The official Bleach DS thread

You can get a 50 hit combo (128 damage) if you go:

IAD, M, H, land, L, H, 2H, shunpo, L, H, 2H, shunpo, L, H, 2H, shunpo, L, H, 2H, 236H, 236H, 236H, 66L, H, 236236H, 236236H, jump, L, M, jump, L, M, H.

But yeah…it is a little bit harder.


I believe his B&B is:

2L, H, 2H, shunpo, L, H, 2H, 236L.

-If they are in the corner after the shunpo then finish with…

L, H, 2H, 236H, 66L, H, 236L
You can replace the last “H” with a “M” to make it alot easier; you only lose 2 damage.

-or if you have meter then this is the better corner ender…

L, H, 2H, 236H, 66L, H, 236236H, jump, L, M, jump, L, M, H.

OMG OMG OMG Did someone say Komamura?!?! I love you guys! :lovin:

I updated the Komamura entry in the wiki, so you guys should check that out. Of course, I still need to finish the strategy sections, which are most important, but I know what I’m going to put, so its ok. You guys touched on some of the elements of his great ability to pressure and mixup, so I can see that you have a pretty good understanding of Komamura. I also have some awesome combo stuff that I need to add, so be ready! (Just some advice; In your combos, you should be linking after RF Tengen to increase damage)

Oh yeah, I also found an infinite with Genryusai:

Opponent cornered, L, M, QCF+L (directed upwards) dash repeat.

Furthermore, I never really felt like announcing this or whatever even though I found it on like the second day, but because there is no limit to the number of times you can wallslam, a few characters can loop their attacks using this. Kenpachi is so easy to do, it’s just cr.H, HCF+L repeat. Chad and Tousen can do it as well, but the timing is a lot harder and you have to have a specific range to use it. Regardless, it enables these characters to deal a good amount of damage from a bread and butter (Although Kenpachi is broken anyways so…)

I did link after Tengen in my combo.

Yeah, you can infinite Kenpachi’s wallslam pretty easily. Just get the spacing and timing down. It’s especially good since it builds special bar like mad; and you can link it off of a throw (if the throw is over half-screen; teleport first).

I personally think that Kenpachi should be considered part of the top teir too (he’s good without this shit, but this makes him really nice), but eh…whatever.

Oh sorry. I was referring to the first combo that you posted (the modification of lseeba’s) where you just did RF Tengen 3 times in a row. Apologies. :sweat:

Kenpachi is broken because of his damn teleport. It’s instant and has no recovery time, so he can just do it repeatedly and there isn’t anything that you can do. Even if you jump, Kenpachi can block whatever you throw out, so it’s almost impossible to win if they use it correctly.

Another thing I forgot to mention for Ichigo users: If you’re pissed that his Bankai doesn’t do a large amount of direct damage, then you’ll like this. While in Bankai, he can loop j.L/M/H (delay) J.L/M/H, J.L/M/H. The delay is about until he stops his descent, and then you immediately do two slashes, which is followed by another jump attack as soon as you land. It’s kinda hard to describe, but it does great damage. I still need to get the timing down completely to see the largest amount of damage that can be done with it.

i never play online, so i dunno if this is new, but…

with ichigo in bankai, [up shunpo, attack x2] x N is an easy “infinite” that does a lot of damage. it also happens to be all instant overheads

I just picked this up and have one random question. I’m trying to figure out if you can air dash in the middle of a combo like marvel games. an example would be:

Launch /\ jab jab, double jump jab jab air dash, jab - would that connect?

Also after you do fierce in the air (such as in air combo of jab, strong, fierce) can you still juggle them? I’ve been in situations where I land before the opponent and i mash on buttons and nothing seems to connect.

Comboing after throws…why does this feel so damn glitchy? sometimes it works…sometimes it doesn’t. they go into stand instead of reacting on the ground, etc.

Derek Daniels

You cannot cancel jumping attacks into an air dash. There also generally isn’t enough time to simply link an air dash attack after a jumping light attack either, largely because of the air dash start up time. It’s possible to do a lot of wierd airborne links, but it’s difficult to utilize a dash in any of them.

If the fierce spikes them to the ground, then no. That state can’t be taken advantage of in any way. Not all fierce attacks spike airborne characters though.

In the case of throws, if you hit the character before they touch the ground, then they’ll end up in a normal juggle state. If you happen to hit the character just as they touch the ground (Not after), they go into a standing state.

yes they were pretty easy with the touch screen

In most cases (actually…in all cases, except for after wallbounce) you can’t hit characters after they start falling back down.

can someone explain the properties/conditions required to score an OTG hit? sometimes it will juggle, sometimes the combo will continue with the opponent standing.

for example: renji’s final challenge mode combo requires an off-the ground hit, but needs the opponent standing.

(filler)

How does anybody know what combos they want you to do in challenge mode, I just see a bunch of crazy instructions but I have no idea what it means

Man, I just got this game and its awesome. Went onto Wifi and I got my butt handed to me… three times. I’m going to practice more.

Being a Q player, I’ve found out that Chad is where it’s at if you want to play a challenging character with semi-viable results. They both don’t have a terrible assortment of moves to work with, so it adds to the interest even more.

Q’s crutch? Regular dash punch is very safe even on block. Chad’s crutch? Dash punch goes through everything–even the weak version–causing wall bounce (rf version instigates enough time of the wall bounce state to follow up with a dash, 2L, H, 9L, M, 9L, L, L, H). Very useful against spammers and bulldogs.

MISCELLANEOUS CHAD TIPS:

  • Like Q, mix-ups with throws in the corner is key except Chad has a little more versatility. If they turtle in the corner, mix it up with a few weak lows. If they slip up, go into 2L, 2M, 2H xx L dashpunch. If they block, throw in a few more lows to poke and catch them with a throw and air combo afterwards. If they still block, IAD overhead into 2L, 2M, 2H, etc. (although be warned, Chad’s IAD attacks aren’t so great)

  • Save reiatsu for rf dashpunches, your trump card lol. One of Q’s tricks is that you throw out a blocked dash punch and immediately SA1 after it as they try to retaliate. Chad skips that, using the rf dashpunch as a way to plow through attack attempts and set up a wallbounce for a combo or super. So if possible, try to be chaste and avoid that flash step or counter; Chad can’t extend his combos via flash step like a shinigami can anyway, so might as well save it.

  • Rock spam: I wouldn’t necessarily “spam” the rock move (22L/M/H), but it has its uses. Mainly I find it useful for grounding opponents. After you knock down, set up some rocks to hit them as they get up so they go into blocking right away. From there, rush them down and catch them either with a 2L or IAD overhead. It’s a really tight window to do it all and isn’t really a stunlock, so you have to be aggressive.

  • Super usage: most super usage I see involves stringing together 2 charging stars (lol) and ending with the fireball super. This can be done after a rf dashpunch and a throw.

If you guys have any other Chad tips, I’d love to hear em

Here’s my friend code…

3651-3973-8064
AIM: SSJ Hibiki

I’m always down for a match, so hit me up and we’ll play. I only use cards unless my opponent does, so let’s have some good clean matches.

Does anyone mind if I scour this thread and consolidate all the friend codes for this game for the Nintendo DS wifi thread in matchmaking? Its stickied, and I’m keeping an index of all SRK friend codes. I’m going to start doing this now, if anyone has any objections, let me know and I’ll take it down. Here’s the thread:
http://www.shoryuken.com/forums/showthread.php?t=102696

EDIT:
I’ve added all the codes I’ve found in this thread onto there. I still need to add mine when I get home… I thought there would be a lot more threads. Have a lot of you not posted them, or do you just not play online?

Hey guys, I’ve come up with an Orihime combo. Check it out here:

http://video.google.com/videoplay?docid=-3966414174433789212

Excuse the poor video quality.

Wow. I was playing around with Orihime earlier today, but I didn’t come up with anything nearly as cool as that.
:tup:

I had this game for a while but I didn’t actually start getting into online match part of the game until recently, pretty interesting. When I first played against someone in the U.S. there was no lag, so far I haven’t been in a match where there isn’t some slight lag though no matter if they were from the U.S. or Japan.

I always play with no cards so it’s interesting to see how much damage I can do to players (usually the Japanese) who use “broken” card decks like the usually popular “20 super cards and 5 heal cards” combo. Basically get touched once vs. Kurotsuchi and it’s game over? Nice…

Lately I’ve been beating some of these guys, pretty sad to see how little some of them know about the actual gameplay instead of just spamming cards.

My FC is 0344-2892-4874