Bleach: Shattered Blade FAQ/Walkthrough Version 2.02 Date: December 11th, 2007 Author: SkilletTheWhat Email: KyleSBowers@yahoo.com Copyright (c)2007 Kyle Bowers ---------------------------------------------- Table of Contents 1. BACKGROUND INFO 2. CONTROLS 3. HOW TO PLAY (CASUAL AND "ADVANCED") 4. GAME MODES A) Episode Mode >EPISODE 1 - ICHIGO KUROSAKI >EPISODE 2 - RENJI ABARAI >EPISODE 3 - TOSHIRO HITSUGAYA >EPISODE 4 - KENPACHI ZARAKI >EPISODE 5 - BYAKUYA KUCHIKI >EPISODE 6 - HANATARO YAMADA >EPISODE 7 - YORUICHI SHIHOIN >EPISODE 8 - ARTURO PLATEADO B) Arcade Mode C) Versus Mode D) Training Mode E) Urahara Shop F) Gallery G) Options 5. CHARACTER/STAGE UNLOCKING GUIDE 6. CHARACTER SUMMARIES AND MOVES I.) Ichigo Kurosaki II.) Rukia Kuchiki III.) Yasutora "Chad" Sado IV.) Uryuu Ishida V.) Orihime Inoue VI.) Renji Abarai VII.) Rangiku Matsumoto VIII.) Toshiro Hitsugaya IX.) Byakuya Kuchiki X.) Yoruichi Shihoin XI.) Soi Fon XII.) Ganju Shiba XIII.) Yumichika Ayasegawa XIV.) Ikkaku Madarame XV.) Kenpachi Zaraki XVI.) Izuru Kira XVII.) Momo Hinamori XVIII.) Hanataro Yamada XIX.) Shuhei Hisagi XX.) Sajin Komamura XXI.) Kaname Tosen XXII.) Gin Ichimaru XXIII.) Mayuri Kurotsuchi XXIV.) Kisuke Urahara XXV.) Yachiru Kusajishi XXVI.) Shunsui Kyoraku XXVII.) Jushiro Ukitake XXVIII.) Sosuke Aizen XXIX.) Shigekuni Genryusai Yamamoto XXX.) Grimmjow Jeagerjaques XXXI.) Ulquiorra Schiffer XXXII.) Arturo Plateado 7. CLOSING/CREDITS ---------------------------------------------------------------- 1. BACKGROUND INFO Bleach: Shattered Blade is a fighting game for the Wii based on the popular anime series. While this game doesn't particularly offer an overwhelming amount of depth, it is a whole lot of fun, especially if you're a fan of the show. Additionally, the Wii doesn't have have a slew of outstanding fighting games at the moment, so whether you're an avid Bleach fan or just someone looking for a pretty fun fighter, I'd suggest giving Bleach: Shattered Blade a shot. ----------------------------------------------------- 2. CONTROLS Menu Controls ---------------- A Button - Select B Button - Cancel Nunchuck Joystick - Move + - In most modes this button will allow you to change your VS. options, but once unlocked you may use the + button on certain characters in the Gallery to make them your menu guide (when examining their character model). Combat Controls ---------------- The combat controls of this game are based on a holy trinity; Stab, Slash (Left/Right), and Chop (Up/Down). Move Wii-mote Up/Down: Up/Down Chops Move Wii-mote Left/Right: Left/Right Slashes Move Wii-mote Forward: Forward Stabs As a quick note, remember to keep the wiimote level when doing the forward thrusts since moving the wiimote too much up, down, left, or right during a thrust often registers it as either an up/down or left/right attack. Hold A-Button and... Move Wii-mote Up/Down: Critical Up/Down Chop Move Wii-mote Left/Right: Critical Left/Right Slash Move Wii-mote Forward: Critical Forward Stab What's the difference here? Well, while they're definitely slower you'll want to make use of them since not only can they break through an opponents flurry of attacks, but they can also break through shields also. Another important thing to note is that directional Criticals actually differ. For example, doing a critical while going from up to down will result in a powerful downward chop, whereas doing a critical when moving the wiimote up results in a powerful critical uppercut that launches opponents into the air. Hold B-Trigger and... Move Wii-mote Up/Down: Special 1 Move Wii-mote Left/Right: Special 2 Move Wii-mote forward: Special 3 These are a character's three Special Moves, for the most part they're pretty unique, albeit not always useful. You can sometimes combo these in to do a decent chunk of damage. When in Bankai form these specials will often be more powerful, one is often a cinema special activated by hitting your opponent with a certain attack. Which special activates the cinema special varies, some don't even have any. More useful controls in combat! Shake Nunchuck Left/Right - Charge Bankai (bottom) Meter (if meter is NOT full) Shake Nunchuck Left/Right - Enter Bankai Mode when Bankai Meter is on fire. Joystick - Movement C Button - Hold in while moving to dash, some characters can Flash Step using this when in Bankai mode. Z Button - Guard 2 - Pause ----------------------------------------------------- 3. HOW TO PLAY (CASUAL AND "ADVANCED") Okay, before you start reading, this section is going to be one big blob. I'll try to organize it as well as I can, but I'll be explaining more or less not only how to play but what things to avoid along with some useful tips I've picked up. Bars n' Bankais ---------------- First things first, the HUD. At the top of the screen you'll notice two health bars along with an adjustable match timer in the center. Just below the health bar is your Spiritual Power Gauge, but since that's a lot to type and it doesn't help you understand what it means, I'm just going to call it Stamina. STAMINA BAR - I should definitely cover this as it is a very important gameplay mechanic. Basically, what it is, is how much you can attack. When the bar is full you can let loose and combo as freely as you'd like, but the more you attack the more the bar drops. If you keep attacking constantly your bar will drop fairly quickly and you wont be able to do many moves, the bar restores itself rather quickly but in such a fast paced game its wise not to lest this bar go on empty very often. There's only one last bar and thats the one on the very bottom of the screen and that is.... BANKAI METER - This meter fills up as you fight and take damage. It can also be charged manually by waving your Nunchuck from side to side. Once this meter is full (you'll know because it will catch on fire) you must shake your Nunchuck from side to side in order to enter Bankai Mode. BANKAI FORM - Okay, so you filled your meter and waved the nunchuck, now what? Well, congratulations, you've just entered Bankai Mode! In Bankai mode your character either just powers up or takes on an entirely new method of attack based on that character's abilities. Some characters, like Rangiku, seem only faster and strong whereas other characters, like Ikkaku, fight completely differently because their actual weapons change. When in Bankai form your special moves are more powerful and some are completely different. There are multiple types of Bankai Specials you'll encounter, here are a few. Type I - Trap - Traps are probably the least useful since most experienced players know exactly how to avoid them. Basically, the trapper will lay down a circle of energy (whether it look like ice, flower petals, etc) on the ground and if you step into it for more than a couple seconds the special will activate. What's wrong with these specials is the fact that you can get hit by them initially but still escape them as long as you dash out in time. Most are pretty hard to land. Type 2 - Cinema Special - These specials are normally very damaging and the damage of these specials can be increased by shaking your wiimote (as if you were attacking). By doing so the cinema special not only does more damage but is extended and just looks cooler. Cinema specials are activated by striking your opponent with a singular hit that starts the special. Some of these can be combo'd, others do not work as well. Type 3 - Large Object Assault - Strange name, but I didn't know what else to call them. Basically, these specials involve a really large creature attacking you with either themselves or something very big. These specials normally aren't too shabby since they cover a wide area, put the opponent on the defensive, and in a way protect you since the creature keeps you safe. Type 4 - Charged Specials - These specials are immediately cause the user to stand still and begin charging an attack once activated. If you suspect someone of using one (Arturo and Byakuya both have them), attack them QUICKLY. If they manage to charge these attacks fully they normally do on average about half your health, Byakuya's does even more. These are a few of the most common ones you'll find. Bankai Buffs ------------- There are two main buffs a player can receive when entering the Bankai Form. Flash Step - Hold C and move around, instead of Dashing your character will warp around the arena, disappearing and reappearing at blinding speed. Make use of this in order to dodge, counter, and trick your opponents. It's very useful. Super Armor - This means your character will not flinch. If anyone hits you with mostly anything your character wont budge, and just continue his attacks. This is useful since it makes some specials very easy to land with certain characters. Examples of characters with Super Armor Bankais are Toshiro and Ikkaku. Note - Be careful around people with powerful multihit specials (like Yamamoto's Heat Wave and Kisuke's Benihime Slash) as your Super Armor will make you stand still and take every single damaging hit without being sent flying away. This means the opponent can repeat this and do ridiculous amounts of damage to you. Be cautious. --Tip from Viashino_wizard Attack Crushing ---------------- This is an attack I've dubbed, I don't really know what the official term for this is. Essentially, what this is, is crushing the opponent in the middle of an attack. The Rock/Paper/Scissor principle is in full effect at all times during this game, not just the Hyper-Speed Clash mode, so if you know a friend who just loves his Left/Right Special counter him with an Up/Down and break right through his attacks. This works with Criticals too. Critical Clashing ------------------ This is as important as the Bankai, as you'll often see these a lot. Whenever two people clash critical attacks they'll enter a "hyper fighting" mode in which both characters are going absolutely crazy with their respective weapons. During this mode a slider bar will move across the bottom of the screen with a green section in the middle. When the slider enters the green section input a Chop (Up/Down), Slash (Left/Right), or Stab (Forward Thrust) command. Simply put, this is basically a rock paper scissors game. Chop (Up/Down) > Slash (Left/Right) Slash (Left/Right) > Stab (Forward Thrust) Stab (Forward Thrust) > Chop (Up/Down) After all things are said and done either you will tie and each character will jump back or one of you will win. In the event that someone wins a cinema will begin in which the victor pummels their opponent. The damage of this cinema attack is proportional to the amount of Rock/Paper/Scissor wins you have. Win with just one and don't expect much damage, but win all five and just watch as your opponents health gets a huge chunk taken right out. Combat Basics - DO's and DON'T's - ----------------------------------- 1) Hackey McSlasherton (DO NOT) - Upon entering your very first match you'll notice that just about every character can swing their sword UNBELIEVABLY fast. While it is tempting to run up to and and nail your opponent with a 30-40 hit flurry, it's probably the worst way to go about offense in this game. While the attacks are numerous they do absolutely horrible damage and deplete your Stamina Bar in a matter of seconds. Also, considering that not only can these attacks be blocked but they can be overpowered by a single critical, you may want to limit how many rapid slashes you do. 2) Straight to the Point (DO!) - As kind of an expansion on 1), when you enter combat with another half-intelligent player it's best to get straight to the point. It's unlikely that both of you will just try to do weak slashes to each other, as awesome as it looks, so its best to pull out your criticals and/or specials early during your combos. The longer you wait the longer you risk getting overpowered by your opponent and severely damaged because of it. 3) Turtlin' (DO NOT) - The block in this game is TERRIBLE, by all means try to be as smart about blocking as possible. Blocking isn't necessarily a don't, but you definitely want to be exceedingly careful about using it. Any critical attack, which are thrown around quite often, will tear right through your guard, so often it's simply not worth it to block. You simply cant try to play this game too defensively save for a few characters simply because the blocking mechanics are too messed up. Block during specials you know are coming, but aside from that I'd avoid it as the second they whip out a critical you're done for. 4) Bankai Conservation (DO!) - It's not always wise to bust out the big guns as soon as you get them. Sometimes you're too far behind or too far ahead for Bankais to make much of a difference. If you're very far ahead save them for the next round (assuming there is one, and yes, the meter does carry over) and if you're too far behind for your Bankai to make a difference, save it for an early lead next match. 5) Spams O'Toole (DO NOT) - Spamming in this game is particularly bad not even because its annoying, but because of the rock/paper/scissor principle that is always in effect. No matter how effective most moves are, if you keep on using them your opponent will likely counter your move with one of an opposing nature repeatedly. Mix things up, you may catch them off guard or even counter some of their attacks. 6) Rock, Paper, Scissors, Read! (DO!) - Keep a close eye on your opponents row of attacks during a Critical Clash session. Some people are unpredictable, but often people try to avoid using the same direction over and over. If you see two stabs and a slash, use a stab since they'll likely try a chop as that is the only one they haven't used. Also, assume that they will try to trick you and think one step beyond them. If you see you don't have a chop, assume they know this if you're playing with a good player and try a slash to counter the likely stab thats heading your way. This is probably the least helpful of the tips, since it doesn't seem like it would work, but in my experience it has helped me win a few clash battles. 7) I'm A'Chargin' My Bankai! (DO NOT) - Unlike DBZ games, charging up isn't as convenient and it leaves you very open. Characters move quickly, so they can often run up to you and attack before you finish charging. The risk of being attacked isn't worth what little you gain from charging, and for the most part there are smarter things you could be doing. You can however charge before the match even starts, so make use of that. -------------------------------------------------- 4. GAME MODES A) Episode Mode Episode Mode is the game's main story mode. Jammed with cutscenes in both 2D and 3D, this mode tells the story of a few select characters dealing with the arrival of a new threat. These modes are VERY straight-forward with some being significantly more painful than others. By default matches will be 60 Seconds and a single round; however, by going to the OPTIONS mode you can adjust the timer (which is almost necessary for Hanataro's Episode Mode) and difficulty settings to something that suits you better. If you're sick of matches abruptly ending before you've had enough set the match length to infinite. You can also opt to make the match length significantly shorter (down to 30 sec) if you're having a hard time, since this allows you to get a good hit and run away until the match is over. It may not make a difference at first but when you get to Hanataro's you may want to adjust the difficulty setting. Going from Normal to Easy might just make the difference, especially with his difficult missions. If, when playing through Episode mode, you just cant get the swing of a character be sure to check my Character Info guide for their best, most efficient moves and some descriptions on how they're useful. One more note about Episode Mode, some of the fights actually change and fluctuate depending on which characters. For example, the first time you play through you'll have to fight Toshiro third in Ichigo's Episode Mode, but once everyone is unlocked he will change along with other characters who get swapped out. I'll be going over the original fights for most Episode Modes since you only need to play through most Epsiodes once and barely anyone ever goes back to them once they're completed. Of course, if it is an Episode Mode you need to play through twice (Kenpachi, Hanataro, Arturo) I will list the new encounters you'll likely see. New encounters (switched fights) will be marked with an "A" after the number, so for example if a Fight 7 was Kenpachi but he later gets replaced by Renji, Renji's fight would be listed as Fight 7A. >EPISODE 1 - ICHIGO KUROSAKI General Advice - Ichigo is a pretty straightforward character. Since you're fighting AI here don't be afraid to do big combos before a finisher. Also, if things get dangerous just bust out a Getsuga Tenshou (Up/Down Special) and keep them at bay. The AI should run into it a'plenty. Fight 1 - Renji Abarai Renji has range and for a novice this can be pretty deadly, so be careful when closing in on him. If you engage him I'd suggest using a critical rather early in your combo since he has a Side Special that racks up really good damage on you. If you cant seem to engage him up close due to his range you can actually just shoot Getsuga Tenshous at him (Up/Down Special) and since the CPU players aren't too bright in Stage 1 he should run into it. As always, there is the option of toning down difficulty and adjusting the timer for hit and run tactics. If you get your Bankai and need to use it just fire off your Up/Down special, it does great damage and the CPU normally doesn't block it. Flash step if you need to dodge. Fight 2 - Yasutora "Chad" Sado You've got a big advantage over this guy, and that's range. You can either take swats at him with Getsuga Tenshou (the CPUs will still walk into it this early) or assault him with really early criticals. Chad loves to do his shoulder rush move so try not to do too many non-critical slashes, he'll just break through them and punch you in the face. Make use of the fact that your sword is longer and have good ranged specials (Up/Down and Stab). If you get your Bankai and need to use it just fire off your Up/Down special, it does great damage and the CPU normally doesn't block it. Flash step if you need to dodge. Fight 3 - Toshiro Hitsugaya Don't stay at a mid range with Toshiro because all three of his specials are targeted directly to a mid-range. Stay in close and lock him down by using Criticals very early in your combos. Most of the time the CPU will wait a few slashes before coming out with a Critical, so you can almost always beat them to the punch. If things aren't looking good feel free to stay back and fire off Up/Down Specials, but be careful of his ranged ice attacks. If you get your Bankai and need to use it just fire off your Up/Down special, it does great damage and the CPU normally doesn't block it. Flash step if you need to dodge. Fight 4 - Izuru Kira As a novice I'd actually stay out of this guys face. He has some pretty good up-close moves, including a pretty powerful cinema special that looks like a regular slash. Since anyone new to this game wont be able to tell it's easier just to use your Up/Down and Stab Specials to take this guy out. If you do engage him at close range use Criticals early otherwise he'll punish you with specials. If you get your Bankai and need to use it just fire off your Up/Down special, it does great damage and the CPU normally doesn't block it. Flash step if you need to dodge. Fight 5 - Kenpachi Zaraki This one can be tough since novice players will often rush in and begin hacking away. Do NOT do this since Zaraki has absurd range, power, and speed. Also, the Zaraki AI doesn't always do a few weak slashes before a big hit, he will very often just open up with a power hit and send you flying. You don't want to take hits from this guy, so what you can do is get near him, move around him, and wait for him to attack. Once he attacks you can run around behind him and start a quick combo. Keep your combos VERY concise with Zaraki otherwise he'll just plow through you. If all that isn't bad enough he has a counter that activates the second you attack, so he can surprise you with this move as well. No matter which way you cut it getting in close to this guy is dangerous, so if you want to play it safe you can actually shoot Up/Down Specials at him the entire match and they'll almost always hit. Cheap, but it works. If you get your Bankai and need to use it just fire off your Up/Down special, it does great damage and the CPU normally doesn't block it. Flash step if you need to dodge. Fight 6 - Ganju Shiba This is a pretty easy fight since Ganju is a pretty bad character. Feel free to get in his face and hack him up since he doesn't have any outstanding moves to frustrate you. Also, if you stay on him Ganju cant really activate ANY of his specials since they all take a good second to start. Much like Toshiro, pressuring this guy is the way to go. If you stay back and Ganju starts to run at you with a bomb just block. He'll run into you, you'll block the attack and he'll end up exploding. If you get your Bankai and need to use it just fire off your Up/Down special, it does great damage and the CPU normally doesn't block it. Flash step if you need to dodge. Fight 7 - Sajin Komamura This is actually a fight in which shooting Getsuga Tenshous all day probably will not work. If you're at a far distance Sajin will just shoot his Rock Wave at you and overpower you. The best way to beat this guy is stay in close and use your Crits early on in combos. Don't forget that you can use Ichigo's Up/Down Special after his UpCrit for an easy source of good damage. Sajin also has a lot of really good mid range attacks, so staying at any range will probably just be problematic. If he goes into Bankai just sit back and shoot Up/Down Specials at him. All you need to do is keep an eye out for a giant vertical slice since, if you stand far away, that's the only move he can try to hit you with. If you get your Bankai and need to use it just fire off your Up/Down special, it does great damage and the CPU normally doesn't block it. Flash step if you need to dodge. Fight 8 - Rangiku Matsumoto Rangiku is a fight that you can very easily play safe by abusing your two projectiles, but there really isn't a need for it due to the fact that she isn't a particularly threatening character. She lacks the deadly power and range of characters like Kenpachi, so you can fight her up close if you wish. If you get your Bankai and need to use it just fire off your Up/Down special, it does great damage and the CPU normally doesn't block it. Flash step if you need to dodge. Fight 9 - Byakuya Kuchiki This guy will be a pain, but if you're careful you can beat him. First and foremost do NOT think you're safe standing across the map shooting Up/Down Specials at him. Byakuya has a move in which he teleports behind you and slashes. While he will do this regardless of if you're far away or not, attacking from a distance is simply asking for it. Stay up close to Byakuya and attack him frequently since he can only use ONE of his specials if you're keeping pressure on him. Don't worry if he gets some of his teleporting attacks off on you, just keep on him and use Crits very early. If he gets into his Bankai and begins standing still while charging an attack make sure to attack him THAT SECOND or else you'll probably lose the match. Also, avoid the straight line of flower pedals he leaves across the floor. This also results in a very damaging special (assuming you step into the area). If you stay on him enough he shouldn't make it to Bankai though. If you get your Bankai circle around him until he is open and then use your Stab Special. If you stay back he may try to teleport slash you during your Up/Down Special. Fight 10 - Arturo Plateado Keep moving while fighting this guy or you'll be in a world of pain. Circle around him constantly, all three of his specials can be very easily avoided if you do this. One is two red "X"s of energy that drop from the sky, his second his a dark prison that surrounds the enemy, and his third is a long-range stab that starts a cinema combo. Since the energy blasts and stab combo only hit in front of him and the dark prison will never touch you if you're moving he'll be left wide open for you every time he tries to attempt a special, which is often. Keep your combos short and powerful so you don't drain your energy too much. If he gets into Bankai and starts charging while standing still make sure you attack him as soon as you possibly can, otherwise regardless of where you're standing you'll get hit by a very powerful special. He can be tough, but with some nice movement you can take him out. If you get your Bankai and need to use it just fire off your Up/Down special, it does great damage and the CPU normally doesn't block it. Flash step if you need to dodge. >EPISODE 2 - RENJI ABARAI General Advice - Renji's story should be even easier than Ichigo's considering his blade can be swung all over the place and the AI rarely ever blocks his great Left/Right special. Just like Ichigo, if things get rough stay back and let Renji abuse his range to take down the computers. Fight 1 - Hanataro Yamada What you might not know about this kid is that he heals you whenever he touches you with his sword, so the only way for him to actually damage you is through specials that don't involve his sword. He only has three attacks like this and they're all three of his specials, which means they're all blockable. The three specials are a tripping headbut, a dizzy spin attack, and a trip followed by a ground roll. Bait him into attacking and just dodge the entire time since he doesn't have a damaging move that can penetrate your shield. Once you block his attack you're free to counterattack with all your strength. Since this is the first fight of Renji's Episode Mode and Hanataro is a very easy opponent you probably wont have to be so cautious, so don't be worried about getting in his face and beating up on him, that is just a strategy in case you find Hanataro to be tougher than you expect. If you need to use your Bankai don't bother countering, just keep far away and use Crits with your snake. Fight 2 - Uryu Ishida Don't even try to fight him at a range. The key to beating Uryu is to stay in his face at all times and instantly chase after him the second he attempts to run away. If Uryu gets you at a long range he can pick you apart before you reach him, so do your best to stick to him. If he's starting to move away but he isn't very far yet try to catch him with your Side Special before he can get out of range. As long as you stay up close this fight will be a breeze, but in the event that he does escape remember that most of the shots he'll fire out will be blockable, so keep calm and make sure to advance a little after every block. If you need to use your Bankai use the Stab Crit since, if Ishida is far away shooting arrows (which is likely) he will not dodge it. If you get in close to corner him you can actually hit him with your Stab Special since he cant move back to avoid it and Ishida doesn't often dodge to the side. Fight 3 - Rangiku Matsumoto You can be so cheesy for this fight since you can freely attack her without fear of being touched. At Renji's max sword range you can easily nail her with specials and crits but her sword attacks simply can not reach you. She has one or two specials that might go far enough to touch you but if you're constantly attacking as she gets up she will never get one off. Stay at your max range and retreat if you have to for a really easy fight. If you need to use your Bankai you can do the same exact thing and abuse his Side Crit at a safe range. Poor Rangiku. Fight 4 - Toshiro Hitsugaya Stay close to him because even though you have range, you can hit him with good specials up close. The same does not apply for Toshiro. Up close Toshiro has specials that simply aren't as effective and are meant to be used at a mid range. If he uses his dragon it will only hit you once up close, if he uses his icicle slash you wont even be far enough to touch the ice, and his leap can be punished as soon as he starts it. Staying in his face pretty much eliminates his entire special game and although his Crits can pack a punch, as long as you get yours out before he does you should be fine. Mix up your crits and Side Special at a close range and you'll be fine. If you need to use your Bankai stay far away for safety and assault him with Stab Crits since the CPU rarely ever dodges them. If Hitsugaya gets in close make use of your SideCrit and Counter Special. Fight 5 - Ichigo Kurosaki Ichigo can be a pain since staying at a mid distance while using your ranged specials can earn you a Getsuga Tenshou (blade beam) right to the face. If that isn't annoying enough, he has quite a lot of range with most of his attacks so reaching you often isn't a problem. Ichigo likes to shoot off his beams from a far range so you can actually use this to your advantage. By running around at a range you can bait him into firing a beam, then run up to him and attack him while he's open. If you're willing to get up close to him definitely use your Criticals early and do not use any special except his Side Special, since the other two are actually pretty mediocre. Ichigo will often be pulling out his Crits just as early as you and he almost always combos his Getsuga Tenshou out of his UpCrit, so be careful. If you need to use your Bankai stay back and use your Stab Crit or Stab Special since it will rip through any ranged attack Ichigo can throw at you. If he actually confronts you simply use your SideCrit or Counter Special to get him out of your face. Fight 6 - Orihime Inoue The key to beating Orihime is staying in her face. Often Orihime will actually run away instead of attacking you, so if you do not let her out of close range she wont even put up a fight. If she tries to escape make use of your very long Side Special in attempt to trip her up before she gets away. In the event that she does escape do not bother with any ranged attacks, get in close fast because leaving her alone will allow her to attack, shield herself, and even heal. If you need to use your Bankai go for your Stab Special and do not wait long between attacks otherwise Orihime will put up her shield and sometimes even heal. Fight 7 - Kenpachi Zaraki Do NOT attempt to fight Zaraki from a range. He may not look it but he can attack just about as far as you can with a lot more power. Standing in front of him will result in a swift death so often keep moving since a lot of his hits can be dodged by running in circles. Once he leaves himself open use a reliable damage combo (like an UpCrit followed by a Side Special) and retreat. Do not try to stick around and fight him since getting hit by this guy is just not worth it. Slowly approach him once again and repeat the process, let him attack and you keep countering with good dodges and short combos. If you need to use your Bankai you can actually out-range Zaraki, so feel free to use your long range Stab Criticals from afar. Fight 8 - Izuru Kira Remember Rangiku? This is the exact same fight. Kira only has one attack capable of reaching you from your max range and you can almost always hit him before he starts it, so stay at your max sword range and let him have it. If he gets close simply use your Side Special or back away and gain some space. Your range is a huge advantage against this guy. If you need to use your Bankai you can do the same exact thing and abuse his Side Crit at a safe range. Poor Izuru. Fight 9 - Byakuya Kuchiki This guy is tough, especially considering the lag Renji has after his attacks is a prime time for him to teleport behind you and stab you. Fortunately for Renji there is an attack that actually protects him from this particular attack on occasion and that is his Side Special. You can fight Byakuya up close or at mid range, it doesn't make too much of a difference. Stay on the safe side and instead of Crits use his Side Special. If you use your Side Special and Byakuya warps behind you he will actually get hit by one of your swings that happens to reach behind you. Don't let him get into Bankai, if he does just avoid any flower pedals on the floor and attack him the second he begins charging any attacks. If you go into your own Bankai I'd advise against the Stab Crit since it'll be easy for Byakuya to dodge, instead go for the Side Crit or the Counter if he gets close. Fight 10 - Arturo Plateado Do not attack this guy from a range since if you're standing still (which Renji does when attacking from afar) he can trap you with a stun. Additionally, mid range right in front of him is the prime spot for his other two dangerous specials. Circle around him a lot since all three specials are either meant to hit standing opponents or people directly in front of him. As long as you keep moving and using your SideSpecial/SideCrit you should be able to take him down before he kills you. If he goes into his Bankai make sure to attack him if he starts charging since, much like Byakuya, he will start a cinema that does ridiculous damage. If you need to go into your Bankai you can use your StabSpecial (Ultimate) very easily on him since he tries to stay in front of you a lot (since that is where most of his specials land). >EPISODE 3 - TOSHIRO HITSUGAYA General Advice - While Toshiro's specials aren't as easy to abuse the AI with, he's still a pretty solid character who shouldn't be too hard to tear through Episode Mode with. While Toshiro has some really nice Criticals, if things get rough abuse his Stab Special, which is his massive Ice Dragon (Hyourinmaru). The nice thing about this dragon is not only is it a good ranged attack, but since the dragon spirals around Hitsugaya himself upon its release it hits anyone in your face and acts as a defense. Also, since his Bankai has Super Armor you can simply overpower your enemies with his Stab Special (cinema special). On a side note, if you happen to go into a Hyper Clash Fight with someone and it ends in a draw use your Side Special right after it, since they'll be at the perfect range to get hit by it. This is a nice trick that often works. Fight 1 - Shunsui Kyoraku Kyoraku has some really nice combos, but fortunately for you it's the first stage and he probably will not attempt to do any of them. Stay close since using Criticals early in your combos barely gives the CPU any room to launch an attack. Feel free to mix in specials or go for more elaborate combos this early, but don't get careless. If you aren't getting anywhere by fighting up close Hitsugaya always has the option of staying back and shooting Stab Specials at his opponents. If he manages to turn the tides simply hop into Bankai and hit him with your Stab Special. Thanks to your Super Armor he can do nothing to stop it and will almost never block or avoid it. Fight 2 - Ganju Shiba Ganju doesn't have a lot of good attacks so if you use your specials and Crits early in your combos he shouldn't be able to toss out anything that'll annoy you too much. If he lays a Stone Wave (sand pit) do your best to avoid it and don't get too far away since he can throw bombs at you. If you're getting caught by Stone Waves too much and get punished for it up close you can stay back and shoot Stab Specials at him. This works since he doesn't really have any ranged attacks besides his bombs, which don't go that far anyway. Also, if he tries to run at you with a bomb in his hand just block. You'll end up blocking the hit and he'll take all the damage. If you need to use your Bankai simply walk up to him and hit him with your Stab Special. Thanks to your Super Armor he can do nothing to stop it and will almost never block or avoid it. Fight 3 - Kenpachi Zaraki Normally I wouldn't advise sticking to Toshiro's specials but in this case it is almost a must for any non-experienced player. Kenpachi does a ton of damage in every attack, overpowers you often, and has great range to boot. Staying close to him can result in a very quick loss so to play it safe just spend the entire match showering him with ice. When he's at a mid/close range use your Side Special, which should send him flying away afterwards. Right when he stands up use your Stab Special and he probably wont block it. Repeat this process until he dies, and keep using your Side Special or an immediate Crit if gets close. If you need to use your Bankai, which may actually be the case if you decide to engage him up front, you can try one of two things. If you're low on health and fear he may kill you use your Up/Down Special to keep him at bay every time he stands up. If you have a nice chunk of health left get in there and use your Stab Special to finish him off. Fight 4 - Ichigo Kurosaki You cant really use the Zaraki strategy on Ichigo, which is a real pain since Ichigo has a lot of the same range and power Zaraki has. If you try to stay back and shoot specials he'll normally dodge and counter with a blade beam or ground wave. You don't have much of a choice here so fight him up close and use your Crits early since Ichigo will too. If Ichigo goes into his Bankai and you're remotely close to getting yours, charge it really quick and use it. If not run around, wait for him to give you an opening, and counter. If you need to use your Bankai, which is very possible, just hit him with your Stab Special. If he is in his Bankai too and you're having trouble getting the Stab Special to connect you can often just use Toshiro's Side and Up/Down Specials over and over to do the trick, they normally land, especially his Side Special if Ichigo is flash stepping around you. Fight 5 - Hanataro Yamada What you might not know about this kid is that he heals you whenever he touches you with his sword, so the only way for him to actually damage you is through specials that don't involve his sword. He only has three attacks like this and they're all three of his specials, which means they're all blockable. The three specials are a tripping headbut, a dizzy spin attack, and a trip followed by a ground roll. Bait him into attacking and just dodge the entire time since he doesn't have a damaging move that can penetrate your shield. Once you block his attack you're free to counterattack with all your strength. If you really want you don't even have to be that cautious, since if you use your Crits early and he uses his specials to attack you (which he always does) you'll simply clash. You can't really bomb him from a range since he blocks a lot, so get in close and beat on him with early Crits. If he gets into his Bankai watch out, he can do an attack that takes off 1/3 of your health. If you see the camera zoom on him (which indicates a powerful special) defend or get away from the front of him immediately. If you need to use your Bankai hit him with your Stab Special up close. Fight 6 - Yasutora "Chad" Sado Chad isn't too tough since the Chad AI tends to abuse specials quite a bit. While he does have some power up close, don't stand back and shoot things at him. If you fire a special from a distance he can use his shoulder rush special, break completely through your Special, and still dart towards you with the final few hits. If you stay in close and use Criticals early you should be safe since his Specials shouldn't really ever overpower your Crits. Even more conveniently, when Chad clashes Specials and doesn't hit anything he often ends up behind the opponent, facing away from you. This gives you a good opening for a counterattack. If he uses his Bankai you can use your ranged attacks to keep him at bay, since the only real thing to worry about is his up close cinema. If you need to go into Bankai use your Stab Special, this should be pretty easy since you have Super Armor going for you. Fight 7 - Byakuya Kuchiki You can actually make this fight very easy for you by getting some space and spamming your Stab Special. If Byakuya tries to use his teleport special he will get hit by the dragon as it circles around Toshiro. If he uses any other attack at a range the dragon will almost always overpower him and do damage. Abusing the dragon makes this fight so much easier than it should be, so make good use of this. If you want to fight him up close make sure to run around him a lot since he has two specials that only hit directly in front of him and one that only hits standing targets, so moving around is a must. If he gets his Bankai play chicken a little but attack him instantly if he begins charging his final special (you'll know it by a white light). You can still use your dragon here since Byakuya loves the teleport, even in Bankai mode. If you need to use your Bankai you can attempt a stab special or just Up/Down Special him from a distance while using the Side Special any time he gets behind you. Fight 8 - Sajin Komamura Whatever you do, do not stand far away and attempt to use your Stab Special on this guy. Sajin has a quick rock slide special that goes across the screen and does a lot of damage. If that's not bad enough, your Side Special doesn't always work since he can hit you with a very powerful rock smash attack at just about the very distance from which you can best use your Side Special. This guy isn't terribly fast so if you stay in close and use your criticals early you can normally beat him before he uses his Bankai. If he uses his Bankai run as far away as you can and wait. If he uses his wall of flame special or his sword stab special shoot a Stab Special at him. He he uses his giant vertical slice just dodge it or block, then fire a Stab Special. He cant do too much to you from far away. If you need to use your Bankai and he doesn't have his simply walk up to him and use your Stab Special. If you use your Bankai while his is activated do NOT get in close since he can use the wall of flame and do absurd amounts of damage while you just stand there taking it thanks to your Super Armor. In a Bankai vs Bankai fight say far away and keep using your Up/Down Special. He cant do too much about that. Fight 9 - Renji Abarai This is another fight that you don't want to do up close, but you really don't have a choice here. At max distance you are safe from his extending sword, but he will probably just block your Stab Special or clash through it anyway. You'll have to engage him up close, using your Crits almost instantly. Renji will use Crits and Specials very quickly on most occasions, so using too many weak slashes will get you destroyed. Stay on him and keep getting hard hits off as he gets up off the ground. If he uses his Bankai stand far away and be prepared to dodge and block. Getting in close can get you killed so if you don't have your Bankai it's best just to play defensive and wait it out. If you have your Bankai, regardless of if he has his Bankai or not, staying back an assaulting him with Up/Down Specials normally works. If he tries to avoid it via running he'll just run into another row of ice. This move works pretty well. Fight 10 - Arturo Plateado Keep moving while fighting this guy or you'll be in a world of pain. Circle around him constantly, all three of his specials can be very easily avoided if you do this. One is two red "X"s of energy that drop from the sky, his second his a dark prison that surrounds the enemy, and his third is a long-range stab that starts a cinema combo. Since the energy blasts and stab combo only hit in front of him and the dark prison will never touch you if you're moving he'll be left wide open for you every time he tries to attempt a special, which is often. Keep your combos short and powerful so you don't drain your energy too much. If he gets into Bankai and starts charging while standing still make sure you attack him as soon as you possibly can, otherwise regardless of where you're standing you'll get hit by a very powerful special. He can be tough, but with some nice movement you can take him out. If you need to use your Bankai and he doesn't have his, simply stay calm, move around him, and use your Stab Special when he leaves himself open. If he has his and starts moving around you quickly use your Side Special to get him away from you, just keep an eye on him in case he starts his really dangerous special. >EPISODE 4 - KENPACHI ZARAKI General Advice - Zaraki is one serious character for a bunch of reasons. For starters his reach and speed are insane. He can hit what feels like a mile in front of him almost instantly. His Up/Down Special is one of the best in the game, as it has ridiculous power (a trend among Zaraki's moves), speed, and range. Zaraki also has a counter (Left/Right Special) that can be thoroughly abused on dim witted AI. Unfortunately, Zaraki's Stab Special isn't anything to write home about, but with his other two specials, overall attack power (he takes off ridiculous chunks of health) and speed, who needs it? His Bankai is decent but it's not as amazing as Zaraki is in general. You probably wont be relying too much on your Bankai with this guy, just make good use of his Criticals since they can decimate opponents. Fight 1 - Shuhei Hisagi You can literally chop this guy down in seconds without even moving an inch. Use your powerful criticals mixed in with his Up/Down special and you'll tear through this guy like he's nothing. A nice combo to use is his UpCrit followed by his Up/Down Special. This is a very reliable combo and does a ridiculous amount of damage. Use Crits early since they do so much damage that light hits aren't even worth it. If you need to use your Bankai you can chain your Up/Down Special out of an UpCrit for a guaranteed hit, so make use of this. Fight 2 - Yasutora "Chad" Sado You have a massive advantage against this guy, and that's range. You can easily keep him away by abusing your Up/Down Special and hit him with a nice crit if he gets too close. Keeping him at the tip of your sword is ideal since you lock down a lot of his attacks from that range, making him almost unable to fight. He might get the occasional shoulder rush on you, but as long as you're keeping him at a distance and abusing your crits, you'll ruin him. If you need to use your Bankai use your trusty UpCrit to UpSpecial combo for absurd damage. Fight 2A - Yumichika Ayasegawa Remember, this fight is only for when you've unlocked everyone and you're going back through for Voice 2s. Disregard this and any other matches with a number and the letter "A" if it is your first time going through this Episode Mode. Anyway, Yumichika's range isn't horrible but if you stay as far away as you can he gets bullied pretty easily. At Zaraki's max sword length he can only hit you with one Special (his Side Special) and it isn't really devastating. Also, he probably wont get it off if you're quick about your Up/Down Specials. Keep knocking him down as soon as he stands up. If you need to use your Bankai use your trusty UpCrit to UpSpecial combo for absurd damage. Fight 3 - Renji Abarai While Renji may appear to be dangerous on account of his range, you shouldn't be very worried since Zaraki actually has just as much range with a lot of his moves simply because of his size. If that's not convenient enough, Zaraki also uses some of his attacks quicker than Renji, so in a mid range fight make use of your very quick Up/Down Special and Counter (Side Special) if you see one of his slower attacks coming your way. You can fight him up close if you'd like, just make sure to use Crits early and often. If he uses his Bankai you can normally get up close, but if you do be smart about it. Be prepared to dodge or block when you see the snake coming and don't attack too much in a row since he has a very powerful counter. In the event that you need to use your Bankai you can easily land your Up/Down Special on this guy, so don't be worried. Fight 3A - Yachiru Kusajishi While it may seem fun to bully this little girl by rushing up and attacking, don't. She has one move in particular, a Helicopter Spin, that will pretty much overpower absolutely any move it clashes with and still do damage to you. Stay at Zaraki's max sword range since there's absolutely no way she can touch you yet you can still do great damage with your Up/Down Specials. If she starts her tornado and you don't get hit do NOT rush in and attack, it lasts a long time and you'll probably get caught in it if you rush up to her. Wait until the attack is ending, then move in with a Stab Special followed by an Up/Down Special (combo). Simply don't underestimate her and keep her at a distance. If you need to use your Bankai use your trusty UpCrit to UpSpecial combo for absurd damage. Fight 4 - Izuru Kira Remember Chad? This is a very similar fight. Kira only has one or two attacks capable of reaching you from your max range and you can almost always hit him before he starts them, so stay at your max sword range and let him have it. If
he gets close simply use your Counter or back away and gain some space. Your range is a huge advantage against this guy. If you need to use your Bankai get in close and land you UpCrit to Up/Down Special combo. If he doesn't die he wont live too long after that. Fight 4A - Jushiro Ukitake Get in this guys face and let him have it with really fast Criticals. All of Jushiro's specials are very slow to begin so just keep attacking him with some of your speedier power attacks (the Up/Down Special is an excellent choice for this fight). If you just keep attacking him with power hits you can defeat him easily without even being scratched. If you need to use your Bankai use your trusty UpCrit to UpSpecial combo for absurd damage. Fight 5 - Sajin Komamura This fight is actually really easy if you stay in close. From afar Sajin can hit you with some powerful ranged attacks, but not only are two of his specials bad when used up close, but most of his Criticals aren't fast enough to hit you assuming you're using your Criticals very early (you should be). Every time he gets up hit him with another, maybe mix in an Up/Down Special or combo him. He really cant do much to you up close so use this to your advantage. If he goes into Bankai stay away from him since getting in close can result in a lot of damage. The only attack that can hit you from far away is a giant vertical chop that is easily blocked or dodged. If you get into Bankai landing your special should be painfully easy, just get up close and let him have it. Fight 6 - Byakuya Kuchiki Stay up close to Byakuya and move around him frequently since he cant use any of his specials on a moving target. He has two specials that only hit directly in front of him (a barrage of flower pedals and an energy blast) and his teleporting slash will never hit you as long as you're moving. Stay in motion and keep pressure on him. Don't worry if he gets some of his teleporting attacks off on you, just stay on him and use Crits very early when he uses a Special or Critical that leaves him open. If Byakuya manages to get into his Bankai and begins standing still while charging an attack make sure you hit him THAT SECOND or else you'll probably lose the match. Also, avoid the pedals he leaves all over the floor. This move results in another powerful special if you stand in the pedals. If you need to use your Bankai wait for an opening and hit him with your Up/Down Special. Fight 6A - Yoruichi Shihoin You have a massive advantage against her, and that's range. You can easily keep her away by abusing your Up/Down Special and hit her with a nice crit if she gets close. Keeping her at the tip of your sword is ideal since you lock down all of her attacks from that range, making her completely unable to fight. She might get the occasional hit on you, but as long as you're keeping her at a distance and abusing your crits, you'll ruin her. If you need to use your Bankai wait for an opening and hit her with your Up/Down Special. Fight 7 - Toshiro Hitsugaya Stay close to him because even though you have range, you can hit him with good specials up close. The same does not apply for Toshiro. Up close Toshiro has specials that simply aren't as effective and are meant to be used at a mid range. If he uses his dragon it will only hit you once up close, if he uses his icicle slash you wont even be far enough to touch the ice, and his leap can be punished as soon as he starts it. Staying in his face pretty much eliminates his entire special game and although his Crits can pack a punch, as long as you get yours out before he does you should be fine. Mix up your crits and Up/Down Special at a close range and you'll be fine. If he uses his Bankai and you don't have yours play very defensively and Counter any time you see a predictable attack coming. If you need to use your Bankai, regardless of whether or not he has his, just use your Up/Down Special. Fight 8 - Orihime Inoue The key to beating Orihime is staying in her face. Sometimes Orihime will even run away instead of attacking you, so if you do not let her out of close range she may not put up a fight. If she tries to escape make use of your very long Up/Down Special in attempt to trip her up before she gets away. In the event that she does escape make sure to follow her because leaving her alone will allow her to attack, shield herself, and even heal. If she goes into Bankai keep even more pressure on her to make sure she doesn't use her Ultimate. If you go into your Bankai hit her with an UpCrit to Up/Down Special combo. Fight 8A - Ganju Shiba Ganju doesn't have a lot of good attacks so if you use your specials and Crits early in your combos he shouldn't be able to toss out anything that'll annoy you too much. If he lays a Stone Wave (sand pit) do your best to avoid it and don't get too far away since he can throw bombs at you. If you're getting caught by Stone Waves too much and get punished for it up close you can stay back and use your ridiculous range to keep him at bay. Much like Yoruichi, if you keep him at the tip of your sword there is almost nothing he can do. Also, if he starts running at you with a bomb in his hand simply block. He'll run into you, the bomb will explode, you'll block, and he'll take all the damage. If you need to use your Bankai, regardless of whether or not he has his, just use your Up/Down Special. Fight 9 - Ichigo Kurosaki Ichigo has quite a lot of range with most of his attacks, but against Zaraki it simply isn't enough. Zaraki reaches a bit further than Ichigo, especially when you use Zaraki's Up/Down Special, so keeping him at bay is the name of the game. If you stand at Zaraki's max range Ichigo can not hit you with most of his attacks and you can almost always hit him before he has the time to do any attack that can actually reach you. If he goes into his Bankai and you see an attack coming make good use of your Counter and don't be afraid to hit him with a quick Up/Down special since he can be knocked back. If you need to use your Bankai, regardless of whether or not he has his, get in close, finding an opening, and use the ol' UpCrit to Up/Down Special on him. Fight 10 - Arturo Plateado Do not attack this guy from a range since if you're standing still (which you often do when attacking from afar) he can trap you with a stun. Additionally, mid range right in front of him is the prime spot for his other two dangerous specials. Circle around him a lot since all three specials are either meant to hit standing opponents or people directly in front of him. As long as you keep moving and using your powerful Crit combos you should be able to take him down before he kills you. If he goes into his Bankai make sure to attack him if he starts charging since, much like Byakuya, he will start a cinema that does ridiculous damage. If you need to use your Bankai, regardless of whether or not he has his, get in close, finding an opening, and use the ol' UpCrit to Up/Down Special on him. >EPISODE 5 - BYAKUYA KUCHIKI General Advice - They're pampering you here, right before the fight of your life. Byakuya is an amazing character with a serious abundance of strengths. All of his specials are easy to land on AI and the Shunpo-Slash (Up/Down Special) is way too good. I wouldn't try to get greedy and use his ultimate special, just stick to what works and abuse his cinema special. If you really want to be cheap you can normally just run away and use his Up/Down Special over and over. Fight 1 - Kenpachi Zaraki This one can be tough since novice players will often rush in and begin hacking away. Do NOT do this since Zaraki has absurd range, power, and speed. Also, the Zaraki AI doesn't always do a few weak slashes before a big hit, he will very often just open up with a power hit and send you flying. You don't want to take hits from this guy, so what you can do is get near him, move around him, and wait for him to attack. Once he attacks you can run around behind him and start a quick combo. Keep your combos VERY concise with Zaraki otherwise he'll just plow through you. If all that isn't bad enough he has a counter that activates the second you attack, so he can surprise you with this move as well. No matter which way you cut it getting in close to this guy is dangerous, so if you want to play it safe you can actually just keep running away and using your Up/Down Special on him until he dies. Really cheap, but so effective. If you need to use your Bankai hit him with the Up/Down Special since the Stab Special is often unreliable. Fight 2 - Orihime Inoue The key to beating Orihime is staying in her face. Sometimes Orihime will even run away instead of attacking you, so if you do not let her out of close range she may not put up a fight. If she tries to escape make use of your godly Up/Down Special in attempt and cut her off in style. Orihime is easier to fight with Byakuya than absolutely anyone else in the game since she can not escape no matter what. The second she runs away and even begins to heal or shield she is a prime target for your Up/Down Special. You want to stay on her since leaving her alone will allow her to attack, shield herself, and heal. If you need to use your Bankai don't even bother with Specials, just use your speed to stay on her and pummel her up close. Fight 3 - Ichigo Kurosaki Ichigo has quite a lot of range with most of his attacks, but against Byakuya it simply isn't enough. Byakuya has a really good strategy against the Ichigo AI and while it is pretty boring, you simply cant argue with the results. Since Ichigo has good ranged attacks he'll often use them when you retreat. The very second he begins a ranged attack when you're far away you can let him have it with your Up/Down Special. You can actually just run back a couple steps and keep doing it over and over, which often works on the CPUs. If you need to use your Bankai you can get to a mid range and use your Up/Down Special for some good damage. Fight 4 - Toshiro Hitsugaya Stay close to him because even though you have your godly Up/Down Special, it's just as easy, if not easier to fight him up close. He can dodge your teleport slash on occasion and sometimes even counter you by using the dragon special, which will hurt you if you teleport behind him. Up close Toshiro has specials that simply aren't effective and are meant to be used at in mid range combat. If he uses his dragon it will only hit you once up close, if he uses his icicle slash you wont even be far enough to touch the ice, and his leaping attack can be punished as soon as he starts it. Staying in his face pretty much eliminates his entire special game and although his Crits can pack a punch, as long as you get yours out before he does you should be fine. Mix up your crits and Up/Down Special at a close range and you'll be fine. If he uses his Bankai and you don't have yours play very defensively and use your Up/Down Special any time you see a predictable attack coming. If you need to use your Bankai try to circle him until he leaves himself open then use your Up/Down Special. Fight 5 - Soi Fon Soi Fon just loves combos so there are two really easy ways for Byakuya to go about beating her. You can lure her into starting a string of attacks, which she likely will not stop for a couple seconds and use your Up/Down Special or you can simply engage her up close and use your Criticals early. The Up/Down Special works like a charm but you can end the match sooner just by doing early Crits. She doesn't use hers right away and likes to combo a little beforehand so plowing through her attacks will be very easy. If you need to use your Bankai get at a mid range and use your Up/Down Special. She normally doesn't dodge and will instead get closer to you for an attack, so landing this one is simple. Fight 6 - Sajin Komamura There are two very cheap ways to fight Sajin with Byakuya. The first way involves running away until he attacks (he'll usually use one of two rock-based specials) then using your Up/Down Special. Doing this works guaranteed and you likely will not get hit. Another method is running far away and shooting your Stab Special at him over and over again. Most of the time if you shoot it quick enough he cant do any attacks by the time it hits him, so he just keeps taking damage. If he gets his Bankai off simply use your Up/Down Special and retreat over and over. If you need to use your own Bankai just stick to the same strategy, you don't even need to use your cinema specials. Fight 7 - Ikkaku Madarame I wouldn't get too close to Ikkaku or even try running in circles around him because this guy has a lot of range and often hits people at his sides as well. Make good use of your Up/Down Special, in fact if you want to be super cheap you can just keep using it in succession and be pretty successful. Use criticals often since Ikkaku is another character who likes to get in some smaller hits before going for a Critical. He he goes into Bankai just keep away from him and shoot your Stab Special if he stops to attack. If you need to use your Bankai you should be able to land an Up/Down Special without too much trouble. Fight 8 - Izuru Kira Kira's range isn't great but he'll try to attack you anyway which means you can score major hits with the Up/Down Special very frequently. In fact, I've actually tried doing nothing but the Up/Down Special over and over and it works perfectly. If you use your Up/Down Special the second your last one ends Kira will normally take a hit. You should be able to do it a bunch of times, making many fights with Byakuya painfully easy. If you want to fight him up close and stay away from the Up/Down Special just circle around him a lot. Kira has really short range so by dodging via moving you should be able to find plenty of counterattack opportunities. If he goes into his Bankai just wait for an opening and use your Up/Down Special. If you need to use your Bankai get at a mid range and use your Up/Down Special. He normally just tries to attack from that distance so landing this attack is rather easy. Fight 9 - Yoruichi Shihoin Yoruichi is a bit tricker than Soifon since she will use her Criticals earlier and dodge attacks more frequently. Fortunately Yoruichi has several very lengthy Criticals that keep her open when she misses, so you can often bait her into attacking by moving around her at a mid range. Once she attacks go in for a Crit or use the safe Up/Down Special. Use her long Crits to your advantage and remember that she can teleport to you from far away so don't just stand around. If she goes into her Bankai just play chicken and wait for an opening to use the Up/Down Special. If you need to use your Bankai get at a mid range and use your Up/Down Special. She normally wont dodge and will instead get closer to you for an attack, so landing this one is easier. Fight 10 - Arturo Plateado Keep moving while fighting this guy or you'll be in a world of pain. Circle around him constantly, all three of his specials can be very easily avoided if you do this. One is two red "X"s of energy that drop from the sky, his second his a dark prison that surrounds the enemy, and his third is a long-range stab that starts a cinema combo. Since the energy blasts and stab combo only hit in front of him and the dark prison will never touch you if you're moving he'll be left wide open for you every time he tries to attempt a special, which is often. Keep your combos short and powerful so you don't drain your energy too much. If he gets into Bankai and starts charging while standing still make sure you attack him as soon as you possibly can, otherwise regardless of where you're standing you'll get hit by a very powerful special. He can be tough, but with some nice movement you can take him out. The Up/Down Special isn't even that useful here since two of his specials seem to clash with it even though you're behind him. Stick to what works here, openings and counter Crits. If you need to use your Bankai circle around him and wait for him to leave himself open, which he will, and hit him with the Up/Down Special. >EPISODE 6 - HANATARO YAMADA This is going to be a real pain since the game makes you play through episode mode as Hanataro, a character who heals his opponents every time he touches them with his sword. Sounds fun, right? General Advice - Basically, you want to start here by instantly adjusting your difficulty to Easy and setting your match length to 30 Seconds. This is important since running away is a big part of the strategy. The core idea here is stick to Hanataro's 3 specials, his Headbut/Trip, his Spinning/Dizzy attack, and his Trip/Roll. All of these moves incorporate more than just his sword so you will often give more damage than you heal. Many people debate as to which attack is most useful, and while I do think its a bit situational, I think you can get rid of the roll entirely. I've done his Episode Mode pretty easily with just the Headbut and the Spinning attack. Of course, you should definitely try the roll and see if it works for you since I've heard plenty of success stories from people using that move. Anyway, so here are some basic strategies for Hanataro... Strategy 1 - Hit and Run - This strategy revolves around baiting the opponent into attacking and then hitting them with his Headbut special. This special does a decent chunk of damage and knocks you both over. By the time you both get up you should be able to make a clean getaway. You can always try to damage more but with how frustrating this Episode is, it's best to stay on the safe side and try to run away after you've gained the lead. Strategy 2 - Spin Spam - If fleeing isn't your style try spin spam. Ikkaku is easily the toughest fight in Hanataro's episode but you can actually keep him in check by spamming the spin attack repeatedly when he's in your face. The spin attack leaves both of you a little stunned, but it should keep the AI out of commission just long enough for you to move an inch closer to the oppoent and do another one. People use his roll attack the same way, so you can try spamming that too, but I find Spin Spam to be unbelievably effective. Strategy 3 - Bankai Baiting - Hanging in even if Strategies 1 and 2 aren't working is what Strategy 3 is about. It's more or less a backup, as this little guy's Bankai can easily turn the tides in these fights. Just stay alive until you've maxed your meter then let'em have it, but there are a couple tips I have to make Hanataro's Bankai even more lethal. Tip 1 - Use his Cinema Special (Up/Down) and THEN use his giant Slash (Stab) special. The AI normally wont block the Cinema Special and you can normally get his second one off shortly after. Tip 2 - If you land the Cinema Special activate his second special as soon as the cutscene ends. The AI will stand up as you're activating the special and in most cases will not move or block the attack. It's one of your best chances to land his best move. Don't get frustrated if you have to try Hanataro's Episode a couple times, pretty much everyone does. It's the toughest thing in the game but it's very do-able. Fight 1 - Yumichika Ayasegawa For the first stage you'll be wanting to rely on Strategy 2, the Spin Spam. Since it's early on in the Episode Mode Yumichika wont be countering you too much. If you repeat the Spin two or three times you should be able to get a nice enough lead for you to retreat and run away for the last seconds of the match. If you're down by a lot of life don't risk trying to attack, charge up your Bankai and use it. Get at about a mid range and if you have time, try to bait them into attacking so you can use your Up/Down Special. After your Up/Down Special, as they're standing, use your Stab Special and hope it lands. If you don't have time just go for the Stab Special. Fight 2 - Toshiro Hitsugaya For some reason the Spin doesn't seem to hit him as much as some other characters, probably because of his height, so I just used the headbut here. If he hits you and you get up you can normally hit him with a headbut before he recovers or has time to land another move. It should only take a couple headbuts in order to get a nice enough lead. If you get a lead and run away Toshiro will either shoot dragons at you (which is nice since they're easy to avoid and eat up the clock) or charge his Bankai, which is also pretty convenient since he's not attacking. If he gets into his Bankai don't worry since he should only have about 1-3 seconds left on the clock and he cant do anything to you in that time. If you're down by a lot of life don't risk trying to attack, charge up your Bankai and use it. Get at about a mid range and if you have time, try to bait them into attacking so you can use your Up/Down Special. After your Up/Down Special, as they're standing, use your Stab Special and hope it lands. If you don't have time just go for the Stab Special. Fight 2A - Ichigo Kurosaki Remember, this fight is only for when you've unlocked everyone and you're going back through for Voice 2s. Disregard this and any other matches with a number and the letter "A" if it is your first time going through this Episode Mode. Anyway, fortunately for you, you're fighting Ichigo really early. A character like Ichigo, when you have to face them later on in an Episode Mode, can be such a hassle. An easy way to deal with Ichigo is to run around him at a safe distance and attack him with a headbut (Up/Down Special) every time he goes for an attack and misses. Once you have a decent lead just run away and he'll likely shoot blade beams at you. This shouldn't be a problem since you can just block them. If you're down by a lot of life don't risk trying to attack, charge up your Bankai and use it. Get at about a mid range and if you have time, try to bait them into attacking so you can use your Up/Down Special. After your Up/Down Special, as they're standing, use your Stab Special and hope it lands. If you don't have time just go for the Stab Special. Fight 3 - Izuru Kira Both the headbut and the spin work fine on Kira. Once you get your lead the most important thing to remember is to keep moving around him when running away since he has a long ranged move that can drag you back to him. If he lands this move he will often combo you out of it, if this happens, as you're getting up go for a headbut, it often works. Just don't stay in front of him when running away and you should be okay, since he'll often stay at a range and just try to rake you in. If you're down by a lot of life don't risk trying to attack, charge up your Bankai and use it. Get at about a mid range and if you have time, try to bait them into attacking so you can use your Up/Down Special. After your Up/Down Special, as they're standing, use your Stab Special and hope it lands. If you don't have time just go for the Stab Special. Fight 4 - Yasutora "Chad" Sado Chad is one of the easier fights since the Spin Spam works absolute wonders on him and in the event that he actually does hit you with something that doesn't send you flying you can almost ALWAYS hit him with a headbut once you get off the ground since he has a lot of lag and moves very slowly. Once you get your lead he's easy to avoid too since he only has one ranged attack which is very easy to block. He often just stands there trying to hit you with it or charging his Bankai. If he gets close circle around him and retreat again. If you're down by a lot of life don't risk trying to attack, charge up your Bankai and use it. Get at about a mid range and if you have time, try to bait them into attacking so you can use your Up/Down Special. After your Up/Down Special, as they're standing, use your Stab Special and hope it lands. If you don't have time just go for the Stab Special. Fight 4A - Renji Abarai Two words, Spin Spam. Renji gets destroyed by it, so definitely use this tactic. Since a lot of Renjis moves have a second or two of startup time you can often start your spin and trap him with it before he can get an attack off. Be extra careful if you decide to stop spinning and run away since Renji has ranged attacks that can break through your shield. As long as you don't run yourself into a corner you should be able to avoid him, but in the event that he hits you and you're up close again just hit him with a spin and retreat again. If you're down by a lot of life don't risk trying to attack, charge up your Bankai and use it. Get at about a mid range and if you have time, try to bait them into attacking so you can use your Up/Down Special. After your Up/Down Special, as they're standing, use your Stab Special and hope it lands. If you don't have time just go for the Stab Special. Fight 5 - Ikkaku Madarame This is the hardest fight in his Episode Mode, by far. He attacks with a lot of speed and range, plus he can also plow through your specials with enough duration in his attacks left to do major damage to you. You can almost always get a spin attack off in the beginning of the match if you get in his face and use it right away. After this you have a couple of choices, you can attempt to use another Spin attack or two, which works sometimes, or you can try to retreat and charge your bankai while stalling. Ikkaku will follow you a lot, so if you choose to run be very careful and know that you will likely NEED your Bankai, so put your effort into charging it. If he gets a few more hits on you and takes the lead, which he likely will, activate your Bankai. Even if there is only 1-2 seconds left use your Stab Special and hope it hits. If it does there's a good chance you'll steal a win at the last second. If you get your Bankai with some time on the clock try to bait him into attacking so you can use your Up/Down Special. After your Up/Down Special, as they're standing, use your Stab Special and hope it lands. Fight 6 - Ganju Shiba Phew, this is a cakewalk. Use your Spin right at the start of the match for an early lead, then retreat. After this you've pretty much won since Ganju is REALLY easy to deal with at a range. Once you have your lead and run away Ganju will normally do one of three things; charge his bankai, throw a bomb, or run at you with a bomb in his hands. If he chagres his Bankai you don't have to worry and if he throws a bomb you can very easily avoid it. The best case scenario is his bomb run since, if you block this attack the bomb explodes in his hands and damages him, not you. You deserve this after Ikkaku. If you're down by a lot of life don't risk trying to attack, charge up your Bankai and use it. Get at about a mid range and if you have time, try to bait them into attacking so you can use your Up/Down Special. After your Up/Down Special, as they're standing, use your Stab Special and hope it lands. If you don't have time just go for the Stab Special. Fight 6A - Sajin Komamura Two words, Spin Spam. Sajin gets destroyed by it, so definitely use this tactic. Since a lot of Sajin's moves have a second or two of startup time you can often start your spin and trap him with it before he can get an attack off. Actually, you can trap Sajin in a Spin Spam for all 30 seconds of the match if you do it well. Sometimes it isn't even worth it to run away, but if you do run around Sajin since a lot of his attacks hit directly in front of him from far away. If you're down by a lot of life don't risk trying to attack, charge up your Bankai and use it. Get at about a mid range and if you have time, try to bait them into attacking so you can use your Up/Down Special. After your Up/Down Special, as they're standing, use your Stab Special and hope it lands. If you don't have time just go for the Stab Special. Fight 7 - Byakuya Kuchiki Byakuya can be annoying, but he's a lot easier than Ikkaku if you know how to go about fighting him. Byakuya is very prone to getting hit by your spin and your spin also doubles as a defense for when he tries his teleportation attack. If he goes for that attack while you're spinning it'll clash and occasionally counter. The "Spin Spam" works great and once you have a lead it's all about moving around since all three of Byakuya's specials cant hit you if you're in motion. If you're down by a lot of life don't risk trying to attack, charge up your Bankai and use it. Get at about a mid range and if you have time, try to bait them into attacking so you can use your Up/Down Special. After your Up/Down Special, as they're standing, use your Stab Special and hope it lands. If you don't have time just go for the Stab Special. Fight 7A - Yoruichi Shihoin You can use Spin Spam on Yoruichi, just don't be surprised if she breaks through your attacks every once in a while since her Criticals are long and consist of two hits. If you don't trust Spin Spamming Yoruichi you can run around her and wait for her to use a Critical. Since almost all of Yoruichi's Criticals consist of two or more hits they take a while to end, giving you a nice opportunity to headbut her (Up/Down Special) if she misses. Spin Spam or bait her and headbut. If you're down by a lot of life don't risk trying to attack, charge up your Bankai and use it. Get at about a mid range and if you have time, try to bait them into attacking so you can use your Up/Down Special. After your Up/Down Special, as they're standing, use your Stab Special and hope it lands. If you don't have time just go for the Stab Special. Fight 8 - Renji Abarai Two words, Spin Spam. Renji gets destroyed by it, so definitely use this tactic. Since a lot of Renjis moves have a second or two of startup time you can often start your spin and trap him with it before he can get an attack off. Be extra careful if you decide to stop spinning and run away since Renji has ranged attacks that can break through your shield. As long as you don't run yourself into a corner you should be able to avoid him, but in the event that he hits you and you're up close again just hit him with a spin and retreat again. If you're down by a lot of life don't risk trying to attack, charge up your Bankai and use it. Get at about a mid range and if you have time, try to bait them into attacking so you can use your Up/Down Special. After your Up/Down Special, as they're standing, use your Stab Special and hope it lands. If you don't have time just go for the Stab Special. Fight 8A - Yasutora "Chad" Sado Two words, Spin Spam. Chad gets destroyed by it, so definitely use this tactic. Since almost all of Chad's moves have a good bit of startup time you can often start your spin and trap him with it before he can get an attack off. If you're not confident about Spin Spamming too long and want to run away once you have a decent lead, go for it. Chad has absolutely no dangerous ranged moves and it's easy to avoid him. As long as you don't run yourself into corner you should be able to avoid him, but in the event that he hits you and you're up close again just hit him with a spin and retreat. If you're down by a lot of life don't risk trying to attack, charge up your Bankai and use it. Get at about a mid range and if you have time, try to bait them into attacking so you can use your Up/Down Special. After your Up/Down Special, as they're standing, use your Stab Special and hope it lands. If you don't have time just go for the Stab Special. Fight 9 - Kenpachi Zaraki Two words, Spin Spam. Kenpachi gets destroyed by it, so definitely use this tactic. Since a lot of Zaraki's moves have a second or two of startup time you can often start your spin and trap him with it before he can get an attack off. Actually, you can trap Zaraki in a Spin Spam for all 30 seconds of the match if you do it well. Sometimes it isn't even worth it to run away, but if you do run around Kenpachi since a lot of his attacks hit directly in front of him from far away. If you're down by a lot of life don't risk trying to attack, charge up your Bankai and use it. Get at about a mid range and if you have time, try to bait them into attacking so you can use your Up/Down Special. After your Up/Down Special, as they're standing, use your Stab Special and hope it lands. If you don't have time just go for the Stab Special. Fight 10 - Arturo Plateado Two words, Spin Spam. Arturo gets destroyed by it, but for different reasons than Zaraki and Renji. Arturo always starts his combos with weak attacks so using Spin Spam will plow through his light attacks and trap him in the Spin Spam every single time you use it. Just like Zaraki you can trap Arturo in a Spin Spam for all 30 seconds of the match if you do it well. Sometimes it isn't even worth it to run away, but if you do run around Arturo since all of his specials are meant to hit a standing opponent or someone right in front of him. Two words, Spin Spam. Kenpachi gets destroyed by it, so definitely use this tactic. Since a lot of Zaraki's moves have a second or two of startup time you can often start your spin and trap him with it before he can get an attack off. Actually, you can trap Zaraki in a Spin Spam for all 30 seconds of the match if you do it well. Sometimes it isn't even worth it to run away, but if you do run around Kenpachi since a lot of his attacks hit directly in front of him from far away. >EPISODE 7 - YORUICHI SHIHOIN General Advice - This one isn't the cakewalk that Byakuya's is simply because Yoruichi isn't as good of a character all-around, but this Episode still shouldn't give you too much trouble. Yoruichi has a nice combo of her Side Critical with the Roundhouse followed by a Legsweep into her Up/Down Special (Dagger Kick). Make use of that and her easily combo-able cinema Special (left/right) to get through hers without too much trouble. Fight 1 - Renji Abarai Use this fight to get acquainted with Yoruichi, since this may very well be your first time playing her. She's very different and relies very much on Critical combos opposed to whipping around specials. Use your Criticals early with Yoruichi and out of them use a special or another Crit. Try using her Left-to-Right Side Critical to setup for combos into Crits and Specials. If you need to use your Bankai you can often combo your Side Special (ultimate) out of a regular string of weak attacks, but if you want a flashy, guaranteed combo you can use your Side Special out of her Left-to-Right side Critical. Fight 2 - Ikkaku Madarame Ikkaku has a Side Special that will break through anything you have so try to get your crits in early before he has a chance to use them. Stay moving as Yoruichi and strike when he leaves himself open with a good Critical combo. If you cant seem to get the swing of fighting with her up close just use hit and run tactics. You can also try using her Stab Special as a substitute for Byakuya's teleport slash, but it's really not as useful. Also, if he happens to use his Bankai stay defensive and wait until it runs out since he has Super Armor, which means he'll plow through any attack you throw at him and probably hit you with a special. If you need to use your Bankai you can often combo your Side Special (ultimate) out of a regular string of weak attacks, but if you want a flashy, guaranteed combo you can use your Side Special out of her Left-to-Right side Critical. Fight 3 - Rangiku Matsumoto Rangiku is really easy to pressure. If you keep assaulting her with crits after knocking her down she wont be able to function. She doesn't have any outstanding moves up close and you should be quicker than she is. Every time she gets up just hit her with another and you should be able to come away with an easy win. If you need to use your Bankai you can often combo your Side Special (ultimate) out of a regular string of weak attacks, but if you want a flashy, guaranteed combo you can use your Side Special out of her Left-to-Right side Critical. Fight 4 - Ganju Shiba Ganju is really slow in a lot of his attacks and overall he just isn't that great of a character. Since Yoruichi cant fight from a range keep your attacks constant to ensure he cant use any of his specials. If you lock him down with a flurry of criticals he'll fall in no time. If you need to use your Bankai you can often combo your Side Special (ultimate) out of a regular string of weak attacks, but if you want a flashy, guaranteed combo you can use your Side Special out of her Left-to-Right side Critical. Fight 5 - Toshiro Hitsugaya This fight should is good for Yoruichi since the easiest way to fight Toshiro is up close. At close range all of his specials simply aren't as effective since they're meant to be used at around mid range. If he uses his dragon up close it will only hit you once, if he uses his icicle slash you'll be too close to him for the ice to actually touch you, and his leap can be punished as soon as he starts it. Staying in his face pretty much eliminates his entire special game and although his Crits can pack a punch, as long as you get yours out before he does you should be fine. Mix up your crits and Side Special at a close range to take him down. If he uses his Bankai and you don't have yours play very defensively. It may be wise to run until you have yours since you don't have a good ranged attack. If you need to use your Bankai you can often combo your Side Special (ultimate) out of a regular string of weak attacks, but if you want a flashy, guaranteed combo you can use your Side Special out of her Left-to-Right side Critical. Fight 6 - Kenpachi Zaraki If you're going to engage this guy up close you MUST use your Crits and Specials instantly. Since you have no choice but to fight Zaraki at a close range you have to do everything you can to avoid being caught by one of his Crits or Specials. Zaraki has more range and power, so this is a dangerous fight for Yoruichi. One thing you can to do to make this fight a little easier is circle around him. None of Zaraki's Specials will hit you if you're not in front of him so dodging his attack and countering with a good Critical combo is a nice strategy. If he goes into Bankai wait for him to attempt a special, dodge, and punish him. If you need to use your Bankai you can often combo your Side Special (ultimate) out of a regular string of weak attacks, but if you want a flashy, guaranteed combo you can use your Side Special out of her Left-to-Right side Critical. Fight 7 - Sajin Komamura This fight should is good for Yoruichi since the easiest way to fight Sajin is up close. At close range all of his specials simply aren't as effective since they're meant to be used at around mid range. Staying in his face pretty much eliminates his entire special game and although Sajin is very powerful, his attacks are very slow. This means you shouldn't have any problems staying up close and getting your Criticals out before he does. If he uses his Bankai and you don't have yours play very defensively. It may be wise to run until you have yours since you don't have a good ranged attack and getting close will result in you taking a LOT of damage. If you need to use your Bankai you can often combo your Side Special (ultimate) out of a regular string of weak attacks, but if you want a flashy, guaranteed combo you can use your Side Special out of her Left-to-Right side Critical. Fight 8 - Yasutora "Chad" Sado This should be your kind of fight since you both have to fight up close, but since you're simply faster you have a distinct advantage. Pull off powerful critical combos before your Chad has a chance to use any of his powerful moves. If you need to use your Bankai you can often combo your Side Special (ultimate) out of a regular string of weak attacks, but if you want a flashy, guaranteed combo you can use your Side Special out of her Left-to-Right side Critical. Fight 9 - Byakuya Kuchiki Stay up close to Byakuya and move around him frequently since he cant use any of his specials on a moving target. He has two specials that only hit directly in front of him (a barrage of flower pedals and an energy blast) and his teleporting slash will never hit you as long as you're moving. Stay in motion and keep pressure on him. Don't worry if he gets some of his teleporting attacks off on you, just stay on him and use Crits very early when he uses a Special or Critical that leaves him open. If Byakuya manages to get into his Bankai and begins standing still while charging an attack make sure you hit him THAT SECOND or else you'll probably lose the match. Also, avoid the pedals he leaves all over the floor. This move results in another powerful special if you stand in the pedals. If you need to use your Bankai you can often combo your Side Special (ultimate) out of a regular string of weak attacks, but if you want a flashy, guaranteed combo you can use your Side Special out of her Left-to-Right side Critical. Fight 10 - Arturo Plateado Keep moving while fighting this guy or you'll be in a world of pain. Circle around him constantly, all three of his specials can be very easily avoided if you do this. One is two red "X"s of energy that drop from the sky, his second his a dark prison that surrounds the enemy, and his third is a long-range stab that starts a cinema combo. Since the energy blasts and stab combo only hit in front of him and the dark prison will never touch you if you're moving he'll be left wide open for you every time he tries to attempt a special, which is often. Keep your combos short and powerful so you don't drain your energy too much. If he gets into Bankai and starts charging while standing still make sure you attack him as soon as you possibly can, otherwise regardless of where you're standing you'll get hit by a very powerful special. He can be tough, but with some nice movement you can take him out. If you need to use your Bankai you can often combo your Side Special (ultimate) out of a regular string of weak attacks, but if you want a flashy, guaranteed combo you can use your Side Special out of her Left-to-Right side Critical. >EPISODE 8 - ARTURO PLATEADO General Advice - Once again, another pretty easy Episode thanks purely to the fact that the character you're using is really good. AI will normally just take a direct hit from his Side Special and his Up/Down Special combos in like magic. Arturo may not look like it but he has a lot of power in his moves, especially his special attacks. While his specials are definitely to be abused here, use his Bankai as soon as possible. Arturo's stab special (cinema) can be landed from practically anywhere on the stage and if you shake the wiimote during it you do a really nice amount of damage. After Hanataro this guy should be a blessing. Fight 1 - Mayuri Kurotsuchi This guy has a couple of really good up close moves but since it's the first round of Arturo's Episode mode he shouldn't bother you much. Take some time to get acquainted with Arturo's better combos (UpCrit into either Stab Special or Up/Down Special) and get an overall feel for him. You can often use his Side Special from a distance to trap the CPU and close in for a big hit. Since Mayuri can attack really well from a mid-long range it's best just to stay up close for this fight. If you need to use your Bankai you can either run away and use your Stab Stab Special (shake the wiimote to charge faster) and hope it lands or you can actually land it in somewhat of a combo. If you land an UpCrit on your enemy start charging your Stab Special the second you hit them. Your special should be ready by the time they fall and stand back up, leaving them only about a second to take action (which they wont) before the cinema begins. This is very handy. Fight 2 - Rangiku Matsumoto Rangiku is really easy to pressure. If you keep assaulting her with crits after knocking her down she wont be able to function. She doesn't have any outstanding moves up close and you should be quicker than she is. Every time she gets up just hit her with another and you should be able to come away with an easy win. You can run back, wait for her to use a ranged Special and trap her with your Side Special if you want. Your Up/Down Special should be able to land on her nicely too. If you need to use your Bankai you can either run away and use your Stab Stab Special (shake the wiimote to charge faster) and hope it lands or you can actually land it in somewhat of a combo. If you land an UpCrit on your enemy start charging your Stab Special the second you hit them. Your special should be ready by the time they fall and stand back up, leaving them only about a second to take action (which they wont) before the cinema begins. This is very handy. Fight 2A - Hanataro Yamada Remember, this fight is only for when you've unlocked everyone and you're going back through for Voice 2s. Disregard this and any other matches with a number and the letter "A" if it is your first time going through this Episode Mode. What you might not know about this kid is that he heals you whenever he touches you with his sword, so the only way for him to actually damage you is through specials that don't involve his sword. He only has three attacks like this and they're all three of his specials, which means they're all blockable. The three specials are a tripping headbut, a dizzy spin attack, and a trip followed by a ground roll. Bait him into attacking and just dodge the entire time since he doesn't have a damaging move that can penetrate your shield. Once you block his attack you're free to counterattack with all your strength. Since this is the second fight of Arturo's Episode Mode and Hanataro is a very easy opponent you probably wont have to be so cautious, so don't be worried about getting in his face and beating up on him, that is just a strategy in case you find Hanataro to be tougher than you expect. If you need to use your Bankai you can either run away and use your Stab Stab Special (shake the wiimote to charge faster) and hope it lands or you can actually land it in somewhat of a combo. If you land an UpCrit on your enemy start charging your Stab Special the second you hit them. Your special should be ready by the time they fall and stand back up, leaving them only about a second to take action (which they wont) before the cinema begins. This is very handy. Fight 3 - Ganju Shiba Ganju doesn't have a lot of good attacks so if you use your specials and Crits early in your combos he shouldn't be able to toss out anything that'll annoy you too much. If he lays a Stone Wave (sand pit) do your best to avoid it and don't get too far away since he can throw bombs at you. If you're getting caught by Stone Waves too much and get punished for it up close you can stay back and trap him with a Side Special before attacking. This works pretty well since he stands still for a while during 2/3 specials. As for his third special, if he tries to run at you with a bomb in his hand just block. You'll end up blocking the hit and he'll take all the damage. If you need to use your Bankai you can either run away and use your Stab Stab Special (shake the wiimote to charge faster) and hope it lands or you can actually land it in somewhat of a combo. If you land an UpCrit on your enemy start charging your Stab Special the second you hit them. Your special should be ready by the time they fall and stand back up, leaving them only about a second to take action (which they wont) before the cinema begins. This is very handy. Fight 4 - Ichigo Kurosaki Ichigo can be a pain since staying at a mid distance while using your ranged specials can earn you a Getsuga Tenshou (blade beam) right to the face. If that isn't annoying enough, he has quite a lot of range with most of his attacks so reaching you often isn't a problem. Ichigo likes to shoot off his beams from a far range so you can actually use this to your advantage. By running around at a range you can bait him into firing a beam, then trap him with a Side Special after dodging. If you're willing to get up close to him definitely use your Criticals early and do not use any special except your Up/Down Special (unless you combo your Stab Special out of an UpCrit), since the other two are aren't that useful in someone's face. Ichigo will often be using his Crits just as early as you and he almost always combos his Getsuga Tenshou out of his UpCrit, so be careful. If he gets into Bankai play defensively and try to land an Up/Down Special on him when he attacks from the front. If you need to use your Bankai you can either run away and use your Stab Stab Special (shake the wiimote to charge faster) and hope it lands or you can actually land it in somewhat of a combo. If you land an UpCrit on your enemy start charging your Stab Special the second you hit them. Your special should be ready by the time they fall and stand back up, leaving them only about a second to take action (which they wont) before the cinema begins. This is very handy. Fight 4A - Ikkaku Madarame Ikkaku has a Side Special that will break through anything you have so try to get your crits in early before he has a chance to use them. Stay moving as and strike when he leaves himself open with a good Critical combo. If you find that Ikkaku is doing a lot of combos before crits (sometimes he does, sometimes he doesn't) don't be afraid to engage him head on and simply plow through his combos with powerful hits. If you cant seem to get the swing of fighting against Ikkaku up close just use hit and run tactics. You can also try using using his Stab Special when you see him open for a good source of damage. If he uses his Bankai play defensively since he has Super Armor and will plow through absolutely any attack with a special move. Ikkaku is a tough opponent, so if you absolutely need to you can also try retreating to charge your Bankai.
If you need to use your Bankai you can either run away and use your Stab Stab Special (shake the wiimote to charge faster) and hope it lands or you can actually land it in somewhat of a combo. If you land an UpCrit on your enemy start charging your Stab Special the second you hit them. Your special should be ready by the time they fall and stand back up, leaving them only about a second to take action (which they wont) before the cinema begins. This is very handy. Fight 5 - Shuhei Hisagi Shuhei doesn't have too many notable qualities besides the fact that he's pretty quick. Don't try to fight him from a mid range since all 3 of his specials are pretty useful from afar. If you stay close to him and use early Criticals there shouldn't be a problem since Shuhei tends to do light slashes before any big moves. This gives you the time to get an easy special or critical off on him before he can overpower you. If you need to use your Bankai you can either run away and use your Stab Stab Special (shake the wiimote to charge faster) and hope it lands or you can actually land it in somewhat of a combo. If you land an UpCrit on your enemy start charging your Stab Special the second you hit them. Your special should be ready by the time they fall and stand back up, leaving them only about a second to take action (which they wont) before the cinema begins. This is very handy. Fight 5A - Ichigo Kurosaki Yeah, strange that Ichigo was bumped to the 5th fight, but oh well. Anyway, Ichigo can be a pain since staying at a mid distance while using your ranged specials can earn you a Getsuga Tenshou (blade beam) right to the face. If that isn't annoying enough, he has quite a lot of range with most of his attacks so reaching you often isn't a problem. Ichigo likes to shoot off his beams from a far range so you can actually use this to your advantage. By running around at a range you can bait him into firing a beam, then trap him with a Side Special after dodging. If you're willing to get up close to him definitely use your Criticals early and do not use any special except your Up/Down Special (unless you combo your Stab Special out of an UpCrit), since the other two are aren't that useful in someone's face. Ichigo will often be using his Crits just as early as you and he almost always combos his Getsuga Tenshou out of his UpCrit, so be careful. If he gets into Bankai play defensively and try to land an Up/Down Special on him when he attacks from the front. If you need to use your Bankai you can either run away and use your Stab Stab Special (shake the wiimote to charge faster) and hope it lands or you can actually land it in somewhat of a combo. If you land an UpCrit on your enemy start charging your Stab Special the second you hit them. Your special should be ready by the time they fall and stand back up, leaving them only about a second to take action (which they wont) before the cinema begins. This is very handy. Fight 6 - Ikkaku Madarame Ikkaku has a Side Special that will break through anything you have so try to get your crits in early before he has a chance to use them. Stay moving as and strike when he leaves himself open with a good Critical combo. If you find that Ikkaku is doing a lot of combos before crits (sometimes he does, sometimes he doesn't) don't be afraid to engage him head on and simply plow through his combos with powerful hits. If you cant seem to get the swing of fighting against Ikkaku up close just use hit and run tactics. You can also try using using his Stab Special when you see him open for a good source of damage. If he uses his Bankai play defensively since he has Super Armor and will plow through absolutely any attack with a special move. Ikkaku is a tough opponent, so if you absolutely need to you can also try retreating to charge your Bankai. If you need to use your Bankai you can either run away and use your Stab Stab Special (shake the wiimote to charge faster) and hope it lands or you can actually land it in somewhat of a combo. If you land an UpCrit on your enemy start charging your Stab Special the second you hit them. Your special should be ready by the time they fall and stand back up, leaving them only about a second to take action (which they wont) before the cinema begins. This is very handy. Fight 6A - Yumichika Ayasegawa Yumichika isn't particularly threatening since he doesn't have many impressive abilities. If he throws a Peacock feather on the ground stay away from it, but aside from that stay up close and use your criticals early since his Specials, while meant to be used up close, take a second or two to activate. Fight 7 - Yoruichi Shihoin Yoruichi can be pretty tricky since she uses her Criticals early and she dodges attacks more frequently. Fortunately Yoruichi has several very lengthy Criticals that keep her open when she misses, so you can often bait her into attacking by moving around her at a mid range. Once she attacks go in for a Crit or use the Stab Special. Use her long Crits to your advantage and remember that she can teleport to you from far away so don't just stand around. If she goes into her Bankai just play chicken and wait for an opening to use combo her. If you need to use your Bankai you can either run away and use your Stab Stab Special (shake the wiimote to charge faster) and hope it lands or you can actually land it in somewhat of a combo. If you land an UpCrit on your enemy start charging your Stab Special the second you hit them. Your special should be ready by the time they fall and stand back up, leaving them only about a second to take action (which they wont) before the cinema begins. This is very handy. Fight 7A - Kenpachi Zaraki If you're going to engage this guy up close you MUST use your Crits and Specials instantly. Since you have no choice but to fight Zaraki at a close range you have to do everything you can to avoid being caught by one of his Crits or Specials. Zaraki has more range and power, so don't bother trying to assault him from a distance. One thing you can to do to make this fight a little easier is circle around him. None of Zaraki's Specials will hit you if you're not in front of him so dodging his attack and countering with a good Critical combo is a nice strategy. If he goes into Bankai wait for him to attempt a special, dodge, and punish him. If you need to use your Bankai you can either run away and use your Stab Stab Special (shake the wiimote to charge faster) and hope it lands or you can actually land it in somewhat of a combo. If you land an UpCrit on your enemy start charging your Stab Special the second you hit them. Your special should be ready by the time they fall and stand back up, leaving them only about a second to take action (which they wont) before the cinema begins. This is very handy. Fight 8 - Shigekuni Genryusai Yamamoto Stay close to this guy no matter what. All three of his specials are absolutely excellent when he's at mid range, but none of them are completely reliable at close range. Assault him with early criticals and don't let him use any of his attacks. Also, if he makes it into his Bankai do not try to run away from his Cinema Special (the camera will zoom in on him and he'll do a flaming shoulder rush at you) since it goes very far and follows you. Simply block it and retreat or counter. If you do attempt to actually dodge this attack don't try to run behind him since he leaves a damaging trail of flames that will hurt you. If you need to use your Bankai you can either run away and use your Stab Stab Special (shake the wiimote to charge faster) and hope it lands or you can actually land it in somewhat of a combo. If you land an UpCrit on your enemy start charging your Stab Special the second you hit them. Your special should be ready by the time they fall and stand back up, leaving them only about a second to take action (which they wont) before the cinema begins. This is very handy. NOTE - Yes, this is the last fight for Arturo the first time through. Once you come back and replay his Episode to unlock Mayuri's Voice 2 you'll notice he has two extra battles. Fight 8A - Yachiru Kusajishi While it may seem fun to bully this little girl by rushing up and attacking, don't. She has one move in particular, a Helicopter Spin, that will pretty much overpower absolutely any move it clashes with and still do damage to you. Stay at a good mid range since there's absolutely no way she can attack you, yet you can still do great damage with your Up/Down and Stab Specials. If she starts her tornado and you don't get hit do NOT rush in and attack, it lasts a long time and you'll probably get caught in it if you rush up to her. Wait until the attack is ending, then move in with a Stab Special or an Up/Down Special. Simply don't underestimate her and keep her at a distance. If you need to use your Bankai you can either run away and use your Stab Stab Special (shake the wiimote to charge faster) and hope it lands or you can actually land it in somewhat of a combo. If you land an UpCrit on your enemy start charging your Stab Special the second you hit them. Your special should be ready by the time they fall and stand back up, leaving them only about a second to take action (which they wont) before the cinema begins. This is very handy. Fight 9A - Yoruichi Shihoin Yoruichi can be pretty tricky since she uses her Criticals early and she dodges attacks more frequently. Fortunately Yoruichi has several very lengthy Criticals that keep her open when she misses, so you can often bait her into attacking by moving around her at a mid range. Once she attacks go in for a Crit or use the Stab Special. Use her long Crits to your advantage and remember that she can teleport to you from far away so don't just stand around. If she goes into her Bankai just play chicken and wait for an opening to use combo her. If you need to use your Bankai you can either run away and use your Stab Stab Special (shake the wiimote to charge faster) and hope it lands or you can actually land it in somewhat of a combo. If you land an UpCrit on your enemy start charging your Stab Special the second you hit them. Your special should be ready by the time they fall and stand back up, leaving them only about a second to take action (which they wont) before the cinema begins. This is very handy. Fight 10A - Shigekuni Genryusai Yamamoto Stay close to this guy no matter what. All three of his specials are absolutely excellent when he's at mid range, but none of them are completely reliable at close range. Assault him with early criticals and don't let him use any of his attacks. Also, if he makes it into his Bankai do not try to run away from his Cinema Special (the camera will zoom in on him and he'll do a flaming shoulder rush at you) since it goes very far and follows you. Simply block it and retreat or counter. If you do attempt to actually dodge this attack don't try to run behind him since he leaves a damaging trail of flames that will hurt you. If you need to use your Bankai you can either run away and use your Stab Stab Special (shake the wiimote to charge faster) and hope it lands or you can actually land it in somewhat of a combo. If you land an UpCrit on your enemy start charging your Stab Special the second you hit them. Your special should be ready by the time they fall and stand back up, leaving them only about a second to take action (which they wont) before the cinema begins. This is very handy. ------------------------------------------------------- B) Arcade Mode Arcade Mode puts your chosen character up against 8 random characters. If you're having trouble with a particular character check my Character section on tips regarding what moves are useful and which ones aren't. Considering the adjustable difficulty and easy exploitation of the not-so-smart AI, Arcade shouldn't be too much of a hassle. Of course, it will be time consuming to go through with a ton of characters. ---------------------------------------------------- C) Versus Mode Beat up on your friends, the computer, or watch CPUs fight each other. Even if you don't have friends you'll be stepping into Versus Mode quite a bit to take care of some unlockables. Check the Unlocking Guide for all that goodness. ---------------------------------------------------- D) Training Mode GO HERE. Yes, the game is easy to pick up, but the training mode tutorial is a quick way to unlock Yoruichi, so you'll want to be completing it. Don't worry, it's a very simple tutorial that takes less than a few minutes. You can also invest a few quality minutes in Practice Mode, since you can experiment with combos here. Your bars will refill and you can adjust the AI to do whatever you want it to do. If you're really into mastering the ins and outs of a character, spending some time here would be a good idea. There's also a Wii mote test function, but in all honesty, I find it pretty useless... it is pretty fun to beat up on Kon though. ---------------------------------------------------- E) Urahara Shop A list isn't particularly necessary for the Urahara Shop, all anyone needs to have is a basic understanding of the unlocking process. Within the Urahara Shop you'll find Sets (the ability to use a character as a menu guide), Costumes, and additional Voices for different characters. While some of the Shop items are very simple to obtain, there are some that require specific conditions which some players may not think to do at first. Anyway, no worries as I'm here to tell you everything you need to know in order to unlock every shop item in Bleach Wii. 1) Sets - Nobody really has a problem with sets because simply put you get a lot of them on a very linear path through the game. Complete the Episode Modes, unlock all the characters and you should be set. 2) Outfits - These can be tricky if you don't know what to do, but I can tell you how to get each outfit specifically. Orihime Costume 2 - Win 15 matches with Orihime, but here's a tip, if you don't like playing with Rangiku you should do her costume before Rangiku's since the win counter for Rangiku only starts once Orihime's second costume is unlocked. Rangiku Costume 2 - Win 15 matches with Rangiku after getting Orihime's second costume. Yoruichi Costume 2 - Win 15 matches with Yoruichi Toshiro Costume 2 - Win 15 matches with Hitsugaya Renji Costume 2 - Win 15 matches with Renji Rukia Costume 2 - Win 15 matches with Rukia Ikkaku Costume 2 - Win 10 matches with Ikkaku Yumichika Costume 2 - Win 10 matches with Yumichika Komamura Costume 2 - Win 15 matches with Komamura Kisuke Costume 2 - Unlock EVERYTHING in the shop (besides this, of course). 3) Voices - Okay, here's the pain. People just do not know how to unlock voices, but don't worry, since I'm here to save you. There are a few voices that need to be unlocked by doing something specific whereas others are just purely dependent on how many matches with a character you've won. Step 1 - Beat Arcade Mode with every character and drag them into Versus for two additional rounds (bringing the grand total of matches played to 10). This will work on MOST people, but some people (like Jushiro) will require a SECOND Arcade Mode playthrough. If you already completed the ten and the Voice will not show up again, simply play through their Arcade Mode one more time. Step 2 - Go back to Episode Mode once every character is unlocked. Once all characters are unlocked play through Kenpachi's Episode Mode, Arturo's Episode Mode, and (ugh) Hanataro's Episdoe mode one last time. This should yield Shuhei, Komamura, Mayuri, Yumichika, Ikkaku, and Unohana. 4) Artwork/Sound - Once again, not very problematic due to the fact that they're gotten on the linear path of the game. -------------------------------------------------------- F) Gallery In the Gallery you will find three subsections: Graphics - Here you can view the character models and voices (once unlocked) of every character in the game and even some characters who aren't playable. Additionally, once unlocked, you may press + when inspecting a character model to set that character as your menu guide. Nifty, huh? Sound - Listen to the music in the game once unlocked. The game has a pretty cool soundtrack, so I'd suggest giving it a listen. Graphics - This is the 2d Art. After unlocking this stuff you can view all the 2d artwork that was involved in the game. A lot of it is neat to see, check it out. ---------------------------------------------------- G) Options Here you can adjust Music Volume, Cinematic Volume, Sound Effects Volume, Match Length, Com Difficulty, and even restore Default settings. This place is pretty useless, especially since you can set Match Length and Com Difficulty at character select screens. ---------------------------------------------------------------- 5. CHARACTER/STAGE UNLOCKING GUIDE Character unlocking is pretty simple in this game, it just involves a ton of Arcade Mode, which shouldn't bother you anyway if you're trying to unlock everything in the Urahara shop since you'll be getting closer to Voice 2's in the process. Stages: Central 46: Inner Sanctum - Beat Toshiro's Episode Mode Within the Seal - Beat Arturo in Episode Mode Characters: Yoruichi Shihoin - Beat Training Mode or Episode Mode with Hanataro Rukia Kuchiki - Beat Renji's Episode Mode Momo Hinamori - Beat Toshiro's Episode Mode Hanataro Yamada - Beat Toshiro's Episode Mode Ikkaku Madarame - Beat Kenpachi's Episode Mode Shuhei Hisagi - Beat Hanataro's Episode Mode Soi Fon - Beat Yoruichi's Episode Mode Arturo Plateado - Beat Arturo's Episode Mode Yumichika Ayasegawa - Beat Arcade Mode with Ikkaku Madarame Shunsui Kyoraku - Beat Arcade Mode with Yasutora "Chad" Sado Mayuri Kurotsuchi - Beat Arcade Mode with Uryu Ishida Gin Ichimaru - Beat Arcade Mode with Rangiku Matsumoto and Izuru Kira Kaname Tosen - Beat Arcade Mode with Shuhei Hisagi and Sajin Komamura Yachiru Kusajishi - Beat Arcade Mode with Yumichika Ayasegawa and Kenpachi Jushiro Ukitake - Beat Arcade Mode with Shunsui Kyoraku Yamamoto Genryusai Shigekuni - Beat Arcade Mode with Jushiro Ukitake Kisuke Urahara - Beat Arcade Mode with Mayuri Kurotsuchi Ulquiorra Schiffer - Beat Arcade Mode with Gin Ichimaru and Kaname Tosen Sosuke Aizen - Beat Arcade Mode with Ulquiorra Grimmjow Jeaggerjeaques - Beat Arcade Mode with Sosuke Aizen ---------------------------------------------------------------- 6. IN-DEPTH CHARACTER SUMMARIES/MOVES In this guide I'll talk about a character, their overall ability, and some of their specific moves. I'll also talk about their respective Bankais and add anything useful I've learned about the characters. I.) Ichigo Kurosaki Downward Critical - Overhead Chop Upward Critical - Uppercut Chop Side Critical - Powerful Slash Stab Critical - Thrust Ichigo's Criticals are pretty good, specifically because they're not too slow and they have ridiculous range thanks to his huge sword. Ichigo packs a lot of power, so its needless to say you'll be wanting to opt for his Criticals opposed to some of his specials, as cool as some specials may look. Take for example the classic combo of Upward Critical --> Up/Down Special. In this combo Ichigo will uppercut his opponent into the air and if done correctly will proceed to hit them with a blade beam (getsuga tenshou) before they hit the ground. It looks really cool, but in terms of overall damage its safer to end that combo with another critical. Yes, the blade beam can do some damage but it doesn't always get all of its hits in. Sometimes it gets a few less than desired, but the critical doesn't. Up/Down Special - Getsuga Tenshou This special is particularly useful because you can combo it and its hard for enemies to break through due to the amount of hits it has. Also, if you have any really eager-to-attack friends you can normally catch with with a blade beam; however, if you're playing an experienced player I would advise not using it out of combos since they'll likely run around it and punish you. Side Special - Zangetsu Rush This marks the first of many attacks I'll be naming myself, no, I'm not very creative but you get the idea. Ichigo rushes forward and slashes twice with his sword. This attack is not only useful in combos but it's also useful if someone is in your face with a lot of hits and you need to get them away. This move has a lot of priority, hits, and does decent damage so definitely make use of it. It's only really tragic downfall is that some characters have similar Side-Specials that are simply longer, so if you both clash at the same time Ichigo will lose due to his ending earlier. Stab Special - Ground Wave Ichigo puts his sword into the ground and fires off a wave of spiritual energy that tears through the ground. It has more range the further it goes, so if you've cornered your opponent and see they don't have any place to run (due to the stage walls) you can feel free to let this one out, although they'll likely just block it. To be honest, it's easily Ichigo's worst special since you wont land this on anyone close range, it's not particularly worth trying to combo it since its slow, and if used at range it can just avoided or blocked. >>Bankai - Tensa Zangetsu Buffs - Flash Step Bankai Downward Critical - Overhead Chop Bankai Upward Critical - Upward Uppercut Bankai Side Criticals - Side Slash Bankai Stab Critical - Stab followed by an Uppercut Sometimes peoples Criticals change when in Bankai mode and very often these changes are worth mentioning. This is especially the case with Ichigo since his only real Critical change becomes his best asset in Bankai form. Ichigo's Stab-Critical in Bankai is heavenly, as you can instantly use your Cinema Special the second they're launched into the air and it combos seamlessly. You can still UpCrit into the Cinema Special (Stab Special), but since the Stab Crit is two hits anyway and its easier to land than (since you could potentially mess up an UpCrit), it's better to just rely on this. Bankai Up/Down Special - Black Getsuga Tenshou (Blade Beam) This move charges up for about a second and fires across the screen at a decent speed. This move can be blocked, but if you're battling someone who stands still during attacks (like Ikkaku's twirling Bankai special) it can really come in handy. Also, couple this move with Ichigo's flash step and you might be able to flash step away from an attacker and hit them with this before they recover, depending on the length of their attack. It's a very situational special, use it wisely if at all. Honestly, almost any time you can land this you could land his better special, his Cinema. Bankai Side Special - Somersault Slash This move is a nifty looking move and boasts decent power. You can get this one off a few times before you exit Bankai, but to be totally honest it just pales in comparison to his Cinema Special. The redeeming quality about this Special is that it's ridiculously easy to combo, you can use it without even launching your opponent and it'll normally connect for some good damage. Bankai Stab Special - Zangetsu Blade Flurry This is Ichigo's Ultimate Move in absolutely every sense. It is his cinema special, most damaging move, and pound for pound the best move he has. Once activated Ichigo will stab the opponent, if the stab connects a cinema starts in which Ichigo begins mercilessly hacking up his enemy. As almost always, shake the Wiimote during this special to extend it and add more damage. The thing about this special isn't just the damage, it's the fact that you can combo it so easily out of Ichigo's best Criticals. Use this move directly following a Stab Critical and it WILL land, same goes for an Upward Critical, but of course using his Stab Critical to combo this move is simply smarter for the reasons listed above (Bankai Criticals section). Closing thoughts on Ichigo -- Ichigo is a really good character, his specials accentuate his moves and hes got a lot of destructive capabilities. While normally Ichigo is a fine character his Bankai is what's most impressive about him. Simple ultimate combos, blinding speed, and a ton of damage gives you one of the more dangerous Bankais in the entire game. ---------------------------------------------------- II.) Rukia Kuchiki Downward Critical - Downward Chop Upward Critical - 3-Hit Uppercut Combo Side Critical - Side Slash Stab Critical - 2-hit Stab All in all Rukia's criticals are mediocre simply because you can't combo out of them as far as I've seen. Her Downward, Upward, and Stab all end up knocking your opponent on the ground and her side puts her to the side of the opponent, unable to really do anything fancy afterwards. Pretty much any criticals can be used with her since none do a ton more damage than any other. As you may be able to guess, Rukia's specials are somewhat situational. Up/Down Special - Hellfire Crash In one of the coolest specials of the game, Rukia leaps over her opponent and and sends a Kido (energy blast) straight into the back of their head. This attack has some uses, but you really want to be careful. Taller characters like Zaraki can swat you out of the air like nothing if you try to abuse it and depending on your positioning it will simply miss some shorter characters like Soi Fon (it'll go straight over her head sometimes). A decent use for this move is running at your opponent as if you attack, then quickly using Hellfire Crash. Your opponent will likely try to attack as you rush towards them, so this could catch them off guard. Like I said though, be careful since this move can go wrong in a lot of ways, using it in someones face in the middle of combat is almost guaranteed to get you swatted down. Side Special - Sode no Shirayuki Rush Rukia rushes towards her opponent, slashing them twice. This move is half decent since you can use it in someone's face and it does a decent amount of damage for being a quick move. If you can't seem to get someone out of your face give this move a try, it'll likely get the job done. Stab Special - Ice Wave Imagine a worse version of Ichigo's Up-Special and that's what you have here. The range isn't great, the damage isn't there, and it's not particularly combo friendly. If that's not bad enough it's pretty small, avoidable, and doesn't even clash well. There aren't too many uses for this move against any half seasoned opponent. >>Bankai - Spiritual Power Up Buffs - None (I say none because EVERYONE gets faster and more powerful for the most part, I'm only listing buffs in terms of things like Super Armor and Flash Stepping). Bankai Downward Critical - Downward Chop Bankai Upward Critical - 3-Hit Uppercut Combo Bankai Side Critical - Side Slash Bankai Stab Critical - 2-hit Stab The exact same criticals. A shame, she needed some help here. Bankai Up/Down Special - Hellfire Crash The same move as before with the exact same uses. Bankai Side Special - First Dance, White Moon Activating this special is a pain because it's so easy to avoid. Rukia will place a glowing white circle on the ground and it's up to the opponent to step into it. Of course, it's not even that easy, as the opponent can actually step out of the circle even if they get hit by it initially. This special requires the opponent to be in the circle for an additional second, so if your opponent knows this then they probably wont get hit by it unless they accidentally run into it. Regardless, if you manage to land this special your opponent will be trapped and assaulted by frost energy until frozen and shattered by Rukia. As always, wave the wiimote to add to this special, although if you play with friends you probably wont see it too often. Bankai Stab Special - Ice Wave Same move with the same utility (or lack of). Closing thoughts on Rukia -- Rukia isn't a very good character. Oddly enough, while she isn't that great due to her mediocre specials and just plain bad Bankai, she is a lot of fun to play with, especially because of her Hellfire Crash. Even though she's not very good I would suggest toying around with her simply because she's pretty fun, or so I think. Not a very good character though... ---------------------------------------------------- III.) Yasutora "Chad" Sado Downward Critical - Downward Punch Upward Critical - Uppercut Punch Side Critical - Side Punch Stab Critical - Straight Punch All in all Chad's specials are pretty generic, although he does pack some decent power in them. Additionally, much like Ichigo's Upward Critical, Chad can combo out of his. The move you choose is up to you, since a lot of them work afterwards (actually all 3 specials do), but some are just better than others. The multihit specials do look really cool, but I'd say for comboing your best bet is either another critical or his Side Special, since you wont really get off all the hits of his Up or Stab Specials after his UpCrit. Up/Down Special - Shoulder Rush Punch This move is great for a lot of reasons. Yes, you can combo this out of this out of his UpCrit, but you wont land the final punch. This isn't particularly why it's so good though, it's real strength comes in the sheer number of hits it has. Clashing moves is a big part of this game and few clash as well as this one. It has a ton of hits to it and it's pretty lengthy, so it often outlasts and overpowers most moves that come in contact with it. It's also combo-able without even using a Crit (out of a flurry combo), so you can make decent use of it any time. This really is a great move. Side Special - Right Hook Chad delivers a powerful right punch to his opponent, while moving to the side. This move is normally combo-able without the UpCrit, but comboing it out of UpCrit is its best use simply due to the fact that occasionally it will fail otherwise. Since the move doesn't have a lot of range it can miss your enemy on occasion, especially smaller ones (like Himamori). Using it after the UpCrit is smarter since it's a very damaging combo and its a guaranteed hit. Oddly enough, it's not much different than his Side Crit... Stab Special - Punch Blast Chad sends out a massive energy ball from his fist that flies across the screen. This one isn't that bad actually, since it has a lot of hits and it travels as far as your opponent can run away. If you're at a range and your opponent leaves themself open you can try this one, but you can also combo it out of the UpCrit and land all the hits if you time it right. It's not fantastic, but there are a lot worse projectiles and it does have some uses. >>Bankai - Spiritual Power Up Buffs - None Bankai Downward Critical - Downward Punch Bankai Upward Critical - Uppercut Punch Bankai Side Critical - Side Punch Bankai Stab Critical - Straight Punch Exact same, but that's not so bad considering the usefulness of one in particular. I'm sure you can guess what it is... Bankai Up/Down Special - Tornado Uppercut Chad's cinema special, it involves Chad lunging forward with a punch to begin the attack. Once the attack has begun Chad begins forming a spiritual tornado in his opponents face (which you can extend by shaking the wiimote) and lets loose the punch with full force to wrap things up. What's nice about this move is that you can combo it easily out of Chad's Uppercut-Crit for a good chunk of damage. Overall a pretty good move. Bankai Side Special - Right Hook Same move, less utility simply because you should be comboing his Tornado Uppercut out of the UpCrit instead of this move. Bankai Stab Special - Punch Blast Same move, less utility for the reason listed above. Closing thoughts on Chad -- Originally I heard a lot of bad things about Chad but, to be honest, he's not half as bad as people say. If you know your stuff he's a very viable character with enough strongsuits to make up for his weaknesses. No, he isn't a Byakuya or Aizen, but he's not that bad. He's more than usable if you're a Chad fan who wants to stick to your guns. ---------------------------------------------------- IV.) Uryuu Ishida I'll preface Ishida by saying this; he's a pretty odd character to pick up at first simply because he uses the bow. He doesn't really have melee so mastering him is all about using the abilities he has to create distance between you and your opponent. While his Up/Down and Left/Right normal slashes are regular arrows, I feel I must mention his default Stab, since he leaps back and shoots an arrow. This is one of his most useful moves as it gets space between you and your enemy. Cherish that. Downward Critical - Aerial Downward Shot Upward Critical - Shot Aimed at Your Opponents Feet Side Critical - A 3-Shot SpreadShot Stab Critical - A 3-Shot Spreadshot While Leaping Back Ishida's got some good criticals, especially since they're ranged and your opponent can not block them. Each one has some utility, the Spreadshots are nice for when your opponent is trying to run at you from the side, and not straightforward. These spreadshots have a chance of catching them and they cant block them either, so they're a powerful tool. His Up/Down Crits have never seemed that useful since, if you're that close to your opponent, as Ishida I always placed priority on getting away (via Stab or Crit-Stab). Overall he has a good set of crits though. Up/Down Special - Arrow Rain Ishida shoots an arrow up into the air and multiple arrows rain down on his opponent. This is truly a bad special for two main reasons; for one it's VERY easy to dodge and secondly it leaves Ishida wide open, which you never ever want to do. I'd use this move sparcely if at all. Side Special - Trap Arrows This is easily Ishida's best overall move. You should have these arrows out at ALL TIMES if you want to survive as Ishida. Once activated, Ishida leaps to the side and fires three arrows, but they go nowhere. After a second or two one arrow will fire at your opponent, followed by another, then the last one. These are amazing tools for both offense and defense. If on the offensive you can assault your opponent with spreadshots while these things are also firing at them. It puts them in a tight spot since they have to avoid spreadshots and these arrows at the same time. It's great for pressure, but also great for defense since they will attack an opponent if they're in beating up on you, allowing you a window in which to escape. Stab Special - Arrow Blast Ishida fires a very short range blast of energy in front of him. I prefer his Stab and StabCrits, especially the crits considering they cant be blocked and move Ishida away from the target at the same time. This move just isn't that useful when you compare it to the other tricks Ishida has in his arsenal. >>Bankai - Quincy Limit Removal Buffs - Flash Step Bankai Downward Critical - Aerial Downward Shot Bankai Upward Critical - Shot Aimed at Your Opponents Feet Bankai Side Critical - A 3-Shot SpreadShot Bankai Stab Critical - A 3-Shot Spreadshot While Leaping Back Same basic criticals but one has an AMAZING use now. It's tricky, but if you position yourself correctly and fire his Upward Critical it will launch the opponent into the air... you know what this means. Yes, his cinema special is combo-able out of this. You can not combo any other specials out of this but really, who needs to? Bankai Up/Down Special - Pride of the Quincy Lame name, I know, but forget about that. This move starts with Ishida firing a shot at the enemy, which is EASILY blockable by any opponent. Fortunately for you, you can combo this move out of a well placed Upward-Critical, so there's hope for landing it. If landed Ishida will begin to warp around the opponent, shooting the the more you shake the wiimote, then finishing with one final aerial shot right into their face. Great damage, and since it's combo-able it's actually a useful move. Bankai Side Special - Aerial Sweep Ishida backflips into the air and shoots a bunch of arrows that sweep across the floor in front of him. This move is actually pretty nice since its a really effective counter. If someone is rushing you or just happens to be in the right range for this move, use it to not only get out of there but make them back off (or take damage) with this flurry of shots. The damage isn't bad so considering it has use as a defensive move. Bankai Stab Special - Hyper Arrow This move isn't that great because it has a start up time in which people can take measures to avoid it, it's not comboable well (if you do the UpCrit and then this move, you'll catch them with the very last hits of the beam but you might as well use his cinema. Its only real use is in the case that you catch someone wide open (like Ikkaku's twirling special) and have the time to get this off. Closing thoughts on Ishida -- All in all Ishida is a pretty nifty character just based on how differently he plays. He has a lot of strengths and if played well by a smart player he can be dangerous on account of his keepaway game. As long as you don't let people in your face to punish you and know which moves to use at the right time, Ishida is more than formidable. ---------------------------------------------------- V.) Orihime Inoue Downward Critical - Doward two-hand club Upward Critical - Shoryuken... seriously. (Powerful Uppercut) Side Critical - Two-Hand Tornado Stab Critical - Two Hand Push Orihime doesn't have any combo setups in any of her Crits, unfortunately. In her UpCrit she jumps into the air and by the time she lands its too late to combo. Don't be discouraged though, Orihime is one hell of a character and if you play her intelligently she's one of the better characters in the game. Up/Down Special - Soten Kisshun Once activated a barrier is formed around Orihime and she begins to heal herself for a couple seconds. This is most useful when coupled with her Santen Kesshun (Stab Special) since she is completely safe to heal as long as her shield is up. Also, if an opponent misses an attack with a lot of lag you may find some time to get this heal off. Of course, without a shield this move makes you completely open to attack so be smart about using it. Side Special - Koten Zanshun Orihime fires out her trusty fairy Tsubaki for a decently damaging homing attack. This move is a lot more useful than it seems, especially considering how defensively Orihime plays. This move completely forces your opponent to block because its very hard to evade. Dodging this attack is not as easy as running away because Tsubaki will follow whoever he is sent after, so either they block or they get hit. Stab Special - Santen Kesshun Get acquainted with this move because to be an effective Orihime player you'll have to use the hell out of it. This is Orihime's trusty shield, and once the command is issued Orihime will set up her shield that will block quite a few attacks, although a couple Criticals will likely break it. This shield only works in your benefit assuming you use it intelligently. If someone is in your face don't use it, get them away with a Critical attack and then set use it. Any time you're at a safe distance you should be setting up your shield, there's no real excuse not to use it, especially since your shield guarantees you safety while you heal. Of course, it isn't wise to start healing if your opponent is right next to you, which brings me to its other use; offense. Not only is this shield an amazing defensive tool, but it's a superb offensive tool as well. Orihime is not really being hit when the shield is deployed so you can feel free to engage your enemy and attack them with a good knockback Crit. >>Bankai - Spiritual Power Up Buffs - None Bankai Downward Critical - Doward two-hand club Bankai Upward Critical - Shoryuken... seriously. (Powerful Uppercut) Bankai Side Critical - Two-Hand Tornado Bankai Stab Critical - Two Hand Push Nothing much different here. Bankai Up/Down Special - Soten Kisshun Same move, just as useful. Bankai Side Special - 6 Flower Assault This move is used in the same way as her normal Side Special, but instead of just a hit it enters a cinema scene this time around. It's very easily blocked but don't worry, you can still get this special off without comboing it. The way to get this special off most effectively is by putting up your shield and baiting them into attacking, once they attack the shield should absorb their attack and use this special in the middle of their attack. If you're successful, during their downtime you should hit them with this attack. As always, shake the wiimote to make the fairies pummel your opponent more. Bankai Stab Special - Santen Kesshun Her faithful shield, use it to set up for your 6 Flower Assault. (read above) Aside from that, same move and just as useful. Closing thoughts on Orihime -- Orihime is an absolute monster if played intelligently. She doesn't do bad damage, she can heal, deploy shields, and even trick people into getting hit by her Ultimate. With all of her defensive capabilities and her strangely decent offense, chipping down your opponent's health while keeping your own health up should be no problem once you've gotten some play time with her. ---------------------------------------------------- VI.) Renji Abarai Downward Critical - Sword Extending Downward Chop Upward Critical - Sword Extending Uppercut Side Critical - Sword Extending Side Slash Stab Critical - Sword Extending Thrust Renji has somewhat of a double edged sword (not literally) in that he has some nice range with his attacks, but his sword has to snap together after every Critical. To be honest though, I think the range more than makes up for it since a good ranged critical is so valuable. His uppercut is one of his best since it sets up for what is, in my opinion, his best special. Up/Down Special - Full Extension Chop Renji fully extends his sword and slams it down in a straight line. This move has decent damage but since it goes in a straight line and Renji ANNOUNCES his attack beforehand it's pretty easy to see coming and dodge. If you see someone open for attack you might want to try this move or if it counters an oncoming attack, but to be honest, if you're looking for efficiency this is not the move to be using. Note - By swinging the wiimote after the sword has been extended, instead of simply retracting his sword Renji will sweep it across the ground while retracting. While this doesn't make the move a whole lot more useful, it is a must for anyone who actually uses it. --Tip by Viashino_wizard Side Special - Extending Sword Combo This is Renji's best special, by leaps and bounds. It hits three times, does good damage, is combo-able, and has excellent range. You can use this move right out of his UpCritical and can occasionally catch people with this move out of a standard combo. Stab Special - Higa Zekko (Broken Baboon Fang) This isn't that great of a special since it's easy to see coming and blockable, but at least it puts your opponent on the defensive. If you're very far away it really can't hurt to use it, since you're not at too much risk from a distance. >>Bankai - Hihio Zabimaru Buff - Super Armor Bankai Downward Critical - A Quick Swooping Bite From Zabimaru Bankai Upward Critical - Zabimaru Shoots Straight Up From the Ground Bankai Side Critical - Zabimaru Sweeps Across the Screen in Front of Renji Bankai Stab Critical - Zabimaru Shoots Out in a Straight Line in Front of Renji In all honesty, some may argue that besides his counter, Renji's criticals in Bankai form are more useful than his specials. Since all of Renji's attacks in this form use Zabimaru you can't really combo too well, but considering the range, priority, and power Zabimaru has in this form, it doesn't really matter. I'd use his sweeping Criticals more than his lunges, since the straight out lunges are much easier to avoid by a decent player. Also, since Renji has super armor, if they're attacking you they're actually in danger. Bankai Up/Down Special - Fang Thrust This is essentially the same thing as his Stab Critical. All in all I wouldn't advise using this one too much since it's easy to see coming and really easy for a human player to avoid. You could use it when someone is in your face but theres a better move for that coming up... Bankai Side Special - Counter Renji flicks his whip in front of him and if you hit him during this time Zabimaru takes a nice chomp out of you. This is probably his best Bankai move since, because of his Super Armor, if someone is attacking you, you can bust out a counter in the middle of their combo and take them down. It's very useful, especially if you can see an attack coming. Bankai Stab Special - Baboon Fang Combo This is Renji's cinema special. It's not bad, it does good damage, but unfortunately the hit needed to get this special off is pretty much his Stab, which means it's really easy to avoid. The one time you may be able to get this off is while your opponent is in the middle of a combo, assuming they don't hit you with something really hard you can activate this attack and sometimes surprise them with it. Closing thought on Renji -- Renji is a really good all around character. He doesn't have too many blaring weaknesses and he has pretty decent combos. If you can keep your opponent in a range where you can touch them, but they can't touch you, you'll probably find yourself winning plenty of fights with Renji; but he's not bad up close either. ---------------------------------------------------- VII.) Rangiku Matsumoto Downward Critical - Downward Chop Followed by Side Slash Upward Critical - Sword Uppercut Side Critical - Side Slash Stab Critical - Backwards Sword Thrust Rangiku's Crits aren't that bad, he Downward Crit has a couple nice hits and her Upward Crit can be used to combo every single one of her default specials. She doesn't have anything that really stands out in this department but she definitely doesn't have anything bad. Up/Down Special - Haineko Blast Rangiku shoots a ball of ash (her sword, Haineko) at the opponent. This move follows the enemy and deals multiple hits. If your opponent is far away definitely shoot one of these, it's only beneficial to you since there isn't much lag after it. This move can also be combo'd after her UpCrit. Overall it's a pretty decent move considering you can attack them while they try to block it. Side Special - Haineko Sweep Rangiku does a horizontal slash and as she does this Ash from her sword sweep horizontally in front of her like a cat scratch. Much like her Haineko Blast, this move can be combo'd in after an UpCrit, it's also useful to use if an opponent is dashing towards you quickly from the side, since the Ash swipe has a lot of range. Stab Special - Haineko Thrust Rangiku thrusts her sword into the enemy, launches them, and you'll actually get another hit or two because they'll land on the ash she shoots out. This move isn't really useful on it's own since its easy to see coming and highly punishable due to the lag afterwards, but you can still combo this in after an UpCritical. >>Bankai - Spiritual Power Up Buffs - None Bankai Downward Critical - Downward Chop Followed by Side Slash Bankai Upward Critical - Sword Uppercut Bankai Side Critical - Side Slash Bankai Stab Critical - Backwards Sword Thrust Same Criticals, nothing new here. Bankai Up/Down Special - Haineko Blast Nothing really new here. Bankai Side Special - Haineko Sweep Nothing really new here. Bankai Stab Special - Haineko Flurry Rangiku thrusts her sword into the opponent and assaults them with a flurry of ash, courtesy of Haineko. This move is pretty slow and very easy to see coming, but fortunately you can combo it in if you use it the second after you use your UpCrit. Closing thoughts on Rangiku -- I found Rangiku to be a pretty bland character. There's nothing really outstanding about her, she doesn't have any blaring strengths nor does she have anything particularly fun to use. I think she is usable if you like her and want to do well, but you may find yourself getting bored. ---------------------------------------------------- VIII.) Toshiro Hitsugaya Downward Critical - Overhead Chop Followed by a Second Somersault Chop Upward Critical - Sword Uppercut Followed by a Second Upward Slash Side Critical - Two Side Slashes Stab Critical - Sword Thrust Toshiro's Criticals are pretty interesting because they all come in sets of two. All of them are pretty good, but interestingly enough the second slashes of his Criticals can be canceled in favor of other moves. For example, if you leave his Upward Critical go it will hit them twice, but if you input a special after the first slice it'll go straight to that and negate the second slash. This is very convenient for comboing his specials. Up/Down Special - Frozen Leap Hitsugaya lunges at the opponent and plunges his sword into the ground causing numerous sharp ice spikes to form in the ground. This move has decent range but because of the fact that it moves straight it can be easy to avoid. You can however combo this move in if you cancel the second slash of his UpCrit with this special. It's damage isn't bad and it's more reliable than comboing in his Dragon special since the Dragon special often misses hits. Side Special - Icicle Shatter Toshiro spawns multiple icicles in front of him and shatters them with a single slash. You cant use this when someone is right in front of you due to the fact that the icicles will spawn PAST them and leave you open, so you have to use this at the right range. This can't be combo'd, but if you have an attack
rushing towards you its a nice way to make them slip up. The icicles appear very quickly, so if they're in the general vicinity and are approaching, it can be a nice move. Stab Special - Hyorinmaru Dragon This special has a lot of things going for it. It does decent damage, it has range, but most importantly it has a defensive feature. Since the dragon circles around Toshiro before it's shot it can act as a defense against anyone who is in your face at the time. On the other side of that token, the startup makes this nearly impossible to land from a distance. This isn't too much of a problem though, considering the defensive utility is nice and you can combo it in after a UpCrit if you cancel the second slash. There is one slight problem with comboing this special; sometimes all the hits don't connect. Often a target will take the first hit and fall straight to the ground, so sometimes for efficiency a player may opt to use another Critical or his Up-Special after the UpCrit. >>Bankai - Daiguren Hyorinmaru Buffs - Super Armor Note - Be careful around people with powerful multihit specials (like Yamamoto's Heat Wave and Kisuke's Benihime Slash) as your Super Armor will make you stand still and take every single damaging hit without being sent flying away. This means the opponent can repeat this and do ridiculous amounts of damage to you. Be cautious. --Tip from Viashino_wizard Bankai Downward Critical - Slow Overhead Chop Bankai Upward Critical - Sword Uppercut Followed by Ice Blast Bankai Side Critical - Side Slash Bankai Stab Critical - Sword Thrust Instantly you'll notice not only have Hitsugaya's Criticals changed, but they're all much slower. Don't be discouraged, his range, power, and Super Armor more than make up for his significant loss in speed. In Hitsugaya's Bankai you'll probably want to stick to his specials, but he does have a couple nice setups through his UpCrit assuming you cancel its second hit. Bankai Up/Down Special - Frozen Wave Hitsugaya fires three rows of frozen spikes that shoot across the ground. This move is great for anyone trying to run towards you since all three are straight lines and avoiding them is nigh impossible at the right range. This special is also pretty quick and can be combo'd in after the first slash of his UpCrit. Bankai Side Special - Ring of Ice Toshiro spins around creating a circular ring of icicles around his body. Since Toshiro is so big in this form the radius of this attack is actually pretty big, making it a very powerful ranged attack against someone approaching from absolutely any angle. You can also combo this move in the same way you can combo his Frozen Wave, which adds a bit more nice utility to an already dangerous move. Bankai Stab Special - Frozen Judgment This special starts out with a stab. This stab is very slow and can not be combo'd in after an UpCrit, but with Toshiro's Super Armor you can often just break through an opponents attacks with this special and land it for sure if you're being rushed. Once the special has began shake the wiimote to make Toshiro shower his victim with more and more icicles, once they're frozen enough he does a spiraling drill-slash that takes them up into the air and back to the ground. It does great damage and considering the Super Armor makes landing it not-that-difficult, it's a really handy move. This move makes opponents think twice before getting in your face too much. Closing thoughts on Toshiro -- Hitsugaya is a really fun character and he has an absolutely massive fanbase, so considering how good he is I'm sure he wont disappoint. He has a lot of unique and useful moves along with a very good Bankai. All around, Hitsugaya seems to be above average and a fan's dream come true. ---------------------------------------------------- IX.) Byakua Kuchiki Downward Critical - Downward Chop Upward Critical - Uppercut Chop Side Critical - Side Slash Stab Critical - 2-Hit Stab Byakuya's Criticals are about as boring and generic as they get. Not a single one has any flare, and they're all completely basic. Don't let this fool you though, as Byakuya is easily one of the better characters of the game. I guess this proves substance beats style... Up/Down Special - Shunpo Stab Say hello to one of the most useful moves in the entire game. When activated Byakuya instantly disappears, reappearing behind the opponent and stabbing. Do not use this move carelessly, as Byakuya takes a second to stab the opponent. If you're not smart about it and expect a bunch of free hits you'll be sorry; however, if you play him well and look for openings this move can be an incredible source of free damage. This is also the only move that can effectively combo after Byakuya's UpCrit. The combo actually looks pretty cool too once you've gotten it off. This move is all about openings. Side Special - Scatter, Senbonzakura Byakuya scatters his blade in front of him, attacking the opponent with an onslaught of blade fragments. If you use it after an UpCrit you'll only hit them with maybe one or two pedals, so it's definitely not worth it. Since this move takes a second or two to begin and travels in a straight line it's simply not as useful as other moves he has; however, it can be used to stop a rushing opponent dead in their tracks. Stab Special - Byakurai Byakuya charges for a second and fires off his white lightning attack. This is his worst move by far as it's easy to see coming thanks to the charge and it leaves him wide open for anyone to come attack. There aren't really any situations in which this move is particularly useful. >>Bankai - Senbonzakura Kageyoshi Buffs - Flash Step Downward Critical - Downward Wave of Pedals Upward Critical - Upward Wave of Pedals Side Critical - Horizontal Wave of Pedals Stab Critical - Forward Wave of Pedals In this mode all of Byakuya's attacks are done with his pedal-esque sword fragments. They're not bad, they do pretty decent damage but none of them set up for Byakuya's specials. Bankai Up/Down Special - Scene of a Massacre This is easily Byakuya's most useful special, since the other two are really hard to land. Byakuya sends a wave of pedals across the ground covering a decent area in front of him. If the opponent steps into this area the cutscene will begin in which Byakuya pulls swords composed of his tiny blades from a row of literally hundreds to hack apart his enemy. It does good damage and the nicest part about his special is that opponents will often dodge it and rush up to you for a counterattack, but this pedals actually hit a little bit to the side of Byakuya too, so enemies will often get caught by this move unintentionally. It's not a particularly easy move to land outside of that, but it's easier than his other two. Bankai Side Special - Pedal Crush Byakuya forms a vortex of pedals at his opponent that damages the enemy. This is probably his worst special since it doesn't do much damage and it's nearly impossible for your enemy not to avoid. It doesn't do damage the second it starts forming so it gives your enemy a good window in which to run away. Bankai Stab Special - Imperial White This special will take off about 60% of your opponents health if it connects, but you'll likely only ever get this move off on new players... once, if that. This move is started by Byakuya charging his energy for a few seconds, after waiting a good few seconds without being touched the cinematic will automatically begin showing Byakuya with two bright white wings, a white ring behind him, and a bright white sword rush past his opponent, slashing them. Don't expect to ever get this move off on a human player since it takes so much time to activate and all your opponent needs to do is run up and hit you a few times. It's really destructive, but not very useful. Note - Viashino_wizard let me know that you can charge Imperial White faster if you shake the wiimote during the charge. This adds an interesting new use for this move since you can actually UpCrit your opponent, begin your Imperial White charge the SECOND you hit them, and get the move off. When your opponent stands up they will have to do a whole lot of damage really fast to break you out of it, which will not happen a lot of the time. This is a decently safe way to use this move, so give it a shot. Closing thoughts on Byakuya -- Byakuya is a strange case in that he really shines when hes NOT in his Bankai. His simple Criticals suffice and his Shunpo stab is beyond amazing. His Bankai simply isn't as good since the attacks can be hard to land, but all in all he's a really good character. With his new way to land Imperial White his Bankai doesn't suffer as badly but some characters can break him out of it in time, which can hurt him. ---------------------------------------------------- X.) Yoruichi Shihoin Downward Critical - Upward Kick Followed by Two Aerial Kicks Upward Critical - Backflip Kick Left to Right Side Critical - Roundhouse Followed by a Sweep Right to Left Side Critical - Two Punches Stab Critical - Two Hand Push Yoruichi is a little different than your standard character for a few reasons. For one, she has a distinct and important difference between her Left to Right Side Crit and her Right to Left Side Crit. Additionally, unlike many other characters, combos will not be done out of her UpCrit, rather they'll mainly be started out of her Left to Right (L2R from now on) Critical. Also, take note that her Stab Crit has more range than it appears to have, you will get hit if you are a foot or two in front of her, even if her hands do not touch you. Don't be afraid to use Criticals to chain combos out of her L2R instead of specials, since her criticals can land and actually do decent damage a lot of the time. Up/Down Special - Dagger Kick Yoruichi jumps into the air and in a single kick rains daggers down in front of her. This is a really nice move because for one, it can be combo'd absolutely perfectly out of her L2R-Side Crit and it does a decent amount of damage to boot. Using this after the L2R causes pretty much every dagger to hit as well, which is nice. This move can also be used while someone is in your face, since it puts her up on the air and should assault the enemy while they're attacking, of course many would just rather use a Critical with Yoruichi instead and start a combo. Side Special - Roundhouse-Backflip Yoruichi does a roundhouse followed by a backflip, both of which leave a trail of energy. This move is pretty good because its range on the sides of her help it a bit to hit enemies who aren't directly in front and the move is actually activated kind of quickly, so if someone is pressuring you it's an excellent move to use in order to break through their attacks and send them away. Its damage is pretty good, but unfortunately you cant land the backflip if you try to combo out of the L2R. Stab Special - Shunpo Thrust Yoruichi instantly appears in front of her opponent and thrusts her arm into them, stunning them upon contact. This move is nice for when you're at a range and you see your opponent slip up, leaving themselves open. You can also play some mind games with this move by running away from your opponent, then activating it, causing her to instantly appear back in front of them with an attack. The move has its uses, you just need to be smart about using this one since it can leave you open. One funny note about this move actually; you CAN combo it out of the L2R and when you do, it stuns them just a few frames before they hit the ground, so theyll look like they're floating in mid-air for a second. The stun doesn't really do anything for you, since you cant really combo even more out of it, but it is funny to see and nice to use if you want a change from the L2R->Dagger Kick. >>Bankai - Shunpo Buffs - Flash Step Bankai Downward Critical - Upward Kick Followed by Two Aerial Kicks Bankai Upward Critical - Backflip Kick Bankai Left to Right Side Critical - Roundhouse Followed by a Sweep Bankai Right to Left Side Critical - Two Punches Bankai Stab Critical - Two Hand Push Nothing changes in terms of her Criticals which is actually a VERY good thing. Bankai Up/Down Special - Dagger Kick Same move, although not as much utility considering how easy her Ultimate is to combo. Bankai Side Special - Shunpo Assault This special is absolutely amazing. Yoruichi begins this attack by punching her opponent, once the cinema begins she warps around the opponent clobbering them DBZ-style before blasting them with a whole lot of spiritual energy. As always, wave the wiimote during the rapid assault to attack them even more. So why is this special so nice? Well it's ridiculously easy to combo. Not only can you easily combo this special out of her L2R-Side Crit, but you can land it after just a few weak attacks since the stun from her weak attacks is often just enough of an opening to nail them with the special hit. If you go into Bankai there isn't too much excuse for not landing this move at least once. Bankai Stab Special - Shunpo Thrust Same move, although not as useful due to her Shunpo Assault. Closing thoughts on Yoruichi -- Yoruichi is one hell of a character, she's very quick, combos VERY well, does a lot of damage, and pretty much all of her moves look ridiculously cool. All in all shes a solid character and with a little bit of know how she can be unbelievably dangerous. ---------------------------------------------------- XI.) Soi Fon Downward Critical - Upward Kick Followed by Two Aerial Kicks Upward Critical - Backflip Kick Left to Right Side Critical - Roundhouse Followed by a Sweep Right to Left Side Critical - Two Punches Stab Critical - Two Hand Push At first glance Soi Fon and Yoruichi seem very alike, but trust me, they are NOT. Yes, their moves look very similar but they combo out of completely different Criticals and Specials. You'll be using different moves when playing as these two, and Soi Fon is a little bit more about canceling than Yoruichi. One of Soi Fon's criticals in particular, her Right to Left Side Critical (R2L from now on) can be canceled after the first punch and out of it you can combo in not only Specials but a decent chain of Criticals as well. Up/Down Special - Sliding Combo Soifon slides on the ground into the enemy, kicks them twice, and finishes up with a powerful thrust to the chest. This is one of her better moves since it can be combo'd after canceling her R2L Crit and it can also be very fluidly combo'd in the middle of a generic string of flurry attacks due to its very short startup speed. Don't be afraid to throw this one out in the heat of a fight, there's no way they'll have time to dodge. Side Special - Roundhouse Thrust Similar to Yoruichis, except after the initial roundhouse Soi Fon does a straight forward kick instead of a backflip. Yet another very useful move for Soi Fon as it has the very same combo principles as her sliding combo. It can be used to break a R2L or in the middle of a generic quick-combo with very good results. Feel free to mix these in after a couple critical chains knowing they'll land pretty safely. Stab Special - Butterfly Touch It's a shame Soi Fon has such a bad special to wrap up what would've been an excellent trio. In principle, this moves sounds overpowered, but when you consider how applicable it is you'll find it's nearly worthless. Soi Fon lunges forward and thrusts her claw into the chest of the enemy, creating a butterfly emblem to be left on them. If you can connect the same attack again within a few seconds (not very many) the opponent will instantly die. While it sounds amazing, good luck hitting someone with his attack even once. Do not be fooled by this attack, just forget you have it. Being tempted to use it will only cause you trouble since its VERY easy to avoid and if you use it you'll likely take a beating from your enemy. So, instead of trying to make use of it or being tempted to go for the 2HKO, forget it's there. You'll be happier you did. >>Bankai - Shunpo Buffs - Flash Step Bankai Downward Critical - Upward Kick Followed by Two Aerial Kicks Bankai Upward Critical - Backflip Kick Bankai Left to Right Side Critical - Roundhouse Followed by a Sweep Bankai Right to Left Side Critical - Two Punches Bankai Stab Critical - Two Hand Push Same deal with Yoruichi, nothings changed and thats a good thing. Bankai Up/Down Special - Sliding Combo Same move, while you can combo in your Ultimate this still isn't a bad move to use. Bankai Side Special - Roundhouse Thrust Same move as before, just as useful, but you may want to just use your cinema. Bankai Stab Special - Shunpo Assault Almost identical to Yoruichi's in the cinema, Soi Fon rapidly attacks her enemy using more flash-step attacks the more you shake the wiimote, ending with a powerful finishing thrust. While her Ultimate and Yoruichi's have roughly the same cinema, their executions are very different. Soi Fon's takes a little bit longer to execute as she moves back and does a thrusting motion to start hers. This means you can no longer simply throw it in the middle of a flurry; however you can still combo it. This attack and normally be combo'd if you cancel your R2L Critical and use this attack after the first hit. Closing thoughts on Soi Fon -- All in all I think Yoruichi and Soi Fon are roughly equal. They both have a lot of the same strengths and a lot of the same weaknesses, in fact they're basically just two different ways to play the same moveset. Both are very deadly when used well and are a lot of fun to play around with. ---------------------------------------------------- XII.) Ganju Shiba Downward Critical - Leaping Downward Chop Upward Critical - Upwards Headbut Left to Right Side Critical - A Bomb to the Face Right to Left Side Critical - Side Slash Stab Critical - Headbut Leap Ganju actually has a noticeable switch in his L2R and R2L Side Criticals, but unlike Soi Fon and Yoruichi it doesn't change much about how he's played. His reach isn't particularly great and some of his moves even hurt him if you land them too close. Up/Down Special - Stone Wave Misleading name, considering it's a Sand trap, but basically this move slows down your opponent, which can be a pretty good thing because you can catch them with a powerful attack before they have the chance to counter. This move can be used after his UpCrit, and if you have the time it doesn't hurt to put one out. Side Special - Firecracker Bomb Ganju tosses a firecracker at his opponent. This can't combo and if you do it when you're too close to an opponent you'll be hit too, so this is purely a ranged attack. If you throw it and miss the bomb will stay there for a few seconds. You can pretty much throw out as many as you possibly can at one time so you can litter the ground with them if an opponent is far away and make them watch their step. Stab Special - Do or Die Ganju pulls out a bomb and runs into his opponent, exploding on contact. This move isn't that great considering it's easy to knock him out of it, he even announces the attack beforehand so its impossible to not see coming. I'd avoid this move for the most part. >>Bankai - Spiritual Power Up Buffs - None Bankai Downward Critical - Leaping Downward Chop Bankai Upward Critical - Upwards Headbut Bankai Left to Right Side Critical - A Bomb to the Face Bankai Right to Left Side Critical - Side Slash Bankai Stab Critical - Headbut Leap Same moves here, and his UpCrit this time around is actually more useful than before, I'm sure you can guess why. Bankai Up/Down Special - Stone Wave Same move, nothing new. Bankai Side Special - Firecracker Bomb Same move, nothing new. Bankai Stab Special - Firecracker Finale Ganju's ultimate attack; started by an uppercut this move shows Ganju toss his opponent into the air and explode them with a firework that erupts the more times you shake the wiimote. Afterwards the enemy will fall, having taken quite a bit of damage. Fortunately for Ganju this can combo directly out of his UpCrit, so it has some use. You'll definitely want to use this move as many times as possible in Bankai. Closing thoughts on Ganju - Personally I think Ganju is a very mediocre character. His range isn't great, his specials aren't very good, and he doesn't really have anything great that sets him apart in a good way. If you like him he'll be tough to use really well, but I don't think it's impossible. ---------------------------------------------------- XIII.) Yumichika Ayasegawa Downward Critical - Downward Chop Followed by a Backwards Leap Upward Critical - Leaping Upward Chop Side Critical - Side Slash Stab Critical - Sword Thrust Yumichika has a small difference between his Side specials, but honestly they're pretty much the same so I won't bother listing the difference. Overall his Criticals aren't outstanding simply because they don't offer great combo-ability and his UpCrit leaves him incredibly open since he leaps into the air when doing it. If that's not bad enough it can't even combo, his only really redeeming Crit is his Downward Crit since it puts some space between him and his opponent, but since Yumichika doesn't play much of a range game that's not even terribly useful. Up/Down Special - Leaping Slice Yumichika does an elegant leaping slice towards the opponent. Since this move has very little lag afterwards it can be pretty safely used in order to surprise the opponent at a mid range. It does have a little bit of a startup time, but you should still normally be able to land this in a standard flurry combo. Side Special - Side Slice In yet another elegant move, Yumichika does a sideways slash. Much like the Leaping Slice Yumichika has a little bit of a startup with this move, but finding a place to use it in the heat of a quick battle shouldn't be too hard. I think it comes out quick enough to warrant some use, it's not an amazing special but it certainly isn't that bad. Stab Special - Stunned by Beauty Yumichika drops a peacock feather on the ground creating a golden circle. If any enemy steps into this circle they are stunned for a few seconds. If you're far away I guess it couldn't hurt to put one out assuming your opponent doesn't have a good ranged attack, but all in all the attack isn't particularly useful since it can be very easy to avoid. >>Bankai - Spiritual Power Up Buffs - None Bankai Downward Critical - Downward Chop Followed by a Backwards Leap Bankai Upward Critical - Leaping Upward Chop Bankai Side Critical - Side Slash Bankai Stab Critical - Sword Thrust Same criticals here, which is pretty bad since a combo for his special could have really helped. Bankai Up/Down Special - Leaping Slice Same move, not as useful in Bankai. Bankai Side Special - Energy Drain This move is started by a move that looks exactly like his normal Side Special. In this cinema scene Yumichika uses his sword, Fuju Kujaku, to sap energy from his opponent. As always shake the wiimote to sap more and more. Since you can't combo this in after an UpCrit it can be a pain to land on an opponent expecting you to use it. You can try to use it after a regular flurry combo, but if you get predictable it probably won't work. You can try to land a Stab Special to stun them for a free Energy Drain (assuming you're close), but that move is even harder to land than using this one alone. Bankai Stab Special - Stunned by Beauty This move is a lot more useful in his Bankai because you can land his Energy Drain, which is otherwise a pain to land. It's still not really any easier to land this move, but it could come in handy in the off chance an opponent runs into it. Closing thoughts on Yumichika -- I think the lack of great combos hurts him a lot, and if that's not bad enough his Bankai is terribly mediocre. Much like Ganju he doesn't particularly have too much that sets him apart in a good way, making him a pretty bland character. I think he's usable, but some of the better characters in the game would give even a great Yumichika trouble. ---------------------------------------------------- XIV.) Ikkaku Madarame Downward Critical - Downward Extending Chop Upward Critical - Leaping Upwards Chop Side Critical - 2-Hit Side Slash Stab Critical - Extending Pole Thrust Unfortunately Ikkaku lacks a good comboing Critical but don't worry, he's still an amazing character. He has good range and damage in his criticals, and his specials help him out a lot even without too much comboability, so his Crits actually aren't that bad. Up/Down Special - Leaping Assault Ikkaku leaps high into the air and comes down with a shockwave all around him. This move is a lot better than it looks because not only does it have some range that could take people by surprise, but the Shockwave is actually pretty large, so aside from just hitting people who are open, if someone tries to run up and counterattack you after you land they sometimes get hit by the shockwave and are unable to. This is still a situational move, but it's definitely usable. Side Special - Hozukimaru Rush Probably Ikkaku's best special, for plenty of reasons. This move is a priority monster. If this thing clashes specials or hits with someone else, 90% of the time it will eat their attack and still have some duration left to do damage. This move is very long and it has a lot of hits, so it's excellent for clashing with opponents. It's also not bad for an assault on an opponent from a mid range since he covers a lot of area and doesn't have too much lag afterwards. Make use of this one. Stab Special - Hozukimaru Thrust Ikkaku splits apart his staff and extends it across the screen. This can have some mildly decent uses at a range, although its very easy to avoid and leaves him wide open. I'd use the special the least of all, but every once in a while if you're left open and someone runs behind you to attack they'll get hit by his pole for some reason. I wouldn't rely on this though. >>Bankai - Ryumon Hozukimaru Buffs - Super Armor Note - Be careful around people with powerful multihit specials (like Yamamoto's Heat Wave and Kisuke's Benihime Slash) as your Super Armor will make you stand still and take every single damaging hit without being sent flying away. This means the opponent can repeat this and do ridiculous amounts of damage to you. Be cautious. --Tip from Viashino_wizard Downward Critical - Leaping Downward Stab Upward Critical - Leaping Upward Chop Side Critical - Side Slash Stab Critical - Sword Thrust Ikkaku's Bankai is his ultimate weapon. This thing has ridiculous range, amazing power, and overpowers everything with his super armor. He doesn't have a flash step but he's quick enough to catch any character and assault them up close. His Crits are pretty good, but when you see his amazing specials you'll see there's not too much reason to use them. Bankai Up/Down Special - Leaping Shockwave Much like his normal Up/Down special but more powerful with an even bigger shockwave. Considering people will definitely be trying to avoid you when in Bankai this special isn't that great, it'll likely miss or just get blocked. Also, if you see someone open, there are better moves to do anyway. Bankai Side Special - Hozukimaru Tornado This is an awesome special. It has a ton of range and does really good damage. You can also make use of this move in several different ways as well. If someone is running near you or even in your general area you can catch them this move since its start up is very short. This is nothing compared to its better use though; if you're aware of the stage boundaries you can actually corner your opponent and use this attack in succession. You can literally corner them so well that they cant run anywhere to escape from this attack. Bankai Thrust Special - Awaken, Hozukimaru This special is started by Ikkaku hitting his opponent with his blades. Once the special has commenced he proceeds to beat on his opponent with the dragon emblem lighting up more and more as you shake the Wiimote until its fully lit and he Ikkaku finishes the combo. This special is really awesome simply because it's easy to land with the Super Armor. You can break through pretty much any attack someone can throw at you and catch them in this special. It also has a weird range on it, so people who think they are safe by running around you may also get hit. It does great damage and isn't too much of a hassle to land, so definitely try to make use of this. Closing thoughts ok Ikkaku -- Ikkaku is an excellent character. He can easily hold his own without his Bankai using his speed and power. As if he wasn't good enough on his own, his Bankai is among the most useful in the entire game. He does great damage in this form and his specials are really easy to make good use of. Not many things can turn the tides in a fight much like his Bankai, so Ikkaku fans will be VERY pleased with him. ---------------------------------------------------- XV.) Kenpachi Zaraki Downward Critical - Downward Chop Upward Critical - Upwards Chop Side Critical - Side Slash Stab Critical - Sword Thrust Much like Byakuya, Kenpachi's Criticals are about as bland as they get... but also just like Byakuya, Kenpachi is a ridiculously good character. With range and power like Zaraki's, who needs fancy attacks? His criticals are so good that you may actually want to just use criticals out of his Crit combos instead of a special... they're really powerful and have amazing range. Up/Down Special - Demon Slice Zaraki does a very quick, damaging downward slice with his sword. You'll know it because he yells "I love it!" every time he does it and it creates a black mist. This move is amazing since you can combo it out of his UpCrit or just use it in the middle of a combo. Its speed, power, and range are all above average, making this an immensely useful Special. Make use of this, especially at enemies just far enough for you to hit them with it, since they likely wont be able to hit you. Side Special - Counter Yet another great special for Kenpachi. Zaraki will taunt the opponent, and if the opponent attacks during this time he gives them a prompt kick to the face. It's hard to pull this one out while someone is in your face thanks to the start up time, but if you can see an attack coming or you see a small break in their attack pattern with an opening large enough to use it you can cause your opponent some serious pain. If you're smart about using this move it'll be one of your most treasured moves with Zaraki. Stab Special - Ground Wave A mediocre move considering its not really any more useful than his Demon Slice. Yes, you can combo this in after an UpCrit and yes you can use it in the middle of a flurry combo, but you can also more safely do both of these things with the Demon Slice. I guess if you want to switch it up you can use this instead, but the Demon Slice is just a better alternative, I think. >>Bankai - Spiritual Limit Removal Buffs - None Bankai Downward Critical - Downward Chop Bankai Upward Critical - Upwards Chop Bankai Side Critical - Side Slash Bankai Stab Critical - Sword Thrust Same moves, and all very useful. In all honest, Zaraki doesn't even need his bankai. With the damage output he has before his bankai there's barely a need to use it, so the fact that he gets even more powerful in every way is great for Kenpachi players. Bankai Up/Down Special - High Pressure Zaraki starts this attack with a generic slice and proceeds to slash the hell out of his opponent as long as you shake the wiimote. He then finishes by blasting the enemy with a demon composed of Spiritual Pressure. This move is pretty good solely because you can combo it right out of one of Kenpachi's extremely damaging UpCrits... as if Zaraki needed to do more damage. Bankai Side Special - Counter Still very useful in Bankai for people who will try to lock you down with continuous attacks. Don't forget about this move just because you've gained a handy cinema special. Bankai Stab Special - Ground Wave Easily his least useful move in Bankai since you could just do a combo for his High Pressure attack instead. I'd mostly avoid this one on Bankai mode. Closing thoughts on Zaraki -- He's good. REALLY good. Combine crushing power, good speed, and amazing range and you've got Zaraki. He even has a counter, which is very useful in a game like this and a pretty useful Bankai. Zaraki barely has any downfalls and in the right hands can completely demolish his opponents. ---------------------------------------------------- XVI.) Izuru Kira Downward Critical - Slow Downward Chop Upward Critical - Upwards Chop Side Critical - Side Slash Stab Critical - Sword Thrust With a Backwards Leap Afterwards All in all Kira's Criticals are pretty unimpressive, especially considering how slow some of them are, but they definitely get the job done, especially the UpCrit because it can combo into more crits and all of his specials. Up/Down Special - Wabisuke Combo This move is really good because of its speed, damage, and easy combo-abilitiy. Overall its incredibly useful. You can use this in the middle of a flurry combo, whenever an opponent is even slightly open, or combo it easily out of his UpCrit. Since its a cinema that starts with a very simple slash many people don't see this attack coming either and often get hit by it. Make sure to get this move into your rotation. Side Special - Wabisuke Slash Kira does a very quick side slash that boasts a lot of power. Not particularly useful in the middle of a flurry combo since it has a second of startup or so in which your opponent can guard or attack you, but this combos magnificently out of the UpCrit for a really good damage combo. This move also has some unusually good range so opponents very far away will often take an unsuspecting hit simply because they aren't aware of how far the slash really is. Learn the range of this attack and make great use of the fact that is a very quick ranged attack with tons of damage. If you keep an eye on your opponent you'll see plenty of openings for this one. Stab Special - Wabisuke Pull Kira shoots a beam out of Wabisuke that damages the opponent, knocks them back, and then pulls them back towards him. This move can be useful if you see an enemy who left themself open far away, and sometimes you can even land it out of nowhere from a distance, but for the most part I'd still avoid this move. His Side special is quicker, doesn't leave him open, and the range is almost just as good. If that's not enough, it even combos better. For efficiency purposes, I'd stick to the Side Special over this. Note: If you land the Wabisuke Pull you can actually use the Wabisuke Combo as soon as the enemy is brought to you for a nice combo. --Tip from Viashino_wizard >>Bankai - Spiritual Power Up Buffs - None Downward Critical - Slow Downward Chop Upward Critical - Upwards Chop Side Critical - Side Slash Stab Critical - Sword Thrust With a Backwards Leap Afterwards Criticals are the same which, thanks to his UpCrit comboability, is a pretty good thing. Bankai Up/Down Special - Wabisuke Finale This is a trap special but it also doubles as a single hit activation special. This makes life MUCH easier for Kira as he doesn't have to rely on the trap to get people into this special Anyway, Kira will slash and at the same time create a gravity well on the ground. Getting hit by the slash or standing in the well makes the enemy fall to their knees as they get assaulted by slashes from the ground. Shake the wiimote to add more slashes to the combo. This move can be used in someones face, but I wouldn't advise it since you can very easily combo this out of his UpCrit. Thank god for the slash in this attack otherwise it would be a pretty bad Ultimate. Bankai Side Special - Wabisuke Slash Same move, decent utility because of the damage and range but I'd still feel compelled to get the Ultimate off. Bankai Stab Special - Wabisuke Pull I wouldn't waste precious Bankai time using this move, especially considering you can very quickly run up to your opponent if you want to get close to them. Avoid this in Bankai mode. Closing thoughts on Kira -- Kira at first seems like a very generic, bland character but he has an overwhelming amount of strengths that aren't apparent off the bat. His power, speed, and range are all pretty good and he has two really nice cinema specials. In all honesty, Kira doesn't really have that many downfalls, hes just an all around good character. ---------------------------------------------------- XVII.) Momo Hinamori Downward Critical - Slow Downward Chop Upward Critical - Slow Upwards Chop Side Critical - Side Slash Stab Critical - Slow Sword Thrust Hinamori's criticals seem really slow and overall, just aren't that impressive because they don't have the range or damage found on characters like Kenpachi. Regardless of its speed though, her UpCrit can combo so at least that makes it more useful than the UpCrit of some other characters. Up/Down Special - Snap, Tobiume Hinamori's sword catches on fire, then she proceeds to shoot a long range fireball from it. This attack is very slow and she even announces it's coming so it leaves her open quite a bit. Fortunately this move isn't 100% useless as it can be combo'd out of her UpCrit, which is somewhat nice. There isn't too much utility for this move otherwise, though. Side Special - Tobiume Rush Hinamori rushes forward and slashes once with her sword. This attack has some decent uses, like most rush attacks, but compared to a lot of other rush attacks in the game it's not that great since it's very short. This means if you clash with this move it sometimes doesn't have the duration to overcome the opponent's attack. It's not unbelievably powerful, but it can be used in a standard flurry combo and combo'd out of her UpCrit. This is probably her best special. Stab Special - Red Flame Cannon Hinamori takes a second to charge this move and then fires it, much like her Up/Down Special. There are two major differences between her Stab Special and her Up/Down Special; speed and tracking. While this one is ridiculously slow, it does track the enemy. It can't be combo'd out of her UpCrit but if you're at a very safe distance you can fire this shot off and put your opponent on the defensive for a little. It's not that great, and against constant attackers you'll likely never use it. >>Bankai - Spiritual Power Up Buffs - None Bankai Downward Critical - Slow Downward Chop Bankai Upward Critical - Slow Upwards Chop Bankai Side Critical - Side Slash Bankai Stab Critical - Slow Sword Thrust Same stuff here. Bankai Up/Down Special - Fireball Assault Hinamori starts this special by firing her regular Up/Down special. As you know by now this is combo'able out of an UpCrit so at least you have a guaranteed way to land this. Even more fortunately, this move actually travels pretty quickly so its possible to land on someone who leaves themself open for a little. The damage is pretty good, shake the wiimote to shoot even more fireballs at the opponent. This special really helps out Hinamori, since she'd be absolutely dreadful without this source of damage. Bankai Side Special - Tobiume Rush Same move, nearly useless since her Fireball Assault is landable. Bankai Stab Special - Red Flame Cannon You can actually make good use of this move in Bankai form. If your opponent is trying to play keep-away you can fire one of these, FORCING them to block since it tracks. Since they have to block you can run up and probably land an UpCrit->Up/Down Special combo by going on the offensive. It's not bad, its a lot more useful than using it outside Bankai. Closing thoughts on Hinamori -- All in all, like many other characters, Momo suffers greatly from having absolutely nothing big that sets her apart in a good way. Every strength she has is a strength of just about every character save a few so if you're looking for great characters, avoid her as there is no particular reason to pick her over a ton of other characters who are better simply because they have better, unique abilities. If you like her I think she is usable, but you'll have to work for it. ---------------------------------------------------- XVIII.) Hanataro Yamada Downward Critical - Slow Downward Chop Upward Critical - Slow Upwards Chop Side Critical - Side Slash Stab Critical - Slow Sword Thrust Here's the thing about Hanataro, his sword strikes heal you, so don't get too familiar with a lot of these criticals since, for the most part, you wont really be using them. There is a small use for one, but really, its use is pretty debatable. Since specials can be blocked you might actually have to bite the bullet and surprise them with a crit to get them out of your face. Up/Down Special - Headbut Trip Hanataro trips on a rock and is sent flying into his opponent. This is one of his only moves that does damage without healing the enemy at all. This attack is pretty dodge-able and can be blocked, so any player seeing this coming (and anyone playing against Hanataro should, since he'll likely be using only 3 moves) will be able to get around it. If someone is in your face and they know you're abusing specials you can bite the bullet and UpCrit them and headbut out of it, but that's entirely up to you. If you see an enemy wide open it wouldn't hurt to use. Side Special - Hanataro Tornado Hanataro spins around striking his enemy with both his sword and his hands. The sword hits heal, the hand hits do decent damage. Don't bother comboing this out of an UpCrit since you'll only really heal him, but what you can do (especially if you're fighting AI) is continuously use this move to clash with and attack your opponent. This move isn't as risky on AI, since it works really well, but on an actual player missing this move is a tragedy. You stay 100% wide open and they can hit you with just about anything they want. Be careful about using this, if at all. Stab Special - Headbut Roll Hanataro does a headbut and proceeds to roll on the ground, hitting his enemy even more. This isn't a bad attack since Hanataro rolls on the ground and is very safe down there from a lot of different moves. If you try to combo this out of an upcrit you'll actually get both headbut hits and one rolling hit off on them, but many will be compelled to try and use it without healing them at all. >>Bankai - Spiritual Power Up Buffs - None Bankai Downward Critical - Slow Downward Chop Bankai Upward Critical - Slow Upwards Chop Bankai Side Critical - Side Slash Bankai Stab Critical - Slow Sword Thrust Same thing here and in Hanataro's case this is horrible. Bankai Up/Down Special - Backpack Barrage Hanataro trips on something yet again, except this time if he strikes his enemy with the ensuing headbut it sends them into a cinema special. In this cinema stuff just continues to fly out of Hanataro's bag as long as you shake the wiimote (even a steamroller...), but the problem is this attack has a VERY long start up time and can be avoided by pretty much any human player. It's damage isn't bad, but it's just hard to land, especially since it cant be combod. Bankai Side Special - Hanataro Tornado Worthless, considering Bankai is one of the few chances Hanataro has to do a lot of damage you should not be bothering with this move. Bankai Stab Special - Hisagomaru Finisher Hanataro does a downward chop creating a massive blade beam/explosion. A direct hit with this attack does ridiculous damage for a single blow and its a great way to turn the tides with Hanataro. Unfortunately though this move can not be combod and is just as hard to land as the Up/Down special since he has a startup time and can be avoided by running to the side. On an actual player it'll be a pain to land and it might get you punished as it leaves him open. It's a real shame this doesn't combo. Closing thoughts on Hanataro -- Avoid him if you're playing to win or want a good character. His attacks are VERY predictable and a lot of the times completely unreliable. His specials can work on AI, but a real fighter who knows anything about the game will make your life a living hell. He is probably the worst character in the game for a Human vs. Human battle... ---------------------------------------------------- XIX.) Shuhei Hisagi Downward Critical - Downward Chop Upward Critical - High Backflip Kick Side Critical - Speedy Side Slash or Sweep Stab Critical - Shoulder Rush Followed by Stab Shuhei definitely has a lot of unique attacks, which makes him a pretty fun character to play as he doesn't just toss out the same boring sword moves. While they are very unique, he lacks a good comboing UpCrit, which hurts him a little. Fortunately for him his StabCrit can be cancelled for comboing, and with some timing you can find yourself doing some nifty combos. Up/Down Special - Firecracker Toss Shuhei leaps back and tosses a firecracker like a Kunai at his feet, which explodes after a second or two. You can throw out as many bombs as you'd like at one time and they have a decent range. A lot of players can watch their step around these and you cant use them at a flurry combo because it'll just barely miss and land at their feet, giving your opponent a chance to dodge. This doesn't make the move useful up close though by any means, since not only can it be used to back away really quickly but if an opponent is attacking they're likely moving forward, so you can get them to run into this thing if used by surprise. It's definitely not that bad. You can also combo this move by cancelling Shuhei's StabCrit. Side Special - Kunai Spread Shot Shuhei tosses out 5 kunai that spread out the further they go. This is a very useful move if you and your friends run around a lot, since these kunai are nearly guaranteed to hit someone who is running towards you. They travel pretty fast and cover a very good distance. If this move is used up close you will likely be hit before you can actually throw them, so stick to using this move to trip up approaching enemies. This can also be used in conjunction with his bombs to really make your opponents worry about where they step. This is their main use, since the bomb has multiple hits and does more damage I'd advise trying to combo that opposed to this Special. Stab Special - Speed Slice This move is really useful to use in conjunction with his other two. Shuhei, upon activating this move, dashes from side to side a few times and finally makes a diagonal slashing jump across the stage. Its quick, but its uses can be limited since if you use it in someones face theyll likely block or hit you before you can actually get one of the hits off. This does have some use though if you use it with his other two specials. A good strategy is to get some space, litter the ground with some explosives, and toss a Kunai spread. After the spread use the Speed Slice so not only do they have to deal with explosives and knives, they have to worry about you closing in quick for an attack. >>Bankai - Spiritual Power Up Buffs - None Bankai Downward Critical - Downward Chop Bankai Upward Critical - High Backflip Kick Bankai Side Critical - Speedy Side Slash or Sweep Bankai Stab Critical - Shoulder Rush Followed by Stab Same stuff, not a big deal. Bankai Up/Down Special - High Speed Assault This cinema special comes out FAST, and I mean so fast that you don't even need a critical to combo it. You can pretty easily combo this move straight out of a generic flurry combo and it'll work fine. Once activated Shuhei does a really quick slice upwards and follows his opponent into the air, zipping past them and slashing them at high speeds. The more you shake the wiimote the more he attacks until he finishes the combo with one final blow. This is a really great move, definitely make use of it. You can also try to combo this move out of a StabCrit; however, since the move is so fast it may be more beneficial to throw it in a flurry combo since a crit is far easier to dodge and anticipate for your opponents. Bankai Side Special - Kunai Spread Shot Same move, pretty useful still for tripping up opponents. Bankai Stab Special - Speed Slice I'd actually avoid this move in Bankai because the attack is kind of long and you should be trying to land that cinema special as much as possible. Also, a common tactic against Bankais is to play chicken, so if your opponent is playing chicken they definitely wont ever get his with this move, so I'd say give this one a rest in Bankai. Closing thoughts on Shuhei -- What a unique character... Shuhei fans should be very delighted because not only does he have some of the most unique/original attacks in the game, but he's actually fun to use and he's pretty good. He doesn't have too many downfalls besides a lack of consistent Special combos (out of Bankai) but I don't think that holds him back too much. Regardless of whether or not you like him, pick him up once or twice, he's pretty fun. ---------------------------------------------------- XX.) Sajin Komamura Downward Critical - Downward Chop Upward Critical - Spinning Uppercut Chop Side Critical - Side Slash Stab Critical - Sword Thrust Komamura's Criticals aren't exactly fancy but they do a good bit of damage and get the job done. His UpCrit can combo some of his specials, but to be honest, if you're quick after canceling the UpCrit you can land not only another UpCrit but a DownCrit as well, resulting in a lot of damage. This is a better
alternative than using his specials most of the time, although getting all of the hits off probably wont happen all of the time. Up/Down Special - Tenken Komamura sends rocks flying up from the ground at somewhat of a distance doing really good damage. This move is fully combo-able out of his UpCrit and is WAY more efficient than trying to land extra Crits, so you may want to just opt for this. I wouldn't use this too much out of combos since it has a startup that allows good players to block in time or even circle around and attack you. Of course, using this the right way results in great damage... Side Special - Triple Slash While slow, this side slash has a surprising amount of utility. The move has a ton of range, so hitting people closing in on the side is possible, but if thats not enough you can use it in the heat of battle sometimes. Why? Well, for one it isn't THAT slow, and it has three slashes. The three slashes is a great thing because it clashes very well due to them and sometimes an opponent will dodge the first one and get hit by the other two, or even dodge two and not expect the third. The damage isn't that spectacular considering its three hits, but this move is not without its uses. Stab Special - Rock Wave Komamura sends a wave of rocks flying across the ground. This is probably Komamura's least useful move since it doesn't really combo well out of his UpCrit or Flurry combo and anyone who dodges will punish the hell out of him. If they're far away I guess you could try it, but all in all I'd just avoid it considering his other two specials are actually pretty good. >>Bankai - Kokujo Tengen Myoo Buffs - None Bankai Downward Critical - Downward Chop Bankai Upward Critical - Spinning Uppercut Chop Bankai Side Critical - Side Slash Bankai Stab Critical - Sword Thrust Komamura, unlike some how have unique Bankais, actually keeps his own Crits, but this actually helps him because not only can his UpCrit combo still, but its easier to swat people out of his face with his own sword than the giant Samurai's. Bankai Up/Down Special - Giant Chop The massive Samurai slams his sword into the ground, nothing too fancy but from a distance this can strike an unsuspecting opponent or even be combo'd out of his UpCrit for a pretty decent damage combo. This will probably be what you use most out of his UpCrit. Bankai Side Special - Wall of Flame The samurai drags his sword across the ground creating a wall of flame that lingers for a few seconds. This move is simply an excellent move all around since it has both offense and defensive benefits. This attack does not provide almost any room at all between Komamura and the fire, so using this when someone is in your face helps, as theyll likely get trapped in the fire letting you attack them. Of course, this also serves an offensive purpose as the attack sweeps right across the screen and can nail a lot of approachers and cutting off their route to Komamura. Use this a lot. Bankai Stab Special - Tengen Flurry After a pretty long pause the Samurai stabs his sword into the ground quite a few times. This move has such a long startup which can make it hard to land; however, it DOES have some decent use. If you hit an approacher with the Wall of Flame or use it just before they get to you, you can follow up with this attack since it attacks BEYOND the wall of flame. This makes it very hard for them to reach you and it lets you attack with power from behind the safety of the flames. You probably wont use this move a ton but remember you have it since it can be useful at times. Also, if you shake the wiimote the second you use this move (during the brief second Sajin pauses and poses before the attack is unleashed) you can extend the number of stabs by two. While this is definitely useful, make sure you have the Wall of Flame up before doing this since it leaves Sajin open for even longer before the attack and opponents and move in fast. --Tip by Tristenkw5 Closing thoughts on Komamura -- While I wouldn't say he's the absolute monster Kenpachi is, Komamura is a LOT better than people give him credit for. He has decent combos out of Bankai, does a lot of damage, and has a great Bankai when used correctly. If you have a good grasp on Komamura he'll work wonders for you and you'll be pleasantly surprised with how much better he is than you'd probably think. ---------------------------------------------------- XXI.) Kaname Tosen Downward Critical - Downward Chop Upward Critical - Uppercut Chop Side Critical - Side Slash Stab Critical - Sword Thrust Tosen's Crits are both kind of slow and pretty bland. His UpCrit can still combo, but all in all I think his Crits leave something to be desired. On somewhat of a side note, as a cool way to stay loyal to the series, Tosen is completely immune to Aizen's counter (because he's blind). Up/Down Special - Suzumushi Rush Tosen rushes forward and does a slash generating dark energy at the end. This is actually a very useful move since you can hit 100% of the Special out of an UpCrit and it starts up almost instantly, so you can use it in a flurry combo too. Its damage isnt amazing, but considering how easy it is to land this move I think it makes up for it. Side Special - Benihiko Suzumushi Tosen leaps into the air and fires a ton of swords diagonally downward at his opponent. While you cant combo this out of an UpCrit, you can use it in the heat of battle with pretty good results. Not only does it get you away from the enemy, but it also has a high chance of hitting them since, if you're in the heat of battle, they wont have time to guard or evade. Using outside this may not work, since him leaping into the air is a dead give-away and an experienced player will likely dodge. Like I said though, it does have some up-close functionality. Stab Special - Cry, Suzumushi Tosen raises his sword and a black sphere expands around him. Enemies caught in this sphere will be stunned for a while. The radius is pretty large, but the pose he strikes beforehand is problematic for two main reasons. For one, if you try to use it up close you'll be hit before you can land the attack, and secondly, if you use it from far away it gives your opponent a decent heads up. Overall not that great. >>Bankai - Enma Korogi Buffs - Invisibility Bankai Downward Critical - Downward Chop Bankai Upward Critical - Uppercut Chop Bankai Side Critical - Side Slash Bankai Stab Critical - Sword Thrust All of Tosen's Criticals are the same, but wait, there's something slightly odd about them... they (along with all his standard attacks) place you directly directly in front of your opponent if you're far away and directly behind your opponent if you're very close. At first Tosen's Bankai seemed mediocre, but if you know this and how to apply it, you can be pretty dangerous and rack up a ton of damage. Strike often when they're open and keep them guessing a lot, make the best use of his invisibility. Also, if you have to, don't dash since it reveals your location. Bankai Up/Down Special - Suzumushi Rush Even more useful and easier to use than before since if you appear behind the opponent you can freely combo into it or just use it instantly with great results. Since this is your most efficient special, if you're going to be using any specials at all, make it this one. Bankai Side Special - Benihiko Suzumushi Not that useful since not only does it reveal your location, but you still jump in the air and give your opponent an opportunity to dodge. Bankai Stab Special - Cry, Suzumushi Just like his Side Special, Tosen reveals himself before using this move, so it isn't the best choice. All in all I don't see too many occasions in which this move is particularly useful. Closing thoughts on Tosen -- Tosen, more so than a lot of characters, relies so heavily on the person using him. You have to know which moves you can make the most of and you have to be extremely calculating with his Bankai. Look for openings, take them, retreat. If not used that well Tosen really isn't that great of a character, but if you have a grip on him he's definitely not bad. I wouldn't say hes anything really special, but he does have some nice strengths. ---------------------------------------------------- XXII.) Gin Ichimaru Downward Critical - Downward Chop Upward Critical - Uppercut Chop Side Critical - Side Slash Stab Critical - Sword Thrust Very bland, very generic. These are such simple slashes, its a shame they didn't give Gin anything remotely unique. Anyway, all in all his crits can feel a bit slow and they're definitely not anything special. Up/Down Special - Shinso Rush Unfortunately, this is Gin's only half decent special. Once activated Gin rushes towards the opponent, hits them a few times then extends his sword to shoot them away. Usable in both flurry combos and 100% combo-able out of his UpCrit, this is pretty much the only special you'll be making use of. It's pretty long in duration too so it can clash with quite a few things and come out victorious... if only Gin had a second special half as useful. Side Special - Sword Rain This is really just a bad move. Gin stands stationary and sends a ton of swords raining down on his opponent. The startup lag on this move is absolutely HORRIBLE and any human player can avoid them with time to punish you pretty severely. I just can't find too many uses for this. Stab Special - Shoot'em, Shinso Gin extends his sword, and to be honest, this special is pathetic. For one, if you watch the show you know that Shinso can extend waaaay further than this, and for the small distance it covers the lag and overall poor quality of this move are just not worth it. You cant combo this, you cant use it from a far distance... it's pretty much useless. Vaishino_wizard let me know that if you move the wiimote during this attack he will swing his sword a little to the side. While this doesn't help the utility of the move, it's a good trick for anyone willing to actually use it. >>Bankai - Spiritual Power Up Buffs - Flash Step Downward Critical - Downward Chop Upward Critical - Uppercut Chop Side Critical - Side Slash Stab Critical - Sword Thrust Same thing. Fortunately for him his UpCrit hasn't changed. Bankai Up/Down Special - Shinso Rush Same move, kind of useful but with the Shinso Massacre being combo-able, you might as well go for that. Bankai Side Special - Sword Rain Still terrible. Bankai Stab Special - Shinso Massacre This move is started by a sword thrust, but thank god it can be combod out of his UpCrit otherwise Gin would have some serious trouble. Anyway, once this cinematic starts Gin will rain swords on his opponent then continue to zip past them, slashing them more and more as you shake the wiimote. He will end this flurry with one final extended stab, doing a decent chunk of damage. I'd be very worried for Gin if this move couldn't combo... Closing thoughts on Gin -- Gin fans will be sorely disappointed with him in this game, guaranteed. A lot of his moves simply aren't good, so to be remotely viable you're going to have to use the same Special a bunch of times. He doesn't have almost any redeeming qualities and doesn't have anything besides a Bankai Flash Step that a lot of characters don't already have. He's not that great of a character all in all and this really is a tragedy, as I think he's one of the better, more interesting Bleach characters. ---------------------------------------------------- XXIII.) Mayuri Kurotsuchi Downward Critical - Downward Chop Upward Critical - Upward Chop Side Critical - Side Slash Stab Critical - Diving Spiral Sword Thrust While Mayuri's Crits don't seem to be too special, besides the awesomely unique animation for his stab special, upon closer inspection one will find something pretty unusual about his UpCrit... it paralyzes. Instead of hitting his opponent up into the air he simply paralyzes them. Before you get any ideas, no, you cant just keep paralyzing with one UpCrit after another, once they're paralyzed another UpCrit will knock them out of paralysis; HOWEVER, you can paralyze them, attack them a couple times to knock them out of paralysis, then UpCrit them while they're hit-stunned again. Since the UpCrit takes a lot of energy, you cant keep this up too much, but it's possible. Up/Down Special - Exploding... Organ? I don't know what the hell this thing is, but regardless, it's pretty useful. Basically, Mayuri tosses out some... beating Organ that explodes upon contact, but if it doesn't hit anything it just lays on the ground until exploding. You can have as many out as you'd like, but littering them everywhere probably wont do too much for you. Anyway, you can attempt using this in a flurry combo with about probably a 60% success rating. Sometimes its quick enough to make the cut, other times you'll probably get hit. It can be used point blank after a stun, and since the extending arm takes some time, which is risky, if you're going to use a special out of an UpCrit, you may just want to make it this one since its quick and efficient. Side Special - Kido Orbs Mayrui tosses out three seemingly electric kido orbs that spread the further they are away from him. As he tosses them he leaps back, so needless to say this move already has one blaringly obvious use. While this isn't as powerful as his Up/Down Special (since you'll likely hit with just 1 of them), I'd say all in all it has more uses. This move comes out pretty fast, so you actually can pretty successfully use this in the heat of battle as well as when you're far away and an enemy is closing in. Pretty good move, all in all. Stab Special - Arm Extension Mayuri shoots his arm across the stage, knocking back then pulling in the opponent if it connects. You can attempt to use this out of an UpCrit, I'd say if you're quick there's a chance you can get it off but if you're about safety just stick with the UpSpecial. If you're far away, after sending out his Kido Orbs to restrict the opponents movement a little you can try to send this out and catch them, but it doesn't always work. This is his least useful move, but it's not absolutely horrible. >>Bankai - Konjiki Ashisogi Jizo Buffs - None Downward Critical - Downward Chop Upward Critical - Upward Chop Side Critical - Side Slash Stab Critical - Diving Spiral Sword Thrust Strangely enough, Mayuri still has a sword after summoning his bankai but since it's not Ashisogi Jizo it doesn't paralyze the opponent upon UpCritting anymore. This is kind of bad for Mayuri, since there isn't really a good combo for any of his specials. Bankai Up/Down Special - Sludge Bomb The weird maggot-baby thing spits a few green globs of sludge in a straight line in front of Mayuri. Considering his Stab Special goes in a straight line but is more useful, I can't think of too many reasons to actually use this attack. The sludge bombs do do good damage, but they're hard to land. I'd say use sparingly, if at all. Bankai Side Special - Poison Wave The baby breaths a line of poison across the screen in front of Mayuri, similar to Komamura's Wall of Flame. This is probably Mayuri's most useful special since it lasts a long time, covers a large area, and protects Mayuri. Also, since this move keeps the opponent at somewhat of a distance in most cases, you can also either use it in succession or try his Stab Special. Also, if you shake the wiimote the second you use this move (during the brief second Mayuri pauses and poses before the attack is unleashed) you can significantly increase the amount of poison spewed by the baby. The cloud is much bigger when you do this, so as long as you use it move from a relatively safe distance you can add even more use to an already useful move. --Tip by Tristenkw5 Bankai Stab Special - Baby Stampede The weird baby thing charges forward and tramples anything in its path. Since this baby is huge, busts through pretty much everything, and does okay damage its also a decent choice of attack. Also, the baby comes out kind of quick, so if an opponent is remotely open they should get hit directly with this. Use it when you see a good opening. Closing thoughts on Mayuri -- Mayuri, without his bankai, is a pretty capable fighter. If you can get your UpCrits down and use his Side and Up/Down specials in a smart fashion you can easily be a serious threat. Unfortunately his Bankai isn't that useful... it has some mildly useful abilities but pound for pound his bankai could've been a LOT better, or at least have more useful moves. He's just as freaky as he is in the show though, so between that and the fact that he's definitely not a bad character, fans of this guy should be happy. ---------------------------------------------------- XXIV.) Kisuke Urahara Downward Critical - Downward Chop Followed by a Leap Backwards Upward Critical - Upward Chop Side Critical - Side Slash Stab Critical - Sword Stab Kisuke isn't too flashy, but his criticals the power and functionality to get the job done, especially considering his UpCrit combos into two really good specials. Up/Down Special - Scream, Benihime After about a second of startup lag, Kisuke sends a wave of red energy across the ground in front of him. This move is pretty powerful and once released moves very fast. Additionally, it has a lot of hits for good clashing power and EVERY SINGLE HIT can be combo'd if used out of his UpCrit, which is very nice. If someone is left open you can try shooting one at them, and if your opponent doesn't crit a lot you can probably get one off in their face by using it in a flurry. Side Special - Benihime Slash Kisuke does a horizontal slash with Benihime, leaving a ridiculously big streak of energy around him. The range on this move is absolutely awesome, in fact, the energy pretty much forms more of a circle around him than a half circle in front, so attackers coming from the side can get an unexpected surprise if you use this at the right time. Just like his up/down special, this really powerful move can be combo'd perfectly out of an UpCrit and can actually be used a lot of the time in a flurry combo, since its not too slow. This is an awesome move. Stab Special - Blood Mist Shield This special is kind of useless. First Kisuke has to form the shield, then he darts forward with it. Nobody should get hit by this and it leaves him open pretty badly... but its okay, you have two great specials to make up for it. >>Bankai - Spiritual Power Up Buffs - Flash Step Bankai Downward Critical - Downward Chop Followed by a Leap Backwards Bankai Upward Critical - Upward Chop Bankai Side Critical - Side Slash Bankai Stab Critical - Sword Stab Bankai Up/Down Special - Scream, Benihime Same move but even bigger. You can still use this and your Side Special if you find that you're having trouble landing Kisuke's cinema special. It's still just as useful and it's a great backup to have. Bankai Side Special - Benihime Slash Same, and just like his Up/Down Special it's still pretty useful as a backup for his Cinema special. Bankai Stab Special - Benihime's Wrath Kisuke was worrying me here for a second when I saw that not only did he have a trap, but it wasn't started by a combo-able first hit like Kira's. It's easy to see why this special might appear bad, but trust me, its so much better than your average run of the mill trap cinema. For one, its range is pretty big, so if you can get a direct hit when an opponent is in the center, chances are they cant make it out in time to not be hit. Secondly, you can use it in a flurry combo after landing a hit with a random weak slice. If used in a flurry the opponent should be hit with the first hit, and after that they probably wont get out of there unless they can Flash Step at the moment or something. Use this one right in their face and it actually has a good shot at working. Anyway, once this cinema is started Kisuke proceeds to impale the opponent on blood red spikes (with more hits the more you shake the wiimote), then he ends the combo by firing a giant red beam at the enemy. Closing thoughts on Kisuke -- Kisuke's one hell of a character. He has really good, strong attacks, unbelievably strong combos, and a great special that you can land with more than probably any other trap special save for Kira's. A good Kisuke is definitely something to worry about. ---------------------------------------------------- XXV.) Yachiru Kusajishi Downward Critical - Leaping Downward Chop Upward Critical - Spinning Upward Chop Side Critical - Side Slash or Double Side Slash Stab Critical - Sword Stab Followed by Step Back Yachiru has a couple nifty looking crits but shes clearly lacking a combo-able UpCrit, which hurts her a bit. Fortunately though, she is a small target and for being so small some of her attacks have really decent range. Up/Down Special - Mega Stomp This move is really fast for a high jump attack. This doesn't mean its super useful, but if someone is open or unsuspecting you can get a couple hits with it, although you'll likely never land it with a highly mobile opponent. This isn't really comboable and unlike Ikkaku's it doesn't emit a huge lingering shockwave, so be careful about using it. Side Special - Helicopter Spin Yachiru spins her scabbard above her head doing quite a lot of hits to your opponent. While this is probably going to be your most used special, it comes with some major drawbacks. What's good about it is the fact that you can normally combo it from a flurry combo and when it comes to clashing, since the move lasts so long it almost always comes out on top. This gives it a lot of decent use, but the downfall comes in case you miss. If you miss you are left open for a long time and your opponent can do quite a few things to you... it's really not that bad though for a couple reasons. While yes, you may take a beating for missing this move, sometimes an opponent will rush you after dodging and get hit by your attack anyway since it spins behind her too, and if thats not enough if they try to shoot something at you, you'll likely clash and just overpower it, staying pretty much completely safe. Stab Special - Somersault Slash Yachiru leaps at her opponent, sommrsaulting with her sword sticking out. This move has a lot of the same pros and cons as her Helicopter Spin, since you can flurry it, overpower some things due to its hits, but are left wide open if you miss. While her down time isn't as bad as the Helicopter Spin, you don't get the defense that the Helicopter Spin occasionally offers. This one is a tough call, all in all I'd say Helicopter Slash (since it hits more often in the first place), but if you find more success with the Sommersault Slash you can still use that in place of it. >>Bankai - Spiritual Power Up Buffs - None Bankai Downward Critical - Leaping Downward Chop Bankai Upward Critical - Spinning Upward Chop Bankai Side Critical - Side Slash or Double Side Slash Bankai Stab Critical - Sword Stab Followed by Step Back More of the same, she still lacks the comboing UpCrit but when you read the section on her cinema special you wont really worry about it too much... Bankai Up/Down Special - Mega Stomp Same move, not particularly useful at all in Bankai, especially when people tend to run around or away a lot. Bankai Side Special - Helicopter Spin Mildly useful since some characters will try to get in your face and lock down your attack in Bankai. All in all I'd still shy away from it in favor of her Ultimate. Bankai Stab Special - Little Demon Yachiru starts this move with what looks just like her StabCrit, once started Yachiru slices and dices her opponent the more you shake the wiimote, then finishes her opponent with a slash of her sword imbued with immense spiritual power. While Yachiru can't really combo this in from a Crit do not worry, this move comes out FAST, which means I'd say 7 or 8 times out of 10, if you're just slashing an enemy and use it you will get it off. It's very quick and very hard to avoid if you're in the heat of battle, so getting this move off really shouldn't be any harder than a lot of others, even with the lack of a combo setup. Closing thoughts on Yachiru - She's small, fast, and can be tough to combo. Yachiru is a pretty good character overall with some pretty decent strengths, but I'd say her specials are lacking a lot and she overly relies on her Helicopter Spin. If someone wanted to they could definitely get good with her, although they'd probably annoy their friends. ---------------------------------------------------- XXVI.) Shunsui Kyoraku Downward Critical - Double Downward Chop Upward Critical - Double Sword Stab Followed By Upward Slice Side Critical - Side Slash Stab Critical - Sword Stab Kyoraku has some pretty neat Criticals which look even cooler simply because his blades are so damn awesome. Also, he has a two hit UpCrit that combos like a dream, so it makes his UpCrit combos look nicer due to the extra hit. Up/Down Special - Blossom Combo In what is easily one of the coolest specials in the game, Shunsui does a three part aerial attack on his opponent with blossoms and a crescent moon appearing throughout. This can be combo'd in after an UpCrit and the entire string looks absolutely awesome. The damage is nice and it comes out quick, so you can even use it out of a flurry combo half the time. A very useful and impressive move. Side Special - Tornado Shunsui summons a hurricane that moves forward, tracking the opponent if they run. This is actually a pretty useful move since its big, travels someone quickly, tracks, and is combo-able. While the Blossom Combo is tough to pass up out of an UpCrit, you can do this out of an UpCrit and get all three hits successfully. Aside from that you can use it close range but its best use is at a far distance. If you fire this thing its likely the opponent will not outrun it, so they have to block. This puts them on the defensive, which lets you move in for an attack while they're blocking. It's a pretty useful move. Stab Special - Blossom Assault This move is just awesome. Shunsui keeps up his streak of absolutely awesome looking attacks with this little beauty. At first some may get confused and think this is some generic stab, but if you connect it and keep shaking the wiimote either left/right or up/down he will do two different combos (based on the direction you shake). If you shake the wiimote to the Left/Right he will proceed to spiral around the opponent, slashing them over 10 times and ending it with a strong hit. If you shake the wiimote Up/Down he will dash towards them slashing the entire way, lift them with a tornado, and slam them to the ground with a big hit. Unfortunately you can't combo this gorgeous move out of an UpCrit, but you can often successfully land this move out of a standard slash flurry combo or any time your opponent is left a little bit open (since its reach is rather good). While you cant combo this, try to make use of it since it just looks too damn cool. >>Bankai - Spiritual Power Up Buffs - Flash Step Bankai Downward Critical - Double Downward Chop Bankai Upward Critical - Double Sword Stab Followed By Upward Slice Bankai Side Critical - Side Slash Bankai Stab Critical - Sword Stab Same Crits, which is a good thing since they're all pretty awesome anyway. Bankai Up/Down Special - Blossom Combo Same move, just as awesome, but you might as well go for the Ultimate if you're going to land this thing, especially since the Ultimate is combo-able. Bankai Side Special - Demon of Heaven If you're wondering about the name I took it from the shikai command, I think it's pretty nifty. Anyway, this move starts out with a flash and like very few other cinema specials that start with a slash, this one is FAST. Yes, you most likely will land this out of a standard flurry combo if you use it, BUT keep in mind that it IS combo-able out of his UpCrit, so you can tack on extra damage if you fit that in beforehand. Once the cinema begins Shunsui begins stabbing up a storm on his opponent (he stabs more the more you wing the wiimote), then ends the combo with a few fancy leaping slashes, each of which causing a neat picture to appear. It does great damage and since it's comboable you should use the hell out of, since its a very easy combo to land. Bankai Stab Special - Blossom Assault Same move, just as awesome, but you might as well go for the Ultimate if you're going to land this thing, especially since the Ultimate is combo-able. Closing thoughts on Shunsui - I think Shunsui may be the most under-rated character in the entire game. He is very, VERY good between his reach, power, and amazing combos. You'll land his Ultimate a lot and Flash Steps make it even EASIER to go about landing. He's fun and overall an awesome character, I suggest trying him out even if you don't like him... hes a ton of fun. ---------------------------------------------------- XXVII.) Jushiro Ukitake Downward Critical - Double Downward Chop Upward Critical - Upward Slice Followed by Downward Chop Side Critical - Side Slash Stab Critical - Sword Stab Jushiro's Crits are a little like Shunsui's, with the biggest difference being in their UpCrits. They can both combo, but Jushiro's requires cancelling. While his UpCrit consists of two hits, if you do a move before the second hit, like I said, you can cancel it in favor of another attack. Up/Down Special - Water Tempest Graphically this is one of the coolest specials in the game... utility wise, not so much. Its damage isn't very good and it doesn't hit too many times, although it does go far. It can be combo'd out of his canceled UpCrit and at a distance it can he somewhat useful since it covers a lot of area. Its damage really should be better, and itd be better if it hit more times. It really isn't worth comboing since his Stab Special does more. Side Special - Water Trap Jushiro drops an orb of water on the ground and if the opponent steps in it they're stunned. As almost all trap attacks, this is pretty hard to actually land. The radius is small, everyone sees it coming beforehand, and its easy to avoid. There's not much you can do here. Stab Special - Water Thrust Jushiro waits a second then lunges forward, hitting anything in his path. At first this move seems pretty mediocre since its very hard to hit any human player with it. Its slow, you'll never land it up close, and it leaves him open... but of course this is all fixed by one fact; UpCrit combo-ability. If you hit them with an Upcrit and cancel it you can just barely hit them with this move before they hit the ground, which is really nice since this move does a decent chunk of damage. Outside combos you probably shouldn't use this... >>Bankai - Spiritual Power Up Buffs - Flash Step Bankai Downward Critical - Double Downward Chop Bankai Upward Critical - Upward Slice Followed by Downward Chop Bankai Side Critical - Side Slash Bankai Stab Critical - Sword Stab Jushiro's Crits are the same, which I guess isn't a bad thing since you can combo the Stab Special out of them... since you sure as hell wont be using the cinema special. Bankai Up/Down Special - Water Tempest Same move, just about as useful since Jushiro's attack plan doesn't change too much in Bankai due to the fact that his cinema is nigh impossible to land. Bankai Side Special - Tidal Fury This special is horrible. The damage is fine and it looks cool, but landing this is such a pain. Jushiro charges an electric water drop in front of him before dropping it in the ground. If you actually land this move you can shake the wiimote to keep electrocuting your enemy over and over before finally sending one massive tidal wave down upon them. Since he takes so long to charge the attack people WILL hit you before you use it up close and from far away they know to avoid it. When you go into Bankai lay one down from a good distance and just fight as if you didnt even have this special, they might run into it by accident, so keep one down, but don't go out of your way to try to land it. Fight normally and just keep them down. Bankai Stab Special - Water Thrust Same move, overall more useful than Tidal Fury since you can actually land this move. You'll want to be using this in combos to do damage just hoping the enemy steps into the cinema trap. Closing thoughts on Jushiro - He is a VERY disappointing character. His moves are, in general, pretty damn bad and hes one of the only people who has an absolutely HORRID Ultimate since its hard to land, thus almost negating any chance to have a "big comeback" move or a move to solidify a lead. This character is plagued with cons and I don't think he really has the pros to overcome them. If you like him, you may have fun with him, but hes just not that great. Maybe next time. ---------------------------------------------------- XXVIII.) Sosuke Aizen Downward Critical - Downward Chop Upward Critical - Upward Slice Followed by Downward Chop Side Critical - Side Slash Stab Critical - Sword Stab Aizen's Crits are okay, they're not too fancy but they're not bad. Just like Jushiro you can cancel the second part of his UpCrit for more combos. Up/Down Special - Counter Aizen sticks out his glowing sword and striking it will result in Aizen shattering, reappearing behind the opponent, and slashing them. Since Bleach: Shattered Blade is a very offense-oriented game a Counter is VERY useful, especially since many attacks are easy to see coming once you've played the game a lot. It'll be tempting not to overuse this move since its really good and opportunities for its use are everywhere. Side Special - Kido Fire Aizen shoots three fireballs that spread the further they are from him. The nice thing about this move is that, if fired point blank you can hit them with 2 or even seemingly all 3 of the fireballs. Even nicer yet, when you combo this after canceling his UpCrit you can normally land all the hits resulting in a decent chunk of damage. This is also useful out of flurry combos since its quick and even from a range since its spreads and opponents must watch their step. Stab Special - Kido Blast Aizen's worst move, easily. This kido blast can be seen coming from a mile away since he charges it, and since it travels in a straight line avoiding it as an opponent is nearly impossible unless youre doing one hell of a laggy move. Oh, and no, you definitely cant UpCrit combo this. >>Bankai - Spiritual Power Up Buffs - Flash Step Bankai Downward Critical - Double Downward Chop Bankai Upward Critical - Upward Slice Followed by Downward Chop Bankai Side Critical - Side Slash Bankai Stab Critical - Sword Stab Same old same old, but with that UpCrit combo-ability it helps him a bit. Bankai Up/Down Special - Counter Same attack, just as useful if someone tries to get in your face too much and lock you down so you cant use your Bankai abilities. Bankai Side Special - Kido Fire Somewhat useful since you can use it and you have two options. If your enemy gets hit you can actually flash step behind them and hit them a few times for some extra damage, but if they block (ideal situation, actually) you can flash step behind them as they block the fire and hit them with an UpCrit, which you can then combo into his Ultimate. More useful than one would think. Bankai Stab Special - Black Coffin Aizen harnesses darkness in his hand and activates a cinema scene. The nice things about this attack are the fact that not only can it combo out of a canceled UpCrit, but even more conveniently, it doesn't even have to physically strike them. As long as the enemy is not blocking but they're in Aizen's general vicinity (if youre as far as you can get its out of range, but just a couple feet close you're in range, so pretty much as long as they're not max distance it should it), they'll be effected. So, this means, whether they're attacking, running towards you, or whatever, as long as you activate it and they're not blocking (and remotely close) it'll work. Of course, you can always combo it. Either way, once activated Aizen traps the enemy in a dark cube and assaults them with dark energy the more you shake the wiimote. Aizen finishes the combo with a final dark strike, ending what is one of the better cinema specials in the game. Final thoughts on Aizen - I don't think he's as broken as he is in some other Bleach games, and a lot of people hype him up as being more broken than he is, but this doesn't mean hes not a great character. He's nothing too cheap assuming your opponent doesn't just counter, so don't be too worried about facing a decent Aizen. If you're the Aizen, feel confident knowing you're in control of a really great character with a good variety of strengths. ---------------------------------------------------- XXIX.) Shigekuni Genryusai Yamamoto Downward Critical - Fancy Downward Chop Upward Critical - Fancy Upward Slice Side Critical - Side Slash Stab Critical - Sword Stab Yamamoto has some pretty neat animations before his criticals that make them look a little nicer and the flaming sword is always a good touch. All in all he has great power and really good range and that oh-so-lovely UpCrit combo ability. Up/Down Special - Flaming Crescent Yamamoto rushes forward and waves his sword above his head, creating a flaming crescent that almost completes a circle around his body. Since he runs forward regardless of if you're near the opponent and yells before the attack a quick player will likely block or hit you, which is somewhat problematic. Also, he cant combo this out of his UpCrit so it really limits the usefulness of this particular move. If you want a flashy way to close the distance between you and an enemy you could use it, but it's not terribly safe nor efficient. Side Special - Heat Wave Yamamoto slashes horizontally leaving massive trail of fire. Remember how I went on about how big Kisuke's Side Special is? Forget it, this one wins hands down. This will hit people from so ridiculously far away that it passes as a ranged attack too. This is a great move for a bunch of reasons; for one it combos magnificently out of his UpCrit (landing all possible hits), secondly you can very easily surprise people closing in or people at a mid range with this attack, and finally it activates VERY quickly so you can even use it in the middle of a standard flurry combo. This move is the very epitome of usefulness, its almost a perfect move. Did I mention that it has nearly no lag afterwards so its pretty much perfectly safe? Amazing move, you cant truly play Yamamoto without being well acquainted with this jewel. Stab Special - Volcanic Burst Yamamoto sticks his sword into the ground causing cracks in the earth followed by an eruption in for straight lines from his body in the form of an "X" pattern. This move has good range and is really good for someone who often runs around you since you can not run around Yamamoto whatsoever when he is doing this move. You can combo the first couple hits (the actual sword stab) out of an UpCrit but its so not worth it and you cant use it up close since theres a good second or two before the lava actually erupts, so an enemy who is acquainted with Yamamoto will know to block or counter. Still, its a fairly useful move. >>Bankai - Spiritual Power Up Buffs - None Bankai Downward Critical - Fancy Downward Chop Bankai Upward Critical - Fancy Upward Slice Bankai Side Critical - Side Slash Bankai Stab Critical - Sword Stab Same old, but for Yamamoto especially this is one hell of a good thing. Bankai Up/Down Special - Fire Tornado This special is mean as hell for one too many reasons. This attack is started by Yamamoto doing a shoulder rush, if the hit connects he throws his enemy into the air and traps them in a flaming vortex that spins longer as you shake the wiimote. After you've been tossed around enough he finishes the combo with one final slash. This attack does ABSURD damage, and I mean really really good damage (over half WITHOUT comboing it) for a cinema special and oh yes, you CAN combo that out of his UpCrit for a guaranteed landing. Additionally, its somewhat quick so you can often use it in a flurry combo... even moreso, many players underestimate the range and length of the initial shoulder rush, so they try to run and get hit regardless (as he'll follow you), until they get wise to it, you can even do that. But anyway, not getting this special off is a crime since it absolutely decimates the health of his opponents and its easily combo'd. This move is absurd. Note - Vaishino_wizard let me know that if you miss this move it leaves a trail of fire that burns anyone who touches it. Geez, as if this move wasn't useful enough! Bankai Side Special - Heat Wave Still an amazing move but with how unbelievably godly his Fire Tornado is, it's tough to say but, you might as well forget this move for the most part. Bankai Stab Special - Volcanic Burst Even better due to the range, this move will really hurt anyone who keeps running around unless they're thoroughly prepared for it... but when you can run super fast due to Bankai you might as well bolt up to them and get them in the Fire Tornado... I'm sorry, but that cinema is so damn good. Final thoughts on Yamamoto - Remember how I said Shunsui is probably the most under-rated character? Well, Yamamoto might actually beat him in this regard. He has an unbelievable moveset, he combines range with power and absurd specials. If thats not enough his easily combo-able cinema special absolutely destroys people like they're nothing. This guy is serious business and anyone who actually picks him up and uses him (which Im sure arent that many) will be soooo pleasantly surprised. Great character. ---------------------------------------------------- XXX.) Grimmjow Jeagerjaques Downward Critical - Two Downward Swipes With Energy Trails Upward Critical - Upward Swipe Followed By Arm Thrust Side Critical - Twin Swipes with Energy Trails (R2L incorporates sword) Stab Critical - Sword Thrust This guy has some awesome looking criticals since he slashes at you, jaguar style. Not only that but he leaves a blue trail which is not only really cool looking but adds a ton of range to his attacks. His UpCrit can be canceled like Aizens in order to incorporate other moves. Overall very awesome style. Up/Down Special - Gran Rey Cero Grimmjow sticks out his arm and fires a Cero that travels across the screen. This is way more useful than a lot of different energy blasts in the game for two main reasons. First off it comes out pretty quick, theres not a long annoying charge time. Secondly it has a lot of range and a decently sized hitbox, making it more likely to hit people. This move is so quick that if you see someone at range slip up or leave themself open for a bit you can surely nail them with this. You can't combo it out of his UpCrit, but it does have some functionality. Side Special - Bala Slash This move is very impressive graphically. Basically Grimmjow does a slash and following it are many blue orbs that appear in the same direction. This move can be used on approaching people since the orbs cover a large area or in someones face, since it doesn't have much startup lag. You can somewhat combo this out of an UpCrit, but all the hits wont land, same goes for his Stab Special so really whichever one you want to use out of an UpCrit is up to you. Stab Special - Puncture Thrust Grimmjow lunges forward piercing anything in his path. This isn't terribly useful by itself as these moves don't often tend to be thanks to their linear path and laggy startups, but thankfully you can combo this out of an UpCrit cancel if you're quick enough. Aside from this you probably wont be using this one too much. >>Bankai - Spiritual Power Up Buffs - Flash Step Bankai Downward Critical - Two Downward Swipes With Energy Trails Bankai Upward Critical - Upward Swipe Followed By Arm Thrust Bankai Side Critical - Twin Swipes with Energy Trails (R2L incorporates sword) Bankai Stab Critical - Sword Thrust Same stuff here and since Grimmjow's Crits are awesome, be happy they stayed. Bankai Up/Down Special - Cero Massacre Dubbed the "one hand ***-whoopin'" by friends, this attack involves Grimmjow lunging at an opponent to initiate a cinematic. Once the cinematic begins, in an unbelievably bad*** fashion, Grimmjow pins the opponents head down on the ground, fires multiple cero blasts into their head (he fires more if you shake the wiimote), throws them behind him and finishes them with one massive Cero blast. This is one of the most awesome cinemas in the entire game and it's pretty useful too. It's quick, so getting it out of a flurry or on a briefly open opponent isn't out of the question, but why do that when you can combo it flawlessly after canceling Grimmjow's UpCrit. Make good use of this move since it really is a nice sight to see. Bankai Side Special - Bala Slash Same special, somewhat useful though if time is of the essence just go for the Cero Massacre. Bankai Stab Special - Puncture Thrust Don't even bother. The only time you'd ever land this move you could land the Cero Massacre instead, so actually using this move is a bad choice. Forget you have it in Bankai. Closing thoughts on Grimmjow - Grimmjow has a really unique style and a whole lot of visually impressive moves. He's not too powerful but he's certainly a very good character who can be dangerous in the hands of anyone who knows the game. The range and fact that he hits twice with most crits gives him a huge boost along with his pretty good specials. He definitely earns his spot as 6th Espada in this game. ---------------------------------------------------- XXXI.) Ulquiorra Schiffer Downward Critical - Downward Swipe with Energy Trail Upward Critical - Upward Swipe with Energy Trail Side Critical - Side Swipe with Energy Trail Stab Critical - Side Kick Ulquiorra, while not as cool as Grimmjow's, has a pretty neat method of attack. Unlike Grimmjow's cat slashes, Ulquiorra acts as if his very palm was a blade, resulting in some pretty cool moves overall. His UpCrit can combo but it doesn't really synch well with two of his specials. Up/Down Special - Garganta Ulquiorra sticks out his palm creating a massive dark box in front of him. Anyone inside the box after its opened begins being assaulted by dark energy, in fact it ends up hitting the opponent so many times that its damage is comparable to some cinema specials. Do not get too excited though, this is easily the most over-rated move in the entire game. After some extensive play testing with friends (so we find out which moves actually work and which don't on decent human players) we've found this move to be almost unlandable. Bleach is a very movement oriented game and this box doesn't open up as fast as many think. This move is VERY avoidable and its not that great... yes, it has some uses but many people playing an Ulquiorra will more than see this coming and act accordingly. This is likely his worst move, especially since it leaves him wide open if he misses for a good while. Side Special - Cero Blast Ulquiorra slashes open a rift that later sends a Cero blast out of it. The initial slash does hurt the opponent and if the initial hit lands the opponent normally gets hit by the oncoming blast. This move cant be fully combo'd as only the first hit will land, but sometimes you can land it when in someone's face, but not always. All in all its not that useful as its pretty simple to avoid and it doesn't have any great combo setup. Close, closer than the Cero Prison, but not quite. Stab Special - Arm Thrust Ulquiorra sticks out his arm and flies across the screen, just like Grimmjow (and a few others). Normally these moves aren't that great, but this is easily Ulquiorra's most land-able special on account of the fact that you can combo in all three hits after an UpCrit. Its damage is good, and much more than you'd get from just the initial hit of the Cero Blast, so just stick to this if you're going to do a Special out of his UpCrit. >>Bankai - Spiritual Power Up Buffs - Flash Step Bankai Downward Critical - Downward Swipe with Energy Trail Bankai Upward Critical - Upward Swipe with Energy Trail Bankai Side Critical - Side Swipe with Energy Trail Bankai Stab Critical - Side Kick Same stuff, and for the same reason as Yamamoto you'll be plenty happy. Bankai Up/Down Special - Garganta Still not that great, especially considering what else he has up his sleeve upon entering Bankai. Bankai Side Special - Cero Blast To be honest, I wouldn't waste the time on it, get in close and land his Ultimate. Bankai Stab Special - Mind Game If you're wondering about the name, Ulquiorra breaks his eye in order to share experiences with other people, which is where a nice bulk of damage from this combo comes from. Anyway, I couldn't think of anything better. Oh well, while Ulquiorra's regular specials weren't that fantastic, this one more than makes up for it. This is started with a thrust similar to the Stab Special and upon entering the cinematic Ulquiorra crushes his eye and assaults the enemy with negative energy. The more you shake the wiimote the more they're damaged until he draws a cross on his chest that appears on the enemy before he breaks it with a finishing strike. Overall a very cool cinematic and it doesn an absolute truckload of damage (just about or a little over half). If this crazy
damage isn't good enough for you, you'll be pleased to hear that it is easily combo-able out of his UpCrit, so with his Flash Step usable to trick opponents this Ultimate shouldn't be too hard to pull off. This is a huge advantage. Closing thoughts on Ulquiorra - If anyone is the most over-rated it's this guy. In time people will find that his specials really are very avoidable and his only huge strength is his Ultimate attack. Don't get me wrong, he's not a bad character by any means, in fact he's a pretty good character, but absolutely nothing worth fearing too much or complaining about. ---------------------------------------------------- XXXII.) Arturo Plateado Downward Critical - Downward Chop Upward Critical - Upward Chop Side Critical - Side Slash Stab Critical - Sword Stab Upon looking at the descriptions here one may think Arturo's Crits are pretty bland, but while the motions may be generic they're spiced up by the fact that he uses a very cool black/red beam sword that spawns from his hand. Also, as bland as they are I'd rather have a good combo-able Upcrit like he has than something flashy and useless. Also, his Stab Crit has a ton of range. Up/Down Special - Cero Drop Arturo drops two big Cero "X"s on the opponent. While you may get hit before you get them off in someone's face, you can occasionally get away with it. Of course if you don't want to worry about that you can simply combo them both out of his nice UpCrit, how convenient! A pretty good, damaging move but all in all it's not terribly useful outside combos. There are worst energy attacks though.... Side Special - Cero Trap Arturo creates a ring of cero around the opponent that shatters, then reappears as somewhat of a prison that closes in on the enemy. If the prison closes in completely on the enemy they're struck by lightning which does a lot of damage, but don't expect to ever see it. Anyone who knows how to move around will always avoid this attack by a mile, and even if they do get hit its just barely by the outer edge, so they don't get struck by lightning. I'd really avoid this move. Stab Special - Blade Rush This is a pretty nifty/useful special. Arturo starts this by stabbing his enemy with a beam sword, then he proceeds to combo them in a cinema special until letting them know he's tired of their face and finishing them. This special comes out fast and has really good range, so whether it be the heat of battle or an opponent at mid distance who left himself open, opportunities to use this move are everywhere. If thats not enough it combos like a dream out of his UpCrit, so make use of that for some great damage. This is his best regular special, although you may get tired of seeing the same cinema over and over... You can also extend this cinema special by waving the wiimote. --Miles Law >>Bankai - Spiritual Power Up Buffs - Flash Step Bankai Downward Critical - Downward Chop Bankai Upward Critical - Upward Chop Bankai Side Critical - Side Slash Bankai Stab Critical - Sword Stab Same stuff here, but you'll never guess why this is a pretty damn good thing. Bankai Up/Down Special - Cero Drop Same move, not entirely useful considering you could be doing his Ultimate. Bankai Side Special - Cero Trap Just as useless, don't even bother. Bankai Stab Special - Cero Apocalypse This name is fitting considering it scraps 2/3 of your health and it can actually be landed! Oh yes, you heard me right, there is an efficient way to land this ridiculous move, but first, a description. Arturo begins charging this move similar to Byakuya, and after a couple seconds regardless of where you are or whether you're blocking you WILL get hit. Once it has charged there is absolutely no escape. Once the special is activated Arturo will completely destroy his opponent in a massive wave of Cero, you can shake the wiimote to do more damage (as if it needed it). So how do you land this? Well, if you UpCrit your opponent and start charging the SECOND you hit them (this requires a very fast cancel) you will charge as they hit the ground and as they stand up, which just happens to be the exact charging time. The very second they stand up and become coherent Arturo will start the special, before they can do much of anything. You can then tell them to kiss 2/3 of their lifebar goodbye. Closing thoughts on Arturo - He is a really, REALLY good character. Between his really good normal special combo and his absolutely ridiculous Ultimate, Arturo, in the hands of a good player, can ruin people's lives. He really doesn't have too many blaring weaknesses but has a ton of strength in terms of damage output. ---------------------------------------------------- 7. CLOSING/CREDITS I put a lot of time into this FAQ so I hope it helps someone out there, if you have any questions or issues feel free to email me at KyleSBowers@yahoo.com, I'll try to be prompt in my response. Thanks to Butterfly_2689 for finding out the way to unlock some tricky Voices along with pointing out a couple mistakes in the guide. Thanks to Tristenkw5 for giving me a heads up on extending certain Summon Bankai specials. Also, thanks for Vaishino_wizard for some assorted tips about moves and clarification on specific move names.