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Bleach vs Naruto Guide, Tips and Tricks


BLEACH VS NARUTO CONTROLS AND COMMANDS


Block: Press 'S' to block attacks.

Attack: Press 'J', S+J and W+J.

Skill: Press 'U', S+U and W+U.

Grapple: Press 'J' or 'U' while right next to the opponent.

Jump: Press 'K' once to jump, press 'K' again while in the air to Double Jump.

Transformation: Press 'J' and 'K' at once when your SP Meter is full. Not all characters can transform.

SP Skill: Press 'I', S+I and W+I. Sometimes K+I.

Sprint: Press 'L'. Consumes the Stamina Meter.

Quick Recovery: Press 'L' the instant your character hits the ground after being Knocked Down by your opponent.

Quiet Step: Press S+L or W+L. Consumes both Stamina Meter and SP Meter. Also serves as a Combo Cancel.

Summon Assistance: Press 'O'. Consumes the Summoning Meter.

Combo Breaker: Press 'O' while your character is being hit by your opponent. Consumes both Stamina Meter and SP Meter.

BLEACH VS NARUTO METERS

HP Meter: Self explanatory.

SP Meter: Stands for "Special Meter". It is consumed when then player performs:
  - SP Skill: 'I', S+I, W+I, K+I
  - Quiet Step: S+L or W+L
  - Combo Breaker: 'O' while being hit by opponent.

Stamina Meter: Was introduced in the version 3.0 revamp of Bleach vs Naruto. It acts as a limiter of sorts, and is consumed when the player:
  - Blocks Attacks: 'S'
  - Sprints: 'L'
  - Quiet Steps: S+L or W+L
  - Performs a Combo Breaker: 'O' while being hit by opponent.

Summoning Meter: Was also introduced in the version 3.0 revamp of Bleach vs Naruto. Press 'O' to summon assistance. This will consume the entirety of the Meter, which will replenish itself after a fixed time period.

BLEACH VS NARUTO TIPS

1. Quick Recovery: Can be performed by pressing 'L' the instant you hit the ground after being knocked down by your opponent. This let's your character get back up to its feet immediately. However this won't work 100% of the time.
Unless you have a plan, don't perform Quick Recovery if your opponent would be right next to where you would land. There is a good chance they will strike you the instant you get up.
Some character's Quick Recovery move is also an attack: Feel free to perform Quick Recovery all the time when using these characters and be ready to capitalize on your stunned opponent whenever the "Quick Recovery Attack" connects.
Quick Recovery immediately followed by Quiet Step (S+L or W+L) is a great way to catch your opponent by surprise especially when they are right next to where you are to land.
Quick Recovery immediately followed by
  - Teleportation, or
  - a Sprint then Teleportation
is also an excellent idea. And if your Teleport Attack gets blocked, just use Quiet Step (S+L or W+L) to either get away or get behind your opponent.

2. Teleportation:
This is when a character disappears and then reappears at a different location; usually right next to the opponent. Most characters in the game can teleport.
All characters that Teleport display a gesture: "Teleportation Gesture" as I like to call it. It is the action/actions a character performs right before they disappear. It includes subtle body movements and and sound. An example is Neji making hand signs to activate his Byakugan.
The duration of the gesture differs between characters and can range from near instantaneous to just under a second.

Becoming familiar with Teleportation Gesture of the characters in the game will give you an edge in battle as it will enable you to see through their attacks allowing you to deal with the incoming blow how you deem fit.

When fighting an opponent that Teleports, your options are to either:
  - Run away,
  - Sprint away, 
  - Block, or
  - Counter the blow with a move best suited move for that situation.

Moves best suited to Counter Teleportation include:
  - A Teleportation move of your own,
  - An SP Skill ('I', S+I W+I),
  - Any appropriate Attack ('J') or Skill ('U') move,
  - A Summon ('O'),
  - A Combo Breaker ('O') the moment your character gets hit, and
  - Quiet Step (S+L or W+L).

It is worth noting that and opponent whose teleport attack fails to hit you becomes vulnerable for a very short while. Take advantage of those opportunities by Sprinting ('L') and/or using Quiet Step (S+L or W+L) to close the distance on your opponent as quickly as possible before they can do anything.

Not all Teleportation Attacks are equal. IF your character has a better one, with the right timing you can simply counter that of your opponent's with your own. Only IF, though.

Now left cover some Teleportation best practices:
  - Teleport from a short yet safe distance so your opponent can't interfere.
  - Teleport IMMEDIATELY after your Sprint past or away from your opponent. This tends to throw them off, and has a high chance of success especially when you use a character with a near instantaneous Teleportation Gesture Duration.
  - Combo into a Teleportation Move when you are a decent distance away from your opponent. This also tends to throw off your opponent and if you are close enough, they will try attacking, which will leave them wide open to your Teleport Attack.
Best example is Sasuke Hebi: JJU.
  - As insurance, have at least 1 bar in your SP Meter available as much as possible so you can use Quiet Step either to escape or to get behind your opponent if they happen to block your Teleport Attack.
  - You can also use Quiet Step to cancel a Teleport Attack that tends to knockdown your opponent before the last hit. This is a great way to catch your opponent and perform a combo from there.

3. Stamina Meter: Stamina gets depleted whenever a character:
  - performs a Sprint,
  - a Combo Breaker,
  - a Quiet Step, and
  - Blocks attacks.

When a character's Stamina is depleted to NEAR zero (turns from blue to red), the affected character is unable to:
  - Sprint,
  - Perform a Combo Breaorr, or
  - Perform a Quiet Step even with enough SP.

If your character is hit while its Stamina Meter is at Critical Level (red), the blow will stun it even if blocked.

Performing a Combo Breaker will deplete the Stamina Meter to a Critical Level (red), so when your opponent does this be sure to immediately attack them before their Stamina replenishes itself, so as to stun your opponent and render them helpless. My recommended tactic is the Quiet Step followed by:
  - Running or Sprinting to the opponent then attacking,
  - a Teleportation Move,
  - an appropriate SP Skill, or
  - any appropriate Attack 'J' or Skill 'U' Move.

Not all moves, when blocked deplete the same amount of Stamina. Some moves are capable of knocking the Stamina to Critthen Level with only one blow (Heavy Blow). A great strategy is to immediately follow through with another attack which will result in your opponent becoming stunned. My recommended tactic is the Heavy Blow followed by Quiet Step, and then:
  - Running or Sprinting to the opponent then attacking,
  - a Teleportation Move,
  - an appropriate SP Skill, or
  - any appropriate Attack 'J' or Skill 'U' Move.

Don't spam the Sprint 'L' key: you'll drain your Stamina in no time. Conserve it for more important situations so you'll have enough Stamina to spare when you find yourself in a pinch.

4. Sprint/Dash: Press 'L' to travel some distance at high speed on ground and even in the air as well. The distance traveled as well as the speed of the Sprint varies greatly between characters.

In Bleach vs Naruto, the Sprint is really important because it allows you to
  - Evade attacks,
  - quickly close the distance on your opponent, and
  - extend combos.

Sprint is great for dodging attacks even when in the air. Its the second best evasive option: the first being Quiet Step, and other being running, jumping, teleporting, etc.
Whenever you see an opening, immediately use Sprint to get close to your opponent and then attack.
Some characters in the game extend their combos using Sprint among other mean such and Jumping and Quiet Step.
It normally involves knocking your opponent some distance away, immediately Sprinting over, and then repeating.
This cycle can carry on until your opponent escapes, or in rare cases it can be performed indefinitely: that's what we call a Cheat/Infinite Combo.

Its important to know that there is a split second of vulnerability at the end of every Sprint.
You see, when a character Sprints; travelling from point A to point B, there is a very short period between the instant they arrive at point B and the instant they can perform any other action. This very short time-frame is that moment of vulnerability and if you were to strike your opponent the instant they arrive at point B, your attack will be nearly impossible to react to on time.

5. Quiet Step: Quiet Step is the Deus Ex Machina of Bleach vs Naruto. It is performed by pressing "W+L" or "S+L". It causes you to move forward, back, up, or down a short distance while stopping or slowing down time. It is basically Sprint on Physics-defying Alien Steroids.
Quiet Step consumes both SP and Stamina thereby making it one of the most costly moves in the game.

Quiet Step allows you to dodge attacks and escape almost all dangerous situations you may find yourself in, but make sure not to spam it because if your Stamina Meter hits zero, you can't:
  - Use Quiet Step,
  - Sprint,
  - Combo Breaker, or even
  - Block.
Basically if you over use it you will leave yourself vulnerable and unable to either escape or defend yourself.

If an opponent is blocking your attack, use Quiet Step to get behind them and immediately strike. Omnidirectional blocking was removed in the version 3.0 revamp of Bleach vs Naruto.
You can perform Combo Cancels using Quiet Step which will extend your combos into what I call " Advanced Combos", and in rare cases, into Cheat/Infinite Combos; thereby allowing you to deal massive amounts of damage.

Its recommended you use Quiet Step immediately after stunning your opponent so you can capitalize on the opening.

THE B.E.C. RULE

The B.E.C. Rule is a guide to surviving any and all dangerous situations in the game. Whether it be when you opponent uses Substitution Jutsu to get behind you, dealing with an opponent that can Teleport, or an opponent that tries to snipe you with a Special Move; these rules will help guide you on the best actions to take in a pinch.

The B.E.C Rule Stands for: Block, Evade & Counter.

1. Block: This is the least effective of the 3 rules. Why so? Because:
  - Stamina meter limits how much punishment a character can take while blocking before its Guard breaks.
  - Your opponent may also decide to Grapple you instead. Blocking is ineffective against a Grapple.
Despite these weakness, the Block can still be valuable if used wisely:

  - Block, then Counter: After blocking a hit or two, carefully time a move of your own to counter. These moves are usually S+J or S+U since they are safer because they are performed while you are holding down Block 'S'.

  - Block, then SP Skill: After blocking a hit or two, carefully time a Special Move to counter. S+I is recommended since it is safer because it is performed while you are holding down Block 'S'.

  - Block, then Quiet Step: After blocking a hit or two, use Quiet Step S+L to get behind your opponent and then attack.

You should fall back to blocking if your other two options would be ineffective.

2. Evade: When it comes to evasion in Bleach vs Naruto you have 4 options: Run, Jump, Sprint and Quiet Step.

  - Run: Just get out of there! Its not that complicated. Just consider which direction to run.

  - Jump: Not as effective as 'Run', but still an option. Probably your last if your other options would not work.

  - Sprint: Simply press 'L' and make yourself scarce even while airborne.

  - Quiet Step: Press S+L or W+L to invoke the Bleach vs Naruto Deus Ex Machina at anytime so long as you have enough SP and stamina.

3. Counter: "Not all Bleach vs Naruto Combos are made equal" - JukiCombo. Wise words indeed.
Most moves in the game; especially flashy ones like Teleport Moves and others that take time to perform can (with great timing) be countered by another appropriate move.
Master your character's moves and those of your opponent. Experiment endlessly and discover which of your moves can counter which of your opponent's.

Here are some of your options:
  - Counter using an SP Skill ('I', S+I, W+I).
  - Counter using any of the 6 Attack 'J' and Skill 'U' moves. Teleport moves especially.
  - Counter by using a Combo Breaker 'O' (Substitution Jutsu) and immediately attack before your opponent can recover.
  - Counter by Summoning Assistance. They are great for causing interference and interrupting your opponent's attacks. Great for when you have neither SP or Stamina.

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