
Here is the extracted text from the image: “` PS5 BLEACH REBIRTH OF SOULS CERO B BANDAI NAMCO ©Tite Kubo / Shueisha, TV Tokyo, Dentsu, Pierrot ©BANDAI NAMCO Entertainment Inc. “`
Playing by yourself in a match…
Similar to Yoiichi, her combos are also a bit long, but not to that extent.
Is the combo research progressing?
With Suiboku Mirror, it seems like the match will be so long that a time-up might actually become an option.
The screen share of Awakened Shiro-chan and Noitora is terrible!
Deliver a double strike kill.
I’m having fun doing combos with my Bankai Ichigo, but every once in a while, there’s an opponent online who is strangely immune to both strong and weak attacks while using the Hollowification with their Getsuga.
There seems to be a strange tendency for the combos to fluctuate.
Isn’t it different from that rumored 30FPS and the combo?
Even when I check combos in training mode, they don’t connect in online matches.
>>8
Since it’s Steam, it probably isn’t the same as that PS4 thing, but on the other hand, I wonder if it could vary with the specs of the other party because it’s Steam.
It’s better to report any strange behavior actively.
I’ve only done the story, but the volume is amazing.
I finally started the secret, but I really need to make it properly…
>>11
I’m really happy that I can see quite a few characters that couldn’t participate.
I can’t believe that a non-named battle can happen in the Reiwa era.
I’m also on Steam, but I think the other person has low specs which causes lag.
It may not look very heavy, but when it’s at a disadvantage, it can quickly unleash a barrage, and we also shoot fast—doesn’t it seem strange that we lose? There are quite a few opponents who think that way.
The impulsive attacks generally have a counter-attack, and even if various follow-up attacks are executed quite late after quick attacks or impulsive hits, they can still lead to the fastest combos. Some characters’ first hit of quick attacks seems to have an advantageous frame; the scaling on impulsive attack follow-ups is very heavy.
Considering that part, it seems that single confirmations are quite important.
The difficulty of confirmation itself might be incredibly lenient, but since the pace is fast, it may take a little time to get used to it?
Gin is fun, but everyone can’t respond to the reach, and even with the maximum boost, the combos barely reduce half of the damage, which is pretty cheap, and the ultimate move, the Dance Blade Beam, is so ridiculously uncool that it drives me crazy.
You… the building-slicing part is so cool…!
It’s online lag because it’s wireless… I can normally play games like Monster Hunter though…
>>15
Let’s seriously stop using wireless for games that involve playing with others…
The feel of the match is not like a rollback but rather has a normal delay smell, so there are quite a few obstacles to combos when it’s laggy.
In a room match, when I create the room, I have max green, but almost everyone who joins has only one red.
Whenever I enter a room, the host turns entirely red, but is it just me?
I can’t go online anymore…
It’s okay to wait at the flea market while doing other things.
How are you extending your combos?
I can only do things like Sengeki Burst and Sengeki Mortar Walking.
>>20
I think the basics are just that or incorporating spiritual pressure techniques.
It feels like there are some characters that are partially against the rules.
Gin was a technically weak character in the Heat the Soul series and in the black-cloaked requiem as well, so I think it’s just his fate.
>>21
I think it’s strong simply because of the long reach and the unusual performance of the two-gauge.
The enhancement through the body strike looks quite weak.
I’ve been able to match consistently in the Steam version’s free market, but I feel like the room matches are a bit suspicious, and seeing reports that it’s hard to match in other free markets makes me think there might be some difference with the servers or something.
I’ve never had a successful flea market deal…
>>23
Do it properly without stones.
>>24
Close
Good
None
None
I haven’t matched since the PS version was released until today…
In terms of Ichigo’s Bankai story
I feel that there is quite a character difference between characters that can perform a derived instant step followed by a bombardment upon awakening and those that cannot.
It’s rare to have a character that can further chase after a derived instant step, right?
Honestly, the distance field for matching can be set to unlimited.
If you keep the communication good, nothing will change.
Are soipon and Yoiichi-san going to extend with a dark sword?
The hit count adjustment seems pretty significant, so it felt like casually tightening the spiritual pressure was stronger.
>>30
Before awakening, it is true that the corrections are too heavy and the latter half of the combo deals 0 damage, but you can still recover the gauge, so focusing on that when doing combos is strong.
It seems like there’s a minimum guarantee for normal attacks after awakening, so I can somewhat ignore the adjustments, which means I won’t be finishing combos quickly at any time.
We’re able to match without lag with unlimited close-range communication here.
Shall we try a flea market while reviewing the settings?
You can set up a post and recruit here!
It’s a bit lonely because it’s a room for two people.
>>33
“How can there be no spectators for a RUMMA game? Is this how games are in the Reiwa era…?”
I like Yon-sama, but I really hate the herringbone shape because it’s so uncool.
>>34
It’s unavoidable because I’m a pupa…
>>34
But I think it’s good that, as the appearance and the term “pupal basket” suggest, it’s a time of dormancy, Papemape.
Until I become a papemape, not being able to destroy this side is quite a lot of excrement.
The pose of the dance’s dual blades is always troubling because it never gets any better.
>>36
One of the dance moves in Bleach: Brave Souls was definitely not a stance but rather a slashing attack that extended straight out.
Which is lighter, the execution room of Rukia or Ichigo’s spiritual room?
>>38
Isn’t the tremolo room the lightest!?
>>44
It’s just a feeling, but in training mode it drops pretty well, but in Ichigo mode it has become quite difficult to drop, so training mode is probably heavy.
>>46
Well then, I’ll set it to Ichigo’s stage… even though I don’t use Ichigo…
The dance of the blade is just like that from the original work, so there’s no helping it!
It’s more like a stance technique than a super special move, to be honest.
I knew that natural indigo dye had Kyōka Suigetsu, but wasn’t Kyōka Suigetsu supposed to use a reverse gauge and not be usable a second time?
This didn’t match very well, but I wonder if it would match with settings that include equipment and character upgrades?
In a one-on-one room, I feel kind of bad when the wins and losses become uneven…
>>47
I am the man who lost 100% in the room I set up yesterday.
>>48
Otter…
Let’s not do it because it’s a hassle for those around you, not for you!
>>52
Playing a heavy game like this with wireless is pretty tough…
I heard that the mental stage glass is heavy, but maybe that’s not really the case after all.
Visually, it looks simple and light, doesn’t it?
Soi Pon has to successfully perform a one-shot kill twice, which is tough because it requires a first-time kill move.
>>54
It’s fine to use the two-hit kill in 3-6.
Give me ranked matches.