real difference is the addition of the extra two
aL attacks. It does more damage, at the trade-off of having much stricter 
timing. Just like combo 4,if you dont jump and attack soon enough after the 
dash the opponent gains invincibility and the combo fails. Also note that this
doesn't work on shorter characters like Yachiru; the aL will fly right over 
their head. There is a version of the combo:

In corner T " aL x2 " aM " aL x2 " aM " aH

This deals extra damage, but must be done in the corner to successfully con-
nect the the aL.

Combo 6 (92 hits, 130 dmg; Costs 3 shunpo and 3 reiatsu)
--------------------------------------------------------

in-corner aM " aH " (RF-A " SU-A) x 2 " RF-A " SU-B " Jump " aL " aM " Jump
" aL " aM " aH

This combo seems fairly simple, but requires quite a bit of judgmental timing.
The important part to remember is that SU-A only chains to RF-A if they're 
still being hit by RF-A. If they're no longer being hit by it, they'll go into
a falling animation with invincibility frames, and you'll miss with your SU-A.
Since each successive SU-A causes wallbounce, it's important to time each RF-A
just right (wait until they're at about Chad's chest height) before using it 
again. 

Even though it's easier to time the RF-A to SU-A in this game, the RF-A to
SU-B part has far trickier timing, and if done even a few frames off will 
cause the SU-B to miss. Make sure to practice this one a bit before trying to
use it against regular opponents.

Combo 7 (23 hits, 70 dmg; Costs 1 reiatsu)
------------------------------------------

IAD aM � aH � sL � cM � cH � LS-B � SU-B � aL x 2 � aM � Jump � aL x 2 � 
aM � aH

This combo is still fairly basic, but deals good damage, and a good combo to
practice if you're not quite used to Chad's more unique playstyle. It's also a
good idea to practice this one before moving on to the next combo.

Combo 8 (93 hits, 137 dmg; Costs 3 shunpo and 3 reiatsu)
--------------------------------------------------------
 
near corner IAD aM � aH � D " (cL � cM " cH � fs) x 3 " cL � cM � cH � RF-A � 
SU-B � Reverse SU-A � D � RF-B � RF-A � SU-B � aLx2 � aM � Jump � aL x 2 �
aM � aH

Chad's longest combo in the first game scored quite a few more hits and a de-
cent amount more damage than this particular combo, but this one is actually
a bit easier to pull off. Like combo 6, the timing for the RF-A to SU-B is a 
bit tricky, but fortunately you'll be further away from the opponent when you
use RF-A this time (thanks to spacing from the RF-B) which means RF-A will hit
more times and give you a wider window with which to hit the opponent with the
Super. 

Combo 9 (up to 68 hits for up to 135 dmg; Costs 3 reiatsu)
----------------------------------------------------------

near corner IAD aM � aH " (cL " cM " cH " FS) x 2 " cL " cH " BOFS " cL " RF-C
" SU-C

The highest damage setup for SU-C possible, the damage fluctuates strangely 
and can deal as little as 125 damage. Still, it's an easy setup for SU-C if 
you just want to shoot for easily set-up damage.

==============================================================================
Playstyle Guide								 [PSG]
==============================================================================

This section will give some tips on both basic and advanced techniques that 
can be utilized with Chad and just in the game in general to give you a 
greater edge in battle along with your combos.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Basic Playstyle Guide                  					 [BPG]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Ending Combos with Supers
-------------------------

A very basic concept, using supers at the end of combo is completely different
from the first game now. Damage cancels can no longer be activated after a su-
per has been activated, unless the person is also being hit by another, non-
super attack. This means that it's far easier to set up supers, but at the 
same time you must be wary of your opponent's reiatsu stock even more than 
before. Making sure that you damage cancel any combo that has the likelihood
of being ended with a high damage combo is important, but will require you to
judge when your opponent will actually use their reiatsu.


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, aka MrHellFire.

Do's and Don'ts of Damage Canceling
-----------------------------------

Damage canceling 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 canceling 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 starts a combo that is likely to end in a super
-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]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Breaking Guard
--------------

While this may not be the most advanced technique, it's an important technique
that anyone aspiring to be good at the game should learn and know well. There
are three different kinds of guard: standing, crouching, and aerial. It goes 
like this: standing guard can be broken by crouching attacks, crouching guard
can be broken by aerial attacks, and aerial guard can only be broken by aerial
throws. Knowing how to guard and when is a very important part of playing a 
good defense; no matter how good of an offense you put up, if your opponent 
can break through your guard easily every time you don't stand much of a 
chance.

Remember that you can defend against crouching attacks with crouching guard, 
aerial attacks with standing guard, and any attacks with aerial guard. Lear-
ning how to adjust your guard based on your opponent's attack patterns and
how to respond accordingly, ala guard canceling, is one of the most important
aspects of the game to learn, and once mastered will give you a superior edge
in a fight.

Dash Cancel
-----------

This little known technique can easily surprise an opponent. It's common 
knowledge among higher level players that it's impossible to grab out of a 
dash. However, it's quite possible to stop a dash short. By tapping the block
button and releasing quickly, you can cause your character to immediately 
leave the dash animation, which allows you to execute a throw. In essence,
this allows you to throw out of a dash. Most people will expect you to throw
if you walk at them, but with this technique you can catch them off-guard with
a throw.

Credit goes to Hayato118, aka MrHellFire, for this finding.

==============================================================================
Matchups								 [MTU]
==============================================================================

This section explains Chad's various matchups against different characters, as
well as strategies when facing AGAINST Chad players.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Versus Aggressive and Large Characters					 [VAC]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Because Chad is a very aggressive character in the game, this gives him a 
natural advantage over other aggression based characters. This means pretty 
much any close range character has a slight disadvantage against Chad 
(examples include Kyoraku and Gin). Larger characters (with the exception of
Komamura due to his higher defense and superior range) also suffer against 
Chad's large-area hitboxes.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Versus Defensive and Small Characters					 [VSC]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Likewise, Chad's greatest weakness is characters who excel in defensive 
techniques and smaller characters. Defensive characters can easily slip around
his aggressive attacks and start combos on Chad, who has a difficult time eff-
ectively counter-attacking. Against defensive characters it's important to
remain patient and not rush them as much as you would a more aggressive char-
acter, instead trying to bait them into an attack you can punish with a flash-
step counter. Above all, try to retain your super stock, since the damage they
provide will be most needed.

Small characters can also take advantage of Chad's tall form, which can cause
his attacks to whiff and leave him wide open. Against these small characters,
just make sure to stick with crouching attacks as much as possible.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Versus Chad								 [VCH]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Chad plays very differently from the first game, but still suffers the same
weakness of being vulnerable to airborne opponents. Since Chad cannot flash-
step in the air, he has few ways to counter airborne opponents or do any real
damage to an aerial opponent, even if he does manage to counter them. So, the
best way to take on a Chad is to pretty much stay in the air as much as you 
can allow, and stay on the offensive.

==============================================================================
Conclusion 								 [CCN]
==============================================================================

I hope you've found this combo FAQ for Chad helpful, and might be able
to better appreciate Chad's unique style. He's changed a lot since the days of
Bleach DS 1, but if anything he can hold his own better than ever, and is even
easier this time around for new Chad players to pick up and use. Remember, it
takes some patience, but even Chad can become a powerful character in the 
right hands.

==============================================================================
Legal Stuff and Contact Info						 [LSN]
==============================================================================
This FAQ was made for use expressly on GameFAQs.com. Feel free to use any or 
all of this FAQ on a site, as long as credit is given where it is due (to 
either myself or the people I cite for info myself in the FAQ).

If you'd like more information on the game in general, feel free to drop by 
the Bleach DS 2nd: Kokui Hirameku Requiem message boards on GameFAQs. If you'd
like to join the #Bleach_DS IRC channel for questions or easy to find matches,
you can find instructions on the Bleach DS 2nd GFAQs board, or you can email 
me at [email protected].

Lastly, I'd like to thank GameFAQs for hosting this guide; you, the reader, 
for taking your time to go through this; Mandragora Chag, still the most awe-
some character in the Bleach universe, even if no one knows who he is; and 
most of all, the inhabitants of the IRC channel for making this my favorite 
game of all time.

==============================================================================
History									 [HST]
==============================================================================

Version 1.0-- Created April 11th, 2007 (First Version)
Version 1.1-- Created April 12th, 2007 (Slight spelling errors corrected, un-
finished "Versus Chad" section completed)