Bleach Dark Souls/Hollow Ichigo

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HollowIchigo LargePortrait.png

INTRODUCTION

Zangetsu, Ogichi or Hollow Ichigo is the manifested spirit of Ichigo Kurosaki's Zanpakutō (His Sword) as well as his inner Hollow. He is a powerful spirit that was born when Ichigo Kurosaki underwent training with Kisuke Urahara to regain his shinigami powers. His relationship with Ichigo represents the idiom "two sides of the same coin," or (more appropriately) the philosophical concept of yin and yang. Unlike other hollows, who are the central villains of Bleach, Hollow Ichigo plays the role of the anti-hero who eventually becomes Ichigo's greatest obstacle and ally as the plot progresses.

In Bleach Dark Souls, Hollow Ichigo is mostly a rushdown-based character despite having such good defensive tools as well as offensive. He sports high damaging far reaching normals and specials that lead to very safe interactions and he can offer great pressure from afar. His combos mostly consist of easy magic series TAFS loops into repetitions of his SuA and most of his normals (combined with his speed.) allow for easy conversions into his BnB. His defense (health) is under-average but he is still somewhat well-rounded, and is a great high-tier pick for beginners.

PALLETTES

Ogichi Palettes1.jpg
Ogichi Palettes2.jpg

PROS AND CONS

+ Good Mobility.

+ Flexible Flash Step Type.

+ Great offensive and defensive tools.

+ Great damage output.

+ Not very meter reliant but can go off with meter as well..

+ Fast full-screen projectile as well as generally decent specials.

+ Incredible Install.



- Under-average defense (health).

- Projectile doesn't cover much vertical space.

MOVELIST

All Damage Values listed on the following moves were done on Ichigo (Average Defense.)


STANDING NORMALS

5L
Ogichi 5L.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
5L 6 Mid 9 26 FS, 5L, 2L, 5M, 2M, 5H, 2H, Special, Super +0 +0

A downward butt of his sword. Your average close-range combo starter in most respects however, it lacks the horizontal range of Ichigo's 5L and instead substitutes it for a vertical narrow hitbox. It will hit smaller characters as well act as a sudo-anti-air but it is not recommended for either. 2L and 2H do those jobs respectively very well which makes this a pretty sub-par move.

5M
Ogichi 5M.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
5M 8 Mid 13 32 FS, 2M, 5H, 2H, Special, Super - -

Ogichi does a quick frontal slash with his Zanpakuto. Another very average normal for a standing medium. This move does not play much of a part in Ogichi's neutral and is best used in combos alone.

5H
Ogichi 5H.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
5H 10 Mid 17 43 FS, 2H, Special, Super - -

Ogichi forcefully swings his sword onto the opponent's skull. The hitbox of this attack is a lot lower than it looks but it has the same range as 5M. This move like the previous is not a good go-to in neutral and should only be used as combo filler.


CROUCHING NORMALS

2L
Ogichi 2L.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
2L 6 Low 9 26 FS, 2L, 5M, 2M, 5H, 2H, Special, Super - -

Ogichi cleans the opponent's shoes...aggressively. This move has much more reach than his 5L however is very very low lying.

2M
Ogichi 2M.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
2M 8 Low 13 32 FS, 5H, 2H, Special, Super - -

THE NORMAL. Ogichi does a long low poke with his sword. Definitely his best grounded normal in neutral. Use it to stab opponent's from afar and convert into your BnB by use of a flashstep.

2H
Ogichi 2H.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
2H 10 Mid 19 26 FS, Jump, Special, Super - -

Ogichi swings his zanpakuto upward. Pretty good anti-air however it can't be abused. Its really punishable on whiff and is held back slightly by its startup. Use it to punish IADs and convert into your Air BnB.


JUMPING NORMALS

J.L
Ogichi JL.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
JL 6 High 4 22 FS, JL, JM, JH, Special - -

Ogichi reaches his palm out directly in front of him. Extremely fast and good close-range air-air somewhat however its better to use as combo fluff than for approaching.

J.M
Ogichi JM.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
JM 8 High 7 28 FS, JH, Special - -

Ogichi swings his sword horizontally. The jumping normal you're going to be using 90% of the time, pretty great jump-in (After IAD) and air-air. Can cross up under the right circumstances.

J.H
Ogichi JH.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
JH 10 High 9 36 FS, Special - -

Ogichi slashes down from the top. Use for a good knockdown (in the air) as well as to spike opponent's above you. Causes HKD


SPECIALS

236x - I'll blast you!
Ogichi 236L.PNG
Oh well uh....m-mine is THIS big.
Oh well uh....m-mine is THIS big.
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
L 9 Mid 15-21 90 None - -

Ogichi throws his sword across the screen then pulls it back for round two. Extremely fast for a fullscreen projectile but lacks any vertical range making it great defensive tool/offensive one from afar on grounded opponents but absolutely doo doo doggy on people that like to jump and IAD. The 2nd hit causes HKD.

Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
M 9 Mid 42-50 75 None - -

Higher Startup, less recovery. Nice and safe.

Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
EX 9 Mid 15-21 48 None - -

Similar to the original but with less recovery.

623x/J.623x - Gazan
Ogichi 623 part 1.PNG
First Slash
First Slash
Ogichi 623 part 2.PNG
Second Slash
Second Slash
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
L (1)4 (2)3 (1)Mid (2)Overhead 13 70 None - -

Ogichi quickly rises with his sword then dives toward the ground. Made up of two attacks, the second of which is an overhead. Pretty okay anti-air relative to the others but don't be fooled, it has no invincibility. The jumping version for each will have Ogichi active until he hits the floor. This is not super-cancellable.

Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
M (1)4 (2)3 (1)Mid (2)Overhead 36 67 None - -

There's not too much reason to use the medium version outside of being a combo ender however, it improves the recovery and height of the attack while increasing the startup.

Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
EX (1)14 (2)4 (1)Mid (2)Overhead 16 50 None - -

The EX version has maximum height and damage. It also makes the rising slash a multi-hit and improves both the startup and recovery of the move.

22x - Kongenzan
Ogichi 22x.PNG
22x
22x
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
L 8 Mid 17 82 None - -

Ogichi pierces the ground with his sword, erecting a pillar of energy. Reaches from the bottom to the top of the screen, can be used against crossups and guard steps to an extent. Using this version however means death on block, as its recovery is absolutely abysmal. HKD's

Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
M 8 Mid 36 60 None - -

More startup, less recovery. HKD's on hit but can still be comboed off of with 236236x.

Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
EX 8 Mid 16 42 None - -

Improved startup, improved recovery. HKD's on hit but can still be comboed off of with 236236x.

28x - Take this!
Ogichi 28x.PNG
Oh my god guys I can't believe Ogichi is on that pot pot wtf
Oh my god guys I can't believe Ogichi is on that pot pot wtf
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
L 0~ Mid 48 - None +20 (Max) -

Ogichi grinds the ground floor and produces clouds of dust and smoke. It may not do any damage but its the key to his 'okizeme' as well a pretty convenient combo starter...if it hits. Its startup on each version is terrible. Its hard to tell whether its worth just putting out raw ever. May wanna pull it on an opponent's knockdown if you're plus enough.

Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
M 0~ Mid 98 - None +70 (Max) -

More clouds of smoke appear however, the startup is even WORSE. Like, incredibly bad....I don't think this is worth doing ever at all.

Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
EX 0 Mid 48 - None +71 (Max) -

The EX version still has bad startup but its that of the light version with less recovery and the clouds of smoke that appear on the medium ver.

41236x - Too Slow!
Ogichi 41236.PNG
41236x
41236x
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
L 11 Mid 15 - None - -

Ogichi slides up to the opponent and throws them as well as their diginity into orbit. A hitgrab, which means it only hits grounded opponents (Makes restands much easier). He covers quite a bit of ground space pretty quickly with this attack. This is his best combo ender/extender and puts the enemy into a launch > HKD state. Feel free to pull this out of your bum

Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
M 11 Mid 37 - None - -

This version is great to put out raw from fullscreen. It may have more startup but not enough to make it something you should avoid using. It also makes up for this with less recovery.

Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
EX 11 Mid 15 - None - -

Simply improves its startup and recovery. The best version to poop out raw if you have the meter as well as on Guard cancel after a fullscreen attack.


SUPERS

236236x - Shall I slice you?
Ogichi 236236x Part 0.PNG
Beginning
Beginning
Ogichi 236236x.PNG
Middle
Middle
Ogichi 236236x Part 2.PNG
End
End
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
236236x 38 Mid 1 120 None - -

Ogichi Spins his sword at an extremely fast pace, his zanpakuto growing until it covers almost half the screen which doesn't make much sense but god its a cool-looking super. Having 1f of startup, its an extremely good move in-combo as well as for use on reaction to like anything, however, it starts off pretty small, and with the wrong positioing, the last hit may not make contact and cause this to be minus on hit. It can be looped 3 times in a row and followed up even then. Last hit causes Wallbounce. Costs 1 meter.

214236x - Issentzuki
Ogichi 214236x.PNG
22x on crack
22x on crack
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
214236x 6-23 Mid 4 106 None - -

Ogichi embeds his sword into the floor and creates multiple pillars at his sides. Its like a really extra anti-air that has a million years of recovery and does lackluster damage. This is only good in very very specific combos but otherwise never use this doo doo nasty toe licker lookin move please its not worth it. Costs 1 meter.

641236x - Tensa Zangetsu
Ogichi 632146.PNG
Bankai install
Bankai install
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
641236x - - 0 600 (10 seconds) None - -

Ogichi Transforms into his Bankai state. Install. In this state he can't block, nor grab however he has constant super armor,

He also lacks the ability to walk but now has dashes the speed of light and a flashstep that knows where you live. Ogichi is left with his best normals but now slightly enhanced to fit his new form, none of which can be burst out of.

Leaving this form has quite a bit of recovery, 1 entire second, so its best to end it by knocking down the opponent. Costs 3 Meter.

[Bankai]5L
Ogichi -Bankai-5L.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
5L 6 Mid 9 26 5L, 2L, 5M, 2M, 5H, 2H, Special - -

A quick frontal slash similar to his original 5M.

[Bankai]5M
Ogichi -Bankai-5MH.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
5M (1/2)8 (P)1-3 Mid 14 33 2M, 5H, 2H, Special - -

[Ban]5L except he produces a wave of energy during it. Multihit. The projectile is made up of 3 parts and the amount of damage done on the opponent depends on how far away they are from the projectile. (Farther away the better)

[Bankai]5H
Ogichi -Bankai-5MH.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
5H (1/2)10 (P)3 Mid 18 42 2H, Special - -

[Ban]5M but more active with slightly more startup and damage. Only the sword's slash can be cancelled, not the projectile.

[Bankai]2L
Ogichi -Bankai-2L.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
2L 6 Low 9 26 5M, 2M, 5H, 2H, Special - -

Ogichi does a quick low stab similar to his original 2M.

[Bankai]2M
Ogichi -Bankai-2MH.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
2M (1 and 2)8 (P)1-3 Low 15 33 5H, 2H, Special - -

[Ban]2L except he produces a wave of energy during it. Multihit. The projectile is made up of 3 parts and the amount of damage done on the opponent depends on how far away they are from the projectile.

[Bankai]2H
Ogichi -Bankai-2MH.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
2H (1/2)10 (P)1-3 Low 17 42 Special - -

[Ban]2M but more active with slightly more startup and damage.

[Bankai]J.L
Ogichi -Bankai-JL.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
JL 6 High 5 22 JL, JM, JH - -

Ogichi does a slash from above similar to his original J.H

[Bankai]J.M
Ogichi -Bankai-JMH.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
JM (1/2)8 (P)1-3 High 7 26 JH - -

[Ban]JL except he produces a wave of energy at a diagonal downward angle during it. Multihit. The projectile is made up of 3 parts and the amount of damage done on the opponent depends on how far away they are from the projectile.

[Bankai]J.H
Ogichi -Bankai-JMH.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
JH (1/2)10 (P)1-3 High 9 32 None - -

[Ban]JM but more active with slightly more startup and damage.

[Bankai]236x - Getsuga Tenshou
Ogichi -Bankai-236x.PNG
Version Damage Guard Startup Duration Cancel Adv Hit Adv Block
236x (1/2)9 (P)3-18 Mid 18 55 None - -

Ogichi does a large slice creating a dark wave of energy. Pretty nutty projectile. It covers half the screen and I mean entirely but lacks in the fact it does not go very far. It begins with a slash that launches the opponent, however it may be minus on hit if the opponent is thin and close enough to Ogichi.


OTHER

Flash Step - Flexible Type. Over average distance and speed and is cancellable by any attack.

Grab - Wall-bounce effect. 8DMG.

Air-Grab - Spike HKD effect. 8DMG.

Height - Med

Mobility - Over-average.

COMBOS

Starters: J.66M > J.H 2M > 6FS/9FS 28x

BnBs:

(J.M J.H > 665LM > 2M > 9TAFS)xN > 665L 5M 2M xx 41236L > J.66M > DJ.LMH - Very Basic flash step BnB that can't go wrong.

2M 6FS 5LM > 2M > 9FS (J.M J.H > 665LM > 2M > 9TAFS)xN 5L 5M 2M xx 41236L

(J.M J.H > 665LM > 2M > 9TAFS)xN > 665L 5M 2M xx 41236L > J.66M > DJ.LM xx 623H - EX ender.

(J.M J.H > 665LM > 2M > 9TAFS)xN > 665L 5M 2M xx 41236L > J.66M > DJ.LMh > (28H) - Great ender for easy timing and spacing on 28 Oki.

(J.M J.H > 662L > 5M > 5H > 9TAFS)xN > 665L 5M 5h xx 41236L > 66 > J.Lx2 5M > J.5Lx4 5M 5H - More Ambitious but less reliable as it could whiff based on the range and thickness of the opponent.

(J.M J.H > 665LM > 2M > 9TAFS)xN > 665L 5M 2M xx 41236L > [236236x]xN - Last hit of the super can whiff based on the height of the opponent if you're not in the corner.

(J.M J.H > 665LM > 2M > 9TAFS)xN > 665L 5M 2M xx 41236L > 236236x > 2H > J.Lx2 5M > J.Lx4 jM jH

(J.M J.H > 665LM > 2M > 9TAFS)xN > 665L 5M 2M xx 41236L > 236236x > 623x

(J.M J.H > 665LM > 2M > 9TAFS)xN > 665L 5M 2M 2H xx 236L - Less damage but is safe against bursts unlike 41236x.

2H > J.Lx4 J.M > DJ.Lx4 J.M J.H/623H

41236x > J.Lx2 J.M > DJ. Lx2 > DJ.M (8FS J.Lx2 > J.M)x3 xx J.H/623H.

Grab > 236236xN

[632146] [5LLMH 9FS J.M > J.H]xN > 5LMH xx 236x


Height Specific:


(9J.L (Delayed)J.M (Delayed)J.H)xN > Ground BnB - Large+


[632146] 5LMH 9FS J.M > J.H > [J.Lx10 > J.M > J.H]xN > 5LMH xx 236x - Large+

2L 2M 2H > J.L J.M xx 623M > 623H > 214236x - Tiny Only. Corner Only.

9J.Lx6 > J.M > J.H - XXL.

(41236L > 236236x)x3: His premier restand followup. Its worth learning to do from a raw 236236x.


Difficult Combos:

236236x > (J.M J.H > 665LM > 2M > 9FS)xN > 5L 5M 2M xx 41236L > 236236x > 236236x


(J.M J.H > 665LM > 2M > 9FS)xN > 5L 5M 2M xx 41236L > 236236x > 2L/2M > 5H > 9TAFS(J.M J.H > 665LM > 2M > 9FS)xN > 5L 5M 2M xx 41236L > 236236x > 5L 5M 2M xx 41236L > 236236x > 2L/2M > 5H > 9TAFS(J.M J.H > 665LM > 2M > 9FS)xN > 5L 5M 2M xx 41236L > 236236x > 2H > J.LM > DJ.LM xx 623H - Extended Restand combo, honestly not optimal at all considering how much meter 236236L gives the opponent but hey, it exists.


236236x > (J.M J.H > 665LM > 2M > 9FS)xN > 5L 5M 2H > J.M 2FS > 214236x - Again not absolutely useful but its stylish and somewhat handy in very very specific situations.

OKIZEME (Yikes):

Using Ogichi's 28x, you can force the opponent to block on wakeup despite which direction they tech. On a 41236x or J.H knockdown, an opponent near the wall but not too close can be awoken to an EX 28. This way they won't be able to sidestep away as they'll be instantly punished with a cloud and get a combo started on them. This also allows Ogichi to mix the opponent up with lows and FS-Instant Overheads.

The problem with this strategy is that it relies on how much RF/EX meter you have. Yes, 28M can be used for Oki somewhat after a 41236x, However, it is beaten by doing nothing on wakeup and by Guard Steps. 28L can be used as well, but leaves quite quickly and similar to 28M can be guard-stepped. The other issue is that it may depend on how far/close you are from the wall, generally it only works from about half-screen, anything more or less can mean a combo on you!

GENERAL STRATEGY

(Unfinished)