***YAMAMOTO SHIGEKUNI GENRYUSAI guide*** by icantgetthenameiwant/afrototoro I wrote this FAQ as an in-depth guide to my ace character Genryusai.This is my first guide, so I would appreciate it if you sent any questions or comments my way at [email protected], with "YamaGuide" or something like that in the topic.This is an advanced guide for Yamamoto only, so if you don't know how to play yet, go check out SixFortyFive's FAQ first. If you're reading my FAQ on GameFAQs or NeoSeeker(like you should be) then you won't have any problem finding it. So, without further ado, on with the guide! 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, formaking this table of contents. And to Dark_Lord_Uraj for the above block of text. 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] Special D................................................[SPD] Special E................................................[SCE] Super Movelist...................................................[SUM] Super A..................................................[SUA] Super B..................................................[SUB] Combo Section............................................................[CSN] Legend...........................................................[LGN] Basic Combos.....................................................[BCB] Advanced Combos..................................................[ACB] Playstyle Guide..........................................................[PSG] Basic Playstyle Guide............................................[BPG] Advanced Techniques..............................................[AVT] Matchups.........................................................[MTU] Versus Close Range.......................................[VCR] Versus Long Range........................................[VLR] Versus Genryusai.........................................[VGN] Conclusion...............................................................[CCN] Legal Stuff and Contact Info.............................................[LSN] History..................................................................[HST] ============================================================================== Introduction [INT] ============================================================================== You don't see much of Old Man Yama in the series but being the Commander-General of the Gotei 13, he's a very important and powerful shinigami. His zanpakuto is Ryujin Jakka (lit.flowing flame blade). And some terms that you should probably already know. =P Shinigami(lit.god of death)-souls who join an academy for shinigami and then police the spirit world. Zanpakutō- The sword used wielded by the shinigami, which usually assumes the shape of a Katana.Zanpakuto have the ability to send sould to the afterlife and purify the souls of hollows. Shikai(lit.initial release)-Zanpakuto are usually "sealed", shikai is the first stage of release for a zanpakutou; this is where zanpakutou begin to differentiate from one another Bankai(lit.final release)-The second and final form of a zanpakuto's release; the bankai can be up to 10 times more powerful than the shikai. As a result it takes years to attain. Hollow-a corrupt spirit whose negative feelings have caused him or her to change from a regular human soul and form to a beast-like soul with a mask and a hole theough their body where their heart usually resides. ============================================================================== 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] ============================================================================== Genryusai has average normals with average hitboxes, but works well with his specials. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Crouching Normals [CNM] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Genryusai has CROUCHING LIGHT [CLT] ***************************************************************************** cL-- Genryusai hits the opponent with the hilt of his sword, blade facing down 1 hit, 4 dmg A basic attack that can break standing guard. No fire effect. CROUCHING MEDIUM [CMM] ****************************************************************************** cM-- Genryusai spins and slashes horizontally. 1 hit, 6 dmg Better range than crouching light, comes out fast. Avoid this move if you can; It pushes the enemy too far away to link another normal. CROUCHING HEAVY [CHY] ****************************************************************************** cH-- Genryusai sticks his sword into the ground and flames come up. 4 hits, 10 dmg Terrible range. It launches the opponent but comes out slow and has TERRIBLE recovery time. Avoid it like AIDS. Does 11 against Bonnie and Grand Fisher. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Standing Normals [SNM] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Genryusai's standing normals are average, but still better than his crouching ones (ugh). STANDING LIGHT [SLT] ****************************************************************************** sL-- Genryusai slashes upnwards. 1 hit, 4 dmg It comes out fast and has decent range. It's got a good hitbox; it hits Kon. Useful for starting combos. STANDING MEDIUM [SMM] ****************************************************************************** sM-- Genryusai slashes downwards 1 hit, 6 dmg This move has fairly good range but not much use apart from comboing. STANDING HEAVY [SHY] ****************************************************************************** sH-- Genryusai swings his sword upwards and slightly at an angle. 1 hit, 8 dmg Standard launching attack. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Aerial Normals [ANM] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Genryusai's Aerials are...you guessed it! average. AERIAL LIGHT [ALT] ****************************************************************************** aL-- Genryusai swings his sword down in a similar fashion to his standing medium. 1 hit, 4 dmg This move doesn't have great range or hitboxes but can be linked to itself rapidy. AERIAL MEDIUM [AMM] ****************************************************************************** aM-- Genryusai swings his sword horizontally. 1 hit, 6 dmg This move has no use besides combos. AERIAL HEAVY [AHY] ****************************************************************************** aH-- Genryusai swings his sword downward 1 hit, 8 dmg Standard spiking attack. Usable from an IAD against medium-sized crouching opponents. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Throw [TRW] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Genryusai grabs the opponent and throws them. 2 hits, 6 dmg A standard throw, but with recovery time, making it difficult to combo out of. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Aerial Throw [ATW] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Genryusai grabs the opponent in one hand and flings them sideways to the floor 2 hits, 6 dmg Spikes them to the ground. If you find yourself facing an opponent who likes to block and counter a lot from the air, use this move as needed, but other- wise it has no uses. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Shunpo [SHN] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Genryusai disappears and quickly reappears elsewhere. A shunpo with above average distance. Almost half of the screen. ============================================================================== Special Movelist [SML] ============================================================================== Genryusai's specials are all good offensive specials that can be linked to each other. Using them skillfully is the key to mastering Genryusai. The Romanji names are from the English version, and I also have my interpretations of the Japanese Kana. SPECIAL A [SPA] ****************************************************************************** Inokaburi Sauren/ First Head Soen (Input: Down Forward attack) S-A-- Genryusai sends a wave of fire along the ground 20/8 25/10 35/19 This special is good for holding down the enemy; at least the RF one. It's is good for hitting enemies who like to shunpo because it's long and hits a lot. Also you can control it to some extent which allows you to surprise opponents in the air (providing they're at the right distance). LIGHT (20HIT/8DMG)- Bad recovery time but comes out fast. I don't recommend it's use very often. Opponents will just jump over the fire or shunpo past it and punish you. MEDIUM (25/10)- Slow startup time, but you're free to move after you cast the wave. What that means is that you can launch them or use another special while they're getting hit. HEAVY/ReinForced(RF)- (35/19) Same startup time as light, same recovery as medium. Like I said above its good for hitting shunpoers and comboing. SPECIAL B [SPB] ****************************************************************************** Ronokaburi Shouen/ Second Head Shoen (Input: forward down forward attack) LIGHT (25HIT/10DMG)- A winding pillar of flame shoots up from the ground. It's got recovery time so you'll never get off a combo after you use this special. Can be used to catch an aerial opponent. MEDIUM (25/10)- It's got bad startup time and the same amount of damage as the light version. You can link a special into it if you're lucky to get it off but the chances of that are tiny. Basically, a useless move. RF (15/13)- Same startup as light, same recovery as medium. Easily comboed out of. Can be used to catch an aerial opponent. SPECIAL C [SPC] ****************************************************************************** Hanokaburi Kakuen/ Third Head Kakuen (Input: Down Up attack) LIGHT (40HIT/7DMG)-A single line of flame circles up around Yama. I don't find much use for this special. MEDIUM (54/8)- Two of the "lines" circle around Yama. It's slightly more useful because it holds down the opponent but it's got too much startup time to be truly useful. RF (54/16)- Two lines, just like medium. Good for holding the enemy to continue a longer combo. Also good for surprising opponents who try to shunpo past you. SPECIAL D [SPD] ****************************************************************************** Tanokaburi Yokuen/ Fourth Head Yokuen (Input: down down attack) LIGHT (15HIT/6DMG*)-This attack spouts fire from Genryusai's shoulders (One arcing "line" from each one). It'suseful on occasion if you want to end an aerial combo with it. MEDIUM (24/9*)-Spouts two "lines"from each shoulder, but...useless. RF (24/14*)-This attack is fairly good for extending combos and stopping shunpoers. Nothing special. Also spouts two lines. SPECIAL E [SCE] ****************************************************************************** Honokaburi Bakuen/ Fifth Head Bakuen (Input: Back Down Forward attack) LIGHT (6HIT/11DMG)- Genryusai, covered in fire, rushes forward. Since it has recovery time, it's useless. Your enemies will punish you. Unless you use it to push an enemy into, say, your teammate Kempachi's Super B =). MEDIUM (6/11)-Startup time and the same damage as the light version makes it useless. RF (6/11)-Good for comboing into and out of. Also good for stopping shunpoers. ============================================================================== Super Movelist [SUM] ============================================================================== Genryusai has two supers which both have their own uses. SUPER A [SUA] ****************************************************************************** Ama no Murakumo (Input: Down forward down forward attack) Costs 1 reiatsu stock, 20 hits for 35 damage SU-A- Genryusai Puts his hand in front of him and shoots a wave of fire across the screen that is about as tall as Ichigo. It can be used as a finisher, to surprise an opponent that makes the mistake of trying to use a ranged attack from the other side. Can be used repeatedly like ogihcI's SU-A. I'll cover that under Advanced Combos. SUPER B [SUB] ****************************************************************************** Yazuhomura no Orochi (Input: Forward back down forward attack) Costs 3 reiatsu, 77 hits for 114 damage. SU-B-- Genryusai spouts a column of flames that eventually start shooting off to the sides. Easily Genryusai's best move, and the reason why I almost never DC or use Super A. The hitbox for Super B is fairly small, but an RF-E will solve that particular problem. Also I notice that my opponents get nervous when I have 3 reiatsu stocked, but that may be more due to the extremely vicious combo I'll cover later that uses this super.Note that when Genryusai disappears from sight, he is free to move. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 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 (any two attack buttons) 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) 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 reseting infinites and other long lasting combos) ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Basic Combos [BCB] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ These are some basic combos that you can use during play. Combo 1- 3 hits, 15 damage. ======================================= sL->sM->sH Your basic ground combo Combo 2- 12 hits, 29 damage. ======================================= sL->sM->sH->jump->(aLx4)->jump->(aLx4)->aH Your basic ground combo followed by your basic aerial combo. Combo 3- 52 hits, 35 damage. Costs one reiryoku. ======================================= sL->sM->RF-A->LS-E A basic combo to demonstrate how Genryusai's specials link together. Most of my combos are spur-of-the moment combos that work like this. Which is why I don't include any more. Combo 4- 18 hits, 36 damage. Costs one reiatsu. ======================================= T->SU-A You can use this one to finish off an opponent who's guarding you out. But be sure to throw *behind* you so you're sure to hit. Proof-of-concept. Combo 5- 171 hits, 123 damage. Costs 3 reiatsu and 3 reiryoku. ======================================= sL->SU-A->RF-D->SU-A->RF-D->SU-A->RF-C->sH->(aLx4)->(aLx4)->LS-D Another proof-of-concept. Easiest to pull off if opponent is backed into a corner. Combo 6- (Menos only) Infinite hits, Infinite damage. ======================================= aLx∞ Keep Up-Forward held, and mash light attack. At least until your opponent damage-cancels. Note that after about 15 hits, it deals out damage at a pitiful rate. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Advanced Combos [ACB] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This is my one and only (so far) advanced combo. However it's VERY GOOD and fairly easy to pull off as long as you get the timing right, but I'll cover that in a minute. Ccccccccomboooooooo 1 [236 hits, 166 damage.Costs 3 reiryoku and 3 reiatsu] ============================================================================ sL->RF-A->LS-B->SU-B->RF-A->RF-C->sH->(aLx4)->(aLx4)->LS-D Unlike Rukia or Kempachi, Genryusai can move during the second half of his super, which is what makes him so deadly. Oh, and I'm a big proponent of Reifu cards.So, let's try using a SoiFon Reifu(which negates combo damage scaling) and performing that combo... 230 hits, 211 damage. Congratulations, you just pwned your opponent. Now you may say that it's not a 1-hit kill since it's not 255 damage, but if you have 3 reiatsu than your opponent is missing more than just 44 health. Note ============================================================================== Playstyle Guide [PSG] ============================================================================== This section is taken from the Kempachi Character guide by Dark_Lord_Uraj. So credit goes to him. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 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 super 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 how to deal with other characters. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Versus Close Range Characters [VCR] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Genryusai is a major headache for any close range characters; his specials are absolutely devastating for any characters that rely on getting close.... *cough*iduru*cough* ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Versus Long Range Characters [VLR] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ The winner of this type of battle generally goes to whoever uses their specials with more skill. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Versus Genryusai [VGN] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Whoever is more skilled with Genryusai's specials wins. ============================================================================== Conclusion [CCN] ============================================================================== Genryusai is a fairly easy character to pick up, and mastering him depends on ingenuity more than memorization, which makes him rather appealing. ============================================================================== Legal Stuff and Contact Info [LSN] ============================================================================== This FAQ was made for use on GameFAQs.com,NeoSeeker.com and on my own site, z7.invisionfree.com/xlanimereport. If you want to host it, feel free but please give credit to me and to the people who's work I borrowed. I'd like to give a shoutout to perfectchaos83 aka The Dude and benjtoaks aka bejlash, who "let" me practice my super uber advanced combo of destruction on them. =) And bejlash again for helping me develop combos, and being Menos Grande. \o/ And I want to thank Dark_Lord_Uraj for "inspiring" =) the template for my FAQ, Batigh for "inspiring" him, and SixFortyFive for creating the kick-ass guide that made me the player I am, Sega/ Treasure for making such an awesome game, and of course you, the reader, for reading this guide. Again, this is my first guide so please send any comments or questions my way at [email protected]. ============================================================================== History [HST] ============================================================================== 1.1-updated shunpo, crouching light, crouching heavy. Added new combo, changed SU-A, added to SU-B. Other small revisions. (Fixed special names) Team battle section coming soon. Version 1.0-- Yay, finished.