*****************************
Gin Ichimaru FAQ
Bleach: Dark Souls
by Sweagen/Gin-Noid
*****************************

If you need to find anything within this FAQ quickly,
simply hit Ctrl+F on your keyboard and type the keys within the bracket
to the side of what you need to find.

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.


Credit goes to Dark_Lord_Uraj for the block of text above, and the layout of
pretty much my entire FAQ.

Credit also goes to Batigh for the wonderful table of contents seen below.

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]
		Legend...................................................[LGN]
Combo Section............................................................[CSN]
	Basic Combos.....................................................[BCB]
	Advanced Combos..................................................[ACB]
Conclusion...............................................................[CCN]
Legal Stuff and Contact Info.............................................[LSN]
History..................................................................[HST]



--------------------------
Introduction [ITR]
--------------------------

Hey there! Welcome to my FAQ-- my first FAQ ever-- on Gin Ichimaru!

Gin was an absolute beast in the first game, Blade of Fate. 
However,in this game small changes were made to him, making below average-
his infinite was removed and his specials and super were taken down a notch,
making them harder to make use of and less useful overall.

He is very weakened and sometimes has trouble standing up to stronger
members of the cast.

Not too much going for him.

However, he remains popular on wi-fi and,when used right,
can make a very unpredictable and powerful character,
which I'll show you in this FAQ.
Shoot 'em dead, Shinsou!

---------------------------
Command List Analysis [CMA]
---------------------------

This part will cover all of the moves that Gin possesses,
from Normals to Specials to Supers- what they can do and what they are used
for.

----------------------
Normal Movelist [NML]
----------------------

Let me say this- Gin has some very interesting normals. A lot of his attacks
curve in different ways or have unique and long hitboxes. He becomes a very 
normal based character who is called upon to have a good understanding of his
attacks reach and what they can and can't do.

========================
Crouching Normals  [CNM]
========================

Gin's crouching normals are fairly good. They are a bit above average and work 
well with his standing normals-- they're pretty close in usefulness and very 
similar to each other, although they are a bit better than their standing 
counterparts.

-CROUCHING LIGHT- [CLT]

cL-- Gin whips Shinsou quickly forward at ground level.

1 hit, 4 damage

A quick, basic attack with average range. Great for starting up combos on
standing opponents, altough standing moves are sometimes preferred. 
Can be chained multiple times (you can hit them with it several times)

-CROUCHING MEDIUM- [CMM]

cM-- Gin winds up and flings Shinsou a little further at ground level.

1 hit, 6 damage

A bit more startup than crouching light. Has a lot better range and 
it's a very goodmove for hitting an opponent who is unaware of it's range,
and then chaining it into a combo with a flashstep.
All of Gin's medium normals are great moves because they provide 
excellent range for a medium while having little startup.

-CROUCHING HEAVY- [CHY]

cH-- Gin again swings Shinsou at ground level- 
it arcs upwards at about the same distance as his cM.

3 hits, 8 damage

One of Gin's trickier normals which strikes multiple times, 
the last hit ending in a launcher so you can begin an air combo-- 
this being his only launcher move. 
The attack can be cancelled from the 1st to 2nd hit into other combos
if you don't want to launch them.
This is also Gin's strongest heavy move.
You should prepare to launch and air combo an opponent 
if you don't have the stock to use a super.

======================
Standing Normals [SNM]
======================

Gin's standing normals have about the same range as his crouching normals.
You may feel like it would be a better idea to purely
use Gin's crouching normals,
but often it is worth it to use his standing normals. 

Because they have a bit more range, you're able to land more
hits before using a special or super,
which is how Gin prefers to end his combos. 

You will likely be adding and using standing normals in conjunction 
with crouching normals,
so you might as well get used to them.


-STANDING LIGHT- [SLT]

sL-- Gin does a quick little whip with Shinsou at about the 
same range as his crouching light.

1 hit, 4 damage

A basic, short normal that's great for starting any type of Gin's combos.
Crouching normal is often preferred because it hits low, 
where your opponent won't naturally be blocking, 
but when in a combo it is great for extra hits.

-STANDING MEDIUM- [SMM]

sM-- Gin again seems to wind up for a bit before swinging 
Shinsou in a fairly straight, forward slash.

1 hit, 6 damage.

Again, about the same reach as his crouching medium, 
with the same startup time, and the same damage.
Both can be thrown out on an unsuspecting victim who 
isn't ready for their quick startup and good range.

Great for using in conjunction with cM.

-STANDING HEAVy- [SHY]

sH--Gin waves Shinsou throw the air, 
delivering a long triangle shaped blow to the opponent.

2 hits, 7 damage

Gin's longest ranged normal. 

It has a lot of knockback, and is generally not recommended for use as
it makes Gin's TAFS combo a lot harder to land, and is only really useful for
tacking on more hits before a Special or Super, or continuing
ground combo strings.
It also does slightly less damage than his crouching heavy. 
=====================
Aerial Normals [ANM]
=====================

Of all of Gin's normals, his aerial normals are some of his best--
they boast great range, speed, and hitboxes. 

Gin's power comes mostly from his normals, and 
air combos are one of his greatest damage tools.

-AERIAL LIGHT- [ALT]

aL-- Gin stabs out in a straight line while airborne at shoulder level.

1 hit, 4 damage

A quick move without much range (except in a straightforward line), 
that whiffs (misses) against most foes on the ground. 

This move is best used to land hits on an enemy trapped in an air combo, 
being able to hit many times.

-AERIAL MEDIUM- [AMM]

aM-- Gin quickly slashes in a large downward curving arc.

1 hit, 6 damage

This move is great because it can quickly put pressure on a crouching or
standing opponent with an IAD 
(in-air-dash) attack. 

It comes out about as quickly as aL, and if it connects you are
able to link it to aH
and start a ground combo when you land.

Aerial medium has a large hitbox and comes out
very quickly so it is useful to catch opponents
off guard. Great for using after a TAFS.

-AERIAL HEAVY- [AHY]

aH-- Gin again swings his sword in a slightly larger downward arc.

2 hits, 7 damage

This is another great normal which hits twice providing
great pressure on grounded opponents. 

It can also be used directly with a TAFS to surprise opponents,
but it most often linked directly from aM in a TAFS combo.

When used against an aerial foe, the second hit will spike them to the ground. 
This move, like all of his other heavies, 
can be cancelled after the first hit but before the last, 
allowing him to tack on an extra hit when air comboing an opponent. 

This move boasts tremendous range and it is recommended you use plenty of it.

-THROW- [TRW]

Gin grabs his opponent and... 
sort of.. 
flips around and throws them across the level into a wallbounce.

2 hits, 6 damage.

An average throw that allows him to combo after the wallbounce.

-Aerial Throw- [ATW]

Gin grabs his opponent in midair, 
does his spin thing again, 
and throws the opponent diagonally down into the ground. 

Not much use for anything other that someone who likes only to 
abuse air guard- otherwise this move is mostly useless.

-Shunpo- [SHN]

Gin has an average/slightly above average shunpo length, 
and the same shunpo animation all Soul Reapers share-- 
disappearing in a flash and turning invisible and appearing somewhere else. 

Allows Gin to dodge any attack that is not an RF and 
link normal attacks to form combos.

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

Gin's specials are fairly average. 

They serve as the link between normals and supers, 
and are good for surprising unwary opponents and tacking 
on extra hits at the end of combos. 

Gin doesn't have a load of versatility with his specials, 
but they do their job alright.

------------------
-Special A- [SPA]
------------------

Shoot 'im dead, Shinso. --- Gin extends Shinso in a long straight line.

Input: 236A/B/C (Down-Forward Y/X/A)

Light: Fast Startup, Slowish recovery. Damage and number of hits varies 
depending on the distance between you and your opponent, and how many times 
they are hit by Shinso.
 Can do up to 9 damage for 22 hits.

Medium: About 2 seconds of startup, quick recovery. 
Can hit the opponent across the screen. Can do up to 24 hits 
and 10 damage.

RF: Fast startup and recovery, 
shares the same number of hit as the medium version, 
and hits through Shunpo.

Gin's Special A can be used in the air as well- 
all of the versions deal the same amounts of damage and 
hits as when used on the ground. 
Using the light version can be a quick surprise to any 
opponent not expecting it's speed and length, 
and you will recover in time for the opponent to get up, 
but if you miss it is easily punished. 

It also makes a good combo string ender- ground or air, 
and is often a better choice than spiking 
the opponent.
 
The medium version is not usually recommended for use, especially in the air, 
but can be thrown out after spiking or throwing an opponent from across the 
stage,
making it safe. 

The RF can be thrown out for around 
the same damage and hits as the medium version 
(very slightly more than the light),
 but is really not recommended for use. 
It makes a really good surprise finisher though 
(extremely fast and hits through shunpo).

Another useful ability is using shinso (light version) 
while just a small distance off the ground. 

This means you use shinsou and then 
immediately fall to the ground which stops the recovery animation. 
This allows you to throw a light shinso at an opponent 
without much danger if it misses/is dodged, 
but there is still a threat and this shouldn't be overused, 
like any move.

------------------
-Special B- [SPB]
------------------

Aah, this is no good. --- Gin shoots Shinso upwards diagonally 
from the ground or shoots downward diagonally from the air.

Input: 626A/B/C (Forward-Down-Forward Y/X/A)

Ground: Fires upward diagonally at around a 45-degree angle.

Air: Fires downward diagonally at around a 45-degree angle.

Light: Quick startup, slow recovery. 
Does about the same number of damage and hits as special A-- 
in fact, this is just special A at a different angle.

Medium: Slow startup, fast recovery. Does same number 
and hits as medium Sp.A. Can practically hit the other corner 
of the stage when standing in a corner.

RF: Fast startup, fast recovery, same number of hits as medium. 

This is probably Gin's most useless special. 
It is useless not because of the damage it deals, but 
the special falls into a 
bad spot- it fires.
 
You will almost never have a chance to use this move, because your opponent 
will almost never be in trajectory.

I advise against using this move, unless you're 
trying to be flashy.
But if you must, use the light version- 
you will almost never be at a far enough away distance to 
hit with the medium
version 
(it's long startup tips opponents off), and the RF version 
is a waste of 
Spirit Power. 

It can be good for catching an aerial opponent or 
grounded opponent off-guard.

-----------------
-Special C- [SPC]
-----------------

That's no good. --- Gin lashes Shinso out like a
scythe and pulls opponents back towards him.

Input: 22A/B/C (Down-Down Y/X/A)

All three versions: 3 hits for 8 damage. 
Same range on all specials.

Light: Fast startup, medium recovery. 

Medium: Slower startup, quick recovery.

RF version: Quick startup and Quick recovery.

This special is probably Gin's most toned down 
in the change from Blade of Fate to Dark Souls-- 
When using the medium or RF version before, 
it was very easy to chain opponents into a combo afterwards. 
Now it is still possible, but there is a very small timeframe 
to be able to do so (after the third hit in medium and RF versions), 
and it is very difficult to pull off online.

The light version of this special is excellent 
for chaining into Supers,
which is the best way for Gin to end his combos 
(light Special C into Su.A/B);
because all of the versions do the same damage, 
the light is by far 
the best way to go for this.

The medium version doesn't serve a huge purpose, 
as you cannot chain it into a combo (especially online). 

The quick recovery makes them ripe for using, though. 
The medium version 
could (supposedly),
be thrown out on an unsuspecting opponent for free damage, but 
is not very useful.

The RF version, however, 
can be used to reel in a flashstep happy opponent 
and make them eat a super. 
In fact, the RF mechanic can be very useful when you throw an RF Su.C out, 
just make sure not to waste them. 

------------------
-Special D- [SPD]
------------------

You sure are slow. --- Gin ducks, turns invisible, and teleports 
instantly behind the 
opponent, wherever they are.

Command Input: 28A/B/C (Down-Up Y/X/A)

Light version: Teleport behind 1st opponent*
Medium version: Teleport behind 2nd opponent*
Heavy version: Teleport behind 3rd opponent*

*In a 4p match. In a 2p match, just teleports behind opponent.

This oft-forgotten special is great for surprising 
opponents or playing mindgames. 
When fighting someone who is very defensive, using 
this quick move will allow you to 
instantly get up to them and throw them or start a combo. 

It's great for 
closing the gap on distanced opponents, 
or reaching characters who you might have just thrown 
across the stage. 

Don't use this move too heavily, or 
when the opponent is attacking, though, or you will be 
able to be easily punished; 
it takes about a second 
and a half to teleport, and while Gin is beginning to 
duck he is able to be hit. 

Great uses for this move are tricking opponents 
by teleporting mid-combo or using it 
to reach an opponent across the stage who just 
whiffed an attack of some sort. 
It's mostly good for it's surprise potential.


------------------
-Special E- [SCE]
------------------

Don't go too far. --- Gin takes out a small daggered sword 
(unreleased Shinso?), 
and stabs at the air in front of him while walking forward.

Command Input: 426A/B/C (Left-Down-Forward [Half Circle] Y/X/A)

Light version: 4 hits for 7 damage. Very fast startup and 
fairly fast recovery.

Medium version: 8 hits for 14 damage. Slightly slower startup 
and about the same 
recovery as light version.

RF Version: 12 hits for 21 damage. Same startup speed as light version and 
recovery as medium version. 

A not-so-useful special which can allow you to combo opponents immediately 
after launch or end ground strings with. Each of the versions 
has around the same startup and recovery, but throwing out the light or 
medium versions 
by themselves is not a good idea (very easy to counter). The RF-Version, 
like Su.C, 
can be used to trap an opponent who is ready to shunpo away and 
holds them in it's jabs for a long time, allowing you to then hit them 
with a super. 
If you are able to connect with any of these versions, I recommend ending 
them 
with a super (before the final hit, which knocks the opponent down).


====================================================================
SUPER MOVELIST [SUM]
====================================================================

Gin has fairly strong hitting, average supers which can serve him well
 which he should be trying to end all of his combos with. There is 
nothing specifically good about them, but they do their job well enough.

----------------------------
Super A [SUA]
----------------------------

Soeikan --- Gin appears at one of the end of the stage immediately after 
activating the super, and rushes across the level at light speed, slashing 
all in his path.

Costs one super 'stock'.

Command Input: 2626A/B/C (Down-Forward-Down-Forward Y/X/A) (But who uses 
control pad for supers?)

This special was toned down a lot from the first game, having Gin become 
invincible when it was used in Blade of Fate. Uses one 'stock' 

This is Gin's standard damage dealer and should be used to end a combo 
whenever possible. The best and easiest method of doing this is usually 
a final light special C linked directly into it.

When using this special, activating it facing left or right will change 
the side of the stage which Gin appears in, allowing you to hit opponents 
you normally wouldn't be able to connect with (due to being closer), and 
allowing you to get closer towards or farther away from your opponent 
depending 
on what you want to do. This trick can also allow you to punish 
missed attacks or 
recovery time an opponent has on a special.

This move can be interrupted mid-super, though, so be careful not to throw it
out 
or use it when an opponent is attacking, and remember, it's always safer 
to combo 
into a super.

----------------------------
Super B [SUB]
----------------------------

Yarisazame --- Gin does his Special D duck, then turns invisible and a load 
of 
green Shinso-like blades rain from the ceiling.

Costs three super 'stock'.

Command Input: 
6426A/B/C (Forward-Backward-Down-Right [Forward, Half Circle] Y/X/A)


The thing about this move is that it causes random damage-- 
the more raining blades 
that hit,
the more damage the opponent takes-- but it is completely random. 
The move can do from around low 70's of 
damage to over 120 by itself, depending on how 
big the opponent is, what position they were in when hit,
 and how many blades 
(complete randomness) hit them.

Gin's SuB is great at dealing a fairly large chunk of damage to opponent's 
health, but in reality the unreliability of this supers damage makes it 
inferior to most other character's three stock supers. This move functions 
well as a super, but using combos which lead into super A three times or 
saving your stock for damage cancels are often better choices than this, 
unless you feel that doing the damage 
really helps to give you a match advantage or kill your opponent.
 Again, the damage it deals is random and inconsistent, so beware.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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)

This is necessary to understand some of the combos below, so make sure to 
refer to this if you don't understand any characters below.

===========================
COMBO SECTION [CSN]
===========================

Here I'll cover several of Gin's different combos-- there is a basic and 
advanced combo section. These combos should give you a base of what to 
work from for his attacks and get a feel for how he plays. Again, these 
combos assume you know that certain type of notation, but if you don't, 
I'll rephrase it for you here.

When I say a number, look at your keyboard numberpad and you can use that 
to find the direction you press on the control pad.

7 8 9

4 5 6

1 2 3

(7 is diagonal left, 2 is down, etc.)

-----------------------
BASIC COMBOS [BCB]
-----------------------

Gin relies on his basic combos entirely for damage. This section should 
show you basically how Gin's game should be played.

------
Combo 1
------
23 hit, 23 damage * hits and damage vary on distance *

sL, sM, sH, 236A (Light special A)

Using a ground string and finishing with a light shinsou is useful if you 
are out of range to launch-aircombo with cH and don't have stock for a super.

When chaining hits, using cM instead of sH can be useful for distance 
reasons-- if you have trouble with distance, use this instead.

------
Combo 2
------
10 hits, 23 damage

cH, Jump, aL, aM, aH, jump, aL, aM, aH (Alternatively use light shinsou for 
more damage and hits)

Basic launcher to air combo. You can cancel the aH mid hit into another jump 
for the extra hit. Of course, these attacks are linkable with shunpo to land 
more hits. 

------
Combo 3
------

22A (Light special C), SuA or SuB

Best used in the middle of the stage for SuB. The Sp.C should be combo'd into 
before using it, or you could throw out an RF-C instead to catch a 
flashstepping opponent. A lot (or all) of Gin's ground combos should be 
ending in 22A to SuA. Remember than when in a corner, it is advisable 
to use SuA
beginning in that corner so you're guaranteed to hit the opponent 
(see Super A section for details).

------
Combo 4
------

21 hits, 37 damage

Throw, Su A

Easy damage. If you use a throw and aren't near enough to combo out of it,
 just use Super A.

------
Combo 5
------
(Damage varies because of Su.B)

cH, Sp.E, Su.B

A bit of a more advanced combo, you must hit the opponent with 
Sp.E out of the cH, which will tack on a few more hits. The enemy is held
 in place while being hit in the air with Su.B, so launching them first
 and adding a few hits ensures maximum damage from the Su.B.

Make sure to cancel into the Su.B while you're still comboing with Sp.E!

---------------------
Advanced Combos [ACB]
---------------------

As you become more advanced with Gin, you'll of course need to get more
 into his advanced combos to deal damage. Gin doesn't have much in the
 way of advanced combos, as he mostly deals in normals and tricks.

**           **
Gin's TAFS Combo
**           **

A TAFS combo is flashstepping upwards and delivering an aerial attack
 within your combo. It allows you to add a lot more damage into anyone's
 combos (except those who can't aerial flashstep) and is a tactic that must
 be learned to be good at this game. Let's get started with Gin's..

Gin falls a little bit quickly, so his full TAFS damage is a bit harder to
pull off than some characters.

----------------------------------
sL, sM, cM, TAFS, aM, aH *dash in* x3 (3 times)
----------------------------------

If you do this right, with the correct spacing, the aH should hit 
twice, but once is okay, as long as you continue the combo. This is very
 difficult to do on anyone but taller characters, so it's not advised you
 use the full TAFS on characters shorter than, say, Ichigo. This TAFS combo
 is also made a lot easier while in a corner. 

aH or aM alone could be substituted if the character 
you're TAFS'ing on is too short. 
The trick to Gin's TAFS is to flashstep a fair
bit over their heads so the aM and full aH have time to connect. Good luck!
--------
Combo 1 (do in corner)
--------

48 hits, 83 damage

IAD aM, aH, (sL, sM, cM, TAFS, aM, aH, *dash in* x3), 22A, Su.A

These are the kind of combos you need to pull off regularly 
with Gin in order to make him work competitively with the other characters,
 his combos are just a bit more difficult due to his increased falling 
speed in this game, making his TAFS  a bit harder.

------
Combo 2
------

RF Sp.C, sL, etc.

It is possible to combo out of Gin's RF Special C, but the 
timing for it is very difficult and strict-- almost impossible 
to pull off online, but looks very flashy and allows you to tack
 on many extra hits if you can actually pull it off consistently.

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

As said before, Gin is not an amazing character. The way to use 
him is to be tricky, utilising the reach of his normals, specials,
and supers to fool the stronger characters in the game. He offers
up a fun and unique character for use, who doesn't have much going 
for him at all because of the nerf from BoF. 

----------------------------
Legal Stuff and Contact Info
----------------------------

Uhmmm, I dunno how this works but it's my guide, 
I made it, and I want it to be only on Gamefaqs.com.

If you need to contact me about the guide or just about 
Bleach matches, my email is Sweagen@hotmail.com ^^