Bleach: Blade Battlers 2nd Walkthrough :
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Walkthrough - FAQ/Move ListBleach: Blade Battlers 2nd
Moveset FAQ
Date started: Monday, July 20, 2009
Date finished: Saturday, July 25, 2009
Revisions: Version 1.2* (100%) 9/9/09
*Allowed website list updated
*New Pair Boosts section added
*corrected some gramatical errors
Created by: N3M0-kuchiyose
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INTRO
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This is a moveset FAQ for the PS2 game: Bleach Blade
Battlers 2nd. In it I will list complete movesets for all
characters in the game as well as any abilities, power-ups,
and/or transformations as well. All information in this
guide will be factual and to the best of my knowledge. I’m
assuming if you’re reading this FAQ you both: 1. already
have the game and know how to play it, 2. also enjoy the
anime/manga of Bleach. Therefore I won’t be listing things
like the Japanese kanji, menus, etc… This is for those who
already have the game and are looking for a full
explanation of the characters abilities, weaknesses, etc.
and want to enhance their skills. ObituaryBirthday has
already written an in-depth FAQ on how to beat the story
mode and unlock all the characters. If u find anything I
have written so far to be incorrect please email me,
chugheyii@hotmail.com, or drop me a message on GameFaqs:
N3M0_kuchiyose. That is all.
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Table of Contents
----------------------------------------
This is where “Control + F” is your best friend. Next to
each Section and Character’s name there will be a set of
letters/numbers. Press Ctrl+F then input those
letters/numbers and…VOILA! You’ll be zipped to the section
you want in no time… Genius ain’t it?
I. Moveset FAQ Breakdown…………………………….... [BRKDN]
II. Characters and movesets……………………………...... [CHARS]
Ichigo Kurosaki…………………………………… [CHARS01]
Kyoraku Shunsui………………………………….. [CHARS02]
Sajin Komamura…………………………………... [CHARS03
Mayuri Kurosutchi……………………………….... [CHARS04]
Renji Abarai……………………………………….. [CHARS05]
Toshiro Hitsugaya…………………………………. [CHARS06]
Rangiku Matsumoto……………………………….. [CHARS07]
Ikkaku Madarame………………………………….. [CHARS08]
Yumichika Ayasegawa…………………………….. [CHARS09]
Yachiru Kusajishi………………………………….. [CHARS10]
Kenpachi Zaraki…………………………………… [CHARS11]
Izuru Kira………………………………………….. [CHARS12]
Gin Ichimaru………………………………………. [CHARS13]
Ichigo Kurosaki (Inner Hollow)…………………… [CHARS14]
Sosuke Aizen……………………………………… [CHARS15]
Momo Hinamori…………………………………... [CHARS16]
Ulquiorra Cifer……………………………………. [CHARS17]
Hiyori Sarugaki…………………………………… [CHARS18]
Shinji Hirako……………………………………… [CHARS19]
Rukia Kuchiki…………………………………….. [CHARS20]
Byakuya Kuchiki…………………………………. [CHARS21]
Shaolin “Soi” Fon……………………………….... [CHARS22]
Genryusai Shigekuni Yamamoto…………………. [CHARS23]
Jushiro Ukitake…………………………………… [CHARS24]
Yoruichi Shihoin…………………………………. [CHARS25]
Kisuke Urahara…………………………………… [CHARS26]
Kon………………………………………………... [CHARS27]
Ururu Tsumigiya………………………………….. [CHARS28]
Sado “Chad” Yatsutora…………………………… [CHARS29]
Uryuu Ishida………………………………………. [CHARS30]
Inoue Orihime…………………………………….. [CHARS31]
Yammy Rialgo……………………………………. [CHARS32]
Grimmjow Jaegerjaquez…………………………... [CHARS33]
Luppi………………………………………………. [CHARS34]
Shuhei Hisagi……………………………………… [CHARS35]
Kaname Tosen……………………………………... [CHARS36]
III. Pair Boosts.............[AIDE]
IV. FAQ (Frequently Asked Questions)……………………. [FAXX]
V. Credits………………………………………………….. [CREDS]
Outro……………………………………………... [PEACE]
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*I. MOVESET FAQ BREAKDOWN* [BRKDN]
----------------------------------------------
Key:
[] = Square
/\ = Triangle
X = X Button
O = O Button
Reiatsu Gauge – The blue bar under the character’s health.
Blade Gauge – The fire gauge to the right of the
character’s health.
Both gauges fill when the character is attacking and when
the character receives damage.
The moveset list will be broken down as follows:
-------------------------------------------
CHARACTER (And rank, if applicable)
-------------------------------------------
Combo: pressing [] repeatedly will perform this move.
Attack 1: pressing /\ by itself will perform this move. For
some characters u can hold this button down for an
additional or stronger move.
Attack 2: pressing any direction on the left analog stick
and /\ will perform this move. For some characters u can
hold this button down for an additional or stronger move.
Special Attack: pressing any direction on the left analog
stick and O will perform this move. This uses 1 Bar of the
character’s Reiatsu Gauge. For some characters u can hold
this button down for an additional or stronger move.
EX Special Attack: Pressing O by itself when the
character’s Reiatsu Gauge is full will perform this move.
Blade gauge activation Shikai/Bankai/Other: pressing L1+R1
when the character’s Blade Gauge is full will activate the
player’s special ability or release their zanpakuto. Some
even have a stage effect. I’ll say it now to get it out of
the way; ALL CHARACTERS RECEIVE A SPEED AND STRENGTH BOOST
ONCE THEIR BLADE GAUGE HAS BEEN ACTIVATED! If it’s a drastic
change I’ll list it. I’ll give a description here and any
changes to the character moves will follow in the same form
as above plus…
Aerial 1: Pressing [] while in the air performs this move.
I’ll list both the regular and Blade Gauge (BG) release and
if they’re different.
Aerial 2: Pressing /\ while in the air performs this move.
I’ll list both the regular and Blade Gauge (BG) release and
if they’re different.
Special Aerial: Pressing O while in the air performs this
move. I’ll list both the regular and Blade Gauge (BG)
release and if they’re different.
Strategy: My opinion on the character and any strengths and
weaknesses I have found.
Shall we begin? Lets…
----------------------------
II. **CHARACTERS** [CHARS]
----------------------------
--------------------------------------
Ichigo Kurosaki (Substitute Shinigami) [CHARS01]
--------------------------------------
Combo: A 4-hit series of 2 slashes, a kick, followed by an
upward launching slash.
Attack 1: Ichigo sends forward a Getsuga. Capable of
knocking his opponent to the ground.
Attack 2: Ichigo lunges forward w/ a horizontal slash
releasing Reiatsu in the same fashion. Capable of knocking
down opponents.
Special Attack: Ichigo spins around w/ Zangetsu. Stays in
one place.
EX Special Attack: Getsuga Tensho. A massive Getsuga that
deals some serious damage.
Bankai: Tensa Zangetsu. Ichigo does his bankai and
Zangetsu transforms into Tensa Zangetsu. Flashes of
Ichigo’s afterimage dash around the stage Staggering anyone
they hit.
Abilities: Ichigo has an extreme speed increase in his
bankai. His flash step becomes the fastest in the game. He
also gets a slight strength increase. He can jump further
as well.
Combo: A devastating 13-hit combo that starts on the ground
and ends in the air.
Attack 1: Black Getsuga Tensho.
Attack 2: Same as before but the Reiatsu is black.
Special Attack: No change.
EX Special Attack: Hollowfication. Ichigo puts on his
hollow mask and hollowfies for 12 seconds. His speed and
strength levels increase yet again and every attack he
does, has a doppelganger performing them right behind him.
For instance, his Attack 1 fires 2 Black Getsugas instead
of one in this form.
Aerial 1: A downward slash. Can be followed up by a
combo.
BG: No change.
Aerial 2: Ichigo slams Zangetsu into the ground creating a
shockwave capable of staggering opponents.
BG: Same as before but shockwave is slightly stronger.
Aerial Special: None.
Strategy:
Ichigo is really one the easiest players to play with.
Against inexperienced players u can just stand back and
fire off Getsugas and watch them run. Ichigo is vulnerable
after his combo is finished (as are all characters). If u
can get his bankai take advantage. Attack relentlessly.
This is Ichigo’s strength. Time your moves well and the
opponent won’t be able to dodge everything. Remember u can
link all Attack 1 & 2 moves w/ the Special Attacks, use
them.
---------------------------------------
Kyoraku Shunsui (Cpt. 8th Div. Gotei 13) [CHARS02]
---------------------------------------
Combo: A 4-hit series of 3 double slashes ending w/ an
upward launching double slash.
Attack 1: Kyoraku materializes into wind and flower petals
(Pink roses most likely) and passes through his opponent
staggering them in the process.
Attack 2: Kyoraku ducks down and then flash-steps behind
his opponent pushing them into a small pillar of wind and
flower petals that was created when he ducked down.
Special Attack: Busho Koma (Lazy Spinning Top). Creates a
whirlwind of flower petals that’s pretty nice. The
whirlwind expands when it hits an opponent.
EX Special Attack: Takaoni (Mountain Demon). Creates three
swirling Reiatsu blades. These blades circle Shunsui for a
limited time. Pressing O again makes them expand and attack
anyone in that radius. Once someone is hit by the first
attack, pressing O after that makes them lock on to them
for the remainder of this move. Drains Reiatsu.
Shikai: Katen Kyokotsu. Releases his zanpakuto and his
swords transform. Also a pink wind force field comes around
Shunsui not allowing anyone within a two step radius of
him.
Abilities: No drastic speed increase but the strength
increase is enough to be cautious of him. Shunsui also
cannot be thrown while in his shikai.
Combo: No change.
Attack 1: No change.
Attack 2: No change.
Special Attack: Same as before but much stronger.
EX Special Attack: Same as before but this time there’s 5
reiatsu blades and the expanding radius is larger. Just
going near an opponent w/ them will do damage. Drains
Reiatsu.
Aerial 1: Kyoraku does a downward “X” slash. This can be
done after his combo.
BG: No change.
Aerial 2: Kyoraku makes a small green twister-like pillar
directly in front of him. Does 7 hits if it connects for
its duration.
BG: No change.
Aerial Special: Shunsui fires Reiatsu blades at his
opponent. (this seems to be an aerial variant of Takaoni)
These blades are homing, whoever he targets is their
target.
BG: Same as before but more blades.
Strategy:
Shunsui’s one of my favorite characters in the game. He
can link many of his moves together and is very powerful.
Be careful of his Attack 1 and 2. If u are near an edge
don’t bother unless u are going to dash away from the edge.
His Special Attack is as hard to aim as it is to dodge so
if u are going to use it, make it count. His shikai allows
for many of the characters not to be able to touch w/ there
combos. Beware though; the big characters (Yammy, Komamura)
can reach him. As well as ranged fighters (Renji, Uryuu,
etc.) and the force field only works when you’re on the
ground, so don’t count on it when u are in the air.
--------------------------------------
Sajin Komamura (Cpt. 7th Div. Gotei 13) [CHARS03]
--------------------------------------
Combo: A 3-hit slash, punch, slash combo.
Attack 1: Komamura slashes downward releasing a shockwave
from his sword that travels in a straight line. Launches
opponents if it connects successfully.
Attack 2: Komamura takes a stance similar to Zaraki’s
final slash and slashes forward. It can be charged twice.
The longer you hold /\ the higher the level. There are 3.
Blue: Normal attack, Purple: Breaks Guard, Red:
Unblockable.
Special Attack: Fires a shockwave from his zanpakuto in a
straight line. Hits everyone in its path.
EX Special Attack: Slams fist down hitting opponent then
partially releases his zanpakuto by having the giant
samurai’s arm slash down.
Bankai/Transformation: Kokujo Tenken Myo’o. Releases his
bankai & Summons a giant samurai to fight along side him.
The Samurai attacks whoever Komamura is targeting only when
he himself attacks.
Abilities: None but the giant samurai is enough!
Combo: No Change. Except there’s now his Zanpakuto
attacking as well.
Attack 1: No change.
Attack 2: No change.
Special Attack: No change.
EX Special Attack: Komamura commands the samurai to launch
into the air bringing down a devastating ground stomp.
This takes 90% of his opponent’s health!
Aerial 1: A downward slash.
BG: No change.
Aerial 2: Komamura jams his sword into the ground sending
shockwaves similar to his Attack 1 in three different
directions.
BG: No change.
Aerial Special: The same as his Aerial 2 but with the
power of his Special Attack’s shockwave.
BG: No change.
Strategy:
Komamura is very powerful by himself. But he is semi-slow
as well. Be careful of his openings after any of his
attacks. Use flash-step to move around other than his
regular movement. When u are in his bankai go crazy.
Strike even when u are not close to your opponent and don’t
waste Reiatsu doing his Special Attacks, save it for his
EX. If u catch this, it’s pretty much a guaranteed win
unless u have been getting pounded the whole match.
-------------------------------------------
Mayuri Kurotsuchi (Cpt. 12th Div. Gotei 13) [CHARS04]
-------------------------------------------
Combo: A 6-hit spinning slash combo that ends w/ him
extending his hand to attack his opponent in the air.
Attack 1: Mayuri places a land mine onto the stage and
when anyone steps on them (even him!) they explode. He can
place up to 5 at a time. If u try to place a 6th land mine
he’ll detonate all 5.
Attack 2: Mayuri extends his hand to pull his opponent
towards him. This works even if they’re blocking.
Special Attack: Lunges forward and places a bomb on whoever
he catches. Doing this again makes pull out a detonator
and detonate the bomb. The detonation can be done from a
distance.
EX Special Attack: Liquid Form. Stabs himself bursting into
a poisonous green goo. He then goes underground for a
period of time then attacks his opponent from underground.
Pressing O before the period of time is over makes him
strike faster.
Bankai/Transformation: Conjiki Ashisogi Jizo. Does his
bankai and transforms his Zanpakuto. The player now
controls Conjiki Ashisogi Jizo until the blade gauge is
empty.
Abilities: Transformation. Of course u can’t be thrown.
Doesn’t even acknowledge damage at all.
Combo: A set of spikes protrude out of Ashisogi Jizo’s
chest.
Attack 1: Ashisogi Jizo spits purple poison gas out of the
sides of his mouth.
Attack 2: None.
Special Attack: Ashisogi Jizo spits a green pool of some
kind of liquid that makes his opponents heavy.
EX Special Attack: None.
Aerial 1: Mayuri does a front flip and slices while
flipping.
BG: None.
Aerial 2: Mayuri extends his hand straight down underneath
him.
BG: None
Aerial Special: None.
BG: None.
Strategy:
Mayuri’s also in my top five. He is pretty fast with his
combos. Also try to put as many land mines down as u can.
This puts your opponent in a defensive position and u can
pull them towards u with his Attack 2. This will pull them
over the land mines. If u are on a small stage don’t put so
many unless u are planning to detonate them yourself.
Mayuri can be hit by his own land mines so if u are against
him try to make him run over them himself. His bankai is a
double-edged, win-lose, situation. Even though Conjiki
Ashisogi Jizo is massive and can deal some damage, be
careful about extending to far out against multiple
opponents as someone can just run around to his sides and
“go to town” on him. And that would be bad, very bad…
------------------------------------------------
Renji Abarai (Vice-Captain 6th Division Gotei 13) [CHARS05]
------------------------------------------------
Combo: 3-hits. 2 kicks and a downward slash.
Attack 1: A wide arc horizontal blowback slash.
Attack 2: A vertical downward slash.
Special Attack: Does a 3 slash attack w/ Zabimaru. The
first 2 strikes are wide ranged and can hit multiple
opponents.
EX Special Attack: Higa Zekko (Bite of a Broken Baboon’s
Fang). Sticks Zabimaru into the ground where he separates
and attacks all opponents.
Bankai: Hihio Zabimaru. Renji releases his bankai and
transforms his zanpakuto. Renji swings 3 times w/ him. The
attacks have a quite large range. Only the biggest stages
allow room to dodge.
Abilities: Unable to be thrown, blown back, or staggered by
any move. A massive strength increase. Renji is slower in
this form but Zabimaru is not!
Combo: Zabimaru stabs down in front of Renji.
Attack 1: Renji swings Zabimaru in a wide horizontal arc.
Attack 2: Renji swings Zabimaru in a downward motion
slamming the ground.
Special Attack: Same as before but much stronger.
EX Special Attack: Hikotsu Taiho (Baboon Bone Cannon).
Hihio Zabimaru charges then releases a huge purple blast.
75% damage for a indirect hit. Point blank 100% damage.
Aerial 1: Renji does a front flip then dashes towards the
ground at an angle.
BG: Renji does a front flip hitting his opponent twice w/
Zabimaru.
Aerial 2: Renji extends his zanpakuto and stabs at the
ground in front of him.
BG: Renji swings Zabimaru down in front of him in a
sweeping motion.
Aerial Special: None.
Strategy:
Renji has great range on all of his attacks. He can keep
even the best fighters at bay. However against other
ranged fighters Renji doesn’t match up well. In his bankai
u can swing away but be sure not to let anyone too close.
Even though Renji can’t be staggered he still can be hurt.
Make sure u have a lot of health before doing his bankai’s
EX special because you’ll be left wide open for any attacks
while it charges. Like Komamura’s, if it connects, you’ve
pretty much won.
------------------------------------------
Toshiro Hitsugaya (Cpt. 10th Div. Gotei 13) [CHARS06]
------------------------------------------
Combo: 4-hits. 2 slashes followed by a shoulder thrust
then a slash that produces a horizontal arc of ice.
Attack 1: Hitsugaya launches a homing ice torpedo.
Attack 2: Hitsugaya stabs the ground creating an ice ring
about 3 characters in length freezing whoever it comes in
contact with.
Special Attack: Ice Dragon. Fires an ice dragon towards his
opponent. Capable of additional hits if done up close.
EX Special Attack: Ryusenka (Dragon Hail Flower). Dives
blade first into his opponent going through and freezing
them before making a final slash. If he misses the second
attack the opponent is till frozen.
Bankai: Daiguren Hyorinmaru. Toshiro releases his bankai
and grows ice wings and can now fly. Stage becomes frozen
making opponents slide about.
Abilities: Can’t be thrown. Can’t be staggered. Flight.
Speed Increase. All attacks have ice damage.
Combo: No change.
Attack 1: same as before but this time it’s 3 ice
torpedoes.
Attack 2: same as before but a much larger ring.
Special Attack: Daiguren Ryusenka (Dragon Hail Flower)
Again Toshiro lunges forward but his sword not only freezes
but pierces his opponent w/ a devastating iceberg attack.
EX Special Attack: Sennen Hyoro (Thousand Year’s Ice
Prison). Does a radial ice attack that encases anyone who
gets caught or walks into it in ice for 15 seconds.
Aerial 1: A downward slash. Can be followed with another
attack.
BG: Hitsugaya can fly in his bankai!
Aerial 2: Fires an ice torpedo down at the ground. If it
hits the ground it makes a pool of ice that staggers any
opponents that run into it.
BG: Hitsugaya can fly in his bankai!
Aerial Special: Hitsugaya’s Ice Dragon can be done in the
air.
BG: No change.
Strategy:
Toshiro is very fun to play with. His ice ring that he
makes can catch anyone whether or not u were targeting
them. In his bankai u can fly up out of the range of many
attacks. This works especially on Mayuri Kurosutchi’s
Bankai as his attacks cannot reach him at all. All of his
normal attacks can be done in the air as if he were
standing on the ground. He is one of the more complete
characters as it’s very hard to find a weakness in him. If
against him fight as u normally would, taking caution of
his ice ring. In his bankai stand directly under him but
beware of his ice ring here as well. Even though it’s in
the air it’ll still freeze u if you’re close. Especially
his bankai’s EX special. 15 seconds is not a long time
but in a match it’s enough time for him to slice away half
of your life while u lay helpless.
--------------------------------------------------
Rangiku Matsumoto (Vice-Captain 10th Div. Gotei 13)[CHARS07]
--------------------------------------------------
Combo: A 4-hit slash, slash, kick, slash very similar to
Ichigos.
Attack 1: Rangiku dashes forward in a straight line leaving
a trail of Haineko’s dust behind which then strikes and
staggers the opponent. This can be held down to travel a
further distance.
Attack 2: Rangiku releases Haineko and sends a cloud of
dust upward in front of her doing damage to her opponent.
Special Attack: Lunges forward & does an 8-hit sword combo.
EX Special Attack: creates a whirlwind of ash blades that
sucks opponents in.
Shikai: Haineko. Releases her zanpakuto and clouds of ash
scatter the stage & attack whenever Rangiku does. Haineko
is now a blade of ashes.
Abilities: Speed increase.
Combo: No change.
Attack 1: No change.
Attack 2: No change.
Special Attack: Same as before but has now become a 20-hit
combo.
EX Special Attack: a cloud of ash surrounds her opponent
and adds attacks whenever Rangiku strikes. Drains Reiatsu.
Aerial 1: An upward slash.
BG: No change.
Aerial 2: Sends Haineko’s dust flying down the ground.
BG: No change.
Aerial Special: None.
Strategy: Rangiku takes some time to get used to. She is
not a very strong character so you’ll have to rely on her
zanpakuto’s ability. Her Special Attack is very useful and
annoying to others. It takes a decent amount of damage so
use it often. If u so happen to have a full Reiatsu gauge
do her EX. Her shikai one is okay but the cloud of ash
can’t keep up with flash-steps. In her shikai try to make
your opponent go towards the clouds of ash. That way,
you’ll add twice the damage.
------------------------------------------------
Ikkaku Madarame (Vice-Captain 11th Div. Gotei 13) [CHARS08]
------------------------------------------------
Combo: Nice-looking 6-hit staff combo ending with him
extending Houzakimaru.
Attack 1: A forward thrust. If /\ is pressed again he will
extend Houzakimaru.
Attack 2: Ikkaku holds up Houzakimaru and extends him then
slams the ground in front of him.
Special Attack: Ikkaku extends his staff and if it connects
does an 11-hit flash-step combo.
EX Special Attack: Ikkaku does an aerial 2-step flash-step
combo followed by extending his staff and releasing a kido
type fire blast from it. Doesn’t matter where your opponent
is, he’ll just flash-step there.
Bankai: Ryumon Houzakimaru. Does his bankai and then twirls
his zanpakuto over his head hitting everyone in a wide-
radius.
Abilities: Massive strength increase. Unable to be thrown.
Unable to be blown back or staggered.
Combo: A single forward slash.
Attack 1: A forward cross slash.
Attack 2: Ikkaku lunges forward holding Ryumon Houzakimaru
out in front of him.
Special Attack: Twirls Houzakimaru over his head like he
does when he first releases his bankai.
EX Special Attack: Does a 3-hit combo w/ devastating power.
85% damage.
Aerial 1: Ikkaku extends Houzakimaru to stab the ground
directly underneath him.
BG: Ikkaku briefly spins Ryumon Houzakimaru over his head.
Aerial 2: Ikkaku extends Houzakimaru and swings him in a
arc, slashing his opponent.
BG: Ikkaku stabs the ground w/ Ryumon Houzakimaru’s outer
blades.
Aerial Special: None.
Strategy:
Ikkaku is a pretty balanced fighter with a great bankai.
He’s what I call a “change range” character. His
assortment of attacks allows him to change the range he’s
fighting from easily. His Special Attack is a ranged
attack that breaks his opponent’s guard and continues the
attack.
His Bankai is incredibly strong. He can break guard with
both his Attack 1 & 2. Its Special Attack is almost
impossible to dodge and the EX does outrageous damage.
Even though the EX is a 3-hit combo, the last one is the
one u cannot get caught with. When fighting against his
bankai avoid as much as possible and try to strike only
with your EX. Don’t worry, it doesn’t last forever, it just
seems that way.
------------------------------------------------
Yumichika Ayasegawa (5th seat, 11th Div. Gotei 13) [CHARS09]
------------------------------------------------
Combo: 4-hit slashing attack that ends with him pulling his
opponent toward him.
Attack 1: Yumichika holds up Fuji Kujaku and makes feathers
appear around him that can damage his opponent.
Attack 2: Yumichika extends Fuji Kujaku and does and
uppercut.
Special Attack: Sends out a horizontal vortex of feathers
that damage his opponent.
EX Special Attack: A feathery bubble appears around
Yumichika. It drains whoever steps inside its Reiatsu.
Shikai: Fuji Kujaku. Releases his zanpakuto.
Yumichicka’s blade becomes an extended 4-blade sword.
Glowing circles of feathers appear around the stage.
Stepping in these drains Reiatsu.
Abilities: Nothing worth listing.
Combo: No change
Attack 1: No change.
Attack 2: No change.
Special Attack: More powerful version of his normal.
EX Special Attack: Yumichika makes a vertical vortex of
feathers around him. If an opponent is caught in it, he
flash-steps behind them stabbing them w/ Fuji kujaku before
uppercutting them. All the while draining Reiatsu.
Aerial 1: A downward slash. Can be followed up w/ another
attack.
BG: No change.
Aerial 2: Yumichika slashes downwards slamming the ground.
BG: No change.
Aerial Special: None.
Strategy:
Yumichika is not a favorite of mine. But I do like his
zanpakuto’s ability. Save his Reiatsu for his EX which
drains the Reiatsu of anyone who’s dumb enough to step
inside. That way they can’t do a Reiatsu blowback move
while u pound them. It even drains Reiatsu when they are
on the ground so knocking them down is a good idea as well.
The fact that his combo doesn’t knock his opponent down
kind of bothers me. He’s not very hard to fight against
just avoid his moves that steal your Reiatsu. He doesn’t
do much damage. And avoid his regular EX it gives him
health proportionate to the reiatsu he takes from anyone.
--------------------------------------------------
Yachiru Kusajishi (Vice-Captain 11th Div. Gotei 13)[CHARS10]
--------------------------------------------------
Combo: A 5-hit sheathed sword swinging combo that ends w/
her spinning around swinging.
Attack 1: Yachiru dashes forward surrounded in Reiatsu.
Attack 2: Yachiru does an uppercut w/ her sheathed sword.
Special Attack: Yachiru spins around w/ her sheathed sword.
Can be held for longer duration. If held until she stops
she’ll become dizzy afterwards for a moment.
EX Special Attack: Dives carelessly at her opponent if she
hits she does a 5-hit aerial flash-step combo.
Reiatsu Release: Yachiru releases her Reiatsu and lets out
a blast of Reiatsu in the shape of a angry cat damaging
anyone nearby. 40% damage.
Abilities: Extreme speed increase. Can’t be staggered.
Combo: No change.
Attack 1: No change.
Attack 2: No change.
Special Attack: Same as before but w/ additional hits and
she no longer gets dizzy afterwards if held for the
duration.
EX Special Attack: She unsheathes her sword and slashes
releasing a shockwave in a straight line similar to
Shinji's shockwave.
Aerial 1: Swings her sheath out in front of her.
BG: No change.
Aerial 2: Yachiru does a front flip hitting her opponent
with her sheathed sword in the process. Pressing /\ twice
in the air adds attacks.
BG: No change.
Aerial Special: None.
Strategy:
Yachiru is one of the fastest characters in the game. Her
speed alone is a problem for anyone. On top of that she
becomes very strong after her BG is activated. Her Special
Attack (Reg.) is useful in ending combos w/ it. Just don’t
hold it if u are not going to connect because she’ll become
dizzy. Make sure when u activate her BG u are close by
your opponents so that they get caught in the blast she
releases. Her EX Special (BG) does a serious amount of
damage.
Against her don’t let her put distance between u. Stay
close so that she can’t use her speed to move around. Once
she has activated her BG her flash-step is at blinding
speed, watch for that as well. And don’t get near her when
she activates it.
----------------------------------------
Kenpachi Zaraki (Cpt. 11th Div. Gotei 13) [CHARS11]
----------------------------------------
Combo: A 3-hit slash double upward slash combo.
Attack 1: Zaraki slashes the air in front of him which
creates a non-moving arc of Reiatsu that damages opponents
that walk into it.
Attack 2: Zaraki lunges forward w/ his zanpakuto extended
and covered in reiatsu then pierces his opponent before
slashing upwards and away from them.
Special Attack: Lunges forward and does a 10-hit flash-step
combo. Looks pretty impressive.
EX Special Attack: Removes his eye patch and releases a
vertical vortex of Reiatsu around himself that damages
anyone nearby.
Reiatsu Release: Kenpachi removes his eye patch and release
the full power of his Reiatsu. Skulls float around the
stage damaging anyone that comes in contact with them.
Abilities: Speed increase. Unable to be staggered.
Strength increase.
Combo: No change.
Attack 1: No change.
Attack 2: No change.
Special Attack: No change.
EX Special Attack: Kendo. Kenpachi taunts then does a
menacing forward slash that sends out a slash projectile
similar to Ichigo’s Getsuga Tensho. 80% damage.
Aerial 1: A downward slash. Can be followed up with other
moves.
BG: No change.
Aerial 2: An upward slash.
BG: No change.
Aerial Special: Zaraki’s Special Attack can be done in the
air.
BG: No change.
Strategy:
Just watching the anime is enough. Kenpachi’s attacks are
relentless, especially his Special Attack. Even if the
first hit is blocked he keeps going. Only use his Attack 1
to block projectiles. (yes, it can do that). With his BG
activated he becomes pretty much unstoppable but don’t just
stand there he still takes damage. Don’t bother
maneuvering opponents towards the skulls either they’re
just an added bonus in case they try to run. His BG EX
Special does massive damage but takes some time to execute
and can be dodged easily.
Against him, try not to engage directly with him. His
Attack 2 can go through most attacks. Just because u have
blocked his Special Attack doesn’t mean that’s its over.
The last attack in it is the one u have to dodge. Make
sure not to be close to him when he does his EX Specials.
If u do you’ll be in the clear or in position to dodge.
------------------------------------------
Izuru Kira (Vice-Captain 3rd Div. Gotei 13) [CHARS12]
------------------------------------------
Combo: A 4-hit, Elbow strike, kick, slash, flash-step
aerial slash combo.
Attack 1: Izuru fires a Bakudo #61 Rikujokoro (Six Rods
Prison) upwards. If held down, it will go straight
forward. This technique freezes the opponent temporarily.
Attack 2: Izuru release Wabisuke and does a uppercut slash.
Special Attack: Hado #1 Sho. Fires a large kido blast that
homes in on his target. Pushes the opponent back while
dealing damage.
EX Special Attack: Bakudo #8 Seki (Repulse). Izuru releases
a kido from his center that surrounds him in a bubble
incapacitating his opponent.
Shikai: Wabisuke. Izuru releases his zanpakuto and all
opponents become heavy. (unable to run fast or jump high.)
Abilities: Speed increase. Each successful blade strike
makes his opponent heavy.
Combo: No change.
Attack 1: No change.
Attack 2: No change.
Special Attack: No change.
EX Special Attack: Does a 5-slash attack followed by a
upward pointed Hado #1 Sho. Makes opponents heavy.
Aerial 1: A cross slash in the air.
BG: No change.
Aerial 2: Fires a Bakudo #61 Rikujokoro (Six Rods Prison)
kido downwards.
BG. No change.
Aerial Special: Izuru’s Special Attack can be done in the
air.
Strategy:
Izuru’s an average strength character. His true ability
lies in his zanpakuto. His Attack 2 can activate it
without having to wait for his BG to fill up. As long as u
keep your opponent in the heavy state it’s very hard to
escape from his attacks. Also always try to charge his
Attack 1 so that it goes forward. The upward one is almost
useless because he has few attacks that are aerial. Do his
Attack 2 first to catch them with this. His regular EX
Special is not worth saving Reiatsu for but his BG one is.
Against him be cautious of jumping. He speed is
average so no need to worry about that. His Special Attack
is VERY slow so it won’t be hard to dodge that. Just try
not to get caught w/ his Attack 2. Avoid being struck with
his zanpakuto in his shikai. Instead make sure u are the
one attacking him.
---------------------------------------
Gin Ichimaru [CHARS13]
(Former 3rd Div. Cpt. /Arrancar General)
---------------------------------------
Combo: A pretty fast combo of 2 stabs, a kick, and 3 more
stabs.
Attack 1: Gin extends Shinso to pierce his enemy. Can be
held for greater distance.
Attack 2: Gin sticks Shinso into the ground. It then
emerges underneath whoever he is targeting.
Special Attack: Gin lunges forward striking his opponent
going through them then striking again from behind by
extending his sword.
EX Special Attack: Gin extends his sword forward then
releases a wind-type vortex down the blade at his opponent.
This has exceptional range.
Shikai: Shinso. Gin releases Shinso and Shinso repeatedly
stabs upward from the ground at various points on the
stage.
Abilities: Speed increase.Combo: An even quicker series of
stabs going up to 12-hits. Showcasing Gin’s speed, no
doubt.
Attack 1: No change except Shinso deals more damage.
Attack 2: No change.
Special Attack: No change.
EX Special Attack: Same as before but w/ added damage and
the vortex has a green aura and is much larger.
Aerial 1: Gin dives down with a kick.
Aerial 2: Gin extends Shinso down to the ground in front of
him.
Aerial Special: None
Strategy:
I like Gin but I’m not very good with him just yet. His
combo is pretty fast and becomes blindingly fast in his
shikai. His ranged attacks can keep opponents away from him
and deal good pretty good amounts of damage. His flash-step
is pretty fast as well. Do any of his Special Attacks as u
please. No one wants to get caught in them.
Against Gin under all circumstances DO NOT let him use
his shikai! If he does Shinso will shoot all over the
stage and is very hard to avoid and time. It can interrupt
any combo or move u have already started unless u are a
character that cannot be staggered w/ their BG activated.
Shinso travels pretty fast in all of his moves so avoid
getting hit by blocking instead of using flash-step. Gin
has a opening after his moves where he extends Shinso
because he has to wait for Shinso to return. If u manage
to block his EX Special don’t forget about the 2nd attack in
it.
------------------------------
Ichigo Kurosaki (Inner hollow) [CHARS14]
------------------------------
Combo: Ichigo uses Zangetsu’s sash to hurl it forwards
twice then swing it in a wide arc.
Attack 1: Ichigo sends forward a horizontal mini Getsuga.
Attack 2: Ichigo does a front flip forward slashing the
ground.
Special Attack: Hold Zangetsu by his sash and twirls it
over his head.
EX Special Attack: Does a “X” motion and release a Getsuga
Tensho in the form of a “X”.
Bankai: Same as Ichigos.
Abilities: extreme speed increase. Same as Ichigo’s
bankai.
Combo: The same combo Ichigo does in his regular form but
ending w/ a forward stab.
Attack 1: Sends a horizontal black Getsuga forwards.
Attack 2: No change.
Special Attack: Same as Ichigo (Regular).
EX Special Attack: Flash-steps forward, stabs his opponent,
then releases half of a enormous Black Getsuga Tensho. 85%
damage.
Aerial 1: Ichigo does a front flip hitting his opponent
twice.
BG: A downward slash.
Aerial 2: Ichigo launches his horizontal mini Getsuga at
the ground.
BG: Same as before but the Getsuga is black and larger.
Aerial Special: None
Strategy:
The same as Ichigo...NOT! This guy may be inside Ichigo but
as a character he is not the same. His combo is wide
arcing and can hit several opponents at once but the last
swing in it will not hit his target if he is too close.
For all his other moves u can fight similar to Ichigo. The
biggest step in using him is to get used to his regular
moveset. His bankai’s just like Ichigo’s in terms of
abilities so no one should be able to catch u. But
remember, his combos are not as fast as Ichigo’s!
Against him, block the first 2 hits of his combo then run
or flash-step in close before the third comes around. Kill
him as soon as possible when he uses bankai. Those
afterimage Ichigos are annoying. And NEVER get caught in
his bankai’s EX Special.
-------------------------------------------------
Sosuke Aizen
(Former 5th Div. Cpt. /Arrancar Supreme Commander) [CHARS15]
-------------------------------------------------
Combo: 4-hit slashing combo that ends w/ a lightning fast
flash-step slash.
Attack 1: Aizen uses Kyoka Suigetsu to send a copy of
himself flying at his opponent. If u press /\ again Aizen
will flash-step and strike his opponent in the air.
Attack 2: Hado #4 Raikoho (Thunder Roar Cannon). Aizen
emits lightning from his hand.
Special Attack: Hado #89 Kurohitsugi (Black Coffin) Aizen
extends his hand creating a negation in space which if hits
traps his opponent in a block before cutting them multiple
times. This is unblockable.
EX Special Attack: Kyoka Suigetsu. Aizen reveals his sword
sending a copy of himself that slashes and if it connects
Aizen follows it up w/ a slash of his own. A nice looking
display of skill. This is actually Aizen’s release of his
zanpakuto ability Complete Hypnosis.
Shikai: Kyoka Suigetsu/ Menos Army. Aizen summons 10 Menos
Grande and that huge hollow creature. The Menos then fire
ceros that continuously scan the stage.
Abilities: Speed increase. Aizen will produce a
doppelganger when hit while not attacking then appears
behind his opponent.
Combo: No change.
Attack 1: Same as before but faster.
Attack 2: Same as before but larger.
Special Attack: No change.
EX Special Attack: Complete Hypnosis II. Aizen finally
releases his zanpakuto Kyoka Suigetsu and shatters the
entire screen damaging all opponent at once.
Aerial 1: Aizen dives down and forward.
Aerial 2: Aizen uses Ryoka Suigetsu to project a copy of
himself at his opponent.
Aerial Special: None.
Strategy:
Aizen is a beast! One of the strongest, if not the
strongest, characters in the game. All of his attacks are
menacing and his Special Attack is unblockable. But it
comes w/ a price; he’ll be stuck for a few seconds if u
miss it. His Attack 2 combo is able to be spammed over and
over. Not to mention his Attack 2 stops almost anything in
it tracks and does damage at the same time. When u are in
his shikai let your opponent attack u to set-up a Special
Attack. They’ll think u died and before they realize it’s
too late. (kind of like the series).
Against Aizen be on your toes and ready for anything. Do
not get caught in his Attack 2, the range is massive in his
shikai. And don’t ever get caught with his EX Specials.
Block his Attack 1 instead of flash-step because he’ll just
flash-step and hit u from above. Also his EX in his shikai
can be stopped as long as u get to him before he finishes
taunting, otherwise everyone gets owned. Blocking that is
useless unless u have the reiatsu for a blow-back attack.
---------------------------------------------
Momo Hinamori (Vice-Captain 5th Div. Gotei 13) [CHARS16]
---------------------------------------------
Combo: A 4-hit slash, slash, spinning slash combo.
Attack 1: Momo fires a fireball from her zanpakuto. Can be
held down for a stronger and larger fireball.
Attack 2: Momo stomps the ground emitting a ring of fire at
her feet then slashes forward releasing a wave of fire.
Special Attack: Slams the ground w/ her zanpakuto then
makes a huge shockwave of flowing flames in a radial
attack.
EX Special Attack: stabs the ground making instant fire
circle appear under and attack her targeted opponent. 20-
hits.
Shikai: Tobiume. Hinamori releases her zanpakuto, jumps
into the air and rains down several fireballs that batter
the stage.
Abilities: Speed increase all attacks have fire damage.
Combo: No change.
Attack 1: Same as before but u no longer have to hold the
button down. She does the fully charged fireball
regardless.
Attack 2: No change.
Special Attack: same as before but now 5 pillars of flames
are within the shockwave.
EX Special Attack: Same as before but circle is bigger and
a giant fireball expands then explodes inside the circle.
Aerial 1: A downward slash. Can be followed up w/ another
attack.
BG: No change
Aerial 2: Launches a fireball from her Zanpakuto.
BG: Same as before but the fireball is bigger.
Aerial Special: Launches 2 big fireballs at her opponent.
Strategy:
Contrary to what the anime had shown of her, Momo is very
strong. She has long, short, and radial attacks at her
disposal. Her fireball can be used to keep opponents at a
distance. And her aerial special can hit multiple
opponents at a time. As can her Special. She can also
throw fireballs from the air. She is a very complete
character.
Against Momo try to keep her close. Too many of those
fireballs and you’ll find yourself on the end of a losing
battle. Also kill her as soon as possible when she does her
shikai the fireballs that rain down could pose a serious
problem.
------------------------------------
Ulquiorra Cifer (Cuarto {4th} Espada) [CHARS17]
------------------------------------
Combo: Ulquiorra slashes 4x using his hand as the blade.
Attack 1: Some sort of spatial manipulation orb that stays
wherever he puts until he either makes more than 3 or
someone hits or breaks it. Can be held and charged. If
fully charged it will temporarily freeze opponents.
Attack 2: Ulquiorra uses garganta to teleport behind his
opponent then slashes at them w/ his hand.
Special Attack: Garganta un-reformed. He creates a black
hole that suck opponents in then and drops them out of the
sky.
EX Special Attack: Opens 5 garganta around him so 5 menos
grande can fire ceros from the ground.
Summon/Reiatsu Power-up: A menos grande fires a ceros that
continuously scans the stage.
Abilities: Speed increase. Strength increase.
Combo: No change.
Attack 1: Same as before but the orb is larger.
Attack 2: No change.
Special Attack: same as before but larger.
EX Special Attack: Same as before but with 8 menos and 8
ceros.
Aerial 1: A forward kick in the air
BG: No change
Aerial 2: Ulquiorra places on his orbs in the air. This
can be held as well. It is the same as his Attack 2.
BG: No change.
Aerial Special: None.
Strategy:
Ulquiorra has a weird but good moveset. His combo is
pretty fast. It takes some time to get used to, but u can
time his Special Attack so that u can follow it up with his
combo. His Special Attack also pulls opponents in so feel
free to place it wherever u wish. His Attack 2 can get u
out of tight spots and only release his EX when your
opponent is close.
Against Ulquiorra, stay on the attack. Beware of his orbs
as running into them will stagger u. However, u can cut
them or shoot a projectile at them to remove them. Also
his teleport is a little slow, being quick w/ your flash-
steps is good here.
-------------------------------------
Hiyori Sarugaki
(Former 12th Div. Vice-Captain/Vizard) [CHARS18]
-------------------------------------
Combo: A 4-hit slash, shoulder block, slash, kick combo.
Attack 1: Hiyori enters a crouched stance. From this
stance, depending on the button pressed she can do one of 2
things. If u press. /\ = Hiyori flash-steps into the air
in front of her opponent then slashes down. If u press []
Hiyori flash-steps behind her opponent and jams her fingers
in their butt((0_o) Similar to Kakashi’s Thousand Year’s of
Death).
Attack 2: Hiyori jumps and “leap frogs” over her opponent.
Special Attack: Does a 3-hit sword combo.
EX Special Attack: Hiyori brings out her Super Training
Machine and uses it. This fills up her blade gauge rapidly.
Hollowfication: Hiyori puts on her hollow mask, jumps then
slams her zanpakuto down releasing a shockwave damaging
anyone nearby.
Abilities: Speed increase. Can’t be staggered or blown
back.
Combo: No change.
Attack 1: No change.
Attack 2: No change.
Special Attack: No change.
EX Special Attack: Hiyori dives forward glowing w/ Reiatsu
and pushes right through her opponent(s). She’ll keep going
until she slams into a wall or falls off an edge.
Aerial 1: A downward slash. If she jumps high enough u can
do 2 of these.
BG: No change
Aerial 2: A forward slash. The same one she does from her
crouched stance when u press /\.
BG: No change.
Aerial Special: None
Strategy:
Hiyori is pretty fast and she has some strong attacks. Her
Attack 1 takes some practice to get the timing right.
She’ll probably be one of the harder players to master.
Her regular EX Special is an attack as well. If she is
attacked while on it she releases a pretty strong blowback
attack. After she puts on her mask is when she really
becomes a problem. Her power is increased drastically and
she can’t be staggered at all.
Fighting against Hiyori isn’t too bad as long as she stays
w/ her mask off. After that u can’t stagger or knock her
down so attack from a distance. Also like Yachiru, she
releases a blast after her BG is activated so steer clear.
-------------------------------------------
Shinji Hirako (Former 5th Div. Cpt. /Vizard) [CHARS19]
-------------------------------------------
Combo: Shinji stabs his opponent 3 times then puts his foot
on their chest to pull his zanpakuto out.
Attack 1: Shinji swings his zanpakuto downward and launches
a blast of forces that travels in a straight line.
Attack 2: Shinji does a double upward slash charged w/
Reiatsu.
Special Attack: Sends forward a shockwave of air from his
zanpakuto. Similar to Komamura’s Special attack but
smaller.
EX Special Attack: Lunges forward and does a 4-hit flash-
step aerial combo.
Hollowfication: Shinji puts on his mask then fires a cero
that changes its angle when it hits a wall 8 times before
dissipating.
Abilities: Speed increase. Strength increase.
Combo: No change
Attack 1: Same as before but larger.
Attack 2: No change.
Special Attack: Fires a cero straight forward.
EX Special Attack: Fires a cero that eventually spreads out
into 4 ceros.
Aerial 1: A horizontal slash.
BG: No change.
Aerial 2: A downward slash charged w/ Reiatsu.
BG: No change.
Aerial Special: Shinji does a 2-hit flash-step slash combo.
BG: Shinji does a red cero straight forward.
Strategy:
Shinji is a pretty good fighter. His projectile goes
through most attacks and keeps going. Plus it keeps on
going after it hits someone. This is good for hitting
multiple opponents at once. His combo is kind of on the
slow side so try doing the first 2 strikes then one of his
/\ attacks. The first hit of his regular EX has to hit for
him to finish it. Don’t miss or you’ll waste Reiatsu. Make
sure when u put on his mask to make sure u are not being
attacked so that u can take full advantage of the cero he
fires.
Against Shinji be sure to dodge his projectile and ceros.
They do some damage. If he puts on his mask make sure u
are not in front of him so that u can use L1 to run around
behind him to attack. And don’t let him do juggle combos
he has a few pretty good ones like Shunsui he can link
multiple moves.
---------------------------------
Rukia Kuchiki (13th Div. Gotei 13) [CHARS20]
---------------------------------
Combo: A 3-hit palm combo.
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