Rukia

Introduction
Rukia is one of the best female assist character. She can snipe from anywhere and her close range ability is quite high with decent damage. Shikai power up makes the stage slippery and gives her even more damage and sniping ability with byakurai lasers.

Pro Con
 * B, binds enemy from anywhere
 * Shakkaho is easily the most useful mini super
 * Combo damage potential is high (B-A Rank damage output)
 * Safe close range S series
 * Reiatsu boost pair up, spam shakkaho
 * Shikai, gives her the edge in sniping
 * Easy to use
 * Low mobility, R3 is a roll, but gains shunpo in shikai
 * Stamina is among the lower half of the population
 * Will slip even teammates with shikai
 * GS launcher has inconsistant juggle capability

Movelist Analysis
S series

S-Left Chop Sx2-Right Chop Sx3-Left Thrust Air S-Dive Stomp GS-Uppercut Grab-Stumble Stun Special Moves
 * decent tracking and speed
 * unsafe when blocked
 * OTG and catches juggles
 * decent tracking and speed, the gap between S and Sx2 is tiny impossible to parry, GS, and shunpo/sonido (with no delay). Sway can escape between hits
 * OTG and catches juggles
 * decent tracking and speed, the gap between Sx2 and Sx3 is tiny, same as Sx2 property
 * wall bounce
 * safe on block
 * flips back into air when hit
 * can jump afterward if you didn't use it before Air S
 * if enemy tries to hit you back, fire shakkaho
 * overall not too useful
 * fast to come out, she crouches before attacking
 * can be used as a launcher to start combo
 * great counter against enemy's with slow GS, guard break into combo
 * free combo afterward

A-Byakurai B-Sai (Binding move) Air A-Air Byakurai Supers
 * low priority byakurai ball flying toward enemy
 * the trajectory helps hit enemy in the air
 * chargable to 3 hits or 5 hits
 * stuns the enemy for 5 seconds without mashing and 3 seconds when mashed
 * auto tracks enemy from anywhere
 * slightly slow to start up and recover
 * OTG
 * byakurai fired at 45 degrees in mid-air
 * same property as A
 * floats in the air for a bit

O-Shakkaho Air O-Air Shakkaho EX-Sokatsui Shikai S series
 * long range ball of fire with a nice blast radius
 * deals decent amount of damage
 * the activation is compacts and easy to use
 * causes a spiral propelling down. Untechable and leads to ringout or OTG
 * similar to Air A but fires a shakkaho
 * 2 hit combo, easy to land
 * free OTG afterward
 * Sx2, EX is a quick 40% combo
 * shakkaho is usually the better way to spend reiatsu
 * freezes the stage, causes slippery floor.
 * makes enemy lose ground mobility control
 * she now uses a zanpakuto, more range
 * different moves

S-Ice Slash 1 Sx2-Ice Slash 2 Sx3-Ice Slash 3 Sx4-Ice Slash 4 Air S-Dive Stomp A-Byakurai B-Tsukishiro EX-Hakuren
 * tracks and safe on block at mid range
 * at close it is parryable, but at mid range the ice blade is considered a projectile(chips)
 * tracks and safe on block at mid range
 * the gap between S and Sx2 is big, parryable and escapable with shunpo
 * at close it is parryable, but at mid range the ice blade is considered a projectile(chips)
 * same as Sx2, but on safe on block at close range as well
 * safe on block
 * at mid range the ice blade is considered a projectile(chips)
 * the gap between Sx3 and Sx4 is tiny
 * strong horizantal blast, wall bounce/ringout
 * guard crush
 * laser, spammable
 * juggle combo
 * infinite range
 * 360 move, vertical range
 * slow start up
 * freezes enemy
 * unblockable
 * 14-20 hits, hits superarmor
 * easy to R2 burst
 * on OTG does 10%

Combo
1. Sx3,O 2. Sx2,GS,Sx3,O 3. Sx2, EX 4. Sx2,GS,Air S 5. Grab, B, full charged A(5 hits),O 6. Grab, B, PU, any combo Shikai Combo
 * Simple consistent, ringout
 * Target combo, good damge and reiatsu build
 * Inconsistent juggle
 * can add another set of Sx3 if the second set leads to a wall bounce
 * Ex combo for 40%
 * no reiatsu, over the fence combo
 * a variation combo, which leads to consistent good damage
 * activate shikai in a middle of combo

1. Sx4, Sx4,O 2. Sx3,Ax2 3. Sx3,GS,R3 forward, Sx4,O 4. (In corner) Sx3,[ A ] x N 5. (in corner) [ B, O ] x 2~3, Sx3, A xN 6. (Anti Bankai Hitsugaya) [ Sx3, A ] x N
 * wall bounce combo
 * builds 1 bar of reiatsu
 * high damage combo at point blank range
 * corner infinite with byakurai loop
 * forces R2 burst
 * method to combo tsukishiro
 * deals a lot of damge
 * infinite on bankai hitsugaya, if he is at the right height

Strategy
Far Range Target Lock System Close range
 * Hide behind obstacles or stay on high elevation to spam B, jump and fire Air O to add more damage
 * Press the directional Key, to quickly change targets
 * this makes it easier to snipe when spamming B and O

Sx2 blocked Blocking Grab if possible
 * Sx3, if enemy still blocks
 * B or A if enemy sways
 * block and GS enemy's slower GS attempt
 * parry

Shikai

Far/Mid range Close range Cornering enemy Combo Vid
 * her best range where S series are safe
 * byakurai abuse
 * try to cancel B into O, when using shakkaho, free 360 defense before shooting
 * has the risk of parry
 * combo at this range is damaging
 * blast enemy into corners with shakkaho combo
 * go up close on okizeme, B cancel O
 * enemy freezes if they blocks the shakkaho, free combo
 * enemy still freezes if they eat the shakkaho
 * Combo 1
 * Combo 2