Kenpachi

Introduction
Kenpachi is a pure close range powerhouse. He has the third highest stamina and can deal stable powerful combo.

Pro
 * A~S Rank damage output
 * Third highest stamina
 * Invincibility during O


 * Low guage consumption


 * Superarmor

Con
 * Powerful okizeme
 * Slow and unsafe S series
 * No long range outside of PU EX
 * Can't ringout too often

Movelist Analysis
S series

S-Slash 1
 * unsafe on block


 * decent tracking, reach

Sx2-Slash 2
 * OTG, easy to catch juggle
 * unsafe on block


 * the gap between S and Sx2 is big, parryable

Sx3-Slash 3
 * OTG
 * wide open if missed/blocked


 * gap between Sx2 and Sx3 is big, parryable.

Sx4- Slash 4 Air S-Standard Air Slash GS-Front Kick
 * catches juggle and juggle enemy higher
 * knock down
 * combo starter, easy to use
 * wallbounce
 * good horizantal blast range
 * decent autoguard

Special Moves

A-Shadow Slash
 * leaves a long lasting slash mark, projectile property


 * useful to limit enemy moves

B-Dashing Upper Slash
 * meaty on wake up


 * decent ranged dash attack that goes through fireballs and launches them up


 * anti fireball


 * launcher


 * guardbreaks


 * when blocked, wide open if enemy walks to the side to dodge second hit

Air A-Rising Slash
 * can be used as a dash


 * combo ender


 * use it to float in the air longer, dodge floor based moves


 * wide open upon falling


 * can be used as a third jump

O-Slash Combo EX-Reiatsu Burst Power up
 * can be used as a launcher to hit enemy from below
 * dashes, upon contact does several slashes which is invincible. One of the best moves of zaraki
 * extremely good combo ender in air
 * launches if linked on ground
 * damage scaling makes any damage done afterward weak
 * use it to survive, chaotic situation
 * R2 burst will make Zaraki vulnerable to a parry combo
 * makes a small radius of reiatsu pillar
 * with infinite reiatsu it combos to itself for a infinite combo
 * hits multiple enemy
 * launchs after the move is over for more hits to replenish a bit of reiatsu
 * works as an anti air
 * no vacuum effect, hard to hit outside of combo set up
 * superarmor
 * increased damage
 * skull that does some damage,
 * different EX


 * base moves are the same


 * B becomes undodgable on block

O-Counter Slash
 * O last hit guardcrushes
 * a very slow start up move that unleashes a black projectile resembling a getsugatenshou on the enemy
 * tracks very good, but dodgable
 * extremly high damage, good OTG damage, easy kill on Bankai Mayuri and Huge Kon
 * unblockable, also known as the true unblockable, same property as Aizen's Black Box.
 * goes through walls, for surprise attack behnd walls and obstacles
 * can hit Bankai Renji during O motion

==Combo == 1. Sx3, R3 Forward, Air S, [ Sx3, R3 Forward, Air S, Sx3, O, A(meaty) ] or Sx4


 * finishing with O=free okizeme

2. S, B, Sx4 3. Sx2, GS, Sx3, O
 * 35+% damage
 * reiatsu build combo, good damage
 * use after hit confirming Air S or grab
 * If you dont have the bar or want variety.

4. Sx2, EX, Sx4 or EX( infinite reiatsu ) 5. ( enemy above elevation near edge) Air A, Sx4
 * its easier than the shunpo cancel combo when close to a wall
 * EX combo
 * combo from below elevation

6. S, A, O, Sx4 7. S, B, PU, S, B, Sx4 8. [ S, A, O ] x N 9.  Sx2,GS Power Up
 * during chaotic situation
 * Power up combo
 * Soul Society stage, at the slopes, the final combo ender for O doesn't apper, can chain into another ground combo
 * quick ringout

1. S, B, Sx2, GS, Sx3, O


 * wall bounce combo

2. S, B,O


 * OTG EX, not much damage, but the grab okizeme after this is hard to see

Strategy
Tips
 * cancel any combo to O if you think the enemy will interrupt your combo. O have invincibility to survive any interruption
 * cancel Sx2, into GS if enemy will interupt you,cancel GS to O for more damage
 * on whiff S, B or A to get away or protect yourself from fireballs
 * when you see a GS retaliztion coming use O to survive the hit or simply use shunpo cancel and then retaliate with B

Classical tricks


 * air S, grab on block


 * hide behind A, for anti projectile


 * wait for the chance to pass through projectile with B


 * Blocked Sx3,R3 Forward, Air S, Combo or Grab

Tricks on how to stop side stepper on blocked B special


 * cancel it to O, the quicker the better(its a gamble /pressure method)

Okizeme


 * OTG S, A(meaty) after air ->O


 * S cancel to A or B


 * GS, if hit O, if blockedguard crushto combo of choice


 * shunpo behind or away, confusion


 * walk around and S or Grab


 * walk back, jump, Air R3 forward, Air S from behind