Yumichika

Introduction
Yumichika, reiatsu drain expert with good combo. Although he only have close range moves, his priority and reach isn't good enough to give him an edge as an close range expert. He can annoy his opponent by draining reiatsu and regaining health with his two EX moves.

Pro
 * Average stamina, with two method to gain back health
 * B~A Rank damage output
 * Has an loop combo, easy to execute


 * Increasing reiatsu pair up


 * Drain opponent's reiatsu, prevent burst attempt

Con
 * Anti air/ 360 move


 * Damage per hit isn't too high, damage accumulation is slow over time, trading hits isn't in his favor
 * Hard to finish a long loop combo in 4 player mayhem


 * No range


 * No close range priority, hard to win close combat outside of combo damage


 * Power up lacks good field effect

Movelist Analysis
S series

S-Slash 1 Sx2-Slash 2 Sx3-Slash 3 Sx4-Slash 4 Air S-Standard Air Slash GS-Double Slash Grab-Stun Grab Special Moves
 * safe on block
 * short reach
 * safe on block
 * short reach
 * unsafe on block
 * hard or impossible to parry
 * catches shunpo escapes
 * unsafe on block
 * hard or impossible to parry
 * easy to start close range combat
 * 2 hit, key move to do loop combo
 * not an effective guard crusher
 * free combo afterward

A-Spiral B-Upper Slash Air A-Dive Slash Supers
 * 360 defense from feet up
 * anti air, anti fireball
 * safe on block
 * chips
 * slow start up, tracks
 * OTG, launcher
 * combo parts, hard to juggle afterward
 * bounds, juggle combo
 * can be used at low jump height
 * whiffing this at safe distance, builds bar quickly
 * spam it after ringout, build bars
 * safe on block
 * OTG

O-Energy Wave EX- Reiatsu Drain 1 Power Up EX-Reiatsu Drain 2 Grab
 * limited range, does decent chip
 * ringout move
 * shoves enemy away, off the ledge
 * only means of mid/far range
 * activation does 5% damage
 * spiral down effect
 * can be used as an unparryable guard crush
 * drains opponent reiatsu, increase Yumichika's health
 * helps create combo that are less vulnerable to burst
 * Increased number of hits with S series and special moves
 * Increased damage and block stun
 * Harder to juggle with S series
 * EX changes to a grab
 * Air A, unblockable, last hit of Sx4 guard crush
 * Reiatsu drain portals appear on stage
 * Yumichika emits a small energy ring which is unblockable
 * on ground hit, stabs the opponent to drain life & reiatsu
 * net gain of about 1.5 bars of reiatsu, 15% health
 * hard to finish on 4 player mayhem, abusable in 1 vs 1

Combo
1. Sx3, B, Walk Forward, Sx3~4, O 2. [ Sx3, GS, R3 Back ], combo 1 3. Air Ax2, Sx3~4, O 3.5 Air Ax2, Sx4, O, Sx3, A, O, Sx3, A 4. Sx3, A, EX, OTG Air A
 * Basic combo, reiatsu build, ringout attempt
 * Loop cmbo, 1 set loop usually the best for reatsu to damage ratio
 * If base form EX is activated, doing multipe loops while delaying each S move can dish good non burstable damage
 * Low air Air A combo, easy to combo
 * Corner combo, looks really good, 50%
 * EX set up, ringout attempt

5. Grab, Sx3, GS, R3, Sx3, B, Sx3, O 6. Sx3, GS, PU, Sx3, GS, R3, Sx3, B, S, A, O 7. (Anti Superarmor) Sx3, A, O Power Up Combo
 * After Combo 3, use this combo while delaying every S move, to drain enemy reiatsu even more
 * can become unburstable if the enmy don't have enough reiatsu
 * about 45% damage + ringout possiblity
 * PU combo
 * combo with no break on superarmor
 * Against Hitsugaya's Bankai, you can loop this combo and it will vontinue to link

1. Sx4, EX, S, A, OTG A 2. Sx3, B, S, A, O
 * if enemy has less than 1 bar of reiatsu and Yumichika has 2 bars of reiatsu
 * gain health, reiatsu
 * simple combo in PU

Strategy
Close Range
 * Sx2 hit confirm

Goal Power Up
 * 1) Sx3 ~combo, if hit
 * Sx3,(A) as anti grab/shunpo/retaliation, add A if blocked
 * 1) grab
 * 2) block near the ledge, Sx2,A,O (O forces opponent outside for ringout)
 * Far range
 * O, if ringout is possible, if not save reiatsu
 * 1) Spam Air A, build bar
 * activate EX as guard crush or untechable down
 * drain reiatsu and gain as much health possible
 * every combo chance you get should consist of delayed hits
 * combo ender O, ringout
 * PU during combo
 * abuse PU combo 1, on 1 vs 1
 * block, Sx4 guard crush, R3 Forward, combo of choice PU combo 1 still possible