BLEACH Rebirth of Souls

BLEACH Rebirth of Souls

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Yamamoto's Signature; What's it's purpose / How to use properly ?
I've been playing with Yama a bit and I was in the training room and I can't understand the point of his signature move. Compared with his flash attack it does less damage, adds more burn meter, combos with nothing and leaves you wide open. It seems like the flash attack makes the signature move obsolete, so I must be missing something. Can anyone fill me in on this?

Any other tips for Yama would be good too..
Last edited by j0nnywolf; Mar 23 @ 2:01pm
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Showing 1-11 of 11 comments
Goose Mar 23 @ 2:29pm 
YOLO
Coxatris Mar 23 @ 3:27pm 
Before going into Hellfire, his signature move has noticeably more range than his Flash. Flash hits a little over 3 squares away. His signature hits around 7 squares away (but only the last hit makes it that far). In Hellfire his signature hits around 3.5 squares away.

Signature is also safer than Flash. If his Flash combo is blocked, then he can be punished with a Flash attack. When his Signature is blocked, he is safe as long as it isn't blocked at point-blank range. Some characters can't even punish it in that scenario. In Hellfire, the knockback on block isn't as far, but it recovers quicker and can still be spaced to be safe in most cases. Of course, you can just combo the Flash into a Quick attack to make Flash safe.

The start-up for both Flash and Signature are about the same, and they are both fast enough to whiff punish Flash moves if the opponent throws one out in front of you (hoping to catch you dashing in). Usually Flash works fine for this, but Signature does give you more range in the rare case that happens.

Both Flash and Signature can combo out of Spiritual Pressure 2. Again, due to the extra range on Signature, there are times when it would be best to combo into that instead. Time freezes during most of the start-up of Spiritual Pressure 2, so it is good at punishing Flash attacks that you dodged with a backdash. In most cases, Flash does reach here, but you can use Signature to guarantee you don't drop the combo due to range.
Originally posted by Coxatris:
....
Good info, thank you.

I have another question;

I'm trying to figure out the best way to combo into SP2 as I go into hellfire mode when I have enough SP, to avoid health loss and land the extra damage. When the meter is high and I have SP, I try to land a clean hit and go flash flash to put myself in hellfire then combo it into SP2, but SP2 only lands like half the time when I do this.

When I do get this off I'm usually relying on it to win the match, so missing it is really bad. Not sure if delaying the SP2 slightly, or buffering it asap is a good way to ensure it hits, or if I should be doing a different combo.

generally I try to avoid any heat meter moves unless I have a clean opening as I don't want to waste them. The health loss is really severe. even if you shut it down you still loose a lot unless you shut it down immediately. If I have no meter issues and the enemy is spacing me out and being defensive I'll sometimes use signature move as a poke. The one thing I use a lot is special flash cuz its actually really good and only uses a little bit of meter and is sometimes my best tool for getting in if the enemy doesn't have a straight counter to it.
Last edited by j0nnywolf; Mar 23 @ 5:20pm
Coxatris Mar 23 @ 5:55pm 
Originally posted by j0nnywolf:
I have another question
SP2 should combo out of the final hit of Quick combo and Flash combo while in Hellfire. I tried it several times, and never had it drop even at further ranges. I mash B while holding down LT to get SP2 as soon as possible. I don't try to time it or buffer. You want SP2 to start as soon as it is possible.

Special Flash is very good. It is completely safe on block! On hit, assuming you held down the button for the dashing hits, it leaves you at the perfect distance to grab the opponent. You have to time the grab because mashing it makes you move back slightly for some reason. On hit you can cancel Quick or Flash into Special Flash. This extends your quick combo for a little more damage. Normally the Flash combo knocks the opponent away, but if you cancel into Special Flash (and hold it), you get a tiny bit of extra damage PLUS you are right next to the opponent (and either plus or even on frames). This is very Heat intensive though.

If you have a little heat already (and all of your meters full), you can combo: Flash, Flash, Special Flash, Soul Reverse, Flash, Flash, SP2, teleport attack to finish.

It does 6k+ damage.
Last edited by Coxatris; Mar 23 @ 5:56pm
Originally posted by Coxatris:
SP2 should combo out of the final hit of Quick combo and Flash combo while in Hellfire.

Is this partially based on my quick and flash attacks being enhanced in hellfire? If the last attack before the SP2 is the one putting me into hellfire will that be a problem?

Originally posted by Coxatris:
You have to time the grab because mashing it makes you move back slightly for some reason

Yeah, I've wiffed a lot of these

Originally posted by Coxatris:
Special Flash is very good. It is completely safe on block!

I'm probably doing something wrong as things that should be safe on block for me often aren't. If I mash quick attack I'll usually get beat by quick attacks or breakers. Flash step after being blocked will often get me a perfect counter though. Which of my options are safest/best after being blocked on quick or special flash?

I knew about quick -> SF but not F -> SF . Will have to try it out

Originally posted by Coxatris:
you can combo: Flash, Flash, Special Flash, Soul Reverse, Flash, Flash, SP2, teleport attack to finish.

Right. I wouldn't normally spend my reverse gauge on a soul reverse, but it's probably the best way to go into hellfire and use SP2. I get perfect flash steps a lot. those and breakers are the only complete guaranty of an opening to use heat.
Last edited by j0nnywolf; Mar 23 @ 7:05pm
Coxatris Mar 23 @ 8:37pm 
Originally posted by j0nnywolf:
Is this partially based on my quick and flash attacks being enhanced in hellfire? If the last attack before the SP2 is the one putting me into hellfire will that be a problem?
I figured out the issue. When he is Awakened, he loses this combo. The opponent recovers from the Flash combo before the Hellfire SP2 hits. He can still do a Quick combo into Hellfire SP2 while awakened.

I noticed some other changes too. While Awakened (and not in Hellfire) he loses almost all of his Special Flash cancels. He can only cancel it after Flash, Flash; but it doesn't combo anymore. He can still get a combo from linking it after dash Quick attack.

While Awakened (Hellfire) he regains the ability to cancel Quick, Quick, Quick into Special Flash. It even lets you hold the button to get the dashing hits, which you cannot get any other way while in Hellfire. I think this move is bugged in Awakening.

Originally posted by j0nnywolf:
I'm probably doing something wrong as things that should be safe on block for me often aren't. If I mash quick attack I'll usually get beat by quick attacks or breakers. Flash step after being blocked will often get me a perfect counter though. Which of my options are safest/best after being blocked on quick or special flash?
I think you are mixing "safe on block" with "plus on block."
Safe on block means that if your attack is blocked, then you can block before your opponent can hit you back.
Plus on block means after your attack is blocked you get to move before the opponent.

A move that is safe on block can still be negative (and usually is); this means the opponent gets to move first. This is what you are seeing when you try to mash Quick attack again and your opponent hits you instead. But if you had pressed the block button, then you would have blocked their Quick attack instead of getting hit first.

Moves that are safe on block but also negative are where we get into the idea of "turns." You attack, then I attack, then you attack. A large part of fighting games is correctly stealing a turn. This is what you are doing when you flash Counter knowing your opponent is ready to take their turn.
Last edited by Coxatris; Mar 23 @ 8:39pm
Originally posted by Coxatris:
When he is Awakened, he loses this combo.
....
While Awakened (and not in Hellfire) he loses almost all of his Special Flash cancels.

Yeah, I've noticed some combos not working in awakened. My question here is, what do we actually get from awakened state?? nothing new in the kit. Just minor damage increases I'm assuming and some moves maybe have slightly increased range. Is there anything significant?
Other than the kikon damage increase? Because that only gives us a chance to occasionally win in two finishers instead of three. But you can still do it in three without awakening.

Originally posted by Coxatris:
Safe on block means that if your attack is blocked, then you can block before your opponent can hit you back.
Plus on block means after your attack is blocked you get to move before the opponent.
....
Moves that are safe on block but also negative are where we get into the idea of "turns."

Ok, I think I get it, but safe on block is not really very safe. Opponent will usually use breaker and this brings me to another observation I've made; Breaker will often beat attacks that I make despite losing in the supposed RPS relationship. "Attack beats Breaker" except it often doesn't for me. All the time I'll make a call like he's gonna use a breaker so I'll hit with quick attacks... and then I just get grabbed. So attack beats breaker unless the breaker is quicker, then it still looses.

I guess my point is these safe on block situations seem to have negative EV (expected value) in my experience. I consider quick attacks and SF to be fairly risky against opponents who I expect to block them. So maybe there are options I'm overlooking.
Coxatris Mar 24 @ 4:35pm 
On a side note, I noticed that in Hellfire you can combo: Signature, Signature, Quick, whatever

Also, if the first attack of Signature activates Hellfire, then a second Signature will not come out.

Originally posted by j0nnywolf:
My question here is, what do we actually get from awakened state??
You get damage. Quite a bit. The only other thing I noticed was that Dash Quick gets about double the range in Awakened.
Here is the combo he loses (he lost it because Flash, Flash knocks back too far to reach in Awakened) compared to one he can still do.

(In Hellfire) Flash, Flash, SP2. 4700 damage

Once awakened:
(In Hellfire) Flash, Quick, Quick, SP2. 7200 damage

Originally posted by j0nnywolf:
Ok, I think I get it, but safe on block is not really very safe. Opponent will usually use breaker
You can do actions while holding down the block button and they still come out. This means that you can hold down block and if you see the opponent use a Breaker you can react with a Breaker Parry (throw break). You can practice this in training mode if you set the dummy to block and then randomly do either Quick or Breaker. The timing is tough at first. Of course, in a match it is harder to do on the fly, but not impossible. The window to Breaker Parry is a little later than the window to block a Quick. So, you won't get Breaker instead of block if your timing is right.

Originally posted by j0nnywolf:
Breaker will often beat attacks that I make despite losing in the supposed RPS relationship. "Attack beats Breaker" except it often doesn't for me. All the time I'll make a call like he's gonna use a breaker so I'll hit with quick attacks... and then I just get grabbed. So attack beats breaker unless the breaker is quicker, then it still looses.
Breaker does lose to attack, but the start-up of attacks can be grabbed. Since Breaker is one of the fastest starting moves in the game, if performed at the same time as a Quick, then the attack will lose. Some Breakers have a much longer range than it seems. Yamamoto's Breaker has the same range as his Quick.

Originally posted by j0nnywolf:
So maybe there are options I'm overlooking.
Here are your offensive options; anything else makes it the opponent's turn (unless you cancel your attack with Soul Reverse). Assume the move before the colon is blocked.

Quick: Quick or Breaker
You are positive after having just 1 Quick attack blocked. Either a new Quick chain or a Breaker will hit the opponent if they do something other than a defensive option.

Dash Quick: Quick or Breaker
Same as above.

Special Flash: Quick or Breaker
Same as above.
Last edited by Coxatris; Mar 24 @ 4:46pm
Originally posted by Coxatris:
....
All really good info. Thank you
j0nnywolf Mar 25 @ 9:01am 
Another useful thing I noticed that you can probably do with any character;

If your opponent is in red health and you end a combo with spin attack and get 'now or never', you can delay slightly with the right timing and use a flash step to skip the flash step follow up and end up behind them completely open (for a second) for any follow up you want (like more flash attacks).

Meaning you can pretty much blitz anyone down from red health as long as you can land an attack.
Coxatris Mar 25 @ 6:46pm 
That's pretty nice. It looks like it counts as a combo too. So you could probably loop them a couple times if you had the meter.

Another thing I think people forget about is that while the opponent is in Guard Break, you can hit them with a Kikon move even if they above 30% life. This is great for Yamamoto, because he destroys the Guard meter. Throw out SP2, and if they block it, go straight into Special Flash. You can hold the Special Flash for awhile before it starts building Inferno gauge. You can take away around 2/3 of the opponent's guard meter this way before Special Flash gets weird and stops hitting the blocking opponent.
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Date Posted: Mar 23 @ 2:00pm
Posts: 11