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
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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! 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 First Slash First Slash 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 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! 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! 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? Beginning Beginning Middle Middle 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 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 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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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)