Bleach: The Blade of Fate FAQ/Walkthrough(JAP ver.)


„  version 1.1 June 27, 2006 „ 


„  FAQ by Sixfortyfive „ 

„  [email protected] „ 


This FAQ is meant to serve as a translation and gameplay guide for Treasure and

Sega's Bleach DS: Souten ni Kakeru Unmei. It follows a rough outline of the

game's instruction manual with more in-depth information for items that

non-Japanese players would find most useful (such as detailed information

regarding the card system and Story/Challenge Mode walkthroughs).

This guide will not include either a story translation or detailed character

strategy. The former is because I have very limited Japanese skills and have

had no exposure to Bleach prior to this game. The latter is because I do not

intend to learn the ins-and-outs of every single character.

This document is encoded in Japanese Shift-JIS format. In order to properly

display Japanese characters in your browser, you must set its character

encoding to Shift-JIS. In Internet Explorer and Firefox, this should be located

somewhere in the View menu. If you cannot find a selection for Japanese

Shift-JIS, you may have to download a language pack.

If you believe you can supply any additional useful information or if you find

a mistake in this document that needs to be corrected, feel free to e-mail me.




I. Game Basics

Basic Controls

Main Menu Translation

Character Select Screen

Result Screen (Arcade/Time Attack/Survival)

Common Terms

Character List


Shorthand for Command List, Training, & Challenge Mode

II. Screen Explanation and Game Rules

Gameplay Screens

Top Screen

Bottom Screen

Pause Menu

Victory & Defeat Conditions

III. Game Control

Character Control






Simple Mode

IV. Story Mode

Character and Control Method Select

Ichigo Walkthrough

Unlock Guide

V. Arcade Mode

VI. VS Mode

DS Wireless & Download Play

Wi-Fi Connection

VII. Training Mode

VIII. Time Attack Mode

IX. Survival Mode

X. Challenge Mode

General Tips

Individual Challenge Walkthroughs

XI. Deck Construction

Menu Navigation

Deck Strategy

XII. Urahara Shop

XIII. Gallery

XIV. Options

XV. Credits / Legal Junk

XVI. Version History









| D-PAD | select | fast forward | movement |

| START | confirm | message skip | pause menu |

| A | confirm | advance | heavy attack |

| B | cancel / return | speed up text | flash step |

| X | | | medium attack |

| Y | | | light attack |

| L | freeze text marquee | | line change |

| R | speed up marquee | | guard |

| SCREEN | select & confirm | | card use & specials |





Detailed translations for each game mode can be found in the corresponding

section of this FAQ.

ƒXƒg[ƒŠÂ[ƒ‚[ƒh STORY MODE

ƒA[ƒP[ƒhƒ‚[ƒh ARCADE MODE

‚u‚rƒ‚[ƒh VS MODE

ƒgƒŒÂ[ƒjƒ“ƒOƒ‚[ƒh TRAINING MODE

ƒ^ƒCƒ€ƒAƒ^ƒbƒNƒ‚[ƒh TIME ATTACK MODE

ƒTƒoƒCƒoƒ‹ƒ‚[ƒh SURVIVAL MODE

ƒ`ƒƒƒŒƒ“ƒWƒ‚[ƒh CHALLENGE MODE

ƒfƒbƒLƒRƒ“ƒXƒgƒ‰ƒNƒVƒ‡ƒ“ DECK CONSTRUCTION



ƒIƒvƒVƒ‡ƒ“ OPTION





For Arcade, VS, Training, Time Attack, and Survival Modes. Press L and R to

toggle between 1P/2P/3P/4P. Press Start to begin the match immediately or A to

adjust more settings (shown below). Not all options are available in all modes.


| CHARACTER | includes RANDOM and NO ENTRY / NONE in certain modes


| OUTFIT COLOR | 4 outfits available initially; more available in the shop

| DECK SLOT | for reifu; PERSONAL DECK is the character's default pattern

| TEAM | arrange for 1-on-2, 2-on-2, 1-on-3, or 1-on-1-on-2

| CONTROL METHOD | select AUTO to activate Simple Mode (see section III)

| HANDICAP | from 0 to +8; increases player strength (+8 = 200%)

|PLAYER/CPU LEVEL| increase AI LV for higher CPU difficulty; range is 1-8


|SUPER ANIMATIONS| set to DEMO OFF to remove the cutscenes for super attacks

| MATCH RULE | adjust to set time limit and deathmatch/pointmatch

| STAGE SELECT | choose from 1 of 16 battle areas





After completing any one of these three modes, a result screen is displayed

with the following information:

őåƒqƒbƒg” HIGHEST COMBO


ƒvƒŒƒCƒ^ƒCƒ€ PLAY TIME






Below is a list of all the playable characters. Surnames are listed first to

match the kanji on the left. CAPS indicates the name used on character select

and gameplay screens.

•ÂèˆêŒì Kurosaki ICHIGO

‹€–؃‹ƒLƒA Kuchiki RUKIA

ˆäãD•P Inoue ORIHIME

Γc‰J—³ Ishida URYU

’ƒ“n‘×ŒÕ Sado Yatsutora (CHAD)

Žu”gŠâ˜h Shiba GANJU

ˆ¢Å½Uˆä—öŽŸ Abarai RENJI

‹€–Ø”’ÂÆ Kuchiki BYAKUYA


X–ØŒ•”ª Zaraki KENPACHI

“ú”Ô’J“~Ž‚˜Y HITSUGAYA Toushiro

—X“ HINAMORI Momo

“ŒÂå—v TOSEN Kaname

‘ºÂ¶Âw KOMAMURA Sajin

Ÿ¸ƒ}ƒ†ƒŠ KUROTSUCHI Mayuri

‹Å¾Šyt… KYORAKU Syunsui

•‚’|Žl˜Y UKITAKE Jushiro


ŽR–{Œ³–öÖdš  Yamamoto GENRYUSAI Shigekuni

Žl•–‰@–éˆê Shihoin YORUICHI

‘ºÂ¶Âw(˜T) KOMAMURA Sajin (Unmasked)

—•Âõ‘y‰E‰î AIZEN Sousuke

Ÿ¸ƒlƒ€ Kurotsuchi NEMU

•ÂèˆêŒì(‹•) Kurosaki ICHIGO (Hollow)

‘Ž­‚â‚¿‚é Kusajishi YACHIRU

퓬—p‰ü‘¢Â°é®ƒRƒ“ Mod Soul KON

ƒ{ƒj[‚¿‚á‚ñ BONNIE

—L‘ò‚½‚‚« Arisawa TATSUKI

The following characters are not playable, but their names appear in menu

screens under voice options.

Š—Œ´Šì• Urahara Kisuke

‹g—ǃCƒdƒ‹ Kira Iduru

”Á–ÚˆêŠp Madarame Ikkaku

ˆ»Â£Âì‹|e Ayasegawa Yumichika

ŽR“c‰Ô‘¾˜Y Yamada Hanatarou

Žu”gŠC‰Â Shiba Kaien


°é® SOUL (health)

—ì—Í REIRYOKU ("spirit power," used for Specials)

—숳 REIATSU ("spirit pressure," used for Supers)

—ì•„ REIFU (spirit card)


—§‚¿ STAND

ƒWƒƒƒ“ƒv JUMP

ƒ_ƒbƒVƒ… DASH

‹ó’†ƒ_ƒbƒVƒ… AERIAL DASH

“ñ’iƒWƒƒƒ“ƒv 2-STEP JUMP [DOUBLE JUMP]

“ÁŽêˆÚ“® SPECIAL MOVEMENT (flash steps)


ƒ‰ƒCƒ“ˆÚ“® LINE CHANGE (jump between background/foreground)

ƒK[ƒh GUARD

ƒK[ƒhƒLƒƒƒ“ƒZƒ‹ GUARD CANCEL

ƒ_ƒÂÂ[ƒWƒLƒƒƒ“ƒZƒ‹ DAMAGE CANCEL






•KŽE‹Z SPECIAL ATTACK (blue hotkeys)


’´•KŽE‹Z SUPER ATTACK (red hotkeys)











–³Œø CANCEL (negate an effect/behavior)





















This is the blue life bar at the top of the screen.


Can be roughly translated as "spirit pressure." This is the green bar beneath

your life gauge, which fills up as you attack your enemy and increases your

reiatsu stock count by 1 when filled.


This is the number located next to your life gauge. You can hold up to 3

reiatsu stock in reserves, which are required to perform super moves and damage



Reifu are the spirit cards used during battle to power-up your character or

power-down your opponents. A colored icon will appear beneath your life gauge

when your character is currently under the effect of a card. This color

indicates the type of effect, which matches the color of the card used. For

more information on reifu and their effects, see the reifu section below.


Can be roughly translated as "spirit power." This is the three-segmented bar at

the bottom of the screen, which fills up automatically over time. Reiryoku is

required to perform RF specials, use flash steps, and jump between the two

planes of battle. Using flash steps and switching planes depletes the inner

gauge only, while using RF specials depletes both the inner and outer gauges.

The inner gauge restores itself more quickly than the outer gauge, but the

inner gauge will only restore itself as long as the outer gauge is at an equal

or greater level. In other words, the inner gauge can never be larger than the

outer gauge.


Located on the bottom-right corner of the screen.



Large number that indicates how many reifu you have left in reserves.


Pressing this button changes the display layout on the touch screen. You can

choose to either have only two large reifu buttons on the screen, or two

smaller reifu buttons accompanied by hotkeys for special techniques.


These are the spirit cards, which are activated upon touch. Ten of these cards

are randomly selected from a preset deck and shuffled. Two of them will be

available for use at any one time.

CARD EFFECT: The large Japanese text on the card indicates its effect. Check

the reifu section below for an explanation of each card.

CARD TARGET: This indicates who will be effected by the card, either your

character (myself), all enemies, a single enemy, or all players.

CARD LEVEL: This indicates the strength of that particular card. Most reifu

have four levels of strength, level 1 being the weakest.

CARD TIMER: Depending on the type of card, this indicates either how long the

reifu effect will last or how long a used reifu card will continue

to use up space on your screen before being replaced by a fresh



Press the change button to toggle these on and off. Blue hotkeys are shortcuts

for specials and will always use the reinforce (RF) version of the attack when

possible, next-strongest version if not. Red hotkeys are shortcuts for supers.




Press start during gameplay to bring up the pause menu. Press start again to

return to gameplay.

COMMAND LIST: brings up a list of your characters' specials/supers

CPU ACTION (TRAINING): forces the CPU character to perform selected action

CPU GUARD (TRAINING): instructs the CPU to guard against you when possible

DISPLAY (CHALLENGE): changes the command display method

CHARACTER SELECT (VS/TRAINING/CHALLENGE): returns to character select screen

EXIT: returns to main menu




You can select from either DEATHMATCH or POINTMATCH in most versus setups. In

Deathmatch, gameplay stops when your life bar empties, and the last player or

team with any life remaining wins. In Pointmatch, you receive 1 point for every

hit point of damage you inflict on the enemy and lose 1 point for every hit

point you lose. Point matches are always timed, and the player or team with the

most points at the end of the battle wins.








WALK & TURN: left/right

JUMP: up

CROUCH: down

DASH: left/right twice; 2nd press can be held down

AERIAL DASH: left/right twice in mid-air

DOUBLE JUMP: up while in mid-air

FLASH STEP: B button (can be changed in options, uses 1/3 of reiryoku gauge)

LINE CHANGE: L button (can be changed in options, uses 1/3 of reiryoku gauge)

Movement in Bleach DS takes place on two individual 2D fighting planes (with

the exception of Area 10, which only has one plane). Attacks performed on one

plane will not interfere with the action on the other plane, save for a handful

of special moves which either launch a projectile into the opposite plane or

teleport your character between planes. You can switch planes at any time by

pressing the line change button, which uses up one segment of your inner

reiryoku gauge.

Flash steps are used to quickly teleport in any direction, and most characters

are invulnerable and invisible to opponents when they perform this technique.

You can use flash steps to teleport through or away from enemy attacks, travel

a longer distance quickly, link normal attacks that normally do not chain

together, or position yourself in the air for a quick overhead attack. Flash

steps also use up one segment of your inner reiryoku gauge.

A walking state can be canceled into a dashing state, which can then be

canceled into an attacking state. You can not change between these states in

the opposite order (without the use of a flash step). Up to one double jump and

two aerial dashes can be performed before returning to the ground. These aerial

movement techniques can be linked together in any manner. Walking speed,

dashing speed, and flash step distance vary between individual characters.


GUARD: R button (can be changed in options)

GUARD CANCEL: flash step / special while guarding (uses reiryoku)

DAMAGE CANCEL: any attack button + flash step when enemy strikes (uses reiatsu)

Guarding nullifies damage from enemy attacks and also prevents you from being

staggered. Most special moves still inflict a small amount of chip damage to

guarding opponents, however. A standing guard blocks standing and aerial

attacks but is vulnerable to crouching attacks and throws. A crouching guard

blocks standing and crouching attacks but is vulnerable to aerial attacks and

throws. An aerial guard blocks all attacks. Guarding can either be performed

with the guard button or by moving in the opposite direction of an enemy


In a normal guarding state, you can not perform any action besides

standing/crouching. When an enemy attack hits your character while you are

guarding, however, a small blue circle will quickly appear, expand, and vanish.

While this circle is visible, you can perform either a flash step or a

special/super attack while you are guarding. This technique is called a guard

cancel, and it uses up one segment of your inner reiryoku gauge.

A damage cancel can be performed to break free from normal enemy attacks,

special moves, and stuns. To perform this technique, simultaneously press the

flash step button plus any normal attack button while your character is being

attacked. (Using a reifu while in a damaged state also performs a damage

cancel.) The aura that surrounds your character during a damage cancel will

inflict 1 hit point of damage to any enemy character that it touches. Damage

canceling requires 1 reiatsu stock to perform and cannot be used against super



LIGHT ATTACK: Y button (can be changed in options)

MEDIUM ATTACK: X button (can be changed in options)

HEAVY ATTACK: A button (can be changed in options)

THROW: left/right + medium/heavy attack, standing next to enemy

SPECIALS/SUPERS: varies between characters; check command list / use hotkeys

REINFORCE SPECIALS: strongest variation of special attacks, always executed

with strong attack button, usually depletes 1/3 of reiryoku

gauge and abbreviated with "RF"

All characters besides Bonnie have three different levels of normal attacks

(light, medium, and heavy), which have their own dedicated buttons and can be

chained together in various ways. The behavior of normal attacks changes

depending on whether your character is in a standing, crouching, or aerial

state. If a normal attack hits your opponent, you can immediately follow it up

with a stronger attack to perform what is called a chain combo. An example of a

simple chain combo is: light attack -> medium attack -> heavy attack. For most

characters, you cannot follow a medium or heavy attack with an attack of equal

or lesser strength; you usually have to either perform a stronger normal

attack, flash step, or special/super move to keep your combo going.

Throws can be performed when standing next to an opponent. They normally don't

cause much damage, but they will often put your opponent into a flying or

stunned state, which can be useful for setting up additional attacks. Throws

cannot be performed in mid-air. If you walk or flash step out of range of an

opponent at the very same moment he attempts to throw you, the throw will fail

and the enemy character will briefly enter a tripping/kneeling animation. If

you strike an opponent at the same moment he attempts to throw you, or if both

characters attempt to throw each other at the same time, they will both be

knocked back from each other.

Each character has a variety of unique special moves and super moves, which can

either be performed by specific button combinations (listed in the pause menu)

or by using the touch screen hotkeys. Blue hotkeys are for specials, and red

hotkeys are for supers.

Like normal attacks, many special moves vary in strength, speed, and behavior

depending on which attack button you use. Specials performed with the light

attack button are usually quick but have a long recovery time. Those performed

with the medium attack button are usually slow but have a quick recovery time.

Those performed with the heavy attack button often combine the best of both

worlds. The strongest of these three variations is called a reinforced (RF)

special move. Performing RF specials uses up one segment of your outer reiryoku

gauge. If your reiryoku gauge is empty, attempting to perform an RF special

will result in the use of the next-strongest variation of that special instead.

Using the touch screen to perform specials will have the same function as using

the heavy attack button, which means that you'll always use the RF version with

the touch screen if it's available.

Super moves are typically the strongest attacks available to your character,

and they do not vary in strength depending on which attack button you press to

perform them. Every super in the game requires either 1 or 3 reiatsu stock to




Kyoraku and Ukitake each have a super attack that is only available if both of

them are present and on the same team during battle.


Yachiru and Nemu are not affected by attacks at all when in a stunned state.

All attacks travel right through them and cause no damage. There is no delay

when recovering from the stun, either. Holding down guard as they recover from

a stun will prevent them from being damaged by any attacks that happen to hit

them as the stun wears off.


„  REIFU (—ì•„) „ 


Reifu are the spirit cards used during battle to power-up your character and

power-down your opponents. Various level 1 cards are earned through Story Mode,

level 4 cards through Arcade and Challenge Modes, some through password entry,

and the remainder in Urahara's shop. You can arrange up to 5 decks of 15 cards

each in Deck Construction mode. 10 cards from your chosen deck will be randomly

selected and arranged for use during gameplay.

You can usually obtain up to 4 copies of each level 1 card, 3 of each level 2,

2 of each level 3, and 1 of each level 4. Some cards only have one level. You

do not have to re-buy cards after use; your stock will be fully replenished

after each battle for later use.

Below is a data chart for all the various reifu available in the game, sorted

in the same order as most of the in-game menus. Each data box follows this



| —ì•„ REIFU | explanation of card effect |

| –¼ NAME | timer | how to earn level 4 card |


The timer indicates the difference between the level 1/2/3/4 versions of each

card and can be of any one of the following types:

instantaneous: card's effect is instant and will be immediately replaced

after use

duration: card's effect lasts over a certain period of time

linger: card's effect is instant, but the card will remain onscreen for

a set time before being replaced

You'll notice that the timer for a few cards do not either increase or decrease

consistently between levels. This is usually because the higher level version

has a more potent effect rather than a simple difference in duration. (For

example, I believe that the higher level versions of Reiatsu Capture will steal

a greater amount of reiatsu stock from the opponent than the lower level

versions would.)

The bottom-right corner of each data box indicates what must be completed to

obtain the level 4 version of the card. As an alternative to Arcade and

Challenge Mode, you can also buy the level 4 cards after purchasing ALL the

level 1-3 cards from the shop. The level 4 versions cost quite a lot at 200000

apiece, though. It's recommended to earn them through gameplay if it's not too

difficult for you.



| Cards in this category restore health and negate undesirable card effects. |

| All cards target your character. |


| °é® SOUL | gradually restores life |

| ‚t‚o UP | 2/3/4/5 sec duration | Challenge - Orihime |


| —ì—Í REIRYOKU | completely restores reiryoku gauge |

| ‚t‚o UP | 5/4/3/2 sec linger | Challenge - Uryu |


| —숳 REIATSU | gradually increases reiatsu gauge |

| ‚t‚o UP | 2/3/4/5 sec duration | Challenge - Renji |


| ó‘Ԉُí STATE | nullifies the effect of an assault (red) card |

| ‰ñ•œ RECOVERY | instantaneous | no level 2/3/4 card |


| s“®ˆÙí CONDUCT | nullifies the effect of a conduct (purple) card |

| ‰ñ•œ RECOVERY | instantaneous | no level 2/3/4 card |



| Cards in this category strengthen the user and grant special abilities. |

| All cards target your character. |


| –hŒä—Í DEFENSE | increases defense |

| ‚t‚o UP | 6/7/8/9 sec duration | Challenge - Rukia |


| UŒ‚—Í ATTACK | increases attack strength |

| ‚t‚o UP | 6/7/8/9 sec duration | Challenge - Ichigo |


| ‹@“®—Í MOBILITY | increases speed |

| ‚t‚o UP | 5/6/7/8 sec duration | Challenge - Yoruichi |


| –³“G INVINCIBLE | grants immunity from all enemy attacks |

| | 1/2/3/5 sec duration | Challenge - Byakuya |


| —ì—Í REIRYOKU | gives infinite reiryoku; empties after use |

| –³Âs‘  INFINITE | 5/6/7/8 sec duration | Challenge - Soifon |


| —숳 REIATSU | gives infinite reiatsu; empties after use |

| –³Âs‘  INFINITE | .5/1/2/4 sec duration | Challenge - Kyoraku |


| ‹Â‚¯”½‚è STAGGER | prevents you from staggering when attacked |

| –³Œø CANCEL | 5/6/7/8 sec duration | Challenge - Kenpachi |


| ’ʏíUŒ‚ ATTACKS | makes normal attacks juggle opponents easily |

| ‚Ó‚Á‚Ƃ΂µ 2x FORCE | 5/6/7/8 sec duration | Challenge - Komamura |


| ’ʏíUŒ‚ ATTACKS | allows all normal attacks to chain together |

| ƒ`ƒF[ƒ“ CHAIN | 6/7/8/9 sec duration | Arcade - Ichigo |


| ƒI[ƒg AUTO | automatically cancels all enemy attacks |

| ƒJƒEƒ“ƒ^[ COUNTER | 1/2/3/5 sec duration | Arcade - Rukia |


| ’ʏíUŒ‚ ATTACKS | makes normal attacks hit multiple times |

| ‘½’iƒqƒbƒg MULTI-HIT | 6/7/8/9 sec duration | Challenge - Ichimaru |


| ’ʏíUŒ‚ ATTACKS | gives normal attacks an ice effect |

| •XáŒn ICE EFFECT | 6/7/8/9 sec duration | Challenge - Hitsugaya |


| ’ʏíUŒ‚ ATTACKS | gives normal attacks a poison effect |

| “Å POISON | 6/7/8/9 sec duration | Challenge - Kurotsuchi |


| ’ʏíUŒ‚ ATTACKS | gives normal attacks a fire effect |

| ‰Š”MŒn FIRE EFFECT| 8/8/8/8 sec duration | Challenge - Genryusai |


| “§–¾‰» INVISIBLE | gives invisibility; does not affect projectiles |

| | 6/7/8/9 sec duration | Challenge - Tosen |


| ‹ó’†ƒ_ƒbƒVƒ… AERIAL DASH| allows unlimited aerial dashes in succession |

| –³Â§ŒÀ UNLIMITED | 6/7/8/9 sec duration | Arcade - Soifon |


| “ñ’iƒWƒƒƒ“ƒv DOUBLE JUMP| allows unlimited double jumps in succession |

| –³Â§ŒÀ UNLIMITED | 6/7/8/9 sec duration | Arcade - Yoruichi |


| ’e‘¬ SHOT SPEED | increases projectile speed |

| ‚t‚o UP | 6/8/10/12 sec duration| Arcade - Hinamori |


| ’e‘¬ SHOT SPEED | decreases projectile speed |

| ‚c‚n‚v‚m DOWN | 6/8/10/12 sec duration| Arcade - Uryu |



| Cards in this category weaken the receiver. |

| All cards target all enemies. |


| —ì—Í REIRYOKU | completely depletes enemy reiryoku gauge |

| ‚c‚n‚v‚m DOWN | 7/7/7/3 sec linger | Arcade - Byakuya |


| —숳 REIATSU | decreases enemy reiatsu gauge |

| ‚c‚n‚v‚m DOWN | 2/3/4/5 sec duration | Challenge - Ukitake |


| ‹@“®—Í MOBILITY | decreases enemy speed |

| ‚c‚n‚v‚m DOWN | 5/5/6/7 sec duration | Arcade - Komamura |


| UŒ‚—Í ATTACK | decreases enemy attack strength |

| ‚c‚n‚v‚m DOWN | 6/7/8/9 sec duration | Arcade - Tosen |


| –hŒä—Í DEFENSE | decreases enemy defense |

| ‚c‚n‚v‚m DOWN | 6/7/8/9 sec duration | Arcade - Hitsugaya |


| —ì—Í REIRYOKU | steals enemy reiryoku |

| ’DŽæ CAPTURE | 6/7/8/6 sec linger | Arcade - Ukitake |


| —숳 REIATSU | steals enemy reiatsu |

| ’DŽæ CAPTURE | 6/7/8/6 sec linger | Arcade - Ichimaru |


| —ì•„Œø‰Ê REIFU EFFECT| nullifies active card effects on enemies |

| –³Œø CANCEL | 9/7/5/3 sec linger | Arcade - Kyoraku |


| ’e‘¬ SHOT SPEED | increases enemy projectile speed |

| ‚t‚o UP | 6/8/10/12 sec duration| button password #1 |


| ’e‘¬ SHOT SPEED | decreases enemy projectile speed |

| ‚c‚n‚v‚m DOWN | 6/8/10/12 sec duration| button password #2 |



| Cards in this category restrict enemy behavior. |

| All cards target all enemies. |


| ƒ_ƒbƒVƒ… DASH | prohibits enemies from dashing |

| ‹ÖŽ~ PROHIBIT | 5/7/9/11 sec duration | Arcade - Renji |


| ƒWƒƒƒ“ƒv JUMP | prohibits enemies from jumping |

| ‹ÖŽ~ PROHIBIT | 5/7/9/11 sec duration | Arcade - Genryusai |


| ’ʏíUŒ‚ ATTACKS | prohibits enemies from using normal attacks |

| ‹ÖŽ~ PROHIBIT | 5/7/9/11 sec duration | Arcade - Kenpachi |


|ƒ`ƒF[ƒ“ƒRƒ“ƒ{ CHAIN COMBO| prohibits enemies from using chain combos |

| ‹ÖŽ~ PROHIBIT | 5/7/9/11 sec duration | Arcade - Komamura (UM) |


| —ì•„ REIFU | prohibits enemies from using spirit cards |

| ‹ÖŽ~ PROHIBIT | 5/7/9/11 sec duration | Arcade - Orihime |


| “ÁŽêˆÚ“® SP.MOVEMENT| prohibits enemies from using flash steps |

| ‹ÖŽ~ PROHIBIT | 5/7/9/11 sec duration | Arcade - Chad |


| •KŽE‹Z SPECIALS | prohibits enemies from using special attacks |

| ‹ÖŽ~ PROHIBIT | 5/7/9/11 sec duration | Arcade - Ganju |


| ƒK[ƒh GUARD | prohibits enemies from guarding |

| ‹ÖŽ~ PROHIBIT | 5/7/9/11 sec duration | Challenge - Chad |


| ¬— CONFUSION | reverses enemy controls (left=right) |

| | 5/7/9/11 sec duration | Challenge - Ganju |


| ƒ‰ƒCƒ“ˆÚ“® LINE CHANGE| prohibits enemies from switching planes |

| ‹ÖŽ~ PROHIBIT | 5/7/9/11 sec duration | Challenge - Hinamori |


| ‹­Â§ FORCE | forces enemies to crouch |

| ‚µ‚Ⴊ‚Ý CROUCH | 5/7/9/11 sec duration | Arcade - Kurotsuchi |


| ‹­Â§ FORCE | forces enemies to stand |

| —§‚¿ STAND | 5/7/9/11 sec duration | touch screen password #1 |


| ‹­Â§ FORCE | forces enemies to dash |

| ƒ_ƒbƒVƒ… DASH | 5/7/9/11 sec duration | touch screen password #2 |


| ‹­Â§ FORCE | forces enemies to walk |

| •à‚« WALK | 5/7/9/11 sec duration | touch screen password #3 |


| ‹­Â§ FORCE | forces enemies to jump |

| ƒWƒƒƒ“ƒv JUMP | 5/7/9/11 sec duration | Arcade - Aizen |


| ‹­Â§ FORCE | forces enemies to use flash steps |

| “ÁŽêˆÚ“® SP.MOVEMENT| 5/7/9/11 sec duration | button password #3 |


| ‹­Â§ FORCE | forces enemies to switch planes |

| ƒ‰ƒCƒ“ˆÚ“® LINE CHANGE| 2/4/6/8 sec duration | button password #4 |


| —ì•„ REIFU | forces enemies to use spirit cards |

| ‹­Â§Å½g—p FORCE USE | 5/7/9/11 sec duration | button password #5 |


| ƒJƒÂƒ‰ CAMERA | locks enemy camera in place |

| ΁Տ LOCK | 5/7/9/11 sec duration | |



| The first two cards target a single enemy. The rest target all players. |


| —ì—Í REIRYOKU | exchanges reiryoku level with an enemy |

| ŒðŠ· EXCHANGE | 20 sec linger | no level 2/3/4 card |


| —숳 REIATSU | exchanges reiatsu level with an enemy |

| ŒðŠ· EXCHANGE | 30 sec linger | no level 2/3/4 card |


| °é® SOUL | evenly redistributes all player life bars |

| •½‹Ï‰» BALANCE | instantaneous | no level 2/3/4 card |


| —ì—Í REIRYOKU | reduces all player reiryoku gauges to zero |

| ‚l‚h‚m MIN | instantaneous | no level 2/3/4 card |


| —숳 REIATSU | reduces all player reiatsu gauges/stock to zero |

| ‚l‚h‚m MIN | instantaneous | no level 2/3/4 card |


| —ì—Í REIRYOKU | maximizes all player reiryoku gauges |

| ‚l‚`‚w MAX | instantaneous | no level 2/3/4 card |


| —숳 REIATSU | gives all players 3 reiatsu stock |

| ‚l‚`‚w MAX | instantaneous | Story - Ichigo (5C) |



„  SIMPLE MODE (ŠÈˆÕ‘€Âìƒ‚[ƒh) „ 


When setting up the game, there will be an option to change the control method

from Manual to Auto. Auto activates Simple Mode, which has the following



This feature strings attacks together whenever possible. For an example of how

this works, start Training Mode with Ichigo in Manual mode. Walk up next to

your opponent and quickly press the light attack button 3 times in succession.

You will strike him with 3 light attacks. Now return to the Character Select

screen and change the control method to Auto. Walk up to your opponent and

quickly press the light attack button 3 times once more. Ichigo will use the

light attack -> medium attack -> heavy attack chain combo instead. Auto chain

combo will attempt to use the most damaging variation of your command when you

are guaranteed to hit the enemy. Be aware, however, that this limits the number

of custom combos you can discover and execute on your own. Auto chain combo

isn't recommended for advanced players or anybody who wants to be truly



This feature will cause your character to automatically guard whenever

possible. Only your opponents' counter attacks will successfully connect.


When in Simple Mode, the hotkeys for specials and supers will be displayed by

default. You can still use the change button to show only the reifu cards.


„  SECTION IV: STORY MODE (ƒXƒg[ƒŠÂ[ƒ‚[ƒh) „ 


NOTE: Ichigo and Renji cannot use their bankai supers in their respective story

episodes until they reach the point where they learn how to perform them in the

manga/anime. Ganju cannot summon Bonnie in his episode because he's apparently

searching for her.




You must first select your character. If this is your first time playing, only

Ichigo's story will be available.

‰‚ß‚©‚ç NEW GAME

‘±‚«‚©‚ç CONTINUE


ƒ}ƒjƒ…ƒAƒ‹ MANUAL



ƒ‰ƒ“ƒ_ƒ€ RANDOM




You must complete Ichigo's story before you are allowed to play anyone else's.

Ichigo's story has many branching paths with certain conditions that must be

met in order to successfully complete it. The story dialogue will give you

hints as to what is required of you (usually with bright red text), but it's

all for nothing if you can't read Japanese. Below is a walkthrough with all the

requirements for successfully completing Ichigo's story. I'm not sure if it's

the most effective route, but I can verify that it works.

Training: complete the instruction sequence

vs Ganju: defeat him

vs Renji: defeat him

vs Kenpachi: defeat him

vs Byakuya: defeat him

vs Renji: defeat him with 0 reiatsu stock remaining

vs Hinamori: defeat her

vs Hitsugaya & Hinamori: defeat them

vs Kurotsuchi: defeat him

vs Renji: defeat him with 0 reiatsu stock remaining

vs Hitsugaya & Hinamori: defeat Hitsugaya first, Hinamori second

vs Ichimaru: defeat him

vs Renji: defeat him with 3 reiatsu stock remaining

vs Kyoraku & Ukitake: defeat them

vs Tosen: defeat him

vs Tosen & Komamura: defeat them

vs Renji: defeat him with 3 reiatsu stock remaining

vs Kyoraku & Ukitake: execute a 20-hit combo (hit both at once with Super B)

vs Soifon: defeat her

vs Genryusai: defeat him

Advanced Training: complete the instruction sequence

vs Byakuya: defeat him

You can skip the training levels by pressing the SELECT button if you wish.

Below is a translation of Japanese phrases used during the training levels.

General command translations are listed above in SECTION I under COMMON TERMS.

ƒWƒƒƒ“ƒv’†‚É while jumping

—§‚¿’†‚É while standing

‚µ‚Ⴊ‚Ý’†‚É while crouching

—ì•„‚ðƒ^ƒbƒ` touch reifu

ŠoŒå‚ðŒˆ‚ß‚½‚ç when finished

–hŒä’†‚É while guarding

ƒ_ƒÂÂ[ƒW’†‚É while taking damage

The first 5 matches will always be the same no matter what you do. Once you

reach Renji for the second time, he'll serve as a checkpoint of sorts, and

depending on how many reiatsu stock you have in reserves when you defeat him,

you'll branch out to different paths. In order to fully complete Ichigo's

story, you must defeat every character listed above at least once. If you

successfully complete all the requirements in Ichigo's story, it will be marked

as COMPLETE in the episode select screen. If you skip over a character, it will

be marked CLEAR and you will have to replay it in order to unlock everything.

You do not have to play through Ichigo's story in the exact order listed above,

but this seems to be the simplest route that I can find. For completion's sake,

below is a translation of all the special objectives you are given whenever you

fight any character for the second time. Pay attention to the text before the

match, and if you see a red phrase, check below to see what it means.


—숳‚ªÂÅ‘å = win with max reiatsu stock (3) -> KYORAKU/UKITAKE ROUTE

—숳‚ªÂÅ¬ = win with min reiatsu stock (0) -> HITSUGAYA/HINAMORI ROUTE

‚»‚êˆÈŠO = win with other condition (1 or 2 reiatsu stock) -> KENPACHI ROUTE


’N‚ªÂæ‚É“|‚ê‚é‚© = defeat me (Hitsugaya) first


°é®‚ÌŽc—Ê = win with a small amount of health (exact amount unknown)


˜A‘±ƒqƒbƒg” = perform a large combo (20+ hits)


u•à‹ÖŽ~‚È‚Ç = do not use flash steps


—ì•{Žg—p–‡Â” = use all of your reifu




After completing Ichigo's story, the episodes for Orihime, Uryu, Chad, and

Ganju are unlocked. Clearing their episodes opens up additional ones in the

following order:

Orihime -> Kenpachi -> Tosen -> Komamura -> Komamura (unmasked)

Uryu -> Kurotsuchi -> Soifon -> Yoruichi -> Rukia

Chad -> Kyoraku -> Ukitake -> Genryusai -> Ichimaru

Ganju -> Renji -> Byakuya -> Hitsugaya -> Hinamori

Clearing all of the above episodes unlocks Aizen's, and clearing his unlocks

the final episode. Clearing the final story episode unlocks Time Attack Mode,

Survival Mode, and grants you a one-time bonus of 500000 points to spend at the


Clearing Ichigo's story yields 100000 shop points each time. Clearing other

episodes grants you 1000 points per match. A variety of level 1 reifu are

unlocked through Ichigo's story, which then allows you to buy additional copies

and higher level versions of those cards through the shop.

Initially, 14 characters are available for play in Arcade, VS, Training, Time

Attack, Survival, and Challenge modes. Below are the requirements for unlocking

the other 14 characters. (Not all characters are available in Challenge Mode.)

Ukitake: defeat him in Ichigo's story

Komamura: defeat him in Ichigo's story

Soifon: defeat her in Ichigo's story

Genryusai: defeat him in Ichigo's story

Yoruichi: clear (or skip) advanced training in Ichigo's story

Tatsuki: clear Orihime's story

Bonnie: clear Ganju's story

Yachiru: clear Kenpachi's story

Nemu: clear Kurotsuchi's story

Komamura (Unmasked): clear Komamura's story

Rukia: clear Yoruichi's story

Kon: clear Rukia's story

Aizen: clear all other characters' stories

Ichigo (Hollow): clear the final story episode

Once a character is unlocked, you may purchase that character's corresponding

System Voice set from the shop. Voice sets for non-playable characters are made

available as follows:

Yamada Hanatarou: clear Ganju's story

Madarame Ikkaku: clear Kenpachi's story

Ayasegawa Yumichika: clear Kenpachi's story

Urahara Kisuke: clear Yoruichi's story

Kira Iduru: clear Ichimaru's story

Shiba Kaien: clear the final story episode

Event and character graphics are unlocked in the Gallery simply after viewing

them in Story Mode. However, if you press Start to skip through the cutscenes,

you might skip over some of these graphics, which prevents you from unlocking

them. Hold down to fast-forward through story mode text instead of skipping it,

and you'll unlock everything.


„  SECTION V: ARCADE MODE (ƒA[ƒP[ƒhƒ‚[ƒh) „ 


All characters are available for play in Arcade Mode, which consists of 6

1-on-1 fights in succession. Clearing each character's arcade sequence for the

first time will net you a significant reward, either a level 4 reifu or 200000

points for use in the shop. The word "CLEAR" will appear in the bottom-left

corner of the screen for each character you've already played. You will also

receive 2000 points from each match every time you play.


Ichigo: Normal Attacks Chain

Rukia: Auto Counter

Orihime: Prohibit Reifu

Uryu: Shot Speed Down (Reinforcement)

Chad: Prohibit Special Movement [Flash Steps]

Ganju: Prohibit Special Attacks

Renji: Prohibit Dash

Byakuya: Reiryoku Down

Ichimaru: Reiatsu Capture

Kenpachi: Prohibit Normal Attacks

Hitsugaya: Defense Down

Hinamori: Shot Speed Up (Reinforcement)

Tosen: Attack Down

Komamura: Mobility Down

Kurotsuchi: Force Crouch

Kyoraku: Cancel Reifu Effect

Ukitake: Reiryoku Capture

Soifon: Unlimited Aerial Dash

Genryusai: Prohibit Jump

Yoruichi: Unlimited Double Jump

Komamura (Unmasked): Prohibit Chain Combos

Aizen: Force Jump

Nemu: money (200000)

Ichigo (Hollow): money (200000)

Yachiru: money (200000)

Kon: money (200000)

Bonnie: money (200000)

Tatsuki: money (200000)


„  SECTION VI: VS MODE (‚u‚rƒ‚[ƒh) „ 


Versus Mode has play modes for up to 4 players total, either human or CPU,

online or offline, and single-cart or multi-cart. Choose VS CPU for matches

against only the computer, WIRELESS BATTLE for matches against other players

with their own copies of the game, DOWNLOAD PLAY for single-cart multiplayer,

or Wi-Fi CONNECTION for Internet multiplayer through the Nintendo Wi-Fi

Connection. All modes besides VS CPU will reward you with 2000 points for the

shop for every match you play, whether you win or lose.




As I do not have another DS or copy of the game available for testing, I cannot

provide detailed information regarding either of these gameplay modes. However,

all characters and stages are known to be available in single-cart download

play, and no particular aspect of the game seems to be restricted. The only

drawback appears to be long load times.




Bleach DS features a very fleshed-out online mode with ranking matches, friend

battles, and a few filters for rule settings. A translation of most of the




‚¢‚¢‚¦ NO (CANCEL)








ڑ±Âæ‚̐ݒè Wi-Fi SETTINGS

If you have not gone online with your Nintendo DS prior to this, you may have

to adjust settings in the Wi-Fi SETTINGS screen (third selection on the menu).

The Wi-Fi configuration menus are set-up in a completely different manner than

the rest of the game and should in fact bear a very close resemblance to the

Wi-Fi configuration menus in any other online-capable Nintendo DS game. If you

have an English-language Nintendo DS game with Wi-Fi Connection features, the

settings menu in Bleach DS should look exactly the same, only in Japanese. If

you require a translation, check for downloadable manuals

in your native language.

What you should see after logging into WFC:

@ƒ“ú–{‘“à‘ΐ큄@ƒƒtƒŒƒ“ƒh‘ΐ큄 <JAPAN BATTLE> <FRIEND BATTLE>

‘ΐíl”@@‚Ql@@@@‚Sl # OF PLAYERS 2 PLAYERS 4 PLAYERS


@@@@@@ƒfƒXƒ}ƒbƒ`@ƒ|ƒCƒ“ƒgƒ}ƒbƒ` DEATHMATCH POINTMATCH

@@@@@@—ì•„—L@@@—ì•„–³ REIFU ON REIFU OFF


@—숳@”””” SPIRIT LEVEL ####

@—ìˆÊ@||||| RANK TITLE -----

Using the REIFU OFF filter also prohibits the use of team battles and


JAPAN BATTLE will randomly pit you against anyone else connecting to the

servers, FRIEND BATTLE will narrow down the field to those on your Friend List,

and SOUL SOCIETY RANKING MATCH will attempt to match you up in a 1-on-1 fight

with another player who holds the same rank as you. All new players start with

a spirit level of 1000. You earn and lose points as you win and lose matches,

and your rank will change accordingly. Should you disconnect from a ranking

match by turning off your DS or letting the battery run out, your spirit level

will be reduced by 2000 points.

All new players start with the rank title of "‘提ȗìˆÊ," which roughly

translates to "Tenth Seat." The second character is a number which changes as

your spirit level increases. Based on the experience I've put into Wi-Fi so

far, the promotions are as follows:

28000 ‘æˆêȗìˆÊ

23000 ‘æ“ñȗìˆÊ

18500 ‘æŽOȗìˆÊ

14500 ‘æŽlȗìˆÊ

11000 ‘æŒÜȗìˆÊ

8000 ‘æ˜ZȗìˆÊ

5500 ‘掵ȗìˆÊ

3500 ‘攪ȗìˆÊ

2000 ‘æ‹ãȗìˆÊ

0 ‘提ȗìˆÊ

You advance to Ninth Seat after earning 1000 points, to Eighth Seat after

earning another 1500, to Seventh Seat after earning another 2000, and so on

with the interval increasing by 500 points for each iteration. I can confirm

that the pattern continues until at least Third Seat. Assuming that Vice

Captain and Captain follow First Seat, the requirement for the top rank would

be 39500 points.


„  SECTION VII: TRAINING MODE (ƒgƒŒÂ[ƒjƒ“ƒOƒ‚[ƒh) „ 


This mode allows 1-on-1 practice against the computer. Your life bar

automatically refills itself and you can instruct your CPU opponent to perform

certain actions.


„  SECTION VIII: TIME ATTACK MODE (ƒ^ƒCƒ€ƒAƒ^ƒbƒNƒ‚[ƒh) „ 


This mode is unlocked upon the completion of the final episode of Story Mode.

It consists of a sequence of 20 1-on-1 fights against the computer in the

following order:





















Reifu can be reused between battles and the maximum money reward for completion

seems to be 48000. No items are earned through Time Attack Mode.


„  SECTION IX: SURVIVAL MODE (ƒTƒoƒCƒoƒ‹ƒ‚[ƒh) „ 


This mode is also unlocked upon completion of the final episode of Story Mode.

Survival Mode consists of an endless amount of 1-on-1 fights against the

computer until you die or quit. Health and reifu are not restored between

matches, and your reiatsu and reiryoku gauges carry over between matches

instead of being reset to zero. The recommended strategy is to use a deck built

mainly for healing. Aizen is a preferable character to use, as the AI has a

hard time dealing with many of his moves.

The order of the first 20 matches is pre-determined (same order as Time Attack

Mode, above). After 20 matches, you will fight against any of the previous 20

characters randomly (though it seems that there is a greater chance of

replaying characters that gave you more trouble).

No items are rewarded, but the monetary gain is impressive. You receive a

moderate amount for the first few wins, but after a time the amount begins

increasing by leaps and bounds.


1 win: 200

2 wins: 1000

3 wins: 3000

4 wins: 7000

5 wins: 15000

6 wins: 31000

7 wins: 47000

8 wins: 63000

20 wins: 255000

100 wins: 1535000


„  SECTION X: CHALLENGE MODE (ƒ`ƒƒƒŒƒ“ƒWƒ‚[ƒh) „ 


This mode is available for 20 different characters. The goal is to complete

each of the 10 chain combo sequences displayed on screen for each character.

You will receive 50000 shop points and a level 4 reifu upon completion of each

character's challenge.


Ichigo: Attack Up

Rukia: Defense Up

Orihime: Soul Up

Uryu: Reiryoku Up

Chad: Prohibit Guard

Ganju: Confusion

Renji: Reiatsu Up

Byakuya: Invincible

Ichimaru: Normal Attacks Multi-Hit

Kenpachi: Stagger Cancel

Hitsugaya: Normal Attacks Ice Effect

Hinamori: Prohibit Line Change

Tosen: Invisible

Komamura: Normal Attacks Double Force

Kurotsuchi: Normal Attacks Poison Effect

Kyoraku: Infinite Reiatsu

Ukitake: Reiatsu Down

Soifon: Infinite Reiryoku

Genryusai: Normal Attacks Fire Effect

Yoruichi: Mobility Up





Normal, special, and super attacks in Bleach DS are generally chained from

weaker attacks to stronger attacks, meaning that it is usually possible to

follow a light attack with a medium attack and a medium with a heavy, but not a

heavy to a medium or a heavy followed by another heavy. Furthermore, it is

usually possible to chain a light/medium/heavy normal attack to a special and a

special to a super, but not the other way around. (There are a few notable

exceptions to this rule, which should become apparent as you play each

individual characters' challenges. Faster characters can chain light attacks

together indefinitely, Uryu can fire three heavy attacks in succession with his

bow, Komamura can link standing heavy to crouching heavy, etc.) Because of this

limitation, most combo challenges cannot be performed exactly as they're

written, and you'll have to insert extra attacks and techniques between certain

moves in order to link them together without breaking the chain. The most

common examples are using flash steps to continue combos on the ground and

double jumps to continue combos in mid-air. Many required and recommended

buffering techniques will be listed in the walkthrough below in [brackets].


Many combo challenges are easier if done right next to the wall. In the

walkthrough below, assume that every combo is meant to be done next to the wall

unless stated otherwise.


Many special attacks have three different versions: light, medium, and

reinforced (RF), which are performed with the light, medium, and heavy attack

buttons, respectively. Remember that using the touch screen to perform specials

has the same behavior as using the heavy attack button, so using the touch

screen to perform specials will always perform the RF version for that special

if it exists and if you have enough reiryoku to perform it. If a combo

challenge asks you to perform the RF version, you cannot perform the light or

medium version. The opposite holds true as well. Additionally, light specials

usually have a quick set-up but long recovery time, and medium specials usually

have a long set-up and quick recovery time. If you're having trouble trying to

complete a combo with one variation of a special attack, try out the other and

see if it makes it any easier.


Sometimes you'll be asked to link a series of aerial attacks followed by a

series of standing attacks. Typically, the ideal way to do this is to perform

an instant aerial dash, which will keep your character close enough to the

ground so you can land and continue the combo quickly. To perform an IAD, jump

diagonally towards the CPU dummy, and then immediately press forward to dash

once you're in mid-air. Perform the required aerial attacks before you touch

the ground, and then follow up with the rest of the combo. (Depending on how

close you land to the dummy, it can sometimes be helpful to quickly dash next

to the dummy once you touch ground again, but this isn't necessary for every



When you strike a falling opponent in mid-air, it will normally keep him in an

aerial state. However, if you strike him just as he initially hits the ground,

it will put him into a standing state, which allows you to proceed with a

standing combo more easily. The timing window for this technique is very





Below are instructions that should be useful in completing many of the various

challenge combos in the game. If a combo is not listed below, then it should be

easy enough to complete as it is written. Translations for the Japanese kanji

are listed above in SECTION I under COMMON TERMS. Here is the notation that

I'll be using for this section:

s standing

c crouching

a aerial

L light attack

M medium attack

H heavy attack

T throw

S-X special attack X

RF-X reinforced special attack X

SU-X super attack X

FS flash step

D dash

IAD instant aerial dash

OTG off-the-ground

ICHIGO 2: [IAD] aM ¨ aH ¨ sL ¨ sM ¨ sH

ICHIGO 5: sL ¨ sH ¨ [FS] ¨ sL ¨ sH ¨ [FS] ¨ sL ¨ sH ¨ [FS] ¨ sL ¨ sH

ICHIGO 6: [IAD] aH ¨ [FS] ¨ aH ¨ [FS] ¨ aH ¨ [FS] ¨ aH

Jump high enough to get the entire combo in before you land.

ICHIGO 7: cM ¨ sH ¨ RF-B ¨ SU-A

Wait until the RF-B registers before finishing with the super.

ICHIGO 8: T ¨ [OTG] cL ¨ sM ¨ sH ¨ [FS] ¨ aM ¨ aH ¨ [D] sL ¨ sM ¨ sH

¨ RF-B ¨ S-C

Flash step diagonally upwards to connect sH to aM. The dash is optional if you

manage to flash step close enough to the dummy for the rest of the combo to

reach. Both swipes of S-C must connect in order for it to register.

ICHIGO 9: RF-A ¨ aM ¨ [FS] ¨ aL ¨ aM ¨ aH

You must stand a short distance away from the dummy in order to make RF-A

juggle him. Jump diagonally towards him while he's being juggled to connect aM,

and then flash step closer to him to finish the combo.

ICHIGO 10: cH ¨ aM ¨ aM ¨ [FS] ¨ aM ¨ [FS] ¨ aM ¨ [FS] ¨ aM ¨ RF-C

Pretty straightforward. Make sure to jump and double jump high enough during

the first two aMs in order to make the rest of the combo connect.

RUKIA 1: sL ¨ sM ¨ sH ¨ S-A

Use the medium version of S-A.

RUKIA 3: cL ¨ sH ¨ [FS] ¨ S-D

RUKIA 4: [IAD] aL ¨ aM ¨ cL ¨ sH ¨ SU-A

Both the lightning and the fireball parts of SU-A must connect for it to


RUKIA 5: [IAD] aM ¨ aH ¨ cL ¨ cH ¨ SU-B

RUKIA 6A: [IAD] aL ¨ aL ¨ aL ¨ [D] sL ¨ sL ¨ sL ¨ sL ¨ [FS] ¨ sL ¨ sL

¨ sL ¨ sL ¨ [FS] ¨ sL ¨ sL ¨ sL ¨ sL ¨ [FS] ¨ sL ¨ sL ¨ cH

¨ aL ¨ aL ¨ aL ¨ aL ¨ aL ¨ aL ¨ aL ¨ aL

This one isn't quite as intimidating as it might seem as first. When on the

ground, stay close enough to the dummy to get 4 light attacks in at a time

between flash steps. When in the air, get 4 light attacks in before and after

the double jump.

RUKIA 6B: [IAD] aL ¨ aL ¨ aL ¨ [D] sL ¨ [D] sL ¨ [D] sL ¨ [D] sL

¨ [D] sL ¨ [D] sL ¨ [D] sL ¨ [D] sL ¨ [D] sL ¨ [D] sL ¨ [D] sL

¨ [D] sL ¨ [D] sL ¨ [D] sL ¨ cH ¨ aL ¨ aL ¨ aL ¨ aL ¨ aL

¨ aL ¨ aL ¨ aL

An alternate method for Rukia's 6th combo. If you're fast enough, it's possible

to alternate between dashing and sL indefinitely.

RUKIA 8: RF-D ¨ RF-C ¨ [D] sL ¨ sM ¨ sH ¨ RF-B

You must use RF-D to kick the dummy from one side of the screen to the other.

RF-C will freeze him in place so you can run up to him and finish the combo.

RUKIA 9: aH ¨ S-A ¨ aL ¨ aM ¨ aH

Position yourself between the dummy and the wall to keep S-A from pushing you

backwards. Jump straight into the air and connect aH and S-A just before you

touch the ground, then jump again and follow up with the rest of the combo.

RUKIA 10: cH ¨ aL ¨ aL ¨ RF-A ¨ SU-A

The key to this one is jumping high enough during the 2 aLs so that SU-A is

able to connect at the end. Get as much height as you can before hitting the

dummy with the light attacks, and you should be fine.

ORIHIME 3: [IAD] aL ¨ aM ¨ cL ¨ cH ¨ S-C


Time S-D so that it connects as S-A is coming back towards you.

ORIHIME 6: SU-B ¨ [IAD] aM ¨ aH ¨ [IAD] aM ¨ aH ¨ [IAD] aM ¨ aH

¨ [IAD] aM ¨ aH ¨ [IAD] aM ¨ aH ¨ [IAD] aM ¨ aH

Pin the dummy against the wall with SU-B to hold him in place. Perform an IAD

to connect two aerial hits, land, and repeat 5 times to finish the combo before

he recovers.

ORIHIME 7: cL ¨ cM ¨ cH ¨ RF-A ¨ [D] cL ¨ cM ¨ cH ¨ cL ¨ cM ¨ cH

RF-A will hit the dummy a second time as it returns to you, allowing you to

chain cH to cL.

ORIHIME 8: T ¨ SU-B ¨ cL ¨ cM ¨ cH ¨ RF-A ¨ [D] sL ¨ sH ¨ aL ¨ aH

¨ aL ¨ aH ¨ RF-B

It might be easier to execute this combo in the middle of the arena as opposed

to the wall. Perform SU-B first, and then throw the dummy into the barrier. Hit

him with cL as he bounces back towards you, then follow with the rest of the


ORIHIME 9: SU-A ¨ SU-B ¨ S-D

Perform SU-B first, and pin the dummy against the wall with it. Charge SU-A to

maximum size before you release it. Performing S-D will make the previous

barrier formed with SU-B disappear, so you have to time it such that SU-A hits

the dummy a second time as you're setting up S-D.

ORIHIME 10: cL ¨ cH ¨ SU-A ¨ [D] cL ¨ cM ¨ cH ¨ [D] cL ¨ cH ¨ SU-A

¨ [D] cL ¨ cM ¨ cH ¨ [D] cL ¨ cH ¨ SU-A ¨ [D] cL ¨ cM ¨ cH

¨ [D] cL ¨ cH

I can't think of much advice to give on this one besides getting a feel for the

timing needed to keep the chain from breaking. Just do it as it says. It's a

little easier to time the normal hits if you manage to let SU-A carry the dummy

back and forth a little bit whenever it hits him.

URYU 2: S-A ¨ S-B ¨ RF-A

Launch S-B first, then perform S-A. S-B will fall and hit the dummy after S-A.

URYU 3: [IAD] aL ¨ aL ¨ aL ¨ [D] sL ¨ sL ¨ sL ¨ S-C

URYU 5: sM ¨ sH ¨ sM ¨ [FS] ¨ sH ¨ sM ¨ sH ¨ SU-B

URYU 6: T ¨ [OTG] cL ¨ sH ¨ [FS] ¨ cL ¨ sH ¨ [FS] ¨ cL ¨ sH ¨ SU-B

URYU 7: S-A ¨ S-B ¨ [IAD] aL ¨ aL ¨ aL ¨ sL ¨ sM ¨ sH ¨ RF-A

Launch S-B first, just like his second challenge.

URYU 8: RF-C ¨ aL ¨ aL ¨ aL ¨ aL ¨ aL ¨ aM ¨ aH ¨ SU-B

Charge RF-C to its max size, and it'll juggle the dummy enough to allow you to

follow up with the rest of the combo.

URYU 9: sL ¨ sM ¨ sH ¨ S-B ¨ RF-C ¨ aL ¨ aL ¨ aM ¨ aH ¨ SU-B

Launch S-B first. You don't have to charge RF-C this time. S-B should hit the

dummy at the same time as RF-C, so following up with the aerial part should be


URYU 10: sM ¨ sH ¨ sM ¨ [FS] ¨ sH ¨ sM ¨ sH ¨ [FS] ¨ sM ¨ sH ¨ sM

¨ [FS] ¨ sH ¨ sM ¨ sH

CHAD 4: [IAD] aL ¨ aM ¨ sL ¨ sM ¨ RF-A ¨ SU-A

It's easier to link RF-A to SU-A if done in the middle of the arena as opposed

to the wall.

CHAD 5: [IAD] aM ¨ aH ¨ [D] cL ¨ cH ¨ RF-B ¨ SU-B

CHAD 8: cL ¨ sH ¨ RF-B ¨ [OTG] cL ¨ cM ¨ S-B ¨ SU-A

sH will launch the dummy, and RF-B will bounce him off the wall. Turn around

and use an OTG hit to finish the rest of the combo.

CHAD 9: cL ¨ cH ¨ S-B ¨ SU-A ¨ [OTG] cL ¨ cH ¨ SU-B ¨ aL ¨ aM ¨ aL

¨ aM ¨ aH

The key to this one is starting the combo the proper distance away from the

wall in order to time the OTG hit.

CHAD 10: [IAD] aH ¨ RF-C ¨ [IAD] aH ¨ RF-C ¨ [IAD] aH ¨ RF-C ¨ [IAD] aH

¨ cL ¨ cM ¨ cH ¨ SU-C

GANJU 4: cH ¨ S-D

The light version of S-D summons Bonnie on the same plane as Ganju, and the

medium version summons her on the opposite plane. You must perform S-D first

and then time cH so that it hits the dummy right before Bonnie does.

GANJU 5: [IAD] aL ¨ aM ¨ sL ¨ sM ¨ SU-A

GANJU 6: [IAD] aM ¨ aH ¨ cL ¨ cH ¨ SU-B

GANJU 7: S-D ¨ SU-C

SU-C travels in an arc. Time it so that it intercepts the dummy after Bonnie

launches him.

GANJU 8: [IAD] aM ¨ aH ¨ [D] sL ¨ sM ¨ RF-C ¨ aL ¨ aM ¨ aH ¨ aL ¨ aM

¨ aH

Dash after landing to stay close to the dummy or else RF-C probably won't

connect. Jump after him quickly after the launch to get in the rest of the


GANJU 9: [IAD] aL ¨ aM ¨ sL ¨ sM ¨ S-B ¨ [OTG] cL ¨ cM ¨ cH ¨ RF-B

¨ SU-B

Don't perform this one right next to the wall. S-B will carry the dummy across

the screen, giving you enough time to dash up next to him and follow with the

rest of the combo after the bounce.

GANJU 10: RF-A ¨ RF-D ¨ aL ¨ aM ¨ aL ¨ aM ¨ aH

RF-D will summon Bonnie on both planes. She'll run across the opposite plane as

Ganju first and the same plane second. Use RF-D first, throw RF-A, and then

jump into the air to finish the rest of the combo. You have to be careful to

time all of it so that Bonnie does not hit Ganju.

RENJI 4: [IAD] aL ¨ aM ¨ sL ¨ sH ¨ SU-A

RENJI 5: [IAD] aL ¨ aH ¨ cL ¨ cH ¨ SU-B

RENJI 6: T ¨ S-C

Throw the dummy from around the middle of the screen, and then use the medium

version of S-C to hit him after he bounces off the wall.

RENJI 9: [cM] ¨ RF-B ¨ cL ¨ sH ¨ SU-A

Use cM to launch the dummy into the air, and then use RF-B just as he begins

falling back to the ground. Follow with the rest of the combo after he bounces

off the wall.

RENJI 10: S-A ¨ [OTG] cL ¨ sH ¨ [FS] ¨ cL ¨ sH ¨ [FS] ¨ cL ¨ sH ¨ RF-A

¨ SU-A

Use the medium version of S-A, as it has less recovery time. Make sure to wait

until RF-A registers before following up with SU-A.

BYAKUYA 5: SU-B ¨ [IAD] aM ¨ aH ¨ [IAD] aM ¨ aH ¨ [IAD] aM ¨ aH

BYAKUYA 6: [IAD] aM ¨ aH ¨ sL ¨ sH ¨ SU-C


Throw the dummy to the other side of the screen and use S-B right as he bounces

off the wall.

BYAKUYA 8: [IAD] aL ¨ aM ¨ aH ¨ sL ¨ sH ¨ S-B ¨ SU-A

BYAKUYA 9: S-D ¨ sL ¨ S-D ¨ sL ¨ SU-C

Perform two S-Ds at the start of the combo, then follow with two sLs. The

second S-D should hit the dummy between the sLs.

BYAKUYA 10: cL ¨ sH ¨ RF-C ¨ [D] cL ¨ sH ¨ RF-C ¨ S-B ¨ SU-C

Dash towards the dummy a little bit after the first RF-C.

ICHIMARU 6: [IAD] aM ¨ aH ¨ sL ¨ sH ¨ SU-B

ICHIMARU 7: T ¨ [OTG] RF-C ¨ sL ¨ sH ¨ S-A

ICHIMARU 8: S-C ¨ RF-C ¨ sL ¨ sH ¨ RF-C ¨ cL ¨ cH ¨ aL ¨ aM ¨ aH ¨ aL

¨ aM ¨ aH ¨ RF-A

Use the medium version of S-C, as it has less recovery time. Ichimaru's aH has

multiple hits, and the last hit will smash the opponent back down to the ground

if it connects. In order to complete this combo, you must enter the next

command before aH finishes so you can keep juggling the dummy in mid-air.

ICHIMARU 9: cL ¨ cH ¨ RF-C ¨ sL ¨ sH ¨ RF-C ¨ cL ¨ cH ¨ RF-E ¨ SU-A

Ichimaru's cH also has multiple hits, and the last hit will launch the opponent

into the air if it connects. In order to complete this combo, you must enter

the next command before cH finishes so you can continue the combo on the


ICHIMARU 10: cH ¨ cH ¨ [FS] ¨ cH ¨ cH ¨ RF-C ¨ cL ¨ cH ¨ RF-C ¨ cL

¨ cH ¨ RF-C ¨ cL ¨ cH ¨ S-A

Flash step after cH hits the second time to prevent the dummy from being

launched, then follow with the rest of the combo.


Throw the dummy from around the middle of the screen, and then use the light

version of S-B to hit him after the bounce.

KENPACHI 5: [IAD] aM ¨ aH ¨ sL ¨ sH ¨ RF-E ¨ SU-B

KENPACHI 6: [S-D] ¨ [SU-A] ¨ [SU-A] ¨ [SU-A] ¨ [IAD] aH ¨ aH ¨ [D] sL

¨ sH ¨ sH ¨ RF-E ¨ aM ¨ aM ¨ aM ¨ aM ¨ aH

Fully charge S-D and perform three SU-As before starting this combo. Kenpachi's

S-D temporarily increases the length of his sword, and his SU-A temporarily

allows him to chain normal attacks together in ways that typically aren't

possible. (His SU-A also prevents opponents from damage cancelling out of

normal attacks.)

KENPACHI 7: [S-D] ¨ [SU-A] ¨ [SU-A] ¨ [SU-A] ¨ sL ¨ sL ¨ sM ¨ sH ¨ sH

¨ [FS] ¨ sL ¨ sL ¨ sM ¨ sH ¨ sH ¨ [FS] ¨ sL ¨ sL ¨ sM

¨ sH ¨ sH ¨ [FS] ¨ sL ¨ sL ¨ sM ¨ sH ¨ sH

KENPACHI 8: [S-D] ¨ sM ¨ RF-E ¨ [SU-A] ¨ sM ¨ RF-E ¨ [SU-A] ¨ sM ¨ RF-E

¨ aL ¨ aM ¨ aH

This time, use SU-A to cancel RF-E and keep the combo going on the ground. You

may have to double jump during the aerial part to connect all three hits.

KENPACHI 9: cL ¨ cM ¨ sH ¨ S-B ¨ [SU-A] ¨ [OTG] cL ¨ cM ¨ sH ¨ S-B

¨ [SU-A] ¨ [OTG] cL ¨ cM ¨ sH ¨ S-B ¨ [SU-A] ¨ [OTG] cL

¨ cM ¨ sH ¨ S-B

Use the light version of S-B, as it has a shorter set-up time than the medium

version. Use SU-A after S-B to cancel its recovery time, then keep the combo

going. I hope you're good at timing OTG hits...

KENPACHI 10: cL ¨ S-E ¨ [SU-A] ¨ cL ¨ S-E ¨ [SU-A] ¨ cL ¨ S-E ¨ [SU-A]

¨ cL ¨ S-E

This one should be a piece of cake if you completed his 9th challenge. Use the

light version of S-E, and perform SU-A immediately after S-E connects in order

to prevent the dummy from being launched.

HITSUGAYA 3: S-C ¨ cL ¨ cM ¨ cH

Perform cL after S-C hits the dummy for the second time.

HITSUGAYA 7: S-C ¨ [IAD] aM ¨ aH ¨ cL ¨ cM ¨ cH ¨ RF-B ¨ SU-A

Perform aM after S-C hits the dummy for the second time. cH should be done

quickly in order for it to connect.

HITSUGAYA 8: RF-A ¨ [IAD] aL ¨ aM ¨ sL ¨ sM ¨ sH ¨ aL ¨ aM ¨ aL ¨ aM

¨ RF-A

Stand a short distance away from the dummy so that RF-A hits him multiple

times. This should give you enough time to connect aL.

HITSUGAYA 9: RF-A ¨ RF-C ¨ cL ¨ cM ¨ cH ¨ RF-B ¨ SU-A

Perform RF-C first, then immediately follow with RF-A. RF-C will hit a second

time, and you can follow with the rest of the combo. Perform SU-A immediately

after RF-B registers to prevent Hitsugaya from jumping.

HITSUGAYA 10: SU-A ¨ RF-C ¨ [IAD] aL ¨ aM ¨ cL ¨ cM ¨ [FS] ¨ [cL] ¨ cH

¨ RF-B ¨ SU-A

Stand far enough away from the dummy so that SU-A hits him at the end of its

arc. RF-C will carry the dummy back towards Hitsugaya. If you have trouble

connecting cM to cH, try inserting a flash step and cL as written above.

HINAMORI 3: cL ¨ cM ¨ cH ¨ S-C ¨ [FS] ¨ cL ¨ cM ¨ Ch

Perform S-C first, and time the first three hits so that S-C detonates

immediately after the first cH. Flash step next to the dummy and continue the



This one is easier if done from the initial position instead of the wall. Just

do it as it says as quickly as possible with the touch screen.

HINAMORI 8: T ¨ RF-C ¨ cL ¨ cH ¨ aL ¨ aH ¨ aL ¨ aH ¨ RF-A

Shoot RF-C in the opposite direction from the dummy, placing Hinamori between

the dummy and the fireballs. Throw him into the fireballs, and then continue

with cL.

HINAMORI 9: RF-C ¨ sL ¨ sH ¨ aL ¨ aM ¨ aH ¨ RF-C ¨ aL ¨ aM ¨ aH

¨ RF-C

Position the dummy next to the wall, stand right next to him, and perform RF-C.

Two fireballs should detonate, leaving one next to him. Wait a little, then

jump above the dummy and perform RF-C again to place 3 fireballs above him.

When the fireball next to him detonates, continue the actual combo with sL and

launch with sH. One of the fireballs in the air should connect after the first

aH, allowing you to continue the combo with aL. Do it as it says to from there.

HINAMORI 10: RF-B ¨ [IAD] aL ¨ aM ¨ sL ¨ sH ¨ aL ¨ aH ¨ aL ¨ aH ¨ RF-C

¨ [FS] ¨ aH ¨ RF-A

Stand a short distance away from the dummy so that RF-B connects at the end of

its arc. Get enough height during the jump and double jump so that RF-C is

performed at the top of the screen. This will hold the dummy in place, allowing

you to flash step next to him and finish the combo.


Use RF-C to carry the dummy from one side of the screen to the other. RF-A will

connect shortly after he bounces off the wall.

TOSEN 2: sL ¨ sM ¨ [FS] ¨ [sL] ¨ sH ¨ S-B

If you have trouble connecting S-B at the end, try inserting a flash step and

sL to shorten the distance between you and the dummy.

TOSEN 5: sM ¨ sH ¨ [FS] ¨ [sL] ¨ S-E

TOSEN 6: [IAD] aM ¨ aH ¨ cL ¨ sM ¨ sH ¨ SU-A

TOSEN 7: RF-E ¨ aL ¨ aM ¨ aL ¨ aM ¨ SU-A

Stand far enough away from the dummy so that RF-E connects at the very end.

This should give you enough time to jump and continue the combo.

TOSEN 8: [IAD] aM ¨ aH ¨ cL ¨ sM ¨ sH ¨ RF-B ¨ RF-C ¨ RF-E

TOSEN 9: [IAD] aM ¨ aH ¨ RF-D ¨ [D] cL ¨ sH ¨ RF-C ¨ cL ¨ sH ¨ RF-A

RF-D has the tendency to push Tosen away from the dummy. You must perform RF-D

in the air as close to the ground as possible before you reach the point where

it pushes you back a greater distance. Once you touch the ground, dash just a

little bit in order to close the gap between you and the dummy, then finish the

combo as it is written.

TOSEN 10: cL ¨ cM ¨ S-B ¨ [D] cL ¨ cM ¨ RF-B ¨ RF-C ¨ cL ¨ cH ¨ aL

¨ aM ¨ aL ¨ aM ¨ SU-A

Start this one with Tosen positioned next to the wall. This will prevent S-B

from pushing him backwards. You do not have to follow RF-C with an OTG hit, but

it does help a little.


Make sure to perform the aH as quickly as possible.

KOMAMURA 6: T ¨ [OTG] cL ¨ cH ¨ RF-A ¨ RF-C

KOMAMURA 8: SU-B ¨ SU-A ¨ [FS] ¨ aH

Flash step just enough to get the dummy in range as he's in mid-air. If you're

too slow with the aH, you won't be able to damage him.

KOMAMURA 9: S-A ¨ cL ¨ cH ¨ RF-A ¨ [D] cL ¨ cH ¨ RF-A ¨ [D] cL ¨ cH

¨ RF-C

Start the combo with the medium version of S-A, and dash a little bit closer to

the dummy after each RF-A.

KOMAMURA 10: sL ¨ sH ¨ cH ¨ [FS] ¨ sL ¨ sH ¨ cH ¨ [FS] ¨ sL ¨ sH ¨ Ch

¨ [FS] ¨ sL ¨ sH ¨ cH ¨ SU-A

KUROTSUCHI 2: S-B ¨ [IAD] aM ¨ aH

KUROTSUCHI 3: [S-C] ¨ sL ¨ sM ¨ sH ¨ S-D

Use S-C to position Nemu next to the dummy.

KUROTSUCHI 4: sL ¨ sH ¨ S-E ¨ aH

Start the combo with the medium version of S-E, then enter the two standing

hits before Nemu launches the dummy.


Normally, SU-B will enter the screen from behind Kurotsuchi. Hold back when

performing SU-B to make it enter from the opposite side.

KUROTSUCHI 8: S-A ¨ sL ¨ sH ¨ RF-A ¨ sL ¨ sH ¨ RF-A ¨ sL ¨ sH ¨ RF-A

¨ sL ¨ sH ¨ S-A

Start the combo with the medium version of S-A and end it with the light


KUROTSUCHI 9: sL ¨ sH ¨ RF-B ¨ [IAD] aM ¨ aH ¨ sL ¨ sH ¨ RF-A ¨ sL

¨ sH ¨ RF-E ¨ S-D ¨ sL ¨ sH ¨ SU-A

Use the medium version of S-D immediately after RF-E. You do not have to follow

it with an OTG hit.

KUROTSUCHI 10: [S-C] ¨ T ¨ S-D ¨ sL ¨ sH ¨ RF-A ¨ sL ¨ sH ¨ RF-A ¨ sL

¨ sH ¨ RF-B ¨ [D] S-D ¨ [D] sL ¨ sH ¨ SU-A

Position Nemu at one side of the screen, and throw the dummy towards her from

the other side. Detonate Nemu with S-D before the dummy reaches her, and he

should bounce back towards you. Use RF-B to make Nemu grab him when she

returns, detonate her, and finish the combo. You may have to dash towards the

other side of the screen before and after the second S-D as written above in

order to reach the dummy.

KYORAKU 5: sL ¨ sM ¨ sH ¨ SU-B

Perform this combo with the dummy positioned to the left of Kyoraku. Hold left

while using SU-B to make it connect.

KYORAKU 7: sH ¨ aL ¨ aH ¨ aL ¨ aH ¨ aL ¨ aH ¨ aL ¨ aH ¨ aL ¨ aH

¨ S-B

Kyoraku can use his reiryoku gauge to jump multiple times in mid-air instead of

using flash steps.

KYORAKU 8: cL ¨ cH ¨ RF-B ¨ SU-A ¨ [OTG] cL ¨ cH ¨ RF-B ¨ aL ¨ aH ¨ aL

¨ aH ¨ RF-B ¨ SU-B

Perform this combo a short distance away from the wall so that you have enough

time to follow SU-A with cL.

KYORAKU 9: sH ¨ aL ¨ aH ¨ aL ¨ aH ¨ aL ¨ aH ¨ SU-A ¨ aM ¨ aM ¨ aH

¨ SU-A ¨ aM ¨ aM ¨ aH ¨ SU-B

Perform this combo a short distance away from the wall so that you have enough

time to follow SU-A with aM. Use additional jumps instead of flash steps to

keep the combo going in mid-air.

KYORAKU 10: [IAD] aM ¨ aH ¨ cL ¨ cM ¨ RF-A ¨ cL ¨ cH ¨ SU-A ¨ [OTG] cL

¨ cH ¨ RF-B ¨ aL ¨ aM ¨ aH ¨ RF-B ¨ SU-B

Perform this combo next to the wall. The crouching attacks will push you far

enough away from the dummy so that you can get in all of the required hits.

UKITAKE 1: S-A ¨ sH ¨ sH ¨ sH ¨ sH

Use the medium version of S-A to hold the dummy in place as you finish the rest

of the combo.


Use the medium version of S-B and the light version of S-C.

UKITAKE 5: [S-C] / [S-D] ¨ S-E ¨ cL ¨ cM ¨ cH

Set up a white energy ball with either the light, medium, or heavy version of

S-E. In order to get it to actually fire, you have to touch it with a beam from

either S-C or S-D. Follow with the rest of the combo after it connects.

UKITAKE 7: [IAD] aM ¨ aH ¨ sL ¨ sH ¨ SU-B

UKITAKE 9: RF-A ¨ RF-D ¨ SU-B ¨ [RF-D] ¨ S-E ¨ sL ¨ sM ¨ sH ¨ SU-A

Start the combo by performing the heavy version of S-E and then using RF-D

later in order to make it fire.

UKITAKE 10: S-A ¨ S-D ¨ S-E ¨ S-A ¨ S-D ¨ S-E ¨ S-A ¨ S-D ¨ S-E ¨ SU-A

Start the combo by performing three heavy S-Es. Use light versions of S-A to

hold the dummy in place, and then use light S-Ds to hit him and fire the

pre-set S-Es.

SOIFON 2: [IAD] aL ¨ aH ¨ S-B

SOIFON 9: [SU-B] ¨ [IAD] aL ¨ RF-B ¨ [IAD] aL ¨ RF-B ¨ cL ¨ cM ¨ cH

¨ RF-C ¨ SU-A

SU-B will summon 20 ninjas to drop kick the dummy in 5 sets of 4. Time the aLs

so that they hit right after each 4th ninja. The ninjas will keep the dummy in

place, allowing you to continue the combo.

SOIFON 10: SU-B ¨ [IAD] aL ¨ aM ¨ S-B ¨ [IAD] aL ¨ aM ¨ S-B ¨ [IAD] aL

¨ aM ¨ S-B ¨ [IAD] aL ¨ aM ¨ S-B ¨ [IAD] aL ¨ aM ¨ S-B

Same idea as the last combo. Time the aerial hits so that they occur in-between

each set of ninjas.

GENRYUSAI 6: [IAD] aL ¨ aH ¨ cL ¨ cM ¨ SU-A

GENRYUSAI 7: [IAD] aL ¨ aM ¨ sL ¨ sM ¨ S-E ¨ SU-B

GENRYUSAI 9: sL ¨ sL ¨ sM ¨ S-E ¨ SU-A ¨ sL ¨ sL ¨ sM ¨ S-E ¨ SU-A

¨ sL ¨ sL ¨ sM ¨ S-E ¨ SU-A ¨ sL ¨ sH ¨ RF-D ¨ aL ¨ aL

¨ RF-D ¨ aL ¨ aH

This one is tricky, but you can do it just about exactly as it instructs you

to. Use light versions of S-E.

GENRYUSAI 10: [IAD] aL ¨ aM ¨ sL ¨ sM ¨ RF-A ¨ [IAD] aL ¨ aM ¨ sL ¨ sM

¨ [SU-B] ¨ [D] RF-B ¨ [IAD] aL ¨ aM ¨ sL ¨ sM ¨ RF-C

¨ [IAD] aL ¨ aM ¨ sL ¨ sH ¨ aL ¨ aM ¨ S-D

It is tough (if not impossible) to follow RF-B with aL as this challenge is

written. Use SU-B as written above to give you more time to set up the rest of

the combo. Use the light version of S-D at the very end.

YORUICHI 1: cL ¨ cH ¨ S-A ¨ cL ¨ cH

Set up the medium version of S-A first and then start the combo. The knives

should connect as you hit the dummy, allowing you to chain cH to cL.

YORUICHI 4: [IAD] aL ¨ aH ¨ cL ¨ cH ¨ SU-A

YORUICHI 5: [IAD] aM ¨ aH ¨ cL ¨ cM ¨ cH ¨ SU-C

YORUICHI 7: S-B ¨ S-A ¨ aL ¨ aM ¨ aH

Perform the medium version of S-A first (same as her first challenge), and then

use S-B to start the combo.

YORUICHI 8: S-B ¨ [RF-A] ¨ RF-B ¨ SU-A ¨ aM ¨ aH ¨ S-C

Start the combo with RF-A, which will allow you to chain medium S-B to RF-B.

Use the light version of S-C at the end.

YORUICHI 9: [IAD] aL ¨ aH ¨ RF-A ¨ [IAD] aL ¨ aH ¨ [IAD] aL ¨ aH ¨ sL

¨ sM ¨ RF-B ¨ SU-C ¨ aM ¨ aH ¨ aM ¨ aH ¨ RF-C

Start the combo with a mid-air RF-A, and then dash into the aL before you touch

the ground. The knives will hold the dummy in place until you get to the

standing attacks, and you can simply perform the combo as it says to from


YORUICHI 10: RF-C ¨ RF-A ¨ aM ¨ RF-C

Piece of cake compared to the previous one. Start with the RF-A and then

perform the other attacks as fast as you can. The knives will keep juggling the



„  SECTION XI: DECK CONSTRUCTION (ƒfƒbƒLƒRƒ“ƒXƒgƒ‰ƒNƒVƒ‡ƒ“) „ 


This mode is where you arrange your 5 custom reifu decks for use during battle.

Select a slot on the main screen to check its current arrangement.





ƒfƒtƒHƒ‹ƒgƒpƒ^[ƒ“‚©‚ç‘I‘ð SELECT A DEFAULT PATTERN

The default pattern menu contains a recommended deck for most of the

characters. None of them are particularly great, however, as they only use

level 1 cards. You'd best choose to customize your own.

The customize screen is laid out like so:

- cards currently in your chosen deck on the left

- cards remaining in reserves on the right

- a filter at the top that narrows the reserve selection by category/color

- a filter at the bottom that narrows the reserve selection by level

- a switch in the middle that swaps the selected cards on the left and right

Press B to go back one screen at a time. Press Y to exit from any screen.




Remember that each deck consists of 15 cards, but only a random 10 of those are

dealt to you for each fight, and only a random 2 of those are available to you

at any one time. When building decks, try to stick with only 2 or 3 different

types of reifu and build strategies around them, rather than rely on

complicated strategies involving multiple types of cards that aren't very

likely to appear in the right order (or at all, for that matter).

I have included below some basic strategy for using and dealing with what I

have found to be the most commonly used cards in Wi-Fi matches. There are many

more cards that can be useful, and different characters benefit from different

deck strategies, but you'd do well to get accustomed to dealing with the 5

listed below.

SOUL UP (°é® ‚t‚o)

Your standard healing card, gradually refills your life gauge for 2/3/4/5

seconds depending on the card level. You can't really go wrong with this one

unless you're either forced to use it when you already have full health or your

opponent uses a Soul Balance card after you heal.

FORCE REIFU USE (—ì•„ ‹­Â§Å½g—p)

Probably the best all-around deck-breaker card. This forces the target to use

up all of his cards as quickly as possible, which can really mess up some deck


It should be noted, however, that Force Reifu can be blocked. The effect only

forces the target to use up cards in situations where it is already possible to

use them. In other words, if the target is guarding or in the middle of an

attack while the Force Reifu effect is active, he will not use up any cards. If

he is in "Bankai Mode"--a situation in which most characters are not allowed to

use any cards normally--he will also not use up any cards. If the target

already currently using 2 cards, he will not use up any additional cards until

one of the 2 active ones is replaced. If you are hit with a Force Reifu card,

keep this information in mind.

The best time to use a Force Reifu card, in my experience, is when the opponent

has 2 or 3 reiatsu stock saved up in reserves. That way, when you strike him,

he'll automatically Damage Cancel out of your attack and waste both 1 reifu and

1 reiatsu stock in the process. If you see him use an Infinite Reiatsu card

while under the effect of a Force Reifu, FOLLOW UP WITH AN ATTACK IMMEDIATELY

if you are close enough (a stun move, or an attack with a long set-up and

execution, are the most ideal). Try not to let him negate the effect by going

into a Bankai super.


Usually used in conjunction with an Infinite Reiatsu card and prevents the

target from blocking any attacks for a set amount of time. It's really hard to

deal with in some situations, and it's best to run away from the fight if it

looks like you're going to be overpowered. If you're hit with this but can

strike the opponent quickly, try to get him caught up in a long combo and wait

out the clock until you can guard again. If you have a full reiryoku bar, try

switching planes and playing keep-away.


Grants the user a limitless number of reiatsu stock for a very short time

(.5/1/2/4 seconds depending on card level). Once the card expires, the user's

reiatsu stock is always reset to 0.

This card is typically used for an on-demand bankai super. If you see your

opponent use this, try to stall him long enough for the effect to pass by if

possible. Some throws last long enough for the level 1-3 versions of this card

to expire before your opponent has a chance to respond with a super. If you're

using this card and your opponent tries to stall you, Damage Cancel him if

possible (since you won't use up any reiatsu stock by doing so).

This card is often used in conjunction with a Guard Prohibit, which makes quite

a deadly combination. I don't find it to be particularly useful by itself,

however. Since the effect only lasts a few seconds at most before drying up,

you usually only have the opportunity to use a single 3-stock super before the

card expires, and if your opponent sees you use this card, he'll know that

you're planning to rush him with a super pretty soon. I prefer using Reiatsu Up

cards instead, as the effect is permanent and allows you to take your time and

decide when exactly you wish to use a super.

SOUL BALANCE (°é® •½‹Ï‰»)

This card redistributes all players' life bars so that everyone has the exact

same amount of health. The card's effect is immediate, and it is immediately

replaced with another reifu after using it. Very useful, but there's a huge

drawback: if an opposing player uses a Force Reifu card while you have a Soul

Balance card available, you'll be forced into using it. Moreover, since the

Soul Balance card is immediately replaced, you'll also be forced into

Immediately using that card as well, which can be quite punishing. I typically

stick to Soul Up rather than Soul Balance since the former doesn't really have

any negative effects.

At the moment, my main decks are as follows:

SLOT A: Soul Up x10, Force Reifu Use x5

SLOT B: Infinite Reiatsu x8, Prohibit Guard x7

SLOT C: Soul Up x10, Reiatsu Up x5

SLOT D: Soul Up x10, Force Reifu Use x1, Soul Balance x4

SLOT E: I change this one around a lot for training and experimenting.




Urahara's shop contains most of the unlockables in the game, which you purchase

using money earned from the different gameplay modes.

”ƒ‚¢•¨ BUY

—ì•„ REIFU (spirit cards)




s“®Œn CONDUCT SYSTEM (purple)

‚»‚Ì‘¼ MISCELLANEOUS (orange)

ƒJƒ‰Â[ COLOR (alternate outfits)

ƒOƒ‰ƒtƒBƒbƒN GRAPHIC (bonus gallery pictures)

ƒTƒEƒ“ƒh SOUND (gallery BGM/SE/VOICE)

‚f‚bƒpƒXƒÂÂ[ƒh GC PASSWORD (unlocks something in the Bleach GC game)





Level 2 cards cost 10x as much as level 1 cards, and level 3 cards cost 10x as

much as level 2 cards. Once you purchase every single level 1-3 card from the

shop, the level 4 cards that you have yet to earn will become available for

purchase. They cost quite a lot, at 200000 each.

Keep this in mind when collecting cards for use in your deck, as a level 3 or 4

version of some cards are not significantly better than their corresponding

level 1 versions and, thus, a pretty big waste of money. For example, the

Infinite Reiatsu card has a duration of 0.5 seconds at level 1 and 4 seconds at

level 4. Most bankai supers last longer than 4 seconds anyway, so there is no

use in spending a ton of money on the higher level version unless you really

want a lot of duplicates (which may or may not be a bad idea depending on your

deck strategy).

Passwords can be entered to unlock a handful of level 4 cards. Five of these

passwords are entered with button combinations obtained from the Bleach GC

game, and three passwords are entered by drawing kanji on the touch screen.

Though I know the kanji used for the touch screen passwords, I unfortunately

cannot determine the exact manner in which you are supposed to draw them. A

Japanese magazine ("V JUMP BOOKS," I believe) supposedly contains pictures for

the touch screen passwords, which you are supposed to cut out, place over the

touch screen, and trace with the stylus. If anyone can provide scans of these

cut-outs or more information regarding them, please feel free to contact me.


©Â«‚w‚`«Â¨ÂªÂ« Shot Speed UP (Assault)

©Â«Â«ÂªÂªÂ« Shot Speed DOWN (Assault)

‚k«Â©Âª‚`ª Force Special Movement

«Â©ÂªÂ©‚q‚`ª‚w Force Line Change

©Â«Âª‚w¨Â¨Âª‚w Force Reifu Use


•ö‹Ê Force Stand

ŽcŒÅ½ Force Dash

Ž€Â_‘ãsÂØ Force Walk

Press start after you've entered the corresponding password. Do not add any

extra button presses,

In addition to the passwords, you receive a bonus of 500000 points for the shop

if you begin the game with Sega's Bleach GBA game inserted into the GBA slot of

the DS.




Contains an assortment of graphics and sounds, most of which are purchased at

the shop. Event and character graphics are unlocked during normal play in Story

Mode, but you won't unlock them all if you skip the text between battles. Hold

down to fast-forward through story mode text instead of skipping it, and you'll

unlock everything.

Press A in the Visual Gallery to remove the menu and view graphics displayed on

the touch screen. Press A again to recall it. Press Y in the Sound Gallery menu

to mute the audio. You can loop the BGM of your choice while viewing the rest

of the gallery.

ƒrƒWƒ…ƒAƒ‹ƒMƒƒƒ‰ƒŠÂ[ VISUAL GALLERY

ƒCƒxƒ“ƒgƒOƒ‰ƒtƒBƒbƒN‚P EVENT GRAPHIC 1

ƒCƒxƒ“ƒgƒOƒ‰ƒtƒBƒbƒN‚Q EVENT GRAPHIC 2


‚¨‚Ü‚¯ƒOƒ‰ƒtƒBƒbƒN‚P BONUS GRAPHIC 1

‚¨‚Ü‚¯ƒOƒ‰ƒtƒBƒbƒN‚Q BONUS GRAPHIC 2

‚¨‚Ü‚¯ƒOƒ‰ƒtƒBƒbƒN‚R BONUS GRAPHIC 3

‚¨‚Ü‚¯ƒOƒ‰ƒtƒBƒbƒN‚S BONUS GRAPHIC 4

‚¨‚Ü‚¯ƒOƒ‰ƒtƒBƒbƒN‚T BONUS GRAPHIC 5





[‰¹Âº] ... [VOICE] ...


„  SECTION XIV: OPTIONS (ƒIƒvƒVƒ‡ƒ“) „ 


Most of this stuff should be pretty self-explanatory. It should be noted that

difficulty does not affect the amount of money you earn from completing various

tasks during gameplay.





“‚¢ HARD


ƒfƒXƒ}ƒbƒ` DEATH MATCH

ƒ|ƒCƒ“ƒgƒ}ƒbƒ` POINT MATCH








‚ ‚è ON

‚È‚µ OFF







ƒK[ƒh GUARD






ƒ‚ƒmƒ‰ƒ‹ MONOAURAL









ƒZ[ƒuƒf[ƒ^ SAVE DATA

ƒQ[ƒ€ƒf[ƒ^‰Šú‰» ERASE GAME DATA

ƒŒƒR[ƒhƒf[ƒ^‰Šú‰» ERASE RECORD DATA

‚v‚‰Â|‚e‚‰ƒf[ƒ^‰Šú‰» ERASE Wi-Fi DATA


‹L˜^‰{—— RANKING

In the Ranking screen, press up/down to cycle through characters, left/right to

cycle through game modes, and L/R to cycle through difficulties.




This document was written by Sixfortyfive and intended for publication on This guide may be redistributed or reproduced in whole or in

part so long as credit is given to its author.

Thanks to tappy, Chorazin, ETkz, Klarth_Maxwell, TerranBane, ChanchaiNS, jeffc,

Shin 44, Gen2000, and others on the Penny Arcade and GameFAQs forums who have

helped provide information. Big thanks to Jayce, Hellfire, Jesuits, and the

other guys on the IRC channel who helped me through some of the challenges.




1.0 (February 13, 2006)

- initial release

1.1 (June 27, 2006)

- replaced section headers with boxes for better readability

- revised introduction

- added non-playable characters to character list

- added flash step to shorthand list (for story mode training levels)

- added more detailed information in character control section

- corrected minor errors in reifu names

- corrected errors in reifu effect chart

- completed the reifu timer differences

- filled-in all but one level 4 reifu requirement

- added more information to simple mode description

- added bankai restriction information to story mode section

- cleaned-up and added more detail to Ichigo walkthrough

- added more information to story mode unlock guide

- corrected minor errors in unlock guide

- added more information for wi-fi rank titles

- corrected minor errors in ranking match description

- added more information on survival mode rewards

- completed reward section for challenge mode

- added tips and walkthroughs for challenge mode

- added strategy section for deck construction

- replaced various "?" marks with their proper menu kanji

- corrected other minor errors

- made minor revisions to other sections

- added additional names to credits

- added this section