Bleach ds souten ni kakeru unmei download




















Track it down! This item is currently unavailable. If you are interested in buying it, we can try to track it down for you. To have us tracking down your wanted items, we need you to login or create an account. The whole cast is there for the taking in an all-out fight to become the ultimate champion.

Please log in or create account to submit your link recommendations. I thought this was going to be a mediocre easy fighting game with rubbish graphics, but i was impressed. It is one of the best games i have played the story mode is perfect, it has enough modes and other extras to unlock which will keep you busy for a long time. As a bonus theres wifi, this game does not disapoint. Do you think this review was helpful? Choose Yes No.

These moves will be abbreviated as L, M, and H for future reference. Characters will have different Normal Attacks in the air, and while crouching. Guarding is done by pressing the R button or by pressing the opposite direction of your opponent's attack the traditional way , although the latter method will only work in 1v1 play. There are 3 forms of blocks: standing, crouching and aerial.

Standing with guard against aerial and standing attacks, crouching will work against standing and crouching, while aerial with work against any height of attack. There is chip damage in the game, although it is minor because of the sheer size of the lifebars in the game.

Special Moves are signature moves unique to that particular character. They are activated by inputing a Street Fighter-esque motion input, or by pressing the touch screen shortcut button. Special Moves vary depending on the strength used, and the majority of the special moves in the game follow the pattern of: Light Special Moves are faster, but with greater recovery time.

Supers are usually powered-up versions of certain special moves, and are commonly the most powerful techniques in your character's arsenal. Besides having great priority, damage, and speed, Supers nullify your opponent's ability to Damage Cancel out of the combo.

This meter is the game's token "Super Meter," located directly next to your lifebar. It builds only when you hit your opponent not when blocking and when you get hit. Furthermore, the player who gets the "First Attack" in the match will be rewarded with 1 stock, making match openers very important. This gauge is used for Super Moves and Damage Cancels. This meter is in the bottom left-hand corner of your screen, with 3 distinct stocks and 2 "color indicators" on either side of the gauge. This meter will build in time on its own.

The rate goes fastest when you aren't doing anything, but will refill at a relatively slow rate if you're engaged in an action. The RF Move part of the gauge always fills at a slow rate, regardless of your actions. It seems that it fills faster if you are being hit too The gauge has 2 sections, one used for Special Movements and Guard Cancels, and the other used exclusively for Reinforce Moves.

Both have 3 stocks, the stocks used for RF moves act as "prerequisites" for the Special Movement part. It's like the RF move part is the meter's border, and when that is taken away, the inside can't be there.

Thus, if one uses 3 flash steps and 3 RF Moves, the gauge will be depleted. However, because of the "prerequisite" properties of the RF part, if 3 RF Moves are used, the gauge will be fully depleted. It's hard to explain, so I'll find a diagram somewhere.

Guard Canceling is extremely easy in this game, and requires no meter by default. There is no gained priority or special bonus of Guard Canceling, so often-times it is just best to continue to Guard or Shunpo away from your opponent. There are no differences between the strength used. When performed, a small energy burst Guilty Gear, anyone? The burst will damage your opponent slightly, and it can KO them.

Certain characters' special moves give them unusual abilities instead of directly attacking the enemy. Colored sparkles rising from the character indicate the ability given. Blue: Restrictions on normal move chains are lifted. The Y, X, and A buttons are for quick, medium, and strong attacks, respectively. You block with R, and the B button is used to perform a "quick step" which for many characters is a short-range teleport that can get you behind your opponent.

One interesting characteristic of Bleach DS is that there are two planes to fight on, one in back and one in front. This allows you to split up the chaos in four-player mode or to side-step attacks by pressing the L button to switch between planes.

Bleach DS also eschews the standard two round win requirement in favor of longer single matches. Special and super attacks are done mostly Street Fighter-style with quick cross pad movements. However, Bleach DS takes advantage of the touch screen to give you an assortment of hot keys for each of your character's moves. It's a handy option for anyone lacking the dexterity to perform all the keystrokes or the patience to memorize them, but it does take a bit of time to adjust to moving your thumb over to the touch screen's extra buttons.

Two separate meters regulate how much you can use specials and supers. The frequency with which you can use special attacks, make quick dashes, and change planes is controlled by a meter on the bottom of the screen which recharges whenever you stop momentarily. Super moves are only available when you fill the green meter near your life bar.

It can fill three times as you attack or take damage, and each full bar allows you to use one of your lesser super moves. Most characters also have more powerful super attacks, or bankai attacks, which require three full meters to execute. Performing combos in Bleach DS is completely old-school. While there is a challenge mode to teach you combos for specific characters, these are a far cry from the preset combos in the GC version that can be executed by simply tapping the A button over and over.

No, combos in Bleach DS require impeccable timing and careful attention to positions, and they often require you to perform some tricky juggles. Also, if you're on the receiving end, there are some handy techniques in place that allow you to Damage Cancel and get out of a combo.

There are 28 fighters to choose from once you've unlocked everybody, including the twelve captains and Ichigo and his posse. The bottom six characters seem to have been thrown in mostly for fans since they have fewer attacks than the others. Still, it is quite hilarious to see Kon, the tiny stuffed lion, battling it out against Bonnie, the giant boar that Ganju rides.

In case that isn't a clear enough example, the characters have a pretty wide variety of fighting styles, and fans will be pleased to know that bankai attacks have a much greater effect on gameplay than the FMV slideshows in the GC game. The bankai attacks are extremely different for the few characters that can use them. Byakuya's bankai is a simple large-range, multi-hit attack. Ichigo transforms for a set amount of time, giving him a speed boost and completely replacing his normal attacks with extremely powerful projectiles.

Kurotsuchi summons his crazy baby-faced caterpillar bankai to run over opponents like a freight train. But my favorite is Komamura, who summons a towering giant with arms spanning the length of the screen.

You can actually control the giant, smashing the right arm on the ground and then the left arm, effectively slapping your opponent back and forth across the screen. There are several different modes to mix up the game a bit.

Arcade mode puts you through the standard paces with about six battles or so. The Story mode is the longest stretch of the game. Starting off as Ichigo, you'll have to meet specific requirements in each match to clear the mode.

Then you'll have 22 more "episodes" to fight through, with multiple matches in each. The final episode is pretty much a full retelling of 40 or 50 episodes from the show, so if you're concerned about spoilers, you'd better catch up to episode 60 or so before playing.



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