Bleach Dark Souls/Data

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This page is meant to record and display universal in-depth information about BDS2.

Defense

The universal health value is 255 and each character differs in Defense. The list below will show a character's defense bracket based on how much damage they take by Ichigo's LMH magic series. This is in order of Most Defense to Least. Lower Damage = Higher Defense.

Defenses
Character Damage Taken Defense Bracket
Sajin 13 Over-Average
Kukaku 15 Average
Tosen 15 Average
Gin 15 Average
Aizen 15 Average
Don 15 Average
Bonnie 15 Average
Soi Fon 15 Average
Momo 15 Average
Hitsugaya 15 Average
Rukia 15 Average
Rangiku 15 Average
Kyoraku 15 Average
Chad 15 Average
Ichigo 15 Average
Renji 15 Average
Kenpachi 15 Average
Hisagi 15 Average
Ikkaku 15 Average
Uryu 15 Average
Kisuke Urahara 15 Average
Ukitake 15 Average
Izuru 15 Average
Byakuya 15 Average
Yamamoto 15 Average
Yoruichi 15 Average
Ganju 15 Average
Mayuri 15 Average
Nemu 15 Average
G.Fisher 15 Average
Menos G. 15 Average
Hollow Ichigo 21 Under-Average
Yachiru 23 Under-Average
Hanataro 23 Under-Average
Ururu 23 Under-Average
Orihime 25 Low
Shreiker 27 Low
Tatsuki 31 Low
SReaper 31 Low
Kon 33 Really Low
Ririn 33 Really Low
Nurse 33 Really Low
Familiar 33 Really Low
Yuichi 33 Really Low

Cancelled Attacks

In this game, some attacks when cancelled into may have less startup. For example, Uryu's 5M, 2M, JM, 5H, 2H and JH.

They have a ton of startup when done raw, however when in a chain, what feels like years of startup is cut down. These 'cancelled' version of attacks, can actually be accessed in neutral in multiple ways.

1. By doing a medium or heavy normal in the air, then doing another raw while still in the air. The second normal will be its cancelled version. If a medium attack is done before it, the normal you do next will be allowed to chain into a heavy as long as it isnt a heavy in itself. If a heavy is done before it, the normal you do next will be non-cancellable. This method can leave you pretty open depending on how fast the initiation attack is, this method also only applies to air normals.

2. Using a flashstep. By cancelling a flashstep with a normal, the normal cancelled into will be its 'cancelled' variation. This is a very simple method that works for both grounded and airborne normals, however, it costs a flashstep bar.

3. Chaining. Very self-explanitory.

Even flashsteps have startup that is rejected when cancelled into, and in some cases they won't get their startup shortened after specific moves making combos a little harder.

Launches

When a character is in a Launch > HKD state, they will always be completely vulnerable until they begin falling.

HOWEVER, Ririn and Kon are absolute weirdos. When they're falling, about to be HKD'd, they're vulnerable all the way through. Unlike every other character, they can be juggled forever and can be done to what no other character can.

This was an extremely good choice on the devs part considering they gain increased meter to burst, making them a lot less of a pain to deal with.


The G Button

The G button may seem pretty simple at first, Blocking lol, but it actually has quite a bit of uses that go under the radar.

  • If you don't hold 6 after dashing, you'll run for a short period of time, and during this your character won't be able to grab. However, you can press G to instantly cancel the run and therefore be able to grab out of it. This is useful if you're not already running as once a 'run' begins, you can release 6 to instantly stop.
  • You cannot block during an air dash if you don't press the G button.

Cancelling a dash with the G button can allow for early air grabs while still retaining air dash momentum.

  • Pressing the G button RIGHT after doing 66 in the air allows you to instantly start falling even if you just began jumping. Doing this also retains airdashes as they haven't technically begun yet.
  • By repeating the latter one after the next, you can actually SLOW fall as well. Its practicality is questionable, but it does exist no less.
  • Pressing G during pre-jump frames can cancel a jump entirely aswell. This means that you can instantly block after a launcher, or even use staying grounded for further combo potential. Like Yamamoto 2H > 8 > G Loops.

Grabs

Grabs universally have 35 frames of recovery on whiff. Grabs will also beat pre-jump frames.

Jump

Jumps have 6f of Pre-jump before you're airborne.

Height

When it comes to combos heights are a pretty important thing in this game. Every character can fit into a height category. This list is in order of largest to smalles.

Character Height
Menos G. Extra Extra Large
Kyoraku Extra Large
Sajin Extra Large
Kenpachi Extra Large
Kisuke Urahara Extra Large
Gin Large
Aizen Large
Don Large
Chad Large
Uryu Large
Byakuya Large
Ukitake Large
Izuru Large
Mayuri Large
SReaper Large
Hisagi Large
Kukaku Med
Tosen Med
Bonnie Med
Rangiku Med
Ichigo Med
Renji Med
Ikkaku Med
Yamamoto Med
Yoruichi Med
Ganju Med
Nemu Med
G.Fisher Med
Orihime Med
Hollow Ichigo Med
Nurse Med
Hanataro Small
Ururu Small
Soi Fon Small
Hitsugaya Small
Rukia Small
Shreiker Small
Tatsuki Small
Momo Extra Small
Yuichi Extra Small
Yachiru Extra Small
Kon Extra Extra Small
Ririn Extra Extra Small
Familiar Extra Extra Small

Flashsteps

There are 4 Types of Flash Steps:

  • Flexible Flash Step- The most common type of flash-step. Can be done in all directions and in the air. Invisible throughout and has no collision box. Eg. Ichigo
  • Ground-only flash Step- Can only be done on the floor. Visible throughout. Eg. Chad
  • Armored Flash Step- Has super armor and will grind through EX moves unlike other flash-steps. Visible throughout. Eg. Orihime
  • Special Flash Step - Flash Steps that have unique features aside from a difference in speed and distance. Shrieker

Here is a list of each character's flashstep type:

Character Flashstep Type Spec-Attributes
Sajin Flexible Type -
Kukaku Special Similar to Flexible but isn't invisible.
Tosen Flexible -
Gin Flexible -
Aizen Flexible -
Don Ground-Only Can only be done in two directions. Isn't Invisible.
Bonnie Ground-Only Can only be done in two directions. Isn't Invisible.
Soi Fon Flexible Goes extremely far
Momo Flexible -
Hitsugaya Flexible -
Rukia Flexible Under-average distance
Rangiku Flexible Terrible Distance/speed.
Kyoraku Flexible -
Chad Ground-Only Can only go in two directions. Not invisible.
Ichigo Flexible -
Renji Flexible -
Kenpachi Flexible -
Hisagi Flexible -
Ikkaku Flexible -
Uryu Flexible High distance and speed.
Kisuke Urahara Flexible Under-average distance.
Ukitake Flexible -
Izuru Flexible Under-average distance.
Byakuya Flexible Slightly uder-average distance and speed.
Yamamoto Flexible Over average distance and speed.
Yoruichi Flexible Extremely high distance and speed.
Ganju Ground-Only Can only be done in two directions however, it has no recovery. Not Invisible.
Mayuri Flexible -
Nemu Flexible -
G.Fisher Special Flexible for the most part but has no invisibility. High Speed and distance.
Menos G. Ground-Only -
Hollow Ichigo Flexible -
Yachiru Flexible High speed and distance
Hanataro Special Flexible for the most part but has no invisibility.
Ururu Flexible -
Orihime Armored Can only be done in two directions on the ground. Has super armor and no recovery. isn't Invisible. Has no collision box.
Shreiker Special Can only be done in two directions on both the ground and air. Has no invisibility.
Tatsuki Special Can go in all directions but only on the ground. Isn't Invisible.
SReaper Flexible Low distance and speed.
Kon Armored Can only go in two directions on both the air and ground. Has super armor and isn't Invisible.
Ririn Armored Can only go in two directions on both the air and ground. Has super armor and isn't Invisible.
Nurse Ground-Only Can only go in two directions. Not Invisible.
Familiar Ground-Only Can only go in two directions. Not Invisible.
Yuichi Ground-Only Can only go in two directions. Not Invisible.