---Mayuri Kurotsuchi FAQ-- Created by Dark_Lord_Uraj This FAQ is a guide for the character Mayuri Kurotsuchi 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 dark_sage2004@hotmail.com (make sure to make the topic Mayuri 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........................................................[KEY] Introduction.............................................................[INT] 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] Super C..................................................[SRC] Combo Section............................................................[CSN] Legend...........................................................[LGN] Basic Combos.....................................................[BCB] Advanced Combos..................................................[ACB] Playstyle Guide..........................................................[PSG] Basic Playstyle Guide............................................[BPG] Advanced Techniques..............................................[AVT] Matchups.........................................................[MTU] Versus Slower Characters.................................[VSL] Versus Aerial Characters.................................[VAE] Versus Mayuri............................................[VMA] Conclusion...............................................................[CCN] Legal Stuff and Contact Info.............................................[LSN] History..................................................................[HST] ============================================================================== Introduction [INT] ============================================================================== Mayuri Kurotsuchi is a very interesting character in Bleach DS 2nd, even when compared to the rest of the odd crew. Kurotsuchi, who would be rather bland if left by himself, is given the privilege of being given a CPU assistant in the form of his daughter/assistant captain Nemu. Nemu can't be controlled directly but can be issued commands in the form of specials, which essentially makes fighting Mayuri like fighting two characters at once almost. This also allows Kurotsuchi to fight in ways no other charac- ter can, setting up traps that only Ukitake could rival and allowing him to put much more pressure on opponents. Mayuri's entire game revolves around skillful use of Nemu combined with skillful application of his own attacks. This guide will hopefully enable you, the reader, to make full use of the attacks in Mayuri's arsenal. ============================================================================== Command List Analysis [CMA] ============================================================================== The next section will cover all of his basic attacks, including their uses in different situations. ============================================================================== Normal Movelist [NML] ============================================================================== As far as normals go, Mayuri has a number of good normals mixed in with a few fairly useless normals. Knowing which ones to use and which not to are essen- tial to playing Mayuri properly. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Crouching Normals [CNM] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Mayuri's crouching normals are what you'd expect them to be- low hitbox versions of his standing normals, outside of his launching heavy attack. Like most characters, you're often better off using these than using standing since you have the chance of breaking standing guard while not sacrificing distance or power. CROUCHING LIGHT [CLT] ***************************************************************************** cL-- Mayuri thrusts out with his foot. 4 dmg A basic attack that can break standing guard. The range on this attack is in actuality further than that of his standing light, making it an excellent alternative. It can also be linked from his standing light (or itself), and since it boasts greater range than either of his medium attacks is a better alternative for a combo extender. CROUCHING MEDIUM [CMM] ****************************************************************************** cM-- Mayuri thrusts towards the enemy's feet with his hand pointed. 6 dmg Does more damage than cL, but has even less range than the standing medium. This move whiffs often, and has longer than usual startup and recovery. Not very safe to use in any situation, the standing version is better to use, but if you're fighting a large opponent it's safer to use this. CROUCHING HEAVY [CHY] ****************************************************************************** cH-- Mayuri draws his sword and swings it in an upward arc. 8 dmg A standard launching move. It boasts the best range of all his crouching attacks, but considering Mayuri's abysmal air combo potential, not to mention the fact that he has much better launching combo abilities concerning his Nemu commands, this move is only good sparingly, or to complement Nemu's own launching abilities. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Standing Normals [SNM] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Mayuri's standing attacks differ in little aspect from his crouching attacks. As far as his normals go, you can use his standing or crouching normals inter- changeably without suffering much, but as I've already said it's often much better to go with crouching if only for the opportunity to break standing guard. The exception is his standing heavy, which, like all of Mayuri's normal heavy attacks, is the only one worth using consistently as it is. STANDING LIGHT [SLT] ****************************************************************************** sL-- Mayuri kicks out at the opponent's shin. 4 dmg Almost the same as his crouching, minus the fact that it doesn't break standing guard. Still, it can link to itself up to 3 hits, and doesn't require crouching which makes it slightly less complicated to use in strings. STANDING MEDIUM [SMM] ****************************************************************************** sM-- Mayuri strikes out with an open palm. 6 dmg This move does more damage than standing or crouching light, and boasts better range than his crouching medium, but the strike is fairly high up, meaning that it will miss some crouching characters as well as the shortest characters altogether. It also comes out slowly and has a longer recovery time than most normals. Still, it's not a bad attack to link if you're sure you can land it. STANDING HEAVY [SHY] ****************************************************************************** sH-- Mayuri spins around, drawing his sword and swinging downward quickly. 8 dmg Roughly the same number of startup frames as standing medium, but a much greater distance and slightly better recovery time. There are times where you will want to use medium then heavy in a combo, but often it's just better to link from light to heavy in order to deal greater damage with less risk of the opponent leaving hitstun. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Aerial Normals [ANM] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ As far as an air game goes, Kurotsuchi is better off on the ground. He has no specials that do anything in the air (just two Nemu commands that can be used while airborne but are only useful if the opponent is grounded) and his air normals leave a bit to be desired. Still, knowing when to use his air normals is part of mastering Mayuri. AERIAL LIGHT [ALT] ****************************************************************************** aL-- Mayuri jabs out lightly with his fist. 4 dmg Regular aerial light damage coupled with pitiful distance. It links to itself like most aerial lights, so if the opponent is airborne and you manage to connect with this move you can get in some extra hits, but as previously said you'll want to keep the opponent on the ground as much as possible. AERIAL MEDIUM [AMM] ****************************************************************************** aM-- Mayuri does an open palm thrust similar to his sM at a slope towards the ground. 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-- Mayuri swings his sword outward in a large arc. 8 dmg An excellent move for breaking guard that also boasts a large hitbox to hit airborne opponents with. An IAD at the opponent and using this move puts a good deal of pressure on them while giving you enough room to escape retali- ation if blocked. If the opponent is airborne, this move spikes them to the ground. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Throw [TRW] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Kurotsuchi forces the opponent to the ground, where he stomps on them 3 times before kicking them, sending them flying. 5 hits, 5 dmg Kurotsuchi's throw is tied for second weakest in the game alongside Shibata's (weakest is Aizen's at a whopping 1 dmg). However, it wallbounces, so it can be comboed out of. With Nemu, it's possible to combo this even from full stage length away. Definitely a useful move to master. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Aerial Throw [ATW] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Kurotsuchi grabs the opponent and strikes them with an open palm thrust, shooting them to the ground. 2 hits, 6 dmg Same animation as his aerial medium, but it 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 otherwise it has no uses. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Shunpo [SHN] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Kurotsuchi disappears, then reappears elsewhere nigh-instantaneously. A traditional shunpo. Regular startup, Kurotsuchi's also boasts a slightly longer range than the average shunpo. Use this to avoid the enemy, counter- attack, or extend combos. ============================================================================== Special Movelist [SML] ============================================================================== Mayuri's specials are very important to his combos. All save one of Mayuri's specials gives a command to Nemu, who otherwise will simply stand passively by Mayuri's side and only move to catch up with him. The first step to playing Mayuri well is knowing how to use his specials to put pressure on the opponent and force them to make mistakes he can capitalize on. Please note that for these specials, the names are essentially made up by me, and aren't the 'official' names of the attacks. SPECIAL A [SPA] ****************************************************************************** Modified Arm (Input: Down forward attack) S-A-- Mayuri pulls his arm back before thrusting it out, causing it to extend outward along a segmented chain, before retracting it back. Light: Mayuri immediately thrusts his arm out, causing it to extend a short distance to strike the opponent. After it returns, Mayuri stands still for about a half a second. Medium: Mayuri pulls his arm back for around half a second before thrusting it forward, causing it to extend roughly twice the length of the light attack. Upon retraction, Mayuri can instantly move again. RF: Startup time and recovery time both at minimum, extends the same length as medium version. 4-8 hits for 9-15 dmg, distance dependant (Light version) 1-13 hits for 8-18 dmg, distance dependant (medium and RF; RF Costs 1 reiryoku bar) Mayuri's lone special attack that doesn't command Nemu. The light version of this move is dangerous to use in any situation, since the recovery time on it is long enough to set up Mayuri for a combo and it doesn't travel far enough to use safely. On top of that, the move pulls the opponent in whether they're blocking or not, so you'd be essentially bringing the opponent in to let them do as they please. The medium and RF versions, on the other hand, are very good. Both cover great range (over half the stage length) and offer zero recovery time, making it safe. Using Nemu in conjunction with this move is one of Kurotsuchi's numerous infinite setups. SPECIAL B [SPB] ****************************************************************************** Nemu Grab (input: Back down forward attack) S-B-- Mayuri points forward, ordering Nemu to rush at the opponent. If Nemu reaches the foe, she latches on and holds them still. Light: Mayuri points forward and Nemu rushes about half stage length forward. Kurotsuchi remains in the pointing stance for around a second, and if Nemu successfully grabs the opponent she holds them for about a second and a half. Medium: Kurotsuchi pulls his arm back for a second before pointing forward, sending Nemu charging about half stage length forward. Kurotsuchi immediately stops pointing afterwards, and if Nemu successfully grabs the opponent she holds them for about a second and a half. RF: Mayuri points faster than in the light version, with the recovery time of medium. Nemu rushes about 3/4 stage length, and if she successfully grabs the opponent she holds them for about 4 seconds. 1 hit for 1 dmg (Light, Medium and RF; RF costs 1 reiryoku bar) This move is possibly Mayuri's most deadly special. When used right, it sets Mayuri up for easy lengthy and damaging combos, including his infinites. The move counts as a normal hit, rather than a throw, so it can be blocked. If blocked, Nemu bounces off the opponent and falls on the ground, becoming un- able to take commands until she stands again (Nemu will also fall on the floor like this if Mayuri strikes the opponent while she is still holding them). Likewise, though, S-B can be comboed into. Using the RF version is useful for catching opponents off-guard and through shunpo, though be aware that the opponent must be on the ground for the move to succeed. Both light and medium versions are useful for extending Mayuri's combos once he does get ahold of them, depending on the situation. It is worthy to note that it is possible to hit the opponent with this move as an OTG, therefore making it possible to hit the opponent with one of Mayuri's massive combos off of a throw. SPECIAL C [SPC] ****************************************************************************** Nemu Summon (input: Down down attack) S-C-- Mayuri makes a motion with his head, commanding Nemu to stand wherever he is currently standing. Once she gets there, Nemu will stand there in a combat stance and not move until she is ordered to. Light: Mayuri motions quickly, and Nemu will walk to the location he's stand- ing on. About one second of recovery for Mayuri. Medium: About a second of startup, but Mayuri can move immediately after mo- tioning. Nemu will run to the location Mayuri has specified. RF: Same startup speed as Light and recovery speed as Medium. Nemu will tele- port to Mayuri's location instantly. RF costs 1 reiryoku bar Mayuri's second most useless special, but it does have its uses. Mostly this move is a decent way to set up Nemu in a position where it will be easier for her to reach the opponent after something Mayuri does, or just to trick the opponent with an attack from Nemu by surprise. Since Nemu will not be following you until she is issued a command, however, you'll need to be very sure of your skills with Mayuri going solo. SPECIAL D [SPD] ****************************************************************************** Sadistic Bomb (input: Down up attack) S-D-- Mayuri spins around, letting out a sadistic laugh as he pushes a button that causes Nemu to explode. Nemu eventually returns. Light: Mayuri spins around quickly, causing Nemu to explode. Mayuri stays in his pose for a short period. Medium: Mayuri spins slightly slower, but can move immediately after the ex- plosion. RF: Mayuri spins quickly, and Nemu explodes instantaneously. Mayuri can move imediately after the spin. 1 hit for 8 dmg (light, medium and RF; RF costs 1 reiryoku bar) The worst move in Mayuri's arsenal. This move serves as nothing more than a way to cripple Mayuri. The damage the move deals is pitiful, and on top of it Nemu disappears for a period of time (~6 seconds), taking away Mayuri's only real advantage in a fight. This move causes wallbounce, allowing Mayuri to combo after it, but even so there's almost always a better option than using this move. SPECIAL E [SCE] ****************************************************************************** Nemu Rush (input: Forward down forward attack) S-E-- Mayuri points forward, commanding Nemu to attack. Nemu rushes forward and attacks with a quick combo if she meets the opponent. Light: Mayuri points quickly, causing Nemu to immediately rush forward for a little less than half stage length. Nemu attacks with a 4 hit combo if she reaches the opponent, the last strike launching them. Medium: Mayuri points quickly, causing Nemu to enter a combat stance. After about a second and a half, Nemu rushes forward a little less than half stage length. Nemu attacks with a 5 hit combo if she reaches the opponent, the last strike launching them. RF: Mayuri points quickly, causing Nemu to immediately rush forward for about 2/3 stage length. Nemu attacks with a 7 hit combo if she reaches the opponent, the last strike launching them. 4 hits for 9 dmg (light version) 5 hits for 12 dmg (medium version) 7 hits for 15 dmg (RF version; costs 1 reiryoku bar) The special most often used with Mayuri, this move is often used as half of Mayuri's entire offensive force. In all 3 instances of the move Mayuri regains movement immediately after pointing, meaning he can throw this move out often and still go on the offensive, effectively doubling his attack strength. This move can be used in the air, allowing Mayuri to even stage an attack in the air and on the ground at the same time. The medium version is especially effective at this, since Nemu delays her attack, but Mayuri instantly regains control. This allows you to attack from one direction while Nemu comes in from another, adding a sort of support effect. Basically, it means that even if the opponent counters your strike, Nemu can get them from behind and turn their counter into an opening for you. Obviously the RF version is great thanks to the extra hits Nemu scores (which in turn can allow you to run in and start a combo) and the fact that it hits opponents who are shunpoing. Since the last hit launches, normally you'd start an air combo after it. How- ever, Nemu remains stationary while hitting them, and thus you can actually push the opponent out of her combo and start a ground combo on them (this is very simple to do with Super A, which will quickly push them out of her hit range and stuns them as well). ============================================================================== Super Movelist [SUM] ============================================================================== Mayuri's supers all set him up for combos very well, deal good damage, and are not difficult to set up. Make sure to acquaint yourself with each one and learn the best situations to use them in. SUPER A [SUA] ****************************************************************************** Kakimushire, Ashisogi Jizo (Rip them, Ashisogi Jizo) (input: Down forward down forward attack) Mayuri draws his sword and releases it into shikai, charging at the opponent a short distance before slashing them with his paralyzing sword. 1-5 hits for 10-21 dmg; Costs 1 reiatsu stock Possibly one of the best supers in the game. While the damage was reduced heavily in transition between BDS1 and BDS2nd, its usefulness is definitely still apparent. This super is one of the fastest in the game, with zero startup frames. Mayuri moves forward very quickly when he uses it, making it good to use as a punish- ment for whiffed attacks or as a finisher to short combos, so as to prevent opponents from damage canceling. The last strike of the super, which does the brunt of the damage, also puts the opponent in stun, allowing Mayuri to recharge shunpo stock or reposition himself for his combos. Using Super A in combination with Nemu and his normal attacks, Mayuri can deal huge amounts of damage with damage canceling being the opponent's only option of escape; Since many of Mayuri's attacks hit multiple times, he can regain super stock quickly, allowing him to use Super A many times in a single combo. Super A is only a single stock super, so it's also useful because you can use it twice or three times in a row when fully stocked to deal damage that the opponent cannot damage cancel out of. With 3 stocked you can hit the foe with two SU-A, and still retain one stock for damage canceling. If you're going to play Mayuri, you'll become well acquainted with this super attack fast. SUPER B [SUB] ****************************************************************************** Savage Punishment (input: Down back down forward attack) Mayuri grabs the opponent and, similarly to his regular throw, stomps on the opponent 20 times while cursing them out before kicking them away. 22 hits for 39 dmg; Costs 1 reiatsu stock Mayuri's command throw super. It suffers the same weaknesses of every other throw (jumping avoids it, the throw invincibility frames characters receive after being struck whether they block or not) but it does more damage than SU-A, and it wallbounces, allowing for a follow-up aerial combo. If you're skilled enough, you can catch the opponent with an OTG afterwards and start working Kurotsuchi's magic from there. Overall, a useful super that detracts nothing from Mayuri but adds a lot. SUPER C [SRC] ****************************************************************************** Bankai: Konjiki Ashisogi Jizo (input: Forward back down forward attack) Mayuri releases his zanpakuto into bankai, transforming Ashisogi Jizo into what appears to be a giant caterpillar-esque creature with a deformed baby's head, a silver halo, and many blades concealed beneath a red cloak. Mayuri's bankai rampages across the stage, releasing a deadly poison. Up to 60 hits for 102 damage, also deals poison damage; Costs 3 reiatsu stock Mayuri's Super C is one of the most damaging bankai supers thanks to the extra poison damage it deals. In fact, this move is the only move in the game that deals poison damage without the use of a reifu card. Unlike in the first game, Mayuri doesn't disappear after he initiates the super, meaning he can freely attack the opponent while the bankai runs across the screen. However, it is better to instead push the opponent into the bankai so as to deal the max number of hits and max damage. Not a necessary super by any means, but if you have the super stock for it and want a large amount of reliable damage quickly, know that it's available. ============================================================================== Combo Section............................................................[CSN] ============================================================================== Mayuri's combos are scary once he gets into his most favorable position, aka on the ground. With even as little as a single stock of super Mayuri becomes poised to deal out combos exceeding 100 damage very quickly. Of course, Mayuri is also infamous for being one of the easiest characters in the game to infinite with. This was true in BDS1, and it's just as true in Bleach DS 2nd. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 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] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ this section will cover some basic combos that you should practice in order to get a feel for the way Mayuri 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 (5 hits, 20 dmg) ------------------------ sL " sH " BOFS " sL " sH " LS-B The single most important Mayuri string to learn. This simple looking combo is really the basis of his entire ground based offensive strategy. The thing to remember is that the BOFS is there to position Nemu; for the LS-B to hit the opponent without breaking the chain, Nemu must be very close to the opponent. With a BOFS, Nemu will run to catch up with Mayuri, in effect moving right next to the foe. Once you can do this setup, it becomes much easier to understand how Mayuri can do his high hit, high damage combos. Combo 2 (8 hits, 29 dmg) ------------------------ sL " sM " cH " jump " (aL " aM) x 2 " aH A basic aerial combo with Mayuri. Since his best combos are all ground based you'll want to avoid taking battles to the air, but Mayuri can combo up there if the need arises. Mayuri's aL is a rapid-fire light attack, so it can be chained to itself 3-4 times per jump to extend the combo. Combo 3 (18 hits, 29 dmg) ------------------------ MS-A " sL " sH The only tricky part of this string is the timing between the end of the MS-A and the sL. Mashing the attack button does nothing, so you have to time the press of the button to fall directly after Mayuri's MS-A finishes. Push too soon and the move doesn't come out at all; Press too late, and the attack will not chain. This string is vital to learn to use Mayuri's higher damage infinite. It takes time to master, but it's worth it. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Advanced Combos [ACB] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Mayuri's a very free form character when it comes to his combos. Because he has the tools to keep opponents in lockdown for long periods of time without allowing them to escape without damage cancels, it's easy to customize and create your own advanced combos. This section will go over some possibilities and examples of what Mayuri can do with his techniques. This section will also cover Mayuri's infinites (combos that do not end unless the opponent damage cancels). Combo 4 (72 hits, 93 dmg; Costs 3 reiryoku) ------------------------------------------- IAD aM " aH " (dash " sL " sM " sH " TAFS " aM " aH ") x 3 " dash " (sL " sH " RF-A) x 3 A high damage combo possible with Mayuri that doesn't involve Nemu in any way. If you accidentally (or intentionally) use S-D and find yourself going solo, this is about the best damage you can deal without the use of Nemu or supers. Of course, it's possible to add SU-A attacks in as well to rack up more damage as well, but for no Nemu or super this still works alright. Combo 5 (Infinite hits, Infinite damage; Costs multiple reiryoku) ----------------------------------------------------------------- [(sL " sH " BOFS " sL " sH " LS-B " MS-A) x 3 " sL " sH " RF-B " recharge shunpo] x ~~~~~~~~~~~~~~ It takes practice to get down the timing between the MS-A and the sL, since you can't just mash the attack button to get the move to come out, but once you do this combo will become the bane of every opponent you face with Mayuri. The way the combo is set up, if you do it correctly your reiryoku that you use up for the RF-B (Nemu Grab) will recharge just before you get to that section of the combo again, making it impossible to run out of reiryoku. The most important thing to remember is to let your shunpo recharge after the RF-B. Nemu will hold the opponent for more than enough time to allow this, so don't feel rushed into starting again. Since a full reiryoku bar can recharge in the time it takes to execute the beginning of this infinite, it's easy to set up this combo from an RF-B. SU-A also works well, but since the combo starts with a simple sL, in reality you can land this infinite pretty much any time you hit the opponent while they are grounded. Combo 6 (Infinite hits, Infinite damage) ---------------------------------------- MS-B " MS-E x ~~~~~~~~~~~~~~ An infinite so easy to do it's almost stupid, but the speed at which it deals damage is pretty sorry. Make sure to try and stall the MS-B a bit after the MS-E to allow for maximum damage, but don't stall too long or Nemu will launch them and make the MS-B miss. The easiest way to link this is off of an RF-B; Hit them with RF-B, then use MS-E and go from there. If you're trying to force the opponent into damage canceling and wasting their stock, this infinite is much better to use since it's infinitely easier (pun unintended) to pull off than Combo 5. However, for damage purposes it's best to use Mayuri's other infinite. At the end of the day, Mayuri is a very freeform character whose number of viable combos is too high to count. The key is finding different ways to link Mayuri's normals and supers to Nemu's commands to keep the opponent stunned constantly. Experiment and find the best ways to keep the opponent off-center and the hits going (remember, though, that the best keys to success of long combos with Mayuri are S-B, S-E, and SU-A). ============================================================================== Playstyle Guide [PSG] ============================================================================== This section will give some tips on both basic and advanced techniques that can be utilized with Mayuri 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 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] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Using Nemu ---------- Most players who start as Mayuri are tempted to simply run away and abuse his Nemu commands. While this may work on lower level opponents, any decent foe will be able to rip apart a player who does this. The most important thing to remember when playing Mayuri is that you're play- ing as MAYURI. Nemu gives him a great advantage that no other character has, but if you do nothing but sit back and use this you miss out on the point of being able to control Mayuri and command Nemu at the same time. Using Nemu often is a good idea, but not if it's your only strategy. Playing mindgames by using Nemu and attacking yourself lets you create situations that leave the opponent unable to respond easily or with certainty, always threatened with the possibility of Mayuri's infinites. 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 Mayuri's various matchups against different characters, as well as strategies when facing AGAINST Mayuri players. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Versus Slow Characters [VSL] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Slow characters have a serious problem with Mayuri, due to his great pressure games and his ability to hit from the air and ground at the same time. Really, any character who can't move very quickly will find themselves constantly under pressure from Mayuri's game. Without the ability to slip around Nemu and get at him, it becomes a very difficult battle. Examples of characters Mayuri can take on well are Iduru and Komamura. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Versus Aerial Characters [VAE] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Any character who has a decent aerial game (ie Ichigo, Genryusai, Hisagi) can effectively mount an offensive on Mayuri. Their aerial game will not only allow them to completely bypass Nemu, but give them good options to land on a grounded Mayuri with. Since Nemu can't do anything to aerial opponents above her head, Mayuri must rely on his own aerial game, which pretty much whittles down to him using his aH to spike them back to the ground so he can try to attack them there. The important thing for Mayuri is to keep pressure on them and prevent the opponent from taking to the air, and if they make it there, he must make sure to get them back on the ground as soon as possible. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Versus Mayuri [VMA] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Aerial, aerial, aerial. Mayuri can do devestating things while you're grounded and therefore your aerial game is your best bet. While comboing him on the ground isn't out of the picture, the easiest way to do this is to mount an aerial assault. Get him on the ground and stick to him, but beware of RF Nemu commands that can hit you even if you try to shunpo through her. An average Mayuri will rely almost completely on Nemu and possibly waste all three reiryoku quickly. A good Mayuri will try to pressure you constantly from both Nemu and himself, relying on you making a mistake while trying to avoid both. The key thing to do is always watch Mayuri, and not get confused by Nemu's movements. ============================================================================== Conclusion [CCN] ============================================================================== Mayuri plays very differently from almost any character in any fighting game, and in the hands of someone who knows how to use him can become a fearsome force for any opponent to face. While new players tend to play him for his ability to literally attack while running away, it's the players who strive for a higher level of play who will better appreciate what Mayuri can offer in terms of sheer pressure and damage potential. ============================================================================== 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 dark_sage2004@hotmail.com. Lastly, I'd like to thank GameFAQs for hosting this guide; you, the reader, for taking your time to go through this; Nemu, the worst victim of fatherly abuse ever who still sticks around to help with infinites; 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 July 6th, 2007 Version 1.1-- Created July 10th, 2007 (slight grammar errors and character consistency issues corrected)