----------------- Juushirou Ukitake (or Jushiro Ukitake) ----------------- ------------ A Must Read: ------------ What you will read down is my strategy, which means.. it might not work with you as it does with me and may be yes. I really do not need any E-Mail(s) asking: "What is good or bad" since I will fully talk about everything. Moreover, This FAQ is completely about using Ukitake WITHOUT (keyword: without) using cards. Which means, nothing will be told about the cards and what to use or not. I have NEVER used cards at all because I do not think they make the gameplay more interesting, but rather retarded and flawed (no offense to those who use them though). So, do not expect any combos or strategies using cards. If you are interested in a good comp. then read at the bottom of the FAQ please! If you have anything to say help to make the FAQ better for the gamers, you are more than welcome... other than that, sit back and relax. Hope the FAQ will somehow be useful to you and lead your play or skills to a higher level. Be a "gentleman/lady" if you have anything to say or Mr. Geese Howard will get mad and perform "Thunder Break." Now we do not want him to do that, do we? ^_^ =============================================================================== ----------------- Table of Contents ----------------- 1. Character Background ++++++++++++++++++++ - Tidbit - Pic - Seiyuu 2. Why Ukitake? ++++++++++++ 3. Why Not Ukitake? ++++++++++++++++ 4. System Explanation ++++++++++++++++++ - Super Guage - Power Guage - Cards - Touch-Screen - Shunpo - Plane Change - Combos - Throw - Guard Cancel - Damage Cancel - RF Special Moves - Double Jump & Air Dash - Guard & Run - Jump Cancel - Side Note 5. Legends & Command List ++++++++++++++++++++++ - Legends - Command List 6. Moves Analysis ++++++++++++++ - Standing Y - Standing X - Standing A - Crouching Y - Crouching X - Crouching A - Jumping Y - Jumping X - Jumping A - Special Move A - Special Move B - Special Move C - Special Move D - Special Move E - Super Move A - Super Move B - Super Move C - Throw 7. Strategy Section ++++++++++++++++ - Cough Cough - Pressure Game - Traps/Set-ups - General Strategy 8. Combination Attacks +++++++++++++++++++ - Normal Combos - Super Combos - Throw Combos - Side Note 9. Combination Attacks Explanation +++++++++++++++++++++++++++++++ - Normal Combos Notes - Super Combos Notes - Throw Combos Notes 10. Challenge Mode ++++++++++++++ - Challenge 1 - Challenge 2 - Challenge 3 - Challenge 4 - Challenge 5 - Challenge 6 - Challenge 7 - Challenge 8 - Challenge 9 - Challenge 10 11. Charts ++++++ - Consumption Chart - Damage Chart 1 - Damage Chart 2 - Cough Chart 1 - Cough Chart 2 12. Questions & Answers +++++++++++++++++++ - DAMMIT - Super Move C - No Damage - Merciful - Challenge Mode 13. Credits & Acknowledgement +++++++++++++++++++++++++ =============================================================================== ------------------------ 1. Character Background: ------------------------ Just a little tidbit about him... Tidbit: http://www.animeindepth.com/bleach/character3.php Pic: http://download.minitokyo.net:8001/view/207507.jpg _____________________________________________________________________________ | | | Hideo Ishikawa (Seiyuu) | |_____________________________________________________________________________| | | | | Animes | Games | |______________________________________|______________________________________| | | | | - Itachi Uchiha - Naruto | - Itachi Uchiha - Naruto games | | - Juushirou Ukitake - Bleach | - Juushirou Ukitake - Bleach games | | - Fullbody - Fullbody | - Ogami Yugo - Blody Roar: PF | | - Akira (OVA) - Weiss Kreuz | - Auron - Final Fantasy X| | - Hideo - GTO | - Katou Yuusuke - Kekkon Marriage| | - Tatsuha Uesugi - Gravitation | - Taylor - Langrisser I&II| | - Iwan - Gravion Zwei | - Squall Leonhart - Kingdom Hearts | |______________________________________|______________________________________| | | | Pics & Information | |_____________________________________________________________________________| | | | - http://www.seiyuu.info/extendedlisting.php?seiyuu=Hideo+Ishikawa | | - http://www.seiyuu.info/pics3/hideo-ishikawa.jpg | |_____________________________________________________________________________| That's about it, fellas. ^_^ =============================================================================== --------------- 2. Why Ukitake? --------------- A very unique character. Ukitake, the loving and caring captain. He deals massive... very massive damage by simple combos. His pressure and trap games are really deadly. You cannot really find any openings in this character. The only opening the opponent hopes to get is when he coughs. Other than that, this character can really surprise you. In short, if you are looking for the best character to deal damage then Ukitake is your choice. If you want someone with some heavy traps, but nicely rewarded, then he is your best choice. =============================================================================== ------------------- 3. Why Not Ukitake? ------------------- Eventhough he deals great damage and he is really great with some mind/trap games, he suffers from a very fatal downside. He coughs randomly (not 100% randomly though... read in the "Cough Cough" & "Charts" sections for further explanation) during the match when you use his Special Moves or Super Moves... and thus interrupts any Special Move/Super Move or combo. Not the opponent's... he interrupts his own Special or Super Moves actually. And thus, that is the catch. That is why he deals great damage and such a good character for zoning and deadly combos. This is a major problem since it can easily turn the whole match from winning, to losing. Still, there are many tactics to just not abuse his moves to not make him cough. So you will have to focus on three things instead of one thing: - To set-up traps. - To be prepared to "what to do" when he coughs. And that is explained in the "Cough Cough" section. - To try as hard as you can to not make him cough AT ALL. And that is explained in the "Charts" section. He takes about two/three full seconds when he coughs. So the opponent will not think twice to punish you. There ARE many ways around it and YES, you can avoid making him cough. But you really have to think a bit and not just mash your way through and hope for him not to cough (ever played Toki in the recent HnK/FotNS fighting game?). So, if you are hot-blooded and get mad fast, keep Ukitake away from your favorite list. ^_^ =============================================================================== --------------------- 4. System Explanation --------------------- If you do not understand the game mechanics, then you will most likely miss many things. If you need a full list to what consumes what then check the "Charts" section. _____________ | | | Super Guage | |_____________| The Super Guage can be filled up by either taking damage or dealing damage. Taking chip damage does not count. Missing the opponent will not count as well. The max stock is 3. Some Super Moves use one stock and others use 3 stocks. It depends on the character you are using. Ukitake uses one stock for his A and B Super Moves... but uses 3 stocks when he performs his Super Move C. Some characters fill up their Super Guage faster than others and some others can hit their opponent with their Special Moves and still not make the opponent get anything of his/her Super Guage filling. Like Ukitake's Special Move A (d, f + Y/X/A). Moreover, some characters perform Ban Kai or Shi Kai (like Aizen), so then the Super Guage will turn to a time guage and will deplete slowly... then when it depletes to zeros, the characters return to their regular forms and so the Super Guage. If you do the First Attack (like some 2D fighting games), you will get one stock right from the start. And that means a clean hit. Damage Cancel consumes one stock per one interrupt as well. _____________ | | | Power Guage | |_____________| The Power/Energy Guage is only visible to you and invisible to your opponent. Its max is 3 stocks. This is a very useful feature. It fills up automatically. You will get max right from the start. Guard Cancel consumes one stock. RF Special Moves consume one stock as well. The difference is, if you Guard Cancel, the Power Guage will fill up VERY fast... but if you defend, it will fill up slowly. If you defend while being attacked, it will still fill up fast. On the other hand, if you use RF Special Moves, the Power Guage will fill up rather slowly. Also, Shunpo and changing planes consume one Power Guage. Power Guage has two different guages. Blue and yellow guage. If you do Shunpo it will take one yellow stock but will leave a blue guage. That means, when you do RF Special Move, it will take one from both blue and yellow guage. Let us say you did Shunpo three times in a row, three yellow stocks will be depleted. But will leave three blue stocks on for the RF Special Moves. So you will still be able to perform three RF Special Moves. But if you do RF Special Moves three times in a row, the three blue and yellow stocks will be depleted and you will have to wait until it fills up again. Moreover, when you used Shunpo and thus use a yellow stock and leave blue one, it will refill faster, unlike when you Use RF Special Move. In short, the Power Guage will fill up fast when you use ONLY the yellow stocks, but will fill up slowly when you use the blue stocks (which means yellow and blue stocks). _______ | | | Cards | |_______| The card system is rather pathetic. You have many cards with their own effects. The cards have four levels. The fourth are the best with the most *yawn* effective healing/damage/max stocks blah blah blah. You can access them by the Touch-Screen. You can later on make your own deck and then go into battle to do whatever you want with them. then you will get 8 cards randomly out of your chosen deck. This might be personal but there is no depth in the card system and I do not really see the need for them. When you play with someone and beat the crap out of him and you have a perfect Life Bar, and then bang, he uses a card which makes both of your Life Bars even... then you will understand that this is pretty much crappy and makes the whole comp. between you and your fellow gamers look very shallow. ______________ | | | Touch-Screen | |______________| The Touch-Screen can be used for using cards or to perform your Special and Super Moves without doing the motions. I never use it. Not to be proud or anything. I myself never was used to anything other than joysticks. But then again, I had to get used to the GBA, DS & PSP to play fighting games. I like to do everything by myself. Then again, the Touch-Screen can help with only one thing. And that is when you want to connect two supers... like Ukitake's Super Move B then Super Move A or vice versa. You will only have to perform the first Super Move and then mash on the Touch-Screen to connect the other one. Mmm... good if you are slow or do not want to miss a good combo. ^_^ Moreover, it will help slow people GREATLY (or scrubs) who cannot Guard Cancel to Special Moves or Super Moves. They will just have to guard and then mash on the Tough-Screen. That goes to Kenpachi's Special Move A. ________ | | | Shunpo | |________| You will use this a lot. This is a major help for extended combos. The thing is, it is not so for everyone. Some characters can cancel their Normal Attacks by doing Shunpo and then continue with their combos while some others don't. Orihime, Chad, Ganju, Kon and Bonnie cannot... but they have other uses for it (well, except for Bonnie). Like Orihime, she protects herself while dashing. You can Shunpo to all directions, but not all of the characters can do this. Orihime, Chad, Ganju and Kon can only Shunpo right or left, but not in the air or any other direction. Bonnie is the only character who cannot use Shunpo. You can Shunpo in the air as well to do more aerial combos. Shunpo consumes one stock from Power Guage. Also, there is invincibility in the Shunpo. So you can use it when you want to avoid projectile traps. You can do it by pressing the B button. ______________ | | | Plane Change | |______________| You can do it by pressing the L button. This is exactly like Fatal Fury games. You can simply change levels (foreground/background) in any stage except Area 10 (Sisinrouwatarirouka). but unlike the Fatal Fury games, it consumes one stock from the Power Guage to do so. Why? Because there are no Normal Attacks to punish any one who abuses this feature. Not even Mayuri's Ban Kai. You have to follow. This feature also needs some work as it has 0% depth. You cannot punish those who abuse it like in Fatal Fury games (especially RBFFS). When someone changes the plane, you cannot do any attack to pull them to you, thus punish them... or attack them. Special and Super Moves do not take advantage of it. 90%, most what you do will not hit both planes. Everything is for one plane. Even "huge" Super Moves (Abarai and Mayuri's Ban Kai) do not hit two planes... only one. Only a few characters can perform some Special Moves that can "aim" for the character. So when the character changes the plane, you will be able to hit him/her... like Aizen's Super Move A. Changing planes will consume one Power/Energy Stock, but the Power Meter will refill so fast that it will not matter. P.S. Some backgrounds look really nice, like Sisinrouwatarirouka, Soukyokuno Oka, Sanbantaisyamae and the laughable one... Rukongai. ^_^ ________ | | | Combos | |________| The combo system is like the Guilty Gear series. You can either chain or not. All you have to do is time your attacks. And sometimes mashing works. Some characters can "cancel" their Special Moves into Super Moves (ala Street Fighter EX series or Third Strike) and some characters hardly have any. Like Ukitake (he has only one). But he can instead "connect" a Super Move after Special Move A/B. Or can do Super Move A after Super Move B and vice versa. _______ | | | Throw | |_______| Throws have their own use as well. You can do combos right after you get the opponent with a throw (ala Guilty Gear or HNK/Fist of the North Star). Most of the characters can take full advantage of this. Against some characters, it is better not to turtle as their throw combos are very deadly/damaging. Also, you can throw by approaching your opponent and then hit either X or A while doing left or right. ______________ | | | Guard Cancel | |______________| This feature helps A LOT. This is a must if you want to avoid being attacked heavily. You can either Guard Cancel to Shunpo or like Garou Mark of the Wolves... Guard Cancel to Super Moves or Special Moves. Just guard and then do the motion for the Super Move/Special Move. Just try to know when to Guard Cancel to Super Moves, because most of the Super Moves hardly have starting invincibility (which is a good thing). Either way, it will consume one stock from the Power Guage. Needless to say, if you Guard Cancel into a Super Move it will consume one stock from Super Guage only. If you Guard Cancel to Special Moves, it will consume nothing at all. _______________ | | | Damage Cancel | |_______________| This is like Rage Explosion in Samurai Spirits or Burst in Guilty Gear series. You can interrupt your opponent's combos by pressing any button with the B button at the same time. You cannot Damage Cancel Super Moves though. Damage Cancel deals some damage and consumes one stock from the Power Guage. You can do it so long as you at least have one meter filled. __________________ | | | RF Special Moves | |__________________| The best way to know this is if you ever played Samurai Spirits 4 (but not as powerful though). Simply put, a powered version of the Special Moves + A button. It makes them come out faster and hit more... and some of them can make you juggle your opponent... like Kyoraku's "b, d, f" Special Move. Your character will flash once you use RF moves. Hinamori's "b, d, f" (RF) does not come out fast, but hit better and has a very good range. Moreover, they are SCable (Super Cancel). Aizen is the only character who has no RF moves. He can charge most of his moves or use Shi Kai instead to power them up. Moreover, some characters can cancel their Special Moves (not only RF Special Moves) into Super Moves, like Abarai-kun. RF consumes one stock from the Power Guage. ________________________ | | | Double Jump & Air Dash | |________________________| Here, all the characters can double jump and Air Dash "twice." Double Jump helps to extend your combos or avoid projectiles. Air Dash is good for pressure tactics. Kyoraku is the only one who can triple... hell, he can jump five times in a row and then air dash twice without using Shunpo. He is the best character when it comes to aerial combos. But, when he triple jumps, it will consume one stock from Power Guage. That is why he can jump five times in a row. _____________ | | | Guard & Run | |_____________| You can guard by either pressing the R button or like all the 2D fighting games, hold backward or down-backward. Your character will face left but will still guard. This includes guarding in the air. You can run forward or backward (ala King of Fighters'96) by doing double forward or backward and hold. There is only high jump but you can make it short (not really hopping) by doing Air Dash or Shunpo. _____________ | | | Jump Cancel | |_____________| Well-known to those who played HnK/FotNS, Guilty Gear series or Melty Blood. It works the same way. You can Jump Cancel out of Normal Attacks. Example, Ukitake can do this: - Standing A, RF Special Move B, jumping Y, jumping X, Jump Cancel (tap up), jumping Y, jumping X, jumping A Since most of the characters' A normals knockdown the opponent, you will stop at this point. Some characters do not, so they can do wonders. It does not consume anything, but in Kyoraku's case, it will consume one stock from the Power Guage once you do triple jump. You can basically do this with him (having three Power Meters): - Throw, jumping Y, jumping X, jumping A, Jump Cancel, jumping Y, jumping X, jumping A, Jump Cancel, jumping Y, jumping X, jumping A, Jump Cancel, jumping Y, jumping X, jumping A, Jump Cancel, jumping Y, jumping X, jumping A, Jump Cancel, jumping Y, jumping X, jumping A, RF Special Move B, Super Move A, jumping X, Super Move A, jumping X, Super Move B (opponent a bit near the corner) And can then be creative and do your own combos. This helps greatly with some characters while it hardly helps with others. Also, you can Jump Cancel to not only Normal Attacks, but aerial/air dashes. This is great for Pressure Games. ++++++++++ Side Note: ++++++++++ You can face left or right (give your back to your opponent) and do the Special Moves either right or left. Some characters take advantage of this feature to do some set-ups (like Orihime) or combos (like Kyoraku) while it is useless to others in 1 Vs. 1 matches. This is perfect for 2 Vs. 2 though (the facing is not as bothersome as in Guilty Gear Isuka fortunately). There is actually a good use for it when someone abuses Guard Cancel into Shunpo. You just do Normal Attacks and then when the opponent Guard Cancels into Shunpo, do any move to the other side and you will still keep your pressure game, but you have to focus a little bit and not mash everything. Moreover, it can be used for combos. Mainly Ban Kai Super Moves. Mainly they throw then perform their Ban Kai to the other side and bang. Like Mayuri and Abarai... especially Abarai-kun. He takes full advantage of it. Most of his "simple" yet "damaging" combos could not of been possible without this feature. Example for one basic yet damaging combo: - Standing Y, standing X, Standing A, Special Move A (Y), Ban Kai (Super Move C) Very simple, right? 177 hit and 178 damage. That means it will take 78% of your Life Bar. A very damaging and useful combo to a fighting game with only one round. And it can be done ANYWHERE. You only have to do the Super Move reversely. Which means, instead of doing "F, HCF" do "B, HCB." =============================================================================== -------------------------- 5. Legends & Command List: -------------------------- _____________________________________________________________________________ | | | 1. Legends | |_____________________________________________________________________________| | | | - Y button = Light Slash | | - X button = Medium Slash | | - A button = Hard Slash | | - B button = Shunpo | | - R button = Guard (also done by holding backward or down-back) | | - L button = Change Plane (foreground/background) | | | |-----------------------------------------------------------------------------| | | | - d = down | | - f = forward | | - b = backward | | - u = upward | | - QCF = quarter circle forward | | - HCF = half circle forward | | - QCB = quarter circle backward | |_____________________________________________________________________________| _____________________________________________________________________________ | | | 2. Command List | |_____________________________________________________________________________| | | | 1. Special Moves | | ------------- | | | | Special Move A | -O + Y/X/A (d, f) | | [RFable] O | |-----------------------------------------------------------------------------| | Special Move B | | + Y/X/A (d, d) | | [RFable & SCable] O O | |-----------------------------------------------------------------------------| | Special Move C | O + Y/X/A (d, u) | | [RFable] O | | |-----------------------------------------------------------------------------| | Special Move D O- | -O + Y/X/A (b, d, f) | | [RFable] O | |-----------------------------------------------------------------------------| | Special Move E -O | -O + Y/X/A (f, d, f) | | O | |-----------------------------------------------------------------------------| | | | 2. Super Moves | | ----------- | | | | Super Move A | -O | -O + Y/X/A (d, f, d, f) | | [1 stock] O O | |-----------------------------------------------------------------------------| | Super Move B | O- | -O + Y/X/A (d, b, d, f) | | [1 stock] O O | |-----------------------------------------------------------------------------| | Super Move C -O O- | -O + Y/X/A (f, b, d, f) | | [3 stocks] O | | | | *It can only be performed in 2 Vs 2 and the partner must be Syunsui Kyoraku | |-----------------------------------------------------------------------------| | | | 3. Throw | | ----- | | | | Near opponent O- or -O + X or A (b or f) | |_____________________________________________________________________________| To do the Special and Super Moves fast, do the followings: - "d, f" ======> QCF - "f, d, f" ======> f, QCF - "b, d, f" ======> HCF - "d, f, d, f" ======> QCFx2 - "d, b, d, f" ======> QCB, HCF - "f, b, d, f" ======> f, HCF =============================================================================== ------------------ 6. Moves Analysis: ------------------ This is basically the standard of fighting game FAQs. This is helpful if you know jack squat about Ukitake... or if you want to learn something you missed. ____________ | | | Standing Y | |____________| Very fast and good to abuse for combos... or to start combos. You can do up to five times so that leaves some room to standing A then up-forward Shunpo and continue the combo or pressure game. Also, when you go up against ground fights, this Normal Attack can be pretty good not get punished after Guard Cancel or Damage Cancel. Just be sure to give some distance and use it whenever you can. Doing it up close is good as well. This is a must in your fights. Never overlook it. Once you get the opponent with it, do YXA or YA then Special Move D (HCF + Y). This is for basic combos of course or you could say his basic BnB. ____________ | | | Standing X | |____________| This does two hits. You can either cancel after the first hit, or wait until the second hit and then continue with your pressure/combo. This Normal Attack does not come out as fast as standing Y, but it can still be used for combos. Just in case you get the opponent with standing Y, do this. And since it does two hits, if the opponent abuses the Guard Cancel, you can cancel after the first hit or let the second hit occurs and then stop to not be easy to read. In short, I do not see anything special about this Normal Attack, but still... ____________ | | | Standing A | |____________| This is a good Normal Attack. It hits those who jump as well. Just have a good reaction/reflex once the opponent jumps. Then once you get the opponent with it, Shunpo upward and fast do YX, YXA. Good damage for a very easy and basic combo. Ukitake is about damage so that helps. This is a must to every combo you do and especially after Special Move A with the A button (RF). You can mash the button up to five times to get a really heavy damage and then do whatever you want next to finish your combo. It comes out fast, but the recovery time is not as good as standing X's. So you can simply cancel to anything safe. _____________ | | | Crouching Y | |_____________| This is as good as standing Y. This is good for combos starter. Just like standing Y. If the opponent defends low a lot, Shunpo fast up-forward and then get him with a good aerial combo and then he will most of the time focus on your movement. So next, jump but do not attack, when you land fast do crouching Y and continue with your favorite massive combo. This is just to trick your opponent. It does not always work, but you can still get some players with this trick. A very old trick. Mix it up with pressure/corner/wakeup games and it will work wonders. _____________ | | | Crouching X | |_____________| Out of all his Normal Attacks, this is the worst one compared to the others. Not to say it is completely useless, but it has recovery time and comes out slower than the others. Only use it for combos or when you connect Normal Attacks (like crouching YXA). Its range is better than crouching Y and crouching A. _____________ | | | Crouching A | |_____________| This also has recovery time... so cancel it when you use it. Also, try to combo to make good use of it as it is not that special once used alone. The damage is pretty decent, but most of time you will use standing A instead because it is better and the range is greater. So let us say you do crouching Y... continue crouching X then standing A. That should help as well. Or crouching Y, standing A, crouching A, then anything. But you must be close because crouching A's range is not that good. ___________ | | | Jumping Y | |___________| This Normal Attack can be ABUSED easily due to its great speed and there is hardly any recovery time. You can jump and mash the button and land and still continue mashing your combo through by the Y button. Pretty good. But the main use for it is after either fast up-forward Shunpo as an overhead or combo starter. Best to follow-up with jumping A since it has a greater range than jumping X... and you can easily continue your combo after it when you land. This is a must for your fights. For some good combos, look at the Combination Attacks section. ___________ | | | Jumping X | |___________| Did you notice that Normal Attacks with the X button are always the lowest ones compared to the other ones? And I am talking about Ukitake. ^_^ Anyway, this is good as an anti-air Normal Attack. To use it effectively, when the opponent jumps, fast jump either backward or forward and then hit him with it and continue your combo. But that does not always work because its range is very short. The traps will cover you up... that is for sure. ___________ | | | Jumping A | |___________| As I said in "Jumping Y." The main use for it is after either fast up-forward Shunpo as an overhead or combo FINISHER. Best to follow-up after jumping Y since it comes out fast and easier to combo after... and you can easily continue your combo after it when you land. This is a must for your fights. For some good combos, look at the Combination Attacks section. ________________ | | | Special Move A | |________________| This is a very useful Special Move that you will want to always use it. This not only makes you good, but makes your whole mixups or combos work like a charm. The recovery time is great but there is a little startup. So do not make your opponent read you and then punish you. Instead, do some traps and then perform it. Or do YXA then perform it with either the Y button or RF A buttom. You can easily cover yourself up or protect yourself once you perform it. The only downside is that it deals zero damage... no damage at all. Its purpose is to only get in your opponent's nerve. And to make good use of your traps and combos. One of his BEST Special Moves. ________________ | | | Special Move B | |________________| The only SCable Special Move. This is a pretty good Special Move due to the lack of any juggling Normal Attacks. This Special Move juggles the opponent and makes you continue with aerial combos. Also, when you perform Special Move A, perform this Special Move... if the opponent is not near, this will be a set-up and once the character approach it, he/she will get juggled. The downside is that the set-up disappears after three seconds tops... not like Special Move E. Still, it can be easily combo(ed) into anything. Can air dash then YA, standing YXA, RF Special Move B, Super Move A. And this is just an easy ' example. Good to use in your battles. ________________ | | | Special Move C | |________________| What can I say. This is the least used Special Move due to many things. But it has its uses though. It has zero range... that means the opponent has to be SO VERY close to you in order to get him with it. And that means when the opponent jumps as well. Moreover it has recovery time. But it comes out pretty fast. The main use for it is when you set-up AIR traps with the Special Move E (f, d, f + Y or X). Just position yourself under the light ball and perform the Special Move C to activate the trap. VERY GOOD as an anti-air "trap." ________________ | | | Special Move D | |________________| This Special Move is good against some characters and not so against others. Good for combos and it comes out pretty fast. You can use it to activate traps as well (A button traps). You will use it a lot to attack your opoonent and make good use of your set-ups. He also attack both sides, left and right. That is a plus since you do not have to turn to perform the Special Move. The downside is that against small characters like Kon, Yachiru (hell, many Special Moves miss this cutey) or Hinamori, it does not reach them and they will easily punish you. So the only use for the Special Move will be to make use of your traps. The Special Move has recovery time, but not that long. Very little. Do not abuse it. Use it when you get the opponent with your combo or when the opponent is abusing projectile moves from distance. This will go through almost everything. ________________ | | | Special Move E | |________________| The traps will only be visible to you and invisible to your opponent. This is basically trap light balls: - Y button = set-ups a light ball high in the air. - X button = set-ups a light ball in mid air. - A button = set-ups a light ball very low in the air. The first two can be activated by Special Move C while the last one can be activated by Special Move D. If you perform all the traps, you can activate them by either Special Move C or D. You just have to activate one of the traps and you will see wonders. They deal great damage and make you do any combo while the beam launches. There are many mind games revolving around it. There is start-up when you perform Special Move E, so be warned. ______________ | | | Super Move A | |______________| This Super Move can be used as an anti-air, but since you can air guard as well, then you have to do it with combos or when the opponent does a fatal misake in the air... get ready to punish. There is no invincibility when you perform it... like most of the Super Moves. This does MASSIVE DAMAGE (keyword: massive). Just like the other Super Move. So be very sure to get the opponent with a nice combo and then bang him/her with this Super Move. Like air dash YA, crouching Y, standing XA, RF Special Move B, Super Move B, Super Move A (OUCH). Pretty basic and "deadly" combo. DO NOT think of performing it twice in a row because Ukitake will cough. And this is confirmed 100%. You have been warned. You can do Super Move B insead and then STOP... do not perform any Super Move right away or he will cough. ______________ | | | Super Move B | |______________| This is like Super Move A. It can be used as an anti-air Super Move. But well, the opponent can defend in the air so be sure when you perform it. Or do it when the opponent does a mistake in the air. Or when you want to do a deadly combo. The thing is this Super Move can be performed after Special Move B. Just cancel Special Move B into this Super Move and good morning to damage and great/extended combos. The best thing about Ukitake is that he does very little and gets heavily rewarded. Cough cough... ahem. The Super Move also juggles the opponent so you can do Super Move A right after he/she gets juggled. Pretty nice damage with so little effort. Also, Ukitake actually hit anything on the ground... the range is very long so when the opponent performs anything from distance... fast use this Super Move. There is no invincibility when you perform it... like most of the Super Moves. DO NOT think of performing it twice in a row because Ukitake will cough. And this is confirmed 100%. You have been warned. You can do Super Move A insead and then STOP... do not perform any Super Move right away or he will cough. ______________ | | | Super Move C | |______________| It can only be performed in 2 Vs 2 and the partner must be Syunsui Kyoraku. And you need full of three meters. This does MAJOR DAMAGE. About half of their Life Bars. Actually more than half of the opponent's Life Bar. You do not even need Kyoraku to have three Super Meters. As long as you have three then you will be able to perform it. Once Kyoraku gets the opponent with any combo or any Super Move, perform this Super Move and look at their Life Bars. A pretty good Super Move to finish off your opponents with very little effort. And it has very long range. So do not worry about missing the opponent. Your job is to hit and that is it. _______ | | | Throw | |_______| The best thing about throws in this game is that you can combo once you get the opponent with them. So, it is hard to turtle here. I mean, let us do one VERY easy and simple combo Ukitake can do after a throw: - Throw, Super Move B, Super Move A (corner) Damage? Yes.. 132 damage. All of this just because of a simple throw. And this is not the original heavy version of the combo. ^_^ Whenever the opponent turtles... go for heavy punishing combos after throwing him or her. And just so you know, the only character you cannot throw is Bonnie. You have been informed. =============================================================================== -------------------- 7. Strategy Section: -------------------- This is the most important section. This is what matters the most in your fights against your friends or online players all over the world. How to make your character effective. _____________ | | | Cough Cough | |_____________| This is what troubles the players the most. Utikate coughs randomly once you do any Special or Super Move's motion. Sometimes he coughs rarely and other times he coughs four times or more in the whole match. This is what will happen if you do not give the character a chance. The sure thing is he will cough if you do the same Super Move twice in a row. Which means, Super Move B, Super Move B. If you do Super Move B then Super Move A and vice versa, he will not cough 90%... but will 100% cough if you do Super Move B, Super Move A then Super Move B.... or Super Move A, Super Move B then Super Move A. This is pretty much tested and confirmed. You cannot do that. As for coughing, always... always be sure to have at least one super stock to Damage Cancel once he coughs and the opponent begins to punish you. Sometimes you do not have to Damage Cancel right away. See if the opponent is going for heavy combos or basic ones (little damage). If you are facing a character who can do heavy damage by performing level 3 Super Move then TRY to keep your tactic simple and only to Normal Attacks and throws. Why? If the opponent is any good he will just perform the Super Move without combo(ing) it and you will not be able to Damage Cancel because you simply cannot and you will be heavily screwed (damage wise). I am still not that 100% clear for his coughs (but pretty good), but still this is the best we can do for the meantime. Try not to abuse useless tactics (like abusing the same Special Move for no real reason) and stick to what is simple and damaging at the same time. Ukitake does great damage with little effort. So, no need for shiny tactics or combos if they will not make you continue 90% of the time. It is very easy to lose your match after winning just because he coughs. So try to make everything easy and simple. Read below for further explanation. If you really want an in-depth answer for this, then take a look at the "Charts" section. It is not 100% accurate, but I gave it my best. And it is helping me in my fights GREATLY. Now, my Ukitake hardly coughs and when he does, it is because I messed up calculationg and not because of randomness. And please stop cursing... the man is ill. ^_^ _______________ | | | Pressure Game | |_______________| When you mix up your traps and abuse your Special Move A, you will get a very nice pressure game and you will force your opponent to Guard Cancel. Here you have to be ready to throw then do the usual combo (see Combination Attacks section). Some of the pressure games go like this: - Jump Y, A, standing Y, crouching X, B, standing Y, standing A, up-forward B, standing A, Special Move A This is just a pressure example to mix up your Normal Attacks and change your style. If the opponent defends the Special Move A low, then up-forward Air Dash and fast do Y then A and continue your combo. If he defends mid then go for low attacks and if he Guard Cancels then get ready to either defend or throw. It depends on what the opponent will do. Try to not abuse your Special Moves to not make him cough. Also, once you get the opponent with any simple Normal Attack, always go for Super B then Super A to not make him Damage Cancel and to fast inflect heavy damage. If you have only one super stock then do RF Special Move B then Super Move A since it does better damage than Super Move B. The good thing is Ukitake does not depend on up close combos or air combos that much. Most of the combos his does... are from long or mid range. He does not use anything risky so that the opponent can Damage Cancel and punish. If you get the opponent with the Special Move A, try to keep yourself a little bit far and do your combo. Just look at your opponent's Super Guage, if he has any or not. If he does not then go for it, and if he does then do as I said. The opponent will try to change the plane once you try to work out with your traps or pressure game, so be sure to unleash some here and there to not make him get free air. The most important thing is to focus and not get hastey. Flashy long combos will not get you anywhere since he will cough and screw you up real good. So as I always say, keep it nice and simple. Substance over flash. _______________ | | | Traps/Set-ups | |_______________| Special Move A, Special Move B and Special Move E. These are the Special Moves that you will need to use your traps. While his trap games are good, still sometimes they will not be as effective when you go against small characters since most of your stuff will miss. So you will have to change your whole strategy. - Not Small Characters - You can set-up some nice traps. Use your Special Move A and then perform Special Move E but watch your opponent carefully before doing that. If the opponent does Shunpo, fast do Special Move B to the other side to protect yourself and then run behind the moving light ball and set-up another trap near you. The good thing is that they will not disappear for quite sometime. Then just advance and use your Normal Attacks and when you get the opponent, do any simple but damaging combo and then activate the traps to keep your pressure game up. - Small Characters - Kon, Yachiru, Hitsugaya and Hinamori. Your Special Move D will miss them and most of your stuff will miss Yachiru. Here, you will have to ditch Special Move B and only use it to activate your traps. Still most of the combos will work on Hitsugaya and Hinamori... but Special Move A will miss Yachiru and Kon. With all of them, try to depend on basic and damaging combos. Use your BnBs a lot as they will be very useful to you and keep your distance. You can use Special Move A to protect yourself from air fights. Combos like crouching A, standing A, Special Move B then Super Move A or B work wonders. They keep you strong and still capable of punishing them. Just because some of your Special Moves do not reach them does not mean they will be invincible. Ukitake is very good with damage and that is a plus. So you can still scare them with your little effort but nice damage. As I said above: "The opponent will try to change the plane once you try to work out with your traps or pressure game, so be sure to unleash some here and there to not make him get free air. The most important thing is to focus and not get hastey. Flashy long combos will not get you anywhere since he will cough and screw you up real good. So as I always say, keep it nice and simple. Substance over flash." __________________ | | | General Strategy | |__________________| - Keep your distance. - Always be sure to have extra stock just in case Ukitake coughs. - Use BnBs against small characters. And ditch the useless moves. - Stick to damaging and basic combos at the same time. - Never use the same Super Move twice in a row to not make Ukitake cough. - Do not abuse your Special Moves and especially Special Move D. - When the opponent turtles, go for throws and then combos. Learn your opponent's character if you have trouble beating it. This a must in all fighting games. You will know the weakness of that character, if there are any. And you will know what makes him good to try to avoid them when you play against that character. Try to not depend on only one tactic/strategy. You will be easy to read and thus will be beaten fast. When you perform Special Move A, let it either protect you or to make your offense better by attacking your opponent from different "angles." There is nothing as good as defending when you are in complete danger. Just while you are defending, think fast of what to do next and always keep an eye on your Super and Power Guages. Do not always depend on Shunpo Guard Cancel because Special Moves and Super Moves Guard Cancel are way better and more effective to punishing. If the opponent is very far and abusing something from a distance, then either use your Special Move D since it goes through almost everything... or Shunpo (B) Guard Cancel. Do not limit yourself in one or two BnBs or good combos... try to know and perfect as many as possiple. Just so that you could make yourself better in any position you do your combos. Some combos need your opponent to be cornered while others not. So when you know them all you will not limit yourself to only corner combos or not... and thus you will also limit your Ukitake. Expand your perfection. ^_^ Super Move B is good because it has full range. So it is good after a throw or when the opponent is abusing something from afar. But, Super Move A deals much better damage (Super Move A = 89 damage & 64 hit while Super Move B = 57 damage & 22 hit). So when you have one Super Meter and you managed to get your opponent with a combo and you have to either do Super Move A or Super Move B, then Super Move A is of course your best choice. Super Move C is better than both of them though.
If you are doing a combo and the opponent has half of his Super Guage filled
(not 1/3, I mean half a stock) then try to finish the combo as soon as possible
to avoid Damage Cancel. Mostly, Super Moves will do the job well done since the
opponent will not be able to Damage Cancel. This is a bit hard to do with fast
matches, but you will get used to it once you get bored of how many times you
get interrupted by Damage Cancel. If one of his/her Super Meters is about to
get full (one stock), keep your combo very, very simple with Super Move
finishers.
If the opponent is abusing his Special Moves and Super Moves blindly, then
always... always change plane (L) and try to punish or re-adjust your whole
strategy.
That is about it, folks! I will try to update the FAQ when I have anything
new to say. I hope your Ukitake will be good to compete with the other
characters. You are using a character many experts have respect for (at least
in my area) since you are enduring his downside (cough) and trying your best to
be good with him. ^_^
===============================================================================
-----------------------
8. Combination Attacks:
-----------------------
- "Normal Combos" means combos without using Super Moves.
- "Super Combos" means combos using Super Moves.
- "Throw Combos" means combos after throwing your opponent.
_______________
| |
| Normal Combos |
|_______________|
- Jump A, crouching Y, standing X, standing A, Special Move D
- RF Special Move A, Special Move B, Special Move C
- Air Dash, Y, A, Special Move C (corner and only on Komamura)
- Air Dash, jumping X, jumping A, crouching Y, crouching A, RF Special Move B,
jumping Y, jumping X, Double Jump, jumping Y, jumping X, jumping A
- Special Move E (A), RF Special Move A (no hit), throw, standing Y, standing
A, Special Move D, standing Ax2 (corner)
- Air Dash, Y, A, standing Y, standing A, RF Special Move B, jumping Y, X,
Double Jump, Y, X, B, Y, X, upward B, Y, X, A (corner)
- RF Special Move A, standing Ax5, Special Move D
- RF Special Move A, standing Ax5, B, standing Y, standing X (one hit),
standing A, up-forward B, Y, A, standing Y, standing A, Special Move D
______________
| |
| Super Combos |
|______________|
- RF Special Move A, Super Move B, Super Move A, standing Y, standing A,
standing Y, standing A, upward B, Y, X, Double Jump, Y, X, A
- Air Dash, jumping X, jumping A, standing Y, standing A, Super Move B,
Super Move A
- Special Move E (A), RF Special Move A, RF Special Move D, Super Move B,
standing Y, standing X, standing A, Super Move A
- Special Move E-x6, Special Move A, Special Move D, Special Move A, Special
Move D, Special Move A, Special Move D, Super Move B, Super Move A
- Special Move E (A), RF Special Move A (no hit), throw, standing Y, standing
A, Special Move D, Super Move B, Super Move A (corner)
- Air Dash, Y, A, crouching Y, crouching A, B, standing Y, standing X (one
hit), standing A, up-forward B, Y, A, standing Y, standing A, B, standing Y,
standing X (one hit), standing A, Super Move B, Super Move B (corner, on BC
characters)
- RF Special Move A, standing Ax5, B, standing Y, standing X (one hit),
standing A, up-forward B, Y, A, standing Y, standing A, Super Move B, Super
Move A
- Special Move E (A), RF Special Move A, standing Y, standing A, Special Move
D, Super Move C
______________
| |
| Throw Combos |
|______________|
- Throw, Special Move D (everywhere)
- Throw, RF Special Move B, jumping Y, X, Double Jump, Y, X, A (corner, good
combo for those who cannot time crouching Y after a throw)
- Throw, crouching Y, crouching A, RF Special Move B, jumping Y, jumping X,
Double Jump, jumping Y, jumping X, jumping A (corner)
- Throw, crouching Y, crouching A, B, standing Y, standing X, standing A,
up-forward B, Y, A, standing Y, standing A, up-forward B, Y, A, standing A,
Special Move D (corner)
- Throw, Super Move B (everywhere)
- Throw, RF Special Move B, Super Move A (corner, good combo for those who
cannot time crouching Y after a throw)
- Throw, Super Move B, Super Move A (corner)
- Throw, crouching Y, crouching A, RF Special Move B, Super Move A (corner)
- Throw, crouching Y, crouching A, B, standing Y, standing X, standing A,
up-forward B, Y, A, standing A, RF Special Move B, Super Move A (corner)
- Throw, crouching Y, crouching A, B, standing Y, standing X (one hit),
standing A, up-forward B, Y, A, standing Y, standing A, B, standing Y,
standing X (one hit), standing A, Super Move B, Super Move A (corner)
- Throw, Super Move C (everywhere)
++++++++++
Side Note:
++++++++++
As I said in the "General Strategy" section (in case you did not read), "If
you are doing a combo and the opponent has half of his Super Guage filled (not
1/3, I mean half a stock) then try to finish the combo as soon as possible to
avoid Damage cancel. Mostly, Super Moves will do the job well done since the
opponent will not be able to Damage Cancel. This is a bit hard to do with fast
matches, but you will get used to it once you get bored of how many times you
get interrupted by Damage Cancel. If one of his/her Super Meters is about to
get full (one stock), keep your combo very, very simple with Super Move
finishers.
If you want an in-depth explanation for the combos and when to use them or
will you risk yourself when you do them or not (cough) then read in the
"Combination Attacks Explanation" section below this section. If not, then Make
sure you practice all the combos that do not have many of the same Special Move
combinations in them. Combos with a lot of Normal Attacks are very useful since
Ukitake does not cough when he uses Normal Attacks and they reduce the odds of
making him cough when you use Special Moves or Super Moves.
I tried to mention many combos that revolve around Normal Attacks then a
simple Special Move or two Super Moves so that you could at least lower the
percentage of making him cough.
Whether to use them or not... it is your call.
===============================================================================
-----------------------------------
9. Combination Attacks Explanation:
-----------------------------------
I actually do not do this whenever I write a FAQ, but since there is risk in
doing them because of the coughing, I decided to open this section. And so to
know when to do them.
If you are an expert, you do not need to read here at all. Just read the
"Combination Attacks" section and get to know most of his combos. This section
is mainly for the clueless players... or newcomers, in other words.
_____________________
| |
| Normal Combos Notes |
|_____________________|
===============================================================================
- Jump A, crouching Y, standing X, standing A, Special Move D
===============================================================================
This is good if you are going for BnBs. Pretty basic and helps if you manage
to get the opponent without noticing. You could react fast. Also, this combo
will not make Ukitake cough because it has only one Special Move in it. Be
careful not to do it against small characters since he will miss when he
performs Special Move D. Instead, do RF Special Move B.
===============================================================================
- RF Special Move A, Special Move B, Special Move C
===============================================================================
He will not cough when you do this combo because you are changing the Special
Moves pattern. Also, this combo is not really effective that much. You will not
use it in your matches unless you are fighting a scrub and having fun. In other
words, this combo is only to show you that Ukitake is capable of doing
something like this combo and that is it.
===============================================================================
- Air Dash, Y, A, Special Move C (corner and only on Komamura)
===============================================================================
As silly as it looks, this combo can be used to activate your high traps near
the corner by actually attacking the opponent (Komamura). This is not a must in
any way as there are many other alts than this one.
===============================================================================
- Air Dash, jumping X, jumping A, crouching Y, crouching A, RF Special Move B,
jumping Y, jumping X, Double Jump, jumping Y, jumping X, jumping A
===============================================================================
A very, very, very useful combo. This is a MUST in your fights. First, you
will not risk Ukitake. Second, you will be able to fill some of your Super
Guage. One of the best combos. This can be extended greatly as you want. You
just have to think how and then do it. You just have to practice a bit on the
timing of the RF Special Move B (juggle) and when to jump to not mess up.
Moreover, this will work on ALL the characters, so it will be handy against
small sized characters.
===============================================================================
- Special Move E (A), RF Special Move A (no hit), throw, standing Y, standing
A, Special Move D, Standing Ax2 (corner)
===============================================================================
This is perfect against turtles. If you are going for mind games, this will
help. You do not have to just try it whenever they turtle. Just do your
strategy and set-up the traps and then everything will come naturally. RF
Special Move A will assure that the opponent will not fall once you throw him
or her. So if your timing is bad when it comes to connecting any Normal Attack
after a throw, the RF Special Move A will make sure that the opponent will get
hit and thus let you do your best combo on him/her.
===============================================================================
- Air Dash, Y, A, standing Y, standing A, RF Special Move B, jumping Y, X,
Double Jump, Y, X, B, Y, X, upward B, Y, X, A (corner)
===============================================================================
This is basically an extended version of the fourth combo. Very useful if you
get the opponent in the corner. No risk in coughing and very easy to fill up
the Super Guage fast. As I said before, you just need to know the timing when
to jump when you juggle your opponent with the RF Special Move B. The
difference between this combo and the fourth one is, this is for corner only
while the fourth one can be done anywhere. The fourth one is still better
overall.
===============================================================================
- RF Special Move A, standing Ax5, Special Move D
===============================================================================
This is good against big opponents or when you corner your opponent. This is
also good if you want it to keep it simple and not tiring. Be careful not to do
it against small characters since he will miss when he performs Special Move D.
Instead, do RF Special Move B then Super Move A. This one will be good against
them.
===============================================================================
- RF Special Move A, standing Ax5, B, standing Y, standing X (one hit),
standing A, up-forward B, Y, A, standing Y, standing A, Special Move D
===============================================================================
The better version of the aforementioned (seventh) combo. Very stylish and
useful if you want to keep on hurting your opponent. You have to get used to
the timing when you want to do up-forward B (Shunpo) and continue your combo.
Why? Because you will need it almost in all of the characters. It is good for
pressure games and combos. If you ever played HnK/FotNS, Guilty Gear or Melty
Blood, you will not have any difficulty at all and you will connect up-forward
B at complete ease... even if you are used to Joysticks.
____________________
| |
| Super Combos Notes |
|____________________|
===============================================================================
- RF Special Move A, Super Move B, Super Move A, standing Y, standing A,
standing Y, standing A, upward B, Y, X, Double Jump, Y, X, A
===============================================================================
This combo is a MUST if you have two stocks for supers. Pretty easy and safe,
and damaging. If you have done anything before this combo, then do not do this
because you will risk Ukitake and make him cough. There is a 20% cough if you
did not rest or if you have done some Special Moves or Super Moves before this
combo. Be warned! But if you did this as said, then you will most likely do
good and he will not cough. THIS IS pretty useful for fast and damaging combos.
===============================================================================
- Air Dash, jumping X, jumping A, standing Y, standing A, Super Move B,
Super Move A
===============================================================================
As basic and easy as it looks, this is a very damaging combo and will hurt
the opponent like hell. If you are going for safe combos or any combo after
BnBs, then this will help your Ukitake GREATLY. But as I said before; "If you
have done anything before this combo, then do not do this because you will risk
Ukitake and make him cough. There is a 20% cough if you did not rest or if you
have done some Special Moves or Super Moves before this combo. Be warned!" And
you have to know this with every Super Combo. Anything that includes Super
Moves is great, but that does not mean you can do them everytime you want
without thinking. Any screw up will not make you happy as Ukitake is more than
glad to screw you up by a simple cough.
===============================================================================
- Special Move E (A), RF Special Move A, RF Special Move D, Super Move B,
standing Y, standing X, standing A, Super Move A
===============================================================================
An outstanding combo. First you will say; "What the hell? Can I possibly do
this in a serious match?" If you thought so, then I advice you to play Vs. a
lot more. This combo is mainly for your good set-ups/traps. You just have to
play normally and do your thing and once you get the opponent with your traps,
do this combo right away. I have to admit though that you will risk yourself.
I tried to not repeat the same Special Move to not make Ukitake cough, but
since there are about three Special Moves in a row involved then a Super Move,
he might cough (about 40%). There are many other safe options/combos here so
it is up to you. My job is only to let you know most of his combos to use them
in any position.
===============================================================================
- Special Move E-x6, Special Move A, Special Move D, Special Move A, Special
Move D, Special Move A, Special Move D, Super Move B, Super Move A
===============================================================================
This is ultra risky not due to the repeated Special Move E, but because of
the repeated Special Move A and Special Move D THEN two Super Moves. If you
noticed, there are no Normal Attacks what-so-ever, so that makes it even more
risky. He will cough most of the time (about 70%). As for Special Move Ex6,
these are only traps that can be perform from time to time and then once you
get the opponent with a combo, you can activate them and hurt the hell out of
your opponent. You will see wonders. ^_^
===============================================================================
- Special Move E (A), RF Special Move A (no hit), throw, standing Y, standing
A, Special Move D, Super Move B, Super Move A (corner)
===============================================================================
AGAIN, This is perfect against turtles. If you are going for mind games, this
will help. You do not have to just try it whenever they turtle. Just do your
strategy and set-up the traps and then everything will come naturally. RF
Special Move A will assure that the opponent will not fall once you throw him
or her. So if your timing is bad when it comes to connecting any Normal Attack
after a throw, the RF Special Move A will make sure that the opponent will get
hit and thus let you do your best combo on him/her. A very, very damaging
Combination Attack.
===============================================================================
- Air Dash, Y, A, crouching Y, crouching A, B, standing Y, standing X (one
hit), standing A, up-forward B, Y, A, standing Y, standing A, B, standing Y,
standing X (one hit), standing A, Super Move B, Super Move A (corner)
===============================================================================
This is basically your best choice when you are going for safe combos. This
combo can be done perfectly on characters like Komamura, Chad, Kyoraku, and
some other tall characters as well. You can shorten it and finish it with a
Super Move once you see the opponent's Super Guage is filling up greatly. To
avoid Damage Cancel, finish it with Super Move B then Super Move A. A very
safe, stylish and fast-paced combo.
===============================================================================
- RF Special Move A, standing Ax5, B, standing Y, standing X (one hit),
standing A, up-forward B, Y, A, standing Y, standing A, Super Move B, Super
Move A
===============================================================================
This is pretty easy and damaging. You will not screw up here. RF Special Move
A will assure that the opponent will not get far once you do your repeated
slashs (As). The repeated slashes depend on the opponent and when did the
opponent touch RF Special Move A. So, you can make them 5, 4, 3, or even 2
slashes depending on your timing. This should be known by all the players, but
well, just in case you are a newcomer, now you know. So be warned!
===============================================================================
- Special Move E (A), RF Special Move A, standing Y, standing A, Special Move
D, Super Move C
===============================================================================
Notice how I am making the combo very simple to make it effective for your
matches. Most of the time, the battle will be messy so you do not want anyone
to interrupt you. This works well once you set-up your trap. Next, all you have
to do is to hit any opponent with the RF Special Move A and then they will be
as good as dead. This combo is very, very damaging.
____________________
| |
| Throw Combos Notes |
|____________________|
===============================================================================
- Throw, Special Move D (everywhere)
===============================================================================
I know you think that this combo looks pathetic, but actually it is not. This
is good if you are out of options when you throw your opponent and you do not
have Super Meters. In short, this combo can be used when the opponent is far
from the corner (most of your Throw Combos will not work, naturally). You will
use it wheather you like it or not, and you will see. Also, this combo will not
work on Yachiru and Kon. ^_^
===============================================================================
- Throw, RF Special Move B, jumping Y, X, Double Jump, Y, X, A (corner)
===============================================================================
The substance of this combo is that it is a good combo for those who cannot
time crouching Y after a throw. You will not have a difficult time to combo
after a throw. If you are not 100% good when it comes to connecting crouching Y
after a throw then by all means, use this. It is still good and useful even if
you know how to connect crouching Y, but you did throw without thinking and was
not prepared, you will be able to do this instead.
===============================================================================
- Throw, crouching Y, crouching A, RF Special Move B, jumping Y, jumping X,
Double Jump, jumping Y, jumping X, jumping A (corner)
===============================================================================
This is the original version of the second Throw Combo (at some point). If
you know the timing to crouching Y after a throw, then this combo is ready to
be used. Pretty good for experts. There is nothing hard about connecting
crouching Y after a throw anyway. You just need to practice. And you know what
they say; "Practice makes perfect." This is a fighting game, so you have to
train and practice as much as possible to understand the character's good and
bad points... that goes to the combos as well. In short, you have to know the
ins and outs of your favorite characters, or all the characters for that
matter.
===============================================================================
- Throw, crouching Y, crouching A, B, standing Y, standing X, standing A,
up-forward B, Y, A, standing Y, standing A, up-forward B, Y, A, standing A,
Special Move D (corner)
===============================================================================
An extended combo and very safe. All you need to know is the timing to when
to do up-forward B (Shunpo). Anything else at all is nothing but a walk in the
park. Just remember, this combo will not work on Yachiru and Kon. With Yachiru
or Kon, perform Super Move B instead. It will help you to catch them and thus
end your combo. Nothing is hard so long as you are prepared to face any
character. Just know what works on each character and what not and you will do
just fine.
===============================================================================
- Throw, Super Move B (everywhere)
===============================================================================
This combo is better than the first Throw Combo, because it does deal a much
better damage. They both have the same advantage, they can be done anywhere,
but this combo works on ALL the characters except Bonnie since you cannot throw
him. This combo is very useful if the opponent is not cornered. You will not
have to limit yourself to wall/corner combos. Be sure to use it whenever you
have one stock for it. Just be fast enough when you perform the Super Move. If
you are a newcomer, scrub or just prefer using the Touch-Screen over performing
them manually, then you can use the Touch-Screen. There is no shame in it. Your
game, your rules.
===============================================================================
- Throw, RF Special Move B, Super Move A (corner)
===============================================================================
Again; "This is a good combo for those who cannot time crouching Y after a
throw. You will not have a difficult time to combo after a throw. If you are
not 100% good when it comes to connecting crouching Y after a throw then by
all means, use this. Also, this deals really, really heavy damage. So do not
worry about connection the crouching Y, then crouching A. Combined with the
damage scale (by one) they do 11 damage. Not needed, but you still have to
practice to connect crouching Y just in case.
===============================================================================
- Throw, Super Move B, Super Move A (corner)
===============================================================================
If you have two Super Meters filled up, then forget about the combo above
this one. This combo is very EASY, very SIMPLE and very DAMAGING. In other
words, you are doing very little effort and getting rewarded heavily. This is
the best thing about Ukitake. You do not have to make things complicated and
you will still do pretty good. You just need to work out with your strategy and
to not make him cough at all. Other than that, your Ukitake will be pretty
solid.
===============================================================================
- Throw, crouching Y, crouching A, RF Special Move B, Super Move A (corner)
===============================================================================
If you know how to connect crouching Y after a throw then use this combo. Did
you notice that I am writing some combo exactly but with little differences?
Well that is because to let you have options, and that is the most important
thing when you play Vs. matches. The more options you have, the better your
character will do. If you are an expert, choose the ones you see useful for
you. If you are a newcomer/scrub, use the ones you can do without trying. And
if you want to do everything, just know them all so that you can do any
depending on how intense your Vs. matches get. Sometimes even if you are an
expert, you will need only 100% safe and useful combos or BnBs to not screw up
and regret later on.
===============================================================================
- Throw, crouching Y, crouching A, B, standing Y, standing X, standing A,
up-forward B, Y, A, standing A, RF Special Move B, Super Move A (corner)
===============================================================================
The little bit heavier version of the 8th Throw Combo. This is good if you
want to down the damage a little bit but not give the opponent a chance to get
his/her Super Guage fill being getting hit. If the opponent's Super Guage is
a little bit filled, then you can ditch the half part of the Normal Attacks and
then finish the combo with RF Special Move B then Super Move A. Damage wise,
the 8th might be better but this is a sure thing against tall/heavy characters.
===============================================================================
- Throw, crouching Y, crouching A, B, standing Y, standing X (one hit),
standing A, up-forward B, Y, A, standing Y, standing A, B, standing Y,
standing X (one hit), standing A, Super Move B, Super Move A (corner)
===============================================================================
This is the damaging version of the 8th Throw Combo. This will make the
opponent say OUCH. But it will not work on Yachiru and Kon. You have other alts
anyway, so no worries. As for the other characters, this is good for punishing.
Just be sure to practice the timing to up-forward Shunpo, because it will not
only help you with this combo or many other combos, but it will help you
improve your overall Pressure, Wakeup and Mind Games (mostly OTG).
===============================================================================
- Throw, Super Move C (everywhere)
===============================================================================
A very damaging Throw Combo. This so simple, yet... so effective. It can be
done anywhere and it is hard to get interrupted. All you have to do is find a
a good angle, or better yet throw the opponent at the corner/angle where
his/her parnter is. Even the partner defends, you will hit the thrown opponent
and force the other one not to interrupt you while performing your Super Move.
Also, when Kyoraku performs his Super Move A, you can do Super Move C right
away. Pretty useful.
===============================================================================
------------------
10. Challenge Mode
------------------
You may find major changes from what is actually written in the game, but
that is because they want you to think more. So, I wrote how to complete them
in a very easy way.
All of his challenges are easy so long as you are at least good with him or
used to playing fighting games. Actually, the whole Challenge Mode is easy and
there is no challenge in them except the only challenge for you is to figure
out what to do with any difficulty doing a certain combo and find a way around
it.
Mostly, when you know the character's "ins & outs," you will understand what
I am talking about. If you played or you are used to fighting games, you will
complete it without even mastering the characters. Seriously, if the combos in
Challenge Mode are THAT hard, then what did you leave for the other fighting
games?! Get my drift? ^_^
_____________
| |
| Challenge 1 |
|_____________|
- Special Move A, standing AAAA
Perform the Special Move with the X button. Do not make it hit right when you
perform it. Give some distance and then perform it. Hit the A button fast and
the light ball will hit and then mash the A button. You will succeed easily.
_____________
| |
| Challenge 2 |
|_____________|
- Crouching Y, crouching X, Special Move B
This is pretty easy (and useful for good combos). Just be sure to perform the
Special Move with the Y button.
_____________
| |
| Challenge 3 |
|_____________|
- RF Special Move A, Special Move B, Special Move C
Corner Ichigo then perform the Special Move with the A button. Do not make it
hit right when you perform it. Give some distance and then perform it. Run then
perform the Special Move B with the Y button then do Special Move C with the Y
button as well.
_____________
| |
| Challenge 4 |
|_____________|
- Standing Y, standing X, standing A, Special Move D
This is pretty basic. Just mash (lol) standing YXA then perform the Special
Move D with the Y button.
_____________
| |
| Challenge 5 |
|_____________|
- Special Move E, crouching Y, crouching X, crouching A
Another basic combo. set-up a trap behind Ichigo with the A button and then
perform Special Move D and run/approach Ichigo. Once the trap beam hits Ichigo,
do crouching YXA.
_____________
| |
| Challenge 6 |
|_____________|
- Crouching Y, crouching A, RF Special Move B, Super Move A
You can do it easily. Just be fast enough and you will succeed. Try to
memorize these combos if you want to master Ukitake. They help at some point.
And they are really easy.
_____________
| |
| Challenge 7 |
|_____________|
- Air Dash, jumping X, jumping A, standing Y, standing A, Super Move B
Another walk in the park. All you have to do is when you jump, do air dash
and then do your combo. You can do it anywhere.
_____________
| |
| Challenge 8 |
|_____________|
- Crouching Y, crouching A, RF Special Move B, jumping Y, jumping X, Double
Jump, jumping Y, jumping X, jumping A
This is easy. Do your combo and when you juggle your opponent, hit Y then
X then tap up and continue your combo. That is the trick if you do not know the
game's system. If you do... then move on.
Oh, by the way, memorize this combo because it is a must in Ukitake matches
since he does not have any Normal Attacks to juggle his opponent like the other
characters. So, Special Move B is the only way when you want to juggle your
opponent in your matches.
_____________
| |
| Challenge 9 |
|_____________|
- Special Move E, RF Special Move A, RF Special Move D, Super Move B,
standing Y, standing X, standing A, Super Move A
DO THE COMBO IN THAT ORDER.
Set-up a trap near Ichigo and approach him and then do RF Special Move A then
RF Special Move D and then perform the Super Move B right away. Then continue
with the combo. Do not worry, even if the opponent got juggled, you will still
be able to continue.
______________
| |
| Challenge 10 |
|______________|
- Special Move E-x6, Special Move A, Special Move D, Special Move A, Special
Move D, Special Move A, Special Move D, Super Move A
You can do it anywhere. Set-up the traps near Ichigo... perform it six times
just to be sure. Approach Ichigo then perform Special Move A with the X button.
then perform Special Move D with the Y button and repeat for three times then
perform the Super Move. If you know Ukitake pretty well, you will succeed right
from the start. If you don't, they you will succeed after two or three tries
TOPS.
Again, this is A MUST use in his matches. Try to practice if you still cannot
do it. This is pretty helpful when your traps work on your opponent.
===============================================================================
-----------
11. Charts:
-----------
Simple charts to understand what consumes what, the damage dealt by his
Normal Attacks, Special Moves, Super Moves and Throw. Also to understand when
he will cough most of the time.
_______________________
| |
| Consumption Chart |
__________________________|_______________________|__________________________
| | | |
| Name | Super Guage | Power Guage |
|__________________________|_______________________|__________________________|
| | | |
| Guard Cancel to Shunpo | None | One - Yellow Stock |
|-----------------------------------------------------------------------------|
| Guard Cancel to Supers | One Stock | None |
|-----------------------------------------------------------------------------|
| Guard Cancel to Moves | None | None |
|-----------------------------------------------------------------------------|
| Guard Cancel to Cards | None | None |
|-----------------------------------------------------------------------------|
| Damage Cancel | One Stock | None |
|-----------------------------------------------------------------------------|
| RF Special Moves | None | One - Yellow/Blue Stock |
|-----------------------------------------------------------------------------|
| Plane Change | None | One - Yellow Stock |
|-----------------------------------------------------------------------------|
| Shunpo | None | One - Yellow Stock |
|-----------------------------------------------------------------------------|
| Extra Jumps (Kyoraku) | None | One - Yellow Stock |
|-----------------------------------------------------------------------------|
| RF Move Cancel to Supers | One Stock | One - Yellow/Blue Stock |
|-----------------------------------------------------------------------------|
| Move Cancel to Supers | One Stock | None |
|-----------------------------------------------------------------------------|
| Ban Kai Supers | Three Stocks | None |
|-----------------------------------------------------------------------------|
| Partner Supers | Three Stocks | None |
|-----------------------------------------------------------------------------|
| Cards | None | None |
|__________________________|_______________________|__________________________|
Up next, Damage Chart 1.
________________
| |
| Damage Chart 1 |
_______________________________|________________|____________________________
| | | |
| Move Name | H/B Characters | N/L Characters |
|______________________|________________________________|_____________________|
| | | |
| Standing Y | 4 Damage | 4 Damage |
|-----------------------------------------------------------------------------|
| Standing X (1st hit) | 6 Damage | 6 Damage |
|-----------------------------------------------------------------------------|
| Standing X (2nd hit) | 4 Damage | 4 Damage |
|-----------------------------------------------------------------------------|
| Standing X (2 hits) | 9 Damage (DMG scale) | 9 Damage (DS) |
|-----------------------------------------------------------------------------|
| Standing A | 8 Damage | 8 Damage |
|-----------------------------------------------------------------------------|
| Crouching Y | 4 Damage | 4 Damage |
|-----------------------------------------------------------------------------|
| Crouching X | 6 Damage | 6 Damage |
|-----------------------------------------------------------------------------|
| Crouching A | 8 Damage | 8 Damage |
|-----------------------------------------------------------------------------|
| Jumping Y | 4 Damage | 4 Damage |
|-----------------------------------------------------------------------------|
| Jumping X | 6 Damage | 6 Damage |
|-----------------------------------------------------------------------------|
| Jumping A | 8 Damage | 8 Damage |
|-----------------------------------------------------------------------------|
| Special Move A | No Damage | No Damage |
|-----------------------------------------------------------------------------|
| Special Move B | 15 Damage (N) - 16 Damage (RF)| 12 (N) - 14 (RF) |
|-----------------------------------------------------------------------------|
| Special Move C | 8 Damage | 8 Damage |
|-----------------------------------------------------------------------------|
| Special Move D | 15 Damage (CR) - 8 Damage (LR)| 8 Damage |
|-----------------------------------------------------------------------------|
| Special Move E (Y) | 33 Damage (MR) - 24 Damage (LR)| 33 (MR) - 24 (LR) |
|-----------------------------------------------------------------------------|
| Special Move E (X) | 33 Damage (MR) - 24 Damage (LR)| 24 Damage |
|-----------------------------------------------------------------------------|
| Special Move E (A) | 33 Damage (CR) - 24 Damage (LR)| 24 (CR) - 13 (LR) |
|-----------------------------------------------------------------------------|
| Special Move E (mix) | 33 Damage (CR) - 24 Damage (LR)| 33 (MR) - 24 (LR) |
|-----------------------------------------------------------------------------|
| Super Move A | 89 Damage | 85 Damage |
|-----------------------------------------------------------------------------|
| Super Move B | 57 Damage | 45 (CR) - 53 (LR) |
|-----------------------------------------------------------------------------|
| Super Move C | 186-188 Damage (NA) | 182-179 Damage (NA) |
|-----------------------------------------------------------------------------|
| Throw | 10 Damage | 10 Damage |
|______________________|________________________________|_____________________|
Not yet... Kon and Tatsuki up next:
________________
| |
| Damage Chart 2 |
_______________________________|________________|____________________________
| | | |
| Move Name | Kon | Tatsuki |
|______________________|________________________________|_____________________|
| | | |
| Standing Y | 8 Damage | 8 Damage |
|-----------------------------------------------------------------------------|
| Standing X (1st hit) | 12 Damage | 12 Damage |
|-----------------------------------------------------------------------------|
| Standing X (2nd hit) | 8 Damage | 8 Damage |
|-----------------------------------------------------------------------------|
| Standing X (2 hits) | 19 Damage (DMG scale) | 19 Damage (DS) |
|-----------------------------------------------------------------------------|
| Standing A | 16 Damage | 16 Damage |
|-----------------------------------------------------------------------------|
| Crouching Y | 8 Damage | 8 Damage |
|-----------------------------------------------------------------------------|
| Crouching X | 12 Damage | 12 Damage |
|-----------------------------------------------------------------------------|
| Crouching A | 16 Damage | 16 Damage |
|-----------------------------------------------------------------------------|
| Jumping Y | 8 Damage | 8 Damage |
|-----------------------------------------------------------------------------|
| Jumping X | 12 Damage | 12 Damage |
|-----------------------------------------------------------------------------|
| Jumping A | 16 Damage | 16 Damage |
|-----------------------------------------------------------------------------|
| Special Move A | No Damage | No Damage |
|-----------------------------------------------------------------------------|
| Special Move B | 22 Damage | 22 Damage |
|-----------------------------------------------------------------------------|
| Special Move C | 16 Damage | 16 Damage |
|-----------------------------------------------------------------------------|
| Special Move D | 16 Damage | 16 Damage |
|-----------------------------------------------------------------------------|
| Special Move E (Y) | 49 Damage (MR) - 26 Damage (LR)| 49 (MR) - 26 (LR) |
|-----------------------------------------------------------------------------|
| Super Move A | 153 Damage | 167 Damage |
|-----------------------------------------------------------------------------|
| Super Move B | 77 Damage | 87 Damage |
|-----------------------------------------------------------------------------|
| Super Move C | 255 Damage (full) | 255 Damage (full) |
|-----------------------------------------------------------------------------|
| Throw | 20 Damage | 20 Damage |
|______________________|________________________________|_____________________|
That's about it!
Now to the Cough Chart. Again, the percentage is not 100% accurate but I gave
it my best shot after many and many tries. If you have anything better, share
with us (Ukitake fans/experts only... scrubs and card-users, sho), please! This
chart will at least help you not make Ukitake cough a lot.
Imagine Ukitake as a real sick person. What will he do if he does anything
twice in a row? Or thrice? How will he get better? Simple, the percentage goes
higher the more you abuse your Special Moves and thus you will make him cough.
If you perform let us say, two Special Moves then stop for two seconds... the
odds will get lower again.
All in all, think of Ukitake as if he has an unvisible meter and it goes
higher depending on how abusive you get with his Special Moves and Super
Moves... but depletes again when you do not. This is the best explanation for
slow people.
- 0% === He will not cough no matter what.
- 5% === The odds for him to cough is very low.
- 20% === The odds for him to cough is low.
- 40% === The odds for him to cough is average.
- 70% === The odds for him to cough is high.
- 90% === The odds for him to cough is very high.
- 100% === He will cough once you perform the Special or Super Move. You MUST
stop at once or you will get screwed by your opponent.
The percentage differs from one combination of Special/Super Moves to
another.
_______________________
| |
| Cough Chart 1 - Moves |
__________________________|_______________________|__________________________
| | | |
| Move(s) Name | No. of Times in a Row | Percentage |
|______________________|________________________________|_____________________|
| | | |
| Standing Y | Anytime | 0% |
|-----------------------------------------------------------------------------|
| Standing X | Anytime | 0% |
|-----------------------------------------------------------------------------|
| Standing A | Anytime | 0% |
|-----------------------------------------------------------------------------|
| Crouching Y | Anytime | 0% |
|-----------------------------------------------------------------------------|
| Crouching X | Anytime | 0% |
|-----------------------------------------------------------------------------|
| Crouching A | Anytime | 0% |
|-----------------------------------------------------------------------------|
| Jumping Y | Anytime | 0% |
|-----------------------------------------------------------------------------|
| Jumping X | Anytime | 0% |
|-----------------------------------------------------------------------------|
| Jumping A | Anytime | 0% |
|-----------------------------------------------------------------------------|
| Special Move A | Once | 0% |
|-----------------------------------------------------------------------------|
| Special Move A | Twice | 40% |
|-----------------------------------------------------------------------------|
| Special Move A | Thrice | 70% |
|-----------------------------------------------------------------------------|
| Special Move A | Four Times | 90% |
|-----------------------------------------------------------------------------|
| Special Move A | Five Times | 100% |
|-----------------------------------------------------------------------------|
| Special Move B | Once | 0% |
|-----------------------------------------------------------------------------|
| Special Move B | Twice | 20% |
|-----------------------------------------------------------------------------|
| Special Move B | Thrice | 70% |
|-----------------------------------------------------------------------------|
| Special Move B | Four Times | 90% |
|-----------------------------------------------------------------------------|
| Special Move B | Five Times | 100% |
|-----------------------------------------------------------------------------|
| Special Move C | Once | 0% |
|-----------------------------------------------------------------------------|
| Special Move C | Twice | 20% |
|-----------------------------------------------------------------------------|
| Special Move C | Thrice | 70% |
|-----------------------------------------------------------------------------|
| Special Move C | Four Times | 90% |
|-----------------------------------------------------------------------------|
| Special Move C | Five Times | 100% |
|-----------------------------------------------------------------------------|
| Special Move D | Once | 0% |
|-----------------------------------------------------------------------------|
| Special Move D | Twice | 40% |
|-----------------------------------------------------------------------------|
| Special Move D | Thrice | 70% |
|-----------------------------------------------------------------------------|
| Special Move D | Four Times | 90% |
|-----------------------------------------------------------------------------|
| Special Move D | Five Times | 100% |
|-----------------------------------------------------------------------------|
| Special Move E | Once | 0% |
|-----------------------------------------------------------------------------|
| Special Move E | Twice | 20% |
|-----------------------------------------------------------------------------|
| Special Move E | Thrice | 70% |
|-----------------------------------------------------------------------------|
| Special Move E | Four Times | 90% |
|-----------------------------------------------------------------------------|
| Special Move E | Five Times | 100% |
|-----------------------------------------------------------------------------|
| Super Move A | Once | 0% |
|-----------------------------------------------------------------------------|
| Super Move A | Twice | 100% |
|-----------------------------------------------------------------------------|
| Super Move B | Once | 0% |
|-----------------------------------------------------------------------------|
| Super Move B | Twice | 100% |
|-----------------------------------------------------------------------------|
| Super Move C | Once | 0% |
|-----------------------------------------------------------------------------|
| Throw | Anytime | 0% |
|______________________|________________________________|_____________________|
The aforementioned chart is when you only perform the Special Moves as said
and not include anything at all. If you want to mix-up the Special Moves &
Super Moves then look at the below chart. Take my advice and do not abuse
the same Special Move more than twice... thrice tops. Keep it at twice tops
then go for mix-ups.
The below chart differs a lot from the aforementioned chart. It is the one
you will use in your fights more than the above one since the above one is
well-known to Ukitake experts.
_______________________
| |
| Cough Chart 2 - Mix |
__________________________|_______________________|__________________________
| | |
| Series of Special Moves or Super Moves | Percentage |
|__________________________________________________________|__________________|
| | |
| Super Move B, Super Move A | 5% |
|-----------------------------------------------------------------------------|
| Super Move A, Super Move B | 5% |
|-----------------------------------------------------------------------------|
| Super Move B, Anything, Super Move A | 20% |
|-----------------------------------------------------------------------------|
| Super Move A, Anything, Super Move B | 20% |
|-----------------------------------------------------------------------------|
| Super Move B, Super Move A, Super Move B | 100% |
|-----------------------------------------------------------------------------|
| Super Move B, Super Move A, Super Move A | 100% |
|-----------------------------------------------------------------------------|
| Super Move A, Super Move B, Super Move A | 100% |
|-----------------------------------------------------------------------------|
| Super Move A, Super Move B, Super Move B | 100% |
|-----------------------------------------------------------------------------|
| Super Move B, Anything, Super Move B | 100% |
|-----------------------------------------------------------------------------|
| Super Move A, Anything, Super Move A | 100% |
|-----------------------------------------------------------------------------|
| Super Move B, Super Move A, Anything, Super Move B | 100% |
|-----------------------------------------------------------------------------|
| Super Move A, Super Move B, Anything, Super Move A | 100% |
|-----------------------------------------------------------------------------|
| Move A, Move B, Move C, Move D, Move E (in any order) | 0% |
|-----------------------------------------------------------------------------|
| Move A, Move B, Move C, Move D, Move E, Move A | 20% |
|-----------------------------------------------------------------------------|
| Move A, Move B, Move C, Move D, Move E, Move A & B | 40% |
|-----------------------------------------------------------------------------|
| Move A, Move B, Move C, Move D, Move E, Move A, B & C | 70% |
|-----------------------------------------------------------------------------|
| Move A, Move B, Move C, Move D, Move E, Move A, B, C & D | 90% |
|-----------------------------------------------------------------------------|
| Move A, Move B, Move C, Move D, Move E, REPEAT ALL | 90% |
|-----------------------------------------------------------------------------|
| Move A, Move B, Move C, Move D, Move E, x2 (all), Move A | 100% |
|__________________________________________________________|__________________|
Anything has either "0% or 100%" is accurate. The other percentages are the
best I could come up with from many tries.
Now try to understand both charts and you will get one answer. Ukitake does
not cough AT ALL (VERY SURE) if you mix-up your Special Moves with your Normal
Attacks. In short, do Special Move A then B then whatever you want but do not
get back to Special Move A until after you do some Normal Attacks (or stop) and
Special Moves and even if you get back to it... it will count as a "second
time" used (if you did not stop at all) so then the percentage will go up a
little (look at the chart for Special Move A used twice).
If you make it to only using Special Moves then you will get him coughing
soon enough (mentioned above in Cough Chart 2). This is hard first, but if you
know how to use Ukitake pretty well, then you will understand what I am saying.
For further proof. Do the following series of attacks and you will see that he
will not cough at all, even if you are tiring him pretty badly.
- Standing Y, standing X, standing A, Special Move A, Special Move B, Standing
Y, standing X, standing A, Special Move C, standing A, Special Move E,
Special Move D. then repeat or do anything but be sure to mix-up
He will not cough no matter what. You can do crouching instead of standing
attacks. And you can switch any Special Move to another. The outcome will
always be the same. Be sure to understand what I am saying for you will find
it very, very useful in your fights since you will avoid such a problem. BUT,
you will need to focus twice and not forget. If you mess up, STOP or guard to
reset everything.
It just pains me to see experts that are way better than those scrubs who
only depend on cards and they lose not because of the cards, but because
Ukitake screws up. Well, because they did not really give the coughing flaw a
lot of thought. I have met only one player who also found out 80% of what I
said (he only missed the Super Move problems). In short, think of it a bit and
you will understand it better.
Please people, no BS E-Mail(s). I am trying to help here. Just try and see if
it works or not THEN E-Mail me. In short, if you have never used Ukitake before
and just tried them out fast, then "do not" think of E-Mailing me. This is only
to experts who gave Ukitake their best and know what they are doing when they
use him.
And do not try to fool me, because I tired this over dozen times. Why?
Because it IS a major flaw to our coughcaptaincough Ukitake. And I had to avoid
such a problem so I had to understand it as much as possible. I do get him
cough once in a whole match, but that is more likely because of not focusing
enough or calculating at some point. I am still trying to figure out if the
running actually counts as well or not.
Be a genteleman/lady and you shall get candy from Ukitake. Hitsugaya had some
already. ^_^
P.S. If you still do not understand then ask me nicely and I will try to
explain as much as possible. Just try to ask "nicely" since I put a lot of
effort and time to understand the coughing flaw and I was able to share what I
found out.
===============================================================================
------------------------
12. Questions & Answers:
------------------------
Have a question? Ask right away (no moronic/stupid questions, please):
======
DAMMIT
======
Q: DAMMIT!!! I have had it with Ukitake! What the hell is wrong with him
coughing everytime I am winning or about to kick major @$$?!
A: The question is, what is wrong with you?! You already know that there is a
catch to it and there are some good tactics to not make yourself get beaten
once he coughs. Moreover, I said many things to make him not cough, but I guess
it was too much!
I think you should read the "Cough Cough" & "Charts" sections again (if you
read them, that is). ^_^
============
Super Move C
============
Q: I cannot seem to do his Super Move C and it is not in the Command List in my
game! Why is that?
A: Because you are playing 1 Vs. 1. It can only be performed in 2 Vs. 2. AND
Kyoraku must be your partner.
=========
No Damage
=========
Q: Is it me or his "Special Move A" deals no damage at all?
A: That is actually true (and stated in the FAQ). It deals no damage because
of many of its advantages. Fast recovery time, good for pressure games and to
protect yourself, very good for combos... PLUS, it does NOT make the opponent's
Super Gauge fill (well, naturally... since he is not taking damage).
But admittedly, I was surprised as well how it dealt no damage when I used
him. ^_^
========
Merciful
========
Q: I know an Ukitake player who just does not seem to understand that doing a
Special Move repeatedly makes him cough. I was not sure about this before but
after trying your charts and did some testings, I confirmed it. I told him but
he does not seem to do well and still uses the same tactics that would make
Ukitake cough. So, now I only wait for him to recover when he coughs and then
start playing again. Am I being too merciful?
A: I would disconnect right away if a player awaits for me to recover. O_O
Your friend thinks like average players do. They do not think of solving a
problem in their character but rather forget about it or hide behind a sorry
excuse like; "I play for fun." It is good to play for fun, but really bad when
it does not invlove serious matches.
MANY non-Ukitake players know very well that performing a Special Move
repeatedly will make him cough... let alone Ukitake fans. So, let us say your
friend does these series of attacks without stopping or thinking:
- Super Move B, Super Move A, Special Move E, standing A, crouching X, Super
Move B/A, jumping A, crouching Y, crouching A, Special Move A, Special Move
Ex2, Special Move B, crouching Y, Special Move B, Special Move D, Special
Move A, Special Move D
With this, you will make Ukitake cough more than two times or three times
tops. So, are you willing to stop everytime just because your friend is
misunderstanding Ukitake heavily and thus making him cough? Are you willing
to stop in the middle of all the tensity and heat of the match? Are you willing
to do it against a very good character Like Ukitake who can make you say OUCH
with so little efforts? Oh, how NICE of you!
To answer your question.... no, it is more like being dumb (no offense). ^_^
==============
Challenge Mode
==============
Q: I have to admit that I cannot do half the combos (most of the characters) in
Challenge Mode. The thing that is bugging me the most is my friend can do most
of them but when he challenges me, I always beat him! How can a person be good
with combos and not good in fighting other human opponents?
A: The difference between experts and scrubs is "skill."
You are skilled when it comes to making strategies and doing your best with
your character, but not when it comes to Challenge Mode or doing hard or long
combos. Your friend is vice versa.
I think that you can complete Challenge Mode just fine if you try to practice
with the characters a bit and try to understand their combos a bit (timing,
advantages and disadvantages). Most of the people who say they are hard usually
tried Challenge Mode without even knowing anything about the characters (90%).
Also, many combos in Challenge Mode are U-S-E-L-E-S-S. You will not use them in
serious matches because you will discover better ones... MUCH BETTER ONES.
Other than that, I know an amazing player who knows how to do most of the
hardest combos in fighting games (also Akira's combos in VF2), but when he
challenges experts, he goes down in a flash. And I know another person who can
actually get 100% perfects (except against Mizuki) in Samurai Spirits 2, but he
BLOWS big time when it comes to playing against humans. Both of them have one
problem, they are not used to playing against other players.
P.S. People, please only Ukitake questions. Thank you! ^_^
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13. Credits & Acknowledgement
-----------------------------
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Last Word:
==========
It is finished. Hope I was helpful and useful to you.
If you are by any means a good player and you do not use cards, then by all
means let us play and have fun. I usually use random (and really hope I do not
get joke characters) and when I notice that my opponent is good as well, I
will choose Ukitake, Kyoraku, Kenpachi or Tousen (Gin and Aizen are my
favorites in the anime/manga though... but just to avoid "YOU ARE CHEAP," I try
not to use them... they are not cheap though, only very good characters).
I used to go by the name Geese (in HRG), but little brother messed up
everything. So, I now go AGAIN by Geese (in HRG). I usually do not dicconnect
until my opponent defeats me. But if it gets laggy right from the start, I will
disconnect. So, I hope to play against Osaka/Japanese/near by countries (I do
not live in the United States so U.S. players might not try since I had awful
lag in my matches against some friends over there (Florida EC)). And if you
know me in person then please challenge me. ^_^
__________________________________
| |
| My Wi-Fi Code is: 0859-9406-5391 |
|__________________________________|
And yes, I do not join a lot nowadays.
===============
Special Thanks:
===============
- To Treasure
- To Sega
- To Gamefaqs
- To all Ukitake fans
- To all my friends for the encouragement
=======================================================
Bleach DS: Souten ni Kakeru Unmei is Copyright Treasure Crop. This document
Copyright 2006 Basel Al-Shehab
If you need to contact me to add or ask me about anything, E-Mail me at
Mr_Basel@yahoo.com or Mr_Geese@hotmail.com
Credits for GameFAQs, Sega and Treasure Crops.