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YWUo;6#tBWtA8@#;. ..,,,,,,,,...cb@$Ao7;;;iQ@z#btZXt7Y0:i$n7oi ,8 IW ,MzvtSI$#82zb@MQS;. ........c0@$US1;,.,:,Q@1@$z677AbS,7Q7cti i . .znnv c#$0619@M@$@0Y. ..;Z$$EnttY, ...:.zB: :E9tYb#c:C91Xti $b1i ,i nE2Yt#$60@MMMMMM@#bzUE9AE$#B@MM@EYc 22z. AA7IzzX, :Zb. ;A AWn7BMMMMMMMMMW8$MMM@B#$$@MM@MMMM t29. ;tYIE9. .;7;... ;$B8U90QWBBWQ00Q#W9E@@BQB##$$BQW#;.YS8Y :ttnC, ------------------------------------------------------------------------------- This FAQ is not to be used anywhere but http://www.gamefaqs.com/. If you see it found anywhere else, contact me at KyoujiCraw@gmail.com. O~~~~~~~~~=================~~~~~~~~~O | | | I. Table of Contents | [TAB] | | O~~~~~~~~~=================~~~~~~~~~O Use your browser's find feature - normally mapped to Ctrl+F - to jump to the section you want to go to by searching for the short code to the right of the section, brackets included. I. Table of Contents [TAB] II. Version History [VER] III. Getting Started [GET] IV. Battle Koma Basic Moveset [MOV] a. Basic Moveset [MO1] b. Cancelling Moves (Comboing) [MO2] V. Allen's Support Koma & Battle Koma Special Attacks [KOM] VI. Allen's Play Style [APS] a. Capitalizing on Strengths [AP1] b. Protecting Weaknesses [AP2] VII. Supporting Allen [SUP] VIII. Frequently Asked Questions [FAQ] IX. Credits [CRE] a. Credits [CR1] b. Copyright Information [CR2] c. Special Thanks [CR3] O~~~~~~~~~~===============~~~~~~~~~~O | | | II. Version History | [VER] | | O~~~~~~~~~~===============~~~~~~~~~~O Version 1.0 (04-15-06) Wrote through IX, fixed miscellaneous errors throughout the FAQ, revised a few sections. Version 0.6 (04-14-06) Wrote through part VI. Version 0.5 (04-12-06) ... Painstakingly crafted Part IV... Version 0.3 (04-11-06) Began work on the FAQ. Wrote through part III. O~~~~~~~~~~===============~~~~~~~~~~O | | | III. Getting Started | [GET] | | O~~~~~~~~~~===============~~~~~~~~~~O Welcome to my FAQ on Allen Walker. I decided to write this because no Allen FAQs existed at the time, and because he's an interesting character very much worthy of having a FAQ written about him. I wouldn't really say he's one of the best in the game, but he's easy to work with and have several things going for him. Characters like Allen are the kind I like to play most in fighting games; that is, those with at least acceptable speed and power in close combat, supported by very nice ranged techniques. The character of Allen Walker is the main lead of D.Gray-Man, a relatively new series which began serialization in 2004. Allen is an exorcist who uses his fights the Millenium Earl and his akuma with the anti-akuma weapon in his left arm. Like my Yugi FAQ, this FAQ assumes you rather know what you're doing. While try to explain some of the more complex things, it is assumed that you already have most or all of the koma in the game and have a fair bit of knowledge and experience with the game mechanics. Allen is a knowledge character, so he is weak to power characters and strong against laughter characters. He has one of the few tag attacks in the game that is actually worth using, and he has what are more or less the best set of normal projectiles in the game. With that said, let's move on to the main of the FAQ. O~~~~~~~~~~~=============~~~~~~~~~~~O | | | IV. Battle Koma | | Basic Moveset | [MOV] | | O~~~~~~~~~~~=============~~~~~~~~~~~O Notation: B = Weak Attack Y = Strong Attack X = Special Attack F = Hold forward during attack U = Hold up G = Guard attack FF = Double tap forward A = Air attack ~~~~~~~~~~ Sample move: Button or button plus direction used to trigger the attack: Attack name Attack description Attack range: General length of the attack; how far away from Allen the attack can hit from Notes: Any interesting information about the attack, or effects the attack has other than damage Damage: How much damage the attack inflicts ~~~~~~~~~~ The system of distance measurement I use is in character lengths, using Allen's length as a guide. One character length from Allen means it would hit a character standing where Allen would be if he walked forward by his own length. Basically, it would hit right in front of Allen. Two character lengths means the move will hit if there's room for another Allen between Allen and the opponent, etc. I'm looking to find frame information on all the moves. However, my attempts to collect this information have been futile and inaccurate, as a result of the inconsistency in animation present throughout the game. If anyone would be willing to help with this, I would be most appreciative. Since Allen is a Knowledge character, multiply the damage by 1.5 when facing a Laughter character (when facing a Knowledge character in the case of his UX specials, as those are Power, not Knowledge). --~~== Basic Moveset ==~~-- [MO1] B: Claw Swipe Allen makes a quick swipe with his arm in claw form. Attack range: About one and a quarter character lengths Notes: None. Damage: 3 ---------- FB: Claw Gouge Allen steps forward a bit and gouges with his arm in claw form. Attack range: About two character lengths; steps forward an additional character length Notes: None. Damage: 3 ---------- UB: Claw Upper Allen claws the air above him with his arm in claw form. Attack range: Directly in front of Allen, or touching him. Hits characters on platforms just above Allen. Notes: Knocks down, knocks the opponent a short bit into the air. It's possible to get it to hit twice, but the space appears to be only a pixel wide and is well into touching the opponent and seems to only work on certain characters. In short, it's amazingly impractical and not worth trying. Damage: 3 ---------- FFB: Claw Dash (Weak) Allen dashes forward a short bit and gouges with his arm in claw form. Attack range: About two character lengths; dashes forward an additional two character lengths Notes: Knocks down. Damage: 8 ---------- AB: Claw Spike Allen punches down in front of him with his arm in claw form. Attack range: About one and a half character lengths Notes: Counts as a jump. Damage: 4 ---------- GB: Cross Grave (Weak) Allen punches the ground with his arm in claw form, generating a yellow shockwave in front of him. Attack range: About two and a half character lengths Notes: Knocks down, guard breaks. If used when the opponent is about two character lengths from Allen, it hits twice. Damage: 8 per hit, up to 2 hits ---------- Y: Slash Allen makes a quick slash in front of him with his arm in sword form. Attack range: About one and a half character lengths. Hits characters on platforms just above Allen. Notes: Knocks the opponent a short bit into the air. Damage: 11 ---------- FY: Straight Gun Allen shoots directly ahead of him with his arm in gun form. Attack range: About six and a half character lengths. Notes: Can be charged to fire twice in succession. Damage: 11 per hit, up to 2 hits ---------- UY: Upper Gun Allen shoots diagonally upward with his arm in gun form. Attack range: About 4 and a half character lengths forward; moves up as well as forward Notes: Can be charged to fire twice in succession; knocks opponent a fair bit into the air with each hit. Damage: 11 per hit, up to 2 hits ---------- FFY: Claw Dash (Strong) Allen dashes forward and gouges with his arm in claw form. Attack range: About two character lengths; dashes forward an additional three character lengths before it hits Notes: Knocks down. When hitting an opponent from about four and a half character lengths away - if both allen and the opponent were motionless, the opponent would just protrude into Allen's screen, assuming no vision modifications - it will hit twice. Damage: 11 per hit, up to 2 hits ---------- AY: Lower Gun Allen shoots diagonally downward with his arm in gun form. Attack range: About 4 and a half character lengths forward; moves down as well as forward Notes: Can be charged to fire twice in succession; comes out faster than the other gun moves when uncharged. Allen slowly moves backwardsin the air until it fires, though he doesn't move vertically. Counts as a jump. Damage: 11 per hit, up to 2 hits. ---------- GY: Cross Grave (Strong) Allen punches the ground with his arm in claw form, generating a yellow shockwave in front of him. Attack range: About two and a half character lengths Notes: Knocks down, guard breaks. If used when the opponent is about two character lengths from Allen, it hits twice. Damage: 11 per hit, up to 2 hits ---------- Dream Combo (Tap Allen icon on touch screen): Claw Step Allen steps forward and gouges with his arm in claw form. Attack range: About two character lengths; dashes forward an additional one and a half character lengths before it hits Notes: Allen's Dream Combo move. Damage: 10 --~~== Cancelling Moves (Comboing) ==~~-- [MO2] Cancelling moves follows a simple game mechanic - if you use certain moves during the animation of other moves, after the first damaging frame the move will stop and you will immediately begin performing the next move without any delay. The notation I'm using for cancelled moves is the initial move followed by the move it cancels into. For instance, B FB is B cancelled into FB. Comboing uses move cancelling in order to immediately jump to a move before the opponent has a chance to guard. A combo is any string of attacks that the opponent cannot block or dodge once the first attack hits. Not all strings of attacks that come from cancelling moves are always combos, however. Some take careful positioning to work because the at first point they can hit it is too early for the next attack to be guaranteed, such as is the case with Allen's FY FFY. Others can be cancelled but the second and subsequent hits can always be blocked, as is the case with his B FFY. In this part of the movelist, moves which cancel into other moves are listed, and if they are a combo the maximum damage they can do is also listed. Multiple chains are listed when they combo with each other up to a point, though I don't list chains that continue after they stop comboing. Because you cannot block in the air, if cancel chains that normally don't combo are fast enough if the last comboing hit knocks the opponent off an edge then they can combo. However, I don't make any special note of these cancel chains. Further chains can be made using support characters, but it would be very, very impractical to list them all, so I'm not listing any. As a general rule, all of Allen's moves except the dashing moves, aerial moves, and guard moves cancel into special moves. However, they only ever combo into the 4-Koma UX (abbreviated 4UX from this point on), so for convenience' sake that's the only one I'll list here. ~~~~~~~~~~ B FB - Combo Requirement: None. Damage: 6 B FB FFB - Not a Combo B FB Y - Combo Requirement: None. Damage: 17 B FB Y FFB - Combo Requirement: None. Damage: 25 B FB Y FY - Combo Requirement: None. Damage: 28 B FB Y FY FFB - Combo Requirement: None. Damage: 36 B FB Y FY FFY - Combo Requirement: None. Damage: 39 normally; 50 if FFY hits twice B FB Y FY 4UX - Combo Requirement: Must be close enough to a wall that the FY doesn't knock them too far for the 4UX to hit. Damage: 58 B FB Y UY - Combo Requirement: None. Damage: 28 B FB Y UY FFB - Not a Combo B FB Y UY FFY - Not a Combo B FB Y FFY - Combo Requirement: None. Damage: 28 B FB Y 4UX - Combo Requirement: None. Damage: 47 B FB FY - Not a Combo B FB Y UY - Combo Requirement: None Damage: 28 B FB Y UY FFB - Not a Combo B FB Y UY FFY - Not a Combo B FB FFY - Not a Combo B FB UY - Not a Combo B FB 4UX - Combo Requirement: None. Damage: 36 B UB - Combo Requirement: None Damage: 6 B UB FFB - Combo Requirement: None. Damage: 14 B UB Y - Combo Requirement: None. Damage: 17 B UB Y FFB - Combo Requirement: None. Damage: 25 B UB Y FY - Combo Requirement: None. Damage: 28 B UB Y FY FFB - Combo Requirement: None. Damage: 36 B UB Y FY FFY - Combo Requirement: None. Damage: 39 normally; 50 if FFY hits twice B UB Y FY 4UX - Combo Requirement: Must be close enough to a wall that the FY doesn't knock them too far for the 4UX to hit. Damage: 58 B UB Y UY - Combo Requirement: None Damage: 28 B UB Y UY FFB - Not a Combo B UB Y UY FFY - Not a Combo B UB Y FFY - Combo Requirement: None. Damage: 28 B UB Y 4UX - Combo Requirement: None. Damage: 47 B UB FY - Combo Requirement: None. Damage: 17 B UB FY FFY - Combo Requirement: None. Damage: 28 B UB UY - Combo Requirement: None. Damage: 25 B UB UY FFB - Not a Combo B UB UY FFY - Not a Combo B UB FFY - Combo Requirement: None. Damage: 17 B UB 4UX - Combo Requirement: None. Damage: 33 B UY - Not a Combo B FFB - Not a Combo B Y - Combo Requirement: None. Damage: 14 B Y FFB - Combo Requirement: None. Damage: 25 B Y FY - Combo Requirement: None. Damage: 25 B Y FY FFB - Combo Requirement: None. Damage: 33 B Y FY FFY - Combo Requirement: None. Damage: 36 normally; 47 if FFY hits twice B Y FY 4UX - Combo Requirement: Must be close enough to a wall that the FY doesn't knock them too far for the 4UX to hit. Damage: 55 B Y UY - Combo Requirement: None Damage: 25 B Y UY FFB - Not a Combo B Y UY FFY - Not a Combo B Y FFY - Combo Requirement: None. Damage: 25 B Y 4UX - Combo Requirement: None. Damage: 44 B FY - Not a Combo B FFY - Not a Combo B 4UX - Combo Requirement: None. Damage: 33 B FFB - Combo Requirement: None. Damage: 11 B Y - Combo Requirement: None. Damage: 14 B Y FFB - Combo Requirement: None. Damage: 22 B Y UY - Combo Requirement: None Damage: 25 B Y UY FFB - Not a Combo B Y UY FFY - Not a Combo B Y FFY - Combo Requirement: None. Damage: 25 B Y 4UX - Combo Requirement: None. Damage: 44 B FY - Not a Combo B FFY - Not a Combo B 4UX - Combo Requirement: None. Damage: 33 FB FFB - Combo Requirement: None. Damage: 11 FB Y - Combo Requirement: None. Damage: 14 FB Y FFB - Combo Requirement: None. Damage: 22 FB Y FY - Combo Requirement: None. Damage: 25 FB Y FY FFB - Combo Requirement: None. Damage: 33 FB Y FY FFY - Combo Requirement: None. Damage: 36 normally; 47 if FFY hits twice FB Y FY 4UX - Combo Requirement: Must be close enough to a wall that the FY doesn't knock them too far for the 4UX to hit. Damage: 55 FB Y UY - Combo Requirement: None Damage: 25 FB Y UY FFB - Not a Combo FB Y UY FFY - Not a Combo FB Y FFY - Combo Requirement: None. Damage: 25 FB Y 4UX - Combo Requirement: None. Damage: 44 FB FY - Not a Combo FB FFY - Not a Combo FB 4UX - Combo Requirement: None. Damage: 33 UB FFB - Combo Requirement: None. Damage: 13 UB Y - Combo Requirement: None. Damage: 14 UB Y FFB - Combo Requirement: None. Damage: 22 UB Y FY - Combo Requirement: None. Damage: 25 UB Y FY FFB - Combo Requirement: None. Damage: 33 UB Y FY FFY - Combo Requirement: None. Damage: 36 normally; 47 if FFY hits twice UB Y FY 4UX - Combo Requirement: Must be close enough to a wall that the FY doesn't knock them too far for the 4UX to hit. Damage: 55 UB Y UY - Combo Requirement: None. Damage: 25 UB Y UY FFB - Not a Combo UB Y UY FFY - Not a Combo UB Y FFY - Combo Requirement: None. Damage: 25 UB Y 4UX - Combo Requirement: None. Damage: 44 UB FY - Combo Requirement: None. Damage: 14 UB FY FFY - Combo Requirement: None. Damage: 25 UB UY - Combo Requirement: None Damage: 14 UB UY FFB - Not a Combo UB UY FFY - Not a Combo UB FFY - Combo Requirement: None. Damage: 14 UB 4UX - Combo Requirement: None. Damage: 30 Y FFB - Combo Requirement: None. Damage: 19 Y FY - Combo Requirement: None. Damage: 22 Y FY FFB - Combo Requirement: None. Damage: 33 Y FY FFY - Combo Requirement: None. Damage: 33 normally; 44 if FFY hits twice Y FY 4UX - Combo Requirement: Must be close enough to a wall that the FY doesn't knock them too far for the 4UX to hit. Damage: 52 Y UY - Combo Requirement: None Damage: 22 Y UY FFB - Not a Combo Y UY FFY - Not a Combo Y FFY - Combo Requirement: None. Damage: 22 Y UY - Combo Requirement: None. Damage: 22 Y UY FFB - Not a Combo Y UY FFY - Not a Combo Y 4UX - Combo Requirement: None. Damage: 41 FY FFB - Combo Requirement: None. Damage: 19 FY FFY - Combo Requirement: None. Damage: 22 normally; 33 if FFY hits twice FY 4UX - Combo Requirement: Must be close enough to a wall that the FY doesn't knock them too far for the 4UX to hit. Damage: 41 O~~~~===========================~~~~O | | | V. Allen's Support Koma & | | Battle Koma Special Attacks | [KOM] | | O~~~~===========================~~~~O 1-Koma (Help) Extends range of vision for 8 seconds ---------- 2-Koma (Support): Jump Attack Summons a support Allen to leap forward and slash down with arm in sword form. Attack range: Leaps forward two character lengths from initial summoned position, or until hitting an edge or wall, then attacks one character length away. Hits characters in air and on platforms directly above; will not hit characters directly in front if a platform is in the way of the fall. Notes: Successful hit prevents opponent from blocking for 9 seconds Damage: 24 ---------- 3-Koma (Support): Jump Attack Summons a support Allen to leap forward and blast diagonally down three times with arm in gun form. Attack range: Leaps forward two character lengths from initial summoned position, or until hitting an edge or wall, then fires blasts which travel four character lengths forward, which travel down at the same rate they travel forward. Notes: Hits three times against characters against walls. Damage: 9 per hit, up to 3 hits ---------- 4-Koma (Battle) X: Cross Grave Special (Weak) Allen punches the ground with his arm in claw form, generating a blue shockwave in front of him. Attack range: About two and a half character lengths Notes: Guard breaks, knocks opponent high into the air. Hits twice when opponent is stuck under a wall. Damage: 20 per hit, up to 2 hits ---------- 4-Koma (Battle) UX: Summon Linali Allen summons Linali to deliver a spinning attack with her Dark Boots. Attack range: Up to five character lengths away (two character lengths away at start for full damage); Linali won't travel past an edge. Hits characters on platforms directly above Allen. Notes: The sixth and seven hits hit sporadically and are only guaranteed against opponents stuck against walls or on platforms directly above Allen. Final hit knocks opponents down through the floor and far forward. Damage: 8 hits; 3, 2, 3, 2, 3, 2, 3, 12 (Up to 30) ---------- 5-Koma (Battle) X: Cross Grave Special (Strong) Allen punches the ground with his arm in claw form, generating a red shockwave in front of him. Attack range: About four character lengths ahead, one and a half character lengths behind Notes: Guard breaks, knocks opponent high into the air. Hits twice when opponent is stuck under a wall and is within two and a quarter character lengths from Allen, roughly three and a half character lengths from Allen, roughly two character lengths behind Allen, or roughly one and a fifth character lengths behind Allen. Damage: 30 per hit, up to 2 hits ---------- 5-Koma (Battle) UX: Summon Khanda Allen summons Khanda to deliver a phantasmal attack with his Mugen sword. Attack range: Up to four character lengths away (Up to three character lengths away at start for full damage) Hits characters on platforms directly above Allen. Notes: Final hit knocks opponents far forward. Damage: 3 damage first 6 hits, 10 damage 7th hit (up to 28 damage) O~~~~~~~~===================~~~~~~~~O | | | VI. Allen's Play Style | [APS] | | O~~~~~~~~===================~~~~~~~~O --~~== Capitalizing on Strengths ==~~-- [AP1] Allen's primary strength is his versatility; he plays well in a very wide range of situations. His attacks have some decent range on them, and he has a fantastic moveset. His weak attacks all flow smoothly, and his strong attacks combo quite well for absurd damage in close quarters. His guard attacks deal the highest damage of all of them. He has excellent projectiles in his FY, UY, and AY. He's extremely good at ring outs, as he has several attacks which knock the opponent back a fair ways and a combo that knocks the opponent back an incredible length. The primary tool in Allen's arsenal is his most basic combo, B FB Y FY FFY. When started from about 1.9 character lengths from the opponent, it does a rather astonishing 50 damage and will knock an opponent from dead center in the arena to a collision with the outer wall, assuming it's even there. A bit closer and it stops working, but B UB Y FY FFY, which does the same damage, begins working just a bit after that. If the opponent is much farther from Allen than the range at which his combos hit, the opponent can't often effectively hit Allen, who still has his quite good gun form projectiles for pressure. In particular, his AY is pretty much the best move of its type that the game has. It comes off quite quickly, knocks the opponent back, and can be used quickly for good disruption... And serves as a weak, delayed triple jump, as well. Other moves are worth using, too, of course. His FFY does great damage as a rush move if you space it right, and his UB is decent defense against attacks from above. Overall, Allen is an unusually aggressive character relative to his range. The key to playing him well lies in the balance between long-range support and short-range damage. Opponents can't effectively get close to Allen, as a result of his above-average range and fantastic combos. And yet, fighting him at a distance is difficult as well, because of his gun form attacks. Thus, if you pressure the opponent well, it is easy to overwhelm them. --~~== Protecting Weaknesses ==~~-- [YP2] Unfortunately, Allen suffers from a relative lack of mobility. While far from the slowest character in the game, he's just not very fast, and lacks a real way to get around quickly. Another good character with the same basic problem, Yugi, at least has a triple jump to aide vertical mobility, but Allen has no such luck. Thus, if the enemy begins to pressure Allen, he lacks a good escape route, which can be devastating when facing some of the more mobile characters. The only real solution is to play very effectively and reduce the chances of getting into a compromising situation. However... Compounding the mobility problem is the fact that Allen doesn't really have any safe moves to combo into. He's forced to play a dangerous game, as should his moves whiff, he becomes vulnerable lacking a way around this. Because Allen can be reversed more easily than some of the other good characters, he needs to devote a fair amount of his deck to countering his weaknesses, which other characters may use for accentuating strengths and furthering combo potential with effective support. Through the deck, his weaknesses can be protected, but it will cost him efficiency. O~~~~~~~~~=================~~~~~~~~~O | | | VII. Supporting Allen | [SUP] | | O~~~~~~~~~=================~~~~~~~~~O Naturally, Allen's weaknesses do keep him from being a greatly effective character on his own, and thus he needs support in order to do well. A second battle koma is greatly needed. My recommendations are either Kazuki Mutou (from Busou Renkin), Yugi Mutou (from Yu-Gi-Oh!), Eve (from Black Cat), and Sanji (from One Piece). Kazuki is a great compliment to Allen, providing much needed mobility as well as a more offensive spin to Allen's aggressive but tactical style. Yugi benefits from some of the same support Allen does, and though he's a bit slower than Allen, his triple jump and ranged moveset with a lot of safe combos provide some defense from opposing pressure. Sanji's quite mobile and has a good moveset in general, and his 4-koma's up X special provides a massive power boost with the right deck construction, which Allen can make use of as well. (See another FAQ for good advice on using Sanji.) Eve is slower than Allen, but like Yugi has some good range (if not quite AS good as him) and has a triple jump, and has a few unique tricks. If bound to Allen with the exertion, friendship, and victory koma, they gain the following very nice tag attack: ---------- Tag Attack: Gun Form Wing Allen readies shots with his arm in gun form as Eve supports him with feather shots from her wings. Attack range: Upper and lower feather shots, six and a half character lengths forward; mid-upper and mid-lower feather shots, seven character lengths forward; gun form shots, eight character lengths forward; final gun burst, nine character lengths forward. Notes: Tag attack between Allen Walker and Eve. Final hit knocks down. Damage: 1-2 per feather hit, 3-4 per gun hit, 15 for final gun burst (realistically, up to around 60 damage) ---------- You're more than likely going to be wanting healing koma and status recovery koma, and a koma to increase your vision range is going to be very nice, so you can accurately hit opponents with your gun forms from farther away than they can even see you from. A stealth koma and possibly a speed koma will also be useful for both offense and defense. Supportwise, though, there are several different routes you can go. There are really too many fast attack supports you can combo with to list, and you can go a more tactical style with anything to inflict status effects on the opponent. My favorites are vision reduction and paralysis. Outside of that, there's really no limit to what you can do, and I encourage you to use whatever fits your playstyle. O~~~~~~~~~~===============~~~~~~~~~~O | | | VIII. FAQ: Frequently | | Asked Questions | [FAQ] | | O~~~~~~~~~~===============~~~~~~~~~~O Q: Where do I get Allen's koma? A: Most D.Gray-Man koma are found in Battleground 1-6. The ones that aren't are Allen's 5-Koma and 2-Koma, which are both found in Battleground 3-4. For more complete information, you should consult a different FAQ. Q: "Counts as a jump?" A: Allen has the standard two jumps. If you jump, and then you use his AY or AB move, he can't jump again. He CAN use another AY or AB move, though, and he can double jump and then use an AY or AB move... But only that many. And if you switch to a character with a triple jump in mid-air after performing the equivalent of three jumps, they can't use their third jump. Everyone's aerial moves work this way, just as everyone's guard attacks knocks the opponent down and guard break. Q: Can't you give more specific advice on playing Allen? There's a lot of "do what you want with this as a general guide" feelings in there. A: Well, I really could go into very specific detail on how I play Allen. But, most people do not play in the same way, and the more specific I get, the less helpful I'm going to be, as tactics I'm good as probably aren't going to be the same as tactics you'll get proficient at. I do my best to provide some good advice and detail in that advice, but it's never going to be perfectly detailed, and it shouldn't be, either. Q: I noticed an error in your FAQ and, being a greedy, greedy person, want to tell you what it is to get credit. Perhaps you made a glaringly obvious typo or set of typos, or perhaps I have responded to your call to accurately record the frame data. Perhaps it's a problem completely unrelated to these. You WILL give me credit for helping, won't you? A: Yes. Yes I will. O~~~~~~~~~~~~~~=======~~~~~~~~~~~~~~O | | | IX. Credits | [CRE] | | O~~~~~~~~~~~~~~=======~~~~~~~~~~~~~~O --~~== Credits ==~~-- [CR1] Alastor the Stylish (That's me) - For writing all this stuff. Backspace - For helping with D.Gray-Man lore, and giving miscellaneous support throughout the FAQ writing process. Anyone else - Who corrects me on anything, or who assembles accurate frame information. -~~== Copyright Information ==~~-- [CR2] This guide is Copyright 2006 Michael Stark. This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Permission to use this guide is currently given only to http://www.gamefaqs.com/. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. If it is found anywhere else, contact me at KyoujiCraw@gmail.com. Shonen Jump and all related characters are Copyright of Shueisha Publishing and all of its authors. Game Copyright Ganbarion & Nintendo, Co. Ltd. 2005. D.Gray-Man Copyright Katsura Hoshino 2004. --~~== Special Thanks ==~~-- [CR3] All of GameFAQs staff - For hosting this guide, as well as generally being awesome people. Nintendo - For producing and publishing many, fine games, including publishing this one. Ganbarion - For designing this game. Genroh - For writing an excellent walkthrough and guide for this game, without which I never would have gotten anywhere in this game. Backspace - For being rather helpful with the D.Gray-Man lore, and for being amazingly supportive throughout all my ridiculous, ridiculous ranting. I'm sure he must hate me by now.