---------------------------------------------------------------------- ---------------------------------------------------------------------- _______ | \ |___ | | | ___ ___ ___ ___ _______ | || | | || \ / || _ \ ___ | || | | || \/ || | | | | | | || | | || || |_| | | |__| || |__| || |\ /| || ___/ | || || | \/ | || | \_________| \________/ |__| |__||__| / __ \ | | |__| _ _ _____ _____ _____ | |_____ | | | || _ \ | ___|| _ \ |_____ \| | | || |_| || |___ | |_| | __ | || | | || ___/ | ___|| _ / | |__/ || |__| || | | |___ | | \ \ \______/ \____/_|_| |_____||_| \_\ / __ \ _ | | |__| _________ ______ _____ ________ / / | |_____ |___ ___|/ _ \| _ \ / ______/ /_/ |______ \ | | | |_| || |_| |/ /______ __ | | | | | __ || _ /\______ \ | |__/ | | | | | | || | \ \ ______/ / \______/ |_| |_| |_||_| \_\\______/ _____ _ _ ______ _ _ / _ \| | | | | ___/| \ | | | |_| || | | | | |__ | \ | | | _ || | | | | __\ | \| | | | | || |___ | |___ | |___ | |\ | |_| |_||_____\|_____\|_____\|_| \__| __ __ _____ _ _ __ ______ ____ \ \ / // _ \| | | | / /| ___/| _ \ \ \ / / | |_| || | | |/ / | |__ | |_| | \ \ /\ / / | _ || | | | | __\ | / \ \/ \/ / | | | || |___ | |\ \ | |___ | |\ \ \__/\__/ |_| |_||_____\|_| \_\|_____\|_| \_\ _______ __ __ _ _____ ______ | _____/ | | | || || _ \ | ___/ | | ____ | | | || || | | || |___ | | |_ _|| | | || || | | || __/ | |__/ / | \_/ || || |_| || |___ |______/ \____/\||_||_____/ |_____\ ---------------------------------------------------------------------- ---------------------------------------------------------------------- CONTENTS ---------------------------------------------------------------------- ---------------------------------------------------------------------- I. INTRODUCTION II. UPDATES ~ Version 1.0 ~ Version 2.0 III. GETTING STARTED (Part 1: Jump SuperStars) (Part 2: Who is Allen Walker?) IV. ALLEN WALKER (Part 1: Basic Knowledge) (Part 2: Moves) V. ALLEN WALKER PART 2 (Part 1: 4-Blocks Allen) (Part 2: 5-Blocks Allen) VI. ALLEN WALKER PART 3 (Part 1: Help Komas) (Part 2: 2-Blocks Support Koma Allen) (Part 3: 3-Blocks Support Koma Allen) VII. PERFECT COMBINATION (Part 1: Playing Style) (Part 2: Deck Customization) (Part 3: Recommended Team-mates) VIII. FAQS IX. CREDITS AND DISCLAIMERS ---------------------------------------------------------------------- ---------------------------------------------------------------------- I. INTRODUCTION ---------------------------------------------------------------------- ---------------------------------------------------------------------- Hallo people! My third guide and proud of it. For those who do not know me (yet), I'm Wong Yeang Chiong. Born in year 1986 and am not getting any younger. But gaming has always been part of my life and I see no reason to stop. I'd like to take this opportunity to say a big fat thanks to my brothers and sisters, Yeang Chyn, Yeang Chuan, Yeang Chui and Yeang Cherng. Funny? Yup! I agree. I would like take this opportunity to thank Mah Boon Kin (Mah Nun Kin / Mah Boon Nun) for helping me out a bit since I lost my internet connection during the writing of this guide. Thanks to Joshua Shane Ng and Jessen Tan, who met up with me to work on my class project, a Soul Calibur II presentation. While meeting them, I stumble across this game at a local comic bookstore. If I never meet up with them, I probably wouldn't know about this game. I have also improved my guide and made it alot more neater, but if the spacing and all makes the guide more irritable to the eyes, please let me know. I write reviews and guides for games. Any questions pertaining to this game, my works or my private life, please kindly e-mail me at: [email protected] Please put a valid title for the subject, because sometimes I would end up thinking that the mail would be a junk mail and might accidently delete it or block it. I will do my best to answer your questions, I do not have answers to everything. This guide is all about Allen Walker! Any suggestions regarding this guide is warmly welcome. Meanwhile, sit back, relax and like what I always say, have a cup of coffee ready and enjoy reading the guide. Thank you! ---------------------------------------------------------------------- ---------------------------------------------------------------------- II. UPDATES ---------------------------------------------------------------------- ---------------------------------------------------------------------- Version 1.0 - Basic Version, should there be any improvements, the number would increase and changes will be noted Version 2.0 - I have changed a bit of the alignment and have realised a mistake in my 5-Blocks Allen, which has the 4-Blocks Allen's comments, I have rewritten it, really sorry Version 3.0 - SuperCheats has permission to upload my guide! I would like to thank SuperCheats for giving me this opportunity to display my work. Thank you guys! ---------------------------------------------------------------------- ---------------------------------------------------------------------- III. GETTING STARTED (Part 1: Jump SuperStars) ---------------------------------------------------------------------- ---------------------------------------------------------------------- If you have yet to buy this game, please read this: Jump Superstars is a game for the Nintendo Dual Screen (Nintendo DS), this game resembles Super Smash Brothers: Melee. For those who did not get a chance to play the Super Smash Brothers series, then imagine this game's background scene to be something taken from a manga. In this little manga page, you have different characters from different manga fighting each other. Each button corresponds to a different attack and can be chained to do fatal combos. The unique thing about this game is that, unlike Super Smash Brothers, you can switch your characters at will. Lets say, while you are fighting as Naruto and your health happens to be 'near-death', all you have to do is to tap on your other battle character on your DS' lower screen and you can switch to, say, Yoh from Shaman King If you have bought this game already, please read this: First off, congratulations on purchasing this awesome game! I assume you would have probably already gotten the hang of it. This guide is written to provide you with informations regarding Allen Walker, his strengths, weaknesses and tactics or strategies that you can use. To top things off a little, I will share with you some of my secrets in which I use to annoy my friends in battle. However, I am sure there are plenty of tactics that I have not heard of yet. If you would like to share your strategy, please feel free to e-mail me and I will add them to this guide here. ---------------------------------------------------------------------- BASIC STUFF ---------------------------------------------------------------------- First off, we need to understand the terms used, I write this in case someone just bought his copy of Jump SuperStars and happen to read this guide. But you can easily skip this if you already know the basic stuff. In this guide, you may come across words that you do not understand, perhaps the word "Koma" may be confusing to you? Koma = The block/s that represents a character that you place on your Koma Grid Serif Koma = A single Koma, this may be a character or an item, some of these are used to put inside an Empty Koma to create other Komas, they are also known as Help Koma and most are used to aid your character in battle Koma Grid = A manga-looking page will appear on the bottom of your DS' screen when you enter the Deck Customising Option, it is 4 by 5 (4 x 5), which makes 20 grids in total, this is where you place the Komas that you want to use in battle ---------------------------------------------------------------------- ADVANCE STUFF ---------------------------------------------------------------------- Now that you know what Komas are (I hope), lets move on to how we can classify them. They are Help, Support and Battle. Help Koma = They only take up one space of your Koma Grid, they do not appear on the battlefield but they do provide "behind-the-scene" backup, they can heal your character's health, get rid of an ailment, increase your speed and etc. Support Koma = You can only 'summon' them, you do not have total control over them (by total control, I mean using them as your primary character) They can help attack your opponent and they do appear on the heat of the battle if you use them, they do provide other use besides attacking Battle Koma = They are your fighters, primary characters, the one whom you will be controlling The unique thing about this is that you can switch your characters at will, if you have the Komas that you want on your Koma Grid, all you need to do is to tap on that Koma (or character's portrait) to switch In order to create a "deck", you are required to have one of each of those listed above on your Koma Grid. Which means, a valid deck would consist of one Help Character, one Support Character and one Battle Character. You can have more than one, but you MUST have at least one of each. An invalid deck cannot be used. ---------------------------------------------------------------------- ---------------------------------------------------------------------- III. GETTING STARTED (Part 2: Who is Allen Walker?) ---------------------------------------------------------------------- ---------------------------------------------------------------------- Who exactly is Allen Walker? Allen Walker is from a manga series called D.Gray-man. No, it is not about some guy being painted gray. Infact, D.Gray-man is a manga about Exorcists, and our dear Allen happens to be one of them. He begin his story as an orphan, found and raised in England by a man named Mana Walker. The story goes on, and Mana dies. This is when a villian who goes by the name of Millennium Earl comes in, tells Allen that he can revive his foster father if he desires. Obviously, losing the only person who loved him and took care of him, he longed for the revival of his foster father, Mana. Well, Earl resurrected Mana, but he ain't exactly what he is supposed to be, human. Infact, Mana turned into a demon-like creature known as "Akuma" in the manga (no puns about Akuma from the Street Fighter series, please). As Mana is about to attack Allen, Allen's mutated left arm is actually a weapon used against the Akumas. Imbue with the power of the 'Innocence' ('Innocence' is a special type of material that is used against the Akumas and the Earl), he then destroys his Akuma-of-a-foster-father (sorry, can't resist). Before Mana perish, he cursed Allen, and this curse made a nice addition to Allen's abilities, this curse infected his left eye and allows him to differentiate Akumas from Humans. Did I mention that his special attack is an attack called "Cross Grave"? An niffy move, by the way. Later on, an Exorcist General named Cross Marian (also known as General Cross, one of the four Exorcist Generals in an organization called "Dark Religion Organization", which Allen joined in the early part of the story) took him in and taught him the ways the exorcists. Identifying Allen is easy, he is the character with grey / white / silver hair. If you want to know more about the story, go pick up a copy of D.Gray-man, I won't spoil the story for you any further. They have got scanlations. The one I read was a translated Chinese version. You may need to import it, or go with the ones found on the internet. I will, however, reveal to you the friends of Allen. First off, we have Rabi. Since this game is in Japanese, we would not know who is who unless we read Japanese, right? For those who do not have any knowledge of any Japanese, Rabi is the one with the eye-patch (ala Fuhrer / Pride from Full Metal Alchemist, but that's a different topic altogether). In the story, Rabi accompanies Bookman (Bookman is a guy's name...whose role is like that of a historian, and I assume he's keeping a record of the events that will happen) and aids Allen in his quest to search for his (Allen's) master, General Cross. We also have River Wenham, who works as a Squad Leader in the organization. He is more of a backstage person, which means that he works behind the scenes. You can identify him with his spikey brown hair (though you can't really see it but you get what I mean). The other two that you will see, depending on which Allen you are using. Linali Lee, sister of Komui Lee (the Head Officer of the organization, River Wenham works under him), she can be found if you are using a 4-blocks Koma Allen. Next up is Yu Kanda, Kanda is a vulgar, long haired (which caused me to mistaken him for a her), young man who partners with Allen for his first assignment. He can be found if you are using a 5-blocks Koma Allen. P.S: Regarding Scanlations, do NOT ask me where to get or download them, I DO NOT KNOW where to find them anymore, sorry Firstly, how do we unlock dear ole Allen? Simple, below contains the condition to unlock him and his friends: Unlocking Allen: Serif Koma - Battle 1-6 ~ Complete the stage 2-blocks Support Koma - Battle 3-4 ~ Have 4 points more than everyone when you finish the battle 3-blocks Support Koma - Battle 1-6 ~ Your deck must have 5 support Koma 4-blocks Battle Koma - Battle 1-6 ~ Do not get knocked out 5-blocks Battle Koma - Battle 3-4 ~ Have 6 points more than everyone when you finish the battle Unlocking Rabi: Help Koma - Battle 1-6 ~ Complete the battle with more than half health Unlocking River Wenham: Help Koma - Battle 1-6 ~ Knock out each opponent 3 times or more To find Allen on your list of Komas, look for a symbol that resembles a cross. It represents the D.Gray-man series. ---------------------------------------------------------------------- ---------------------------------------------------------------------- IV. ALLEN WALKER (Part 1: Basic Knowledge) ---------------------------------------------------------------------- ---------------------------------------------------------------------- We would require a bit of basic stuff to get us started. A bit of general knowledge on the controls and on Allen's fighting style. Lets start with the introduction of buttons, shall we? Basic Controls: Up - Nothing Left - Move Left Right - Move Right Down - Block A - Jump B - Minor Damage (Swipe) Y - Medium Damage (Slash) X - Major Damage (Cross Grave) L - Block R - Block Notes: L, R and Down are used for blocking While guarding, you can reject taking the items on the ground These are the stuff that you might want to know if you intend to use Allen as part of your fighting team. Based on my own experience, these are some of my findings. Allen is a pretty decent character, he is not speedy, he cannot really perform a triple jump. So the question is, why use Allen!? Allen is a unique character to use (infact, everyone has their own uniqueness). Allen's uniqueness lies in his ability to shoot, whether in air or on the ground. He can also call his friends. But that is not the only strength of Allen. Allen can chain with Eve and perform a tag-team combination, this two will be very fun to use in battle especially when you are playing multiplayer with your friends. He is able to keep himself from a safe distant while dealing damage, and the key to winning the game is survival (but also smacking the living bison out of your friends). He works pretty well with most of the characters in the game and is a pretty effective fighter. Allen is a Knowledge-type character. So having a deck with only one character is not a wise move, unless you are very sure of your winning strategy. I do have a Sole Ichigo and a Sole Yoh deck, but I have yet to pit them against my friends. In this game, characters are separated into Knowledge, Laughter and Power. /___ __ __|__ | | Knowledge / \ |__| / \ )<___)< __|__ Laughter / \ / \ ___/__ | | Power / | / \| Knowledge overwhelms Laughter, Laughter overwhelms Power, Power overwhelms Knowledge. The concept is pretty much like the "Scissors, Paper, Stone". One overwhelms the other. The effect is caused by the damage that you will deal and / or receive. An example would be, a knowledge character like Allen will deal say, 3 damage, to a power or knowledge character like Naruto or Yoh. But when face against a joker like Gintoki, he should be deal 4 damage or so. You should be able to deal 1.5 times more damage to your opponent when you use their opposite type. With this knowledge in mind, you should be able to understand the character's strengths and weaknesses. One of them is to use the opposite type against them. Understanding this concept should be easy, the real challenge is to create a deck that can assist you in beating your opponent (which is where most of the fun begins, deck customization). ---------------------------------------------------------------------- ---------------------------------------------------------------------- IV. ALLEN WALKER (Part 2: Moves) ---------------------------------------------------------------------- ---------------------------------------------------------------------- We will start off with some Basic Moves that you will need to know, even the most basic move is essential, strictly because without learning the basic, you probably may not get to know the advance stuff. Button Mashing is definitely a 'No-no' since the battle system does not work this way. Basic moves are also important in combat, it can be chained to do combos. I will split this section into little sections. ---------------------------------------------------------------------- BASIC MOVES ---------------------------------------------------------------------- Here is an example of how I would analyse a move: ---------------------------------------------------------------------- ~Name of Move (1) Input: X Damage (Normal): 300 Damage (Laughter): 450 Total Combo: 99 Distance: Near Description: Blah blah blah I will start by telling you the move's name. The (1) represents if it is an aerial move or ground move. Aerial moves are performed when you are off the ground, Ground moves are done on...the ground. Input is what key you to push in order to perform the move. The damage is how much damage you would deal. I added a 'Normal' and 'Laughter'. 'Normal' are Power and Knowledge character type. 'Laughter' are against Laughter character type. Total Combo is how many Combo or Hits you will get when you perform the move. The distance can be judged by 'Near', 'Mid-range' and 'Far'. 'Near' is when your opponent is directly infront or a bit further from you. 'Mid-range' is used when your opponent is a little bit away from you. 'Far' is up to the near end of your screen. All of this will be recorded as well as a description of the moves and how you can make use of it. ---------------------------------------------------------------------- Basic Attacks: ~Swipe (Ground) Input: B Damage (Normal): 3 Damage (Laughter): 4 Total Combo: 1 Distance: Near Description: A normal swipe move...with his left arm. ~Slash (Ground) Input: Y Damage (Normal): 11 Damage (Laughter): 16 Total Combo: 1 Distance: Mid-range Description: Good to keep opponents at bay while you prepare to run off. ~Cross Grave (Minor) (Ground) Input: While Guarding, tap B (L + B, R + B, Down + B) Damage (Normal): 8 Damage (Laughter): 12 Total Combo: 1 Distance: Near to Mid-range Description: This move is Unblockable. Which means that even though your opponent is blocking, you can break his block. Rather useful. But slow execution. ~Cross Grave (Medium) (Ground) Input: While Guarding, tap Y (L + Y, R + Y, Down + Y) Damage (Normal): 11 Damage (Laughter): 16 Total Combo: 1 Distance: Near to Mid-range Description: Also another Unblockable move. Very good for especially while your opponent is defending. It is not any slower than the Minor Cross Grave. ~Push Back (Ground) Input: While Guarding, tap X (L + X, R + X, Down + X) Damage (Normal): Nil Damage (Laughter): Nil Total Combo: Nil Distance: Near Description: This is a basic move that pushes your opponent back when you are being hit. All the character has it, but I don't really use it. ---------------------------------------------------------------------- ADVANCE MOVES ---------------------------------------------------------------------- Now, we're on to the Advance Moves, it isn't so hard to understand, is it? Let us also introduce the Aerial moves, shall we? They are basically, like the Basic Moves, but are executed while you are off the ground. Now, we have a few moves that allow Allen to charge up his hyped up arm. His left arm can function as a cannon, so this will be extremely useful when you want to shove someone into a corner or simply push an opponent back. All of his Cannon moves are Chargeable, which allows you to hold on to the attack button. The longer you hold, the more damage your opponent receive. But the downside would be you executing your move at a slower pace. ~Claw (Ground) Input: Up + B Damage (Normal): 3 Damage (Laughter): 4 Total Combo: 1 Distance: Near to Mid-range Description: Useful for 'poking' your opponent while they are running on a platform above your character. ~Cannon (Upward) (Ground) Input: Up + Y (Chargeable) Damage (Normal): 11-22 Damage (Laughter): 16-33 Total Combo: 1-2 Distance: Near to Far (Diagonal) Description: An alternative to poking, you can use this move to stop people from gathering the items that appear on top of you. ~Lunging Punch / Lunging Swipe (Jab) (Ground) Input: Forward + B Damage (Normal): 3 Damage (Laughter): 4 Total Combo: 1 Distance: Near to Mid-range Description: Useful when you want to hit someone from behind while chasing them. You can use this move while moving. ~Cannon (Forward) (Ground) Input: Forward + Y (Chargeable) Damage (Normal): 11-22 Damage (Laughter): 16-33 Total Combo: 1-2 Distance: Near to Far Description: This is useful if you want to catch up with someone or slow him down. Can be used to push an opponent back if you see him coming straight at you. ~Lunging Punch / Luning Swipe (Minor) (Ground) Input: Tap Forward twice, then push B Damage (Normal): 8 Damage (Laughter): 12 Total Combo: 1 Distance: Near to Mid-range Description: A move used to knock your opponent, your opponent will just lay flat on the floor for half a second before getting back on feet. Very useful to slow them down for abit as you grab items. ~Lunging Punch / Luning Swipe (Medium) (Ground) Input: Tap Forward twice, then push Y Damage (Normal): 11-22 Damage (Laughter): 16-33 Total Combo: 1-2 Distance: Near to Far Description: You actually fly forward, if you can perfect distance, you can land two hits and deal massive damage while pushing then knocking your opponent. ~Land Faster (Aerial) Input: When landing, hold Down and tap A Damage (Normal): Nil Damage (Laughter): Nil Total Combo: Nil Distance: Nil Description: This is useful when you want to chase after someone below you or you want to land faster to grab the items that you might want. ~Swipe (Aerial) Input: While Jumping, tap B Damage (Normal): 4 Damage (Laughter): 6 Total Combo: 1 Distance: Near Description: Just something to stop your opponent from monkeying around in some stages. Useful for monkeys (*giggle*). ~Cannon (Downward) (Aerial) Input: While Jumping, tap Y (Chargeable) Damage (Normal): 11-22 Damage (Laughter): 16-33 Total Combo: 1-2 Distance: Near to Far (Diagonal) Description: There is a little secret to using this cannon. If you jump twice, you can only shoot once. But if you jump once, you can shoot twice. I am not talking about Combos, but you can execute this move twice if you jump only once. Very useful to blast the people around you while they are kept busy. A tip on Cannons: Note that each time you shoot from your cannon, Allen moves back a little. Use this to your advantage. Sometimes if a platform seems 'impossible' to reach, you may want to jump twice then shoot to give yourself a little boost. ---------------------------------------------------------------------- ---------------------------------------------------------------------- V. ALLEN WALKER PART 2 ---------------------------------------------------------------------- ---------------------------------------------------------------------- In this game, we have quite a few version of Allen. We have a Help Koma Allen, 2 Support Koma (2-Blocks and 3-Blocks) and 2 types of Battle Koma Allen (4-Blocks and 5-Blocks). We will start by going through the suggested playing style for the Battle Koma Allen(s). A battle character has got up to two different types of specials. Sometimes, the attack may not be the same as the character's type. An example would be the "Call Linali" attack, this is a Power-type attack and would deal more damage to Knowledge characters even though Allen himself is a Knowledge character. Whereas Cross Grave would be a Knowledge type of Special Attack, and would deal more damage to Laughter characters. So, to fully manipulate Allen's abilities, you are also required to understand the roles of each characters or komas you have in your deck. ---------------------------------------------------------------------- (Part 1: 4-Blocks Allen) ---------------------------------------------------------------------- Lets talk about the 4-Blocks Allen. 4-Blocks Allen has two special moves. One that summons or calls out to Linali, Allen's friend. And the other would be Cross Grave. Let us analyse his attacks: ~Cross Grave (Ground) Input: X Damage (Power): 20 Damage (Knowledge): 20 Damage (Laughter): 30 Total Combo: 1 Distance: Near to Mid-range Type: Knowledge Description: A very powerful move, although this is not recommended when you are surrounded because to execute this move will take awhile. However, this move is unblockable. So any clowns that loves to block and thinks that he can get away with it, well...show him! ~Call Linali (Ground) Input: Up + X Damage (Power): 3-30 Damage (Knowledge): 4-45 Damage (Laughter): 3-30 Total Combo: 1-8 Distance: Near to Far Type: Power Description: Very useful to push your opponent back and kick them down the platform. Use when you feel that there is a need for you to run off or if your opponents are closing in. The last hit would kick your opponent down diagonally, useful for ringing out an opponent. How to use him efficiently? Firstly, you would need to understand your opponent, and each person have their own unique deck and their own unique strategy. Allen's fighting style, in my opinion, would be to keep your enemies at bay while you unleash all your komas onto them. But if you ever have an urge to close in on your opponent to beat the living daylight out of them, Allen is useful at that too. This is because people would block, at least most people would, unless their frenzy meter that day is pretty high. So this is when you get to trick your opponent with Cross Grave. Run towards them, while you monitor their movement, if they come towards you, estimate, if the timing is right you can unleash Cross Grave. Using Linali effectively is not very sophisticated either. Linali is useful when there are arenas whereby you can push your opponent down and ring them out (eg. Gintoki's arena, Yugi's arena). If you are able to break a wall, you can use the same skill to push them down. One way to use this skill effectively is to push them down, jump, then fire the cannon. Always keep your opponent at bay! ---------------------------------------------------------------------- (Part 2: 5-Blocks Allen) ---------------------------------------------------------------------- Now that we know the capabilities of 4-Blocks Allen, let us take a look at a more 'powerful' version of Allen, our 5-Blocks Battle Koma Allen. The 5-Blocks Allen all us to execute Cross Grave and call out Kanda, another of Allen's ally. Let us move on: ~Cross Grave (Ground) Input: X Damage (Power): 30 Damage (Knowledge): 30 Damage (Laughter): 45 Total Combo: 1 Distance: Near to Far Type: Knowledge Description: As always, all of his Cross Grave moves are extremely useful (which is why this is his signature move). There is a trick to using this to the extreme, in which I will explain to you later on the Deck Customization chapter. ~Call Kanda (Ground) Input: Up + X Damage (Power): 3-28 Damage (Knowledge): 4-42 Damage (Laughter): 3-28 Total Combo: 1-7 Distance: Near to Far Type: Power Description: The last hit is very fatal, causing 10 damage to Power-type and Laughter-type characters and 15 damage to Knowledge-type. This is very useful for pushing your opponents away, especially if they are coming close. This move is also useful when you can corner your opponent or if you want to ring them out. The thing that separates the 4-Blocks and 5-Blocks Allen is their Cross Grave's damage and distance, and their ally's damage. The bigger the Koma, the better. But is that true? The difference between the two Cross Grave abilities is very broad. The distance that this Cross Grave can reach is alot further. So while your opponent is at the other end of your screen (screen, not arena), and as he is about to approach you. All you have to do is to unload all the damage unto him. Easier said than done? Well, no. Again, being alert is the key to playing this game. Linali can deal more damage and push opponent down. While Kanda's damage is not as high as Linali's, Kanda can certainly push his opponent alot more further than Linali. This is very useful when you have an broken wall and you want to ring an opponent out. Very useful for free points! ---------------------------------------------------------------------- ---------------------------------------------------------------------- V. ALLEN WALKER PART 3 ---------------------------------------------------------------------- ---------------------------------------------------------------------- This chapter written to help you unleash Allen's potential as a Support Koma, and even possibly his Help Koma. Although he is a Knowledge-type character, do not let that fact prevent you from using him against similar or Power-type characters. ---------------------------------------------------------------------- (Part 1: Help Komas) ALLEN ---------------------------------------------------------------------- His Help Koma is perhaps one of the most overlooked abilities in the game. Though some may say that this ability is not very useful, I beg to differ. Allen's ability as a Help Koma allows you to look at most part of the arena. So what is the big deal? Well, the 'big' deal is that you can look at what is around you on a broader perspective. This is extremely useful when you are facing multiple opponents and would want to know if they are currently running around you. This will help you plan your moves later on. You do notice how Allen's abilities in the manga blend in with the game, right? (Allen's left eye was cursed and it gave him a special ability) ---------------------------------------------------------------------- (Part 1: Help Komas) RIVER WENHAM ---------------------------------------------------------------------- River is definitely a must-have for most, if not, all decks. He assist in healing your character's health. See your character gets paler and paler? River will heal your character. This will enable you to heal yourself in one corner before going back to join the battle. One way to 'spam' River's ability is when you get the Jump Magazine, there is an item on the battlefield that you may encounter sometimes that resembles a red little magazine. This magazine will allow you to have unlimited special for a short period of time. During this time, I would advice you to run to one corner and heal all your characters (assuming you have more than one) to full health. ---------------------------------------------------------------------- (Part 1: Help Komas) RABI ---------------------------------------------------------------------- Rabi's ability is a little bit more unique. Though it does not really play a very important role in most deck, but this is one Koma you might want to spend time experimenting with. Rabi will give your character a critical boost, allowing you to cause more damage than usual. Although this effect is 'blind' to us, since we are unable to keep track of how much damage we have dealt to our opponent, it is still useful for a quick-match. ---------------------------------------------------------------------- (Part 2: 2-Blocks Support Koma Allen) ---------------------------------------------------------------------- Koma Space: [ | ] Damage (Normal): 24 Damage (Laughter): 36 Total Combo: 1 Distance: Mid-range to Far The 2-Blocks Support Koma Allen will execute an Aerial-to-Ground move that will cause an 'Unable to Defend' ailment on his victim. This will not allow the infected character to block. Very useful when you want to unload some specials. But the downside is that if there is a platform above your character, Allen will lend on the platform causing him to miss his target. Use when you are at the highest platform of the arena. ---------------------------------------------------------------------- (Part 3: 3-Blocks Support Koma Allen) ---------------------------------------------------------------------- Koma Space: [ | | ] Damage (Normal): 9-27 Damage (Laughter): 13-40 Total Combo: 1-3 Distance: Mid-range to Far (Diagonal) Allen will shoot up to 3 cannon shots. This attack can bypass platform, which means that even though your target is below a platform, his shots will still damage your target. This is useful when you want to run away and still want to push your opponent back at the same time. The full damage that is dealt to a Laughter-type character is alot, this can also be used to stop characters like Juchini (Pyuu to Fuku! Jaguar) who hides somewhere and perform his 'Free Points' special. ---------------------------------------------------------------------- ---------------------------------------------------------------------- VII. PERFECT COMBINATION ---------------------------------------------------------------------- ---------------------------------------------------------------------- This is the best part of the guide. Though I am not sure if the majority would agree with me. I will go through Allen's playing style, they vary from people to people. So as much as I stick to my opinion and you stick to yours, feel free to let me know YOUR playing style and share them with everyone else! We will also take a look at "Deck Customization", whereby I will post my deck and how I play it. There is NO perfect deck, that is what keeps this game going because there are alot of Komas to experiment with, which is the unique part of the game. Do not see deck customization as a chore or a challenge, because as long as you have fun playing your deck, that is all that matters. Losing and Winning is not always part of the game, because if you focus on either, you will lose most of the game's experience, Fun. Next up, I will list out my preferences of characters that can be used with Allen and how they could help. Again, playing style is different so please feel free to suggest! ---------------------------------------------------------------------- (Part 1: Playing Style) ---------------------------------------------------------------------- Before I begin, I would like to highlight a very important thing. Whenever your deck has Allen as a Battle character, you should always have both River and Rabi placed beside him on the Koma Grid. This will give him a boost in his health. A boost in the maximum amount of specials can be given when you place them next to Allen as a Support character. My playing style when I use Allen as a Battle character is simply to keep my opponents at bay. Each time they try to come closer, I would estimate and then use the appropriate move. If my rivals are kept busy, like them fighting amongst themselves, all I have to do is to Cross Grave and hope for the best. The thing is to sneak up on your opponent, and if you are ever on a one-on-one combat with someone, keep them at bay. 2-Koma Shikamaru (Naruto) would be one of the best choice for paralysing your opponent, keeping them rooted to the ground as you Cross Grave and loot the items around you. Keeping opponent at a distant is not exactly a hard thing to do especially since Allen can shoot from a distance. Helpful Support Komas to have are 2-Blocks Sena (Eyeshield 21), which slows your opponent down and hit them to a platform above you (if there is one). 3-Block Sena is also recommended because this will cause your opponent to run the opposite direction and annoy them. Some fun Komas to have would be a 2-Blocks Kurama (Yu Yu Hakusho) who will push your opponent back. Or a 3-Blocks Kurama can hold your opponent while you use Allen's other special, most preferably Kanda. The 3-Blocks Kurama will encage your opponent with vines and damage him / her, while doing that, calling out Kanda would allow him to push your opponent away. Always keep your opponent at bay, and attempt to estimate the correct time to use your moves. ---------------------------------------------------------------------- (Part 2: Deck Customization) ---------------------------------------------------------------------- I will list some of the Allen deck which I use here, followed by a description on how I use it. I am not very good with names so please do pardon and laugh at the given names of my decks. Located directly below is an example of how I would list and explain my deck. Next to an asterisk would be a brief explanation of the data. ---------------------------------------------------------------------- Name of Deck: Etc. *Given name of the deck, it can be any name [1][1][2][2][3] [1][1][2][2][4] [1][1][2][7][7] [5][6][6][7][8] *Koma Grid and where each Koma is placed 1: 6-Blocks Yusuke (Yu Yu Hakusho) 2: 5-Blocks Allen (D.Gray-man) 3: Help Koma River Wenham (D.Gray-man) 4: Help Koma Rabi (D.Gray-man) 5: Help Koma Kuwabara (Yu Yu Hakusho) 6: 2-Blocks Kurama (Yu Yu Hakusho) 7: 3-Blocks Tokoro (Death Note) 8: Help Koma L (Death Note) *The position number followed by the Koma and the series Description: Blah blah blah, spam spam spam *A description of how the deck is used ---------------------------------------------------------------------- ====================================================================== Name of Deck: Blinding [1][1][2][2][3] [1][1][2][2][4] [1][1][2][7][8] [5][6][6][7][9] 1: 6-Blocks Yusuke (Yu Yu Hakusho) 2: 5-Blocks Allen (D.Gray-man) 3: Help Koma River (D.Gray-man) 4: Help Koma Rabi (D.Gray-man) 5: Help Koma Kuwabara (Yu Yu Hakusho) 6: 2-Blocks Kurama (Yu Yu Hakusho) 7: 2-Blocks Fuji (Prince of Tennis) 8: Help Koma Tezuka (Prince of Tennis) 9: Help Koma Oishi (Prince of Tennis) Description: I just started this deck, I thought it was pretty neat. Not too useful but something to fustrate your opponent. Yusuke is used to assist Allen, his Special can push an opponent away. So something to keep your opponents at bay. River and Rabi, as always, placed next to Allen for the Health Boost. Same goes for Kurama and Kuwabara. Kuwabara is to put your character on a Metal or Block stat, so you cannot be knocked down. Use this time to execute Cross Grave or use Yusuke to punch his opponents down, then heal with the River Koma. I thought it would be neat to see a bigger part of the arena with Tezuka, then shrink your opponent's screen with Fuji. Something to keep them irritated while you execute Cross Grave. They are put together to increase the amount of specials you can use. ====================================================================== Name of Deck: Multi-shot [1][1][2][4][5] [1][1][4][4][5] [1][j][6][6][6] [3][j][j][6][6] 1: 5-Blocks Allen (D.Gray-man) 2: Help Koma Rabi (D.Gray-man) 3: Help Koma River (D.Gray-man) 4: 3-Blocks Sven (Black Cat) 5: 2-Blocks Shikamaru (Naruto) 6: 5-Blocks Eve (Black Cat) J: They are the Friend, Effort and Victory koma in any order Description: This deck shows one of Allen and Eve's most 'devestating' attack. River is put on the bottom so that your left thumb can spam if you have a need to heal. The key to using this deck is to try and lure your enemies together as you execute their tag-team attack, to damage everyone in that area. This is good to push your opponents away. Using Sven is a little tricky, Sven will hit your target with a back and fore combo, and because even though his ability allows him to slow down your target after the second attack, his first attack will push your target TOWARDS you. Your target will be knocked but it is not advisable because you will be hit the moment your target gets up. So jump behind your opponent before he land his second hit and run off. Shikamaru is the key to annoying your opponent too, paralysing him and then Cross Graving him is an extremely evil idea. Sadly, you cannot execute a Tag-Team attack while your opponent is being paralysed because the attack will pause the use of your Koma (besides the switching of characters). You can use the Dream Combo while your opponent is paralysed too. Just tap on Eve's Koma, then Allen's, then back to Eve. It will leave some space open for you after that to do what you want. ====================================================================== Name of Deck: Annoyance [1][2][4][4][5] [1][3][4][4][5] [1][6][ ][9][9] [7][8][9][9][9] 1: 3-Blocks Nishino (Ichigo 100%) 2: Help Koma Rabi (D.Gray-man) 3: Help Koma River (D.Gray-man) 4: 4-Blocks Allen (D.Gray-man) 5: 2-Blocks Shikamaru (Naruto) 6: Help Koma Horo-Horo (Shaman King) 7: Help Koma Ryoma (Prince of Tennis) 8: Help Koma Jiraiya (Naruto) 9: 5-Blocks Kakashi (Naruto) Description: This deck is more of having fun than point grabbing. This deck is also when Allen goes head-on with his opponents. Whether to use a 4-Blocks or 5-Blocks Allen is totally up to you. The blank space is for you to put whoever you want if you are using the 4-Blocks Allen. If you intend to switch to 5-Blocks Allen, feel free to do so. The advantage would be higher but we do not really intend to push away our opponents in this case. For this deck, I intend to lure my opponents to me, then if they seem to be chasing me around, I can use Nishino to confuse them and mess up their controls. Shikamaru is placed so that your right thumb can mash on his Koma to paralyse your opponent, then feel free to Cross Grave. For places with holds in them, you might want to call Linali to kick them down, though I would recommend keeping that to places with a hole somewhere, like Naruto's or Gintoki's arena. Using Shikamaru is only recommended if you are facing an opponent directly. But if you are surrounded, you might want to try using Jiraiya (if your health is full) or Horo-Horo (for a quick special since Invincibility does not last long). Ryoma is used to speed up your character so you can chase others and paralyse them with Shikamaru. Kakashi is simply to ring out or push away your opponents as you run towards them. Someone fun to have but you can always switch him with another character. Have fun! ====================================================================== ---------------------------------------------------------------------- (Part 3: Recommended Team-mates) ---------------------------------------------------------------------- Jump SuperStars has alot of allies for you to team up with, which makes deck customizing so much fun. I will list some of what I think would be nice for you to have in your deck, some things you might want to consider when you create your special deck. Feel free to suggest, I am sure there are plenty of great combinations out there waiting to be discovered. These characters are who I would usually place in my deck, there are some which I have yet to try or do not have them in Allen's deck because I have yet to figure a nice way to use them. I will go down the list series by series to see who you should have with Allen and how I think they should be used: ---------------------------------------------------------------------- EYESHIELD 21: 2-Blocks Support Sena: This one will jump at your opponent and slow them down, good to keep opponents at a distance to execute Cross Grave. 3-Blocks Support Sena: The confusion effect it can cause is useful when you need to get away from your pursuer/s. 2-Blocks Support Hiruma: Something to hit most of the stuff on your screen and blind anyone in the process. 2-Blocks Support Kurita: Another one of those Paralysis alternative, but he responds only if your opponent attacks Kurita. So hide behind Kurita then unleash Cross Grave. 3-Blocks Support Kurita: A good combo with Linali because you can push an opponent away, good when your opponent is cornered. You can simply use him to push an opponent back. ---------------------------------------------------------------------- ICHIGO 100: 2-Blocks Support Aya: Being able to blind your opponent is a good trick, they usually run or block, so when they block, you know what to do... 3-Blocks Support Tsukasa: Confusion is something good to use, but not too often because your opponents will eventually get the hang of using opposite controls. 3-Blocks Support Satsuki: She will hit your opponent, causing them to have an 'Unable to attack' effect, they can still use specials though, combo this with another koma for some witty effect. Help Koma Minamito: An alternative to River Wenham, but she can heal all the battle Komas in your deck, but only a small amount, useful if you have 3 or more battle characters. 3-Blocks Support Yui: Her 'Unable to attack' effect is wider and would be useful if you are surrounded. Help Koma Misuzu: Her ability is a little unique, she changes your character's attribute to Neutral, so you deal normal damage to Laughter-type but you also receive normal damage from Power-type. She is a bit tricky to use, but would be of some help if you are fighting against many Power-type characters. ---------------------------------------------------------------------- HITMAN REBORN: 2-Blocks Support Tsuna: This one will push your opponents back, so corner them up to a wall and use this together with either Linali or Kanda to push them off the arena. 3-Blocks Support Tsuna: You get to set up a trap, anyone that walks into it will be blown up. The effect is not that great, but useful to keep your opponents away while you do other stuff (healing, item/s grabbing, etc.). 2-Blocks Support Ranbo: An alternative to 3-Blocks Support Sawada, he runs towards your opponent then explodes. 3-Blocks Support Ranbo: He will charge towards his opponent, and cause an 'Unable to defend' effect, during this time, use this chance to beat up your opponent with Allen's second special attack. ---------------------------------------------------------------------- GINTAMA: 3-Blocks Support Shinpachi: He works a little like the 3-Blocks Support Minamito but instead he causes a confusion effect. Something to keep your opponent/s occupied for awhile. 2-Blocks Support Kagura: She is a little tricky to use because before she attacks, she will take some time to charge up. So proper timing is needed to use her. She will hit your opponent and send him flying off for abit. You can combo this with Cross Grave if your opponent is coming towards you or if your opponent is against the call, you can try Allen's second special. 3-Blocks Support Kagura: Although she works like the 3-Blocks Support Gintoki, I thought having an animal that rams into your opponent is alot more adorable. Help Koma Kotarou: This one will increase the speed of your character. Making chasing alot easier. I would recommend using this trait and combining it with 2-Blocks Support Kurita. Luring your opponent to Kurita, you require a bit of speed, no? ---------------------------------------------------------------------- SHAMAN KING: 3-Blocks Support Yoh: This one will slow down your opponent and push him / her back a little. You can combo with Cross Grave as your rival slowly 'crawl' towards you. Help Koma Tao Ren: He can increase your attack for awhile, use this time to deal some damage. Help Koma Horo-Horo: Horo-Horo turns your character invincible for awhile, use this time to break out of any tight situation. Help Koma Manta: If the situation is not too tense, then you can use Manta. Manta will turn your character invisible for awhile, use this time to sneak up and push your opponent with Kanda or Linali, or simply Cross Grave anyone. ---------------------------------------------------------------------- JOJO'S BIZARRE ADVENTURE: 3-Blocks Support Jotaro: Jotaro call his dad to pull your target towards you, followed by using his signature Ora-Ora attack. I would suggest calling out Linali or Kanda when you use this move to combo for a little more hits. 3-Blocks Support Dio: Dio will come out and unleash his 'WRYAAAAA!' attack, use this to push your opponents away while you are running. ---------------------------------------------------------------------- STEEL BALL RUN: 2-Blocks Support Gyro: He will push your target away before pulling him back. Combine this with Cross Grave. ---------------------------------------------------------------------- SLAM DUNK: 2-Blocks Support Lukawa: Lukawa will ram and knock down anyone standing in his way. He will be useful if there happens to be a few people infront of you or if you are feeling sadist and simply wants to destroy all the items infront of you. He will be useful if there are people chasing you and you want to get away from something. 3-Blocks Support Lukawa: Lukawa will hit your opponent and he will have an 'Unable to defend' ailment for awhile. Use this time to call upon Linali or Kanda. Or just pummel your opponent. ---------------------------------------------------------------------- DEATH NOTE: 3-Blocks Support Yagami: Yagami and Ryuuk will cause your opponent to be unable to change his or her character. This is when you should use it against a weakened opponent. After you stop him from changing his or her character, you can combo this with Shikamaru then Cross Graving. The timing to use him would take a little time to master. You can combine this with L Help Koma to widen your scope of view to spot a weakened opponent. Help Koma L: This one is not really necessary, but something fun to have in your deck once in awhile. It allows you to have a wider view of your current position so you can spot and identify your enemies. It can be useful if you want to spot enemies and take them down. ---------------------------------------------------------------------- PRINCE OF TENNIS: 2-Blocks Support Ryoma: Ryoma's hit will have a 'reflect' effect when they hit against the wall. You can use this to your advantage and blind your opponents. 3-Blocks Support Ryoma: He works like the 3-Blocks Support Yagami, except you do not get to choose your target. You can use the same strategy, targetting a weakened character and stop him from switching character. Though most of the time, character switching is very fast, so Ryoma should be able to stop your target faster than Yagami can. 2-Blocks Support Fuji: If you want to get an 'Oh crap!' effect from your target, Fuji is one of the perfect irritating characters you can have. He will cause your target to have a 'Zoomed In' effect, making his scope of view smaller which enables you to use Cross Grave if he is unable to spot you. Help Koma Oishi: Oishi's role in your deck would be a 'Remedy', in case your character has weird ailments, Oishi can get rid of them. Pretty useful if your opponent's deck are filled characters that give you negative status effects. 3-Blocks Support Kaidoh: Although his 2-Blocks Koma causes the same effect, Poison, but this one has a horizontal-then-vertical hit. This can be advantageous when you are at a lower platform from most of the players. Poisoning is a pretty neat trait to have. But you can switch to his 2-Blocks Koma if you simply want a direct effect. Help Koma Kawamura: His 'Metal' ability gives allows your character to have a 'No-Flinch' and 'No-Knock-Down' effect. The disadvantage would be, you can still receive damage so you would have to quickly use this time to execute your specials. The advantage would be, it last longer than invincibility. So you can take on a few opponents before running off again. ---------------------------------------------------------------------- DRAGON BALL: 2-Blocks Support Goku: This is simply something to push away your opponent. 3-Blocks Support Gotenks: Being able to push your opponent away, landing a few hits in the process as well as stopping your opponent from attacking for a little while. 2-Blocks Support Kuririn: This one is pretty useful, he will cause any one near you to be blind. 3-Blocks Support Kuririn: Like 3-Blocks Support Gintoki, anyone infront of you will be knocked down, great for running away. ---------------------------------------------------------------------- NARUTO: 2-Blocks Support Naruto: Two Naruto will pop out and slash the opponent infront of you. This would be a good tactic to distract your opponent, plus, a push-back effect is active. I would recommend jumping to the next platform once you use this. 3-Blocks Support Naruto: Fart! Smelly? You bet! This move pushes your opponent back by alot, and adds a 'Slow' ailment. Very useful if you want to shove someone into a corner. 2-Blocks Support Sakura: Sakura will shoot in two directions, this will give you an open space. Use this space to execute Cross Grave. But do not rely on it because the sometimes if your distance is too close, the enemy will not be pushed back. 3-Blocks Support Rock Lee: Rock Lee will hit your target to a higher platform, allowing you to move out of the way. Use this time to run to another location. ---------------------------------------------------------------------- HUNTER X HUNTER: 2-Blocks Support Gon: I really like moves that will pull your opponent towards you. Using Gon is a little tricky, and tricky stuff is a little hard to master. He uses a fishing rod and 'fish' your opponent towards you. Quickly use one of Allen's special the moment you see your opponent being roped in. The distance is very tricky because he does not pull anything that is DIRECTLY infront of you. So positioning your character is really important. 2-Blocks Support Killua: If you are stuck and being hit by many people, you might want to try using Killua. He is able to push people away with a lightning attack. Very useful when you are getting bashed up by your enemies. ---------------------------------------------------------------------- HIKARU NO GO: 3-Blocks Support Hikaru: After you select your victim when you use Hikaru, it will take awhile before the attack is successfully 'carried out'. You will get a critical boost, and your victim will not be able to change his or her character. A good way to quickly beat your opponent when he or she is weakened. ---------------------------------------------------------------------- BUSOU RENKIN: 2-Blocks Support Kazuki: This is nothing more than a joke of pushing your opponent back while unleashing Allen's second special. I would advise using this when you see an opportunity to ring your opponent out. 3-Blocks Support Kazuki: An attack that starts behind Allen. He will rush fore and push your opponent back. I would not really recommend using any special but rather, I would advice using this koma when you need to run away from your opponent. ---------------------------------------------------------------------- BLACK CAT: 2-Blocks Support Eve: This shield will push your opponent away if they get too close to you, very useful if you need to run away from them. Lure them towards you and then use this koma. 2-Blocks Support Train: This works like the 2-Blocks Support Sena, a jump, followed by a 'Slow' ailment on your target. An alternative to Sena. If you plan to have Eve and Sven, then add Train to your deck for the extra special boost. 3-Blocks Support Train: Train's Rail Gun will keep all your opponents at bay, works just like Goku's special. If you can corner your opponent, then combo this with Allen's second special, otherwise, use this to distract your opponent. 2-Blocks Support Sven: Using Sven is also tricky because of the time. This one would be very useful because Sven can paralyse his opponent. An alternative to Shikamaru. You can do whatever you wish once your opponent is trap. 3-Blocks Support Sven: Another tricky koma, Sven will slash your target twice. On the last hit (which is the second hit), it will somehow push your target TOWARDS you. If you can time it well, jump over your opponent once you see him getting ready to execute his second cut. ---------------------------------------------------------------------- BLEACH: 3-Blocks Support Ichigo: Another tricky koma, most probably because of the distance. The useful thing, which can be considered both an advantage or disadvantage is that you get the 'Metal' or 'Block' status which prevents you from getting knocked down. Although that does not rely on where you position yourself before you use Ichigo, his other use does. Ichigo, while wearing the headband, in the process, can hit your target and push him far back. You can use both of this to your advantage, after being boost with the status effect, run fore and unload your specials on your target/s. 2-Blocks Support Rukia: Another one of the paralysis character. Rukia will come out and after some quick chanting, your opponent who will be standing directly infront of you will be paralysed. An alternative to Shikamaru. 3-Blocks Support Rukia: Rukia pushes your opponent away, to the next platform too. You might want to use her to push your opponents away especially if you are being cornered. ---------------------------------------------------------------------- MR. FULLSWING: 2-Blocks Support Saruno: Besides giving a bit of multiple hit and injuring himself (do not worry, because you do not lose any health), his move is very useful when you get surrounded by enemies. A push-back effect is there, giving you some space to use Cross Grave. 3-Blocks Support Saruno: If you have seen Joe from King of Fighter, this would probably be what it would be like if you have seen his special. A giant hurricane will sweep your opponent to the next platform and pushes him back. Great for attacking multiple opponents infront of you. ---------------------------------------------------------------------- YU-GI-OH: 2-Blocks Support Yugi: Another tricky koma, also because of the distance but this one is very unique. It works like a trap, try to lure your opponent towards you the moment you use get Yugi to come out. This one has a paralysis effect. ---------------------------------------------------------------------- YU YU HAKUSHO: 2-Blocks Support Kurama: Her vine has multiple whips. If you can corner your opponent, use this together with Allen's second special attack for pure combo and damage. 3-Blocks Support Kurama: This one does not have a paralyze effect on your enemy but it encage your opponent. Allowing you to execute with Cross Grave or using your second special. A unique combo if you do not wish to put any characters that causes paralysis. 2-Blocks Support Hiei: Hiei is pretty quick with his sword, although he only affects a short range, he can knock down any enemies directly infront of you. This is useful because of his speed and if you need to run off to heal yourself. 3-Blocks Support Hiei: Hiei will summon a black dragon and send your opponent flying to the other half of the arena. A pretty neat move if you wish to push people away. A very unique character to have in your deck. ---------------------------------------------------------------------- RUROUNI KENSHIN: 3-Blocks Support Kenshin: If you love to corner your opponent, I would recommend using this. He lashes out a total of 9 hits, during this time when your opponent is occupied, call out Linali or Kanda. 2-Blocks Support Sanosuke: Use this koma if you wish to have Kanda as your second special. This one will knock your opponent down a platform and deal pretty good damage, but the downside is that Sanosuke is rather slow since he is using an rather big sword to execute his attack. 3-Blocks Support Sanosuke: I like this attack because this one is pretty direct and can push your opponent far away. The damage is pretty huge too. Definitely something unique and it really shows off Sanosuke's power. 2-Blocks Support Saito: Saito will push your opponent up a platform, use this time to run off to grab some items or heal yourself. Saito is someone who will keep your enemy occupied while you sneak off. ---------------------------------------------------------------------- ONE PIECE: 3-Blocks Support Zoro: Zoro will cut swiftly and push your character to an above platform. He is useful if you just wants to run off and is a big fan of Zoro. But I would not recommend him since Saito could do the same and only cost 2 spaces. 3-Blocks Support Nami: Nami is pissed and her screams will send your opponent flying to a platform above you, plus it adds a 'Confuse' ailment, so anyone that wants to chase you after that might have a bit of trouble because his controls are messed up. 3-Blocks Support Robin: Robin is a 'Pull Me To You' character. Like Gon, except she has a more direct attack. Get ready to unleash whatever power you wish to when your poor opponent is pulled towards you. But do not use this when you are too close because you might not have time to execute your attacks, so estimate a distant before you call upon Robin. 3-Blocks Support Usopp: Usopp's itchy hands and a chalk board is a deadly combination. The moment you use him, he will scratch the chalk board and anyone who is very close to you will be pushed back for abit. Use this time to execute Cross Grave. 3-Blocks Support Chopper: Chopper works like 3-Blocks Support Kurita, again, use him when you managed to corner an opponent, then either call upon Linali or Kanda for some extra combo and damage. A fun character to have but not necessary. ---------------------------------------------------------------------- With all these said! I hope you enjoyed reading my guide, feel free to post any questions or strategy if you wish to share them, I would gladly add your entry here and your name. Thanks for reading! If you have any suggestions regarding my guide and etc., please do not hesitate to e-mail me. ---------------------------------------------------------------------- ---------------------------------------------------------------------- VIII. FAQS ---------------------------------------------------------------------- ---------------------------------------------------------------------- All questions pertaining to this guide or this game will be here, feel free to ask helpful and useful questions, I'll add 'em here, proper credits will be given as usual. Please note that sometimes they aren't question... Q. What is 'niffy'? A. It is a word I made up, a mix of 'Spiffy' and 'Nifty'. Q. What's that thing following Allen? A. Haha, I didn't mention that on purpose because I know that some of you would be thinking about it. That's Timcanpi, in the manga, this snitch-looking (for you Harry Potter fans) golem (yes, its a golem) is what follows Allen around. It works like a video camera and a tracker, but this feature isn't in JSS, heh! Q. You make Allen look like a coward with the 'blah blah keeping your opponents at bay' strategy! A. I'm sorry if this offends you but he is not a coward, but this is my playing style (no, I'm not a coward). The trick to get the fun out of this game is to annoy your opponents (at least for me). So being able to keep my opponents from attacking me and being able to kick their large behind is my strategy. You can attack with Allen head-on. I have a deck for that! Q. What no mentions about combos? A. Combo-ing isn't much of a combo. You can chain or link moves and perform stuff that looks like a combo. But they aren't really combos. An example would be: B, Forward + B, Y, Forward + Y The combo stops after the first Y attack (Slash), but you can chain it with Forward + Y for some added effect. There's about an unlimited amount of possibilities so there is no need to mention it. But if there are many request, I wouldn't mind adding 'em in. Q. There are still alot of series you missed out for the team-mates section, aren't there supposed to be alot more? A. Those are the ones I commonly use, but you can always suggest! Q. I would like to suggest a deck. A. Yup, mail me at [email protected], I'd gladly post your deck here with your name on it! ---------------------------------------------------------------------- ---------------------------------------------------------------------- IX. CREDITS AND DISCLAIMERS ---------------------------------------------------------------------- ---------------------------------------------------------------------- Thanks to all these people here, without them, the writing of this guide would still be possible (just kidding): Nintendo and Jump - For this awesome, awesome, AWESOME game! Katsura Hoshino - The D.Gray-man series! Without you, there would be no Allen Walker, thank you! NeoSeeker - For hosting my guide and the nice people there on the message board GameFAQS - For hosting my guide and all the people at the JSS board IGN - For hosting my guide and having a very visual translated FAQ SuperCheats - For hosting my guide and e-mailed me about it, I really appreciate it My brothers and sisters - The support was always needed! A bit of something makes up for everything Shiro - The nice E-card and being there for me when I needed someone to share my thoughts with Mah Boon Kin - Helping me gather information and feed my brains with weird stuff... Joshua Shane Ng - Meeting up with me so I could find this game one fateful day and sending unnecessary spam mails...bleh! Jessen Tan - Meeting up with me so I could find this game one fateful day and being the commentator whenever there's a battle going on Genroh - For his guide that helped me out back when I first started, thanks to him, I got to unlock Allen-kun and his team of Exorcists Gerald Wong - For giving me a bloody difficult time beating your "Naruto Clone Spam deck" and "Block / Metal Yusuke Push deck" Oh Zheng Yong - For giving me another bloody hard battle with your "Joker" deck, aye crumba! Lin Yuan Jing - For lending me Super Smash Brothers: Melee and being a fellow action figure collector Kaoru - For teaching me Japanese and talking to me about RPGs Travis Ho - Giving me the opportunity to be part of your project, hail! Everyone - For reading my guide A VERY BIG FAT THANKS TO ALL OF YOU! This guide is Copyright 2006 by Wong Yeang Chiong. If you'd like this guide to be on your website, please kindly e-mail me and let me know. Thank you very much! ---------------------------------------------------------------------- ----------------------------------------------------------------------