The official Bleach DS thread

-_-;… You must have not played online yet… Play me online with those 2… I’ll show you what’s up =o.

Ichigo hell no, aizen probably.

aizen, gin, and byakuya are all better then ichigo

Ichigo is the A-number-one best character in the whole entire game, if you’re using cards. He can stay in bankai mode throughout the entire round. And, uh, also use seal block or force standing cards to make all his attacks hit, whatever. Everybody loses, it doesn’t matter what you do, he’s in bankai the whole time, super armor forever, you wished you had played someone else, cards are miserable.

Cards should totally be turned off. Unless you think the real meat of the main game is in mashing on the touch screen and having prepared beforehand while disregarding skill, then, uh, just play Yu-Gi-Oh!, Pokemon, Uno: The Collectable Card Game, whatever.

If you’re playing without cards, or what I would call “playing a fun game,” Ichigo’s a very strong character. He’s not Byakuya or Soi Fong good, but he’s a solid character that can hang with the big dawgz but can’'t totally stomp over the rest of the cast.

His jump Medium attack has super good range, it’s fast, hits behind him fairly far and can be chained into heavy during a jump-in, air-dash, whatever. His dash is fast and can go pretty far, and he can do decent damage by finishing juggles with RF Dragon Punch-like special. And Bankai is very good and has instant overhead/low mixup, infinite dashes (if you had at least 1 yellow bar before activating bankai, you get infinite dashes), good damage, complete super armor, fast & far dash, it’s a good super. Can be done while blocking for the best alpha counter ever, it makes him a good character.

But he kinda sucks cuz his ground specials are atrocious (except for the launch-some-rocks move, it’s ok I guess, but can totally get him killed), his Weak fireball doesn’t go far at all, he needs to burn RF to do considerable damage since he needs to save his supers for Bankai, but he also relies on shunpo for all his tricks and ground combos. His throw is hard to combo off of unless he’s already next to or in the corner, throwin’ rocks can get him killed fairly quickly, and saving up for Bankai means he has to sparsely use Damage Cancels, so he sometimes has to choose between eating a big-time combo or hope he can stay on offense long enough to get a third super.

He’s still pretty good, but he certainly has his problems. He doesn’t really have to worry about any character in particular, since his attacks all hit low enough to hit Kon & Yachiru and he doesn’t have any problems with his combos missing shortish characters like Hitsugaya and Soi Fong.

I would place him in the class of characters like Kurotsuchi, Ukitake, Yamamoto and Ichimaru; the guys that almost have all the answers, but not all the bullshit like Soi Fong, Uryuu, Aizen and Byakuya. And cards are dumb.

Anyway to play this without a DS? :slight_smile:

A question about Ichigo’s challenge mode combo #9: How do you link the j.M after RF-A? I’ve tried IADing, flash stepping, etc. and can’t seem to get it to work. Is it just that the spacing’s strict?

I agree cards are dumb.

However I’d class Ichimaru up with Aizen and Byakuya, he can pull some rather BS stuff, and can hang with them.

His tricks/traps might not be as great, but his basic combos, range, priority, and damage out put are very good, plus his mobility is great also.

The only character I think is truely broke so far is aizen, soi fong has some weak points, and byakuya can be beaten fairly easily by some characters (I hear kenpachi actually works wonders against him)

I’m still waiting for some good combo vids out of this game to see what can be done.

Someone Play Me Online

can someone help me out with the story mode? does each match have some requirement to fill? after a few matches I go back to a stage I beat… I think it goes training 0, ganju, renji, kenpachi, byakuya… then back to ganju… wtf?

There’s a story mode FAQ on Gamefaqs.

The intro alone to this game kicks enough ass.

Found a glitch with Yachiru–when she’s in stun after being thrown (by Rukia’s or Yoruichi’s throws), she’s invincible. Haven’t tested it to see if she’s invincible when a special move (like Byakuya’s) puts her into stun.

It’s like that for all the “joke” characters.

EDIT: Sorry about the lack of progress in the Wiki. School’s been really tough lately, but I’ve been trying to write stuff on paper in my spare time. Hopefully during the weekend, I can enter some more stuff.

how often does ukitake’s tuberculosis kick in? I find that when I’m beasting on my opponent too much, he’ll stop to cough and whatnot leaving me pretty vulnerable.

I added IAD’s to the Wiki.

Anyway, I’ve been messing around with Komamura, mostly because he sucks and he’s not much of a combo character, but I’ve found some crazy combos.

My goal was to get a Komamura combo above 100 damage. What I ended up with is a 41 hit combo for 114 damage. Its a corner combo, and its a meter burner, but whatever:

IAD (96), M, H, land, M, H xx 236H, 236H, 236H xx 236236H, 236236H, 9, L, M, 9, L, M, H

There was another one with his super grab followed by his A super, but it wasn’t nearly as impressive. Another fun trick is throw into the corner linked into two of his fist supers.

The cough isn’t on a time frame, it’s triggered if you use to many specials/supers in a set amount of time.

For a ‘joke’ character, Yachiru is pretty real. It’s easy to combo into her super, and almost always when you do it, you can link on additional combos / supers. But beyond her super, she doesn’t have much.

FYI, if you combo into her super in the corner, you can link L, H xx 236H xx super and repeat until you run out of meter.

If you knock someone up before doing the super, you can links additional supers as soon as the first one runs out.

You don’t have to IAD or Shunpo…you just have to jump forward. You just have to get your spacing right; and do the j.M right after you leave the ground.

EDIT: Also, are there overheads in this game other than jumping attacks?

yachiru is the ultamite scrub killer, you can run under most hits and just kick them in the shins. and her damage out put is no joke

Anyone have any strats/combos with Genryusai and Komamura?

edit: Alright, guess I’ll share a trick I found out with Genryusai to start off.

A lot of characters can juggle from throws; Ichigo can do it in the corner, Chad’s is like Johnny’s toss up throw in GGX2. However, some characters like Genryusai can OTG from a corner throw.

With Genryusai (in corner):
no meter - Throw, d+h xx dp+l (34 hits, 21 damage)
meter - Throw, EX qcf+h

The timing is you wait after they hit the ground twice (you’ll hear two thuds). Then do d+h and cancel the first hit into the dp+l, but make sure you do it cleanly or it’ll cancel into Super A instead.

With meter, you can throw out a simple EX fire trail thing and combo into an air combo.

Here’s a good combo I use without super stock:

(optional IADs wherever you see fit)
l, m xx EX qcf+h, l, m xx EX du+h, l, m, h, j.lx3, j.m, ^, j.lx3, j.m, EX dd+h (134 hits, 64 damage)

Nice damage for no supers

Did you see my earlier post on Komamura? Crazy combo in that one…

When I play Komamura, I play a lot of footsies with M, 2H (the 2H will almost always connect if the M connects) or just 2H if I need the extra range. When they are right outside the range of your M, you can flash step grab super. Its dirty and it works so many times.

If you have extra meter, link his fist super onto the end of the grab super. Its free damage :rofl:

Another Komamura trick (unfortunately) only works from the right side. When you are on the right side of your opponent, and you have an advantage from a distance (ie opponent stuck out a laggy move, knock down, etc.), you can create an air mixup of sorts. IAD H, which they should block, then cancel that into his crazy rock warp move (22L). It will cross them up. Hit or block, you land, and link into 2L, then whatever high damage combo you want if either the warp move or the 2L hit.

Next time you are an at advantage, IAD H, which they should block, but this time instead of canceling into the warp move, land and link a 2L. If it hits, go into whatever high damage combo you want. Just mixup between these two options and test their guarding skills.

Seriously though…dash grab super is the way to go.