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Bleach vs Naruto Complete Guide




BLEACH VS NARUTO CONTROLS AND COMMANDS


Block: Press 'S' to block attacks. Drains character's Stamina Meter in the process.

Attack: 'J'

Skill: '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 perform a Double Jump.

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

SP Skill: 'I'. Consumes SP.

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. This causes your character to get back up immediately.

Quiet Step: Press S+L or W+L. Consumes both Stamina Meter and SP Meter. It serves as a Combo Cancel and can be performed anytime except when stunned or taking hits.

Summon Assistance: Press 'O'. Consumes the Summoning Meter as it summons as preselected character to very briefly aid your character in battle.

Combo Breaker: Press 'O' while your character is being hit by your opponent. It's purpose is to cancel and escape the combo being inflicted on said character. Consumes all your character's Stamina plus some SP.

Now that we got the basics out of the way, let's delve deeper.

THE "SPRINT/DASH" COMMAND



In Bleach vs Naruto, the Sprint/Dash move is performed by Pressing the  'L' key. It causes the character to travel some distance at high speed on ground and even in the air. The distance traveled as well as the speed of the Sprint varies greatly between characters.

The Sprint is really important in the game because it allows you to:
  - Evade attacks,
  - quickly close the distance on your opponent, and
  - extend combos.

Evading Attacks:
Sprint is great for dodging attacks even when in the air. Its the second best evasive option: the first being Quiet Step, and others being running, jumping, teleportation, etc.

There are 3 scenarios where Sprint can be implemented as a means of escape.
  - First is from a standing or running position.
  - Second is from an airborne position.
  - Third is a situation where Sprint is performed as part of a combo.

Say an opponent evades or escapes your combo, and one of the possible next moves in the combo you were currently performing happened to be Sprint, you can press 'L' to escape to a safe distance without skipping a beat.

Exploiting An Opening:
Whenever you see an opening, immediately use Sprint to get close to your opponent and then attack.
In the case where you stun your opponent and they happen to stagger a considerable distance away, a Quiet Step immediately followed by a Sprint is the best way to close the distance.

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.

Combo Extension:
Some characters in the game extend their combos using Sprint 'L' among other means such as Jumping 'K' and Quiet Step. It normally involves knocking your opponent some distance away, immediately Sprinting over, and then repeating the whole thing (Combo Loops).
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.


THE "COMBO-BREAKER" COMMAND


To perform a Combo Breaker in Bleach vs Naruto, you press 'O' while your character is being hit. This move consumes some SP, plus all Stamina.

EDIT: SUPER ARMOR AURA
In the version 3.4 update of the game, a new mechanic was added. It's what I like to call "Super Armor Aura" or "Stoic Aura".

This aura envelopes the character during key moments, granting them temporary invincibility as they take no damage nor do they stagger from hits they receive while in that state.

There are two types:
The first, white aura, is triggered when a character performs a specific " Attack" or "Skill" only.

Each character has their own aura imbued attack(s) which enables them to power through their opponent's attacks to strike them.

That being said; this is the weaker of the two aura types because not only is it active for a very short amount of time (just under 1 second on average), it can only take a handful of hits before it dispels, plus it can't tank any Special Skills even if it was 1 hit.

The second aura type, Golden Aura, is triggered in two different instances:
- When any character performs most Specials except midair ones, and
- When Bleach characters perform a Combo Breaker.

Its superior to its White counterpart because not only is it active for a handful of seconds, it can take an unlimited number of hits even from Special Skills before it dispels and still receive no damage.

Its only weakness is the fact that the hits one receive in this state still drain one's stamina, plus add in the fact that using a Combo Breaker depletes all stamina, its more than possible to break an opponent's guard while in this supposed invincible state.

TYPES OF COMBO BREAKERS
Two types of Combo-breakers exist in the game. They are:

  - Substitution Jutsu: This is performed exclusively by Naruto Shippuden characters. It causes the character to disappear and then reappear some distance away.

  - Reiatsu Explosion: This is performed exclusively by Bleach characters and Kenshin Himura.

Combo-Breaker Tips:
The "Substitution Jutsu" Combo-Breaker grants you the chance to turn the tables on your opponent after you reappear behind them.

Remember that when a character uses Combo-Breaker, it consumes all its Stamina. This means that by attacking your opponent immediately after they perform this move, they will be stunned regardless of whether they blocked the blow or not.

This is especially true when dealing with Bleach characters who use "Reiatsu Explosion" Combo Breaker.

Their stamina is still drained in the end, so immediately retaliating with strong multi-strike attacks can break their guard and stun them.

They'll still be unharmed until their aura disappears anyway, but that's fine, so long as they're unable to rush you in that state and you're have ample time to create some distance.

THE "QUIET STEP" COMMAND


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 the 2nd most costly moves in the game. Tied for 1st place in Transformation, and the S+I SP skill; both of with consume all 3 bars of SP.

Quiet Step allows one 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. You could say it's a Machete when used sparingly, but a Double Edged Sword when overused.

If an opponent is blocking your attack, use Quiet Step to get behind them and immediately strike. Good thing bidirectional 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 "QUICK RECOVERY" COMMAND


Quick Recovery is performed by pressing 'L' the instant your character hits the ground after being knocked down by your opponent. This causes your character get back up to its feet immediately.

However this won't work 100% of the time because of the version 3.0 revamp of Bleach vs Naruto. In that revamp, some Knockdown blows delivered by characters where made more brutal than others, and would end up slamming the opponent into the ground so hard that a crater would be created. Other Knockdown blows where lighter, and thus allows for use of Quick Recovery by the character on the receiving end of the blow.

Some Quick Recovery Tips:
I recommend you perform Quick Recovery every time you are given the opportunity. This ensures you have the as many chances to turn the tables on the fight as possible.
Some character's Quick Recovery move is also an attack, so be ready to capitalize on your stunned opponent whenever the "Quick Recovery Attack" connects.

When fighting a Bleach character whose Combo-Breaker is an explosion which knocks you down, note that their Stamina becomes zero for a very short time frame. Using Quick Recovery ensures you're ready to take that great opportunity an quickly strike your opponent and stun them.

If after your opponent knocks you down, it continues to press you, ends up right next to where you would land, and strikes you the instant you get back up after performing the Quick Recovery, then I would suggest you refrain from using Quick Recovery in those scenario; though rare.

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 followed by 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.

THE "TRANSFORMATION" COMMAND


Bleach vs Naruto guide to transformation: How to transform, all character transformations, and a little transformation tip.

How To Transform:
To transform, press 'J' and 'K' simultaneously when your SP meter is full.
That's right, it consumes 3 bars of SP.

All Character Transformations:
All Bleach vs Naruto 3.1 characters that can transform are as follows:

Bleach:
  - Ichigo (Start of Series) > Hollow Ichigo (Shikai)
  - Hollow Ichigo (Shikai) > Hollow Ichigo (Bankai)
  - Ichigo (Shikai) > Ichigo (Bankai)
  - Ichigo (Bankai) > Ichigo (Hollow Mask)
  - Byakuya (Shikai) > Byakuya (Bankai)
  - Toshiro (Shikai) > Toshiro (Bankai)
  - Rukia (Gigai/School Uniform) > Rukia (Shikai)
  - Ulquiorra (Base) > Ulquiorra (1st Release)

Naruto Shippuden:
  - Naruto (Base) > Naruto (1 Tail Kyuubi Mode)
  - Naruto (1 Tail Kyuubi Mode) > Naruto (4 Tail Kyuubi Mode)
  - Naruto (Sage Mode) > Naruto (KCM)
  - Sasuke (Hebi) > Sasuke (Curse Mark)
  - Rock Lee (Base) > Rock Lee (Inner Gates)
Other:
  - Kenshin (Base) > Kenshin (Blue).

Transformation Tip:
I know its a no-brainer to transform from a safe distance away so you have enough time to either mount an attack, or just not get clobbered, but using what I like to call "Transformation Combos" serves that purpose while looking cool.

There are 3 effective Transformation Combos:
  - One involves knocking down your opponent before transforming.
  - Another involves knocking your opponent into the air, transforming, and then completing the combo with your new form (a cooler option, no?).
  - The third involves performing a 'J' Grapple, transforming, then striking your still stunned opponent with your new form.

Here are my favorite examples:
  - Any character: Any combo, then transform.

  - Any character:
'J' Grapple, transformed, then combo.

  - Naruto (Sage Mode > KCM):
JJJU W+J, transform, S+U

  - Naruto Kyuubi Mode (1 Tail > 4 Tails):
JJJJ W+U W+U, transform, S+U


THE "TELEPORTATION" COMMAND


Teleportation is when a character disappears and then reappears at a different location; usually right next to the opponent. Most characters in Bleach vs Naruto can teleport.

Teleportation Gesture:
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/or 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.

However in all cases, immediately after the gesture is performed by the opponent, it disappears, and then the camera rapidly pans towards your character's direction and centers on it at exactly the same time the opponent reappears.
That all happens in a fraction of a second, and its the last sign of the incoming Teleportation Attack you can sense and react to before it is too late.

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.

An Opponent that can Perform Teleportation:
When fighting an opponent that Teleports, your options are to either:
  - Run away,
  - Jump away,
  - Sprint away, 
  - Block, or
  - Counter the blow with a move best suited 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).

If you decide to use Quiet Step to Counter Teleportation, my recommendations would include:
  - Pressing S+L to Quiet Step behind your opponent right before they strike you.
  - Pressing W+L to Quiet Step into the air, followed by an attack of your choosing, right before your opponent strikes you.

It is worth noting that and opponent whose teleport attack fails to hit you will becomes vulnerable for a very short time. 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.

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 (TGD).

  - 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 at all times 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 Knockdown Blow. This is a great way to catch your opponent and perform a combo from there.

When You Should Use Teleportation:
Please note that some of these suggestions may overlap and/or be done one after the other.
You should Teleport:
  - From a safe yet short distance away,
  - When your opponent is in the air,
  - Immediately after your opponent uses Combo-Breaker,
  - Immediately after dodging an opponent's attack,
  - When your opponent tries to snipe you with a long ranged attack,
  - Immediately after performing a Quick Recovery.

More Useful Teleportation Tips:
  - Facing away or towards your opponent is an important factor with Teleportation moves where you reappear on one of either side of your opponent.
If you reappear in front of your opponent, chances are you'll be hit before you can do a thing.

  - Performing a Summons right before performing Teleportation can cause interference in the form of a distraction, and increase your chances of scoring a clean hit especially in cases where your opponent is on guard.

Teleportation Types In The Game:
According to my observations there are 3 Teleportation types in the game. They are Single Move Type, 2-Moves Type, and Combo Starter.

The Single Move Type of Teleportation is one that consists of only one move which deals a Knockdown Blow to the opponent. Examples of (version 3.1) characters that have this type of Teleportation are:
  - Ulquiorra (Base)
  - Jiraiya
  - Sasuke (Hebi)
  - Sasuke (EMS)
  - Itachi
  - Uryu

The 2-Moves Type of Teleportation is one where the initial move is followed up by another move; the latter which knocks down the opponent. The second move either happens automatically or performed intentionally by the player. 
Examples of (version 3.1) characters that have this type of Teleportation are:
  - Ichigo (Hollow Mask) - M
  - Hollow Ichigo (Bankai) - A
  - Naruto (KCM) - M
  - Sasuke (Hebi) - A
  - Kakashi* [3 moves instead of 2] - A
  - Pain - M
  - Byakuya (Bankai) - M
  - Kenshin (Blue) - M
A = automatic, M = Manual.

The Combo Starter Type of Teleportation is one where one can transition from the initial move into an actual combo.
Examples of (version 3.1) characters that have this type of Teleportation are:
  - Naruto (Sage Mode)
  - Neji
  - Rock Lee (Base)
  - Kenpachi
  - Aizen

Teleportation Strategy: Thinking 3 Moves Ahead:
After you perform Teleportation, one of two things will happen:
  - Success (A clean hit), or
  - Failure (Missed or Blocked).
Here are some actions you can take in both scenarios.

Success: If You Deal a Clean Hit, plus
  - (Single Move Type): Take no additional action, and allow the move to Knockdown the opponent.
  - (2-Move Type): Either perform the follow-up move to Knockdown your opponent, or perform Quiet Step right before the Knockdown Blow in order to cancel the combo and start a new one.
  - (Combo Starter Type): Take no additional action, and just combo away.

Failure: If You Miss or Get Blocked
  - Perform Sprint or Jump if either are the next doable move, then flee that situation.
But if neither Sprint nor Jump would work, use Quiet Step instead.


BLEACH VS NARUTO METERS



In Bleach vs Naruto, there are 4 meters: HP Meter, SP Meter, Summons Meter, and Stamina Meter. This will be an introduction featuring some tips and tricks of these meters.

HP METER


HP stands for "Health Point". This meter represents how much health a character has. It depletes every time a character receives damage, and when it hits zero, said character loses.
SP METER
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 an opponent.

STAMINA METER

Was introduced in the version 3.0 revamp of Bleach vs Naruto. It acts as a limiter of sorts, and is depleted when the player:
  - performs a Sprint,
  - performs a Quiet Step,
  - Successfully Blocks attacks, and
  - Performs a Combo-Breaker.

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-Breaker, 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 enough to change color from red to blue, 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 Critical Level (red) with a single blow (Heavy Blow).
A great strategy is to follow-up immediately 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.
Remember: Heavy Blow > Quiet Step > Attack.

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.

SUMMONING METER



Was also introduced in the version 3.0 revamp of Bleach vs Naruto. In earlier versions, it depleted some SP instead. Press 'O' to summon a character which will perform their attack. This will consume the entirety of the Meter, which will replenish itself after a fixed time period.

Summoned characters perform one, or a combination of the following:
  - Knockdown blow (Most).
  - Stunning blow (Some).
  - Healing (Inoue and Tsunade).
  - Mana drain (Kon only).

Some Summon Tips:
Summons are great for creating interference. They can be used to distract your opponent long enough for you to capitalize on any openings created. They can also save you in a pinch like when an opponent tries to snipe you with a special.

Summons that stun are excellent for catching your opponent as well as extending your combos.

Healing summons help you last longer in a fight.

Summons that Drain your opponent's SP (Kon) help prevent your opponent from using SP Skills, Combo-Breaker, and Quiet Step as frequently as they would like.

Best Times to Use Summons:
  - When your opponent is in the air.
  - When your opponent attempts to snipe your character with a long ranged attack (SP Skill especially).
  - Right after your opponent uses Combo-Breaker.
  - When your opponent's Stamina levels are at, or near critical levels (red).
  - Just before your stun your opponent. This involved performing a Summons, then immediately stunning your opponent before the summoned character strikes.
  - When your opponent has its back turned. This will involve performing a Summons, then immediately Sprinting pass your opponent as you run away. This causes the summoned character to strike your opponent from behind while they are unguarded.

BLEACH VS NARUTO TIPS


KNOCKDOWN TIPS


Here I'll provided you my personal Bleach vs Naruto Tips on what to do when you or your opponent gets knocked down.

WHEN YOUR OPPONENT GETS KNOCKED DOWN
After you've dealt the knockdown blow, you must immediately chase after your now flying opponent and be near were they land so you can attack them the instant they get back up. Don't get too close just in case they use the Quick Recovery and attack you first.

For those who don't know, you can press 'L' the instant you hit the ground after being Knocked Down to perform what is called "Quick Recovery" which causes your character to get back up instantly. 

However, do note that this won't work if your character took a strong Knockdown Blow.
If your opponent uses Quick Recovery, no special action needs to be taken except keeping a short distance away before the opponent lands just to be safe.

However, if your opponent doesn't use Quick Recovery and is instead slammed into the ground and has to get up normally, my advice is to strike them the instant they do so.

You see, there is a very short period of time between when your opponent has stood up enough to be hittable again (hit box reappearing after the fall) and when they can perform any action. You have to hit them within that window. How you do so is up to you.

If you timed your attack badly and your opponent manages to block your attack, here are your options:
  - Combo into a Sprint 'L' to escape,
  - Combo into a Jump 'K' to escape,
  - Perform your combo to the end, then immediately use Quiet Step to get behind your opponent.
  - etc.

WHEN YOU'RE KNOCKED DOWN BY YOUR OPPONENT
When this happens, I recommend you try to perform Quick Recovery every single time except:
  - when your opponent is too close to where you land,
  - when you land at the far end of the stage with the opponent right there with you,
  - when your opponent keeps hitting you first whenever you do,
  - when you don't have a plan of attack once you're back up.

Let's considered the 3 main scenarios in which you receive a Knockdown Blow from your opponent. They are:
  - While your opponent is standing,
  - while your opponent is airborne, and
  - after your Bleach opponent performs a Combo-Breaker (Reiatsu Blast).

1. While your Opponent is Standing: After delivering the Knockdown Blow to you, your opponent will most like chase after you especially if its A.I. Here are my recommendations on what to do immediately after you perform a Quick Recovery:

  - Perform a move where you lunge at your opponent. If this move is blocked, then immediately use Quiet Step to get behind your opponent.

  - Perform a Teleportation Move. If this move is blocked, then immediately use Quiet Step to get closer to, behind or away from your opponent. If this move is evaded, then use either Sprint 'L', Jump 'K', or Quiet Step to escape to safety among your other options.

  - Press 'O' to Summon help. Depending on the character you summon, it will either cause interference in which you can capitalize on an opening, or just strike your opponent flat out.

2. While your Opponent is Airborne: Here your opponent delivers the Knockdown Blow to you from the air. Here are some of the things you could do right after using Quick Recovery:

  - Perform a Teleportation Move, a move where you Lunge upwards at your opponent, or any other anti-air move that is sure to strike your opponent.

  - Simply jump and attack your opponent: but only if you have an advantage in the air. Try that against a character like Aizen and you'll get slaughtered.

  - Press 'O' to Summon help. The chances of a direct hit are high since an airborne opponent can't block attacks.

3. After your Bleach Opponent Performs a Combo-Breaker (Reiatsu Blast): This is a golden opportunity to turn the tables or just get back to the combo you were performing before you were so rudely interrupted by your opponent's Combo-Breaker.
The reason is that using Combo-Breaker depletes Stamina completely; meaning that if your opponent is struck right away, its guard will crumble and it will become stunned.

So what to do? Immediately after performing the Quick Recovery, execute a move where you:
  - Lunge at your opponent with a strike,
  - Fire a projectile,
  - Teleport, etc.
Any move that will strike your opponent right away will do.

HOUDINI COMBO TIPS


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, this would be it. 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!

TYPES OF HOUDINI COMBOS
1. Escape Type: The primary purpose of this type is for escaping any dangerous situation which include:
  - 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: 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.

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.

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.
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. They are what I like to call the Brute Force method, and the 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).

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*]

The "Trick Shot" method is best used against an opponent that is about to counterattack you in some way by:
  - performing a Substitution Jutsu, or
  - dodging your move/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 struck 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 defense.

HOUDINI COMBO HOMEWORK
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 forward.

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.

BLEACH VS NARUTO TIPS:
MOMENTS WHEN YOUR OPPONENT IS MOST VULNERABLE


Allow me to list situations where your opponent is most vulnerable and provide recommendations on how to go about exploiting them.

1. When in the air: Whilst and opponent is airborne, it can't block attacks. It can still Sprint, Jump again, use Quiet Step, aerial SP Skill, or its regular attacks, but that does not help its vulnerability too much.

2. Right after Missing You: If you manage to dodge an attack by your opponent, they'll be wide open for a very short time. Your job is to get to them immediate and strike them before they can recover.

3. While Blocking: Blocking is all but useless in Bleach vs Naruto. There are three main ways to exploit a blocking opponent:

  - Continue hitting your opponent with your combo until it's Stamina depletes completely and becomes stunned.

  - Simply Grapple your opponent. An excellent idea since a grapple can't be blocked. Just move right up to your opponent and press 'J' or 'U'.

  - Use Quiet Step to get behind your opponent and attack from there.

4. After using Combo-Breaker: Combo-Breakers are used to interrupt a combo being inflict by a foe.

In Bleach vs Naruto, the Bleach character knocks the opponent away with a "Reiatsu Blast", while the Naruto Shippuden characters perform a "Substitution Jutsu".

Great for defense, but is a costly move because it depletes Stamina completely for a short time when used; meaning that if hit immediately the character will be stunned regardless of whether they block the strike or not.

A Bleach opponent which uses "Reiatsu Blast" as its Combo-Breaker will knock you away. Exploit this scenario by performing a Quick Recovery (Press 'L' the instant your character hits the ground) immediately followed by a one hit move to strike your opponent. You are guaranteed to stun them if you do this quick.

A Naruto Shippuden opponent which uses "Substitution Jutsu" as a Combo-Breaker will replace itself with a log as it disappear in puff of smoke and reappear either behind or in front of your character depending on which direction it was facing before disappearing. You should respond by promptly using Quiet Step (S+L) followed by an attack of your choosing:
  - either by using a one hit move, or
  - simply combo your opponent if close enough.

5. After a Sprint: You see, when a character Sprints from point A to point B, they are untouchable while in motion and are visible as a blur. However there is a tiny window between the moment they reach point B, and the moment they can take an action. That's your opening! You have to strike your opponent the instant they reach point B.

Before you can setup this scenario, you have to be familiar with your opponent's "Sprint Distance" because it's different for each character.

Next is to create and maintain some distance from your opponent such that if they where to Sprint, they should arrive just within your reach. That way, the moment you see your opponent begin its Sprint, you have already predicted where they should arrive, and you'll use that time to prepare your strike.

6. When Trying to Snipe You: If your opponent attempts to snipe you with a projectile or energy beam whether it be a regular move or and SP skill, here are some actions you can take to turn things around:

  - Teleport: Well... if your character can, and if you can do so fast enough. If you get blocked, simply use Quiet Step to either get closer to, or behind your opponent.

  - Sprint or Quiet Step past the ranged attack: A recommended course of action for when your opponent is close. Against a projectile is not a problem, but against a beam, your best bet is to Jump or Quiet Step into the air followed by a midair Sprint to get closer to your opponent.

  - Summon help by pressing 'O' to call forth a character, then immediately pressing 'S' to block the incoming attack. The Summoned character will then strike your opponent, thereby interrupting its attack.

Recommended against SP Skills. I also recommend you summon characters that either teleport, lunge forward, or any other long ranged attacks. Minato, Nemu and Sai are my favorite for this purpose mostly because they don't knockdown the opponent.

7. After Getting Knocked Down: After you Knockdown your opponent, you should time an attack to strike your opponent the moment they get back up. Your options include:

  - Simply performing a combo.

  - Performing a multiple hit move that your opponent has to block. Your goal with this is either to break their guard by depleting their Stamina, or  to force them into blocking so you can implement the "While Blocking" tip which we have already covered.

  - Performing a one hit move that when blocked by your opponent, depletes almost all its Stamina. Immediately follow-up with Quiet Step, and then use any move of your choosing to stun your opponent.

  - Press 'O' to perform a Summons: either to distract your opponent while you exploit an opening, or to flat out deal damage.

BLEACH VS NARUTO TIPS: THE B.E.C. RULE


The B.E.C. Rule is a guide to surviving any and all dangerous situations in the game. Situations such as:
  - When an opponent uses the Substitution Jutsu Combo-Breaker to get behind you.
  - When an opponent Teleports to your location.
  - When an opponent tries to snipe you with an SP Skill.
  - When an opponent dodges your attack and then moves in for the counterattack.
  - When an opponent uses Quiet Step to get behind you.
  - Etc.

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. Let's get started.

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 weaknesses, 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.

  - Use Summon, then Block: This is most effective when your opponent tries to snipe you using an SP Skill or a regular move. Once you see the attack coming, quickly press 'O' to summon assistance, then immediately press 'S' to block the attack. If your opponent is within range of the character you summoned, they will be attacked and their move interrupted.

You should fall back to blocking if your other two BEC Rules would be ineffective in a situation. However its best to avoid such a scenario at all costs.

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. Remember to press Jump again or Sprint while in the air; just to be safe.

  - Sprint: Simply press 'L' and make yourself scarce even while airborne. Be sure not to spam it, for it costs Stamina, and you'll need to conserve that as best you can.

  - 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. Its the easiest means of escape, but has the highest cost, so don't overuse it if you can help it.

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. Teleportation 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.

BLEACH VS NARUTO COMBOS


BLEACH VS NARUTO COMBO TYPES


We all know what combos are, but here's my own definition: A Combo is a damage dealing series of moves, commands, and/or key combinations which end with the opponent being knocked down.
The directional keys (WASD), Attack Key 'J', Skill Key 'U', Sprint Key 'L', Jump Key 'K', Summoning 'O', Quiet Step (S+L and  W+L), and SP Skills ('I', S+I and W+I) are the commands relevant to us here.

COMBO TYPES
1. Basic Combos: Combos where the only keys used are the Directional Keys (WASD) alongside the Attack Key 'J', the Skill Key 'U', and occasionally the Sprint Key 'L' and the Jump Key 'K'. Basic combos are simple, easy to perform and deal the least amount if damage.

2. Hyper Combos: Basic Combos that end with an SP Skill 'I', W+I, or S+I. Hyper combos are simple, easy to perform, quite flashy due to the SP Skill at the end, and deals more damage than it's Basic Combo counterpart.

3. Advanced Combos: Basic Combos which are extended via Combo Cancel with the use of Quiet Step. This allow one to repeat or loop the Basic Combo multiple times.

Advanced Combos are mildly tricky to perform, and deal massive amounts of damage compared to Basic Combos and Hyper Combos. A handful of Advanced Combos can be repeated/looped indefinitely: these are considered Cheat/Infinite Combos.

4. Cheat/Infinite Combos: Basic or Advanced Combos that can be looped indefinitely. Basically a cheat in combo clothing which will guarantee victory regardless of how much HP the opponent has: finite HP can't hold up to infinite damage. Cheat Combos unlike Basic, Hyper and Advanced Combos can not be performed by every character; however there are some characters who can perform more than one Cheat Combo.

OTHER COMBO TYPES
1. Looping Combos or Combo Loops: Combos which can be repeated multiple times. All Cheat Combos, all Advanced Combos, and some Basic Combos fall into this category.

2. Summon Assisted Combos: Combos where you press 'O' to perform a Summons to either end your combo or extend it. I reckon the best summon is Minato.

3. Wall-Only Combos: Combos that can be performed only when your opponent is being pressed against the far end of the stage. A majority of Cheat Combos fall under this category.

4. Platform Exclusive Combos: Combos that can only be performed in a stage with platforms. Usually performed using Advanced Combos.

BLEACH VS NARUTO GUIDE:
HOW TO CRAFT A COMBO LIST


Here's a Bleach vs Naruto Combo Tutorial on how to craft a Combo List. I will explain the steps I take in creating these.

Disclaimer: Its somewhat difficult for me to explain clearly, so bear with me as I try.

So let's start from the beginning: You see, I consider a combo a series of moves that conclude when the opponent is knocked down.

Most moves in this games have at least one other move that can be performed right after it. If not, then its most likely the last move in the combo which knocks down the opponent (knockdown move).

The trick to crafting a combo list is trying every possible move that comes after each move you perform until you reach the last last move of the combo, at which point you have created a combo.

Let me try to make more sense using an example.

ICHIGO KUROSAKI (BANKAI): 3.1 VERSION
I chose this character because of his short combo list and because he undergoes little to no revamp or combo change over the years.

I start a generic combo with the 'J' key, which I consider  the combo starter. I could start with other keys, but they will just be an incomplete version:

After pressing 'J', I try all other moves to see which ones work. Only a handful do.
JJ
JI~

JI ends in an SP Skill which obviously knocks down the opponent, so here we have our first combo. Don't mind the '~' because its only there for me to keep track of the complete combos.

Now we take the sole incomplete combo JJ, and try all other moves again to see which ones work.
JJ S+I~
JJ W+J
JJJ

We have one new complete combo, and two new incomplete ones. We'll repeat the process for both incomplete ones.
JJ W+J U~
JJJ W+U~
JJJ S+U~
JJJI~
JJJU
JJJL

Now we have 4 new complete combos and 2 incomplete ones. Let's repeat the process for both incomplete ones.
JJJU [repeat]~
JJJL [turn around & repeat]~

Allow me to explain myself:
  - For the first combo, [repeat] means you start again from the beginning. The beginning being 'J'. This is how I express combo loops in writing.
  - The second combo is a lot more nuanced. You could decide not to consider it a generic combo because of the "turn around & repeat" instruction added to it. I would agree with you, but I thought it important to show you that there are combos that are not straightforward.

Now, with the absence of any incomplete combo to deal with, you can consider this combo list crafting session completed. Now let's compile what we've discovered and see our work.
JI
JJ S+I
JJ W+J U
JJJ W+U
JJJ S+U
JJJI
JJJU [repeat]
JJJL [turn around & repeat]

Done! You can sort the combos into "Basic Combos" and "Hyper Combos" categories for the sake of organizing them, but you're pretty much done here.
This is beginner level stuff. I haven't even talked about crafting Advanced Combos and Cheat Combos, but that's complexity for another time. You'll pretty much have to follow the same process, but you'll need an understanding of what they would entail.

Comments

  1. Sage mode Naruto now has an infinite loop in his upward rasengan that can not be escaped no matter what.

    ReplyDelete
  2. This guide is pretty outdated and missing some important info. Some examples of missing/outdated things in the guide:
    -Lacks information about things that negates combo breakers (Grabs, Guard Breakers, combos doing 270 or more damage).
    -Does not mention armor or buff mechanics that were introduced in 3.3
    -Missing info on mechanics that existed for a long time such as canceling dash with a SP Skill and being able to reduce blockstun with a certain tech,
    -Using block and then punishing after isn't reliable because of how many safe moves there are in the game mainly due to dash cancelling and quiet step.

    If you need any other information we can talk about it in the BvN server if you still use Discord

    ReplyDelete
    Replies
    1. this information rocks,you are out of your mind if you think this is outdated

      Delete
  3. Bleach vs Naruto 3.9 is a new version of Bleach vs Naruto which has become one of the legendary games.

    WithBleach vs Naruto 3.9, you'll enjoy this new version of Bleach vs Naruto series now with a new level of excitement with new characters and new fighting fields.

    Now, play time, have fun.

    ReplyDelete
  4. Naruto and sasuke all forms

    ReplyDelete

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