---Mayuri Kurotsuchi FAQ--
Created by Dark_Lord_Uraj

This FAQ is a guide for the character Mayuri Kurotsuchi 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 Mayuri FAQ 
Question/Comment).

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

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

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

Introduction.............................................................[INT]
Command List Analysis....................................................[CMA]
	Normal Movelist..................................................[NML]
		Crouching Normals........................................[CNM]
			Crouching Light..................................[CLT]
			Crouching Medium.................................[CMM]
			Crouching Heavy..................................[CHY]
		Standing Normals.........................................[SNM]
			Standing Light...................................[SLT]
			Standing Medium..................................[SMM]
			Standing Heavy...................................[SHY]
		Aerial Normals...........................................[ANM]
			Aerial Light.....................................[ALT]
			Aerial Medium....................................[AMM]
			Aerial Heavy.....................................[AHY]
		Throw....................................................[TRW]
		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]
		Super C..................................................[SRC]
Combo Section............................................................[CSN]
	Legend...........................................................[LGN]
	Basic Combos.....................................................[BCB]
	Advanced Combos..................................................[ACB]
Playstyle Guide..........................................................[PSG]
	Basic Playstyle Guide............................................[BPG]
	Advanced Techniques..............................................[AVT]
	Matchups.........................................................[MTU]
                Versus Slower Characters.................................[VSL]
		Versus Aerial Characters.................................[VAE]
		Versus Mayuri............................................[VMA]
Conclusion...............................................................[CCN]
Legal Stuff and Contact Info.............................................[LSN]
History..................................................................[HST]

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

Mayuri Kurotsuchi is a very interesting character in Bleach DS 2nd, even when
compared to the rest of the odd crew. Kurotsuchi, who would be rather bland if
left by himself, is given the privilege of being given a CPU assistant in the 
form of his daughter/assistant captain Nemu. 

Nemu can't be controlled directly but can be issued commands in the form of 
specials, which essentially makes fighting Mayuri like fighting two characters
at once almost. This also allows Kurotsuchi to fight in ways no other charac-
ter can, setting up traps that only Ukitake could rival and allowing him to 
put much more pressure on opponents.

Mayuri's entire game revolves around skillful use of Nemu combined with 
skillful application of his own attacks. This guide will hopefully enable you,
the reader, to make full use of the attacks in Mayuri's arsenal.

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

The next section will cover all of his basic attacks, including their uses in 
different situations.
	
==============================================================================
Normal Movelist                                                          [NML]
==============================================================================

As far as normals go, Mayuri has a number of good normals mixed in with a few 
fairly useless normals. Knowing which ones to use and which not to are essen-
tial to playing Mayuri properly.

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

Mayuri's crouching normals are what you'd expect them to be- low hitbox 
versions of his standing normals, outside of his launching heavy attack. Like
most characters, you're often better off using these than using standing since
you have the chance of breaking standing guard while not sacrificing distance 
or power.

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

cL-- Mayuri thrusts out with his foot.

4 dmg 

A basic attack that can break standing guard. The range on this attack is in
actuality further than that of his standing light, making it an excellent 
alternative. It can also be linked from his standing light (or itself), and 
since it boasts greater range than either of his medium attacks is a better 
alternative for a combo extender.

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

cM-- Mayuri thrusts towards the enemy's feet with his hand pointed.

6 dmg

Does more damage than cL, but has even less range than the standing medium. 
This move whiffs often, and has longer than usual startup and recovery. Not 
very safe to use in any situation, the standing version is better to use, but 
if you're fighting a large opponent it's safer to use this.

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

cH-- Mayuri draws his sword and swings it in an upward arc.

8 dmg

A standard launching move. It boasts the best range of all his crouching 
attacks, but considering Mayuri's abysmal air combo potential, not to mention
the fact that he has much better launching combo abilities concerning his Nemu 
commands, this move is only good sparingly, or to complement Nemu's own 
launching abilities.

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

Mayuri's standing attacks differ in little aspect from his crouching attacks.
As far as his normals go, you can use his standing or crouching normals inter-
changeably without suffering much, but as I've already said it's often much 
better to go with crouching if only for the opportunity to break standing 
guard. The exception is his standing heavy, which, like all of Mayuri's normal
heavy attacks, is the only one worth using consistently as it is.


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

sL-- Mayuri kicks out at the opponent's shin.

4 dmg

Almost the same as his crouching, minus the fact that it doesn't break 
standing guard. Still, it can link to itself up to 3 hits, and doesn't require
crouching which makes it slightly less complicated to use in strings.

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

sM-- Mayuri strikes out with an open palm.

6 dmg

This move does more damage than standing or crouching light, and boasts better
range than his crouching medium, but the strike is fairly high up, meaning 
that it will miss some crouching characters as well as the shortest characters
altogether. It also comes out slowly and has a longer recovery time than most
normals. Still, it's not a bad attack to link if you're sure you can land it.

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

sH-- Mayuri spins around, drawing his sword and swinging downward quickly.

8 dmg

Roughly the same number of startup frames as standing medium, but a much 
greater distance and slightly better recovery time. There are times where you
will want to use medium then heavy in a combo, but often it's just better to
link from light to heavy in order to deal greater damage with less risk of the
opponent leaving hitstun.

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

As far as an air game goes, Kurotsuchi is better off on the ground. He has no
specials that do anything in the air (just two Nemu commands that can be used
while airborne but are only useful if the opponent is grounded) and his air 
normals leave a bit to be desired. Still, knowing when to use his air normals
is part of mastering Mayuri.

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

aL-- Mayuri jabs out lightly with his fist.

4 dmg

Regular aerial light damage coupled with pitiful distance. It links to itself
like most aerial lights, so if the opponent is airborne and you manage to 
connect with this move you can get in some extra hits, but as previously said
you'll want to keep the opponent on the ground as much as possible.

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

aM-- Mayuri does an open palm thrust similar to his sM at a slope towards the
ground.

6 dmg

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

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

aH-- Mayuri swings his sword outward in a large arc.

8 dmg

An excellent move for breaking guard that also boasts a large hitbox to hit
airborne opponents with. An IAD at the opponent and using this move puts a 
good deal of pressure on them while giving you enough room to escape retali-
ation if blocked. If the opponent is airborne, this move spikes them to the 
ground.

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

Kurotsuchi forces the opponent to the ground, where he stomps on them 3 times
before kicking them, sending them flying.

5 hits, 5 dmg

Kurotsuchi's throw is tied for second weakest in the game alongside Shibata's
(weakest is Aizen's at a whopping 1 dmg). However, it wallbounces, so it can
be comboed out of. With Nemu, it's possible to combo this even from full stage
length away. Definitely a useful move to master.

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

Kurotsuchi grabs the opponent and strikes them with an open palm thrust, 
shooting them to the ground.

2 hits, 6 dmg

Same animation as his aerial medium, but it 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 otherwise it has no uses.

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

Kurotsuchi disappears, then reappears elsewhere nigh-instantaneously.

A traditional shunpo. Regular startup, Kurotsuchi's also boasts a slightly
longer range than the average shunpo. Use this to avoid the enemy, counter-
attack, or extend combos.

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

Mayuri's specials are very important to his combos. All save one of Mayuri's
specials gives a command to Nemu, who otherwise will simply stand passively
by Mayuri's side and only move to catch up with him. 

The first step to playing Mayuri well is knowing how to use his specials to 
put pressure on the opponent and force them to make mistakes he can capitalize
on.

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]
******************************************************************************

Modified Arm (Input: Down forward attack)

S-A-- Mayuri pulls his arm back before thrusting it out, causing it to extend
outward along a segmented chain, before retracting it back.

Light: Mayuri immediately thrusts his arm out, causing it to extend a short
distance to strike the opponent. After it returns, Mayuri stands still for 
about a half a second.

Medium: Mayuri pulls his arm back for around half a second before thrusting
it forward, causing it to extend roughly twice the length of the light attack.
Upon retraction, Mayuri can instantly move again.

RF: Startup time and recovery time both at minimum, extends the same length as
medium version.

4-8 hits for 9-15 dmg, distance dependant (Light version)
1-13 hits for 8-18 dmg, distance dependant 
				      (medium and RF; RF Costs 1 reiryoku bar)

Mayuri's lone special attack that doesn't command Nemu. The light version of
this move is dangerous to use in any situation, since the recovery time on it
is long enough to set up Mayuri for a combo and it doesn't travel far enough 
to use safely. On top of that, the move pulls the opponent in whether they're
blocking or not, so you'd be essentially bringing the opponent in to let them
do as they please.

The medium and RF versions, on the other hand, are very good. Both cover great
range (over half the stage length) and offer zero recovery time, making it 
safe. Using Nemu in conjunction with this move is one of Kurotsuchi's numerous
infinite setups.

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

Nemu Grab (input: Back down forward attack)

S-B-- Mayuri points forward, ordering Nemu to rush at the opponent. If Nemu
reaches the foe, she latches on and holds them still.

Light: Mayuri points forward and Nemu rushes about half stage length forward.
Kurotsuchi remains in the pointing stance for around a second, and if Nemu
successfully grabs the opponent she holds them for about a second and a half.

Medium: Kurotsuchi pulls his arm back for a second before pointing forward,
sending Nemu charging about half stage length forward. Kurotsuchi immediately
stops pointing afterwards, and if Nemu successfully grabs the opponent she
holds them for about a second and a half.

RF: Mayuri points faster than in the light version, with the recovery time of
medium. Nemu rushes about 3/4 stage length, and if she successfully grabs the
opponent she holds them for about 4 seconds.

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

This move is possibly Mayuri's most deadly special. When used right, it sets 
Mayuri up for easy lengthy and damaging combos, including his infinites.

The move counts as a normal hit, rather than a throw, so it can be blocked. If
blocked, Nemu bounces off the opponent and falls on the ground, becoming un-
able to take commands until she stands again (Nemu will also fall on the floor
like this if Mayuri strikes the opponent while she is still holding them).
Likewise, though, S-B can be comboed into.

Using the RF version is useful for catching opponents off-guard and through 
shunpo, though be aware that the opponent must be on the ground for the move
to succeed. Both light and medium versions are useful for extending Mayuri's
combos once he does get ahold of them, depending on the situation.

It is worthy to note that it is possible to hit the opponent with this move as
an OTG, therefore making it possible to hit the opponent with one of Mayuri's
massive combos off of a throw.
 
SPECIAL C                                                                [SPC]
******************************************************************************

Nemu Summon (input: Down down attack)

S-C-- Mayuri makes a motion with his head, commanding Nemu to stand wherever
he is currently standing. Once she gets there, Nemu will stand there in a 
combat stance and not move until she is ordered to.

Light: Mayuri motions quickly, and Nemu will walk to the location he's stand-
ing on. About one second of recovery for Mayuri.

Medium: About a second of startup, but Mayuri can move immediately after mo-
tioning. Nemu will run to the location Mayuri has specified.

RF: Same startup speed as Light and recovery speed as Medium. Nemu will tele-
port to Mayuri's location instantly.

RF costs 1 reiryoku bar
 
Mayuri's second most useless special, but it does have its uses. Mostly this
move is a decent way to set up Nemu in a position where it will be easier for
her to reach the opponent after something Mayuri does, or just to trick the
opponent with an attack from Nemu by surprise.

Since Nemu will not be following you until she is issued a command, however,
you'll need to be very sure of your skills with Mayuri going solo.

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

Sadistic Bomb (input: Down up attack)

S-D-- Mayuri spins around, letting out a sadistic laugh as he pushes a button
that causes Nemu to explode. Nemu eventually returns.

Light: Mayuri spins around quickly, causing Nemu to explode. Mayuri stays in
his pose for a short period.

Medium: Mayuri spins slightly slower, but can move immediately after the ex-
plosion.

RF: Mayuri spins quickly, and Nemu explodes instantaneously. Mayuri can move
imediately after the spin.

1 hit for 8 dmg (light, medium and RF; RF costs 1 reiryoku bar)

The worst move in Mayuri's arsenal. This move serves as nothing more than a
way to cripple Mayuri. The damage the move deals is pitiful, and on top of it
Nemu disappears for a period of time (~6 seconds), taking away Mayuri's only
real advantage in a fight.

This move causes wallbounce, allowing Mayuri to combo after it, but even so
there's almost always a better option than using this move.

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

Nemu Rush (input: Forward down forward attack)

S-E-- Mayuri points forward, commanding Nemu to attack. Nemu rushes forward 
and attacks with a quick combo if she meets the opponent.

Light: Mayuri points quickly, causing Nemu to immediately rush forward for 
a little less than half stage length. Nemu attacks with a 4 hit combo if she
reaches the opponent, the last strike launching them.

Medium: Mayuri points quickly, causing Nemu to enter a combat stance. After
about a second and a half, Nemu rushes forward a little less than half stage
length. Nemu attacks with a 5 hit combo if she reaches the opponent, the last
strike launching them.

RF: Mayuri points quickly, causing Nemu to immediately rush forward for about
2/3 stage length. Nemu attacks with a 7 hit combo if she reaches the opponent,
the last strike launching them.

4 hits for 9 dmg (light version)
5 hits for 12 dmg (medium version)
7 hits for 15 dmg (RF version; costs 1 reiryoku bar)

The special most often used with Mayuri, this move is often used as half of
Mayuri's entire offensive force. In all 3 instances of the move Mayuri regains
movement immediately after pointing, meaning he can throw this move out often
and still go on the offensive, effectively doubling his attack strength. This
move can be used in the air, allowing Mayuri to even stage an attack in the 
air and on the ground at the same time.

The medium version is especially effective at this, since Nemu delays her 
attack, but Mayuri instantly regains control. This allows you to attack from
one direction while Nemu comes in from another, adding a sort of support 
effect. Basically, it means that even if the opponent counters your strike,
Nemu can get them from behind and turn their counter into an opening for you.

Obviously the RF version is great thanks to the extra hits Nemu scores (which
in turn can allow you to run in and start a combo) and the fact that it hits
opponents who are shunpoing.

Since the last hit launches, normally you'd start an air combo after it. How-
ever, Nemu remains stationary while hitting them, and thus you can actually
push the opponent out of her combo and start a ground combo on them (this is
very simple to do with Super A, which will quickly push them out of her hit
range and stuns them as well).

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

Mayuri's supers all set him up for combos very well, deal good damage, and are
not difficult to set up. Make sure to acquaint yourself with each one and 
learn the best situations to use them in.

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

Kakimushire, Ashisogi Jizo (Rip them, Ashisogi Jizo)
				(input: Down forward down forward attack)

Mayuri draws his sword and releases it into shikai, charging at the opponent
a short distance before slashing them with his paralyzing sword.

1-5 hits for 10-21 dmg; Costs 1 reiatsu stock

Possibly one of the best supers in the game. While the damage was reduced 
heavily in transition between BDS1 and BDS2nd, its usefulness is definitely
still apparent. 

This super is one of the fastest in the game, with zero startup frames. Mayuri
moves forward very quickly when he uses it, making it good to use as a punish-
ment for whiffed attacks or as a finisher to short combos, so as to prevent
opponents from damage canceling.

The last strike of the super, which does the brunt of the damage, also puts 
the opponent in stun, allowing Mayuri to recharge shunpo stock or reposition
himself for his combos. Using Super A in combination with Nemu and his normal
attacks, Mayuri can deal huge amounts of damage with damage canceling being
the opponent's only option of escape; Since many of Mayuri's attacks hit 
multiple times, he can regain super stock quickly, allowing him to use Super
A many times in a single combo.

Super A is only a single stock super, so it's also useful because you can use
it twice or three times in a row when fully stocked to deal damage that the 
opponent cannot damage cancel out of. With 3 stocked you can hit the foe with
two SU-A, and still retain one stock for damage canceling. If you're going to
play Mayuri, you'll become well acquainted with this super attack fast.

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

Savage Punishment (input: Down back down forward attack)

Mayuri grabs the opponent and, similarly to his regular throw, stomps on the
opponent 20 times while cursing them out before kicking them away.

22 hits for 39 dmg; Costs 1 reiatsu stock

Mayuri's command throw super. It suffers the same weaknesses of every other 
throw (jumping avoids it, the throw invincibility frames characters receive
after being struck whether they block or not) but it does more damage than
SU-A, and it wallbounces, allowing for a follow-up aerial combo. 

If you're skilled enough, you can catch the opponent with an OTG afterwards 
and start working Kurotsuchi's magic from there. Overall, a useful super that
detracts nothing from Mayuri but adds a lot.

SUPER C									 [SRC]
******************************************************************************

Bankai: Konjiki Ashisogi Jizo (input: Forward back down forward attack)

Mayuri releases his zanpakuto into bankai, transforming Ashisogi Jizo into 
what appears to be a giant caterpillar-esque creature with a deformed baby's 
head, a silver halo, and many blades concealed beneath a red cloak. Mayuri's 
bankai rampages across the stage, releasing a deadly poison.

Up to 60 hits for 102 damage, also deals poison damage; Costs 3 reiatsu stock

Mayuri's Super C is one of the most damaging bankai supers thanks to the extra
poison damage it deals. In fact, this move is the only move in the game that
deals poison damage without the use of a reifu card.

Unlike in the first game, Mayuri doesn't disappear after he initiates the 
super, meaning he can freely attack the opponent while the bankai runs across
the screen. However, it is better to instead push the opponent into the bankai
so as to deal the max number of hits and max damage.

Not a necessary super by any means, but if you have the super stock for it and
want a large amount of reliable damage quickly, know that it's available.

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

Mayuri's combos are scary once he gets into his most favorable position, aka
on the ground. With even as little as a single stock of super Mayuri becomes
poised to deal out combos exceeding 100 damage very quickly.

Of course, Mayuri is also infamous for being one of the easiest characters in
the game to infinite with. This was true in BDS1, and it's just as true in 
Bleach DS 2nd.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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 Mayuri 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, 20 dmg)
------------------------

sL " sH " BOFS " sL " sH " LS-B

The single most important Mayuri string to learn. This simple looking combo is
really the basis of his entire ground based offensive strategy. 

The thing to remember is that the BOFS is there to position Nemu; for the LS-B
to hit the opponent without breaking the chain, Nemu must be very close to the
opponent. With a BOFS, Nemu will run to catch up with Mayuri, in effect moving
right next to the foe.

Once you can do this setup, it becomes much easier to understand how Mayuri 
can do his high hit, high damage combos.

Combo 2 (8 hits, 29 dmg)
------------------------

sL " sM " cH " jump " (aL " aM) x 2 " aH

A basic aerial combo with Mayuri. Since his best combos are all ground based
you'll want to avoid taking battles to the air, but Mayuri can combo up there
if the need arises.

Mayuri's aL is a rapid-fire light attack, so it can be chained to itself 3-4
times per jump to extend the combo.

Combo 3 (18 hits, 29 dmg)
------------------------

MS-A " sL " sH

The only tricky part of this string is the timing between the end of the MS-A
and the sL. Mashing the attack button does nothing, so you have to time the
press of the button to fall directly after Mayuri's MS-A finishes. Push too
soon and the move doesn't come out at all; Press too late, and the attack will
not chain.

This string is vital to learn to use Mayuri's higher damage infinite. It takes
time to master, but it's worth it.

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

Mayuri's a very free form character when it comes to his combos. Because he
has the tools to keep opponents in lockdown for long periods of time without
allowing them to escape without damage cancels, it's easy to customize and
create your own advanced combos.

This section will go over some possibilities and examples of what Mayuri can
do with his techniques.

This section will also cover Mayuri's infinites (combos that do not end unless
the opponent damage cancels).

Combo 4 (72 hits, 93 dmg; Costs 3 reiryoku)
-------------------------------------------

IAD aM " aH " (dash " sL " sM " sH " TAFS " aM " aH ") x 3 " dash " (sL " sH "
RF-A) x 3

A high damage combo possible with Mayuri that doesn't involve Nemu in any way.
If you accidentally (or intentionally) use S-D and find yourself going solo,
this is about the best damage you can deal without the use of Nemu or supers.

Of course, it's possible to add SU-A attacks in as well to rack up more damage
as well, but for no Nemu or super this still works alright.

Combo 5 (Infinite hits, Infinite damage; Costs multiple reiryoku)
-----------------------------------------------------------------

[(sL " sH " BOFS " sL " sH " LS-B " MS-A) x 3 " sL " sH " RF-B " recharge
shunpo] x ~~~~~~~~~~~~~~

It takes practice to get down the timing between the MS-A and the sL, since 
you can't just mash the attack button to get the move to come out, but once 
you do this combo will become the bane of every opponent you face with Mayuri.

The way the combo is set up, if you do it correctly your reiryoku that you
use up for the RF-B (Nemu Grab) will recharge just before you get to that
section of the combo again, making it impossible to run out of reiryoku.

The most important thing to remember is to let your shunpo recharge after the
RF-B. Nemu will hold the opponent for more than enough time to allow this, so
don't feel rushed into starting again.

Since a full reiryoku bar can recharge in the time it takes to execute the 
beginning of this infinite, it's easy to set up this combo from an RF-B. SU-A
also works well, but since the combo starts with a simple sL, in reality you
can land this infinite pretty much any time you hit the opponent while they
are grounded.


Combo 6 (Infinite hits, Infinite damage)
----------------------------------------

MS-B " MS-E x ~~~~~~~~~~~~~~

An infinite so easy to do it's almost stupid, but the speed at which it deals
damage is pretty sorry. Make sure to try and stall the MS-B a bit after the 
MS-E to allow for maximum damage, but don't stall too long or Nemu will launch
them and make the MS-B miss.

The easiest way to link this is off of an RF-B; Hit them with RF-B, then use
MS-E and go from there.

If you're trying to force the opponent into damage canceling and wasting their
stock, this infinite is much better to use since it's infinitely easier (pun
unintended) to pull off than Combo 5. However, for damage purposes it's best
to use Mayuri's other infinite.

At the end of the day, Mayuri is a very freeform character whose number of 
viable combos is too high to count. The key is finding different ways to link
Mayuri's normals and supers to Nemu's commands to keep the opponent stunned
constantly. Experiment and find the best ways to keep the opponent off-center
and the hits going (remember, though, that the best keys to success of long
combos with Mayuri are S-B, S-E, and SU-A).

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

This section will give some tips on both basic and advanced techniques that 
can be utilized with Mayuri 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]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Using Nemu
----------

Most players who start as Mayuri are tempted to simply run away and abuse his
Nemu commands. While this may work on lower level opponents, any decent foe
will be able to rip apart a player who does this.

The most important thing to remember when playing Mayuri is that you're play-
ing as MAYURI. Nemu gives him a great advantage that no other character has,
but if you do nothing but sit back and use this you miss out on the point of
being able to control Mayuri and command Nemu at the same time.

Using Nemu often is a good idea, but not if it's your only strategy. Playing
mindgames by using Nemu and attacking yourself lets you create situations 
that leave the opponent unable to respond easily or with certainty, always
threatened with the possibility of Mayuri's infinites.

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 Mayuri's various matchups against different characters,
as well as strategies when facing AGAINST Mayuri players.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Versus Slow Characters          					 [VSL]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Slow characters have a serious problem with Mayuri, due to his great pressure
games and his ability to hit from the air and ground at the same time. Really,
any character who can't move very quickly will find themselves constantly 
under pressure from Mayuri's game. Without the ability to slip around Nemu
and get at him, it becomes a very difficult battle.

Examples of characters Mayuri can take on well are Iduru and Komamura.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Versus Aerial Characters	  					 [VAE]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Any character who has a decent aerial game (ie Ichigo, Genryusai, Hisagi) can
effectively mount an offensive on Mayuri. Their aerial game will not only 
allow them to completely bypass Nemu, but give them good options to land on a
grounded Mayuri with. 

Since Nemu can't do anything to aerial opponents above her head, Mayuri must 
rely on his own aerial game, which pretty much whittles down to him using his
aH to spike them back to the ground so he can try to attack them there.

The important thing for Mayuri is to keep pressure on them and prevent the
opponent from taking to the air, and if they make it there, he must make sure
to get them back on the ground as soon as possible.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Versus Mayuri								 [VMA]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Aerial, aerial, aerial. Mayuri can do devestating things while you're grounded
and therefore your aerial game is your best bet. While comboing him on the 
ground isn't out of the picture, the easiest way to do this is to mount an
aerial assault. Get him on the ground and stick to him, but beware of RF Nemu
commands that can hit you even if you try to shunpo through her.

An average Mayuri will rely almost completely on Nemu and possibly waste all
three reiryoku quickly. A good Mayuri will try to pressure you constantly from
both Nemu and himself, relying on you making a mistake while trying to avoid
both. The key thing to do is always watch Mayuri, and not get confused by 
Nemu's movements.

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

Mayuri plays very differently from almost any character in any fighting game,
and in the hands of someone who knows how to use him can become a fearsome
force for any opponent to face. While new players tend to play him for his 
ability to literally attack while running away, it's the players who strive
for a higher level of play who will better appreciate what Mayuri can offer
in terms of sheer pressure and damage potential.

==============================================================================
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; Nemu, the worst victim of fatherly
abuse ever who still sticks around to help with infinites; 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 July 6th, 2007
Version 1.1-- Created July 10th, 2007 (slight grammar errors and character 
consistency issues corrected)