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    Uryu Ishida by Batigh

    Version: 1.0 | Updated: 08/23/07 | Search Guide | Bookmark Guide

    Uryu Character FAQ for Bleach DS 2nd
    v1.0                 August 23, 2007
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    Table of Contents........................................................[KEY]
    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]
    		Special Movement.........................................[SPM]
    	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]
    	Basic Combos.....................................................[BCB]
    	Advanced Combos..................................................[ACB]
    Playstyle Guide..........................................................[PSG]
    	Basic Playstyle Guide............................................[BPG]
    	Advanced Techniques..............................................[AVT]
    		Versus Tall Characters...................................[VTC]
    		Versus Short Characters..................................[VSC]
    		Versus Uryu..............................................[VUR]
    Legal Stuff and Contact Info.............................................[LSN]
    Uryu is one of the most technical characters, if not THE most technical. By
    that, I mean he requires the most raw knowledge to do well as, since without
    a thorough working knowledge of his advanced techniques and a lot of practice,
    Uryu is one of the worst characters to choose. A well-played, Uryu, however,
    is top-tier material, with his own unique playstyle.
    If you have something you'd like added to this FAQ, please let me know.
    Contact info is in the Legal Stuff section at the end of this document.
    COMMAND LIST ANALYSIS====================================================[CMA]
    This section details the mechanics of all of Uryu's commands with commentary.
    NORMAL MOVELIST                                                          [NML]
    Uryu is unique among the rest of the cast in that he is the only one with
    projectile normals. Even so, Uryu operates best at close range. Also, due to
    the range of his normals, he is the character best-suited for using elemental
    attack cards, if you're into that sort of thing.
    CROUCHING NORMALS                                                        [CNM]
    CROUCHING LIGHT                                                          [CLT]
    Uryu delivers a low, quick kick.
    1 hit, 4 damage.
    A standard normal, nothing fancy. You'll want to use this over standing light
    in ground combos, due to the difference in damage. Chainable into itself up
    to three times against most targets
    CROUCHING MEDIUM                                                         [CMM]
    Uryu fires a volley of three arrows upwards at about a 22-degree angle.
    3 hits, 5 damage. Half-screen range.
    The same amount of damage as the rest of his arrow normals. Poking with this
    is not recommended, due to the long recovery time. Use to extend ground
    CROUCHING HEAVY                                                          [CHY]
    Uryu fires a volley of three arrows upwards at a 45-degree angle.
    3 hits, 5 damage. Full-screen range.
    Overall the least useful of his projectile normals, it nevertheless retains
    some use in certain setups (see Combo Section and Playstyle Guide for more
    information). Since the arrows are aimed so high upwards, it isn't worth it
    to use this in extended ground combos.
    STANDING NORMALS                                                         [SNM]
    STANDING LIGHT                                                           [SLT]
    Uryu does a quick side-kick at about stomach-height.
    1 hit, 2 damage.
    Why the developers made this light only do two damage while his crouching and
    aerial versions both do four damage is a mystery. Because of this, using
    crouching lights instead of standing lights is preferable in almost all
    situations. Both crouching and standing light have the same range, but a lot
    of characters have a wider hitbox at their feet, so poking with crouching
    light is always preferred. Chains into itself up to three times against most
    STANDING MEDIUM                                                          [SMM]
    Uryu fires a volley of three arrows straight ahead.
    3 hits, 5 damage. Half-screen range.
    The fact that it comes out relatively quickly and is a half-screen projectile
    might tempt you to use it as a poke, but its long recovery leaves you a
    sitting duck for nearly anything the opponent might try to punish with. Use
    to extend ground combos.
    STANDING HEAVY                                                           [SHY]
    Uryu fires a long-range volley of three arrows straight ahead.
    3 hits, 5 damage. Full-screen range.
    Again, the huge range of this might be tempting to use as a poke, but a huge
    startup time and recovery make it impractical at best. Best used for extending
    ground combos, as that cuts out the startup.
    AERIAL NORMALS                                                           [ANM]
    AERIAL LIGHT                                                             [ALT]
    Uryu throws out a quick, downwards kick.
    1 hit, 4 damage.
    Possibly your most important normal. It can chain into itself extremely
    rapidly, making it your best normal-damage option. Hits things touching Uryu's
    back, as well.
    AERIAL MEDIUM                                                            [AMM]
    Uryu fires a volley of three arrows downward at a 45-degree angle.
    3 hits, 5 damage. Not infinite range, but unless against the ceiling, will
    always hit the ground.
    Comes out quickly, and the ability to fire it on the move makes it worthwhile
    to throw out on its own now and then. Most of its use is in to-air flash step
    AERIAL HEAVY                                                             [AHY]
    Uryu fires a volley of three arrows parallel to the ground.
    3 hits, 5 damage. Full-screen range.
    Like the aerial medium, this is used mostly for to-air flash step loops. Also
    used in air combos and Super A setups. Has a completely unnecessary startup
    animation that keeps it from being practical as a long-range poke. Comboing
    into it cuts out the startup, however.
    THROW                                                                    [TRW]
    Uryu shows off his flash-stepping skills, firing arrows into the target from
    all sides before delivering a final, more powerful arrow. Sends the target
    flying in wallbounce animation in the intended direction.
    5 hits, 5 damage.
    The animation is longer than the norm, but the recovery is fast enough to
    allow for non-OTG hits. Crucial to some of his Super A setups when done in the
    The aerial version of this throw behaves exactly like the vast majority of air
    throws: 2 hits for 6 damage, spikes the opponent with no combo opportunities.
    Use it on air-guard-happy opponents.
    SPECIAL MOVEMENT                                                         [SPM]
    Uryu's flash step is among the longest-ranged in the game, beaten only by
    Bonnie (!!) and Grand Fisher. Uryu's flash-step travels a little more than
    half the width of the stage, just barely beating the likes of Yoruichi, Soifon
    and Chad. Since the flash step is so long, it travels more quickly than most
    others, making timing flash-steps more difficult. This is a blessing in
    disguise, though, for without its range and speed, there would be far fewer
    Super A setups.
    SPECIAL MOVELIST                                                         [SML]
    SPECIAL A                                                                [SPA]
    Uryu fires a series of arrows that scatter high and low.
    Command Input: Down Forward Y/X/A
    Lights: Fast startup, GLACIAL recovery. Up to 6 hits for 17 damage.
    Half-screen range.
    Mediums: Slower startup, fast recovery. Up to 6 hits for 17 damage.
    Full-screen range.
    RFs: Fast startup and recovery. Up to 9 hits for 24 damage. Full-screen range.
    Air: Fires downwards at 45-degree angle trajectory. Falls backwards during
    recovery, recovers upon touching the ground.
    Uryu's ground combo-ender of choice. The arrows actually spawn further in
    front of him than they seem to, meaning some characters can stand right next
    to Uryu and not be hit. When using the move, make sure to be at least one
    Uryu-length away (two is safer).
    Never use the light ground version under any circumstances - the recovery is
    EXTREMELY long. RF is alright to throw out as free damage, but it probably
    isn't worth the meter.
    SPECIAL B                                                                [SPB]
    Arrow Rain
    Uryu fires an arrow straight up, which splits into several and rains down upon
    the target of your choice.
    Command Input: Down Up Y/X/A
    General: Slow startup and recovery. Up to 5 hits for 14 damage. No RF.
    Light: Targets first opponent.
    Medium: Targets second opponent.
    Heavy: Targets third opponent.
    Great for applying pressure. Limits their offense, since any strings the
    target starts will be interrupted in a few moments by the arrows. Still, make
    sure to not send arrows up if they are too close to you - the long startup
    gives them plenty of time to recognize what you're doing and hit you before
    you can fire. Best used after a slam or an RF-A that pushes them to the
    opposite corner of the screen. Note that it will not track across planes.
    SPECIAL C                                                                [SPC]
    Charge Arrow
    Uryu focuses his energy to create a single arrow that expands in size and
    power the longer he concentrates.
    Command Input: Forward Down Forward Y/X/A
    General: Knockdown effect on all versions.
    Light: Fast startup, slower recovery. Half-screen range.
    Medium: Slower startup, fast recovery. Full-screen range.
    RF: Fast startup and recovery. Full screen range.
    Non-RF Charges-	0: 1 hit for 6 damage.
    		1: 1 hit for 7 damage.
    		2: 1 hit for 9 damage.
    		3: 1 hit for 11 damage.
    		4: 1 hit for 13 damage. Unblockable.
    RF Charges-	0: Up to 7 hits for 26 damage.
    		1: Up to 7 hits for 34 damage.
    		2: Up to 7 hits for 41 damage.
    		3: Up to 7 hits for 49 damage.
    		4: Up to 7 hits for 57 damage. Unblockable.
    A great special for low-risk damage. Use the uncharged light version to end
    ground combos if you want to save the RF bar. Comboing into an RF Special C is
    tricky, but is essential for some combos. In free-for-all games, the arrow
    will penetrate, potentially hitting all other players. Keep in mind that,
    while the fully-charged arrows are unblockable, most characters can simply
    duck under them. The number of hits dealt is dependent both on the width of
    the targets and the distance between Uryu and his targets - the arrow speeds
    up after release.
    SPECIAL D                                                                [SPD]
    Ransoutengai - Heavenly Willed Suit Puppet
    Uryu gathers reiryoku about himself and solidifies it into threads, allowing
    him to control his own body like a puppeteer. This enables him to retain
    freedom of movement, even if stunned or under direct attack.
    Command Input: Down Down Y/X/A
    RF Only
    RF: Slow startup, slow recovery. 5 second length.
    Basically, this special ignores hitstun, meaning Uryu can't be comboed for its
    duration. Unfortunately, it isn't at all difficult for the opponent to just
    wait it out and punish you during the long recovery. The only time this
    special is worthwhile is during the last ten seconds of a timed game - if the
    health bars are close, use this to get the last bit of damage necessary to
    come out ahead. Ignore this special the rest of the time.
    Incidentally, this is Uryu's only special that I know the actual name of.
    SUPER MOVELIST                                                           [SUM]
    SUPER A                                                                  [SUA]
    Blot Out the Sun
    A powered up version of his special B, Uryu fires wave after wave of arrows
    into the sky that track in on the target of your choice.
    Command Input: Down Forward Down Forward Y/X/A
    Light: Tracks the first target.
    Medium: Tracks the second target.
    Heavy: Tracks the third target.
    General: Arrows falling down deal about 40 hits for about 48 damage. If target
    is hit simultaneously by his arrows going up as well as those coming down,
    total hits are around 52 and total damage is in the seventies, depending on
    target width.
    The highest-damage single stock super in the game after Yoruichi's Super B,
    and the absolute highest-damage single stock super that can't be damage-
    cancelled. Its high damage is balanced by how difficult it is to connect.
    Limit its use in three or four player games, as it only tracks in on one
    target, leaving the other two free to do whatever. It will not, however, track
    targets on the other plane.
    Refer to the Advanced Techniques section for methods of comboing into it.
    SUPER B                                                                  [SUB]
    Seirei Release
    Uryu removes the Serei glove from his hand, temporarily granting him
    incredible power. With this power, Uryu fires an extremely destructive beam
    the length of the screen.
    Command Input: Forward Back Down Forward Y/X/A
    Ground/Air: 48-74 hits, 73-96 damage, depending on positioning
    Basically, a big Kamehameha. On the whole, it is better to just use the stock
    for damage cancels and Super A, but if having trouble setting Super A up
    correctly and get a full meter, it can be a better idea to use this.
    If done in the air, Uryu will fire it at a 45-degree angle downwards and be
    pushed back in the opposite direction he's firing, also at a 45-degree angle.
    He will remain in place once he touches the ceiling, though.
    COMBO SECTION============================================================[CSN]
    Here, I will list some of Uryu's more useful combos, along with damage and
    hit numbers. Note that damage and hit counts will vary from attempt to attempt
    due to slight differences in timing and spacing.
    LEGEND                                                                   [LGN]
    Copied directly from the Advanced Combo FAQ (BDS1), which I also wrote.
    Quotations (") separate individual actions.
    For infinite combos, long arrows (------>) denote the point to loop from once
    the end of the combo is reached.
    Double vertical lines (||) denote the point at which to go back to the start
    of a loop in infinites.
    The term 'pseudo-infinite' means a combo string which is very long and likely
    to kill or almost kill a target with just that one string. Not classified as
    true infinites because a perfectly done combo would end at some point if the
    target had infinite health.
    Jump cancels in combos are implied.
    xN indicates N repetitions of either a single action or a group of actions in
    Square brackets [] denote optional parts of combos.
    s indicates done standing.
    c indicates done crouching.
    a indicates done in the air (jumping).
    L indicates Y button (light attack).
    M indicates X button (medium attack).
    H indicates A button (heavy attack).
    S indicates the move is special, performed with arrow key inputs.
    RF indicates the move is ReinForced, and thus takes one Reiryoku gauge.
    Performed with A button when applicable.
    SU indicates the move is super, and takes one or three Reiatsu gauges.
    Performed with arrow key inputs and any button.
    A, B, C, D, E indicate special or super inputs. These differ with each
    G indicates use of the Guard button (R). Not currently of use
    in any long combos. Some specials and supers require it.
    TAFS indicates diagonal Shunpo usage (B plus arrow keys).
    TGFS indicates shunpo straight down to the ground.
    BOFS stands for Behind Opponent Flash Step. Horizontal Shunpo usage ending
    behind the target.
    FS is the all purpose term for Shunpo (Flash steps). Instructions
    to FS behind mean behind the target, not the attacker.
    OTG indicates the attack must be made just before the target
    hits the ground after a wallbounce. If successful, the target
    will count as on the ground and will receive horizontal pushback.
    If too early, the target will receive vertical pushback, ruining
    the combo. If too late, the target will hit the ground and the
    combo will end.
    Dash in indicates one must double-tap the D-Pad in the direction
    of the target to close the distance. The next attack must be 
    made quickly, else the target will break out of hit-stun.
    IAD stands for In Air Dash. Performed by double-tapping left or
    right while in air. Generally done as low to the ground as possible.
    When just 'Air Dash' is written, it means one must perform an air dash high
    in the air while in the combo string. It is usually only possible to continue
    a combo after an air dash if the opponent is wallbounced.
    J^ means jump straight up.
    J^> means diagonal jump, towards opponent unless otherwise stated.
    Commentary written for the author's own combos is written by him.
    Combos submitted by others include commentary written by submitters and
    commentary written by the author in parentheses.
    BASIC COMBOS                                                             [BCB]
    Nothing too flashy here, just basic combos to help you work your way up to the
    Combo 1 (28 hits, 20 damage)
    Anywhere on screen: (sL " sM " sH " FS)x3 " sL " sM " sH
    Basic light, medium, heavy string. This is the basic combo for all characters,
    and the best starting place for new players.
    Combo 2 (40 hits, 29 damage)
    Anywhere on screen: (cL " sM " cM " sH " FS)x3 " cL " sM " cM " cH 
    Basic string, expanded to take advantage of cL's increased damage and throwing
    a cM in there for extended arrow volleys. Note that this is about as fancy as
    you can do while using elemental attack reifu.
    Combo 3 (64 hits, 67 damage)
    Anywhere on screen: IAD " aLx5 " (cL " sM "  sH " TAFS " aL " aM " aH
    " Dash in)x3 " cLx2 " sM " cM " sH " RF-A
    Combo 2 extended with IAD opener and TAFS loops. Can get fancier if done in
    the corner.
    Combo 4 (78 hits, 75 damage)
    In Corner: IAD " aLx5 " (cLx3 " sM " cM " sH " TAFS " aL " aM " aH
    " Dash in)x3 " cLx3 " sM " cM " sH " RF-A
    Combo 3 retooled to take better advantage of corner combo capabilities. Some
    opponents are too narrow to get all three cLs per loop in, so do two instead
    in those cases.
    Combo 5 (33 hits, 38 damage)
    Anywhere on screen: (aLx6 " aH)x2 " (FS " aLx3 " aM " aH)x3
    Since Uryu doesn't have an actual launcher, the best you can do on this one
    while still keeping it basic is catch the opponent in the air. It is
    impossible to end air combos in specials - the only one that works in the air,
    special A, is too slow in all versions. Flash step should be done straight up.
    Combo 6 (123 hits, 128 damage)
    Anywhere on screen: IAD " aLx5 " (cL " sM "  sH " TAFS " aL " aM " aH
    " Dash in)x3 " cLx2 " sM " cM " sH " SU-B
    Combo 3 with Super B tagged on. This is the combo you'll use most when you
    feel the urge to Kamehameha.
    Combo 7 (138 hits, 136 damage)
    In Corner: IAD " aLx5 " (cLx3 " sM " cM " sH " TAFS " aL " aM " aH
    " Dash in)x3 " cLx3 " sM " cM " sH " SU-B
    Combo 4 with a Super B finisher. In all likelihood, actual Super B strings
    will be a hybrid of this and combo 6, depending on how close to the corner
    you start and the opener used.
    Combo 8 (58 hits, 82 damage)
    In Corner: Throw to same corner " cL (not OTG) " sH " cH " Reverse SU-A
    Most basic means of comboing into Super A. Make sure to link the sH " cH "
    RSU-A as fast as possible, otherwise the combo will break.
    Combo 9 (40 hits, 49 damage)
    In Corner: Throw to Opposite corner " SU-A
    If Uryu is a bit slow on the super or not in the corner, this won't combo.
    Never go for this instead of Combo 8, but if you accidentally throw the other
    way, might as well do this.
    Combo 10 (85 hits, 110 damage)
    Anywhere on screen: (aLx6 " aH)x2 " (FS " aLx3 " aM " aH)x2 " FS " aLx3
    " aSU-B
    Combo 5 with Super B finisher. Since you're practically touching the ceiling
    after the final aLx3, you'll be held in place during the Super B. This is
    Uryu's most damaging air combo without getting too technical.
    ADVANCED COMBOS                                                          [ACB]
    These combos utilize advanced setups that require utmost timing. Get a solid
    grasp of the basics before attempting these.
    Combo 1 (58 hits, 80 damage)
    Anywhere on screen: sL " sH " cH " Reverse SU-A
    This is one of the ways to combo into Super A. Included in Advanced Section
    because of the reflexes required to do this in a match. The sL must hit a
    target in the air and close to directly above Uryu or this won't work. Timing
    the super changes depending on target's exact height - if Uryu's sL barely
    connects due to the target being just barely low enough, perform the super
    more slowly. If the sL connects when the target is very close to the ground,
    do the super quickly. If the target isn't almost directly overhead, don't
    perform the super at all - instead, perform a TAFS and make it an air combo.
    Combo 2 (77 hits, 100 damage)
    Anywhere on screen: (aLx6 " aH)x2 " FS " aLx3 " aM " aH " FS " aL " aM
    " aH " TGFS " Reverse SU-A
    Another way to combo into Super A. Perform the aL " aM " aH " TGFS " RSU-A
    as quickly as possible or the combo will break. Works on every character
    except the dolls.
    To get this off smoothly, hold down when starting the TGFS, but begin holding
    the opposite direction of your target before the flash step finishes. Hit the
    Super A hotkey the moment you touch the ground. (It is possible to do this
    with raw inputs, too, but there isn't much reason to). In four-player games,
    this can deal damage to two players simultaneously, possibly catching the
    third in the arrow rain, as well. Still, be careful when using it, as Uryu is
    extremely vulnerable to 3-stocks from players the super A doesn't catch.
    Combo 3 (71 hits, 89 damage)
    Anywhere on screen: sL " sH " cH " TAFS " aLx3 " aLx6 " aH " FS " aL " aM " aH
    " TGFS " Reverse SU-A
    This is the string to use if you try for Advanced Combo 1, but the target is
    too far away horizontally to hit the super immediately. It is possible to
    combo into Super A if you only have two flashsteps stocked, but the timing is
    harder. You'll need to combo them as high as you can with only a double jump,
    aerial lights, and one aerial heavy immediately before the TGFS. The two-FS
    version deals similar damage.
    Combo 4 (97 hits, 126 damage)
    In corner: IAD " aLx5 " cLx3 " sM " cM " sH " BOFS " RF-C " (aLx6 " aH)x2
    " FS " aL " aM " aH " TGFS " Reverse SU-A
    Uryu doesn't have an actual launcher, but RF-C can have launching properties
    against certain wide characters (details, as well as the full list of
    susceptible characters, can be found in the Advanced Playstyle Guide).
    Combo 5 (110 hits, 132 damage)
    In corner: IAD " aLx6 " cLx3 " sM " cM " sH " TAFS " aLx2 " aM " aH " cLx3
    " sM " cM " sH " BOFS " RF-C " aLx6 " aH " aLx6 " aH " TGFS " Reverse SU-A
    Combo 4 modified to get more bang for the flash-step buck. If combo is started
    with only two flash-steps, you can cut out everything between the first sH and
    BOFS and still have the combo work (for a bit less damage).
    Combo 6 (4 hits, 8 damage)/(141 hits, 130 damage)
    This combo is infinite.
    Anywhere on screen: ------> IAD " aL " aM " aH || [IAD " aL " aM " aSU-B]
    The rhythm can be difficult to get down, especially in an online environment.
    It doesn't damage very quickly, so it is most prudent to do the infinite for
    a reasonable number of reps and end with the optional part of the combo.
    Performing the infinite until 50 damage is dealt and then doing the optional
    part results in the second set of hits/damage numbers.
    PLAYSTYLE GUIDE==========================================================[PSG]
    Here, you'll find general tips and tricks, both for Bleach as a whole and
    Uryu specifically.
    BASIC PLAYSTYLE GUIDE                                                    [BPG]
    This section will contain general tips relevant to Uryu, a lot of it copied
    from the Advanced Combo FAQ.
    Most advanced players take it for granted, but this is a trick that took quite
    a few months for the community to discover. After a wallbounce and before the
    player who was wallbounced hits the ground, he cannot damage cancel until hit
    again. This doesn't mean much for comboing out of the wallbounce with normal
    or special attacks, but it guarantees supers will land. This trick is
    essential to high-level play, and without it the tier list would be completely
    In 2nd, supers are normally impossible to DC, so the wallbounce trick does not
    Damage Canceling Supers
    Another trick not obvious to beginners. While you are being comboed, it is
    possible to damage cancel out of a combo after the opponent uses a super, but
    before it actually hits you. Like the wallbounce trick, this changes the tiers
    This doesn't work in 2nd under normal circumstances.
    Throw Traps
    For whatever reason, this still doesn't get a lot of use outside of Soifon and
    Yoruichi players. While those two characters (and Hitsugaya) rely on their cH
    normal to get in close, it is possible with most characters with shunpo.
    To perform a throw trap, do a ground combo as normal, but instead of using a
    shunpo to continue the ground combo, shunpo right beside them and wait for
    them to get out of hitstun. It leaves little to no opportunity to escape. This
    is essential to Komamura's game when used in tandem with a wallbounced super A
    string or a straight super B.
    Tick throws are much more difficult to perform in 2nd - there's a window of a
    second or two when coming out of hitstun during which you can't be thrown.
    Tick throws still exist, but in a much tamer form. Uryu doesn't have much use
    for them.
    Comboing from Knockdown state
    Some examples of knockdown state include 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.
    Do's and Don'ts of Damage Canceling
    Damage cancelling 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 cancelling every time you're hit is
    just asking to eat a 3-stock super. Try to limit your damage cancels to only
    the following situations:
    -Enemy begins a solid combo on you
    -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]
    Fun with Super A
    Six methods of comboing into a Super A have been discovered so far: two with
    corner throws (Basic Combos 8 and 9), one catching them in the air with aerial
    attacks (Advanced Combo 2), two catching them in the air with ground attacks
    (Advanced Combos 1 and 3), and one utilizing RF-C (variations in Advanced
    Combos 4 and 5).
    There are three identified 'hot spots' where a vertical Super A can combo:
    just barely above Uryu, again a few feet above Uryu, and against the ceiling.
    How they work is as follows:
    On its own, it seems that Super A's outgoing arrows provide enough hitstun to
    combo into themselves, but if the target isn't held stationary by something
    (like the ceiling and incoming arrows), the second arrow will have to travel
    further than the first to hit its target. Because of this, it will take a bit
    longer for the second arrow to hit - just barely long enough for the target
    to exit hitstun, breaking the combo. In the lowest 'hot spot', the first arrow
    does not hit the target's feet, but instead spawns and hits between their
    midsection and head. The second arrow will then spawn on top of and hit the
    target's feet. By the time the third arrow comes out, incoming arrows are
    already hitting the target, which ensure the target stays in hitstun for the
    The middle hot spot functions a bit differently than the first. The target is
    high enough that the first arrow spawns lower than the target's feet, and so
    has to travel a distance before hitting the target. The thing that keeps the
    target in hitstun until the second arrow arrives is the cH volley you fired
    just prior to activating the super A. Hitstun from arrows is some of the
    longest in the game, so timing the cH just right so that two arrows come out
    will provide barely enough hitstun for the second outgoing super A arrow to
    The top hot spot is simple - the ceiling holds the target in place, so the
    outgoing arrows have no trouble comboing into themselves.
    Additionally, the reason combos specify 'reverse super A' is the arrows'
    deceptive spawn-point. Outgoing arrows are not actually where they appear to
    be, but rather are a bit further back. By performing the super A in the
    opposite direction of the target, they spawn underneath, and will hit him
    instead of flying harmlessly past.
    All About RF-C
    RF-C is a very tricky special to use well. It comes out just barely quickly
    enough to combo out of, and its knockdown property means it can be comboed out
    of by the barest of margins.
    The most reliable method of comboing into RF-C requires the long hitstun of
    Uryu's arrow normals - sM, cM, or sH will work. Uryu can only get close enough
    for the RF-C to combo by flash-stepping to close the distance. While Uryu can
    do this anywhere on screen, the easiest way is to flash-step behind the target
    while the target's back is in the corner. This makes timing the flash step
    significantly easier. Also, make sure the RF-C is pointing out of the corner -
    if it pushes the target back into the wall, the RF-C won't hit as much as it
    otherwise can, and it won't be possible to combo out of.
    On that note, in order to combo out of RF-C, it must hit at least six times.
    While not everyone is wide enough to get hit that often, a large portion of
    the cast is - even some that don't look like it. The full list can be found
    Once you successfully combo into an RF-C that hits at least six times,
    continuing the combo is best done by jumping diagonally towards them and
    spamming aL. Make sure to time the first hit well, as just mashing the button
    will probably cause the first aL to come out too late to combo from. The
    knockdown effect caused by RF-C only provides a few frames in which further
    attacks are possible. Practice this well.
    Also of note is the fact that only the tip of the arrow deals damage. This
    doesn't matter much for a non-charged arrow, but on fully charged arrows,
    players can stand directly in front of you in the arrow and not get hit
    when you release. Make sure to release before they close the distance.
    RF-C Targets
    The following characters can all be hit by uncharged RF-C at least six times:
    Menos Grande
    Grand Fisher
    Less than half the cast is susceptible to this trick, but there are a lot of
    popular characters on the list. Practice until it becomes second nature.
    Controlled Falling
    With this technique, it is possible to fall straight down on command. Without
    utilizing this, one has to jump straight up in order to fall straight down.
    At any time in the air, if you want to drop like a rock, input an air dash
    command and immediately cancel that with the guard button. You'll notice that
    an air dash always begins with a moment of immobility, and we use that to fall
    straight down. Using this technique, you can perform short hops, jumping off
    the ground less than a meter and quickly falling right back down. Controlled
    Falling helps you get to the ground more quickly, as well as augment
    air/ground mixup games. Cancelling a jump into a controlled fall and using
    an aerial heavy before you hit the ground is a good, meterless method of
    getting a near-instant aerial attack in. Additionally, if they expect it, you
    can perform the aerial heavy late - Uryu will still do the animation, but it
    won't continue long enough for the hit to go through, opening the opponent up
    for a crouching light.
    Gimp Hop
    Similar to the Controlled Falling technique, but infinitely less useful.
    As Uryu only, do a throw just barely after jumping - he will only rise about
    a foot. This technique is absolutely useless, but fun to mess around with.
    How-to Uryu
    While I've played very few exceptional Uryus, I've found that staying in the
    air the majority of the time pays off the most. Look to start combos with
    your extremely quick aerial light, especially on opponents in the air
    themselves. Try to keep at least two flash steps in reserve most of the time,
    since most hits against aerial opponents (or grounded opponents on the RF-C
    list) can eventually chain into a successful Super A. If you find yourself far
    enough away and/or your opponents knocked down, sending up a special B barrage
    is often a good idea. Use LS-C and MS-C liberally for free damage, but be
    careful to keep your opponents out of punish range (this differs from
    character to character). Let Special D collect dust for the most part, but as
    said before, situations where it is useful do exist. Extremely few, to be
    sure, but they're there.
    Do your best to manage your super stocks. Knowing when to damage cancel and
    when not to is important. I find it better to be freer with damage cancels
    as Uryu when you have max stock - don't waste one with a random super A.
    Opportunities to combo into Super A should ALWAYS be taken over super B
    opportunities, but if the latter is present without the former, by all means,
    Kamehameha away.
    As is the case with all characters, a thorough knowledge of the opponent's
    choice of character is crucial. If you find yourself matched up against
    a character you know little about, get in training mode at the earliest
    opportunity. Better yet, read a guide about them on GameFAQs, if one exists.
    The phrase 'knowing is half the battle' is absolutely true - more like 3/4s,
    in Uryu's case.
    MATCHUPS                                                                 [MTU]
    This section documents Uryu's good, bad, and ugly matchups.
    VERSUS TALL CHARACTERS                                                   [VTC]
    Uryu plays his best against tall and/or wide characters, the easier to TAFS
    against and (ab)use his RF-C against. Uryu has a tremendous advantage against
    everyone on the RF-C list above.
    VERSUS SHORT CHARACTERS                                                  [VSC]
    Small characters give Uryu more trouble. No small character is susceptible to
    the RF-C trick, and some can't be hit by uncharged special C at all. Uryu
    tends to make liberal use of light and medium versions for free damage, so
    that hurts.
    Even so, all but the smallest of characters (the jokes) can be hit by Uryu's
    other super A setups, so he isn't at much of a disadvantage.
    VERSUS URYU                                                              [VUR]
    Uryu's biggest weakness is how difficult he is to use - very few players know
    of his super A tricks. Without those, he is rather weak, even against those
    he otherwise has advantages over.
    Even so, never assume anything about your opponents. Uryu's super setups are
    actually rather easy to see coming, and the strict timing of his ceiling
    super A setups makes it easy to DC just before the super A is used - thus
    saving you the damage while still wasting Uryu's stock. This goes double for
    Uryu players that attempt to use Super B - his arrows push you far enough
    away that your DC won't knock him down, and if timed right will cause him to
    waste all three of his stocks.
    Try to play most of your game on the ground - his best normal, aL, can, of
    course, only be used in the air. Additionally, catching you in the air with
    an aL is a (relatively) easy setup for super A. By staying on the ground most
    of the time, he has to work significantly harder to get a Super A off.
    As for punishment options, if the Uryu player doesn't play a perfect game,
    he's bound to make a mistake in his normal strings sooner or later. Missing
    a flash step after arrow normals leaves him wide open, as does guard-canceling
    a flash step out of his arrows. Be on the lookout for light special A - even
    successful hits leave a huge window for punishment. A poorly-timed special B
    is also easily punished, in some cases even after he gets the arrow off. Some
    of the longer throw/command throw animations give you invincibility frames
    for the duration, so you can cause damage and be safe from retaliation even
    with the arrows raining down around you.
    Special C is a difficult punish, since even on the light version, recovery is
    fast. If Uryu spams it a lot, watch for openings where you can guard-cancel
    a flashtep while close to him. Make sure he isn't RFing it if you do guard-
    cancel, though. You're in little danger of taking a followup combo, but every
    little bit of damage counts.
    An Uryu that uses special D a lot is an Uryu who has no idea what he's doing.
    Just block and flash step away for five seconds and lay into him while he's
    recovering. An uncomboed Super A is a similar situation, but be more cautious
    when attempting a punish. It is possible to make it work, but can easily
    make you eat a combo yourself if the last arrows catch you. Same deal with
    Super B.
    Many players go into the game with the intention of using Uryu as their main,
    only to be turned off by how weak he seems to be in comparison to everyone
    else; I know I was. Once you have the knowledge, though, and develop the
    skill to use it well, Uryu transforms from an oddly-dressed punching bag into
    an oddly-dressed top-tier competitor. If at first the techniques presented
    here are too difficult, don't give him up. Difficult though they may be, the
    skills are well worth the time it takes to master them.
    LEGAL STUFF==============================================================[LSN]
    This guide was written by Jesuits, AKA Batigh, for the express purpose of
    being posted on GameFAQs. Feel free to disseminate portions of the work, or
    even the whole thing - just please give credit where credit is due. Contact me
    in the IRC channel, mentioned in the next paragraph, or at my email, which is
    Batigh AT gmail DOT com.
    Thanks go to Treasure, first and foremost, for creating this wonderful game;
    645, for writing his excellent FAQ and influencing me to write some of my own;
    the GameFAQs community for being an all-around great place for Bleach DS
    discussion; and, last but certainly not least, the community on #bleach_ds on
    the Rizon network. You guys are the primary reason I've played this game as
    long as I have and will continue to play it. Here's to many future nights of
    Wifi fun.
    v1.0 - August 23, 2007. Initial release.

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