------------------------------------------------------------------------------- Deck Design Guide ----------------- Sections -------- 1. Forenote 2. Basics 3. Design Philosophy 4. Exceptional Koma 5. Sample Decks 6. Glitches to be Aware of 7. Version History 8. Terms of Use ----------- 1. Forenote ----------- This guide assumes a certain amount of knowledge on the part of the reader. It is specifically for experienced players who understand what a deck is, the difference between Help, Support and Battle Koma, and how to play the game. If you are lacking in these areas, please first learn that much. Additionally, it is assumed you have all or almost all Koma to work with. Also, the use of duplicate koma (via a glitch) is also not covered. I have experimented with the glitch, and found that using duplicate Koma is interesting, it provides no useful benefits. Boosting a Battle Koma with two of the same Help Koma provides no extra benefit, and a similar lack of effect comes from attempting to overboost Support Koma. While some interesting decks could be made, they will not be covered here. --------- 2. Basics --------- Everything that goes into designing a deck is a matter tradeoffs. Understanding this is the first step in designing a deck that will be effective in suiting your style of play, and defeating you opponents. First, it's important to understand what happens when Koma "boost" each other, when this is useful, and when it isn't. When Battle Koma are boosted by another Koma, in battle that character will have a larger health bar. The amount of difference can be seen by resting you cursor over the Battle Koma when editing the deck and viewing the Koma statistics screen on top. It will appear in pink as a part of the right side of the health bar. The amount of health gained is always the same, regardless of the size of the Battle Koma, or the boosting Koma. Similarly, when a Support Koma is boosted by another Koma, an extra bar on your special meter is added. You can view the number of bars by putting your cursor over a Battle Koma (again, while looking at Koma statistics). There is, however, a limit of sixteen special bars. Once you understand that, you have the tools necessary to begin balancing your deck. -------------------- 3. Design Philosophy -------------------- The beauty of Jump Superstars is that you can, if you so choose, throw into a deck any Koma chosen at random, so long as there is one of each type, and be able to have fun and fight. The potential number of combinations is vast enough that there can always be a new kind of deck to fight, and a new kind of deck to fight it with. When thought is actually put into making a deck, a driving idea or desire must act as the anchor. The question, "What am I trying to accomplish with this deck?" fundamental. Are you trying to design a deck to defeat a friend who has routinely beat you with one of his? Do you want to make a deck which features a specific character? Without understanding what you are trying to accomplish, balancing the deck is nearly impossible. After you have your idea, character, theme etc. the actual designing process can take place. The fundamental truth of deck design is that everything is a trade off, which I will now discuss. The first tradeoff, and the most noticible, is that of Battle Koma size. Small Battle Koma, the four and five slot ones, have less health and weaker special attacks than large Battle Koma, the six and occaisionally seven slot monsters. At a passing glance this makes smaller Battle Koma undesirable, as they can take fewer hits, and deal less damage. However, there are benefits to being small, and problems associated with being large. Remember that larger or smaller, Battle Koma for the same character will have the same exact moveset, with the only differences being in special moves and health bar size. Large Battle Koma are not problem free. Being so large, they can be unwieldy to place into a deck, and greatly reduced both the number of Koma, and the number of different configurations. The fewer Koma there are, the fewer special bars one will have, and despite being able to use more powerful attacks, they will have to be used less often. Still, the raw power, and large amount of damage they can take, are very appealing. Small Battle Koma have their benefits. Being small, they allow many more Koma to be fit into a deck, including up to a total of four Battle Koma. While having three or four easily beat up fighters doesn't sound appealing at first (especially since doing so can suffer from the same lack of special bars that can plague large Battle Koma, especially when using four) it has hidden benefits. First, you can perform some absolutely devastating Dream Combos, and second, you can distribute damage across four fighters. Because the three you aren't using will slowly heal, this can save special bars for attacking rather than reparing damage. Additionally, more fighters allows for more versatility. You can easily have a character of each type with which to counter your opponents, or characters with drastically different fighting styles which will require sudden adaptation in order to be properly countered. So, small Battle Koma have their place. It is important to remember that this is a tradeoff, meaning that in the end, neither can be said to be truly better. I have decks starring four fighters as well as some with only one, all of which I've defeated my opposition with. Both the small and large Battle Koma can be used to great effect. The second tradeoff is boosting. With boosting you can make low health Battle Koma more durable, and the monster seven slot Koma even more monsterous. You can obtain more special bars with which to smash the opposition. However, boosting is not necessary, and limiting yourself to Koma that boost each other will severely limit the scope of your decks. The argument for boosting is obvious, you get a direct and very nice increase in health or in special bars. The argument against is more complicated. Making a decision not to boost, or boost less, does not appear to reap much reward. You don't gain anything directly, and you lose out on some nice bonuses. However, if you don't get obsessed with boosting, you open yourself up to many Support Koma and combinations of Battle Koma that are impossible if you never let a Koma go unboosted. There isn't much else to say. Just don't let a desire to boost force you to use Koma you don't want or otherwise need, or prevent you from using a Koma that you do. A deck without boosting can work just as well as one that emphasizes it. Treading the middle ground is not a bad idea either. The last major tradeoff is that of Support vs Help Koma. Help Koma can heal, grant helpful status effects, and clear you of bad ones. Support Koma sometimes do the same thing, begging the question of, "Which do I use?". The inherent advantage in using Support Koma for a function otherwise provided by Help Koma is that they invariably do it better. A Support Koma which heals will always heal more than a Help Koma. Status effects given by Support Koma last longer. All this for the same price of one special bar. The disadvantage is of the same magnitude as the advantages. Support Koma can be stopped before they succeed in their function, and in some cases heal or help your opponent! Help Koma always work, and quickly. You can rapidly hit a healing Help Koma to suddenly push your health bar back to full, but at the cost of many special bars. Additionally, many status effects can only be granted by Help Koma, such as stealth. Especially important is that specific Help Koma don't heal just the Battle Koma that is currently fighting, but all Battle Koma you have (pushing defeated Koma back into the fray faster). Weighing the benefits of these options and making decisions based on what you are trying to accomplish are key to making a successful deck. Remember to try many different variations on your idea. Tweak you deck continually to see if something slightly different might work better. You'll be surprised at how much of a difference choosing one Help Koma over another can make. ------------------- 4. Exceptional Koma ------------------- The following Koma are ones I have found to be extraordinarily useful. They set themselves apart as being fundamentally different from other Koma. I am assuming that you are using the default view of your Koma list when I refer to where you can find these Koma. Some of the names are in Kanji in the game, and I could not read them. If you know the proper names of these characters, please e-mail them to me. 1. Sakura | 3 slot Support Koma [][] (From Naruto) [] This Koma at first appears to be like any other Support Koma that heals. However, in addition to healing more than any Help Koma, this Koma also will clear you of any harmful status effects, all for one special bar! Sakura does her work fast as well, giving little time for an opponent to disrupt her, especially if used away from combat. She will always heal you and no one else, making her exceptionally useful. You can find this Koma slightly more than halfway down the list. Look for a black spiral-like shape for the series icon. Sakura is the third character on the list. 2. Crying Girl | 3 slot Support Koma [][] (From Ichigo100%) (Name in Kanji) [] A Koma that could be easily lost amoungst the many Ichigo100% Koma. Using this Support Koma summons a girl who stands in place and cries. It sounds silly, but her crying sends a vertical wall of wailing text both left and right, and nails opponents with a status effect that prevents them from attacking with anything but special moves! Opponents must either block excessively (bypassable by using guard breaking attacks), use a status clearing Koma, run away or try to fight using only special attacks and Support Koma. A good way to make someone pay for not adding a status clearing Koma to their deck. To find the crying girl, look for the strawberry icon. It's the second series from the top. She's the fourth character on the list. 3. Point Officer | 3 slot Support Koma [][] (From ?????)(Name in Kanji) [] A Koma that is hard to understand at first, and admittedly useless in a survival match. However, unwary opponents will be suprised when they see your score. This Koma summons a police offer in yellow, who will stand around for eight game time units before he finishes his work and vanishes. If he isn't disturbed, you get a point. Summon him away from the battle field, and distract the enemy by engaging them. A nice way to get a small edge on players of equal skill. He does, however, make a slight noise as he works, so be cautious. To find him, look for the yellow police badge icon about a quarter of the way down. He's the third character from the top. 4. Reaction Man | 2 slot Support Koma [][] (From ?????)(Name partially in Kanji) Another difficult to understand Koma. Once you learn how it works, it becomes invaluable. This is only Support Koma I've found that works almost exactly like a Help Koma. When you activate it, it simply does it's work (although with a delay before you can a Support Koma again). Using it randomly will do nothing, save display Reaction Man in a box giving his reaction in everyone's lower corner. However, use it while in the middle of doing a special attack and you will instantly recover a decent portion (approximately one fifth) of your special bar. Reaction Man will recover both the cost of using him, and then some! Better still, you can use him more than once if the special move lasts long enough. A definate must when using large Battle Koma and their super long special attacks. To find Reaction man, scroll approximately two-thirds of the way down the list. Look for the icon that looks like a recorder. He's the second character. 5. Regenerative Koma | 1 slot Help Koma [] (From Various) For some time, these Koma puzzled me as to their use. The very long line of text describing their function indicated they did something, but in battle they were untappable for any special effect. After some translation, some experimentation etc. I figured it out. There are four different kinds of Help Koma you can't touch in the lower screen for an effect. They are as follows. The first, which have a description reading "Nashi" in Japanese hiragana, do absolutely nothing, their purpose being combining with other Help Koma to make the larger, more powerful Battle Koma. Because the dozen or so Koma that fit into the following three categories are scattered everywhere, it'll be more effective to describe how to differentiate them from other Koma first, and then specify how to tell them apart from each other when I cover each individual type. If you are in the default viewing mode, where your deck is shown on the top screen, hit select once. The third white area from the top describes the function of the Koma, in Japanese. For these Koma, the Japanese text will span the entire line, all the way to the right side of the screen. The best way to look for these Koma is to sort the Koma list by size or type, and scroll through all the Help Koma looking for the long lines of text. The second type, you can identify these easily because of a letter 'J' in the description, are truly exceptional. If they are directly next to a Battle Koma, the rate at which that Koma heals itself when it is not in combat is increased. The absolutely best part is that these Help Koma can stack. The increase in healing rate is rather large, being noticable even with only one. There are a grand total of three of these Help Koma, and placing them all next to any Battle Koma will shoot its healing rate through the roof. The extra healing is applied to any Battle Koma bordering these Koma, making them even more exceptional. They do not, however, increase the speed with which defeated Battle Koma return to combat condition. The third and fourth types are similar to the second, but instead of boosting out of battle health renegeration, they regenerate your special bars. How this works is a little tricky. In order for the special bar regeneration to work, the Koma must be placed next to a Battle Koma not currently in combat. To make matters more complicated, what makes the third and fourth types different is that one works only with female Koma, and the other only with male Koma. Telling the two apart is difficult, but possible. The difference is in the third Japanese character from the left in the description text. These crude drawings are approximately what the characters look like. Male Female [][] / [][] ------- | / / ----- `--X | | __/ `- / / In any case, placing a male specific Help Koma next to a male Battle Koma that is not in combat (and alive) will slowly, very slowly actually, regenerate your special bars. If, upon trying this, it doesn't seem worth it, don't be surprised. The effect granted from hooking one of these Koma up to only one out of combat Battle Koma is puny at best. However, much like the second type of renegerative Help Koma, the more you connect to the better. Two Battle Koma waiting for battle, and connected to one of these, will double the effect (assuming proper gender matching). There are six of both of these types, which can add up to a lot of special bar renegeration. In truth, only the second type is truly exceptional, as just one is extremely effective in what it does. The third and fourth types aren't truly great, but it seemed appropriate to discuss them in conjunction with the second. 7. Conservational Battle Koma | Various Slot (from Various) There are three unique characters in the entire list of Battle Koma. These and these characters only have a trait seen nowhere else. Basically, their specials cost only half of everyone else's. That's right, you can use your X attacks for only half a special bar. There are some restriction this, but it is extremely useful. The first time you use a special at either the beginning of a match, or after switching characters, it will cost a full bar. However, after that initial cost each subsequent use will cost half a bar. Be aware however, that you also spend a full bar if you combo into a special with regular attacks. The three characters whom show this valuable trait are Luffy and Zoro from One Piece (first and second characters from the second series from the bottom), and Don Pachi from Bobobo-Bo Bo-Bobo (two-thirds of the way down the list, look for the baseball icon, it's the series above that. Don Pachi is the second character). There may be others, and if so please inform me. None of these characters are weak by any means, and being able to spam their strong special attacks is an incredible asset. My personal favorite Battle Koma out of all the ones available from these three is Luffy's six slot. His specials are both very fast, and his X special has a chance (there is a sweet spot just inside either side of the screen) of hitting twice for a whopping 70 damage in an instant, for only half a bar. Not something to pass up, ever. --------------- 5. Sample Decks --------------- The following decks were designed by me. These are the results of a lot of tweaking and work. It is important to note that despite this, they are made to suit my style of play. If they don't suit you, tweak them for yourself. Additionally, I'm only including very unique decks here. I have plenty more designs than this, but most of them aren't as interesting as these. I wish I could provide pictures, but unfortunately I don't have the means, nor does GameFAQs allow it. 1. Belle Dame There is one fundamental principle of this deck, Sanji from One Piece. His Battle Koma are the only Koma that can grant the status effect of three hearts which float over the fighting character. The effect increases your attack power based on how many female Koma you have in your deck. So, the deck looks like this. [S==S==S][G][G] [S][N][G][G][G] [G][R==R][G][G] [G][G][G][G][G] Key S| Sanji (4 slot Battle Koma) N| Nami (Help Koma) R| Robin (2 slot Support Koma) G| Any other girl Help Koma Sanji, Nami, and Robin are all One Piece characters. One Piece has a skull and crossbones (with a hat) icon, and is second from the bottom. They are the third, fourth, and fifth characters in the list respectively. Sanji's four slot Battle Koma is used because it can achieve the status effect in any battle. Simply using the up-X special will grant the effect, after a brief animation. His five slot can also grant it, and with the up-X special, but it only happens when the special is used against a girl. That would limit the use of the deck to only fights with woman characters, and even then once the ladies are toast, you lose you ability to achieve the effect. Nami is used to boost Sanji and Robin. Robin is in there to fulfil the support Koma requirement, and for the occaisional blinding of foes. With fifteen girls in the deck, Sanji increases his damage by an incredible factor of 3. Attacks that once did a mere ten damage now do a whopping thirty. Additionally, Sanji had a nice combo using his X special as a closer which, previously having done forty-five damage, now does one hundred and thirty! That's enough to wipe out all but the most durable fighters in one go. If you have trouble pulling that off, X alone is enough to put a lot of people in their place. For reference the combo is B, Up B, Y, Forward Y and then X. The sheer power this deck brings to the battle is absolutely staggering, but not without a cost. Most decent single Battle Koma decks require a much larger and well boosted Koma. Using a single Battle Koma itself is risky, because while losing a single Battle Koma only nets a loss of one point, if all your Battle Koma are defeated, you lose an extra point. When you only have one Battle Koma, that means you lose two points ever death. A steep hill to climb, especially with only a basic four slot Battle Koma. While boosted, Sanji's health is not much, meaning that many of the sixteen special bars will be eaten up with healing. Additionally, players who are good at playing keep away will be a pain in the neck. 2. Kill Belle One of a few variations on the Belle Dame I created to strengthen its weaknesses. The idea here is to use a strong female Battle Koma to compliment Sanji. Also, instead of relying on Sanji's four slot Battle Koma, his five slot is used for it's additinal strength and power. Note that the special status effect can still be acquired if you hit a female opponent with Sanji's Up X. The various Help Koma are largely interchangable, save for Nami and the two female Regenerative Help Koma. [S==S==S][D][C] [S==S][R][P==P] [N][R][E==E==E] [I][Y][H][E==E] Key S| Sanji E| Eve P| Police Woman N| Nami R| Regenerative Help Koma I| Girl from Ichigo 100% Y| Yoruichi H| Hinata D| Death Note Girl C| Girl from Ice Cream series Sanji and Nami are from One Piece, which is the second series from the bottom. Sanji is fourth from the top, and Nami third. Eve is from Black Cat, which is about two-thirds of the way down the list. Look for the black cat icon, she is at the top. The Police Woman is from the fourth series from the top. She is the fourth character. The two Regenerative Help Koma are in the very first series (the very last Koma) and Slam Dunk (the basketball series one-third of the way down, the last Koma). The following are all optional. The Girl from Ichigo 100% is fourth from the bottom of the second series. Yoruichi is from Bleach, about two-thirds of the way down the list, just after Black Cat. She's third from the bottom. Hinata is from Naruto (in the direct middle of the list), fifth character from the bottom. The Death Note Girl is in a small series approximately one-third of the way down. Look for the black book, she's the last Koma. Lastly, the Girl from the Ice Cream series is in the fourth series from the top, third character from the top. This deck sacrifices the sheer power afforded by the original Belle Dame for a little more stability. With two five slot Battle Koma, you have a far better survival rate, and don't lose two points for every death. Sanji's five slot has a rather nasty, nearly endless, combo which in part makes up for the limited availibility of the special status effect his four slot has in abundance. The Police Woman, while not as amazing as Sakura, will both heal and remove status ailments. However, you need to be next to her for it to work, and if anything so much as grazes her she vanishes. The various Help Koma grant a number of useful effects to make up for not having the special status effect. The largest weakness this deck has is that you can't simply pound out Sanji's unique status effect and lay the damage on your foes that way. However, this deck is more viable in that you aren't dependent on one four slot Battle Koma and special bars to keep the status effect going. Eve is both good at running away and at chasing, as she has three jumps. In general, this deck is an example of sacrificing one thing for another. The very interesting ability of Sanji's five slot Battle Koma is a combo that, were it not for a preset amount of damage at which the person taking damage becomes immune and drops straight to the ground, would be infinite. The combo goes as follows. Begin with Sanji's Up X, assuming you weren't blocked, you will pound on the enemy and then hurl them into the air. Jump and use Sanji's Air X. If aimed right, you will continually hit them, all the way to the ground. Immediately hit B, and Up B, followed by Up X. Repeat. A difficult combo, but if performed right you never give the enemy a chance to rest. Be aware of when an enemy is likely to drop so that you don't waste special bars. The weakness of the combo is that if a player has a Help Koma granting invincibility, they can break out of the combo early. However, this means that A) they sacrifice a special bar and B) their deck has to make room for such a Help Koma in the first place. If the threat of the combo alone is enough to make them do that, you've gained a concession from your foe. This is only one of many applications of Sanji and his female attraction possible. 3. Lady Killer This deck takes advantage of the Super Tag Attack that Sanji and Kasugi share. The attack will heal all your Battle Koma, give you a Critical Hit status effect, and drain any enemies who were foolish enough to get to close of many, many special bars. Another variant of the Belle Dame. [S==S==S][R][S] [S==S][N][K][T] [L][R][K==K][D] [L][L][K==K][D] Key S| Sanji K| Kasugi L| Linking Koma D| Rukia N| Nami R| Regenerative Help Koma S| Sakura T| Tsunaide Sanji and Nami are from Death Note, the second to last series. Sanji is the fourth character, and Nami the third. Kasugi is from a series two-thirds of the way down. Look for the hexagonal icon, he's the first character. The Linking Koma are the bottom three koma in the entire list. Rukia is from a series two-thirds of the way down. It is the second series after Kasugi's. She is the second character. Sakura and Tsunaide are from Naruto, a series in the direct middle of the list. Sakura is the third character, and Tsunaide is third from the last. The Regenerative Help Koma are the last character from the first series, and the last character from Slam Dunk (the basketball series one-third of the way down). The point of this deck is to capitilize on the sheer utility of the Super Tag Attack of Sanji and Kasugi. It does almost everything you could want. It heals, it gives a nice status effect, and anyone stupid enough (or perhaps stunned by a well placed use of Rukia) to be too close will lose anywhere from one to even nine special bars. That's a pretty crippling effect. It is, however, a little difficult to get your opponents both close enough and still succeed in the Super Tag Attack (as they will be desperately trying to either guard or stop you). Stunning with Rukia helps, as a well placed stun and immediate follow up with the Super Tag Attack will leave them with nothing to do but watch as they are wiped clean of special bars (although a slightly misplaced stun will afford them the opportunity to guard). Even without hitting an opponent, the attack is still supremely useful in that it will heal you and give you the critical hit status effect. Nothing to scoff at. The near infinite combo Sanji's fifth can employ (as mentioned in the previous Deck) is also a nice bonus. The weakness of this Deck is the necessity of using Help Koma for healing. If either Sanji or Kasugi is defeated, the Super Tag Attack is no longer availible, and that severely weakens the deck. However, a good player should be able to make up for this with skill, and a poor one by abusing Tsunaide to bring back the defeated character. 4. Sans Merci The last Belle Dame variant I will cover here. There are many more availible, but this is the last of the especially good ones I came up with. Some credit goes to Nikorama for alerting me to a glitch which made me go through testing all the Battle Koma to better understand it. The principle of this deck it to combine Sanji with a large, powerful, fast and hard hitting character. There wasn't a better one that came to mind than Luffy and his six slot Battle Koma, given the speed of his special attacks and the half bar cost (see Exceptional Koma #7 for an explanation). [L==L==L][B==B] [L==L==L][H][O] [H][S==S==S][N] [R][S][R][R][O] Key L| Luffy S| Sanji B| Robin N| Nami H| Regenerative Help Koma (Health) R| Regenerative Help Koma (Special/Male) O| Other Help Koma Luffy, Sanji, Nami, and Robin can be found in the second to last series. They are the first, fourth, third and fifth characters respectively. Intructions for finding the various Regenerative Help Koma can be found in the Exceptional Koma section, #6. The Other Help Koma are purely a matter of preference, so long as they are female. I suggest using healing and status effect removing Help Koma. This deck really has it all. Quick health regeneration, power, speed, special bar conservation, resiliance and versatility. Sanji's Up X still gives a large amount of power despite being short six female characters. Combine that with Luffy's already powerful attacks, and you'll will inspire true fear in your foes. The only weaknesses this deck suffers from are that the constant switching back and forth between Luffy and Sanji limits how effective Luffy's special bar conservation can be, and the lack of a decent healing Support Koma. However, given that a lucky hit with Luffy's X will instantly kill almost anything, you won't be crying over it. Really, you can throw many different characters in with Sanji, so long as you keep a healthy set of female Help and Support Koma, and you'll have an exceptionally powerful team that will make your enemies rethink what it means to design a deck. 5. TimeSplitter Another deck which takes a special status effect to an obscene level. This deck utilizes the time stopping status effect. This effect is only obtainable through two specific Battle Koma. Because of its short duration, I also included a second Battle Koma with a special ability that restores special bars. The deck looks like this. [H][J--J][D--D] [H][B]|J||D D| [R==R]|J|[D__D] [B][B][J][B][B] Key D| Dio J| Jaguar R| Reaction Man B| Boosting Koma H| Help Koma Dio is about one-third of the way down the list. Look for the blue hat icon, he's the second character. Jaguar and Reaction Man are both two-thirds of the way down, look for the recorder-like icon. Jaguar is the first character, and Reaction Man the second. The boosting Koma for Dio are scattered around. In the series directly above Dio's, look for the third character down. His second in is the series below Jaguar's, it's second character. Jaguar and Reaction Man's boosting Koma are all in their series. They are the last three characters. Both Dio and the other character from that series, Jojo, have an Up X special which gives them a status effect which stops time. All enemy characters and any Support Koma currently in effect will freeze (including yours). I choose Dio over Jojo because his Y, forward Y combo is fast enough that you can do it and have enough time to either refresh the time stop status effect (it doesn't last very long) or finish with his regular X special. Jaguar and Reaction Man are there because they help offset the sheer number of special bars you'll use. Jaguar's Up X special will restore a good number of special bars, and even more if you use Reaction Man throughout its duration. Jaguar is also a good fighter to boot. For the help Koma, use whatever you think will be helpful. This deck is extremely powerful in that once the timestop begins, if you have good timing, you guarantee yourself at least one kill (if not two or three from foes who are grouped together). Timing is necessary as foes who are blocking, or at the striking point of an attack, will not be hittable during timestop. Simply freeze time, nail them with the Y, Forward Y combo, freeze time again, and repeat. You can tell you've killed them when you stop hearing the hits, or seeing them (although if they are near a crate or item it's a little trickier, as the crate will keep getting hit). At that point, you can do as you wish. You can, alternatively, use Dio's Up Y attack to heal yourself using your opponent's life force instead of pounding them when timestopped. However, you will only do ten damage, as opposed to twenty-four. It is possible to Up B, Up Y combo and still refresh the timestop, but you have zero margin for error. In groups, this deck is excellent in that there is usually a good opportunity to hide somewhere, switch to Jaguar, and replenish your special bars. If people are catching on, avoid using Reaction Man when you do this as his small panel which appears in the lower corner will give you away instantly. In a one on one duel, you'll probably want to freeze time more conservatively, as you won't have quite so many good opportunities, except perhaps on large levels when your opponent has lost all of his Battle Koma. However, if you opponent runs away, for whatever reason, they are conceding to you an excellent opportunity to recharge. The good part about this deck is the utterly helpless situation you put your opponent in. They can't block, can't heal, can't do anything but watch as you whittle away their character to nothing. This deck is superb at punishing single Battle Koma decks for going solo. Even if you run out of special bars and have no opportunity to replenish them, Jaguar and Dio are excellent fighters. Just remember to use Reaction Man whenever you use Dio or Jaguars' X specials. Especially nice is that within the boosting Help Koma, a status clearing and a healing Help Koma are included. A very complete and deadly package. 6. PointofOrder Some Battle Koma's Up X special and Support Koma will net you a point to your score. This deck is an abuse of that, but really isn't a very good deck. It's more an example of a fun deck to use once in a while, but one that is rather easy for someone to catch onto and counter. The deck looks like the following. [B][R==R][S==S] [B][J--J][B][B] [B]|J|[P==P][B] [J__J__J][P][B] Key J| Jaguar P| Point Officer R| Reaction Man S| Samurai Special B| Boosting Koma Jaguar's series is two-thirds of the way down the list, look for the recorder icon. Reaction Man is in the same series, he's the second character down. The boosting Koma for these two are the last three in the series, and fill the upper left portion of the deck. Point Officer's series is fifth from the top, him being the third character in it. His boosting Koma are the first two characters. Samurai Special is the series directly above Point Officer's. He's the second character in it, with his boosting Koma being the first character and the fifth. The basic principle of this deck is to drop Point Officer off somewhere, go somewhere else, and use Jaguar's Up X special. In his seven slot Battle Koma, his Up X special will give you a point upon completion, in half the time it takes Point Officer to. Without even fighting, you can get some impressive scores. While Reaction Man is a surefire way to restore special bars, he is rather informitive to other players as to your activities. Samurai Special also can restore special bars, but is more of a gamble. When activated, he will shout between one and four times, each shout restoring three-fourths of a special bar. This makes him a gamble, as often he will leave you will less special than you started with. However, he is more stealthy than Reaction Man, which is very important when you leave yourself wide open with Jaguar's Up X special. To be honest, this deck is actually quite infeasible. You are limited to one Battle Koma, a seven slot, which in itself isn't bad. However, it isn't adaquately supported with proper Support Koma to keep it healthy. That, combined with how open you'll leave yourself, makes this deck a very difficult deck to actually fight with. In a one on one battle, it's even more difficult as your opponent is distraction free. It's simple a matter of following the arrow pointing to you, and stopping both you and Point Officer from completing your tasks. Still, it can be a fun deck to use once in a while. For the premise it's using, it's a well built deck. 7. Xanatos One of my first decks, carefully refined over time. The basic idea of this deck is to throw your opponents outside of the arena. It is, however, still effective at fighting, being well supported by both Help and Support Koma. Here is the design. [E==E][C==C][B] [B]|K][C][B][B] [K--K|[B][A--A] [K__K][B]LA__A] Key K| Kasugi A| Allen E| Eve C| Crying Girl B| Boosting Koma Allen can be found about one-third of the way down. His series comes after the basketball icon. His icon looks like a grey cross. The only other characters in his series act as his boosting Koma. Kasugi can be found two-thirds of the way down. His series' icon is a grey hexagon. Again, his boosting Koma are the only two other characters. Eve is directly under Kasugi's series. Crying Girl is in the second series from the top, she's the fourth character. Her boosting Koma is the second character and the sixth character. The choice of Kasugi and Allen relate to their ability to knock people around. Kasugi's Forward Y will easily knock people backwards into pits and off cliffs. His Jumping B will send people straight downward as well. Especially nice is his Dash attacks will send you through opponents, regardless of guard (though the won't take damage) which is an excellent way to get out of sticky situations that can happen when you hand out at the edge. His Up X isn't too bad at flinging people around, but isn't ideal. Allen doesn't have so many good basic attacks to knock people around, but his Dash is decent. His Up X is, however, superb. Even away from an edge, it will push an enemy back to it and then slam them down into the depths. Eve is an excellent multipurpose Support Koma. She appears and raises a shield to defend herself. The effect is that any enemy who touches her is flung sideways a great distance with great velocity. This useful for knocking people close to edges, knocking them off edges, or guarding edges to keep your opponents from recovering while you deal with other threats. A very nice deal. Crying Girl isn't bad at knocking people off edges as well, and is a very nice Support Koma to have when you need to simultaneously deal with someone attacking from behind and with someone trying to recover. She'll both remove their ability to attack, and prevent them from returning to land. The Help Koma are nicely varied, giving various effects such all three types of healing (single character, all character, and heal over time). The only glaring weaknesses in this deck are related to the chosen Battle Koma. Using only a five slot and a four slot leaves you slightly less able to take hits. On a level where pits are abundant, and edges are easily cleared of walls this isn't a problem as it is easily made up for by watching a full health, seven slot Battle Koma go over the edge. However, on some levels you may find yourself pounding at the walls to make an opening. Despite that weakness, both Kasugi and Allen are good at dealing with all types of fighters, having good close range attacks and either extremely nice ranged ones (Allen) or effective ways of closing the distance between you and a ranged foe (Kasugi). 8. Bloody Blade In the Exceptional Koma section, #5 discussed some very nifty Help Koma which increase out of combat health regeneration. This deck takes large advantage of them. [K==K==K][R][G] [K][Z][H]|R|[G] [B]|Z|[H]|R|[H] [B][Z==Z][R][B] Key R| Kenshin Himura K| Kasugi Z| Zoro G| Guard Breaking Guy (From Rurouni Kenshin) H| Regenerative Help Koma B| Boosting Koma Kenshin's series can be found slightly above the bottom, its icon being a sword. Make sure to also grab the Guard Breaking Guy, he's the second character. Zoro's is the series below that, with the skull and cross bones icon. He's the second character, the boosting Koma I used is the fourth character in that series, but the first works as well. Kasugi is found two- thirds of the way down the list, his icon is a hexagon. Either of the Help Koma in his series will work. To find the Regenerative Help Koma, first make sure you read the material relating to them in the Exceptional Koma section, and then look in the series with the football, basketball, and Dragonball icons. Using this deck effectively requires switching between characters often. There aren't any direct methods of healing in this deck. Knowing when to switch, and who to switch to is therefore paramount in using this deck effectively. Generally, 75% of your battle time should be spent as Kenshin. He has all three Regenerative Help Koma in contact with him, making him restore his health at a rather monsterous rate. So long as you don't die, he'll keep returning to full health extremely fast. Zoro should be the Battle Koma you default to when giving Kenshin time to restore himself. He has two of the three Regenerative Help Koma aiding him, so he'll restore himself quite promptly as well. Kasugi is your backup. When things go wrong, switch to him to give both Kenshin and Zoro a chance to recover. Kasugi is a good fighter, but is especially useful because most of his attacks leave him clear of or far away from your enemy, keeping you out of harm's way. This deck's strength is obvious, in mere seconds characters can go from half health or even on the verge of death to full health and ready for battle. Kenshin will heal fully in seven or eight in game clock ticks, and that's when his health is dangerously low. However, this deck has weaknesses, one being that despite the health regeneration, you are using four slot Battle Koma. Sometimes, especially in group fights, a sudden series of events can lead to death. Losing Kenshin can make life a little difficult until he returns. Still, anyone used to a three Koma deck without the use of the Regenerative Help Koma should be able to still make good use of Zoro and Kasugi. 9. Mana Pool This deck makes use of the third type of Regenerative Help Koma, the male type. Please refer to the material in the Exceptional Koma section for an explanation of them. [Y][H][G][S][K] |Y|[H]|G|[S]|K| |Y|[H]|G|[N]|K| [Y][H][G][H][K] Key Y| Yugioh G| Gohan K| Kenshin S| Sanji H| Regenerative Help Koma N| Nami (Regenerative Help Koma) Yugioh can be found four-fifths of the way down, his icon is an upside down pyramid. Gohan can be found a little before the middle of the list. Look for the yellow ball, he's the third character. Also grab the fourth character from the bottom of that series, she's one of the Regenerative Help Koma. Kenshin is near the bottom, his series' icon is a sword. Sanji and Nami are in the series after Kenshin's. Nami is the third character, and Sanji the fourth. The remaining four Regenerative Help Koma can be found in the series with the Football icon, the Strawberry, the Police Badge, and the Black Book. Again, in order to tell male type apart from female type, consult the Exceptional Koma section. This deck shines the best when using Kenshin. When using him, you get four regenerative boosts from Yugioh, and six from Gohan. You will regenerate a special bar every five to six in game clock ticks, not counting special bar recharged from other effects, such as getting damaged, or causing damage. Yugioh and Gohan are slower in this, but not by too much. The strength here is obvious, you can whip out special attacks continually, and then run away as your special bars refill. Or, you can be a little more judicious with your specials, and still enjoy the added regeneration. The weaknesses are that you are using four slot Battle Koma, meaning the special attacks you will use aren't spectacular, and you're not able to take a lot of hits. Sanji offsets this a little with some excellent and speedy healing, but the point remains. Some potential tweaks might include replacing the Regenerative Help Koma below Nami with one that increases out of battle health regeneration. You wouldn't lose too much special regeneration, and you'd gain a lot in terms of the health you'd save. 10. Maelstrom A four Battle Koma Deck, this focuses around some interesting symmetry and a decision of health regeneration versus special bar regeneration. [K][R][P==P][G] |K|[Z][S]|P||G| |K||Z|[S][P]|G| [K][Z==Z][R][G] Key K| Kenshin Himura Z| Zoro P| Piccolo G| Gohan S| Sanji R| Regenerative Help Koma Sanji and Zoro are in the second to last series, the second and fourth characters (one possible Regenerative Help Koma is the third character for special bar regeneration). Kenshin is the first character in the series above that. Piccolo and Gohan are from Dragon Ball Z, which is just above the middle of the list. They are the third and fifth characters (also, Bulma can act as a special bar regenerator, and the turtle hermit for health. They are fourth and fifth from the bottom respectively). For the last health regenerating Help Koma, look for the last Koma in the first series. This deck has a crucial choice that must be made. Either use two special bar regenerating Help Koma, or two life regenerating Help Koma. It's no small issue. For special bars you'll stack a total of five times on regeneration with Kenshin and Gohan, and four times with Zoro and Piccolo. For health, Kenshin and Gohan get one boost, and Zoro and Piccolo two. Whichever way you go, the variety presented with these characters is such that you should be prepared for almost any situation. Piccolo can heal himself, Zoro has conservational powers, Kenshin is simply powerful for four slots and Gohan is good as well. The weakness is, of course, the use of four slot Battle Koma. Despite a large number of bonuses characters grant each other, health is still low and some attacks are bound to bite of more health than you can afford. Lacking a Help Koma to heal all of your characters at once, you'll suffer significantly when one or two characters are defeated. Still, the deck is definately unique, and well worth trying out. 11. Fox Hunt Thanks to James for the idea. The principle of this deck is to make your enemies suffer for trying to run away. The characters used are all good at chasing, or have special abilities which do the work for you. [S==S][T][G==G] [S][K==K][G==G] [N==N==N][R][P] [N==N==N][J][M] Key N| Naruto G| Gotenks S| Sakura K| Sasuke T| Tsunaide J| Jiraiya R| Master Roshi P| Piccolo M| Kamisama All of the Koma used here are from the two series directly in the center of the list (Dragon Ball Z, followed by Naruto). Gotenks, Piccolo, Kamisama and Master Roshi are from DBZ (fourth, fifth, ninth and tenth characters respectively) and Naruto, Sakura, Sasuke, Jiraiya and Tsunaide are from Naruto (The first, third, second, eighth and ninth characters respectively). With this deck, your enemies should not be able to run away, and should not want to. With Sakura for healing, you can both chase your opponent and heal simultaneously. Naruto's up special is great for hurting foes on the fly, as it is both instant and attacks them wherever they go. Gotenks is a good character, with an up special that homes in on enemies, and with all around good fighting ability. Additionally, you should be able to run away well, and at the very least do well in close combat. The weaknesses of this deck are its reliance on special bars to really make your foes hurt for running awhile. While good chasers, Naruto and Gotenks are not the absolute fastest characters around. Without special bars, your ability to chase will become somewhat limited. Still, Gotenks can recharge special bars with his Up Y, and his X special will stop your enemies from being able to attack you save with special bars of their own. Sasuke can be good for the occaisional surprise in the middle of an attack as well. One possible change would be to swap out Gotenks and Kamisama for Gotenks' five slot Battle Koma. He's more powerful, but his Up X is slightly worse for chasing, although you can have as many as four "ghosts" seeking foes. A great and unique deck idea. Again, thanks to James. 12. Sightless The principle of this deck is to rob you opponent of vision as often as is pointful. Quite simply, if they fight you they will be blind. [B][K==K==K][B] [R][K][R][O][O] [S==S==S][B][I] [S==S==S][I==I] Key S| Shaman King K| Kasugi I| Ichigo 100% Girl R| Regenerative Help Koma B| Boosting Koma O| Other Help Koma Shaman King can be found about one-fourth of the way down, look for the red icon of three wavy lines over a rounded line. He's the first character, and his boosting Koma are second and fourth from the bottom. Kasugi is in the series with the grey, hexagonal icon two-thirds of the way down the list. He's the first character, and his boosting Koma are the only other Koma in the series. The Ichigo 100% Girl is the first character from the second series. The Regenerative Help Koma are the last Koma from the first series, and the last Koma from Slam Dunk (the basketball iconed series about one-third of the way down the list). The other Koma can be anything you want, although I highly suggest a healing Help Koma and a status clearing one as well. The Police Woman mentioned in deck #2 can work well, seeing as how she can be used without much fear while your opponent is sightless. The point of this deck is to annoy your foes to death with blindness. Both Kasugi and Shaman King have attacks which blind foes, although Shaman King's is admittedly the better of the two. Foes on the run or at range have to deal with the rather quick blind the Ichigo 100% Girl can give. Blindness is an incredible assest, as your foe can not tell where you are, what you are doing, and how properly to defend themselves. Any and all actions they take are a potential mistake, and that is crippling. Blocking can be block guarded, running can be intercepted (not to mention the potential to run right into a fairly large hole), attacking is nearly impossible to hit with, and otherwise the status effect has to be borne out or cleared. While the duration of this status effect is short, it is long enough to instill confusion and doubt into your opponent, and give you either breathing space or a chance to run away and recuperate. The major weakness of this deck is the short duration of the blindness. Someone with some very good guessing skills could potentially run away, and thus avoid spending a special bar to counter your blindness. The good news is both Shaman King's and Kasugi's blinding attacks will do damage, the bad news is
that while the blindness will last longer with Kasugi, he won't do much damage.
Still, the effect is extremely annoying, and can easily confuse and muddle
otherwise very powerful players.
13. Anticaster
The point of this deck is to, simply, rob your foe of any and all special bars
they have and ever will acquire. I will note that the number of attacks in the
game that drain special bars are not limited to the characters used below.
Goku's four slot Battle Koma's Up X, Naruto's four slot Battle Koma's X,
Kakashi's two slot Support Koma, Hinata's three slot Support Koma, Krillin's
two slot Support Koma, and possible many others do this to one degree or
another. As such, this opens the below deck to many different variations based
on personal preference.
[D==D==D][B][K]
[D==D==D][B][K]
[N==N==N][R][H]
[N][J==J==J][H]
Key
D| Doctor Mashirito
N| Nami
J| Neji
H| Hinata
K| Kasugi
R| Robin
B| Boosting Koma
Dr. Mashirito can be found in the series a little before halfway down the list.
The series icon is a purple, playdough like thing, hard to miss. He's the
second character. Nami and Robin are from the second to last series in the
list, being the third and fifth characters respectively. Neji and Hinata are
from Naruto, the series in the middle of the list. They are the seventh and
eighth characters. Kasugi and one of the two boosting Koma are two-thirds of
the way down the list in the series with the grey, pentagon shaped icon. They
are first and second in that series. The last boosting Koma is the second
character from the very top of the list.
Dr. Mashirito is a must for any deck based on this principle because half of
his regular attacks drain your enemy's special bar. These are his Up B,
Forward Y, Dream Combo, Air B and Air Y attacks. Additionally, his Up X will
drain a foe of three special bars, and limit your foe to whatever character is
currently in use. Nami's X will drain a special bar and also restrain your
foe's character options. Neji will both damage and drain your foe of special
bars, and Kasugi will drain special bars and potentially (if the heart hits)
confuse your enemy. Hinata is for healing.
The power of this deck is, simply put, to prevent in any way your foes from
using special attacks. If you fight properly, every attack you make costs your
enemy precious special meter, if not whole bars. While fighting without
X specials is possible, it's like trying to fight with one hand, a severe
handicap.
With all of the various options available for draining foes of special, you are
bound to be able to find a different configuration that you like better. I
chose this one because of the boosts Hinata and Neji share, as well as the
boost Kasugi and Dr. Mashirito share. It gives you a good number of specials to
work with, which helping you limit your foe's.
The weakness is that you do sacrifice some power for this ability. Your
specials are rather weak compared to most that are out there. However, given
the reliance of a lot of decks on special bars, you can severely cripple decks
and players who rely far too much on spamming specials.
14. Conservation
This deck takes advantage of Conservation Battle Koma as described in the
Exception Koma Section, #7. Refer to that as necessary.
Alt
[S==S][L==L==L] [J][Z==Z==Z][R]
[S][R][L==L==L] [K][Z==Z][R][R]
[Z==Z==Z][R][B] [S==S][L==L==L]
[Z==Z][J][M==M] [S][T][L==L==L]
Key
L| Luffy
Z| Zoro
S| Sakura
M| Reaction Man
B| Boosting Koma (to Reaction Man)
J| Sanji
R| Regenerative Help Koma
K| Sasuke
T| Tsunaide
There are two variations here, one for people who are confident in their
ability to use Reaction Man properly, and one for those who'd rather not
bother.
Note: The Regenerative Help Koma here are assumed to be of the special bar
regenerating type. You can swap them for health regenerating ones, but that is
not entirely in line with what this deck tries to accomplish. Please refer to
the Exceptional Koma Section for more details, #6.
Luffy, Zoro, and Sanji are in the second to last series in the list, being the
first, second and fourth characters. Reaction Man is slightly short of
two-thirds of the way down the list, look for the recorder icon. He's the
second character. He is boosted by the first and last characters in the series.
Sakura, Sasuke, and Tsunaide are from Naruto, the series in the middle of the
list. They are third, second and third to last.
The point of this deck is to be able to use your specials liberally and still
maintain a high amount of special bars. To this effect, Zoro and Luffy fit in
extremely well as any special attack they use after the first upon their
entering combat will only cost half a bar. The upshot of this is, however, that
switching between the two often is detrimental. Each time you switch, they
reenter combat and as such will have to spend a whole special bar before
benefitting from the half bar cost.
Reaction Man can be a boon, but be careful as he, like the special half bar
cost, will only work on specials not comboed into. Because of that and the
speed with which Luffy's and Zoro's specials are finished, you may want to
use the alternative instead, which boosts Sakura for extra special bars in
place of what might have been gained through Reaction Man.
If you can use Reaction Man properly, you gain back about a fifth or sixth of
a special bar each time he is used. While this is only once per special in this
case, combining this with half cost specials means that using specials to
excess is nearly impossible. Also, the Regenerative Help Koma will restore
special bar over time, making specials cost seemingly nothing.
The weakness is that if you are forced to switch characters often the effect is
largely lost. Each time you swap you are going to have to spend a whole
bar to restore the half cost effect. This means that Dream Combos are quite out
of the question. For those of you who don't use them, that may be all well and
good, but given how powerful they can be if the proper characters are combined,
this could annoy some players. The alternative setup provided will help those
who do not like Reaction Man, and adds some small amount of versatility, but
still sacrifices a little of the effectiveness of the deck.
Even so, it is a very fun deck to use as both Luffy and Zoro are fun characters
to play as, in no way lacking in power.
X. Insert Deck Here
If you have a very good or unique deck, feel free to submit it to me. If I
judge it to be unique enough, or devastating enough, it'll appear here with
credit given.
--------------------------
6. Glitches to be Aware of
--------------------------
There are two glitches to be aware of when making a deck. One because someone
else might use it to make a deck that shouldn't otherwise be possible, and the
other because it has detrimental affects on combat.
Glitch 1: Duplicate Koma
The first glitch is the duplicate Koma glitch. This glitch allows you to use
Koma which are greyed out because that character is already in use. Before you
start drooling, realise the following.
1. Attempting to boost a Battle or Support Koma more than once with the same
character doesn't work.
2. When using this glitch, it becomes very difficult to edit your deck as the
game gets confused as to the location of both the Koma and your cursor.
That said, making a deck using multiple of the same character is mildly
interesting, but in the end not very useful.
The only useful application I found is that the Regenerative Help Koma will
stack. However, in all but the case of the RHK which restore health to out of
battle Battle Koma, there are more than enough of them to go around.
In the end, this is a glitch, and as such I do not support decks made using it.
For the sake of completeness, I will include the following instructions on how
to use it.
Before you begin, make sure your deck has one Battle Koma, one Support Koma,
and one Help Koma in it. Then follow these steps as many times as necessary
to achieve your goal.
Step 1: In the menu for selecting Koma to add to your deck, place the cursor
over a desired Koma that is greyed out.
Step 2: Hit select until the top screen displays a large amount of text
explaining the Koma.
Step 3: Hit start to test the deck.
Step 4: Hit start again to enter the battle menu.
Step 5: Select the second option from the bottom to return to the editing
phase.
Step 6: The screens should go black. Pause for a second, and then hit X three
times (you don't need to be too fast). If you start at the right time, you will
have successfully selected the desired Koma, and you can now place it in your
deck.
Step 7: Rinse and repeat.
It is best to, once you have the desired Koma in hand, move over to the
bar on the right where you can store spare Koma. Placing a Koma in here and
then removing it reduces the glitchiness of placing Koma when using this
glitch.
The way this glitch works is that the game begins to load the large amount of
text for the top screen. While it does this, it does not check to make sure
that the Koma you are trying to select is availible or not. By pressing X three
times at the right moment, you overlap the command to select the Koma, and move
to the placement screen with the loading of the text.
Again, decks using this glitch will not be added to this FAQ.
Glitch 2: Instant 999 Damage
Thanks to Nikorama for the information.
This glitch is extremely important to be aware of, as it can adversely affect
many derivations of the Belle Dame deck. The idea of 999 damage seems like
something desirable, but in fact it is not.
The way this glitch works is as follows. Sanji's Up X special will give a very
significant (if not Godlike) damage increase when you fill your deck with
female characters. Naturally, combining this with a powerful character makes
sense. However, some Power Battle Koma's specials (those that hit only once)
will appear to do 999 damage to Intelligence type Battle Koma when powered up
by Sanji's Up X.
In fact, you aren't doing any damage at all. What is happening is that you are
doing more damage in a single hit than the game's memory registers are made to
handle. The resulting damage is a negative number, and the damage counter in
training mode reads this as 999 damage. In fact, you will heal you opponent
to full health if you hit them with this seemingly instant 999 damage attack.
Being aware of this is important, as you could accidentally cripple a deck
by being unaware of how this glitch works.
The following characters and attacks are those that will glitch when combined
with Sanji's Up X and a full deck of female characters.
Against Intelligence Types:
Goku's 6 slot Battle Koma: Up X
Kasugi's 6 slot Battle Koma: Up X
Luffy's 5 slot Battle Koma: X (fully charged)
Gon's 5 slot Battle Koma: X
Yurameshi's (Yu Yu Hakusho) 6 slot Battle Koma: Up X (3/4 or full charge)
Being aware of this glitch can avoid some otherwise terrible situations (no one
wants to fully heal an enemy). If you find any other characters that glitch (I
wasn't able to find any others, but I'm only human), please inform me.
------------------
7. Version History
------------------
v2.00
Added Glitch section. Updated Sample Decks. Updated Exceptional Koma.
v1.10
Updated Sample Decks. Updated Exceptional Koma.
v1.00
All sections created and filled with relevant information.
Some clarification on terms, Koma locations, and wordings may be changed in
future versions. Better formatting may be added as well.
---------------
8. Terms of Use
---------------
This guide is freely available.