---Yasutora “Chad” Sado FAQ--
Created by Dark_Lord_Uraj

This FAQ is a guide for the character Yasutora “Chad” Sado in the fighting
game “Bleach DS: Souten ni Kakeru Unmei” for the Nintendo DS. The purpose of
this guide is to give players an insight into the character and also give
helpful tips on how to use the character successfully. If you have any
questions or comments about this FAQ, feel free to email me at
[email protected] (make sure to make the topic Chad FAQ
Question/Comment).

Please note that this is an advanced FAQ concerning a single character,
and thus it is written assuming that you, the reader, already have an
intermediate to advanced knowledge of the game mechanics. If you find any
terms particularly confusing, I suggest taking an extensive look at
SixFortyFive's FAQ to answer your questions. If you're still confused, you
can email me at the above mentioned email address.

To find a section quickly, use the “find” function and search for the letters
in the brackets for the section you want to see. Credit goes to Batigh, aka
Jesuits, for making this table of contents.

Table of Contents........................................................[KEY]

Introduction.............................................................[INT]
Command List Analysis....................................................[CMA]
       Normal Movelist..................................................[NML]
               Crouching Normals........................................[CNM]
                       Crouching Light..................................[CLT]
                       Crouching Medium.................................[CMM]
                       Crouching Heavy..................................[CHY]
               Standing Normals.........................................[SNM]
                       Standing Light...................................[SLT]
                       Standing Medium..................................[SMM]
                       Standing Heavy...................................[SHY]
               Aerial Normals...........................................[ANM]
                       Aerial Light.....................................[ALT]
                       Aerial Medium....................................[AMM]
                       Aerial Heavy.....................................[AHY]
               Throw....................................................[TRW]
               Shunpo...................................................[SHN]
       Special Movelist.................................................[SML]
               Special A................................................[SPA]
               Special B................................................[SPB]
               Special C................................................[SPC]
       Super Movelist...................................................[SUM]
               Super A..................................................[SUA]
               Super B..................................................[SUB]
               Super C..................................................[SUC]
Combo Section............................................................[CSN]
       Legend...........................................................[LGN]
       Basic Combos.....................................................[BCB]
       Advanced Combos..................................................[ACB]
Playstyle Guide..........................................................[PSG]
       Basic Playstyle Guide............................................[BPG]
       Advanced Techniques..............................................[AVT]
       Matchups.........................................................[MTU]
               Versus Tall and Aggressive Characters....................[VTC]
               Versus Small and Defensive Characters....................[VSC]
               Versus Yachiru...........................................[VYU]
               Versus Chad..............................................[VCH]
Conclusion...............................................................[CCN]
Legal Stuff and Contact Info.............................................[LSN]

==============================================================================
Introduction                                                             [INT]
==============================================================================

If you're reading this FAQ, then you're probably curious as to how to play
Chad in Bleach DS. Well, let's start from the beginning.

If you're going to play Chad seriously, the first thing you need to
understand is that Chad is an aggressive character with a capital AGGRESSIVE.
Since Chad lacks a “traditional” shunpo (the one that all the soul reaper
characters possess), to win he must take the initiative and keep it. Chad
cannot afford to be passive or defensive very often, because he has very few
options from a block. While other characters can guard cancel into a shunpo,
which in turn allows them to counter into one of their own combos, Chad's
unique shunpo is unable to be stopped once it starts and does not allow for
any proper follow up.

So what are Chad's strengths? Well, first off, Chad has one of the most
defensive shunpo in the game. From the moment started to the moment it ends,
Chad is completely invincible; also, unlike a regular shunpo, Chad can block
immediately upon exiting the animation. While this isn't good in the sense
of his offensive nature, it does help in that he can quickly escape an
unfavorable position in order to start a new offense.

Chad is purely momentum based. In order for him to win, he must plow head-on
into the enemy and keep the attack up constantly. A Chad that turtles will
find himself struggleing to stay alive, let alone win. He has the moves
needed to keep the pressure up constantly, and even if he has to sacrifice
a little health, this momentum is always more important.

==============================================================================
Command List Analysis                                                    [CMA]
==============================================================================

The next section will cover all of his basic attacks, including their uses in
different situations.

==============================================================================
Normal Movelist                                                          [NML]
==============================================================================

Of course, Chad's normal moves are what you'll be using most in a fight, so a
proper knowledge of how to use them is vital to playing Chad effectively. Chad
has some great aerial attacks, but the lack of aerial shunpo ability makes it
much more difficult for him to use them effectively.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Crouching Normals                                                        [CNM]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Chad's crouching normals, for the most part, are much better than his standing
normals. All of them have as much or more range than their standing counter-
parts, and do just as much damage. In fact, the only time a standing attack is
really needed over his crouching attack is when Chad's launcher is needed.

CROUCHING LIGHT                                                          [CLT]
*****************************************************************************

cL-- Chad does a short jab with his armored arm while crouching.

4 dmg

A basic attack that can break standing guard. It has decent range for a
crouching poke (it's the same length as his standing light), and its quick
attack speed make it the most common starting attack for Chad's combos other
than the standing version of his light. Can be linked to itself up to 3 times.

CROUCHING MEDIUM                                                         [CMM]
******************************************************************************

cM-- Chad kicks along the ground with the leg on the same side as his armored
arm.

6 dmg

A good poke with decent damage. Far more useful than the standing counterpart,
which has pitiful range in comparison.

CROUCHING HEAVY                                                          [CHY]
******************************************************************************

cH-- Chad kicks along the ground with the leg opposite of cM's kick.

8 dmg

This move covers slightly more distance than Chad's cM, but has a slightly
longer startup. As you'd expect, throwing out this attack randomly is ill-
advised, and is much better saved as ending a normal attack combo string.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Standing Normals                                                         [SNM]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

As stated above, Chad's crouching normals are superior in many ways to his
standing normals. All of his crouching attacks are equal to or greater than
his standing attacks when it comes to distance. The only real need for his
standing attacks is either to make inputs less complicated or to use his
launching attack.

STANDING LIGHT                                                           [SLT]
******************************************************************************

sL-- Chad throws a quick jab with his armored arm while standing.

4 dmg

The same as his crouching in every way with the exception that it doesn't get
through standing guard like his crouching attack does. It should be noted that
most characters have stances that make the bottom of their sprites (their feet
area) wider than the torso area, meaning that you have a much better chance
landing a cL from a distance than the sL. Like the cL, though, sL can be
linked to itself up to 3 times.

STANDING MEDIUM                                                          [SMM]
******************************************************************************

sM-- Chad does a hook punch with his armored arm across his abdomen.

6 dmg

This move isn't a good idea to use often, since it has even worse range than
his light and can easily be replaced with crouching medium. If the opponent is
being sent skyward, though, it can be used to deal a little extra damage. For
the most part, however, it's usually better to just stick to cM.

STANDING HEAVY                                                           [SHY]
******************************************************************************

sH-- Chad uppercuts with his armored arm.

8 dmg

Chad's launcher. This attack sends the opponent skyward, and can be followed
up with an aerial combo. This move also can be used to combo into several of
Chad's other attacks like special/super A and special B.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Aerial Normals                                                           [ANM]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Chad's aerials aren't anything to write home about, but they do have their
uses. Particularly, his stronger aerials have excellent range compared to
Chad's other moves and still give him some breathing room, and make excellent
opening attacks for combos if used as an air-to-ground attack from an IAD.

AERIAL LIGHT                                                             [ALT]
******************************************************************************

aL-- Chad elbows the opponent with his armored arm.

4 dmg

Decent damage for an aerial light, but terribly short range makes it pretty
much useless outside of an aerial combo. On the plus side, it can chain to
itself like his other lights, so multiple hits in an air combo are possible.

AERIAL MEDIUM                                                            [AMM]
******************************************************************************

aM-- Chad performs a kick with the leg opposite his armored arm.

6 dmg

A very good aerial in terms of horizontal distance. If used low to the ground
it makes for a good safe aerial poke. Chaining an aerial heavy to it can make
for a good opener to a lengthy damaging combo.

AERIAL HEAVY                                                             [AHY]
******************************************************************************

aH-- Chad punches downward with his armored arm.

8 dmg

An excellent move for breaking guard. An IAD at the opponent and using this
move puts a good deal of pressure on them while giving you enough room to
escape retalation if blocked. If the opponent is airborne, this move spikes
them to the ground.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Throw                                                                    [TRW]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Chad stops the opponent in their tracks and delivers an uppercut similar to
his sH, sending them skyward.

2 hits, 10 dmg

Chad has fewer setups from his throw than most characters, since he lacks a
good aerial game when the opponent is airborne. However, it is Chad's most
reliable guard-breaking move, and with practice Chad's throw becomes his most
powerful mindgame. Learn it, practice it, master it- it can save you in more
ways you might think.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Shunpo                                                                   [SHN]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Chad does a slight backwards flip, then rockets forward.

Most characters in the game have the same shunpo (flashstep), but Chad is one
of the few characters with a truly unique shunpo. Unlike the other characters,
who disappear and reappear somewhere else, Chad remains visible the whole
time. However, unlike traditional shunpos, Chad can block immediately after
finishing the animation. Also, it lasts a small amount of time longer than
pretty much any other shunpo, making Chad's shunpo the most defensive in the
game. This is a mixed blessing, though, since Chad is the most aggressive
character in the game, and his shunpo cannot cancel like other characters.
Also, Chad cannot shunpo while in the air nor upwards, like Tatsuki can; Chad
can only shunpo left or right, while firmly on the ground. Since Chad cannot
cancel his shunpo, it's vital that a Chad player learn the distance Chad moves
when using his shunpo. This allows for shunpo throw combo setups, which are
some of Chad's most effective combo starters.

==============================================================================
Special Movelist                                                         [SML]
==============================================================================

Chad's specials are more important for his combo setups than his normal
attacks. Chad only has 3 special attacks, but each one of them has their uses,
and two of them are especially important to his playstyle.

SPECIAL A                                                                [SPA]
******************************************************************************

Cannon Knuckle

S-A-- Chad throws a straight punch with his armored arm, releasing a green
bolt of energy at the apex that flies straight forward for a medium distance.

Light: Chad shoots the bolt quickly, but requires roughly 1 second of recovery
time.

Medium: Chad winds up a bit before releasing the bolt, but recovers in roughly
half the time as Light S-A.

RF: Startup time and recovery time both at minimum, hits more times for
higher damage

1-3 hits for 8-9 dmg, distance dependant (Light and Medium versions)
1-13 hits for 8-18 dmg, distance dependant (RF; Costs 1 shunpo bar)

Chad's only projectile outside of a super is unfortunately not very useful
for many reasons. Outside of RF, its startup is slow compared to other
projectiles, and the recovery time, even on the Medium version, is enough to
make it easy to punish if it misses. Also, using it at all means then end of
the combo, since not one of Chad's moves can be used to follow it up unless
using the RF version, and Chad can only combo from RF-A to SU-A (the one
exception is that on Komamura and Kyoraku, Chad can combo from RF-A to SU-B if
done at the right distance); even then, Chad can only combo from RF-A to SU-A
if at the right distance. It can be used for poking games or as a combo
finisher to try and trick an opponent into damage cancelling outside of the
damage cancel's strike range, but a thorough knowledge of the opponent is
required to make the most of this.

SPECIAL B                                                                [SPB]
******************************************************************************

Maxi Blow

S-B-- Chad rushes forward, delivering a straight punch with his armored arm
that sends the opponent flying backwards.

Light: Chad immediately rushes forward and punches after a short distance,
remaining in the punching stance for around a second.

Medium: Chad rears back for a short time before rushing forward, but distance
of rush increases and recovery time after punch is minimal.

RF: Combines startup speed of Light S-B with distance and recovery time of
Medium S-B.

1 hit for 8 dmg (Light, Medium and RF; RF costs 1 shunpo bar)

This move here is Chad's bread and butter, the move you'll most likely be
using most when playing as Chad. As long as Chad is in the rushing or punching
animation, while he can still be hurt while using it, he takes no hit stun,
meaning he cannot be hit out of the attack, allowing him to continue attacking
the opponent even when being struck himself. This move is the only special
Chad can guard cancel into and follow through, and it allows him to set up for
wallbounce combos or super setups. The great thing about this move is that
there are several ways to chain multiple S-Bs together in conjunction with
other attacks and supers to create Chad's only series of combos. Aggressive
opponents will find themselves struck by this move often, and a good deal of
Chad's movement is best done with this move, due to its speed an no-stun
frames. Overall, this move is one of the best rushdown moves in the game, next
to Kenpachi's similar move.

SPECIAL C                                                                [SPC]
******************************************************************************

Earth Shaker

S-C-- Chad punches the ground with his armored arm, sending a wave of rocks
flying up around him.

Light: Chad punches the ground quickly with roughly 1 second of recover time
afterwards. Sends up 6 rocks that disappear if they touch the opponent, even
if blocked.

Medium: Chad takes longer to punch the ground, but recovers in half the time
of Light. Same number of rocks as Light, and all disappear in the same way.

RF: Same windup speed as Light and recovery speed as Medium. The real
noticable difference is that the rocks don't disappear on the first hit, but
rather after a preset amount of time (a little less than 2 seconds), and the
rocks can hit multiple times in that time.

Up to 7 hits for 13 dmg (Light and Medium)

Up to 16 hits for 20 dmg (RF; costs 1 shunpo bar)

This is Chad's second most important attack after his Maxi Blow, as it allows
Chad to attack while putting up a solid defense as well. The most important
aspect of this move is the fact that it can be used in the air, allowing Chad
to use it while moving, thus attacking, defending, and keeping mobile all at
once- a key to keeping Chad on the aggressive approach at all times. Since
the rocks disappear once they make contact with the opponent even if blocked,
though, a quickwitted opponent will be able to slip in. It's important to
note that the Medium version has less recovery than the Light version, but
the while the startup is longer for the Medium version, the startup can be
completely cut out of either version if the attack is started in the air,
which makes the Medium version pretty much the best version to use in any
situation of this attack outside of RF. On a sidenote, the regular version of
this move can be cancelled into any super.

As far as RF is concerned, this move is an attack to be feared, because Chad
can easily pin an opponent to the wall and reset combos up to 3 times. RF is
in fact Chad's best combo extender, and Chad can break 100 damage with ease
using RF in conjunction with his normals, supers, and S-B.

==============================================================================
Super Movelist                                                           [SUM]
==============================================================================

Chad's supers are Chad's most important asset for dealing high damage combos,
just like most characters. Chad's supers have some interesting properties to
them that help hold Chad higher than the mediocre reputation most people hold
him to because of his lack of a proper shunpo. This of course means, though,
that Chad can't afford to damage cancel a ton, since it would keep him from
doing any real high damaging combos.

SUPER A                                                                  [SUA]
******************************************************************************

Infinity Knuckle

A much stronger version of Chad's Special A, Chad punches with his armored arm
and releases a bolt of energy 10 times larger than the special attack version.

Up to 22 hits for 26 dmg; Costs 1 reiatsu stock

This super is very slightly weaker than his Super B, but is very good when
used in conjunction with Super B. This attack carries the opponent along and
bounces them off the wall, allowing for easy wallbounce combo setups. It also
features very minimal startup and recovery, making it an all-around safe super
to use.

SUPER B                                                                  [SUB]
******************************************************************************

Marvelous Blow

Chad rushes forward while covered in white energy, dragging anyone in front of
him forward before finishing it off with an uppercut with his armored arm.

Up to 16 hits for 29 dmg; Costs 1 reiatsu stock

Chad's Marvelous Blow is one of the quickest supers in the game. With zero
startup frames (meaning once the cinematic ends, he automatically does the
move without any startup), it's ideal for guard cancelling or comboing into
from S-B and only leaves a very small frame of escape for your opponent.
Because the end of the animation is the same as his sH and throw, it also
sets up for aerial combos. Unfortunately, unlike his S-B, Chad can be hit out
of his Super B animation.

SUPER C                                                                  [SUC]
******************************************************************************

Ultimate Finish

Chad punches the ground 3 times with his armored arm, sending a massive wave
of rocks that race along the ground with each strike.

Up to 40 hits for 78 dmg; Costs 3 reiatsu stock

The strongest single attack in Chad's arsenal. Considering it being a 3 stock
super, however, it's not terribly useful compared to the other moves at Chad's
disposal. The move does more damage the further away Chad is, which of course
means its greatest use is in 3-4 player games where distance isn't as much a
factor. It can be comboed into, but at the end of the day Chad can do much
more damage just using his other two supers in conjunction with normals and
specials.

==============================================================================
Combo Section............................................................[CSN]
==============================================================================

Chad is rather handicapped when it comes to combos. His lack of proper shunpo
means that he has little flexibility with his combos, and what few he has are
relatively short compared to other characters. Still, Chad is not without
combos, and the following sections will show some basic and advanced combos
Chad can perform with what options he does have.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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 (X or A button + a direction)
S-X   special attack X
RF-X  reinforced special attack X
SU-X  super attack X
FS    flash step (this symbol is unlikely to be used for any of Chad's
combos)
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)

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Basic Combos                                                             [BCB]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

this section will cover some basic combos that you should practice in order to
get a feel for the way Chad plays. These combos will also make it easier to
transition into his more advanced combos.

Note that unless otherwise specified, these combos can be done anywhere on
screen. Each individual action in a combo will be separated by a quotation
mark (").

Combo 1 (4 hits, 24 dmg)
------------------------

L ” M ” H ” LS-A

An extremely basic combo that ends in knockdown. Not a combo that will be
utilized very often due to low number of hits and low damage, but it does have
a few uses, including forcing opponents who damage cancel often into a damage
cancel at a distance where Chad will not be struck.

Combo 2 (4 hits, 23 dmg)
------------------------

cL ” cM ” cH ” LS-B

Very similar to Combo 1, the difference is that this sends the opponent flying
and sets them up for a wallbounce, which allows Chad to reset the combo in the
corner. This combo, when used right, can also lead to incredible setups, using
this input:

cL ” cM ” sH ” LS-B

The variation being that you make sure to use the sH rather than just any
version of H. Learning this variation is especially important for Chad's
infinite and continuing some of the more advanced combos.

Combo 3 (8 hits, 29 dmg)
------------------------

L ” M ” sH ” Jump ” aL ” aM ” Jump ” aL ” aM ” aH

Chad's basic air combo setup. An extra light aerial can be chained to
both the aL attacks in the combo, making the max damage 30, but there are
times where doing this will make the aH whiff, so it's often safer to
just stick to this basic form. In many situations it's best to end a combo
with this string.

Combo 4 (5 hits, 25 dmg)
------------------------
T ” aM ” Jump ” aM ” aH

Since it starts with a throw, this combo can't be blocked. Pretty much the
only setup Chad has with his throw outside of a super, most people don't know
that Chad can extend it with the double jump. There is an extended version of
this air combo, which will be touched on in the advanced combos section.
It's important to know that smaller and thinner characters like Uryu and
Yachiru cannot be hit by this exact variation. There is a version of the
combo:

In corner T " aL x2 " aM " aL x2 " aM " aH

This variation works on any character, but of course must be performed in a
corner.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Advanced Combos                                                          [ACB]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Chad's advanced combos are, in many ways, far simpler to pull off than most
other characters' advanced combos. However, learning these combos still takes
time, patience, and practice, and will allow you to use Chad to his fullest
potential.

Combo 5 (7 hits, 28 dmg)
------------------------

T ” Dash in ” aM ” Jump ” aL x 2 ” aM ” aH

Similar to Combo 4, there are two key differences. The first is that this
version of the combo will hit even the smaller and thinner characters. The
second is that it does more damage, at the trade-off of having much stricter
timing. The dash allows Chad to get close enough to connect with a couple aL
attacks after the second jump, but if you dont jump and attack soon enough
after the dash the opponent gains invincibility and the combo fails.

Combo 6 (~99 hits, 119 dmg; Costs 3 shunpo and 3 reiatsu)
---------------------------------------------------------

Mid-screen cL " cM " cH " (RF-A " SU-A)x3 " cL " sH " Jump " aL x2 " aM " Jump
" aL x2 " aM " aH

This combo seems fairly simple, but requires quite a bit of judgmental timing.
The important part to remember is that SU-A only chains to RF-A if they're
still being hit by RF-A. If they're no longer being hit by it, they'll go into
a falling animation with invincibility frames, and you'll miss with your SU-A.
Since each successive SU-A causes wallbounce, it's important to time each RF-A
just right (wait until they're at about Chad's chest height) before using it
again. This combo is good because it deals fewer hits than Chad's biggest
combo, making it easier to deal more damage without worrying about damage
cancel.

Combo 7 (29 hits, 70 dmg; Costs 1 reiatsu)
------------------------------------------

IAD aM ” aH ” sL ” cM ” cH ” LS-B ” SU-B ” aL x 2 ” aM ” Jump ” aL x 2 ”
aM ” aH

This combo is still fairly basic, but deals good damage, and if used
while close to a corner it allows Chad to wallbounce with the S-B, so
if the opponent does not see the SU-B coming it makes it impossible to
damage cancel. This is an easier version of Chad's highest damage combo,
so it's best to practice this one before moving on to Chad's longest
combo, Combo 8.

Combo 8 (107 hits, 152 dmg; Costs 3 shunpo and 3 reiatsu)
---------------------------------------------------------

near corner (IAD aM ” aH ” RF-C) x 3 ” IAD aM ” aH ” sL ” cM ” cH ” LS-B ”
SU-B ” Reverse SU-A ” Dash ” MS-B ” LS-B ” SU-B ” aL ” aM ” Jump ” aL x 2 ”
aM ” aH

This combo is a very lengthy, damaging combo Chad can pull off of 3 reiatsu
and 3 RF attacks. However, it must be started while the opponent is in a
corner or close to a corner. The RF rocks will pin the opponent to the wall to
allow the triple loop, but it's important to note that you must do the RF-C
while Chad is considered on the ground. This will cause him to slide backwards
and properly distance himself for the next IAD. If Chad is too close when he
uses RF-C (this can happen easily if you use RF-C while in the air) the rocks
can slip behind the opponent and push them forward, causing your next IAD to
make Chad fly right over their heads, thus interrupting the combo. The
“reverse” SU-A indicates that you must push towards the opposite end of the
stage before using the move...this'll cause the opponent to fly to the
opposite side. The two S-B attacks help close the distance while adding extra
damage. This combo has several points where it can be damage cancelled, but
because all of the supers only cost 1 stock you need fear not of wasting 3
reiatsu, since it will be a tradeoff of 1 reiatsu apiece, with you gaining the
damage advantage.

Combo 9 (~91-100 hits, ~152-156 dmg; Costs 3 shunpo and 3 reiatsu)
------------------------------------------------------------------

near corner (IAD aM ” aH ” RF-C) x 3 ” IAD aM ” aH ” sL ” cM ” sH ” LS-B ”
OTG SU-C

The most damaging combo found so far for Chad. This combo is actually easier
to use than Combo 8, but the damage at times is a bit unreliable. There are
ways to increase the damage to as high as 170 damage, but it all depends on
the RF-C. Using it at different times yields different damage, so finding the
one that's most comfortable for your style is more important to completing the
combo properly. The combo also makes the SU-C easy to OTG, since the recovery
time on the LS-B ends pretty much exactly when the SU-C needs to be used. A
devestating combo when used, but the one weakness is that you need 3 super
stock to do the combo properly, whereas combo 8 can be used, albeit not in its
entirety, with fewer reiatsu stock.

Credit goes to Batigh/Jesuits for this find.

Combo 10 (Infinite hits, Infinite dmg)

Around 1/3 spacing from wall sLx2 " ------> sH " LS-B " OTG cL " sH " LS-B "
MS-B " OTG cLx2 (repeat from arrow ad nauseum)

This is Chad's infinite, a combo that, unless damage cancelled, can go on
forever. Make sure after the LS-B that they bounce over your head before doing
the OTG cL or they will pop upwards and the infinite will fail.

Credit goes to Batigh/Jesuits for this find.

==============================================================================
Playstyle Guide                                                          [PSG]
==============================================================================

This section will give some tips on both basic and advanced techniques that
can be utilized with Chad and just in the game in general to give you a
greater edge in battle along with your combos.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Basic Playstyle Guide                                                    [BPG]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Credit for these basic playstyle techniques goes to Batigh, aka Jesuits.

Wallbounce
----------

Most advanced players take it for granted, but this is a trick that took quite
a few months for the community to discover. After a wallbounce and before the
player who was wallbounced hits the ground, he cannot damage cancel until hit
again. This doesn't mean much for comboing out of the wallbounce with normal
or special attacks, but it guarantees supers will land. This trick is
essential to high-level play, and without it the tier list would be completely
different.

Damage Canceling Supers
-----------------------

Another trick not obvious to beginners. While you are being comboed, it is
possible to damage cancel out of a combo after the opponent uses a super, but
before it actually hits you. Like the wallbounce trick, this changes the tiers
dramatically.

Throw Traps
-----------

For whatever reason, this still doesn't get a lot of use outside of Soifon and
Yoruichi players. While those two characters (and Hitsugaya) rely on their cH
normal to get in close, it is possible with most characters with shunpo.

To perform a throw trap, do a ground combo as normal, but instead of using a
shunpo to continue the ground combo, shunpo right beside them and wait for
them to get out of hitstun. It leaves little to no opportunity to escape. This
is essential to Komamura's game when used in tandem with a wallbounced super A
string or a straight super B.

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 cancelling 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 cancelling 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 uses a super that has a good chance of hitting you
-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]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

IAD Earth Shaker
----------------

As mentioned in the Earth Shaker description, Chad can eliminate the inherent
weakness that Special-C possesses-- specifically, the startup time-- by
starting the special in the air. The best way to use this is to use an IAD
followed immediately by S-C. This is more or less the same thing as Chad
running while using S-C, allowing him to stay mobile while using S-C to apply
pressure. From this you can go for a guard break, throw, or another IAD Earth
Shaker to keep the pressure up. In any case, Chad usually has the upper hand.

Dash Cancel
-----------

This little known technique can easily surprise an opponent. It's common
knowledge among higher level players that it's impossible to grab out of a
dash. However, it's quite possible to stop a dash short. By tapping the block
button and releasing quickly, you can cause your character to immediately
leave the dash animation, which allows you to execute a throw. In essence,
this allows you to throw out of a dash. Most people will expect you to throw
if you walk at them, but with this technique you can catch them off-guard with
a throw.

Credit goes to Hayato118, aka MrHellFire, for this finding.

==============================================================================
Matchups                                                                 [MTU]
==============================================================================

This section explains Chad's various matchups against different characters, as
well as strategies when facing AGAINST Chad players.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Versus Aggressive and Large Characters                                   [VAC]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Because Chad is the most aggressive character in the game, this gives him a
natural advantage over other aggression based characters. This means pretty
much any close range character has a slight disadvantage against Chad
(examples include Kyoraku and Gin). Also, larger characters such as Komamura
are at a disadvantage since Chad's attacks that hit over a wide radius have a
better chance of hitting, and sometimes even deal more damage.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Versus Defensive and Small Characters                                    [VSC]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Likewise, Chad's greatest weakness is characters who excel in defensive
techniques and smaller characters. Defensive characters can easily slip around
his aggressive attacks and start combos on Chad, who has no way to effectively
counter attack. Against defensive characters it's important to remain patient
and not rush them as much as you would a more aggressive character, instead
trying to bait them into an attack you can punish with Special B. Above all,
try to retain your super stock, since the damage they provide will be most
needed.

Small characters can also take advantage of Chad's tall form, which can cause
his attacks to whiff and leave him wide open. Against these small characters,
Special C is your best bet, and as always stay with crouching attacks over
standing.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Versus Yachiru                                                           [VYU]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Yachiru, untierable as she is, only has two kinds of matchups- ones where she
is god tier, and others where she's bottom tier. Chad falls into the former
for her. Yachiru's incredibly small frame makes Chad's attacks whiff often,
and his extra size makes it easier for her to land a blow. Also, her lights
outprioritize pretty much all of his attacks. Fortunately for Chad, his
Special B still hits her, so stick with that and Special C for constant
pressure. Above all else, always keep the rock pressure up, and if you get
the chance, use a throw to super A setup to start a wallbounce combo.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Versus Chad                                                              [VCH]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

A common strategy Chad employs is to flashstep into a Special B. This can be
countered with a simple guard cancelled flashstep. Since Chad often remains
stuck in the animation for a short time, you can use this time advantage to
land a throw. Chad also lacks a decent defense against aerial assaults, so
the more you remain in the air the better. Overall, a defensive style will
prevail over Chad more often than not. Above all, remain patient and
capitalize on his recovery time.

==============================================================================
Conclusion                                                               [CCN]
==============================================================================

I hope you've found this combo FAQ for Chad helpful, and might be able
to better appreciate Chad's unique style. While he may not be the best
character in the game, Chad can be surprisingly powerful in the hands of the
ambitious and those seeking a unique breath of fresh air in Bleach DS.

==============================================================================
Legal Stuff and Contact Info                                             [LSN]
==============================================================================
This FAQ was made for use expressly on GameFAQs.com. Feel free to use any or
all of this FAQ on a site, as long as credit is given where it is due (to
either myself or the people I cite for info myself in the FAQ).

If you'd like more information on the game in general, feel free to drop by
the Bleach DS: Souten ni Kakeru Unmei message boards on GameFAQs. If you'd
like to join the #Bleach_DS IRC channel for questions or easy to find matches,
you can find instructions on the Bleach DS GFAQs board, or you can email me at
[email protected].

Lastly, I'd like to thank GameFAQs for hosting this guide; you, the reader,
for taking your time to go through this; Mandragora Chag, the illegitimate
German half-brother of Chad who's oh-so more awesome but still steps aside to
let his little brother take the limelight; and most of all, the inhabitants
of the IRC channel (particularly AlwaysSanji, MrHellFire, Jayce, StompStomp,
and Jesuits) for making this my favorite game of all time.

Version 1.0-- created January 17, 2007 (First version)
Version 1.1-- created January 18, 2007
*Infinite added
*Two new combos added
*RF-A properties added
*Sources omitted before cited