=====================================
-Byakuya Kuchiki FAQ-
Bleach DS 2nd Kokui Hirameku Requiem
by Kurokami_Battou
=====================================
Note: If you find any terms confusing,you should take extensive look at
SixFortyFive's Bleach DS 2nd FAQ to help you.
To help with navigation, press Ctrl+F to open the find option. Afterwards,
type the key on the left of the title.
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Table of Contents [Num 0.]
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[Num 1.] Introduction
[Num 2.] Command List Analysis
-Normal Moveset
-Standing Normals
-Standing Light
-Standing Medium
-Standing Heavy
-Crouching Normals
-Crouching Light
-Crouching Medium
-Crouching Heavy
-Aerial Normals
-Aerial Light
-Aerial Medium
-Aerial Heavy
-Throw
-Special Moves
-Special A
-Special B
-Special C
-Special D
-Super Moves
-Super A
-Super B
-Super C
[Num 3.] Combo Section
-Legend
-Basics Combos
-Advanced Combos
[Num 4.] Conclusion
[Num 5.] Legal and Contact Info
[Num 6.] Version History
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Introduction [Num 1.]
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Byakuya has recieved quite a few changes from Bleach DS. Most of which
could be considered for the worst.
His specials had almost no startup time and 2 of his supers granted him
invulnerablity during them. Now in Bleach DS 2nd, most of that is taken away
changing the way he was played before.
However, this by no means makes Byakuya unplayable. The moves that got
thier improvement are some of Byakuya's biggest assets, and the moves that
got toned down are still useable.
People might turn away from him due to the nerfs, but I will show that he's
still got some greatness in him.
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Command List Analysis [Num 2.]
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This will cover Byakuya's moveset and thier uses in battle.
++++++++++++++
Normal Moveset
++++++++++++++
Byakuya's normals have recieved no change except for one move. They however,
are still nothing special and pretty basic.
* * * * * * * * * *
Standing Normals
* * * * * * * * * *
Standing Light
* * * * * * * * * *
sL- Byakuya does a standard horizontal slash.
4 dmg
In the first Bleach DS Byakuya's sL had him slash verticaly upward, this
time he slashes horizontaly. It does have more range than his previous sL,
but it now can miss smaller characters.
Standing Medium
* * * * * * * * * *
sM- Byakuya does a basic downward vertical slash.
6 dmg
Basic medium attack. Has more vertical coverage than sL, but has slighty more
startup.
Standing Heavy
* * * * * * * * * *
sH- Byakuya steps forward abit and slashes vertically upward.
8 dmg
More range than sL and sM, with alot more startup and recovery time. don't
use this move randomly as its easily punishable.
* * * * * * * * * * *
Crouching Normals
* * * * * * * * * * *
Crouching Light
* * * * * * * * * * *
cL- Byakuya does a crouching poke with his sword.
4 dmg
Breaks standing guard and comes out pretty fast. Other than that, its
nothing special.
Crouching Medium
* * * * * * * * * * *
cM- Byakuya does a crouching downward vertical slash.
6 dmg
More coverage than cL but with slighty more startup.
Crouching Heavy
* * * * * * * * * * *
cH- Byakuya does a crouching upward horizontal slash.
8 dmg
Byakuya launches the opponent upward to start an air combo. Has the same
range as his cL and cM and with much more recovery time.
* * * * * * * * *
Aerial Normals
* * * * * * * * *
Aerial Light
* * * * * * * *
aL- Byakuya does a downward poke.
4 dmg
pretty fast poke in the air, but has small range and coverage and can whiff
easily. Best not to use this other than to aerial combo.
Aerial Medium
* * * * * * * * *
aM- Byakuya does a aerial downward vertical slash.
6 dmg
Good vertical range and recovery which makes it a good poke. Also its a better
option when following up after a Super A (or a corner Super C) as it has a
better chance of catching the opponent than sL.
Aerial Heavy
* * * * * * * * *
aH- Byakuya does a wide aerial slash below him.
8 dmg
Fast startup for a Heavy move and has good range and below coverage. The move
is fast enough for Byakuya to do a IAD aL, aM, aH in combos.
++++++
Throw
++++++
Byakuya grabs the opponent and tosses them to the wall.
2 hits, 6 dmg
A standard throw that bounces the opponent of the wall to start a combo.
++++++++++++
Aerial Throw
++++++++++++
Byakuya grabs the opponent and tosses them to the ground.
2 hits, 6 dmg
Same as his ground throw but like most air throws, knocks the opponent down.
Making comboing impossible.
+++++++++++++++
Special Moveset
+++++++++++++++
Byakuya's Specials have recieved the most changes from the first Bleach DS,
some bad and some good. Though the bad changes don't make them useless.
One special change is what kept Byakuya from turning stale, and is one big
assest in his gameplay. (I'll explain which one later down the list)
* * * * * *
Special A
* * * * * *
Senbonzakura
(Input- Back, Down, Forward- Light, Medium, or Heavy)
Spc A- Byakuya performs his standard shikai release.
Same type for all versions (except in 4p when its used to target a diffrent
player (asumming your 1p - Light: 2p Medium: 3p Heavy: 4p )
Always RF (costs 1 reiryoku bar)
33 hits, 24 dmg
This move has gotten bad and good at the same time from the first Bleach DS.
First its now and always an RF and due to the new RF mechanic, it makes it so
it will hit people even if they shunpo. However, the move itself is not a
very wise choice as it wastes a reiryoku bar. It can be blocked has slow
startup and has a certain range (won't hit if opponent is a whole stage
length away, and if they are in the air) so it makes this special rather
usless.
* * * * * *
Special B
* * * * * *
Flash Step
(Input- Down, Down- Light, Medium, or Heavy)
Spc B - Byakuya stands still for a second then teleport slashes behind the
opponent.
Same type for all versions (except in 4p when its used to target a diffrent
player (asumming your 1p - Light: 2p Medium: 3p Heavy: 4p )
2 hits, 7 dmg
This move got a massive tone down from Bleach DS 1 since it now has startup
time. Also if blocked, Byakuya gets into a cool down state for about 3
seconds. NEVER use this move randomly. If its blocked, you will be easily
punished.
Though if only the second hit is blocked, Byakuya won't go
into the cooldown state. This however is only possible on a opponent high
enough into the air, or timed right for a wakeup.
If you manage to hit someone with Spc B, the move is fast enough to follow-up
afterwards with a normal. Also if it connects, you can cancel the hit frames
with a Super.
* * * * * *
Special C
* * * * * *
Sokatsui
(Input- Down, Forward- Light, Medium, or Heavy)
Spc C- Byakuya performs kido spell number 33. (or was it 66? =/)
Light- Byakuya fires a quick fire spell, but has about 2 second recovery
Medium- Byakuya chants for the fire spell for roughly 4 seconds then fires
with almost no recovery
Heavy- Same startup as Light, same recovery as Medium, also the spells stays
out for about 4 more seconds.
13-20 hits, 7-9 dmg, distance dependent (Light, Medium)
14-29 hits, 7-14 dmg, distance dependent (Heavy, RF, costs 1 reiryoku bar)
Out of all of Byakuya's moves, this one has gotten the greatest improvement.
(well not the medium version) Light isn't that punishable on block now.
Medium however, you should never do. the startup is really long so you are
open during the whole chant. You could immediatly start after a Super A, but
I wouldn't recommend it.
The RF version is Byakuya's greatest move. Since you can't shunpo through
RFs, this will work great on shunpo happy players. There is almost no
recovery time for the RF and the spells stays out for a few more seconds, you
can immediatly follow up with a combo if near a corner. Midscreen though you
can just use Special B as the opponent is still being hit by the spell so you
have enough time for the Special B to connect. Since its possible to followup
after Special B, you can continue on attacking from there. You can also just
use a Super A or C after the move also. Use this sparingly however as it
costs a reiryoku bar, and its bad to be caught without any shunpo.
* * * * * *
Special D
* * * * * *
Rikujokoro
(Input- Down, Up- Light Medium, or Heavy)
Spc D- Byakuya performs binding spell number 61.
Same type for all versions (except in 4p when its used to target a diffrent
player (asumming your 1p - Light: 2p Medium: 3p Heavy: 4p)
1 hit, 0 dmg, stuns opponent for about 3 seconds.
Unlike in Bleach DS 1 this move now has more startup time, which greatly
hinders it's effectivness. It can be used to punish characters with long
specials or supers that have been avoided. I tend to use time this move often
as a wakeup for downed opponents, which will catch opponent if they stand
(not pressing Left or Right to recover) and gives decent mindgames if they do
recover.
++++++++++++++
Super Moveset
++++++++++++++
Byakuya's essential Supers have gotten toned down quite a bit. Though they
are mostly still used the same way from Bleach DS 1 (except Super B, and the
defensive properties of Super A)
* * * * *
Super A
* * * * *
Senbonzakura Kageyoshi
(Input- Down, Forward, Down, Forward- Light, Medium, or Heavy)
Spr A- Byakuya performs the first form of his Bankai release, a row of giant
blades rise from the ground and all release like his shikai.
Costs 1 Reiatsu Stock
16-22 hits, 14-19 dmg (actually determined randomly as the petals fly in
random directions)
This Super was great in the first Bleach DS, giving no hit stun which made it
a great guard cancel move and always setups an air combo . Now in
Bleach DS 2, both of those properties are taken away. (partially for the air
combo setups) Now the Super has hit stun and doesn't do that great of damage.
Also the move now launches the opponent in a random direction.
Despite these changes, its still has its uses. Used mainly for a combo ender
and its still possible to air combo, but its just alot harder. However the
chance to air combo increases if the opponents back is to a corner, making it
so you can catch them with an aL or aM. (I recommend aM since aL really lacks
the range to rely on it.) If you do Super A in the middle of the stage, its
best to just use aH since it has more range than aL or aM so its less likely
to miss.
It can still punish attacks such as long startup or long recovery moves.
* * * * *
Super B
* * * * *
Senkai Senbonzakura Kageyoshi
(Input- Down, Back, Down, Forward- Light, Medium, or Heavy)
Spr B- Byakuya performs the second form of his Bankai release, he summons
three rows of swords which one of the swords come down whenever Byakuya uses
one of his normals.
Costs 1 Reiatsu Stock
1 hit, 3 damage, per sword.
This Super has been improved by a small bit now that the swords don't
automatically attack the opponent. It also gives Byakuya some advanced
combos. However it still doesn't make this Super all that great, as the
swords do awful damage and which sword that comes out it determined
randomly. Its best to keep that 1 stock for Super A, or Damage Cancel.
* * * * *
Super C
* * * * *
Hakuteiken
(Input- Forward, Back, Down, Forward- Light, Medium, or Heavy)
Spr C- Byakuya performs the final form of his Bankai release. Byakuya grows
whites wings and a Halo, then does a single powerful sword strike.
Costs 3 Reiatsu Stock
106 hits, 113 dmg
No real change from Bleach DS 1, except now has hitstun. This makes punishing
with guard cancel no more. (then again, all guard canceling supers were
overpowered, so this seems for the best) This makes a great combo ender if
you have the stock as it does a massive amount of damage.
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Combo Section [Num 3.]
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This Section, will cover Byakuya's combos
+++++++
Legend
+++++++
This will help explain what moves are which when explaining combos
(credit goes to SixFortyFive)
s Standing
c Crouching
a Aerial
L Light attack
M Medium attack
H Heavy attack
Throw Throw
Spc Special attack
RF Reinforced special attack
Sup Super attack
FS Flash step
BOFS Behind Opponent Flash Step (shunpoing behind opponent ending combo)
TAFS To Air Flash Step (shunpoing to the air to land aerial hits in a ground
combo)
Dash Dash (Quickly tapping either direction- used during combos to continue
a combo)
IAD Instant Air Dash (Air Dash instantly after starting a jump)
+++++++++++++
Basics Combos
+++++++++++++
These combos can help you get the hang of how Byakuya plays, few will also
help work with more advanced combos.
Note: his basic combos can be done anywhere on screen.
* * * *
Combo 1
* * * *
(4 hits, 18 dmg)
- sL, cL, sM, sH
Basic string requiring no supers or specials. Though it might be hard to
actually get the full string off and follow-up afterward due to Byakuya's
normals having rather short range. You can't follow it up with anything else
rather than shunpo or a Super A or C. Not the best option for a combo but
there if you're having problems with TAFS combos.
* * * *
Combo 2
* * * *
(6 hits, 26 dmg)
- cH, Jump, aL, aM, Jump, aL, aM, aH
Basic launcher and follow-up air combo. In Bleach DS 1 he could have done
two aL for each jump. In Bleach DS 2nd though, its nearly impossible.
* * * *
Combo 3
* * * *
(40 hits, 31 dmg, However, damage and hits could vary slightly due to the
randomness of Super A) Costs 1 Reiryoku bar and 1 Reiatsu Stock
- RF Spc C, Spc B, Sup A
The combo that has been talked about the most about Byakuya. A pretty nice
combo to perform when midscreen. (though can still be done anywhere else,
but I recommend this combo midscreen since you have more combo options when
the opponent is pinned to a corner by the RF Spc C) You can also replace the
Super A with a Super C if you have 3 Reiatsu Stock.
* * * *
Combo 4
* * * *
(22 hits, 24 dmg, However, damage and hits could vary slightly due to the
randomness of Super A)
-Throw, Sup A
Real easy to do and does a fair amount of damage. If you throw the opponent
to a wall close to Byakuya, you can do a Super C instead. (that is if you
have the Reiastu Stock to do so.)
+++++++++++++++
Advanced Combos
+++++++++++++++
Byakuya's advanced combos do need to be worked on by thier own. The range
of Byakuya's normals are rather short so you might have to do just sL, sH
instead of the standard sL, sM, sH. Super B can help since the swords can
push the opponent to Byakuya.
Note: opponent's back is to a corner during these combos.
* * * *
Combo 1
* * * *
(221 hits, 199 dmg)~ Costs 3 Reiryoku and 4 Reiatsu stock
~dmg and hits can vary depending on if the swords hit the opponent.
-Sup B, IAD al, aM, aH, Dash in, (sL, sM, sH, TAFS, aM, aH, Dash in) x3
(sL, sM, sH, RF Spc C, IAD aL, aM, aH, Dash in) x3 sL, sM, sH, Sup C
Jump, aM, Jump, aL, aM, aH
Byakuya's biggest and most damaging combo. (you can follow-up with an air
combo after the Super C) Though hard to connect on small characters, its
still possible. However not really good on yachiru small type of characters,
as the Sup B swords will most likely miss.You can add a aL after the TAFS on
larger people like Komamura. Note though that the swords are fired from
random directions, making it possible to screw up. (Large characters still
can be combo'd regardless of where the swords come from. (Normal size
characters as well to a certian extent)
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Conclusion [Num 4.]
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Despite all the nerfs Byakuya recieved, he still has the ability to compete
with anyone else if used correctly. Using his good assets will help you take
down any character with no real weakness.
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Legal and Contact Info [Num 5.]
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This guide was written by Kurokami_Battou (or for short, Battou) and was
intended for use on GameFAQs.com. If you decide to use this guide on another
site, go ahead. Remember to give credit however.
If you want to add anything, or just need help with the guide. You can
email me, my address is
[email protected]
I would also like to give a special thanks to:
- SixtyFortyFive, for his very helpful FAQ.
- Jesuits (aka Batigh) and Dark_Lord_Uraj, for making very nice layouts for
thier guides to help me out with mine. (Also, thanks Uraj for telling me
about the Bleach DS series.)
- GameFAQs, for hosting this guide.
- and lastly to all the people at the IRC channel.
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Version History [Num 6.]
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Version 1.0- created July 16, 2007
Version 1.1- created July 20, 2007 (slight errors fixed, created number key
for manin table and titles, for better
navigation.)
Version 1.2- created December 17 2007 (more errors fixed, made slight
alteration to advanced combo.)