Bleach: The Blade of Fate Walkthrough :
This walkthrough for Bleach: The Blade of Fate [Nintendo DS] has been posted at 07 Jun 2010 by mommyyudie and is called "Bleach: Souten ni Kakeru Unmei Ukitake FAQ". If walkthrough is usable don't forgot thumbs up mommyyudie and share this with your freinds. And most important we have 8 other walkthroughs for Bleach: The Blade of Fate, read them all!
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Walkthrough - Bleach: Souten ni Kakeru Unmei Ukitake FAQ----------------- Juushirou Ukitake (or Jushiro Ukitake) ----------------- ------------ A Must Read: ------------ What you will read down is my strategy, which means.. it might not work with you as it does with me and may be yes. I really do not need any E-Mail(s) asking: "What is good or bad" since I will fully talk about everything. Moreover, This FAQ is completely about using Ukitake WITHOUT (keyword: without) using cards. Which means, nothing will be told about the cards and what to use or not. I have NEVER used cards at all because I do not think they make the gameplay more interesting, but rather retarded and flawed (no offense to those who use them though). So, do not expect any combos or strategies using cards. If you are interested in a good comp. then read at the bottom of the FAQ please! If you have anything to say help to make the FAQ better for the gamers, you are more than welcome... other than that, sit back and relax. Hope the FAQ will somehow be useful to you and lead your play or skills to a higher level. Be a "gentleman/lady" if you have anything to say or Mr. Geese Howard will get mad and perform "Thunder Break." Now we do not want him to do that, do we? ^_^ =============================================================================== ----------------- Table of Contents ----------------- 1. Character Background ++++++++++++++++++++ - Tidbit - Pic - Seiyuu 2. Why Ukitake? ++++++++++++ 3. Why Not Ukitake? ++++++++++++++++ 4. System Explanation ++++++++++++++++++ - Super Guage - Power Guage - Cards - Touch-Screen - Shunpo - Plane Change - Combos - Throw - Guard Cancel - Damage Cancel - RF Special Moves - Double Jump & Air Dash - Guard & Run - Jump Cancel - Side Note 5. Legends & Command List ++++++++++++++++++++++ - Legends - Command List 6. Moves Analysis ++++++++++++++ - Standing Y - Standing X - Standing A - Crouching Y - Crouching X - Crouching A - Jumping Y - Jumping X - Jumping A - Special Move A - Special Move B - Special Move C - Special Move D - Special Move E - Super Move A - Super Move B - Super Move C - Throw 7. Strategy Section ++++++++++++++++ - Cough Cough - Pressure Game - Traps/Set-ups - General Strategy 8. Combination Attacks +++++++++++++++++++ - Normal Combos - Super Combos - Throw Combos - Side Note 9. Combination Attacks Explanation +++++++++++++++++++++++++++++++ - Normal Combos Notes - Super Combos Notes - Throw Combos Notes 10. Challenge Mode ++++++++++++++ - Challenge 1 - Challenge 2 - Challenge 3 - Challenge 4 - Challenge 5 - Challenge 6 - Challenge 7 - Challenge 8 - Challenge 9 - Challenge 10 11. Charts ++++++ - Consumption Chart - Damage Chart 1 - Damage Chart 2 - Cough Chart 1 - Cough Chart 2 12. Questions & Answers +++++++++++++++++++ - DAMMIT - Super Move C - No Damage - Merciful - Challenge Mode 13. Credits & Acknowledgement +++++++++++++++++++++++++ =============================================================================== ------------------------ 1. Character Background: ------------------------ Just a little tidbit about him... Tidbit: http://www.animeindepth.com/bleach/character3.php Pic: http://download.minitokyo.net:8001/view/207507.jpg _____________________________________________________________________________ | | | Hideo Ishikawa (Seiyuu) | |_____________________________________________________________________________| | | | | Animes | Games | |______________________________________|______________________________________| | | | | - Itachi Uchiha - Naruto | - Itachi Uchiha - Naruto games | | - Juushirou Ukitake - Bleach | - Juushirou Ukitake - Bleach games | | - Fullbody - Fullbody | - Ogami Yugo - Blody Roar: PF | | - Akira (OVA) - Weiss Kreuz | - Auron - Final Fantasy X| | - Hideo - GTO | - Katou Yuusuke - Kekkon Marriage| | - Tatsuha Uesugi - Gravitation | - Taylor - Langrisser I&II| | - Iwan - Gravion Zwei | - Squall Leonhart - Kingdom Hearts | |______________________________________|______________________________________| | | | Pics & Information | |_____________________________________________________________________________| | | | - http://www.seiyuu.info/extendedlisting.php?seiyuu=Hideo+Ishikawa | | - http://www.seiyuu.info/pics3/hideo-ishikawa.jpg | |_____________________________________________________________________________| That's about it, fellas. ^_^ =============================================================================== --------------- 2. Why Ukitake? --------------- A very unique character. Ukitake, the loving and caring captain. He deals massive... very massive damage by simple combos. His pressure and trap games are really deadly. You cannot really find any openings in this character. The only opening the opponent hopes to get is when he coughs. Other than that, this character can really surprise you. In short, if you are looking for the best character to deal damage then Ukitake is your choice. If you want someone with some heavy traps, but nicely rewarded, then he is your best choice. =============================================================================== ------------------- 3. Why Not Ukitake? ------------------- Eventhough he deals great damage and he is really great with some mind/trap games, he suffers from a very fatal downside. He coughs randomly (not 100% randomly though... read in the "Cough Cough" & "Charts" sections for further explanation) during the match when you use his Special Moves or Super Moves... and thus interrupts any Special Move/Super Move or combo. Not the opponent's... he interrupts his own Special or Super Moves actually. And thus, that is the catch. That is why he deals great damage and such a good character for zoning and deadly combos. This is a major problem since it can easily turn the whole match from winning, to losing. Still, there are many tactics to just not abuse his moves to not make him cough. So you will have to focus on three things instead of one thing: - To set-up traps. - To be prepared to "what to do" when he coughs. And that is explained in the "Cough Cough" section. - To try as hard as you can to not make him cough AT ALL. And that is explained in the "Charts" section. He takes about two/three full seconds when he coughs. So the opponent will not think twice to punish you. There ARE many ways around it and YES, you can avoid making him cough. But you really have to think a bit and not just mash your way through and hope for him not to cough (ever played Toki in the recent HnK/FotNS fighting game?). So, if you are hot-blooded and get mad fast, keep Ukitake away from your favorite list. ^_^ =============================================================================== --------------------- 4. System Explanation --------------------- If you do not understand the game mechanics, then you will most likely miss many things. If you need a full list to what consumes what then check the "Charts" section. _____________ | | | Super Guage | |_____________| The Super Guage can be filled up by either taking damage or dealing damage. Taking chip damage does not count. Missing the opponent will not count as well. The max stock is 3. Some Super Moves use one stock and others use 3 stocks. It depends on the character you are using. Ukitake uses one stock for his A and B Super Moves... but uses 3 stocks when he performs his Super Move C. Some characters fill up their Super Guage faster than others and some others can hit their opponent with their Special Moves and still not make the opponent get anything of his/her Super Guage filling. Like Ukitake's Special Move A (d, f + Y/X/A). Moreover, some characters perform Ban Kai or Shi Kai (like Aizen), so then the Super Guage will turn to a time guage and will deplete slowly... then when it depletes to zeros, the characters return to their regular forms and so the Super Guage. If you do the First Attack (like some 2D fighting games), you will get one stock right from the start. And that means a clean hit. Damage Cancel consumes one stock per one interrupt as well. _____________ | | | Power Guage | |_____________| The Power/Energy Guage is only visible to you and invisible to your opponent. Its max is 3 stocks. This is a very useful feature. It fills up automatically. You will get max right from the start. Guard Cancel consumes one stock. RF Special Moves consume one stock as well. The difference is, if you Guard Cancel, the Power Guage will fill up VERY fast... but if you defend, it will fill up slowly. If you defend while being attacked, it will still fill up fast. On the other hand, if you use RF Special Moves, the Power Guage will fill up rather slowly. Also, Shunpo and changing planes consume one Power Guage. Power Guage has two different guages. Blue and yellow guage. If you do Shunpo it will take one yellow stock but will leave a blue guage. That means, when you do RF Special Move, it will take one from both blue and yellow guage. Let us say you did Shunpo three times in a row, three yellow stocks will be depleted. But will leave three blue stocks on for the RF Special Moves. So you will still be able to perform three RF Special Moves. But if you do RF Special Moves three times in a row, the three blue and yellow stocks will be depleted and you will have to wait until it fills up again. Moreover, when you used Shunpo and thus use a yellow stock and leave blue one, it will refill faster, unlike when you Use RF Special Move. In short, the Power Guage will fill up fast when you use ONLY the yellow stocks, but will fill up slowly when you use the blue stocks (which means yellow and blue stocks). _______ | | | Cards | |_______| The card system is rather pathetic. You have many cards with their own effects. The cards have four levels. The fourth are the best with the most *yawn* effective healing/damage/max stocks blah blah blah. You can access them by the Touch-Screen. You can later on make your own deck and then go into battle to do whatever you want with them. then you will get 8 cards randomly out of your chosen deck. This might be personal but there is no depth in the card system and I do not really see the need for them. When you play with someone and beat the crap out of him and you have a perfect Life Bar, and then bang, he uses a card which makes both of your Life Bars even... then you will understand that this is pretty much crappy and makes the whole comp. between you and your fellow gamers look very shallow. ______________ | | | Touch-Screen | |______________| The Touch-Screen can be used for using cards or to perform your Special and Super Moves without doing the motions. I never use it. Not to be proud or anything. I myself never was used to anything other than joysticks. But then again, I had to get used to the GBA, DS & PSP to play fighting games. I like to do everything by myself. Then again, the Touch-Screen can help with only one thing. And that is when you want to connect two supers... like Ukitake's Super Move B then Super Move A or vice versa. You will only have to perform the first Super Move and then mash on the Touch-Screen to connect the other one. Mmm... good if you are slow or do not want to miss a good combo. ^_^ Moreover, it will help slow people GREATLY (or scrubs) who cannot Guard Cancel to Special Moves or Super Moves. They will just have to guard and then mash on the Tough-Screen. That goes to Kenpachi's Special Move A. ________ | | | Shunpo | |________| You will use this a lot. This is a major help for extended combos. The thing is, it is not so for everyone. Some characters can cancel their Normal Attacks by doing Shunpo and then continue with their combos while some others don't. Orihime, Chad, Ganju, Kon and Bonnie cannot... but they have other uses for it (well, except for Bonnie). Like Orihime, she protects herself while dashing. You can Shunpo to all directions, but not all of the characters can do this. Orihime, Chad, Ganju and Kon can only Shunpo right or left, but not in the air or any other direction. Bonnie is the only character who cannot use Shunpo. You can Shunpo in the air as well to do more aerial combos. Shunpo consumes one stock from Power Guage. Also, there is invincibility in the Shunpo. So you can use it when you want to avoid projectile traps. You can do it by pressing the B button. ______________ | | | Plane Change | |______________| You can do it by pressing the L button. This is exactly like Fatal Fury games. You can simply change levels (foreground/background) in any stage except Area 10 (Sisinrouwatarirouka). but unlike the Fatal Fury games, it consumes one stock from the Power Guage to do so. Why? Because there are no Normal Attacks to punish any one who abuses this feature. Not even Mayuri's Ban Kai. You have to follow. This feature also needs some work as it has 0% depth. You cannot punish those who abuse it like in Fatal Fury games (especially RBFFS). When someone changes the plane, you cannot do any attack to pull them to you, thus punish them... or attack them. Special and Super Moves do not take advantage of it. 90%, most what you do will not hit both planes. Everything is for one plane. Even "huge" Super Moves (Abarai and Mayuri's Ban Kai) do not hit two planes... only one. Only a few characters can perform some Special Moves that can "aim" for the character. So when the character changes the plane, you will be able to hit him/her... like Aizen's Super Move A. Changing planes will consume one Power/Energy Stock, but the Power Meter will refill so fast that it will not matter. P.S. Some backgrounds look really nice, like Sisinrouwatarirouka, Soukyokuno Oka, Sanbantaisyamae and the laughable one... Rukongai. ^_^ ________ | | | Combos | |________| The combo system is like the Guilty Gear series. You can either chain or not. All you have to do is time your attacks. And sometimes mashing works. Some characters can "cancel" their Special Moves into Super Moves (ala Street Fighter EX series or Third Strike) and some characters hardly have any. Like Ukitake (he has only one). But he can instead "connect" a Super Move after Special Move A/B. Or can do Super Move A after Super Move B and vice versa. _______ | | | Throw | |_______| Throws have their own use as well. You can do combos right after you get the opponent with a throw (ala Guilty Gear or HNK/Fist of the North Star). Most of the characters can take full advantage of this. Against some characters, it is better not to turtle as their throw combos are very deadly/damaging. Also, you can throw by approaching your opponent and then hit either X or A while doing left or right. ______________ | | | Guard Cancel | |______________| This feature helps A LOT. This is a must if you want to avoid being attacked heavily. You can either Guard Cancel to Shunpo or like Garou Mark of the Wolves... Guard Cancel to Super Moves or Special Moves. Just guard and then do the motion for the Super Move/Special Move. Just try to know when to Guard Cancel to Super Moves, because most of the Super Moves hardly have starting invincibility (which is a good thing). Either way, it will consume one stock from the Power Guage. Needless to say, if you Guard Cancel into a Super Move it will consume one stock from Super Guage only. If you Guard Cancel to Special Moves, it will consume nothing at all. _______________ | | | Damage Cancel | |_______________| This is like Rage Explosion in Samurai Spirits or Burst in Guilty Gear series. You can interrupt your opponent's combos by pressing any button with the B button at the same time. You cannot Damage Cancel Super Moves though. Damage Cancel deals some damage and consumes one stock from the Power Guage. You can do it so long as you at least have one meter filled. __________________ | | | RF Special Moves | |__________________| The best way to know this is if you ever played Samurai Spirits 4 (but not as powerful though). Simply put, a powered version of the Special Moves + A button. It makes them come out faster and hit more... and some of them can make you juggle your opponent... like Kyoraku's "b, d, f" Special Move. Your character will flash once you use RF moves. Hinamori's "b, d, f" (RF) does not come out fast, but hit better and has a very good range. Moreover, they are SCable (Super Cancel). Aizen is the only character who has no RF moves. He can charge most of his moves or use Shi Kai instead to power them up. Moreover, some characters can cancel their Special Moves (not only RF Special Moves) into Super Moves, like Abarai-kun. RF consumes one stock from the Power Guage. ________________________ | | | Double Jump & Air Dash | |________________________| Here, all the characters can double jump and Air Dash "twice." Double Jump helps to extend your combos or avoid projectiles. Air Dash is good for pressure tactics. Kyoraku is the only one who can triple... hell, he can jump five times in a row and then air dash twice without using Shunpo. He is the best character when it comes to aerial combos. But, when he triple jumps, it will consume one stock from Power Guage. That is why he can jump five times in a row. _____________ | | | Guard & Run | |_____________| You can guard by either pressing the R button or like all the 2D fighting games, hold backward or down-backward. Your character will face left but will still guard. This includes guarding in the air. You can run forward or backward (ala King of Fighters'96) by doing double forward or backward and hold. There is only high jump but you can make it short (not really hopping) by doing Air Dash or Shunpo. _____________ | | | Jump Cancel | |_____________| Well-known to those who played HnK/FotNS, Guilty Gear series or Melty Blood. It works the same way. You can Jump Cancel out of Normal Attacks. Example, Ukitake can do this: - Standing A, RF Special Move B, jumping Y, jumping X, Jump Cancel (tap up), jumping Y, jumping X, jumping A Since most of the characters' A normals knockdown the opponent, you will stop at this point. Some characters do not, so they can do wonders. It does not consume anything, but in Kyoraku's case, it will consume one stock from the Power Guage once you do triple jump. You can basically do this with him (having three Power Meters): - Throw, jumping Y, jumping X, jumping A, Jump Cancel, jumping Y, jumping X, jumping A, Jump Cancel, jumping Y, jumping X, jumping A, Jump Cancel, jumping Y, jumping X, jumping A, Jump Cancel, jumping Y, jumping X, jumping A, Jump Cancel, jumping Y, jumping X, jumping A, RF Special Move B, Super Move A, jumping X, Super Move A, jumping X, Super Move B (opponent a bit near the corner) And can then be creative and do your own combos. This helps greatly with some characters while it hardly helps with others. Also, you can Jump Cancel to not only Normal Attacks, but aerial/air dashes. This is great for Pressure Games. ++++++++++ Side Note: ++++++++++ You can face left or right (give your back to your opponent) and do the Special Moves either right or left. Some characters take advantage of this feature to do some set-ups (like Orihime) or combos (like Kyoraku) while it is useless to others in 1 Vs. 1 matches. This is perfect for 2 Vs. 2 though (the facing is not as bothersome as in Guilty Gear Isuka fortunately). There is actually a good use for it when someone abuses Guard Cancel into Shunpo. You just do Normal Attacks and then when the opponent Guard Cancels into Shunpo, do any move to the other side and you will still keep your pressure game, but you have to focus a little bit and not mash everything. Moreover, it can be used for combos. Mainly Ban Kai Super Moves. Mainly they throw then perform their Ban Kai to the other side and bang. Like Mayuri and Abarai... especially Abarai-kun. He takes full advantage of it. Most of his "simple" yet "damaging" combos could not of been possible without this feature. Example for one basic yet damaging combo: - Standing Y, standing X, Standing A, Special Move A (Y), Ban Kai (Super Move C) Very simple, right? 177 hit and 178 damage. That means it will take 78% of your Life Bar. A very damaging and useful combo to a fighting game with only one round. And it can be done ANYWHERE. You only have to do the Super Move reversely. Which means, instead of doing "F, HCF" do "B, HCB." =============================================================================== -------------------------- 5. Legends & Command List: -------------------------- _____________________________________________________________________________ | | | 1. Legends | |_____________________________________________________________________________| | | | - Y button = Light Slash | | - X button = Medium Slash | | - A button = Hard Slash | | - B button = Shunpo | | - R button = Guard (also done by holding backward or down-back) | | - L button = Change Plane (foreground/background) | | | |-----------------------------------------------------------------------------| | | | - d = down | | - f = forward | | - b = backward | | - u = upward | | - QCF = quarter circle forward | | - HCF = half circle forward | | - QCB = quarter circle backward | |_____________________________________________________________________________| _____________________________________________________________________________ | | | 2. Command List | |_____________________________________________________________________________| | | | 1. Special Moves | | ------------- | | | | Special Move A | -O + Y/X/A (d, f) | | [RFable] O | |-----------------------------------------------------------------------------| | Special Move B | | + Y/X/A (d, d) | | [RFable & SCable] O O | |-----------------------------------------------------------------------------| | Special Move C | O + Y/X/A (d, u) | | [RFable] O | | |-----------------------------------------------------------------------------| | Special Move D O- | -O + Y/X/A (b, d, f) | | [RFable] O | |-----------------------------------------------------------------------------| | Special Move E -O | -O + Y/X/A (f, d, f) | | O | |-----------------------------------------------------------------------------| | | | 2. Super Moves | | ----------- | | | | Super Move A | -O | -O + Y/X/A (d, f, d, f) | | [1 stock] O O | |-----------------------------------------------------------------------------| | Super Move B | O- | -O + Y/X/A (d, b, d, f) | | [1 stock] O O | |-----------------------------------------------------------------------------| | Super Move C -O O- | -O + Y/X/A (f, b, d, f) | | [3 stocks] O | | | | *It can only be performed in 2 Vs 2 and the partner must be Syunsui Kyoraku | |-----------------------------------------------------------------------------| | | | 3. Throw | | ----- | | | | Near opponent O- or -O + X or A (b or f) | |_____________________________________________________________________________| To do the Special and Super Moves fast, do the followings: - "d, f" ======> QCF - "f, d, f" ======> f, QCF - "b, d, f" ======> HCF - "d, f, d, f" ======> QCFx2 - "d, b, d, f" ======> QCB, HCF - "f, b, d, f" ======> f, HCF =============================================================================== ------------------ 6. Moves Analysis: ------------------ This is basically the standard of fighting game FAQs. This is helpful if you know jack squat about Ukitake... or if you want to learn something you missed. ____________ | | | Standing Y | |____________| Very fast and good to abuse for combos... or to start combos. You can do up to five times so that leaves some room to standing A then up-forward Shunpo and continue the combo or pressure game. Also, when you go up against ground fights, this Normal Attack can be pretty good not get punished after Guard Cancel or Damage Cancel. Just be sure to give some distance and use it whenever you can. Doing it up close is good as well. This is a must in your fights. Never overlook it. Once you get the opponent with it, do YXA or YA then Special Move D (HCF + Y). This is for basic combos of course or you could say his basic BnB. ____________ | | | Standing X | |____________| This does two hits. You can either cancel after the first hit, or wait until the second hit and then continue with your pressure/combo. This Normal Attack does not come out as fast as standing Y, but it can still be used for combos. Just in case you get the opponent with standing Y, do this. And since it does two hits, if the opponent abuses the Guard Cancel, you can cancel after the first hit or let the second hit occurs and then stop to not be easy to read. In short, I do not see anything special about this Normal Attack, but still... ____________ | | | Standing A | |____________| This is a good Normal Attack. It hits those who jump as well. Just have a good reaction/reflex once the opponent jumps. Then once you get the opponent with it, Shunpo upward and fast do YX, YXA. Good damage for a very easy and basic combo. Ukitake is about damage so that helps. This is a must to every combo you do and especially after Special Move A with the A button (RF). You can mash the button up to five times to get a really heavy damage and then do whatever you want next to finish your combo. It comes out fast, but the recovery time is not as good as standing X's. So you can simply cancel to anything safe. _____________ | | | Crouching Y | |_____________| This is as good as standing Y. This is good for combos starter. Just like standing Y. If the opponent defends low a lot, Shunpo fast up-forward and then get him with a good aerial combo and then he will most of the time focus on your movement. So next, jump but do not attack, when you land fast do crouching Y and continue with your favorite massive combo. This is just to trick your opponent. It does not always work, but you can still get some players with this trick. A very old trick. Mix it up with pressure/corner/wakeup games and it will work wonders. _____________ | | | Crouching X | |_____________| Out of all his Normal Attacks, this is the worst one compared to the others. Not to say it is completely useless, but it has recovery time and comes out slower than the others. Only use it for combos or when you connect Normal Attacks (like crouching YXA). Its range is better than crouching Y and crouching A. _____________ | | | Crouching A | |_____________| This also has recovery time... so cancel it when you use it. Also, try to combo to make good use of it as it is not that special once used alone. The damage is pretty decent, but most of time you will use standing A instead because it is better and the range is greater. So let us say you do crouching Y... continue crouching X then standing A. That should help as well. Or crouching Y, standing A, crouching A, then anything. But you must be close because crouching A's range is not that good. ___________ | | | Jumping Y | |___________| This Normal Attack can be ABUSED easily due to its great speed and there is hardly any recovery time. You can jump and mash the button and land and still continue mashing your combo through by the Y button. Pretty good. But the main use for it is after either fast up-forward Shunpo as an overhead or combo starter. Best to follow-up with jumping A since it has a greater range than jumping X... and you can easily continue your combo after it when you land. This is a must for your fights. For some good combos, look at the Combination Attacks section. ___________ | | | Jumping X | |___________| Did you notice that Normal Attacks with the X button are always the lowest ones compared to the other ones? And I am talking about Ukitake. ^_^ Anyway, this is good as an anti-air Normal Attack. To use it effectively, when the opponent jumps, fast jump either backward or forward and then hit him with it and continue your combo. But that does not always work because its range is very short. The traps will cover you up... that is for sure. ___________ | | | Jumping A | |___________| As I said in "Jumping Y." The main use for it is after either fast up-forward Shunpo as an overhead or combo FINISHER. Best to follow-up after jumping Y since it comes out fast and easier to combo after... and you can easily continue your combo after it when you land. This is a must for your fights. For some good combos, look at the Combination Attacks section. ________________ | | | Special Move A | |________________| This is a very useful Special Move that you will want to always use it. This not only makes you good, but makes your whole mixups or combos work like a charm. The recovery time is great but there is a little startup. So do not make your opponent read you and then punish you. Instead, do some traps and then perform it. Or do YXA then perform it with either the Y button or RF A buttom. You can easily cover yourself up or protect yourself once you perform it. The only downside is that it deals zero damage... no damage at all. Its purpose is to only get in your opponent's nerve. And to make good use of your traps and combos. One of his BEST Special Moves. ________________ | | | Special Move B | |________________| The only SCable Special Move. This is a pretty good Special Move due to the lack of any juggling Normal Attacks. This Special Move juggles the opponent and makes you continue with aerial combos. Also, when you perform Special Move A, perform this Special Move... if the opponent is not near, this will be a set-up and once the character approach it, he/she will get juggled. The downside is that the set-up disappears after three seconds tops... not like Special Move E. Still, it can be easily combo(ed) into anything. Can air dash then YA, standing YXA, RF Special Move B, Super Move A. And this is just an easy ' example. Good to use in your battles. ________________ | | | Special Move C | |________________| What can I say. This is the least used Special Move due to many things. But it has its uses though. It has zero range... that means the opponent has to be SO VERY close to you in order to get him with it. And that means when the opponent jumps as well. Moreover it has recovery time. But it comes out pretty fast. The main use for it is when you set-up AIR traps with the Special Move E (f, d, f + Y or X). Just position yourself under the light ball and perform the Special Move C to activate the trap. VERY GOOD as an anti-air "trap." ________________ | | | Special Move D | |________________| This Special Move is good against some characters and not so against others. Good for combos and it comes out pretty fast. You can use it to activate traps as well (A button traps). You will use it a lot to attack your opoonent and make good use of your set-ups. He also attack both sides, left and right. That is a plus since you do not have to turn to perform the Special Move. The downside is that against small characters like Kon, Yachiru (hell, many Special Moves miss this cutey) or Hinamori, it does not reach them and they will easily punish you. So the only use for the Special Move will be to make use of your traps. The Special Move has recovery time, but not that long. Very little. Do not abuse it. Use it when you get the opponent with your combo or when the opponent is abusing projectile moves from distance. This will go through almost everything. ________________ | | | Special Move E | |________________| The traps will only be visible to you and invisible to your opponent. This is basically trap light balls: - Y button = set-ups a light ball high in the air. - X button = set-ups a light ball in mid air. - A button = set-ups a light ball very low in the air. The first two can be activated by Special Move C while the last one can be activated by Special Move D. If you perform all the traps, you can activate them by either Special Move C or D. You just have to activate one of the traps and you will see wonders. They deal great damage and make you do any combo while the beam launches. There are many mind games revolving around it. There is start-up when you perform Special Move E, so be warned. ______________ | | | Super Move A | |______________| This Super Move can be used as an anti-air, but since you can air guard as well, then you have to do it with combos or when the opponent does a fatal misake in the air... get ready to punish. There is no invincibility when you perform it... like most of the Super Moves. This does MASSIVE DAMAGE (keyword: massive). Just like the other Super Move. So be very sure to get the opponent with a nice combo and then bang him/her with this Super Move. Like air dash YA, crouching Y, standing XA, RF Special Move B, Super Move B, Super Move A (OUCH). Pretty basic and "deadly" combo. DO NOT think of performing it twice in a row because Ukitake will cough. And this is confirmed 100%. You have been warned. You can do Super Move B insead and then STOP... do not perform any Super Move right away or he will cough. ______________ | | | Super Move B | |______________| This is like Super Move A. It can be used as an anti-air Super Move. But well, the opponent can defend in the air so be sure when you perform it. Or do it when the opponent does a mistake in the air. Or when you want to do a deadly combo. The thing is this Super Move can be performed after Special Move B. Just cancel Special Move B into this Super Move and good morning to damage and great/extended combos. The best thing about Ukitake is that he does very little and gets heavily rewarded. Cough cough... ahem. The Super Move also juggles the opponent so you can do Super Move A right after he/she gets juggled. Pretty nice damage with so little effort. Also, Ukitake actually hit anything on the ground... the range is very long so when the opponent performs anything from distance... fast use this Super Move. There is no invincibility when you perform it... like most of the Super Moves. DO NOT think of performing it twice in a row because Ukitake will cough. And this is confirmed 100%. You have been warned. You can do Super Move A insead and then STOP... do not perform any Super Move right away or he will cough. ______________ | | | Super Move C | |______________| It can only be performed in 2 Vs 2 and the partner must be Syunsui Kyoraku. And you need full of three meters. This does MAJOR DAMAGE. About half of their Life Bars. Actually more than half of the opponent's Life Bar. You do not even need Kyoraku to have three Super Meters. As long as you have three then you will be able to perform it. Once Kyoraku gets the opponent with any combo or any Super Move, perform this Super Move and look at their Life Bars. A pretty good Super Move to finish off your opponents with very little effort. And it has very long range. So do not worry about missing the opponent. Your job is to hit and that is it. _______ | | | Throw | |_______| The best thing about throws in this game is that you can combo once you get the opponent with them. So, it is hard to turtle here. I mean, let us do one VERY easy and simple combo Ukitake can do after a throw: - Throw, Super Move B, Super Move A (corner) Damage? Yes.. 132 damage. All of this just because of a simple throw. And this is not the original heavy version of the combo. ^_^ Whenever the opponent turtles... go for heavy punishing combos after throwing him or her. And just so you know, the only character you cannot throw is Bonnie. You have been informed. =============================================================================== -------------------- 7. Strategy Section: -------------------- This is the most important section. This is what matters the most in your fights against your friends or online players all over the world. How to make your character effective. _____________ | | | Cough Cough | |_____________| This is what troubles the players the most. Utikate coughs randomly once you do any Special or Super Move's motion. Sometimes he coughs rarely and other times he coughs four times or more in the whole match. This is what will happen if you do not give the character a chance. The sure thing is he will cough if you do the same Super Move twice in a row. Which means, Super Move B, Super Move B. If you do Super Move B then Super Move A and vice versa, he will not cough 90%... but will 100% cough if you do Super Move B, Super Move A then Super Move B.... or Super Move A, Super Move B then Super Move A. This is pretty much tested and confirmed. You cannot do that. As for coughing, always... always be sure to have at least one super stock to Damage Cancel once he coughs and the opponent begins to punish you. Sometimes you do not have to Damage Cancel right away. See if the opponent is going for heavy combos or basic ones (little damage). If you are facing a character who can do heavy damage by performing level 3 Super Move then TRY to keep your tactic simple and only to Normal Attacks and throws. Why? If the opponent is any good he will just perform the Super Move without combo(ing) it and you will not be able to Damage Cancel because you simply cannot and you will be heavily screwed (damage wise). I am still not that 100% clear for his coughs (but pretty good), but still this is the best we can do for the meantime. Try not to abuse useless tactics (like abusing the same Special Move for no real reason) and stick to what is simple and damaging at the same time. Ukitake does great damage with little effort. So, no need for shiny tactics or combos if they will not make you continue 90% of the time. It is very easy to lose your match after winning just because he coughs. So try to make everything easy and simple. Read below for further explanation. If you really want an in-depth answer for this, then take a look at the "Charts" section. It is not 100% accurate, but I gave it my best. And it is helping me in my fights GREATLY. Now, my Ukitake hardly coughs and when he does, it is because I messed up calculationg and not because of randomness. And please stop cursing... the man is ill. ^_^ _______________ | | | Pressure Game | |_______________| When you mix up your traps and abuse your Special Move A, you will get a very nice pressure game and you will force your opponent to Guard Cancel. Here you have to be ready to throw then do the usual combo (see Combination Attacks section). Some of the pressure games go like this: - Jump Y, A, standing Y, crouching X, B, standing Y, standing A, up-forward B, standing A, Special Move A This is just a pressure example to mix up your Normal Attacks and change your style. If the opponent defends the Special Move A low, then up-forward Air Dash and fast do Y then A and continue your combo. If he defends mid then go for low attacks and if he Guard Cancels then get ready to either defend or throw. It depends on what the opponent will do. Try to not abuse your Special Moves to not make him cough. Also, once you get the opponent with any simple Normal Attack, always go for Super B then Super A to not make him Damage Cancel and to fast inflect heavy damage. If you have only one super stock then do RF Special Move B then Super Move A since it does better damage than Super Move B. The good thing is Ukitake does not depend on up close combos or air combos that much. Most of the combos his does... are from long or mid range. He does not use anything risky so that the opponent can Damage Cancel and punish. If you get the opponent with the Special Move A, try to keep yourself a little bit far and do your combo. Just look at your opponent's Super Guage, if he has any or not. If he does not then go for it, and if he does then do as I said. The opponent will try to change the plane once you try to work out with your traps or pressure game, so be sure to unleash some here and there to not make him get free air. The most important thing is to focus and not get hastey. Flashy long combos will not get you anywhere since he will cough and screw you up real good. So as I always say, keep it nice and simple. Substance over flash. _______________ | | | Traps/Set-ups | |_______________| Special Move A, Special Move B and Special Move E. These are the Special Moves that you will need to use your traps. While his trap games are good, still sometimes they will not be as effective when you go against small characters since most of your stuff will miss. So you will have to change your whole strategy. - Not Small Characters - You can set-up some nice traps. Use your Special Move A and then perform Special Move E but watch your opponent carefully before doing that. If the opponent does Shunpo, fast do Special Move B to the other side to protect yourself and then run behind the moving light ball and set-up another trap near you. The good thing is that they will not disappear for quite sometime. Then just advance and use your Normal Attacks and when you get the opponent, do any simple but damaging combo and then activate the traps to keep your pressure game up. - Small Characters - Kon, Yachiru, Hitsugaya and Hinamori. Your Special Move D will miss them and most of your stuff will miss Yachiru. Here, you will have to ditch Special Move B and only use it to activate your traps. Still most of the combos will work on Hitsugaya and Hinamori... but Special Move A will miss Yachiru and Kon. With all of them, try to depend on basic and damaging combos. Use your BnBs a lot as they will be very useful to you and keep your distance. You can use Special Move A to protect yourself from air fights. Combos like crouching A, standing A, Special Move B then Super Move A or B work wonders. They keep you strong and still capable of punishing them. Just because some of your Special Moves do not reach them does not mean they will be invincible. Ukitake is very good with damage and that is a plus. So you can still scare them with your little effort but nice damage. As I said above: "The opponent will try to change the plane once you try to work out with your traps or pressure game, so be sure to unleash some here and there to not make him get free air. The most important thing is to focus and not get hastey. Flashy long combos will not get you anywhere since he will cough and screw you up real good. So as I always say, keep it nice and simple. Substance over flash." __________________ | | | General Strategy | |__________________| - Keep your distance. - Always be sure to have extra stock just in case Ukitake coughs. - Use BnBs against small characters. And ditch the useless moves. - Stick to damaging and basic combos at the same time. - Never use the same Super Move twice in a row to not make Ukitake cough. - Do not abuse your Special Moves and especially Special Move D. - When the opponent turtles, go for throws and then combos. Learn your opponent's character if you have trouble beating it. This a must in all fighting games. You will know the weakness of that character, if there are any. And you will know what makes him good to try to avoid them when you play against that character. Try to not depend on only one tactic/strategy. You will be easy to read and thus will be beaten fast. When you perform Special Move A, let it either protect you or to make your offense better by attacking your opponent from different "angles." There is nothing as good as defending when you are in complete danger. Just while you are defending, think fast of what to do next and always keep an eye on your Super and Power Guages. Do not always depend on Shunpo Guard Cancel because Special Moves and Super Moves Guard Cancel are way better and more effective to punishing. If the opponent is very far and abusing something from a distance, then either use your Special Move D since it goes through almost everything... or Shunpo (B) Guard Cancel. Do not limit yourself in one or two BnBs or good combos... try to know and perfect as many as possiple. Just so that you could make yourself better in any position you do your combos. Some combos need your opponent to be cornered |
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Another Bleach: The Blade of Fate Walkthrough :
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