**Yachiru Kusajishi FAQ** Created by: perfectchaos83 aka “The Dude" Alright, this is my first FAQ and I'm writing it on my favorite Bleach character, Yachiru Kusajishi. If you would like to find a specific part of this guide use Ctrl+F and type the code thingy next to whatever you want in the Table of Contents. So since there is nothing else to discuss at this moment I will start the guide. Table of Contents........................................................[TOC] Introduction.............................................................[INT] Why Yachiru?.....................................................[WHY] Advantages.......................................................[ADV] Disadvantages....................................................[DIS] Command List Analysis....................................................[CMA] Normal Movelist..................................................[NML] Standing Normals.........................................[SNM] Standing Light...................................[SLT] Standing Medium..................................[SMM] Standing Heavy...................................[SHY] Crouching Normals........................................[CNM] Crouching Light..................................[CLT] Crouching Medium.................................[CMM] Crouching Heavy..................................[CHY] Aerial Normals...........................................[ANM] Aerial Light.....................................[ALT] Aerial Medium....................................[AMM] Aerial Heavy.....................................[AHY] Throw....................................................[TRW] Aerial Throw.............................................[ATW] Shunpo...................................................[SHN] Special Movelist.................................................[SML] Special A................................................[SPA] Special B................................................[SPB] Special C................................................[SPC] Special D................................................[SPD] Super Movelist...................................................[SUM] Super A..................................................[SUA] Super B..................................................[SUB] Combo Section............................................................[CSN] Legend...........................................................[LGN] Basic Combos.....................................................[BCB] Advanced Combos..................................................[ACB] Playstyle Guide..........................................................[PSG] Basic Playstyle Guide............................................[BPG] Advanced Techniques..............................................[AVT] The Trip Factor..................................................[TTF] Matchups.........................................................[MTU] Reifu & Reiju....................................................[RNR] Conclusion...............................................................[CCN] Legal Stuff and Contact Info.............................................[LSN] History..................................................................[HST] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Introduction [INT] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Yachiru Kusajishi, Vice-Captain/Lieutenant of Division/Squad 11 of the Gotei 13, is a small and agile character. She is very young, looks to be about 6 but considering she is a soul she may be very old. When she was a "baby" in the 79th District in North Rukongai her parents were murdered and Kenpachi Zaraki (who was then unnamed) found her and gave her the name Yachiru, named after the only person he ever admired. Sooner or later they found themselves part of the Gotei 13 as part of the 11th squad. Yachiru's Zanpakuto has no known name and has a flower design on the crossguard. She carries her sheath on a loose cord with a pair of wheels for transportation. She can also release a large amount of spirit energy when angry. As a small side note: I will be using the Japanese names and English translation throughout this guide as to not arouse confusion. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Why Yachiru? [WHY] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ With all of her character outline done let's get to why you should choose to be Yachiru. ****************************************************************************** Advantages [ADV] ****************************************************************************** With her small stature, Yachiru has some pretty awesome advantages. -One of the fastest characters in the game (only surpassed by Grand Fisher, but that could be due to its size) -Highest jump in the game (tied with Goteitaishi and Grand Fisher) -3rd longest shunpo/flashstep/dash thing (1st is Bonnie and Grand Fisher, 2nd Uryu, Chad, Tsukaima and Kyugohanin, tied with Komamura, Yoruichi and Soifon) -Attacks quickly -Fairly long air dash -Small, therefore hard to hit -Standing Medium and Heavy attacks move her forward slightly -Her trip causes damage (more on this later) ****************************************************************************** Disadvantages [DIS] ****************************************************************************** Every character has to have disadvantages and Yachiru has a few and they are pretty major in comparison to other character's disadvantages. -She trips... a hell of a lot if you try dashing across the screen you will almost always trip at least once. She can even trip while she is jump- ing (I dunno how it happens, but she does). Recovery from tripping is pretty long too, so hope you don't trip near an opponent. -She has a 67% damage ratio. It means that she takes about 1.59 times the damage from an attack. -Her Heavy Attack does less damage than most other Heavy Attacks. It also does less than her Medium Attack. (exception is her Aerial Heavy) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Command List Analysis [CMA] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This section covers Yachiru's basic moves and how to use them in certain situations ****************************************************************************** Normal Movelist [NML] ****************************************************************************** Yachiru has pretty small hitboxs so you need to be up close and personal to get a hit off. The attacks themselves, however, can easily be linked to make a good combo. ------------------------------------------------------------------------------ Crouching Normals [CNM] ------------------------------------------------------------------------------ Yachiru's crouch moves are... basically the same as her Standing normals with very small differences. ------------------------------------------------------------------------------ Standing Normals [CNM] ------------------------------------------------------------------------------ Yachiru's standing normals are sorta good. They have a greater utility use than her crouching attacks. STANDING LIGHT [SLT] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ sl- Yachiru either does a small punch or a slap... I can't tell which. >_< 1 hit, 4 damage This move comes out fast and can start up combos but has short range. It is spammable, but it can only chain twice before you get out of range. STANDING MEDIUM [SMM] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ sM- Yachiru swings her sheath over her head and moves forward a bit. 1 hit, 6 damage This is the same as her crouching medium but it moves forward a bit, so it can be used from a distance and still hit, and is great for keeping a combo going after performing a light attack or two. STANDING HEAVY [SHY] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ sH- Yachiru swings her sheath like a golf club and moves forward a bit. 2 hits, 5 damage Once again her heavy does less than her medium for some reason. This attack launches the enemy up in the air. Also because of its forward movement it can be used from quite a ways away from the enemy. It is cancelable after the first hit and before the enemy gets launched by either using a shunpo/flash step or a special/super. ------------------------------------------------------------------------------ Crouching Normals [CNM] ------------------------------------------------------------------------------ Yachiru's crouch moves are... basically the same as her Standing normals with very small differences. CROUCHING LIGHT [CLT] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ cL- A swift, short kick. Similar to Mayuri's standing light 1 hit, 4 damage The only of Yachiru's crouching attacks that has a different animation. If connected the enemy or you depending, on your position on the map, will move back slightly allowing you one more hit before you are too far away. It is her only attack that can break standing guards. CROUCHING MEDIUM [CMM] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ cM- Yachiru swings her sheath over her head 1 hit, 6 damage This attack is almost identical to her standing medium, with one small difference, it doesn't move forward when used. It is useful for setting up a TAFS. However, it doesn't break standing guards so it is quite useless in that manner. CROUCHING HEAVY [CHY] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ cH- Yachiru swings her sheath like a golf club 2 hits, 5 damage As with her crouching medium it is almost identical to her standing heavy, but no forward movement. Also for some reason it does less damage then her medium attack. This attack can launch, but as with her medium it cannot break stand- ing guards. It is pretty useless on it's own, but it is useful to get a bit of extra damage by using it after the first hit f her standing heavy. Also, it can be canceled after the first hit. ------------------------------------------------------------------------------ Aerial Normals [ANM] ------------------------------------------------------------------------------ Ah, Yachiru's aerials, the best in her normal move arsenal. AERIAL LIGHT [ALT] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ aL- swift kick, same as he crouching light but in the air. 1 hit, 4 damage This move is fast. Use it in succession to rack up some hits/damage. AERIAL MEDIUM [AMM] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ aM- Same as her other mediums, swings the sheath over her head. 1 hit, 6 damage Useful in TAFS combos and in air combos before you either jump up or use a flash step for a bit of extra damage. AERIAL HEAVY [AHY] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ aH- Like her mediums, she swings her sheath over her head but it is faster and the animation is slightly different. 1 hit, 8 damage :O Her heavy finally does more damage than her medium! However, it is really only used in TAFS combos. However, it is great for surprise attacks in the air to keep people on the ground ------------------------------------------------------------------------------ Throw [TRW] ------------------------------------------------------------------------------ Yachiru grabs the opponent and smacks them with her sheath, similar to her aH. Sends opponent towards the wall 2 hits, 6 damage Pretty standard... Average recovery time, can combo a super after the wall bounce, if close enough. ------------------------------------------------------------------------------ Aerial Throw [ATW] ------------------------------------------------------------------------------ Yachiru grabs and basically does her aH sending the opponent to the ground. 2 hits, 6 damage Aerial throws are more or less useless, but if you can use it as a surprise attack, go for it. ------------------------------------------------------------------------------ Shunpo/Flash Step [SHN] ------------------------------------------------------------------------------ Has the same length as Yoruichi, Soifon and Komamura, so it goes far and is fast. it is almost able to go half way across the stage. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Special Movelist [SML] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Yachiru's specials range from useful to the highest degree to completely useless. NOTE: I know jack shit about the Japanese language so I will give my own names If you don't like it, suck it. J/K :P NOTE 2: Since the first Bleach game has been released in the US I will use names for specials and supers from the first. NOTE 3:If you do know the actual names e-mail me. SPECIAL A [SPA] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Yahoo--!" S-A- Yachiru unleashes spiritual pressure in the shape of what looks like a lion's face. Ugh... what a way to start with specials... This is not particularly good as it has a pretty big start up time, meaning you can't combo into it and enough of a recovery time to also not be able to combo out. The only use for this is to push enemies away. It can be charged to allow for more hits and more damage, but it is nigh impossible to pull it off. Light- Start up time is about 1 second and recovery time is about 1 second as well. To fully charge it takes about 10 charge sound thingys(about 10 seconds) The longer the charge the bigger the release is, the longer it lasts and deals more damaged. Uncharged- 12 hits, 10 damage Charged- 46 hits, 29 damage Medium- Exact same thing as Light Uncharged- 12 hits, 10 damage Charged- 46 hits, 29 damage RF- There is a little difference in the RF special A. It differs in that it is more powerful and bigger than the others uncharged, but does the same when charged and it only takes about 5 seconds of charge time. Uncharged- 16 hits, 14 damage Charged- 46 hits, 29 damage SPECIAL B [SPB] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Here I go--!" S-B- Yachiru is covered with some sort of green flame and dashes across the screen. This special is not bad, when it connects it pushes the enemy towards the wall. It is also possible to cancel into a super during the actual move. Beware as it is possible to trip during this move, but it is not very common. It can also be used in the air. Light- Very quick start up time, very long recovery, but is pretty much negated as it is about the same as for the enemy to recover from it, if hit. The actual attack is very short, and the remainder of it you will slide over most of the screen. 12 hits, 6 damage Medium- Long start up, quick recovery. The "flame" lasts throughout the whole dash except the last few frames. 30 hits, 14 damage RF- Same start up as the light, everything else is from the medium. This is used best to put the enemy into a corner or after the first hit of her sH if you want. 30 hits, 14 damage SPECIAL C [SPC] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Super Spin S-C- Yachiru does a flip through the air with her sheath out and can hit multiple times. A more situational special that can hit the foe multiple times. Depending on which one that's used it can hit a max of either 3 or 6 times, and if the enemy is in the air when you hit them with the final hit it will spike them. The first hit will always be diagonally up and whichever way you're facing, but after that you can go in any direction you please(if no direction is chosen it will go diagonally up in the direction you're facing). To continue it either press an attack button and the direction you want to go or just hold the touch screen button. Light- Quick to start up and almost no lag time when done. A maximum of three hits. Hit 1, 3 damage total Hit 2, 5 damage total Hit 3, 8 damage total Medium- Long start up and almost no lag when done. Maximum of 6 hits. Refer to Light for hits 1-3 Hit 4, 11 damage total Hit 5, 14 damage total Hit 6, 17 damage total RF- Small start up time and almost no lag when done. Maximum of 6 hits. Refer to Light for hits 1-3 Refer to Medium for hits 4-6 SPECIAL D [SPD] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sheath Swing S-D- Like her sH, she swings her sheath like a golf club with immense power. Sends the enemy flying. Can be charged. A horrible special that has no use whatsoever. Well it may have a use in a team battle if your teammate throws an enemy at you while you charge and hit them when they come close. I have not tested that scenario, but it should work. Anyway when fully charged it is perhaps the strongest special in the game, but as said before is almost impossible to pull off. If the attack hits she jumps up and down saying something, but is she misses she stands still and probably wonders why the hell she didn't hit anything. It is also a bit slower than her standing heavy. Surprisingly, both of her supers can combo out of it before she starts jumping up and down. Light- A little bit of start up when done charging and swings as fast as her sH. takes about 20 charge sound things to fully charge. Uncharged- 1 hit, 10 damage Charged- 1 hit, 64 Damage Medium- Exact same thing as Light. See Light RF- Exact same thing again but with only 10 charge sound things. Uncharged- 1 hit, 13 damage Charged- 1 hit, 64 Damage ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Super Movelist [SUM] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Yachiru's supers are much better than her specials. They give many hits, and they give decent damage... But that is fine because they can almost fit into any combo Yachiru can make. SUPER A [SUA] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Stop bothering me!" Cost 1 Reiatsu, 46 hits, 36 damage SU-A- This is like a fully charged S-A, but more powerful. It covers about half to two-thirds of the stage. Once you get somebody into it from a combo it will do quite some damage. However, unlike her S-A, it cannot be used in the air. :( SUPER B [SUB] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Loli Spin Cost 1 Reiatsu, 30 hits, 26 damage SU-B- Yachiu starts like her S-C does, but instead of doing 1 spin she does multiple spins to unleash a barrage of hits. Despite how little damage it does it is great for combos. It can be used in the air to continue air combos, but if you are on the ground stick to her SU-A. As a little side note, you can move around during this attack, but it is hard to control. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Combo Section [CSN] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Yachiru's combos, while not particularly damaging compared to other combos, can be used rather frequently. ------------------------------------------------------------------------------ Legend [LGN] ------------------------------------------------------------------------------ Please use the following legend for the following sections (credit goes to SixFortyFive for this legend): s standing c crouching a aerial L light attack (Y button) M medium attack (X button) H heavy attack (A button) T throw (any two attack buttons) S-X special attack X RF-X reinforced special attack X SU-X super attack X FS flash step BOFS Behind Opponent Flash Step (shunpoing behind opponent w/o ending combo) TAFS To Air Flash Step (shunpoing to the air to land aerial hits in a ground combo) D dash (quickly tapping either direction- used during combos occasionally to continue a combo) IAD instant aerial dash (air dash instantly after starting a jump) OTG off-the-ground (striking an opponent who is falling, but who is so close to the ground that it counts as hitting them while they are on the ground, which forces them into the standing animation-- this is useful for resetting infinites and other long lasting combos) ------------------------------------------------------------------------------ Basic Combos [BCB] ------------------------------------------------------------------------------ Combo 1 - 4 hits, 13 damage ----------------- sL -> sM -> sH Standard ground combo that launches the opponent. Combo 2 - 17 hits, 31 damage ----------------- sL -> sM -> sH -> jump -> (aLx6) -> aM -> jump -> (aLx6) -> aM -> aH Extension of the basic combo with a basic aerial combo Combo 3 - 48 hits, 42 damage. Costs 1 reiatsu ----------------- T -> SU-A Throw the opponent when you are somewhat close to a wall and use Super A immediately after the opponent hits the wall. Combo 4 - ?? hits, ?? Damage. Costs 1 reiryoku and 1 reiatsu. ----------------- T -> RF-B -> SU-A Depending on how close you are to the wall, damage and hits will vary. Use this if you are not quite close to a wall. The RF-B will close you in pretty fast and when you hit the opponent use SU-A. This works on almost any part of the stage except directly in front of the wall you are throwing to and on the total opposite wall as well. Combo 5 - 47 hits, MAX damage 91. cost 1 reiatsu (optional 1 reiryoku) ----------------- Sp D -> SU-A Due to the nature of her Sp D it is not an effective combo, but if you actually do pull it off you can immediately use a SU-A to combo. ------------------------------------------------------------------------------ Advanced Combos [ACB] ------------------------------------------------------------------------------ Advanced Combo 1 - MAX hit 168, MAX damage 91. Costs 1 reiryoku and 3 reiatsu. ----------------- sL -> sM -> sH -> cH -> RF-B -> SU-A -> SU-A -> SU-A This will work only if you can get the opponent against a wall with the RF-B AND before the RF-B hits them off the ground. That way you will be able to chain three SU-As. Also against certain characters you won't be able to link three SU-As. Kenpachi and Uryu are among those characters. From my observations if the opponents foot is intersecting Yachiru's foot then you will be able to link SU-As. Not a very practical combo though, but it is a flashy way to end a fight. :D Advanced Combo 2 - 74 hits, 98 damage. cost 1 reiryoku and 1 reiatsu ----------------- IAD -> aM -> aH -> dash -> (sLx2) -> sM -> cM -> TAFS -> aM -> aH -> dash -> (sLx2) -> sM -> cM -> TAFS -> aM -> aH -> dash -> sL -> sM -> cM -> sH -> cH -> jump -> (aLx6) -> aM -> jump -> (aLx6) -> aM -> Sp C (5 hits) -> SU C A very cost effective combo that deals decent damage. The hardest part of the combo is the TAFS, due to how fast Yachiru's Flash step is. Be wary when using this combo as it is possible to trip when you dash, thus ruining your combo and open to a counter attack. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Playstyle Guide [PSG] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The first two parts of this section is taken from the Kenpachi Character guide by Dark_Lord_Uraj. So credit goes to him. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Basic Playstyle Guide [BPG] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Ending Combos with Supers ------------------------- A very basic concept, using supers at the end of combo is completely different from the first game now. Damage cancels can no longer be activated after a su- per has been activated, unless the person is also being hit by another, non- super attack. This means that it's far easier to set up supers, but at the same time you must be wary of your opponent's reiatsu stock even more than before. Making sure that you damage cancel any combo that has the likelihood of being ended with a high damage super is important, but will require you to judge when your opponent will actually use their reiatsu. Comboing from Knockdown state ----------------------------- Some examples of knockdown state including those hit by the damage cancel burst, Ichigo's specials A and C and supers A and B, and Kyoraku's non-RF special B, to name a few. It prevents recovery (except by damage cancel) and grants invulnerability until the character in question hits the ground and gets up. Almost invulnerable, that is. There are a few frames of vulnerability after the state-inducing move connect, making it possible to combo out of knockdown-inducing moves. This is particularly useful for those supers that 'come out' quickly, like Chad's super B, Renji's super B, Mayuri's super A, etc. It is possible for the aforementioned characters to damage cancel and go directly into an instant super; this is risky, though, as it is possible to damage cancel out of a damage cancel. Damage canceling out of a damage cancel verified by Hayato118, aka MrHellFire. Do's and Don'ts of Damage Canceling ----------------------------------- Damage canceling is an excellent gameplay mechanic, but it should not be overused. Managing both your own and your opponent's super meters is an important part of the game, and damage canceling every time you're comboed is just asking to eat a 3-stock super. Try to limit your damage cancels to only the following situations: -Enemy starts a combo that is likely to end in a super -Enemy sets you up for an easy infinite combo -Enemy uses a wallbouncing move on you and is in good position to follow up with a 3-stock super for massive damage -You have very little health and your opponent catches you in a combo I've seen far too many players online who damage cancel the moment they take damage. Hopefully, they read this and learn from it. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Advanced Techniques [AVT] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Breaking Guard -------------- While this may not be the most advanced technique, it's an important technique that anyone aspiring to be good at the game should learn and know well. There are three different kinds of guard: standing, crouching, and aerial. It goes like this: standing guard can be broken by crouching attacks, crouching guard can be broken by aerial attacks, and aerial guard can only be broken by aerial throws. Knowing how to guard and when is a very important part of playing a good defense; no matter how good of an offense you put up, if your opponent can break through your guard easily every time you don't stand much of a chance. Remember that you can defend against crouching attacks with crouching guard, aerial attacks with standing guard, and any attacks with aerial guard. Lear- ning how to adjust your guard based on your opponent's attack patterns and how to respond accordingly, ala guard canceling, is one of the most important aspects of the game to learn, and once mastered will give you a superior edge in a fight. Dash Cancel ----------- This little known technique can easily surprise an opponent. It's common knowledge among higher level players that it's impossible to grab out of a dash. However, it's quite possible to stop a dash short. By tapping the block button and releasing quickly, you can cause your character to immediately leave the dash animation, which allows you to execute a throw. In essence, this allows you to throw out of a dash. Most people will expect you to throw if you walk at them, but with this technique you can catch them off-guard with a throw. Credit goes to Hayato118, aka MrHellFire, for this finding. ------------------------------------------------------------------------------ The Trip Factor [TTF] ------------------------------------------------------------------------------ There is no way to actually stop Yachiru from tripping. It happens when she runs and it happens when she jumps (somehow). On the somewhat bright side, tripping right next to an opponent will deal 1 damage, but the recovery from it is really long. So here I will tell you how to limit the tripping. 1. Stay in the Air ----------------------- This is probably the most important, and more practical way, to limiting tripping. Even though she sometimes trips when she jumps, it is not as common as it is when she is on the ground. 2. Use Shunpo/Flashstep ----------------------- A less practical way to limit tripping, but she doesn't trip at all while doing it. On the plus side it is pretty far. Use it when you want to create or shorten the distance between your opponent. 3. Use B or C specials ----------------------- Yachiru's Special B has far distance and rarely trips while doing it. Her Special C can get her to other places slowly and be able to change directions after each spin. Whichever one you use, try to hit the opponent. With her B try to do a surprise attack and with C use it's uniqueness to confuse the opponent and, if you can, try to hit them. ------------------------------------------------------------------------------ Matchups [MTU] ------------------------------------------------------------------------------ Here I will cover some strategies against certain types of characters. Komamura ------------------------------------ The character so much of a problem he gets his own section. Most Yachiru players will have some trouble getting rid of Komamura. With his buffed defense and Yachiru's nerfed defense it is bound to either be an epic fight or complete obliteration for Yachiru. The main things you have to worry about are his special/super throws. They are deadly when used against Yachiru. His sword also has a great range making it tough to get near him. The best strategy against Komamura is the hit-and-run tactic. You do not want to stay close to him for long periods of time, unless you want to have your face dragged against the ground and pummeled by a giant stone fist of death. Also if you see Komamura do jump a into the air and disappear (Special B) retaliate with Yachiru's Super A (he appears right above you so he is in the perfect position to get hit by it). Character in this category: Komamura Up Close and Personal characters ------------------------------------ These kinds of characters can be a pain with Yachiru. The main problem with them is that Yachiru's hitboxes are fairly small so she has to get close to actually hit the enemy. One way to get around this would be to hit them from the air and start a combo once you hit the ground. The more preferable turn of action, however, is to do her special B to close in on them. However, it has to be done close enough that they won't expect it, but not far enough that they see it coming. Her special B is fast and faster than her dash so it can probably be used from about the length of 1 1/2 Komamuras. NOTE: For Iduru treat him as a mix between this category and Komamura because of his very damaging throws. Characters in this category: Yoruichi, Soifon, Hisagi, Nemu, Iduru, Don Kanonji, Ikkaku, Bonnie, Kisuke (without summons), Kenpachi (without extendo sword), Mayuri (no Nemu), Ganju, Kukaku, Tosen, Grand Fisher and Hanataro Pseudo Ranged characters ------------------------------------ A pseudo ranged character is one that can somewhat attack effectively from a distance just to close in on you and do a combo of sorts. The best way to deal with these characters is to close in on them before they can start their ranged attack. Either use Yachiru's long shunpo/flash step or special B. Once closed in, punish them for trying to own you with ranged attacks. Characters in this category: Ichigo, Renji, Byakuya, Genryusai, Ichimaru, Rangiku, Hollow Ichigo, Kisuke (with summons), Kenpachi (with extendo sword), Mayuri (with Nemu), Orihime, Momo, Hitsugaya, Aizen, Kyoraku, Ukitake, Ururu and Rukia Ranged character ------------------------------------ Uryu, the only raged character in the game, is not much of a problem for Yachiru. The only problem she will have is with his uber light kick of justice. It comes out really fast that, even though it is weak, will accumulate damage really fast. While Uryu is starting to use a ranged move close in on him like the pseudo ranged characters and use all the attacks in your arsenal to keep him at bay. Character in this category: Uryu El Menos Grande ------------------------------------ This giant of a character is not that hard to beat with Yachiru. It's specials can do quite some damage, but overall it's not that difficult. You can easily get it into an infinite by doing aerial light attacks and as soon as you hit the ground jump towards it and repeat. Even if they damage cancel it you should have gained enough riatsu for a couple of supers when needed. Character in this category: Menos Grande The Small, The Jokes and the Ugly ------------------------------------ Really there is nothing to beating these people. They all take extra damage, so even the most basic combos will deal out a crapload to them. Once you can get them in the air it is almost possible to take out half their health. NOTE: For some reason Kyugohanin doesn't like to be hit with Yachiru's SU-C. For some reason the attack doesn't even hit her. Why that happens in beyond me. Characters in this category: Kon, Ririn, Shibata, Kyugohanin, Goteitaishi, Shrieker and Tsukaima Vs. Yachiru ------------------------------------ This might be a tough fight because of all the tripping and all the chaos of her supers going off. Like with the characters in the above segment, try to get her in the air so you can take off a good chuck of health. Character in this Category: Yachiru ------------------------------------------------------------------------------ Reifu and Reiju [RNR] ------------------------------------------------------------------------------ Use Sixfrotyfive's FAQ to figure out what the Reifu and Reiju do. I will be using the portrait for Reifu and effect for the Reiju. Feel free to e-mail me if you want a set put up here. Sets ------------------------------------ As of now I have only come up with one set, and it is the 4x4 Reiju set. Set 1 --------- It includes: 1% increased defense 3% increased defense 5% increased defense 1% increased attack 3% increased attack 5% increased attack 1% increased mobility and 3 auto guards ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Conclusion [CCN] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ All in all, Yachiru is a decent character, but her drawbacks limit her performance. If used correctly she can be pretty deadly. It takes awhile getting used to her mechanics, more specifically the tripping, but once you get over that you can use her quite effectively. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Legal Stuff and Contact Info [LSN] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This guide was written by perfectchaos83 aka The Dude and it was made for GameFAQS, but if you would like to host it somewhere go ahead, just give credit where credit is due. >:( If you would like to contact me please e-mail me at tcsavato@gmail.com. Treasure deserves a lot of thanks for making this game. I'd also like to thank 645 for his excellent FAQ about this game and without it I might have given up on this game a while ago due to the language barrier. I'd like to thank my friend afrototoro/icantgetthenameiwant for inspiring me to play this game and my other friend benjtoaks for proofreading this guide. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ History [HST] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ver. 1.0- October 18, 2007 - ummm... first draft is done! :O Ver. 1.1- May 11, 2008 - Reordered some of the stuff in the guide, gave a bit more info on moves and such and put up some better combos and took out some bad ones.