Tousen

Introduction
Tousen is a mid range projectile character, equipped with a stealthy Bankai. He is an exellent keepaway fighter who can slowly accumulate damage against his opponent.

Pro Con
 * Fairly high stamina (5th stamina tier)
 * Decent zanpakuto reach
 * Safe air projectile
 * Bankai, stealth mode, EX mines
 * Undestroyable projectile with A
 * EX combo, fairly useful
 * S eries are unsafe and low priority
 * Slow GS, hard to hit
 * Not good at ringout
 * Low combo damage C~B rank damage output

Movelist Analysis
S series

S-Overhead Slash Sx2-Upper Slash Sx3-Thrust Sx4-Teleport Slash Air S-Air Slash GS-Thrust Special Moves
 * decent range, vertical reach
 * unsafe on block
 * OTG, catches juggle
 * unsafe on block
 * catches juggles
 * the gap between S and Sx2 is nonexistent without delay, unparryable
 * narrow hit box, good reach
 * catches juggle
 * the gap between Sx2 and Sx3 is nonexistent without delay, unparryable
 * slow to activate, easily interrupted
 * switchs position, can lead to wallbounce
 * easy to use, starts close range combat
 * no tracking, decent reach
 * crumble stun, free combo after hit

A-Kagehoushi (shadow projectile) B-Mumei Midarezuki Air A-Air projectile
 * slow start up and recovery
 * undestroyable projectile
 * juggles on hit
 * limited range but hits the entire area covered
 * good assist move
 * guard crush during bankai
 * multi hit slash
 * safe when blocked, parryable
 * can lead to loop combo against special conditions
 * cancels to longer combo
 * cause wall bounce
 * more hits in bankai


 * Air projectile, no change in jump trajectory


 * great keepaway tool


 * can turn into a mine if it hit the ground


 * stuns on direct hit, can start combo

Supers
 * fires three projectiles in bankai

O-Homing Spikes Air O-benihime EX-Haien
 * multi hit projectile, don't home on moving target, easy to dodge
 * useful in combo links
 * during bankai, targets multipe enemies and its unblockable
 * 50 hits, can cause heavy chip damage
 * shoots directly below, easy to dodge
 * guard crush in bankai
 * floats when firing
 * unblockable projectile
 * very slow start up
 * causes burn effect, slowly damaging enemy while stunning them randomly

Bankai EX-Utsusemi
 * spiral juggle with untechable down
 * can be combo'ed for maximum effect
 * turns invisible, enemy can not directly target Tousen
 * cancels stage effects
 * the stage turns black, makes it difficult to navigate location
 * deploys 3 mines which explode, unblockable
 * does about 20% each
 * only last until the reiatsu meter depletes
 * very effective in small stages

Combo
1. Sx3, B, EX 2. Sx3 B or Sx4, Sx3 3. Sx3, B, O 4. Sx3, B, D pad( target change), O, OTG S 5. GS, ( air O ), Sx3,B 6. Grab, ( Air A ), Sx3, B 7. Sx3, B, PU,(Air A), Sx3, B, EX, Sx3, O, Sx3, B
 * sets up for EX, use when enemy has less than 1 bar
 * limiting the combo to Sx1~2, B(1~2 hits), EX can hit enemy with 1.5 bars
 * add Sx3 if near a wall
 * wall bounce combo, decent damage
 * fair damage, sets up grab resets
 * low damage, untechable down + chance to hit another enemy with O
 * might be of use when you need to save a teammate from getting combo'ed
 * GS combo, use air O if in the corner
 * Grab combo

8. (Loop combo) [ Sx3, B ] x N 9. A, EX
 * multi hit combo, using PU cnacel, EX cancel, and O cancel link
 * Air A, will do 3 hits and add good damage, however timing is strict
 * Works on Kon
 * Works on Slopes against Hitsugaya, Yachiru, and Ururu.
 * long range EX combo
 * cancel to EX before popping the hilt, at max range
 * cancel to EX after popping the hilt at mid range

Strategy
Mid Range Bankai Combo Vid
 * Spam Air A
 * 1) good range, safe, and creates mines if missed
 * 2) combo if you land close enough
 * Air S
 * 1) if you approach too close to opponent in the air
 * 2) combo on hit
 * 3) block, grab
 * 4) risky Sx1~3, B. Vary the timing of B to prevent parry, safe on block
 * 5) blocked Sx1~3, B is unsafe against shunpo. Do Sx3( delay the third hit to catch shunpo)
 * Air A cancel to Air O
 * 1) float in air dodge ground based moves
 * A
 * 1) when saving teamamte at safe distance
 * 2) cancel to EX if the damage is needed
 * GS
 * 1) works as a counter against enemy mid range poke, Example. Renji's A
 * Spam Air A and mix A for guard crush
 * Sneak up and Sx4 if no bars
 * Combo into EX for good damge and mine set up
 * EX is best in small stages
 * O is good counter against Bankai Renji/Flying Hitsugaya
 * Sx3 hit or [ Sx3, B, O ] then grab, combo. Enemy can not see this reset.
 * confirm where you are with A
 * Loop Combo