Bleach DS Thread

You can play with just one and you’re not restricted in any way, though it takes longer to load. While it’s not on Morrowind on the Xbox levels of sloooow (the initial load) or that wrestling game on the PSP, it is still quite a pain.

You can just go one on one, 4 player free for all, teams of any ratio… You name it. AI bots of variable levels are selectable.

You can also play online if you have the Nintendo Wi-Fi USB thingy, or just a wireless router.

What’s everyone been up to Bleach DS wise? I’ve been playing alot of the big fox guy (Katamura I think?). Sure, he’s huge and gets hit by a lot of shit and almost everyone can do an infinite on him (not that those matter much due to damage breaks and scaling) but he’s got on thing that helps help out a lot: his command throw.

The normal versions (light and medium) are decently fast. The EX one is super fast. The super throw is instant. Try it. Block one of those rushing supers (Yoruichi for example) and just to be safe hit the touch screen to do the super. Grabs her out of it. Same with Soifon’s ninja barrage… if she’s close enough, you grab her. And once you grab her you become invincible. Pretty much any rushing move is not safe against him due to his grab/ex grab/super grab. Hell, even just rushdown itself is not safe because he can guard cancel into these grabs. They have good range too, the super having the longest (about out to his hand).

He’s my new favorite character.

I haven’t Bleach in a while due to Phantasy Star Universe.

Koma is a fun character to play as, I’ve already been through my “Koma” phase. I probably gave up on him too early but I could never against any of the regulars of the #bleach_ds channel with him.

Vs. Ganju or Orihime you can abuse the command throw HARD for free damage on wake-up because their flashstep/special movements have no invincible frames.

The abuse of Super Throw Guard Canceled is a staple of his, used alot by Koma players. It is indeed instant, I’ve seen situtations where people missed with it (i.e. maybe did it in the wrong direction) and quickly did another one before the player could react with even a flashstep and still catch them, funny shit. I wish they allowed him to be able to grab people out of the air with it though, you know function as an anti-air too?

yea i found komamura to be alot of fun, but he’s alot of turtle and throw from what i can see from him.

the guard cancel throw super doesnt work if there is a meaty-esque projectile on top of komamura as he cancels into super B
i.e. and EX zangetsu fireball it will just knock him out of the super

I just got this game, but what I dont get is how to do that friend code to play wireless online. Can someone explain it fully?

HE can do his punch super x3 and then follow with air combo in the air! Unfortunately thats the only way to launch the enemy cuz he has no normal launchers that we know of.

I do the D,D+attack to teleport and then do LA, HA, Down+HA -> Super #1 (the rock punch super), do it 3 times, then jump to air combo with LA…LA…MA, double jump, LA…LA, MA, Shunpo up, LA, MA, shunpo up, LA, MA, shunpo up, LA, MA, HA

Most characters can air combo ala Captain America style where his super jumping Light Punch can be done about 3 times or so.

You can get tons of damage with his bankai (the knight in the background) with this combo:

with your back against the the wall on the left side of the screen, throw enemy against the wall on the other side and activate your Bankai, then switch between the beam and the rock hits (the rocks being the last attack before the knight dissapears), jump up and do LA…LA, MA, double jump, LA…LA, MA, shunpo up, LA, MA, shunpo up, LA, MA, shunpo up, LA, MA, HA

the ones thing that troubles me with this game is how like 99% super combos are not guaranteed. unless the super is instant and you combo it as fast as possible, you can damage cancel any super combo in the midst of the cancel, reallyi damage canceling made some characters in this game pretty low tier.

I like Ichimaru Gin, mostly because he’s easy to use and all, if not, most of his attacks are comboable in one way or another (his level 3 super being the best IMO).

J.M, J.HA, land, L,M,H (2hit) -> R.Akana (Downx2+Heavy Attack), then whatever else you want to punish with!

I used to feel that way too but no so much after I played for a while. The thing is when someone does Damage Cancel they waste a super bar too, so then it becomes a game of “should I take xxxx about of damage or 30-50 points less damage via DC and be able to perform a stronger combo afterwards when I get an opening”. Damage canceling EVERYTHING isn’t a good idea because it kills your damage potential. It’s better to only DC when you know the opponent is doing mega damaging BnB.

Also combos involving supers and walls are guaranteed unless they DC the moment their thrown or blown back certain attacks (i.e. Chad/Kenpachi’s rush attack) which is a hella risk because most characters have plenty of time to see if you DC’d before hitting the wall or not so wasting a DC for a 10point damage throw and leaving you with 1 super bar less than while the opponent may have 1-3 isn’t a good idea.

interesting! i didnt know it worked that way.

randomly found a koma infinite that only works on himself and koryaku
its all air hits just like the other infinites it goes l,m,h,l,l,m,h rinse lather repeat