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Location: front pagePC softwarefree gamesaction shooting Bleach vs Naruto 2.6
Bleach vs Naruto 2.6

Bleach vs Naruto 2.6 Chinese version

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  • Software licensing: free software
  • Software size: 2.37 MB
  • Software rating:
  • Software type: Domestic software
  • Update time: 2024-10-25
  • Application platform: WinAll
  • Software language: Simplified Chinese
  • Version: Chinese version

Software introduction Related topics FAQ Download address

Recommended for you:- Death VS Naruto

Basic introduction
Death vs Naruto 2.6 first LOGO
Bleach vs Naruto 2.6 is an action fighting game. The Bleach vs Naruto mini-game brings together many characters from their respective worlds, including Ichigo Kurosaki, Rukia Kuchiki, Naruto Uchiha and Sasuke Uchiha, etc. The game The operation is very interesting and the combat gameplay is also very rich.

Bleach vs Naruto 2.6 screenshots

Game fighting skills

1. Prejudgment/pre-reading: Predict the opponent's next move before the opponent makes a move. Masters usually have strong mental combat capabilities and can seize the initiative in the battle.

2. Reaction: A master must have good reaction ability by taking corresponding actions based on the opponent's current behavior.

3. Instantaneous reaction: Judging the opponent's upcoming actions through the forward movement of the opponent's skills, an ability that almost exists in theory, and is used superbly by computers.

4. Instant kill: A technique that uses a combination of instantaneous and sure-kill. Using a big move in an instantaneous state can often ensure a hit rate.

5. Forced defense: The technique of forcing the opponent to defend through powerful or multiple attacks.

6. Unintentional attack: Continuous attacks without obvious purpose to suppress the starting hand or move to gather energy, such as Xuhu KJ suppressing the starting hand, Returning Blade KJ suppressing the starting hand, Xiaowu KJ suppressing the starting hand, Curse Zu SJ suppressing the starting hand, Cha Watanabe SJ gathers energy to move, and Naruto gathers energy to move WU KU. Skills that can safely suppress the starting hand or charge can be used for unexpected hits.

6. Youbabu: eight ways to use Youbu.

7. Stage 2/3 of Youbabu: For the advanced use of Youbabu, please see the experience | Strategy section of the boutique for details.

8. Slide step: Press and hold J when you are about to jump up the steps, and then launch the dash skill without being interrupted by falling down the steps.

Bleach vs Naruto 2.6 screenshots

Introduction to game terms

1. Shun Shen/Shun Step: One of the basic operations in the game is the default L key for 1P and the 3 key for 2P.

2. Instantaneous state: A state entered through instantaneous movement, in which the character is faster and invincible than the character itself.

3. Defense: One of the basic operations in the game is the default S key for 1P and the ↓ key for 2P.

4. Defense state: A state entered after passing defense, which reduces the damage taken to 1/10 and does not cause the player to enter a stiff state due to being attacked (except for defense-breaking skills).

5. Defense penalty: An event in which you will receive more damage when attacked by skills while in a defensive state (Kakashi SI only).

6. Invincible state: a state that is not affected by any damage or most skills (Penn SI, Obito WI can absorb characters in an invincible state), and can be entered into an invincible state through some skills.

7. Receive the body: The effect of getting up quickly to get out of the knocked down state. After being knocked down and about to touch the ground, press the instant body to get the body receiving effect. The body receiving of some characters has an attack effect (such as Rock Lee, Shiro Ichigo, Er. Duan Obito).

8. Terrain is divided into the following four types:

①. Corner/Edge: The farthest point on the left and right sides of the map. The character behind the corner who is close to the corner will no longer be able to retreat. The corner can make certain combos that are not established by convention possible, and can also prevent certain combos that are established by convention. .

②. Flat ground: In the map, the lower area has no foothold and can be defended. Generally speaking, it is the place where both sides stand when the battle starts in most maps.

③. Platform: In the map, there is a defensive area with a foothold in the lower area. In layman's terms, it is a place similar to flat ground that we can jump on and continue fighting.

④. Air/Air: Regular areas in the map outside the above three areas # (funny).

9. Corner Move: The retreat effect produced by facing the corner and releasing a skill with a forward movement effect near the corner. Some dashing techniques do not have corner movement (such as Kenpachi U), and the distance of corner movement mainly depends on the position of the attacked party. The corner movement will make certain combos that are normally established unable to be established.

10. Stiffness, also called stiffness, is divided into the following four types:

①. After our skills hit the opponent, the opponent will be put into an inoperable state (except for the release of spiritual pressure burst and substitute technique), which is also called being hit hard.

②. Before the skill is released, the skill goes from the command input to the official inoperable state (except for releasing the Youbu), which is also called forward shaking or preoperative stiffness/rigidity.

③. After releasing the skill, the inoperable state (except for releasing Yinbu) during the duration of the skill (excluding the end) is also called stiffness/stiffness during the spell. Normally, I-series skills cannot freeze/stiffen when using the Yubu Release Technique, but some I-series skills can (such as Zero Dan I, Shijie Rukia I).

④. The state in which most operations cannot be performed after the skill effect ends (including the end), also called swaying or postoperative stiffness/stiffness. The character usually has some skills to relieve the postoperative stiffness/stiffness of a certain skill. Youbu can also be used to relieve this state.

11. Capture:

Bleach vs Naruto 2.6 screenshots

①. When the releaser himself moves, he can release an attack within a certain range that can lock the opponent's position, and the character will move to a certain position accordingly. Captures usually have no obvious traces.

②. The ability to attack an opponent in a stiff/hard state, commonly known as grabbing.

12. Locking: The ability of the releaser to release an attack within a certain range that can lock the opponent's position without moving. Locking usually has no obvious trace.

13. Rush: The ability to move forward to a specific location within a certain distance. The advance has a clear trajectory.

14. Retreat: The ability to move backward to a specific location within a certain distance. There is a clear trajectory of retreat.

15. Adsorption: The ability to pull the opponent in when attacked. Part of the adsorption can work on characters who are in a knock-down/knocked-down state (such as Obito WI, Payne SI).

16. Defense breaking: The ability to force the opponent out of the defensive state.

17. Air dominance/air attack: The ability to attack opponents in the air.

18. Counterattack: When the opponent attacks us within a certain period of time, our ability to avoid the opponent's attack and counterattack.

19. Counterattack state: a state with counterattack capabilities.

20. Knockdown: The ability to directly put the opponent into a knockdown state without any subsequent linkage.

21. Knocked down state: After being hit by a knocked down skill, it enters a state that cannot be operated and cannot be attacked (can be absorbed by certain skills).

22. Landing point: When falling from the air, the position where it touches the flat ground or platform is the landing point. Usually, the catch point refers to a location above the catch point.

23. Floating:

①. Being knocked into the air by an attack and unable to operate (except when using spiritual pressure burst or substitute technique)

②. The non-knocked-down state of oneself in the air is also called staying in the air.

24. Crash Landing: The ability to fall quickly from the air.

25. Single sword: A type of stiffness/stiffness, a period of inoperable state after using aid or spiritual pressure burst. A character in the single sword state is extremely vulnerable to attacks by the opponent.

26. Bonding: a property that can be used for combos.

27. Hit: Our skills or auxiliary attacks the opponent (including being attacked by our attack when the opponent is defending), and are affected by our attack. Hits are divided into real hits and false hits.

28. True hit: We attack the opponent when the opponent is not defending.

29. False hit: We attack the opponent while the opponent is defending.

30. False hit: The skill released by us is dodged by the opponent after locking the opponent's position, such as Swastika Xiaobai I (it is dodged instantly when it hits, because the attack still has a forward swing when it takes effect), Blue Sword Heart SI ( Being avoided by the opponent using a teleportation). Does not fall into the hit category.

31. Youbu: One of the basic operations in the game is the default W/S key + L key for 1P, and the default ↑/↓ key + 3 key for 2P. To move forward (or up or down) instantly, it costs 1 square of energy (new in 1.7).

32. Spirit pressure burst: Press the release auxiliary key (default is O for 1P and 6 for 2P) when being attacked. During the activation process, the character is in an invincible state. The opponent will be damaged and bounced away, and he will enter a stiff/stiff state for a certain period of time. It costs 1 bar of Qi (newly added in 1.7, only for Death side).

33. Substitute technique: Press the O key to activate when being attacked. Our character quickly appears behind the opponent, and there is a short period of invincibility after the substitute. It costs 1 bar of energy (new in 1.7, only for the Hokage side).

34. Take the initiative: attack before the opponent and start suppressing the opponent earlier. The first mover will gain the first move advantage.

35. Backhand: Attack behind the opponent and be temporarily suppressed by the opponent. The side that takes the backseat may gain the backhand advantage.

36. Uniqueness of attack: When multiple skills are applied to the same character at the same time, only one of them will take effect, such as Itachi's Ino + U combination. In essence, it is still caused by attacks carried out in stages.

37. No difference in skills: When the screen is black, the character becomes invincible due to the pause, but some skills still continue to function. In order to avoid the nature of some skills, some skills that can enter the black screen state are needed. Like the fourth generation hiding in Ino.

38. Attack power/damage: An ability determined by the character's own skill damage output. Attack power will affect combat effectiveness (it just affects, not determines, the same below).

39. Dodgeability: An ability determined by the character's teleportation state duration, teleportation freeze time, teleportation distance, capturing skills, invincibility skills, etc. Dodgeability affects combat effectiveness.

40. Mobility: A value determined by the character's instantaneous movement, dashing skills, retreating skills, and capturing skills. Mobility affects combat effectiveness.

41. Combat power: It is determined by the various numerical values ​​​​of the character and marks the overall level of the character. The combat effectiveness of characters is relative, and there is a relationship between restraint and weakness among different characters.

Skill introduction

Skills (names of some skills or combos and definitions of some skills):

1. Skills: General name for J, K, L, U, I, WJ, SJ, WU, SU, I, WI, KI (limited to certain characters), SI (SI does not exist in zero level)

2. Combo/combination skills: A way to make attacks more effective by launching specific skills in a specific order.

3. Disconnection: There is a set of combos in which the two skills before and after cannot connect the number of combos. Deliberate disconnection can form some special tactics, such as Susana JJJU's high-speed gas collection, and Byakuya's KJWI's damage increase.

Note: Deliberately taking advantage of the opponent's defenseless state in the air to use disconnection is an unethical and disrespectful behavior for the opponent, and is not recommended.

4. Infinite combo: A set of combos that can be used to attack the opponent in an infinite loop using one or more skills in one or more terrains. Most of the infinite loop standards of infinite combos are easy to see, but not easy to see. The ones that come out usually require more combos to prove. In layman's terms, it refers to a set of combos that can lead to death, in a broad sense, unlimited combos.

Supplement: Some Infinity Links use assists, such as Aizen jjj l wj jj wu o (fourth generation) kj jjj….

5. Repeated combos: Without using Qi, within a set of combos, a combo of repeated skills appears before knocking down the opponent. In a narrow sense, repeated connections can be regarded as infinite connections in terms of rules.

6. Pseudo-infinite combos: There are repeated combos but there are also disconnected combos that make it difficult for the opponent to escape, such as Byakuya WU KJ..., WU KJ O (Uryū)...Four Tails WU WU... and WU WU O (Uryū) )…etc

Note: It is not recommended to use pseudo-infinite connection in actual combat.

7. Youlian: In addition to using Youbu as the starting point of the combo, you can forcefully interrupt the skill freeze by launching Youbu, and then launch a special combo composed of other skills.

8. Infinite links: On the basis of 7, the links that can form infinite links belong to the category of infinite links.

9. Auxiliary combo: In addition to using auxiliary as the starting point of the combo, it is a special combo that connects skills through auxiliary.

9. White hit/basic attack/flat slash: Another name for J.

10. Remote attack/small skills: Another name for U.

11.I skills/Ultimate moves/Qi moves/Kills: Skills that require the use of Qi (excluding Yinbu, spiritual pressure burst, and substitute techniques), namely I, WI, SI (SI does not exist in the zero stage), KI (only Limited to certain characters), among which SI is also called super sure kill.

12. Assistance/Auxiliary: Another name for O, which requires one bar of energy consumption. Summoned aid is not affected by its own status.

13. Capturing skills: Skills with capturing effects (such as Ulquiorra SJ).

14. Locking skills: Skills with locking effects (such as Abarai Renji I).

16. Defense-breaking skills: Skills with defense-breaking effects (such as Rukia Kuchiki SU).

17. Floating skills:

①. A skill that floats itself into the air and the opponent also floats when attacked (such as Uchiha Sasuke WU).

②. Skills that increase one's own position after being activated, such as Xianming KU and Xiaobai KU.

18. Aerial skill: A skill in which the opponent does not float in the air when attacked (such as Ulquiorra WJ).

19. Air control skills: Skills with air control effects (such as Yulong WJ).

20. Rush skill: A skill with a rush effect (such as Kenshin SJ).

21. Retreat skills: Skills with retreat effects (such as Sakura U).

21. Adsorption skills: skills with adsorption effects (such as one-tailed U).

22. Counter skills: Skills that enter a counter state after being activated (such as Aizen SJ).

23. Crash landing skills: Skills with forced landing effects, such as Xianming KJ and Xiaobai KJ.

24. Emergency landing skills: Skills with long-distance emergency landing effects, such as Swastika KU, Swastika White KU, Shiro Ichigo KU, and Snake Uncle KU.

25. Invincible Skills: Skills with invincible status (such as Swastika Ichihu WI).

26. Instant skills: skills that do not move forward when activated (such as Aizen SJ, Sakura Shiro SJ).

27. Core skills: Each character has a powerful skill that can be used frequently and supports a certain genre. Some characters do not have clear core skills, such as Itachi.

28. Starting skills: Each character has skills that can directly launch effective attacks on opponents.

29. Kusanagi Company: The abbreviation of Sasuke's basic attack combos JJ+WJ and JJJ+SJ.

30. Yan Hui (Logically speaking, it should be Yan Hui, retained out of respect for the author): Swastika understands Ichito's U skills, and produces different tactical effects by activating U skills in different ways.

Bleach vs Naruto 2.6 screenshots

Introduction to the new version of the game

1. Character classification and selection portrait updates

2. Added hierarchical random selection of people and random map options.

3. When the same character appears, 2p will change color.

4. Embed the rule that limits Shiro Ichigo, Ino, and Soul to 2 times per 100% health.

5. After hitting the opponent with your initial hand, you cannot connect for 0.6 seconds. You can resume the normal use of Youbu when your own combo is broken or when your opponent releases Spirit Substitute, Sacrifice Assist, or when you fall to the ground and stand up.

6. When the transformed character is directly selected, the character package before the transformation is no longer quoted, but an independent character package is directly referenced. This setting solves the problem of delay in their return to the ghost (for example, when they return to the ghost, they will be triggered by the first kick of the fourth generation. Youshan's bug). However, the former's transformation ability has not been deleted, but there will still be a problem of Yinbu delay after transformation.

7. Increased the damage limit of the fourth generation company that starts with the first attack of the fourth generation (the maximum damage of the combo excluding i-series skills is 40). Embedded version.

8. Fixed Obito auxiliary bug; modified WJ’s sun wall determination.

9. Adjusted the range of Xiaonan’s second j move.

10. The problems of Ikkaku's instant body, Xian Ming, and Blue Sword's body are solved by using the corresponding character packs from the second offline competition version.

11. The substitution setting follows the second offline competition version setting.

12. Regarding unlimited connections and malicious disconnections, there is currently no embedded version of the settings, and on-site staff are required to supervise them.

13. The banning and assisting system applicable to offline competitions has been embedded in the version.

Bleach vs Naruto 2.6 screenshots

game video

Bleach vs Naruto 2.6 screenshots

How to use

1. Unzip

2. Run the game

Bleach vs Naruto 2.6 update log:


1. Fixed other bugs;

2. Optimized software compatibility.

Huajun editor recommends:

The editor personally tested the software of Bleach vs Naruto 2.6. Various functions are very simple and easy to operate. Even a new user like the editor can master it quickly. I like it very much! There are similar software on this siteExtreme Landing Pro PC version,60 seconds before the end of the earth,"Medal of Honor: Airborne",Armored Warrior Fierce Fighting Flame Dragon Debuts Invincible Version,Spider-Man Broken Dimension, recommend everyone to download!

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