Harry Houdini was legendary for being an escape artist; and that's why I named these moves after him. Houdini combos are great for maintaining control of the battle by either not letting your opponent counterattack or by making their attempts unsuccessful.
If Bleach vs Naruto had a martial art, it would be something like this. I developed this technique to compensate for situations where I don't have enough SP, Stamina or both to use Quiet Step; enabling me to conserve both meters while remaining difficult to hit.
A little disclaimer, though:
- Some of these techniques I am about to explain won't work 100% of the time, but will most of the time, and can save you in a pinch.
- There will be a little bit of overlap here and there, so bear with me.
Now let's get started!
- Some of these techniques I am about to explain won't work 100% of the time, but will most of the time, and can save you in a pinch.
- There will be a little bit of overlap here and there, so bear with me.
Now let's get started!
TYPES OF HOUDINI COMBOS
- when your opponent is blocking your attacks,
- when your opponent has dodged your attack, and
- when your opponent performs a Teleportation Attack or Substitution Jutsu.
Your options for escape include:
- Comboing into a Sprint,
- Comboing into a Jump, and
- Comboing into any other move that creates distance between you and your opponent.
- Comboing into a Sprint,
- Comboing into a Jump, and
- Comboing into any other move that creates distance between you and your opponent.
Comboing Into a Sprint: Almost all characters in Bleach vs Naruto have a Combo or two where Sprint 'L' is one of the moves; remember "looping combos"? Some version 3.1 examples are:
- Deidara: JJL, JJJL or JJ W+J L.
- Rock Lee (Base): JJJL or JJJUL.
- Rock Lee (Inner Gate): UJL.
- Ichigo (Shikai): JJJL.
- Ichigo (Bankai): JJJL.
- Ichigo (Hollow Mask): JJJJJL.
- Hollow Ichigo (Shikai): JJJL.
- Hollow Ichigo (Bankai): JJJL.
- Naruto (Sage Mode): JJJJL.
- Naruto (Base): JJJJL or JJ W+J L.
- Naruto (1 Tail): JJJJL.
- Sasuke (Curse Mark): JJUL or S+J L.
- Aizen: JJJL.
- Toshiro (Bankai): JJJL.
- Byakuya (Shikai): JJJL.
- Deidara: JJL, JJJL or JJ W+J L.
- Rock Lee (Base): JJJL or JJJUL.
- Rock Lee (Inner Gate): UJL.
- Ichigo (Shikai): JJJL.
- Ichigo (Bankai): JJJL.
- Ichigo (Hollow Mask): JJJJJL.
- Hollow Ichigo (Shikai): JJJL.
- Hollow Ichigo (Bankai): JJJL.
- Naruto (Sage Mode): JJJJL.
- Naruto (Base): JJJJL or JJ W+J L.
- Naruto (1 Tail): JJJJL.
- Sasuke (Curse Mark): JJUL or S+J L.
- Aizen: JJJL.
- Toshiro (Bankai): JJJL.
- Byakuya (Shikai): JJJL.
Comboing Into a Jump: Almost all characters in Bleach vs Naruto have a Combo or two where Jump 'K' is one of the moves. I recommend you jump again, Sprint, or both once you're in the air just to be safe. Some version 3.1 examples are:
- Deidara: JJJ S+J K or JJ W+J S+J K.
- Itachi: JJJJK.
- Neji: JJJK.
- Rock Lee (Base): JJJUK.
- Karin: JJ W+J K or JJJ W+J K.
- Rukia (Shikai): JJ S+J K or JJJ S+J K.
- Kenpachi: JJ W+J JK.
- Gin: JJJJK.
- Mayuri: JJ W+J K.
- Naruto (Sage Mode): JJJUK or JJJ W+J K.
- Ulquiorra (Base) JJ W+J K.
- Deidara: JJJ S+J K or JJ W+J S+J K.
- Itachi: JJJJK.
- Neji: JJJK.
- Rock Lee (Base): JJJUK.
- Karin: JJ W+J K or JJJ W+J K.
- Rukia (Shikai): JJ S+J K or JJJ S+J K.
- Kenpachi: JJ W+J JK.
- Gin: JJJJK.
- Mayuri: JJ W+J K.
- Naruto (Sage Mode): JJJUK or JJJ W+J K.
- Ulquiorra (Base) JJ W+J K.
Comboing Into Any Other Move That Creates Distance Between You and Your Opponent: You are going to have to be creative here. Lucky almost all moves that fall under this category are ones that send your character:
- into the air, or
- past your opponent by lunging forward.
- into the air, or
- past your opponent by lunging forward.
I recommend you jump, Sprint, or both immediately afterwards to be safe. Some version 3.1 examples are:
- Rock Lee (Base): JJJ W+U.
- Rock Lee (Inner Gates): JJJJ W+U.
- Naruto (Base): JJJJ W+U or JJ W+J W+U.
- Orochimaru: JJJJ W+U.
- Kenpachi: JJJ W+U, JJJU or JJ W+J U.
- Rukia (Gigai): JJ W+J.
- Rukia (Shikai): JJ S+J K or JJJ S+J K.
- Ulquiorra (resurrection): JJ W+J or JJJJ W+U.
- Ichigo (Bankai): JJJ W+U or JJ W+J.
- Ichigo (Hollow Mask): JJJJ W+J.
- Hollow Ichigo (Bankai): JJJJ W+U or JJ W+J W+U.
2. Follow-up Type: This type is where you simply combo your way through all dangerous situations. There's the Brute Force method, and there's Trick Shot method.
The "Brute Force" method is best used against an opponent that is blocking. It involves hitting your opponent with move after move until their guard breaks i.e. Stamina completely depletes. Worse case scenario: if at, or towards the end of your onslaught your opponent's guard is still up,
- either use the extra SP you just gained to Quiet Step behind them, or
- just combo into the nearest Sprint 'L' or Jump 'K' and create some distance (Escape type).
- either use the extra SP you just gained to Quiet Step behind them, or
- just combo into the nearest Sprint 'L' or Jump 'K' and create some distance (Escape type).
I recommend you use the longest combo your character can offer, and also in your free time test to see of an additional move can be performed right after your combo has ended. Examples are (Version 3.1):
- Kakashi: JJ S+J U [W+J *after combo ends*].
- Itachi: JJJ S+U W+U W+U [ JUU *after combo ends*]
- Kakashi: JJ S+J U [W+J *after combo ends*].
- Itachi: JJJ S+U W+U W+U [ JUU *after combo ends*]
The "Trick Shot" method is best used against an opponent that is about to counterattack in some way by:
- performing a Substitution Jutsu, or
- dodging your move or combo, or
- performing a Teleportation Attack.
- performing a Substitution Jutsu, or
- dodging your move or combo, or
- performing a Teleportation Attack.
It involves responding to these dangerous situations with, in most cases, the very next move in the combo you were just performing: striking your opponent before you get stuck yourself. This makes it very tricky and very risky. Situations where this technique can be employed are quite rare, and requires split second reaction to pull off smoothly.
You don't plan for situations like these, but just knowing they exist has just granted you a minute edge. This tactic could save you when no other means of escape or counterattack is available; making it your very last line of defence.
CONCLUSION
There are 2 types of Houdini Combos: Escape Types and Follow-up Types.
Under the Escape type you either combo into a Jump, Sprint, or any other appropriate move that will create some distance between you and your opponent.
Under the Follow-up type you combo into a move that will solve your current dilemma. Either by breaking an opponent's guard by constantly striking them (brute force), or by countering an opponent with the very next move in the combo you where just performing (trick shot).
Here's are 2 assignments to help you:
1. For Escape types, test your character to see if it can combo into:
- a Sprint 'L',
- a Jump 'K',
- a move that sends your character airborne, or
- a move where you character lunges away.
1. For Escape types, test your character to see if it can combo into:
- a Sprint 'L',
- a Jump 'K',
- a move that sends your character airborne, or
- a move where you character lunges away.
2. For Brute Force types, test your character to see if additional moves can be performed after a combo ends. You can do this by testing each and every move immediately after a combo ends.
And that concludes this... Tip? Guide? Tutorial? Sometimes I don't know what I'm writing anymore. I hope you find this helpful, and if you have any questions, reach out to me on social media. Goodbye and take care.
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