What's been done under shikai: Getsuga Tenshou Ground (Plus EX Version) Performance Info:
This is one of ichigo's signature attacks! he has many ways of manipulating this attack, and its one of the harder attacks to avoid, due to its height. The EX version has increased speed, & execution time. Plus its a double hit.
Getsuga Tenshou Ground Tilt Up (Plus EX Version) Performance Info:
This is another one of ichigo's signature attacks! It doesn't really have many ways of being used, and its one of the easier attacks to avoid, due to its height and angle. But it can be used as a good keep away in some situations. The EX version has increased speed, & execution time. Plus its a double hit.
Getsuga Tenshou Air tilt Down (Plus EX Version) Performance Info:
This is easily one of ichigo's best attacks! The angle is highly usable on almost every accession. and its one of the harder attacks to avoid, due to its height and angle. The EX version has increased speed, & execution time. Plus its a double hit, & allows a double jump (if you're fast enough).
Reiatsu Bomb (Plus EX Version) Performance Info:
This is a more difficult move to handle, due it ichigo's combo functions and push backs. It wont always to a successful attack. and best used after "falling sword" (One of ichigo's attacks). EX version Solves all issues when it comes to combo functions. however it best used as a combo finisher due it its punisher properties if you miss the attack.
Performance Info:
This is a High Speed attack that allows you to dodge attacks for a short amount of time when executed. It only hits once, but provides a decent amount of stun time that allows you to combo other attacks into.
Performance Info:
This isn't a hard move to understand. Its simply used as a combo extender in the air. When the attack hits the opponent in the air, it causes a none recoverable ground bounce. However it does little damage, plus allows you to preform almost any attack afterwards. When you attack an opponent standing, the opponent will fall to the ground. However it does more damage.
Performance Info:
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Performance Info:
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Performance Info:
Its nothing but a power charge. It'll gradually recover life, & special meter. But there's a limit to how much life you can recover.
Performance Info:
It speaks for itself.
Flash step (Ground) (-500) Performance Info:
This is a popular maneuver technique used in almost every situation in the anime (AKE Bleach). Its best used when cornered to avoid heavy attacks. Its also great to use when you're connecting combos to allow more mixups.
Super Getsuga Tenshou (-2000) Performance Info:
Its Ichigo's Strongest shikai Attack! Known as Getsuga Tenshou! Its pretty easy to use and its a very rewarding attack when connected. however its start time is rather snail'ish and if you block it, it does little damage. So be wise about how you use this technique.
Super Getsuga Tenshou tilt up (-2000) Performance Info:
Its Ichigo's Strongest shikai Attack! Known as Getsuga Tenshou! Its pretty easy to use and its a very rewarding attack when connected. however its start time is rather snail'ish and if you block it, it does little damage. So be wise about how you use this technique.
(Air) Super Getsuga Tenshou Tilt Down (-2000) Performance Info:
Its Ichigo's Strongest shikai Attack! Known as Getsuga Tenshou! Its pretty easy to use and its a very rewarding attack when connected. however This version has a slightly faster startup time so its a bit easier to handle. if you block it, it does little damage. So be wise about how you use this technique.
Bankai: Tensa Zangetsu (-3000) Performance Info:
Not Yet
What's been done under bankai: Heaven Shocker (Ground/Air) Heaven Shocker Bomb Heaven Shocking Luner Fang (-2000) Hyper Combo Strike (-1000) Luner Splash (-1000) 1000 Luner Slashes (Air/-2000)) Hollowfiction Fury (-3000) helper System: Uryuu Ishida Chad/Sado Renji Abarai Orihime Rukai Kuchiki Chars Transformations: Standard: Shikai Secondary: Bankai Only an attack: Hollowfication (New Mask) Only an attack: Final Getsuga Tenshou (Mugetsu) Sprite Status: Shikai 100% Bankai 1% Awakened Bankai 0% Hollowfication 0% Final Getsuga Tenshou 0% Shikai: Coding Status: basics 100% Specials 100% Supers 100% A.I 0% Movelist 0.1% Bankai: Coding Status: basics 0% Supers 0% Hypers 0% A.I 0% Movelist 0.1% Voice Packs: Compatible/Intro Characters: Balthazar: GokuZ2, VegetaZ2 (Dash Clash) StormEX/Dopefiend5: Aizen Sousuke(Intro) StormEX: Ogihci (Intro) Finally Have a Good Sheet to show off.(Thanks Tsao-ri ) I would love if you guys could make some
Alternate Color pallets For him! The pallets are already setup for easy mix ups!
Mugen 1.0 Win Quotes 4/7: I Beat You Because I Had To. Thats All There Is To It. I Didn't Even Need My Zanpakutou For Such An Easy Fight! While We Where Fighting, I Felt Nothing But Sadness In Your Soul... I Couldn't Have Done It Without You, Zangetsu... Video 3/3: (Old DS Style) Video: Number 1 Video: Number 2 VIDEO Considering I'll be working on a Zero sometime in the future I've decided to get his moves down. As some of you might know his sprites are going to be based off RamzaNeko Style. he'll also be colors separated for easy palette usage.
How He'll work (Gameplay wise): I haven't came up with a stable base for him just yet, but I've been leaning towards TvC & a MvC3 Mix. As fare as super attacks go. The basics will work like CvS no combo connects, no groove bar, EX mode will be included, charge up will also be included, assist (maybe). Some things might be changed along the way.
How his Supers will work: RYUENJIN (in air ok) A fiery dragon punch that does what one would expect from a dragon punch. A very reliable anti-air which can also be used to end combos. The light version does only one hit but is very fast and very safe, and the others do more hits and more damage, but are less safe. It comes out very fast but sometimes seems to lack range horizontally. The hitbox actually comes out before Zero's body even leaves the ground. This attack is not invincible like a regular shoryuken, but it's large hitbox makes it often seem like it is.
HADANGEKI Zero attacks with a plasma wave. It travels slowly and doesn't deal very much damage, but the attack itself is almost instant and can catch rushers by surprise. The light version travels slowly and can be followed to allow for cover. The mid version hits once and is fast, and the heavy version hits twice. In the air it will fire diagonally downwards.
HIENKYAKU (in air ok) A quick dash that passes through opponents but is not invincible. The light version travels a short distance, the mid version goes further and the heavy version travels diagonally upwards. Using the light version in the air will cause you to fall directly downwards, and the strong version has a similar fast-falling mechanic. You can use one of these per jump. This move is very useful for mobility and for crossups and cancelling out of unsafe attacks.
HYPER ZERO BLASTER (in air ok) Zero charges up his megabuster and then releases a buster shot at the opponent. It can be charged 3 levels, each giving the projectile some improvements. A level 1 charge simply does a very small amount of damage with an after shock effect that'll shock the opponent 1 after a 4 second delay, wheras a level 2 charge knocks the opponent down, an also leaves an after shock effect that'll shock the opponent 2 after a 4 second delay. A level 3 charge deals the most damage and fires the fattest projectile, causing the opponent to be knocked down more slowly, an still leaves an after shock effect that'll shock the opponent 3 after a 4 second delay. The startup and recovery of this attack is almost non-existant, and Zero can move almost immediately after firing. This allows for the attack to be useful to extend corner combos. If used in the air, it will fire downwards at an angle.
SENTSUIZAN (Air Only) Zero pauses for a moment and then dives into the opponent with his sword. The light version is a fakeout and does nothing, but cancels all aerial momentum, making it very useful for playing tricks. The mid version has a very fast startup but has landing lag, and the heavy version has some startup time, but almost no landing lag. This attack hits overhead and must be blocked high. It has a large hitbox and can be used for crossups. It also will hit downed opponents. The actual attack itself knocks down on airborn opponents and causes stagger on those who are standing. It's possible to use it right at the start of a jump to create a quick overhead, which is very useful for Zero's mixup game.
RAIKOUSEN This is similar to Zero's Air Dive. Light flies at a diagonal down-towards angle, Medium is horizontal and Hard goes diagonally up-towards.
How his Hypers will work: REKKOHA TVC After a short delay, Zero punches the ground, causing coloured lazers to rain down upon the stage from above. This attack covers a huge portion of the screen and Zero is completely invulnerable while performing it. The lasers will each juggle the opponent into the next one, making it most powerful if hits at close range. Unfortunately, the startup is very slow and it will often require some practice. It can do a total of 5 hits for moderate damage. The real strength of this attack lies in it's usefulness in Delayed Hyper Combinations. Timing is everything!
REKKOHA MVC3 After a short delay, Zero punches the ground, causing coloured lazers to rain down upon the stage from above. This attack only hits straight Down, and Zero is completely vulnerable while performing it. The lasers will each juggle the opponent higher into the air, making it most powerful if hits at close range. Unfortunately, the startup is very slow so it'll require some practice. It can do a total of 20 hits for moderate damage. Timing is everything!
SOUGENMU Zero surrounds himself with an aura of energy. The startup is very brief and under some circumstances it can be used to link a combo. When under the effects of the aura, Zero's attacks will do less damage scaling and the effects of all his offensive special moves are doubled, followed by an after image. He is able to fire two projectiles in one shot and the number of hits given to his melee specials are doubled, allowing him to combo in ways he previously could not before. This effect lasts for about 10 seconds and during that time, Zero cannot gain any super meter.
DARK HOLD Debating This GENMU ZERO Zero Releases a full screen projectile, hitting everything in its path, causing an extreme amount of damage. Unfortunately: if this attack is blocked/misses it won't cause any damage. you'll also have a startup delay after firing this attack, so be sure to use it correctly. Or it might cost you the match. The only saving grace you'll have when this attack is blocked, is that the stun time will provide some relief.