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    Yachiru Kusajishi by perfectchaos83

    Version: 1.21 | Updated: 03/05/10 | Search Guide | Bookmark Guide

    **Yachiru Kusajishi FAQ**
    Created by: perfectchaos83 aka “The Dude"
    
    Alright, this is my first FAQ and I'm writing it on my favorite Bleach 
    character, Yachiru Kusajishi. If you would like to find a specific part of 
    this guide use Ctrl+F and type the code thingy next to whatever you want in 
    the Table of Contents. So since there is nothing else to discuss at this 
    moment I will start the guide.
    
    Table of Contents........................................................[TOC]
    
    Introduction.............................................................[INT]
    	Why Yachiru?.....................................................[WHY]
    	Advantages.......................................................[ADV]
    	Disadvantages....................................................[DIS]
    Command List Analysis....................................................[CMA]
    	Normal Movelist..................................................[NML]
    		Standing Normals.........................................[SNM]
    			Standing Light...................................[SLT]
    			Standing Medium..................................[SMM]
    			Standing Heavy...................................[SHY]
    		Crouching Normals........................................[CNM]
    			Crouching Light..................................[CLT]
    			Crouching Medium.................................[CMM]
    			Crouching Heavy..................................[CHY]
    		Aerial Normals...........................................[ANM]
    			Aerial Light.....................................[ALT]
    			Aerial Medium....................................[AMM]
    			Aerial Heavy.....................................[AHY]
    		Throw....................................................[TRW]
    		Aerial Throw.............................................[ATW]
    		Shunpo...................................................[SHN]
    	Special Movelist.................................................[SML]
    		Special A................................................[SPA]
    		Special B................................................[SPB]
    		Special C................................................[SPC]
    		Special D................................................[SPD]
    	Super Movelist...................................................[SUM]
    		Super A..................................................[SUA]
    		Super B..................................................[SUB]
    Combo Section............................................................[CSN]
    	Legend...........................................................[LGN]
    	Combos...........................................................[CBS]
    Playstyle Guide..........................................................[PSG]
    	Basic Playstyle Guide............................................[BPG]
    	Advanced Techniques..............................................[AVT]
    	The Trip Factor..................................................[TTF]
    	Matchups.........................................................[MTU]
    	Reifu & Reiju....................................................[RNR]
    Conclusion...............................................................[CCN]
    Legal Stuff and Contact Info.............................................[LSN]
    History..................................................................[HST]
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Introduction                                                             [INT]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Yachiru Kusajishi, Vice-Captain/Lieutenant of Division/Squad 11 of the Gotei 
    13, is a small and agile character. She is very young, looks to be about 6 but
    considering she is a soul she may be very old. When she was a "baby" in the 
    79th District in North Rukongai her parents were murdered and Kenpachi Zaraki
    (who was then unnamed) found her and gave her the name Yachiru, named after 
    the only person he ever admired. Sooner or later they found themselves part of
    the Gotei 13 as part of the 11th squad. Yachiru's Zanpakuto has no known name 
    and has a flower design on the crossguard. She carries her sheath on a loose
    cord with a pair of wheels for transportation. She can also release a large
    amount of spirit energy when angry.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Why Yachiru?                                                             [WHY]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    With all of her character outline done let's get to why you should choose to
    be Yachiru.
    
    ******************************************************************************
    Advantages                                                               [ADV]
    ******************************************************************************
    With her small stature, Yachiru has some pretty awesome advantages.
    
    -One of the fastest characters in the game (only surpassed by Grand
    	Fisher, but that could be due to its size)
    -Highest jump in the game (tied with Goteitaishi and Grand Fisher)
    -3rd longest shunpo/flashstep/dash thing (1st is Bonnie and Grand Fisher, 2nd
     	Uryu, Chad, Tsukaima and Kyugohanin, tied with Komamura, Yoruichi 
    	and Soifon)
    -Attacks quickly
    -Fairly long air dash
    -Small, therefore hard to hit
    -Standing Medium and Heavy attacks move her forward slightly
    -Her trip causes damage (more on this later)
    
    ******************************************************************************
    Disadvantages                                                            [DIS]
    ******************************************************************************
    Every character has to have disadvantages and Yachiru has a few and they are 
    pretty major in comparison to other character's disadvantages.
    
    -She trips... a hell of a lot if you try dashing across the screen you will
    	almost always trip at least once. She can even trip while she is jump-
    	ing (I dunno how it happens, but she does). Recovery from tripping is 
    	pretty long too, so hope you don't trip near an opponent.
    -She has a 67% damage ratio. It means that she takes about 1.59 times the 
    	damage from an attack.
    -Her Heavy Attack does less damage than most other Heavy Attacks. It also does
    	less than her Medium Attack. (exception is her Aerial Heavy)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Command List Analysis                                                    [CMA]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    This section covers Yachiru's basic moves and how to use them in certain 
    situations
    
    ******************************************************************************
    Normal Movelist                                                          [NML]
    ******************************************************************************
    Yachiru has pretty small hitboxs so you need to be up close and personal
    to get a hit off. The attacks themselves, however, can easily be linked to make 
    a good combo.
    
    ------------------------------------------------------------------------------
    Standing Normals                                                         [CNM]
    ------------------------------------------------------------------------------
    Yachiru's standing normals are sorta good. They have a greater utility use 
    than her crouching attacks.
    
    STANDING LIGHT                                                           [SLT]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    sl- Yachiru either does a small punch or a slap... I can't tell which. >_<
    
    1 hit, 4 damage
    
    This move comes out fast and can start up combos but has short range. It is
    spammable, but it can only chain twice before you get out of range.
    
    STANDING MEDIUM                                                          [SMM]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    sM- Yachiru swings her sheath over her head and moves forward a bit.
    
    1 hit, 6 damage
    
    This attack moves Yachiru forward a bit, so it can be used from a distance and
    still hit, and is great for keeping a combo going after performing a light 
    attack or two.
    
    STANDING HEAVY                                                           [SHY]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    sH- Yachiru swings her sheath like a golf club and moves forward a bit.
    
    2 hits, 5 damage
    
    Her heavy does less than her medium for some reason. This attack launches the
    enemy up in the air. Also because of its forward movement it can be used from
    quite a ways away from the enemy. It is cancelable after the first hit and
    before the enemy gets launched by either using a shunpo/flash step or a special
    or super.
    
    ------------------------------------------------------------------------------
    Crouching Normals                                                        [CNM]
    ------------------------------------------------------------------------------
    Yachiru's crouch moves are... basically the same as her Standing normals with
    very small differences.
    
    CROUCHING LIGHT                                                          [CLT]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    cL- A swift, short kick. Similar to Mayuri's standing light
    
    1 hit, 4 damage
    
    The only of Yachiru's crouching attacks that has a different animation. If 
    connected the enemy or you depending, on your position on the map, will move 
    back slightly allowing you one more hit before you are too far away. It is her 
    only attack that can break standing guards.
    
    CROUCHING MEDIUM                                                         [CMM]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    cM- Yachiru swings her sheath over her head
    
    1 hit, 6 damage
    
    This attack is almost identical to her standing medium, with one small 
    difference, it doesn't move forward when used. It is useful for setting up a
    TAFS. However, it doesn't break standing guards so it is quite useless in that 
    manner.
    
    CROUCHING HEAVY                                                          [CHY]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    cH- Yachiru swings her sheath like a golf club
    
    2 hits, 5 damage
    
    As with her crouching medium it is almost identical to her standing heavy, but
    no forward movement. Also, like her standing heavy, for some reason it does 
    less damage then her medium attack. This attack can launch, but as with her 
    medium it cannot break standing guards. It is pretty useless on it's own, but 
    it is useful to get a bit of extra damage by using it after the first hit from
    her standing heavy. It can be canceled after the first hit.
    
    ------------------------------------------------------------------------------
    Aerial Normals                                                           [ANM]
    ------------------------------------------------------------------------------
    Ah, Yachiru's aerials, the best in her normal move arsenal.
    
    AERIAL LIGHT                                                             [ALT]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    aL- swift kick, same as he crouching light but in the air.
    
    1 hit, 4 damage
    
    This move is fast. Use it in succession to rack up some hits/damage.
    
    AERIAL MEDIUM                                                            [AMM]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    aM- Same as her other mediums, swings the sheath over her head.
    
    1 hit, 6 damage
    
    Useful in TAFS combos and in air combos before you either jump up or use a 
    flash step for a bit of extra damage.
    
    AERIAL HEAVY                                                             [AHY]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    aH- Like her mediums, she swings her sheath over her head but it is faster and
    the animation is slightly different.
    
    1 hit, 8 damage
    
    :O Her heavy finally does more damage than her medium! However, it is really
    only used in TAFS combos. However, it is great for surprise attacks in the air
    to keep people on the ground
    
    ------------------------------------------------------------------------------
    Throw                                                                    [TRW]
    ------------------------------------------------------------------------------
    
    Yachiru grabs the opponent and smacks them with her sheath, similar animation 
    to her aH. Sends opponent towards the wall.
    
    2 hits, 6 damage
    
    Pretty standard... Average recovery time, can combo a super after the wall 
    bounce, if close enough.
    
    ------------------------------------------------------------------------------
    Aerial Throw                                                             [ATW]
    ------------------------------------------------------------------------------
    
    Yachiru grabs and basically does her aH sending the opponent to the ground.
    
    2 hits, 6 damage
    
    Aerial throws are more or less useless, but if you can use it as a surprise 
    attack, go for it.
    
    ------------------------------------------------------------------------------
    Shunpo/Flash Step                                                        [SHN]
    ------------------------------------------------------------------------------
    
    Has the same length as Yoruichi, Soifon and Komamura, so it goes far and is 
    fast. It is almost able to go half way across the stage.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Special Movelist                                                         [SML]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Yachiru's specials range from useful to the highest degree to completely 
    useless.
    
    SPECIAL A                                                                [SPA]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    "Yahoo--!"
    
    S-A- Yachiru unleashes spiritual pressure in the shape of what looks like a 
    lion's face.
    
    Ugh... what a way to start with specials... This is not particularly good as
    it has a pretty big start up time, meaning you can't combo into it and enough
    of a recovery time to also not be able to combo out. The only use for this is
    to push enemies away. It can be charged to allow for more hits and more damage,
    but it is nigh impossible to pull it off.
    
    Light- Start up time is about 1 second and recovery time is about 1 second as 
    well. To fully charge it takes about 10 charge sound thingys(about 10 seconds)
    The longer the charge the bigger the release is, the longer it lasts and deals
    more damaged.
    Uncharged- 12 hits, 10 damage  Charged- 46 hits, 29 damage
    
    Medium- Exact same thing as Light
    Uncharged- 12 hits, 10 damage  Charged- 46 hits, 29 damage
    
    RF- There is a little difference in the RF special A. It differs in that it is
    more powerful and bigger than the others uncharged, but does the same when 
    charged and it only takes about 5 seconds of charge time.
    Uncharged- 16 hits, 14 damage  Charged- 46 hits, 29 damage
    
    SPECIAL B                                                                [SPB]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    "Here I go--!"
    
    S-B- Yachiru is covered with some sort of green flame and dashes across the 
    screen.
    
    This special is not bad, when it connects it pushes the enemy towards the
    wall. It is also possible to cancel into a super during the actual move. 
    Beware as it is possible to trip during this move, but it is not very common.
    It can also be used in the air.
    
    Light- Very quick start up time, very long recovery, but is pretty much 
    negated as it is about the same as for the enemy to recover from it, if hit.
    The actual attack is very short, and the remainder of it you will slide over 
    most of the screen.
    12 hits, 6 damage
    
    Medium- Long start up, quick recovery. The "flame" lasts throughout the whole
    dash except the last few frames.
    30 hits, 14 damage
    
    RF- Same start up as the light, everything else is from the medium. This is
    used best to put the enemy into a corner or after the first hit of her 
    sH if you want.
    30 hits, 14 damage
    
    SPECIAL C                                                                [SPC]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Tyah--!
    
    S-C- Yachiru does a flip through the air with her sheath out and can hit 
    multiple times.
    
    A more situational special that can hit the foe multiple times. Depending on
    which one that's used it can hit a max of either 3 or 6 times, and if the 
    enemy is in the air when you hit them with the final hit it will spike them.
    The first hit will always be diagonally up and whichever way you're facing, 
    but after that you can go in any direction you please(if no direction is 
    chosen it will go diagonally up in the direction you're facing). To continue 
    it either press an attack button and the direction you want to go or just hold
    the touch screen button.
    
    Light- Quick to start up and almost no lag time when done. A maximum of three
    hits.
    Hit 1, 3 damage total Hit 2, 5 damage total Hit 3, 8 damage total
    
    Medium- Long start up and almost no lag when done. Maximum of 6 hits.
    Refer to Light for hits 1-3
    Hit 4, 11 damage total Hit 5, 14 damage total Hit 6, 17 damage total
    
    RF- Small start up time and almost no lag when done. Maximum of 6 hits.
    Refer to Light for hits 1-3
    Refer to Medium for hits 4-6
    
    SPECIAL D                                                                [SPD]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Ready!
    
    S-D- Like her sH, she swings her sheath like a golf club with immense power.
    Sends the enemy flying. Can be charged.
    
    A horrible special that has no use whatsoever. Well it may have a use in a 
    team battle if your teammate throws an enemy at you while you charge and hit
    them when they come close. I have not tested that scenario, but it should 
    work. Anyway when fully charged it is perhaps the strongest special in the 
    game, but as said before is almost impossible to pull off. If the attack hits
    she jumps up and down saying something, but is she misses she stands still and 
    probably wonders why the hell she didn't hit anything. It is also a bit slower 
    than her standing heavy. Surprisingly, both of her supers can combo out of it
    before she starts jumping up and down.
    
    Light- A little bit of start up when done charging and swings as fast as her
    sH. takes about 20 charge sound things to fully charge.
    Uncharged- 1 hit, 10 damage  Charged- 1 hit, 64 Damage
    
    Medium- Exact same thing as Light.
    See Light
    
    RF- Exact same thing again but with only 10 charge sound things.
    Uncharged- 1 hit, 13 damage  Charged- 1 hit, 64 Damage
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Super Movelist                                                           [SUM]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Yachiru's supers are much better than her specials. They give many hits, and 
    they give decent damage... But that is fine because they can almost fit into 
    any combo Yachiru can make.
    
    SUPER A                                                                  [SUA]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    "Stop bothering me!"
    
    Cost 1 Reiatsu, 46 hits, 36 damage
    
    SU-A- This is like a fully charged S-A, but more powerful. It covers about 
    half to two-thirds of the stage. Once you get somebody into it from a combo it
    will do quite some damage. However, unlike her S-A, it cannot be used in the
    air. :(
    
    SUPER B                                                                  [SUB]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Uryah--!
    
    Cost 1 Reiatsu, 30 hits, 26 damage
    
    SU-B- Yachiu starts like her S-C does, but instead of doing 1 spin she does 
    multiple spins to unleash a barrage of hits. Despite how little damage it does
    it is great for combos. It can be used in the air to continue air combos, but
    if you are on the ground stick to her SU-A. As a little side note, you can
    move around during this attack, but it is hard to control.
    
    NOTE: This move has trouble with certain characters, so here is a list of them.
    
    Uryu: He only seems to like taking it on his face, hitting his legs will do
    nothing
    
    Yoruichi: Exact opposite of Uryu, she only likes to get hit on her legs.
    
    Shibata: If there's one thing he's good at... it's being invincible to this
    move, seriously.
    
    Kyugohanin/Nurse: This is a wierd one... in the air she won't be hit by it and
    on the ground it's pretty random. Sometimes she'll get hit and sometimes she 
    won't. The only part of her that will be hit by it is the very top of her head,
    it's just best not to use this against her. 
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Combo Section                                                            [CSN]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Yachiru's combos, while not particularly damaging compared to other combos, 
    can be used rather frequently.
    
    ------------------------------------------------------------------------------
    Legend                                                                   [LGN]
    ------------------------------------------------------------------------------
    
    Please use the following legend for the following sections (credit goes to 
    SixFortyFive for this legend):
    
    s     standing
    c     crouching
    a     aerial
    L     light attack (Y button)
    M     medium attack (X button)
    H     heavy attack (A button)
    T     throw (any two attack buttons)
    S-X   special attack X
    RF-X  reinforced special attack X
    SU-X  super attack X
    FS    flash step
    BOFS  Behind Opponent Flash Step (shunpoing behind opponent w/o ending combo)
    TAFS  To Air Flash Step (shunpoing to the air to land aerial hits in a ground
    combo)
    D     dash (quickly tapping either direction- used during combos occasionally
    to continue a combo)
    IAD   instant aerial dash (air dash instantly after starting a jump)
    OTG   off-the-ground (striking an opponent who is falling, but who is so 
    close to the ground that it counts as hitting them while they are on the 
    ground, which forces them into the standing animation-- this is useful for 
    resetting infinites and other long lasting combos)
    
    ------------------------------------------------------------------------------
    Combos                                                                   [CBS]
    ------------------------------------------------------------------------------
    
    Combo 1 - 4 hits, 13 damage
    -----------------
    
    sL -> sM -> sH
    
    Standard ground combo that launches the opponent.
    
    Combo 2 - 17 hits, 31 damage
    -----------------
    
    sL -> sM -> sH -> jump -> (aLx6) -> aM -> jump -> (aLx6) -> aM -> aH
    
    Extension of the basic combo with a basic aerial combo
    
    Combo 3 - 48 hits, 42 damage. 
    Costs 1 reiatsu
    -----------------
    
    T -> SU-A
    
    Throw the opponent when you are somewhat close to a wall and use Super A 
    immediately after the opponent hits the wall.
    
    Combo 4 - ~74 hits, ~54 Damage. 
    Costs 1 reiryoku and 1 reiatsu.
    -----------------
    
    T -> RF-B -> SU-A
    
    Depending on how close you are to the wall, damage and hits will vary. Use 
    this if you are not quite close to a wall. The RF-B will close you in pretty
    fast and when you hit the opponent use SU-A. This works on almost any part of 
    the stage except directly in front of the wall you are throwing to. If done on
    the opposite wall you will need to dash a tiny bit in order to hit them after
    the wall bounce in order to hit with the SU-A. 
    
    Combo 5 - 47 hits, MAX damage 91. 
    Cost 1 reiatsu (optional 1 reiryoku)
    -----------------
    Sp D -> SU-A
    
    Due to the nature of her Sp D it is not an effective combo, but if you 
    actually do pull it off you can immediately use a SU-A to combo. You can also
    use a SU-B if you want, but it does less damage.
    
    Combo 6 - MAX hit 168, MAX damage 91. 
    Costs 1 reiryoku and 3 reiatsu.
    -----------------
    
    sL -> sM -> sH -> cH -> RF-B -> SU-A -> SU-A -> SU-A
    
    This will work only if you can get the opponent against a wall with the RF-B
    AND before the RF-B hits them off the ground. That way you will be able to
    chain three SU-As. Also against certain characters you won't be able to link 
    three SU-As. Kenpachi and Uryu are among those characters. From my observations
    if the opponents foot is intersecting Yachiru's foot then you will be able to 
    link SU-As. Not a very practical combo though, but it is a flashy way to end a
    fight. :D
    
    Combo 7 - 79 hits, 100 damage. 
    Cost 1 reiryoku and 1 reiatsu
    -----------------
    IAD -> aM -> aH -> dash -> sL -> sM -> cM -> sH -> cH -> TAFS -> aM -> aH -> 
    dash -> sL -> sM -> cM -> sH -> cH -> TAFS -> aM -> aH -> dash -> sL -> sM -> 
    cM -> sH -> cH -> TAFS -> aM -> aH -> dash -> sL -> sM -> cM -> sH -> cH -> 
    jump -> (aLx7) -> aM -> jump -> (aLx7) -> aM -> Sp C (5 hits) -> SU B
    
    A very cost effective combo that deals decent damage. The hardest part of the 
    combo is the TAFS, due to how fast Yachiru's Flash step is.  Be wary when using
    this combo as it is possible to trip when you dash, thus ruining your combo and
    open to a counter attack.
    
    NOTE: on wide characters like Ichigo and Renji you can substitute the sL -> sM
    -> cM -> sH -> cH for a (sL x2) -> sM -> cM. It will do 101 damage.
    
    NOTE 2: For the SU B refer to it's section for characters it has troubles with.
    
    "Combo" 8 - 51 hits, ~56 damage.
    Cost 1 reiatsu
    -----------------
    NOTE: This isn't really a combo, it's more or less an air throw set-up
    
    sL -> sM -> cM -> sH -> cH -> SU A -> jump -> Air throw
    
    As said above, it is an air throw set-up the jump could either be straight up
    or diagonal, it shouldn't really matter either way. Really, the only reason to
    use this is because most people wouldn't expect it, if they get smart don't 
    bother to use it anymore.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Playstyle Guide                                                          [PSG]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    The first two parts of this section is taken from the Kenpachi Character guide
    by Dark_Lord_Uraj. So credit goes to him.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Basic Playstyle Guide                  					 [BPG]
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Ending Combos with Supers
    -------------------------
    
    A very basic concept, using supers at the end of combo is completely different
    from the first game now. Damage cancels can no longer be activated after a su-
    per has been activated, unless the person is also being hit by another, non-
    super attack. This means that it's far easier to set up supers, but at the 
    same time you must be wary of your opponent's reiatsu stock even more than 
    before. Making sure that you damage cancel any combo that has the likelihood
    of being ended with a high damage super is important, but will require you to
    judge when your opponent will actually use their reiatsu.
    
    
    Comboing from Knockdown state
    -----------------------------
    
    Some examples of knockdown state including those hit by the damage cancel
    burst, Ichigo's specials A and C and supers A and B, and Kyoraku's non-RF
    special B, to name a few. It prevents recovery (except by damage cancel) and
    grants invulnerability until the character in question hits the ground and
    gets up. Almost invulnerable, that is. There are a few frames of vulnerability
    after the state-inducing move connect, making it possible to combo out of
    knockdown-inducing moves. This is particularly useful for those supers that
    'come out' quickly, like Chad's super B, Renji's super B, Mayuri's super A,
    etc. It is possible for the aforementioned characters to damage cancel and go
    directly into an instant super; this is risky, though, as it is possible to
    damage cancel out of a damage cancel.
    
    Damage canceling out of a damage cancel verified by Hayato118, aka MrHellFire.
    
    Do's and Don'ts of Damage Canceling
    -----------------------------------
    
    Damage canceling is an excellent gameplay mechanic, but it should not be
    overused. Managing both your own and your opponent's super meters is an
    important part of the game, and damage canceling every time you're comboed is
    just asking to eat a 3-stock super. Try to limit your damage cancels to only
    the following situations:
    
    -Enemy starts a combo that is likely to end in a super
    -Enemy sets you up for an easy infinite combo
    -Enemy uses a wallbouncing move on you and is in good position to follow up
    with a 3-stock super for massive damage
    -You have very little health and your opponent catches you in a combo
    
    I've seen far too many players online who damage cancel the moment they take
    damage. Hopefully, they read this and learn from it.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Advanced Techniques							 [AVT]
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Breaking Guard
    --------------
    
    While this may not be the most advanced technique, it's an important technique
    that anyone aspiring to be good at the game should learn and know well. There
    are three different kinds of guard: standing, crouching, and aerial. It goes 
    like this: standing guard can be broken by crouching attacks, crouching guard
    can be broken by aerial attacks, and aerial guard can only be broken by aerial
    throws. Knowing how to guard and when is a very important part of playing a 
    good defense; no matter how good of an offense you put up, if your opponent 
    can break through your guard easily every time you don't stand much of a 
    chance.
    
    Remember that you can defend against crouching attacks with crouching guard, 
    aerial attacks with standing guard, and any attacks with aerial guard. Lear-
    ning how to adjust your guard based on your opponent's attack patterns and
    how to respond accordingly, ala guard canceling, is one of the most important
    aspects of the game to learn, and once mastered will give you a superior edge
    in a fight.
    
    Dash Cancel
    -----------
    
    This little known technique can easily surprise an opponent. It's common 
    knowledge among higher level players that it's impossible to grab out of a 
    dash. However, it's quite possible to stop a dash short. By tapping the block
    button and releasing quickly, you can cause your character to immediately 
    leave the dash animation, which allows you to execute a throw. In essence,
    this allows you to throw out of a dash. Most people will expect you to throw
    if you walk at them, but with this technique you can catch them off-guard with
    a throw.
    
    Credit goes to Hayato118, aka MrHellFire, for this finding.
    
    ------------------------------------------------------------------------------
    The Trip Factor                                                          [TTF]
    ------------------------------------------------------------------------------
    
    There is no way to actually stop Yachiru from tripping. It happens when she 
    runs and it happens when she jumps (somehow). On the somewhat bright side, 
    tripping right next to an opponent will deal 1 damage, but the recovery from 
    it is really long and they will recover from it before you do, try to finish
    them off with it though, hilarity ensues. So here I will tell you how to limit 
    the tripping.
    
    1. Stay in the Air
    -----------------------
    
    This is probably the most important, and more practical way, to limiting 
    tripping. Even though she sometimes trips when she jumps, it is not as common
    as it is when she is on the ground.
    
    2. Use Shunpo/Flashstep
    -----------------------
    
    A less practical way to limit tripping, but she doesn't trip at all while 
    doing it. On the plus side it is pretty far. Use it when you want to 
    create or shorten the distance between your opponent.
    
    3. Use B or C specials
    -----------------------
    
    Yachiru's Special B has far distance and rarely trips while doing it. Her 
    Special C can get her to other places slowly and be able to change directions
    after each spin. Whichever one you use, try to hit the opponent. With her B 
    try to do a surprise attack and with C use it's uniqueness to confuse the 
    opponent and, if you can, try to hit them.
    
    ------------------------------------------------------------------------------
    Matchups                                                                 [MTU]
    ------------------------------------------------------------------------------
    
    Here I will cover some strategies against certain types of characters.
    
    Komamura
    ------------------------------------
    
    The character so much of a problem he gets his own section. Most Yachiru 
    players will have some trouble getting rid of Komamura. With his buffed 
    defense and Yachiru's nerfed defense it is bound to either be an epic fight or
    complete obliteration for Yachiru. The main things you have to worry about are
    his special/super throws. They are deadly when used against Yachiru. His sword
    also has a great range making it tough to get near him. The best strategy 
    against Komamura is to just aggro the shit out of him. You do not want to stay
    close to him for long periods of time, though, unless you want to have your 
    face dragged against the ground and pummeled by a giant stone fist of death.
    Keep to the air around him and so you can get a chance to combo him as much as
    possible. 
    
    Also if you see Komamura do jump a into the air and disappear (Special B) 
    retaliate with Yachiru's Super A (he appears right above you so he is in the
    perfect position to get hit by it). You can also start an air combo if you jump
    straight up and are in the right position.
    
    Character in this category: Komamura
    
    Up Close and Personal characters
    ------------------------------------
    
    These kinds of characters can be a pain with Yachiru. The main problem with 
    them is that Yachiru's hitboxes are fairly small so she has to get close to 
    actually hit the enemy. One way to get around this would be to hit them from 
    the air and start a combo once you hit the ground. The more preferable turn
    of action, however, is to do her special B to close in on them. However,
    it has to be done close enough that they won't expect it, but not far enough
    that they see it coming. Her special B is fast and faster than her dash so it
    can probably be used from about the length of 1 1/2 Komamuras.
    
    NOTE: For Iduru treat him as a mix between this category and Komamura because
    of his very damaging throws.
    
    Characters in this category: Yoruichi, Soifon, Hisagi, Nemu, Iduru, Don 
    Kanonji, Ikkaku, Bonnie, Kisuke (without summons), Kenpachi (without extendo 
    sword), Mayuri (no Nemu), Ganju, Kukaku, Tosen, Grand Fisher and Hanataro
    
    Pseudo Ranged characters
    ------------------------------------
    
    A pseudo ranged character is one that can somewhat attack effectively from a
    distance just to close in on you and do a combo of sorts. The best way to 
    deal with these characters is to close in on them before they can start their
    ranged attack. Either use Yachiru's long shunpo/flash step or special B. Once
    closed in, punish them for trying to own you with ranged attacks.
    
    Characters in this category: Ichigo, Renji, Byakuya, Genryusai, Ichimaru,
    Rangiku, Hollow Ichigo, Kisuke (with summons), Kenpachi (with extendo sword), 
    Mayuri (with Nemu), Orihime, Momo, Hitsugaya, Aizen, Kyoraku, Ukitake, 
    Ururu and Rukia
    
    Ranged character
    ------------------------------------
    
    Uryu, the only raged character in the game, is not much of a problem for 
    Yachiru. The only problem she will have is with his uber light kick of 
    justice. It comes out really fast that, even though it is weak, will 
    accumulate damage really fast. While Uryu is starting to use a ranged move 
    close in on him like the pseudo ranged characters and use all the attacks in
    your arsenal to keep him at bay.
    
    Character in this category: Uryu
    
    El Menos Grande
    ------------------------------------
    
    This giant of a character is not that hard to beat with Yachiru. It's specials
    can do quite some damage, but overall it's not that difficult. You can easily 
    get it into an infinite by doing aerial light attacks and as soon as you hit 
    the ground jump towards it and repeat. Even if they damage cancel it you 
    should have gained enough riatsu for a couple of supers when needed.
    
    Character in this category: Menos Grande
    
    The Small, The Jokes and the Ugly
    ------------------------------------
    
    Really there is nothing to beating these people. They all take extra damage,
    so even the most basic combos will deal out a crapload to them. Once you can 
    get them in the air it is almost possible to take out half their health.
    
    Characters in this category: Kon, Ririn, Shibata, Kyugohanin, Goteitaishi,
    Shrieker and Tsukaima
    
    Vs. Yachiru
    ------------------------------------
    
    This might be a tough fight because of all the tripping and all the chaos of 
    her supers going off. Like with the characters in the above segment, try to 
    get her in the air so you can take off a good chuck of health. 
    
    Character in this Category: Yachiru
    
    ------------------------------------------------------------------------------
    Reifu and Reiju                                                          [RNR]
    ------------------------------------------------------------------------------
    
    Use Sixfrotyfive's FAQ to figure out what the Reifu and Reiju do. I will be
    using the portrait for Reifu and effect for the Reiju. Feel free to e-mail me
    if you want a set put up here.
    
    Really, though... competitively these are just plain stupid. Only if you and
    your opponent agree to use them it's okay.
    
    Sets
    ------------------------------------
    
    As of now I have only come up with one set, and it is the 4x4 Reiju set.
    
    Set 1
    ---------
    It includes:
    1% increased defense
    3% increased defense
    5% increased defense
    1% increased attack
    3% increased attack
    5% increased attack
    1% increased mobility and
    3 auto guards
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Conclusion                                                               [CCN]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    All in all, Yachiru is a decent character, but her drawbacks limit her 
    performance. If used correctly she can be pretty deadly. It takes awhile 
    getting used to her mechanics, more specifically the tripping, but once you
    get over that you can use her quite effectively.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Legal Stuff and Contact Info                                             [LSN]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    This guide was written by perfectchaos83 aka The Dude and it was made for 
    GameFAQS, but if you would like to host it somewhere go ahead, just give 
    credit where credit is due. >:( If you would like to contact me please e-mail
    me at perfectchaos83@gmail.com.
    
    Treasure deserves a lot of thanks for making this game. I'd also like to thank
    645 for his excellent FAQ about this game and without it I might have given up 
    on this game a while ago due to the language barrier. I'd like to thank my 
    friend afrototoro/icantgetthenameiwant for inspiring me to play this game 
    and my other friend benjtoaks for proofreading this guide.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    History                                                                  [HST]
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Ver. 1.0- October 18, 2007 - ummm... first draft is done! :O
    
    Ver. 1.1- May 11, 2008 - Reordered some of the stuff in the guide, gave a bit 
    more info on moves and such and put up some better combos and took out some 
    bad ones.
    
    Ver. 1.2- February 3, 2009 - Fixed some random stuff. Merged the two combo 
    sections as well as added a "combo" and fixed some typos. Added a list of 
    characters that her Su B doesn't work well against. 
    
    Ver. 1.21- March 4, 2010 - Nothing major... just added some more thoughts to a
    few sections that I thought needed it. Just an annualish update to keep it nice
    and polished.

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