**Yachiru Kusajishi FAQ**
Created by: perfectchaos83 aka “The Dude"
Alright, this is my first FAQ and I'm writing it on my favorite Bleach
character, Yachiru Kusajishi. If you would like to find a specific part of
this guide use Ctrl+F and type the code thingy next to whatever you want in
the Table of Contents. So since there is nothing else to discuss at this
moment I will start the guide.
Table of Contents........................................................[TOC]
Introduction.............................................................[INT]
Why Yachiru?.....................................................[WHY]
Advantages.......................................................[ADV]
Disadvantages....................................................[DIS]
Command List Analysis....................................................[CMA]
Normal Movelist..................................................[NML]
Standing Normals.........................................[SNM]
Standing Light...................................[SLT]
Standing Medium..................................[SMM]
Standing Heavy...................................[SHY]
Crouching Normals........................................[CNM]
Crouching Light..................................[CLT]
Crouching Medium.................................[CMM]
Crouching Heavy..................................[CHY]
Aerial Normals...........................................[ANM]
Aerial Light.....................................[ALT]
Aerial Medium....................................[AMM]
Aerial Heavy.....................................[AHY]
Throw....................................................[TRW]
Aerial Throw.............................................[ATW]
Shunpo...................................................[SHN]
Special Movelist.................................................[SML]
Special A................................................[SPA]
Special B................................................[SPB]
Special C................................................[SPC]
Special D................................................[SPD]
Super Movelist...................................................[SUM]
Super A..................................................[SUA]
Super B..................................................[SUB]
Combo Section............................................................[CSN]
Legend...........................................................[LGN]
Combos...........................................................[CBS]
Playstyle Guide..........................................................[PSG]
Basic Playstyle Guide............................................[BPG]
Advanced Techniques..............................................[AVT]
The Trip Factor..................................................[TTF]
Matchups.........................................................[MTU]
Reifu & Reiju....................................................[RNR]
Conclusion...............................................................[CCN]
Legal Stuff and Contact Info.............................................[LSN]
History..................................................................[HST]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Introduction [INT]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Yachiru Kusajishi, Vice-Captain/Lieutenant of Division/Squad 11 of the Gotei
13, is a small and agile character. She is very young, looks to be about 6 but
considering she is a soul she may be very old. When she was a "baby" in the
79th District in North Rukongai her parents were murdered and Kenpachi Zaraki
(who was then unnamed) found her and gave her the name Yachiru, named after
the only person he ever admired. Sooner or later they found themselves part of
the Gotei 13 as part of the 11th squad. Yachiru's Zanpakuto has no known name
and has a flower design on the crossguard. She carries her sheath on a loose
cord with a pair of wheels for transportation. She can also release a large
amount of spirit energy when angry.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Why Yachiru? [WHY]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
With all of her character outline done let's get to why you should choose to
be Yachiru.
******************************************************************************
Advantages [ADV]
******************************************************************************
With her small stature, Yachiru has some pretty awesome advantages.
-One of the fastest characters in the game (only surpassed by Grand
Fisher, but that could be due to its size)
-Highest jump in the game (tied with Goteitaishi and Grand Fisher)
-3rd longest shunpo/flashstep/dash thing (1st is Bonnie and Grand Fisher, 2nd
Uryu, Chad, Tsukaima and Kyugohanin, tied with Komamura, Yoruichi
and Soifon)
-Attacks quickly
-Fairly long air dash
-Small, therefore hard to hit
-Standing Medium and Heavy attacks move her forward slightly
-Her trip causes damage (more on this later)
******************************************************************************
Disadvantages [DIS]
******************************************************************************
Every character has to have disadvantages and Yachiru has a few and they are
pretty major in comparison to other character's disadvantages.
-She trips... a hell of a lot if you try dashing across the screen you will
almost always trip at least once. She can even trip while she is jump-
ing (I dunno how it happens, but she does). Recovery from tripping is
pretty long too, so hope you don't trip near an opponent.
-She has a 67% damage ratio. It means that she takes about 1.59 times the
damage from an attack.
-Her Heavy Attack does less damage than most other Heavy Attacks. It also does
less than her Medium Attack. (exception is her Aerial Heavy)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Command List Analysis [CMA]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This section covers Yachiru's basic moves and how to use them in certain
situations
******************************************************************************
Normal Movelist [NML]
******************************************************************************
Yachiru has pretty small hitboxs so you need to be up close and personal
to get a hit off. The attacks themselves, however, can easily be linked to make
a good combo.
------------------------------------------------------------------------------
Standing Normals [CNM]
------------------------------------------------------------------------------
Yachiru's standing normals are sorta good. They have a greater utility use
than her crouching attacks.
STANDING LIGHT [SLT]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
sl- Yachiru either does a small punch or a slap... I can't tell which. >_<
1 hit, 4 damage
This move comes out fast and can start up combos but has short range. It is
spammable, but it can only chain twice before you get out of range.
STANDING MEDIUM [SMM]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
sM- Yachiru swings her sheath over her head and moves forward a bit.
1 hit, 6 damage
This attack moves Yachiru forward a bit, so it can be used from a distance and
still hit, and is great for keeping a combo going after performing a light
attack or two.
STANDING HEAVY [SHY]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
sH- Yachiru swings her sheath like a golf club and moves forward a bit.
2 hits, 5 damage
Her heavy does less than her medium for some reason. This attack launches the
enemy up in the air. Also because of its forward movement it can be used from
quite a ways away from the enemy. It is cancelable after the first hit and
before the enemy gets launched by either using a shunpo/flash step or a special
or super.
------------------------------------------------------------------------------
Crouching Normals [CNM]
------------------------------------------------------------------------------
Yachiru's crouch moves are... basically the same as her Standing normals with
very small differences.
CROUCHING LIGHT [CLT]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
cL- A swift, short kick. Similar to Mayuri's standing light
1 hit, 4 damage
The only of Yachiru's crouching attacks that has a different animation. If
connected the enemy or you depending, on your position on the map, will move
back slightly allowing you one more hit before you are too far away. It is her
only attack that can break standing guards.
CROUCHING MEDIUM [CMM]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
cM- Yachiru swings her sheath over her head
1 hit, 6 damage
This attack is almost identical to her standing medium, with one small
difference, it doesn't move forward when used. It is useful for setting up a
TAFS. However, it doesn't break standing guards so it is quite useless in that
manner.
CROUCHING HEAVY [CHY]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
cH- Yachiru swings her sheath like a golf club
2 hits, 5 damage
As with her crouching medium it is almost identical to her standing heavy, but
no forward movement. Also, like her standing heavy, for some reason it does
less damage then her medium attack. This attack can launch, but as with her
medium it cannot break standing guards. It is pretty useless on it's own, but
it is useful to get a bit of extra damage by using it after the first hit from
her standing heavy. It can be canceled after the first hit.
------------------------------------------------------------------------------
Aerial Normals [ANM]
------------------------------------------------------------------------------
Ah, Yachiru's aerials, the best in her normal move arsenal.
AERIAL LIGHT [ALT]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
aL- swift kick, same as he crouching light but in the air.
1 hit, 4 damage
This move is fast. Use it in succession to rack up some hits/damage.
AERIAL MEDIUM [AMM]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
aM- Same as her other mediums, swings the sheath over her head.
1 hit, 6 damage
Useful in TAFS combos and in air combos before you either jump up or use a
flash step for a bit of extra damage.
AERIAL HEAVY [AHY]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
aH- Like her mediums, she swings her sheath over her head but it is faster and
the animation is slightly different.
1 hit, 8 damage
:O Her heavy finally does more damage than her medium! However, it is really
only used in TAFS combos. However, it is great for surprise attacks in the air
to keep people on the ground
------------------------------------------------------------------------------
Throw [TRW]
------------------------------------------------------------------------------
Yachiru grabs the opponent and smacks them with her sheath, similar animation
to her aH. Sends opponent towards the wall.
2 hits, 6 damage
Pretty standard... Average recovery time, can combo a super after the wall
bounce, if close enough.
------------------------------------------------------------------------------
Aerial Throw [ATW]
------------------------------------------------------------------------------
Yachiru grabs and basically does her aH sending the opponent to the ground.
2 hits, 6 damage
Aerial throws are more or less useless, but if you can use it as a surprise
attack, go for it.
------------------------------------------------------------------------------
Shunpo/Flash Step [SHN]
------------------------------------------------------------------------------
Has the same length as Yoruichi, Soifon and Komamura, so it goes far and is
fast. It is almost able to go half way across the stage.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Special Movelist [SML]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Yachiru's specials range from useful to the highest degree to completely
useless.
SPECIAL A [SPA]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Yahoo--!"
S-A- Yachiru unleashes spiritual pressure in the shape of what looks like a
lion's face.
Ugh... what a way to start with specials... This is not particularly good as
it has a pretty big start up time, meaning you can't combo into it and enough
of a recovery time to also not be able to combo out. The only use for this is
to push enemies away. It can be charged to allow for more hits and more damage,
but it is nigh impossible to pull it off.
Light- Start up time is about 1 second and recovery time is about 1 second as
well. To fully charge it takes about 10 charge sound thingys(about 10 seconds)
The longer the charge the bigger the release is, the longer it lasts and deals
more damaged.
Uncharged- 12 hits, 10 damage Charged- 46 hits, 29 damage
Medium- Exact same thing as Light
Uncharged- 12 hits, 10 damage Charged- 46 hits, 29 damage
RF- There is a little difference in the RF special A. It differs in that it is
more powerful and bigger than the others uncharged, but does the same when
charged and it only takes about 5 seconds of charge time.
Uncharged- 16 hits, 14 damage Charged- 46 hits, 29 damage
SPECIAL B [SPB]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Here I go--!"
S-B- Yachiru is covered with some sort of green flame and dashes across the
screen.
This special is not bad, when it connects it pushes the enemy towards the
wall. It is also possible to cancel into a super during the actual move.
Beware as it is possible to trip during this move, but it is not very common.
It can also be used in the air.
Light- Very quick start up time, very long recovery, but is pretty much
negated as it is about the same as for the enemy to recover from it, if hit.
The actual attack is very short, and the remainder of it you will slide over
most of the screen.
12 hits, 6 damage
Medium- Long start up, quick recovery. The "flame" lasts throughout the whole
dash except the last few frames.
30 hits, 14 damage
RF- Same start up as the light, everything else is from the medium. This is
used best to put the enemy into a corner or after the first hit of her
sH if you want.
30 hits, 14 damage
SPECIAL C [SPC]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tyah--!
S-C- Yachiru does a flip through the air with her sheath out and can hit
multiple times.
A more situational special that can hit the foe multiple times. Depending on
which one that's used it can hit a max of either 3 or 6 times, and if the
enemy is in the air when you hit them with the final hit it will spike them.
The first hit will always be diagonally up and whichever way you're facing,
but after that you can go in any direction you please(if no direction is
chosen it will go diagonally up in the direction you're facing). To continue
it either press an attack button and the direction you want to go or just hold
the touch screen button.
Light- Quick to start up and almost no lag time when done. A maximum of three
hits.
Hit 1, 3 damage total Hit 2, 5 damage total Hit 3, 8 damage total
Medium- Long start up and almost no lag when done. Maximum of 6 hits.
Refer to Light for hits 1-3
Hit 4, 11 damage total Hit 5, 14 damage total Hit 6, 17 damage total
RF- Small start up time and almost no lag when done. Maximum of 6 hits.
Refer to Light for hits 1-3
Refer to Medium for hits 4-6
SPECIAL D [SPD]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ready!
S-D- Like her sH, she swings her sheath like a golf club with immense power.
Sends the enemy flying. Can be charged.
A horrible special that has no use whatsoever. Well it may have a use in a
team battle if your teammate throws an enemy at you while you charge and hit
them when they come close. I have not tested that scenario, but it should
work. Anyway when fully charged it is perhaps the strongest special in the
game, but as said before is almost impossible to pull off. If the attack hits
she jumps up and down saying something, but is she misses she stands still and
probably wonders why the hell she didn't hit anything. It is also a bit slower
than her standing heavy. Surprisingly, both of her supers can combo out of it
before she starts jumping up and down.
Light- A little bit of start up when done charging and swings as fast as her
sH. takes about 20 charge sound things to fully charge.
Uncharged- 1 hit, 10 damage Charged- 1 hit, 64 Damage
Medium- Exact same thing as Light.
See Light
RF- Exact same thing again but with only 10 charge sound things.
Uncharged- 1 hit, 13 damage Charged- 1 hit, 64 Damage
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Super Movelist [SUM]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Yachiru's supers are much better than her specials. They give many hits, and
they give decent damage... But that is fine because they can almost fit into
any combo Yachiru can make.
SUPER A [SUA]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Stop bothering me!"
Cost 1 Reiatsu, 46 hits, 36 damage
SU-A- This is like a fully charged S-A, but more powerful. It covers about
half to two-thirds of the stage. Once you get somebody into it from a combo it
will do quite some damage. However, unlike her S-A, it cannot be used in the
air. :(
SUPER B [SUB]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Uryah--!
Cost 1 Reiatsu, 30 hits, 26 damage
SU-B- Yachiu starts like her S-C does, but instead of doing 1 spin she does
multiple spins to unleash a barrage of hits. Despite how little damage it does
it is great for combos. It can be used in the air to continue air combos, but
if you are on the ground stick to her SU-A. As a little side note, you can
move around during this attack, but it is hard to control.
NOTE: This move has trouble with certain characters, so here is a list of them.
Uryu: He only seems to like taking it on his face, hitting his legs will do
nothing
Yoruichi: Exact opposite of Uryu, she only likes to get hit on her legs.
Shibata: If there's one thing he's good at... it's being invincible to this
move, seriously.
Kyugohanin/Nurse: This is a wierd one... in the air she won't be hit by it and
on the ground it's pretty random. Sometimes she'll get hit and sometimes she
won't. The only part of her that will be hit by it is the very top of her head,
it's just best not to use this against her.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Combo Section [CSN]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Yachiru's combos, while not particularly damaging compared to other combos,
can be used rather frequently.
------------------------------------------------------------------------------
Legend [LGN]
------------------------------------------------------------------------------
Please use the following legend for the following sections (credit goes to
SixFortyFive for this legend):
s standing
c crouching
a aerial
L light attack (Y button)
M medium attack (X button)
H heavy attack (A button)
T throw (any two attack buttons)
S-X special attack X
RF-X reinforced special attack X
SU-X super attack X
FS flash step
BOFS Behind Opponent Flash Step (shunpoing behind opponent w/o ending combo)
TAFS To Air Flash Step (shunpoing to the air to land aerial hits in a ground
combo)
D dash (quickly tapping either direction- used during combos occasionally
to continue a combo)
IAD instant aerial dash (air dash instantly after starting a jump)
OTG off-the-ground (striking an opponent who is falling, but who is so
close to the ground that it counts as hitting them while they are on the
ground, which forces them into the standing animation-- this is useful for
resetting infinites and other long lasting combos)
------------------------------------------------------------------------------
Combos [CBS]
------------------------------------------------------------------------------
Combo 1 - 4 hits, 13 damage
-----------------
sL -> sM -> sH
Standard ground combo that launches the opponent.
Combo 2 - 17 hits, 31 damage
-----------------
sL -> sM -> sH -> jump -> (aLx6) -> aM -> jump -> (aLx6) -> aM -> aH
Extension of the basic combo with a basic aerial combo
Combo 3 - 48 hits, 42 damage.
Costs 1 reiatsu
-----------------
T -> SU-A
Throw the opponent when you are somewhat close to a wall and use Super A
immediately after the opponent hits the wall.
Combo 4 - ~74 hits, ~54 Damage.
Costs 1 reiryoku and 1 reiatsu.
-----------------
T -> RF-B -> SU-A
Depending on how close you are to the wall, damage and hits will vary. Use
this if you are not quite close to a wall. The RF-B will close you in pretty
fast and when you hit the opponent use SU-A. This works on almost any part of
the stage except directly in front of the wall you are throwing to. If done on
the opposite wall you will need to dash a tiny bit in order to hit them after
the wall bounce in order to hit with the SU-A.
Combo 5 - 47 hits, MAX damage 91.
Cost 1 reiatsu (optional 1 reiryoku)
-----------------
Sp D -> SU-A
Due to the nature of her Sp D it is not an effective combo, but if you
actually do pull it off you can immediately use a SU-A to combo. You can also
use a SU-B if you want, but it does less damage.
Combo 6 - MAX hit 168, MAX damage 91.
Costs 1 reiryoku and 3 reiatsu.
-----------------
sL -> sM -> sH -> cH -> RF-B -> SU-A -> SU-A -> SU-A
This will work only if you can get the opponent against a wall with the RF-B
AND before the RF-B hits them off the ground. That way you will be able to
chain three SU-As. Also against certain characters you won't be able to link
three SU-As. Kenpachi and Uryu are among those characters. From my observations
if the opponents foot is intersecting Yachiru's foot then you will be able to
link SU-As. Not a very practical combo though, but it is a flashy way to end a
fight. :D
Combo 7 - 79 hits, 100 damage.
Cost 1 reiryoku and 1 reiatsu
-----------------
IAD -> aM -> aH -> dash -> sL -> sM -> cM -> sH -> cH -> TAFS -> aM -> aH ->
dash -> sL -> sM -> cM -> sH -> cH -> TAFS -> aM -> aH -> dash -> sL -> sM ->
cM -> sH -> cH -> TAFS -> aM -> aH -> dash -> sL -> sM -> cM -> sH -> cH ->
jump -> (aLx7) -> aM -> jump -> (aLx7) -> aM -> Sp C (5 hits) -> SU B
A very cost effective combo that deals decent damage. The hardest part of the
combo is the TAFS, due to how fast Yachiru's Flash step is. Be wary when using
this combo as it is possible to trip when you dash, thus ruining your combo and
open to a counter attack.
NOTE: on wide characters like Ichigo and Renji you can substitute the sL -> sM
-> cM -> sH -> cH for a (sL x2) -> sM -> cM. It will do 101 damage.
NOTE 2: For the SU B refer to it's section for characters it has troubles with.
"Combo" 8 - 51 hits, ~56 damage.
Cost 1 reiatsu
-----------------
NOTE: This isn't really a combo, it's more or less an air throw set-up
sL -> sM -> cM -> sH -> cH -> SU A -> jump -> Air throw
As said above, it is an air throw set-up the jump could either be straight up
or diagonal, it shouldn't really matter either way. Really, the only reason to
use this is because most people wouldn't expect it, if they get smart don't
bother to use it anymore.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Playstyle Guide [PSG]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The first two parts of this section is taken from the Kenpachi Character guide
by Dark_Lord_Uraj. So credit goes to him.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Basic Playstyle Guide [BPG]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Ending Combos with Supers
-------------------------
A very basic concept, using supers at the end of combo is completely different
from the first game now. Damage cancels can no longer be activated after a su-
per has been activated, unless the person is also being hit by another, non-
super attack. This means that it's far easier to set up supers, but at the
same time you must be wary of your opponent's reiatsu stock even more than
before. Making sure that you damage cancel any combo that has the likelihood
of being ended with a high damage super is important, but will require you to
judge when your opponent will actually use their reiatsu.
Comboing from Knockdown state
-----------------------------
Some examples of knockdown state including those hit by the damage cancel
burst, Ichigo's specials A and C and supers A and B, and Kyoraku's non-RF
special B, to name a few. It prevents recovery (except by damage cancel) and
grants invulnerability until the character in question hits the ground and
gets up. Almost invulnerable, that is. There are a few frames of vulnerability
after the state-inducing move connect, making it possible to combo out of
knockdown-inducing moves. This is particularly useful for those supers that
'come out' quickly, like Chad's super B, Renji's super B, Mayuri's super A,
etc. It is possible for the aforementioned characters to damage cancel and go
directly into an instant super; this is risky, though, as it is possible to
damage cancel out of a damage cancel.
Damage canceling out of a damage cancel verified by Hayato118, aka MrHellFire.
Do's and Don'ts of Damage Canceling
-----------------------------------
Damage canceling is an excellent gameplay mechanic, but it should not be
overused. Managing both your own and your opponent's super meters is an
important part of the game, and damage canceling every time you're comboed is
just asking to eat a 3-stock super. Try to limit your damage cancels to only
the following situations:
-Enemy starts a combo that is likely to end in a super
-Enemy sets you up for an easy infinite combo
-Enemy uses a wallbouncing move on you and is in good position to follow up
with a 3-stock super for massive damage
-You have very little health and your opponent catches you in a combo
I've seen far too many players online who damage cancel the moment they take
damage. Hopefully, they read this and learn from it.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Advanced Techniques [AVT]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Breaking Guard
--------------
While this may not be the most advanced technique, it's an important technique
that anyone aspiring to be good at the game should learn and know well. There
are three different kinds of guard: standing, crouching, and aerial. It goes
like this: standing guard can be broken by crouching attacks, crouching guard
can be broken by aerial attacks, and aerial guard can only be broken by aerial
throws. Knowing how to guard and when is a very important part of playing a
good defense; no matter how good of an offense you put up, if your opponent
can break through your guard easily every time you don't stand much of a
chance.
Remember that you can defend against crouching attacks with crouching guard,
aerial attacks with standing guard, and any attacks with aerial guard. Lear-
ning how to adjust your guard based on your opponent's attack patterns and
how to respond accordingly, ala guard canceling, is one of the most important
aspects of the game to learn, and once mastered will give you a superior edge
in a fight.
Dash Cancel
-----------
This little known technique can easily surprise an opponent. It's common
knowledge among higher level players that it's impossible to grab out of a
dash. However, it's quite possible to stop a dash short. By tapping the block
button and releasing quickly, you can cause your character to immediately
leave the dash animation, which allows you to execute a throw. In essence,
this allows you to throw out of a dash. Most people will expect you to throw
if you walk at them, but with this technique you can catch them off-guard with
a throw.
Credit goes to Hayato118, aka MrHellFire, for this finding.
------------------------------------------------------------------------------
The Trip Factor [TTF]
------------------------------------------------------------------------------
There is no way to actually stop Yachiru from tripping. It happens when she
runs and it happens when she jumps (somehow). On the somewhat bright side,
tripping right next to an opponent will deal 1 damage, but the recovery from
it is really long and they will recover from it before you do, try to finish
them off with it though, hilarity ensues. So here I will tell you how to limit
the tripping.
1. Stay in the Air
-----------------------
This is probably the most important, and more practical way, to limiting
tripping. Even though she sometimes trips when she jumps, it is not as common
as it is when she is on the ground.
2. Use Shunpo/Flashstep
-----------------------
A less practical way to limit tripping, but she doesn't trip at all while
doing it. On the plus side it is pretty far. Use it when you want to
create or shorten the distance between your opponent.
3. Use B or C specials
-----------------------
Yachiru's Special B has far distance and rarely trips while doing it. Her
Special C can get her to other places slowly and be able to change directions
after each spin. Whichever one you use, try to hit the opponent. With her B
try to do a surprise attack and with C use it's uniqueness to confuse the
opponent and, if you can, try to hit them.
------------------------------------------------------------------------------
Matchups [MTU]
------------------------------------------------------------------------------
Here I will cover some strategies against certain types of characters.
Komamura
------------------------------------
The character so much of a problem he gets his own section. Most Yachiru
players will have some trouble getting rid of Komamura. With his buffed
defense and Yachiru's nerfed defense it is bound to either be an epic fight or
complete obliteration for Yachiru. The main things you have to worry about are
his special/super throws. They are deadly when used against Yachiru. His sword
also has a great range making it tough to get near him. The best strategy
against Komamura is to just aggro the shit out of him. You do not want to stay
close to him for long periods of time, though, unless you want to have your
face dragged against the ground and pummeled by a giant stone fist of death.
Keep to the air around him and so you can get a chance to combo him as much as
possible.
Also if you see Komamura do jump a into the air and disappear (Special B)
retaliate with Yachiru's Super A (he appears right above you so he is in the
perfect position to get hit by it). You can also start an air combo if you jump
straight up and are in the right position.
Character in this category: Komamura
Up Close and Personal characters
------------------------------------
These kinds of characters can be a pain with Yachiru. The main problem with
them is that Yachiru's hitboxes are fairly small so she has to get close to
actually hit the enemy. One way to get around this would be to hit them from
the air and start a combo once you hit the ground. The more preferable turn
of action, however, is to do her special B to close in on them. However,
it has to be done close enough that they won't expect it, but not far enough
that they see it coming. Her special B is fast and faster than her dash so it
can probably be used from about the length of 1 1/2 Komamuras.
NOTE: For Iduru treat him as a mix between this category and Komamura because
of his very damaging throws.
Characters in this category: Yoruichi, Soifon, Hisagi, Nemu, Iduru, Don
Kanonji, Ikkaku, Bonnie, Kisuke (without summons), Kenpachi (without extendo
sword), Mayuri (no Nemu), Ganju, Kukaku, Tosen, Grand Fisher and Hanataro
Pseudo Ranged characters
------------------------------------
A pseudo ranged character is one that can somewhat attack effectively from a
distance just to close in on you and do a combo of sorts. The best way to
deal with these characters is to close in on them before they can start their
ranged attack. Either use Yachiru's long shunpo/flash step or special B. Once
closed in, punish them for trying to own you with ranged attacks.
Characters in this category: Ichigo, Renji, Byakuya, Genryusai, Ichimaru,
Rangiku, Hollow Ichigo, Kisuke (with summons), Kenpachi (with extendo sword),
Mayuri (with Nemu), Orihime, Momo, Hitsugaya, Aizen, Kyoraku, Ukitake,
Ururu and Rukia
Ranged character
------------------------------------
Uryu, the only raged character in the game, is not much of a problem for
Yachiru. The only problem she will have is with his uber light kick of
justice. It comes out really fast that, even though it is weak, will
accumulate damage really fast. While Uryu is starting to use a ranged move
close in on him like the pseudo ranged characters and use all the attacks in
your arsenal to keep him at bay.
Character in this category: Uryu
El Menos Grande
------------------------------------
This giant of a character is not that hard to beat with Yachiru. It's specials
can do quite some damage, but overall it's not that difficult. You can easily
get it into an infinite by doing aerial light attacks and as soon as you hit
the ground jump towards it and repeat. Even if they damage cancel it you
should have gained enough riatsu for a couple of supers when needed.
Character in this category: Menos Grande
The Small, The Jokes and the Ugly
------------------------------------
Really there is nothing to beating these people. They all take extra damage,
so even the most basic combos will deal out a crapload to them. Once you can
get them in the air it is almost possible to take out half their health.
Characters in this category: Kon, Ririn, Shibata, Kyugohanin, Goteitaishi,
Shrieker and Tsukaima
Vs. Yachiru
------------------------------------
This might be a tough fight because of all the tripping and all the chaos of
her supers going off. Like with the characters in the above segment, try to
get her in the air so you can take off a good chuck of health.
Character in this Category: Yachiru
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Reifu and Reiju [RNR]
------------------------------------------------------------------------------
Use Sixfrotyfive's FAQ to figure out what the Reifu and Reiju do. I will be
using the portrait for Reifu and effect for the Reiju. Feel free to e-mail me
if you want a set put up here.
Really, though... competitively these are just plain stupid. Only if you and
your opponent agree to use them it's okay.
Sets
------------------------------------
As of now I have only come up with one set, and it is the 4x4 Reiju set.
Set 1
---------
It includes:
1% increased defense
3% increased defense
5% increased defense
1% increased attack
3% increased attack
5% increased attack
1% increased mobility and
3 auto guards
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Conclusion [CCN]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
All in all, Yachiru is a decent character, but her drawbacks limit her
performance. If used correctly she can be pretty deadly. It takes awhile
getting used to her mechanics, more specifically the tripping, but once you
get over that you can use her quite effectively.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Legal Stuff and Contact Info [LSN]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This guide was written by perfectchaos83 aka The Dude and it was made for
GameFAQS, but if you would like to host it somewhere go ahead, just give
credit where credit is due. >:( If you would like to contact me please e-mail
me at
[email protected].
Treasure deserves a lot of thanks for making this game. I'd also like to thank
645 for his excellent FAQ about this game and without it I might have given up
on this game a while ago due to the language barrier. I'd like to thank my
friend afrototoro/icantgetthenameiwant for inspiring me to play this game
and my other friend benjtoaks for proofreading this guide.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
History [HST]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ver. 1.0- October 18, 2007 - ummm... first draft is done! :O
Ver. 1.1- May 11, 2008 - Reordered some of the stuff in the guide, gave a bit
more info on moves and such and put up some better combos and took out some
bad ones.
Ver. 1.2- February 3, 2009 - Fixed some random stuff. Merged the two combo
sections as well as added a "combo" and fixed some typos. Added a list of
characters that her Su B doesn't work well against.
Ver. 1.21- March 4, 2010 - Nothing major... just added some more thoughts to a
few sections that I thought needed it. Just an annualish update to keep it nice
and polished.