---Kenpachi Zaraki FAQ--
Created by Dark_Lord_Uraj

This FAQ is a guide for the character Kenpachi Zaraki in the fighting 
game “Bleach DS 2nd: Kokui Hirameku Requiem” for the Nintendo DS. The purpose 
of this guide is to give players an insight into the character and also give 
helpful tips on how to use the character successfully. If you have any 
questions or comments about this FAQ, feel free to email me at 
dark_sage2004@hotmail.com (make sure to make the topic Kenpachi FAQ 
Question/Comment).

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

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

Table of Contents........................................................[TBL]

Introduction.............................................................[ITR]
Command List Analysis....................................................[CMA]
	Normal Movelist..................................................[NML]
		Crouching Normals........................................[CNM]
			Crouching Light..................................[CLT]
			Crouching Medium.................................[CMM]
			Crouching Heavy..................................[CHY]
		Standing Normals.........................................[SNM]
			Standing Light...................................[SLT]
			Standing Medium..................................[SMM]
			Standing Heavy...................................[SHY]
		Aerial Normals...........................................[ANM]
			Aerial Light.....................................[ALT]
			Aerial Medium....................................[AMM]
			Aerial Heavy.....................................[AHY]
		Throw....................................................[TRW]
		Aerial Throw.............................................[ATW]
		Shunpo...................................................[SHN]
	Special Movelist.................................................[SML]
		Special A................................................[SPA]
		Special B................................................[SPB]
		Special C................................................[SPC]
		Special D................................................[SPD]
		Special E................................................[SCE]
	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]
	Matchups.........................................................[MTU]
                Versus Close Range.......................................[VCR]
		Versus Long Range........................................[VLR]
		Versus Kenpachi..........................................[VKN]
Conclusion...............................................................[CCN]
Legal Stuff and Contact Info.............................................[LSN]
History..................................................................[HST]

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

Kenpachi, considered the most overpowered, unbeatable, and broken character in
the first Bleach DS, where he was said to possibly have been the most cheap
character in all of fighting game history, has easily undergone the most 
change of any character from the original game in transition to Bleach DS 2nd.

This has caused many people to cry that Kenpachi has become "unplayable", 
which can be considered true, since Kenpachi in this game plays absolutely no-
thing like his BDS1 counterpart and thus would be impossible to be used by 
someone used to the ridiculous abilities of the first Kenpachi. However, to
call him literally "unplayable" is doing a great inservice to Kenpachi, who
has been toned down to a now reasonable level.

Everything about Kenpachi has been redone; movement, attacks, even his sprites
have been redone from the ground up. A good Kenpachi player will always seem 
to be in control of the match, even when he's behind. Kenpachi's playstyle re-
volves around keeping the opponent fighting on Kenpachi's terms at all times,
and he has the tools to keep them in his sphere of influence. Once you can get
past the removal of his god-like abilities from the first game, you'll find 
that Kenpachi is a character who can still keep up with the best, using a 
style that is both satisfying and efficient.

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

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

A quick note: the term "shunpo" and "flashstep" will sometimes be used inter-
changeably in this FAQ. Please know that these two terms both refer to the 
movement done when the B button is used, and are the same thing.
	
	
==============================================================================
Normal Movelist                                                          [NML]
==============================================================================

Kenpachi's special attacks are mostly for augmenting Kenpachi's offensive ca-
pabilities with his normal attacks; hence, Kenpachi's entire offensive arsenal
is pretty much summed up in his normal attacks (outside of two specials and a
single offensive super attack).

Because of this, it's more essential with Kenpachi than with any other charac-
ter to know his normals inside and out, since he doesn't have a plethora of
special attacks to fall back on like some other characters do. The good news
is that Kenpachi's normals are among the best in the game, boasting great hit-
boxes and incredible range. It's not impossible to see a Kenpachi player win a
match without touching his specials or supers.

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

Kenpachi has crouching normals that allow for great poking games due to their
excellent range.

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

cL-- Kenpachi stabs forward with his sword.

1 hit, 4 dmg

A basic attack that can break standing guard. Much better distance than most
cL attacks, using this at a distance can throw off an opponent, allowing Ken-
pachi to set up for a long combo,

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

cM-- Kenpachi swings his sword horizontally

1 hit, 6 dmg

Slightly more range than cL, slightly more startup.

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

cH-- Kenpachi swings his sword straight upward.

1 hit, 8 dmg

About the same range as his cM, this attack launches the opponent skyward. 
Kenpachi's game is very ground centric, however, so even though it does good
damage and launches, you want to limit the use of this move.

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

Kenpachi's standing normals all boast great hitboxes and range that's diffi-
cult to top, and will make up the bulk of his offense. 

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

sL-- Kenpachi kicks out with his foot.

1 hit, 4 dmg

Kenpachi's shortest range normal attack, but still has great range. It also
offers a very large hitbox, allowing him to even hit the shortest characters
(Kon and Ririn). This move also is great for OTG hits to reset combos after a
wallbounce from a throw or special B.

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

sM-- Kenpachi swings his sword in an upwards arc.

1 hit, 6 dmg

This move has the greatest range amongst Kenpachi's ground-based normals, as
well as a very good hitbox that hits low. It also comes out fairly fast, so 
poking with it from distances opponents wouldn't expect to be hit by is a vi-
able tactic.

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

sH-- Kenpachi swings his sword forward in a large arc, putting his full weight
into the blow.

1 hit, 8 dmg

Range only very slightly less than sM, with more damage. A great move to link
in a chain, and it's even possible to link a launcher after this move.

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

Out of all of Kenpachi's normals, his aerial normals are probably the worst of
them. That aside, they still offer good range and decent hitboxes.

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

aL-- Kenpachi stabs out at a slight downward angle with his sword.

1 hit, 4 dmg

This move works great against opponents who are also airborne (the length of
Kenpachi's sword allows him to poke at distances only the most ranged aerial
attacks can rival) but the diagonal angle of the strike, combined with the 
thinness of the sword, makes it easy to whiff this attack on grounded foes, 
especially crouching opponents. Not the best move to use from an IAD unless
using it against a tall opponent.

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

aM-- Kenpachi swings his sword forward with one hand.

1 hit, 6 dmg

Better range and hitbox than aL, and only very slightly more startup than aL.
Works well as a poke, especially from an IAD, though if you want to do a bit
more damage whilst airborne it's better to start with an aL.

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

aH-- Kenpachi swings his sword downward in front of himself with both hands.

1 hit, 8 dmg

Strong aerial attack, spikes the opponent back to the ground. Longer startup
than the other aerial attacks, but a great hitbox allows it to be used safely
from an IAD or as a dissuasion to an aerial opponent.

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

Kenpachi grabs the opponent in one hand and jabs them forcefully with his 
sword, sending them flying.

2 hits, 6 dmg

An average throw that can allow for wallbounce combos.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Aerial Throw								 [ATW]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Kenpachi grabs the opponent in one hand and flings them sideways to the floor.

2 hits, 6 dmg

Spikes them to the ground. If you find yourself facing an opponent who likes 
to block and counter a lot from the air, use this move as needed, but other-
wise it has no uses.

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

Kenpachi disappears in a flash, reappearing somewhere else nigh-instantaneous.

A regular shunpo. Normal shunpo speed and distance. Allows strings of attacks
to link together to form longer combos.

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

Kenpachi's specials aren't quite the same as other characters, since a major-
ity of them are support techniques that enhance Kenpachi, rather than being
purely offensive techniques.

Please note that for these specials, the names are essentially made up by me, 
and aren't the 'official' names of the attacks.

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

Is Running Away All You Can Do? (Input: Down Up attack)

S-A-- Kenpachi stands still for a moment before teleporting in front of the 
opponent.

This was easily the move most toned down in transition between games for Ken-
pachi. In the first game, the developers didn't think it through very well,
since Kenpachi was given invincibility frames during the duration of the tele-
port, and the teleport could be used in rapid succession, which led to Kenpa-
chi having what boiled down to on the spot invincibility.

This time around, a few things have changed to make this far from broken. For
starters, there's now a short period before the teleport where Kenpachi will
stand perfectly still and mutter something to the foe. 

Also, now when Kenpachi teleports he is no longer immune to attacks, so random
teleports can be interrupted with random attacks, and Kenpachi will be unable
to retaliate until the animation finishes.

So what is this special good for? Well, opponents who constantly run away and
try to goad you into chasing them so they can counterattack can often be sur-
prised by a sudden teleport to throw. Use it too often, though, and opponents
might use it as a free combo starter on Kenpachi. Throwing it out when the 
foe isn't paying attention is a very good strategy though, especially if they
are used to running away.

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

Demon Rush (Input: back down forward attack)

S-B-- Kenpachi slides forward a short distance before delivering an overhead
sword slash at full power, sending an opponent flying.

Light: Kenpachi slides forward and delivers a quick slash, staying still at
the end for around a second.

Medium: Kenpachi rears back for a second before sliding forward and delivering
the slash. Minimal recovery time. Miminal recovery after slash.

RF: Same startup as light, same recovery as medium.

1 hit, 8 dmg (Light, Medium, and RF- RF costs 1 reiryoku bar)

The best of Kenpachi's two attacking specials, this one causes wallbounce, so
it is useful for setting up OTG and aerial combos. The light version is fine
to use as a combo finisher if you're not looking to exhaust any meter, but
the RF version is obviously the best, due to the low startup and recovery 
(which allows for comboing afterwards).

The medium version has a fairly long startup, but it can catch an opponent 
off-guard on rare occasions, and it can be comboed into from a wallbounce if
done right.

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

What Are You Staring At? (Input: Down down attack)

S-C-- Kenpachi appears to stop moving while in actuality retaining mobility.
For a set period of time, or until Kenpachi attacks or blocks, Kenpachi's true
self becomes invisible to the opponent.

Light: Kenpachi drops a sprite of himself crouching, while gaining the ability
to move unseen by the opponent.

Medium: Kenpachi drops a sprite of himself standing, while gaining the ability
to move unseen by the opponent.

RF: Kenpachi drops a sprite of himself blocking, while gaining the ability to
move unseen by the opponent.
 
Arguably the best of Kenpachi's specials, and most likely the one you'll be
using most often while playing as him. While using the move, Kenpachi's move-
ments will be concealed, while a 'fake' Kenpachi stays wherever he used the
technique. The effect of the special lasts for roughly 4 seconds, but will
also end if Kenpachi attacks or blocks while it's in effect. This move is 
Kenpachi's best support because it allows him to sneak up on the opponent, 
leaving a dummy for them to attack while he lines up the perfect shot.

There are a couple things that can tip off the opponent to this move. The 
first is that Kenpachi makes a distinct 'zing' sound when he activates S-C, 
alerting the opponent to the move. Also, if Kenpachi runs or lands after a
jump, the opponent will still be able to see the dust cloud Kenpachi kicks up.
However, Kenpachi (unlike in the first game) can shunpo without breaking the 
illusion, thus allowing him to maneuver around opponents.

Also note that Kenpachi can be hit while using S-C (only if his true self is
hit, though, as opposed to the 'fake' Kenpachi left behind). If struck, the
illusion will break.

SPECIAL D								 [SPD]
******************************************************************************

Malicious Intent (Input: Forward down forward attack)

S-D-- Kenpachi leans his head back and sharpens his spiritual pressure, 
causing his sword strokes to slice the air itself.

The last of Kenpachi's buffing specials, and a fairly useful one at that. When
used, Kenpachi's attack distance on all his normal sword moves (which would be
every normal attack he has other than sL) increases. This is very useful since
it allows Kenpachi to play poking games at distances other characters can't
come close to matching. 

The move can charge up to five times; holding the touchscreen button or the
attack button used for input will cause Kenpachi to stand still, while a ping
sound indicates each charge (a different sound will be made on the fifth time,
indicating a full charge). When fully charged, Kenpachi's sword attack range
is around half the entire stage length; easily the greatest range in the game.

The move is useful on a different level as well. Using it after a knockdown
can goad opponents into trying to attack Kenpachi while he appears to be help-
less. Fortunately, the move can be canceled fairly quickly, allowing Kenpachi
to get a couple charges out of it, then quickly shunpoing and countering an
opponent trying to hurt him, while still keeping a safe distance.

Be careful, though; Kenpachi still can be caught unaware if it isn't canceled
soon enough. Learn how long it takes him to cancel so you can get the most 
charge off before an opponent closes in.

SPECIAL E								 [SCE]
******************************************************************************

Test of Strength (Input: Down forward attack)

S-E-- Kenpachi slides forward with his sword held out, pushing the foe along
with his sword for a short distance before leaping upward with a slashing
motion.

Light: Kenpachi slides forward and hits the opponent multiple times before
knocking them down with a jumping upwards slash. Cannot move again until he
touches the ground.

Medium: Kenpachi rears back for a moment before sliding forward for a longer
distance than light. After upwards slash, Kenpachi immediately regains the
ability to move.

RF: Same startup as light with the distance and recovery properties of medium.

1-5 hits for 1-4 dmg (Light)
1-10 hits for 1-9 dmg (Medium and RF; RF costs 1 reiryoku bar)

Kenpachi's second of two attacking specials. Easy to punish if whiffed, and it
only combos at close range, which isn't too great considering the distances 
Kenpachi likes to combo at. The medium and RF versions allow for an air combo
follow-up, but as it's been said before, Kenpachi's best game definitely is
not played in the air, so this is only a very slight added bonus, especially
considering the very abysmal damage this attack deals.

On the plus side, the RF version will help with pesky shunpoing opponents as
it hits multiple times. Still, in most cases S-B will suffice just as well
(if not better) than S-E. 

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

Kenpachi has two supers, of which one is pretty much useless. The other is his
most powerful attack, and if used correctly is the easiest way to seal a match
with Kenpachi.

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

Try to Make this Interesting, at Least!
				     (Input: Down forward down forward attack)

SU-A-- Kenpachi taunts his opponent before drawing his sword out, going into a
berzerk state that allows him to attack with abandon.

Costs 1 reiatsu stock

A pseudo-transformation super that has been heavily diminished in power from
the first game. When used, Kenpachi gains the ability to chain any of his 
normal attacks to any other attack, allowing him to do combos that would be 
otherwise impossible (for instance, chaining sM->sL or even rapid sH's).

In the first game, during SU-A Kenpachi's attacks were un-damage cancelable 
and his damage scaling went way down, allowing him to deal up to a half a life
bar's worth of damage without the opponent being able to do anything (which
became one of the main reasons for his reputation as a god tier character).

However, this time around there are several tweaks that have been made that
make SU-A all but worthless. First off, Kenpachi's SU-A can be DCed. This 
wouldn't be so bad if it weren't for the fact that Kenpachi's damage scaling
remains the exact same as his normal form, meaning that even though you can
chain moves together in crazy ways, you won't really be dealing much more 
damage than if you were to forgo the move altogether.

The move lasts for about 7 seconds, afterwhich Kenpachi will stop moving (no
matter whether he's on the ground or attacking in the air) and goes into a 
cooldown state that lasts for about a second and a half. This also diminishes
its use, since Kenpachi is completely vulnerable during this time. Also, if
this cooldown is initiated in the air, Kenpachi has to touch the ground before
the cooldown animation starts, and until he touches the ground he becomes 
unable to do anything.

One small redeeming factor of SU-A is the ability to use it to cancel some of
Kenpachi's other attacks with high recovery, such as LS-B, in order to follow 
through with a combo. The one thing to remember with this move is, if you use
it, to always hit the opponent into a knockdown state before the cooldown 
starts. This will give Kenpachi enough time to cool down without worrying 
about giving the opponent a free combo.

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

Demonic Spirit Pressure (Input: Forward back down forward attack)

SU-B-- Kenpachi removes his eyepatch, releasing the full force of his spirit
energy, which explodes from his body in the form of a massive column of power
with an ethereal skull image inside.

Up to 32 hits for 101 dmg; Costs 3 reiatsu stock

Kenpachi's trump card, a move that any good Kenpachi should be able to get off
at least once per match. It's a pillar super (like Rukia's SU-C), meaning that
the opponent will be carried upward while being hit multiple times. Kenpachi's
super is a bit odd in that it narrows a bit as it goes up, meaning that if you
only clip an opponent with the bottom of the super, chances are they'll be 
pushed right out of it, but as long as you're close enough to the foe this 
shouldn't be a problem.

Having this super stocked up will help Kenpachi's game in more ways than one.
Since his SU-A isn't worth using usually you'll have 3 reiatsu stocked for a
damage cancel, but at the same time you'll have your opponent constantly on
the lookout for combo setups that end in SU-B. Even though Kenpachi does his
best comboing from a distance, he has several tools to get the opponent within
SU-B's hitzone. 

The best one is S-B, which rushes Kenpachi in right next to the opponent, and
since Kenpachi will often be pinning his foes into the corner, it's a simple 
matter for him to cancel a LS-B into a SU-B.

Kenpachi's other combo magic with this move lies in the surprisingly vertical
hitboxes his normal attacks have. Kenpachi can hit opponents almost directly
over his head with several of his grounded normal attacks, which he can then
cancel into his SU-B. Since the opponent is over his head the SU-B will be 
sure to hit.

In all, for Kenpachi's supers, it's best to use the reiatsu stock for damage
canceling unless you can definitely land a SU-B, which you should go for each
match. A landed SU-B puts Kenpachi in a good position healthwise to finish 
the opponent with his normal game.
	
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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 
reseting infinites and other long lasting combos)

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

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

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

Combo 1 (5 hits, 21 dmg)
------------------------

sL " cL " sM " cM " sH

A fairly basic Kenpachi string that you should master before anything else.
Few other characters in the game have the range in their normals to string
five normal attacks before having to shunpo to continue the chain, and Ken-
pachi relies heavily on this advantage. With his range, you can also cut off
the sL to start the combo from further away with his cL. 

A cH can be added on to the end if you start the combo close enough, but with 
Kenpachi's air game being so weak it's not recommended unless you have no more
ground options.

Combo 2 (6 hits, 26 dmg)
------------------------

cH " Jump " aL " aM " Jump " aL " aM " aH

Kenpachi's basic launcher to air combo setup. This is pretty much all he can
do in terms of aerial game, aside from using flashsteps to add a few extra 
hits. His lack of any aerial specials and his rather awkward handling while in
the air makes it difficult for him to play any sort of extensive air game 
though.

Combo 3 (15 hits, 30 dmg; Costs 1 reiryoku)
------------------------

RF-E " aL " aM " jump " aL " aM " aH

A basic air combo setup from RF-E. Works with MS-E as well, but RF-E can be 
comboed into. This combo can be followed up after the second aM by shunpoing
upwards to score extra hits, but once again, since this is an aerial combo it
isn't the best choice at Kenpachi's disposal.

Combo 4 (7 hits, 31 dmg; Costs 1 reiryoku)
-------------------------

sL " cL " sM " cM " sH " RF-B " OTG sL

Same as Combo 1, with the addition of an RF-B and an OTG. Practice this set
to make it easier to reset Kenpachi's combos; Kenpachi can land many more hits
than he normally would be able to by using RF-B in conjunction with OTG hits,
and sL, despite looking a bit high off the ground, actually has a deceptively
large hitbox that can OTG opponents rather easily.

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

This section will cover some higher damage combos that Kenpachi can execute.
Having a good grip on his earlier combos will make it easier to transition 
into these.

Combo 5 (34 hits, 80 dmg; Costs 1 reiryoku and 1 reiatsu)
------------------------

IAD aL " aM " (sL " cL " sM " cM " sH) x 2 " sL " sM " cM " sH " BOFS sL " sM 
" sH " cH " RF-B " MS-B " LS-B " SU-A " sL " sH " cH " jump " aM x 2 " jump "
aM x 3 " FS " aM x 2 " aH

The only setup that allows you to combo with both a MS-B and a SU-A to some
degree of functionality. If you feel like using SU-A, this is one of the more
impressive looking setups, though the SU-A in this combo is more of a way to
continue the combo after the LS-B.

Combo 6 (85 hits, 185 dmg; Costs 3 reiryoku and 3 reiatsu)
-----------------------------------------------------------
 
IAD aL " aM " (sL " cL " sM " cM " sH)* " TAFS aL " aM " dash " * x 2 " TAFS
aL " aM " * " RF-B " (OTG * " RF-B) x 2 " OTG * " TAFS aL " aM " dash " * "
cH " LS-B " SU-B

Kenpachi's most damaging combo, though this particular version of it is only
usable on larger characters like Chad, Kyoraku, and Komamura (on Komamura this
combo will do slightly less damage). On smaller opponents it's a good idea to
lose the TAFS attacks, since the damage they deal isn't worth the risk you run
of missing on them.

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

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

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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.

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

This section explains Kenpachi'svarious matchups against different characters,
as well as strategies when facing AGAINST Kenpachi players.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Versus Close Range Characters						 [VCR]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Kenpachi rules the day over any character who relies on getting in close to 
deal real damage. Soifon, Hisagi, Iduru, and Gin are just a few examples of 
characters who have a more difficult time against Kenpachi due to his abnormal
poking range. Add to that Kenpachi's arsenal of confusing specials, and the
opponent will have to work twice as hard to get a bead on Kenpachi and keep on
him.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Versus Long Range Characters						 [VLR]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Conversely, any character who can play a good keepaway game will give Kenpachi
a serious headache. Genryusai's fire, Rukia's hadou spells, and Hitsugaya's
ice attacks all have the ability to keep Kenpachi hovering just outside of his
ideal range.

These characters also all have good close range abilities, allowing them to 
stun Kenpachi long enough to get within their ideal close quarters zone. The
best way to deal with them is to distance yourself best as possible and use
Kenpachi's tricky specials to get into his ideal zone. Their RF attacks can
be bothersome, but proper maneuvering can get you around those.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Versus Kenpachi								 [VKN]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Kenpachi's range is his greatest strength. If you're going to fight him, you
will want to be trying to outpoke him from a good distance. Always be very 
aware of his movement at all times, and always be listening for the distinct-
ive sound he makes when activating his S-C; A good Kenpachi won't give away 
any of the telltale signs of S-C, like kicking up running dust.

Kenpachi will be able to damage cancel often, since he doesn't rely on any 1
stock supers. Make sure to also careful if you do play the long distance game,
as he might unexpectedly throw out a S-A and suddenly be right where he wants
you.

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

Kenpachi is often looked down upon due to the necessary changes they made to 
his character in transition between the two games. However, far from it, the
new Kenpachi is just as capable and powerful as pretty much any other charac-
ter in the game. Knowing how to use Kenpachi and how to react to your opponent
yields a satisfying experience that no other character can quite match.

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

If you'd like more information on the game in general, feel free to drop by 
the Bleach DS 2nd: Kokui Hirameku Requiem message boards on GameFAQs. If you'd
like to join the #Bleach_DS IRC channel for questions or easy to find matches,
you can find instructions on the Bleach DS 2nd GFAQs board, or you can email 
me at dark_sage2004@hotmail.com.

Lastly, I'd like to thank GameFAQs for hosting this guide; you, the reader, 
for taking your time to go through this; Kenpachi's eyepatch, which keeps him
from being god tier once more; and most of all, the inhabitants of the IRC 
channel for making this my favorite game of all time.

==============================================================================
History									 [HST]
==============================================================================

Version 1.0-- Created June 15 2007
Version 1.1-- Created June 18, 2007 (aL expanded on, slight errors fixed)
Version 1.2-- Created June 25, 2007 (slight error corrected; credit to 
					bulgarian_kid for finding it)