Jump Super Stars Himura Kenshin Character FAQ By: Ina300 (Evan Lawson) e-mail: eyenuh30@netscape.net --------------------------------------------------------- Table of Content --------------------------------------------------------- 1. Introduction 2. Rurouni Kenshin 3. Unlocking Kenshin 4. Move Set A. Basic attacks B. Koma specific attacks 5. Strategies A. Kenshin a. Combos b. Ring outs B. Weaknesses and Survival C. Deck Building 6. Credits --------------------------------------------------------- 1. Introduction --------------------------------------------------------- Welcome to my Himura Kenshin character FAQ. In this character faq I will go over all aspects of Kenshin within Jump Super Stars. It will go over how to his komas, what his moves are and how to effectively use them, and deck construction revolving around Kenshin. For this FAQ it is assumed that you know how to play the game. I will not be going over how to make a deck or what a koma is. Nor will I go over the difference between the different sizes of komas. Also in the deck building section it is assumed you have all the komas. This FAQ is about Kenshin, so I won’t go over basic game play mechanics. --------------------------------------------------------- 2. Rurouni Kenshin --------------------------------------------------------- Himura Kenshin is the main character from the anime/manga Rurouni Kenshin. In Kenshins past during the Meiji revolution he was a ruthless killer under the name Hitokiri Battousai. He was considered the strongest fighter ever. After the war he vowed to never kill again, but throughout the story he encounters many strong samurais trying to disrupt the peace. In order to be able to protect his friends and still not kill his enemies he fight with a Sakaba a Japanese sword with the blade on the top instead of the bottom. --------------------------------------------------------- 3. Unlocking Kenshin --------------------------------------------------------- Kenshin can be frustrating to unlock his komas. First you must collect over 290 komas, to check how many komas you have press Y while in J adventure mode and chose the second option. After collecting the komas go to Battleground (World 4) 1-3, there should be a portal to your left. Go in it and beat Grassland (World 1) 3-3. This should bring you to a series of three levels that are Kenshin themed. In these missions you unlock Kenshins komas, and the komas of other characters from Rurouni Kenshin. The komas and the missions to attain them are as fallowed: Kenshin: 1 Koma: Grassland 3-4, Mission 1, Beat all opponents. 2 Koma: Grassland 3-6, Mission 2, Register 20 hits with a character of an opposing nature. 3 Koma: Grassland 3-4, Mission 4, Don't change your Battle characters more than 5 times during the match. 4 Koma: Grassland 3-4, Mission 5, Never get hit. 5 Koma: Grassland 3-6, Mission 4, Never get KOed. 6 Koma: (This Koma is not attained at the same spot as every other Kenshin koma, to get this koma you must beat the game then fallow the path that appears until you reach Grassland 4-4) Grassland 4-4, Mission 5, Never get KOed Sanosuke: 1 Koma: Grassland 3-4, Mission 2, KO your opponent at least 3 times 2 Koma: Grassland 3-4, Mission 3, Never Get KOed 3 Koma: Grassland 3-6, Mission 3, Ring out all of your opponents characters Saito: 1 Koma: Grassland 3-5, Mission 1, Destroy 15 Barrels while avoiding your opponent 2 Koma: Grassland 3-5, Mission 2, Have at least 30 sec. left on the Timer 3 Koma: Grassland 3-5, Mission 3, Never get hit Kaoru: 1 Koma Grassland 3-6, Mission 1, Beat all opponents --------------------------------------------------------- 4. Move Set --------------------------------------------------------- A. Basic attacks ------------------------------------- Every character 4-6 battle komas have the same basic moves Weak Attacks B: Attack with sheath, Bad knock back, 4 damage >B: Quickly draw your sword and sheathing it again, Bad knock back, 4 damage >>B: Dash and spin at your opponent near the end Kenshin draws his sword hitting anyone in front of him. Decent knock back, 8 damage. ^B: Does an uppercut with his sword knocking the opponent up, 6 damage Air B: Does a downward slash with his sword quickly; this move can knock opponents through floating platforms, 6 damage Guard B: A blast of wind emits from Kenshin, Decent knock back, 8 damage Strong Attacks Y: Does two attacks quickly first with the sheath then with the sword, Knocks opponent onto the ground, first hit 4 damage, second hit 8 damage >Y: Kenshin moves forward and attacks, bad knock back, 10 damage >>Y: The same as the weak attack only goes further and has greater knock back, 10 damage ^Y: The same as weak attack only goes much higher, 11 damage Air Y: Does a downward slash with his sword going until he hits the ground, bad knock back, 10 damage Guard Y: Same as weak attack only it has more knock back and it takes longer to use. Super Tag Attack Note: Super tag attacks are performed by connecting two characters with the Friendship, Effort, and Victory komas. At any point during a match touch one of these three komas to perform the move. Kenshin has a unique tag attack with Zoro from One Piece. Secret! Sansen Ryuusen!!! Combining Kenshins KuzuRyuSen and Zoros Sanzen Sekai, they charge at their opponents. Does 12 hits for 50 damage. B. Koma specific abilities ------------------------------------- 1 Koma: Increases speed of battle character 2 Koma: XX Type: Knowledge Hiten Mitsurugi-ryuu: Ryu Kan Sen Kenshin attacks with his sheath causing anyone he hits to become slower, 20 damage 3 Koma: X X X Type: Power Hiten Mitsurugi-ryuu: Ryu San Sen Kenshin attacks nine times and on the final hit does great knock back, 3 damage per hit, 29 damage total 4 Koma: X X X X Type: Knowledge X: Hiten Mitsurugi-ryuu: Ryu Kan Sen Kenshin Slides forward and attacks, no knock back, 22 damage ^X: Hiten Reading (Counter-Attack) If someone attacks Kenshin while he is doing this move he will attack back, massive knock back, 25 damage 5 Koma: XXX XX Type: Power X:Hiten Mitsurugi-ryuu: Ryu Tsui-Sho Sen Kenshin jumps forward if he hits an opponent he does 6 damage fallowed up by him jumping upward and doing another 18 damage. ^X:Hiten Mitsurugi-ryuu: Kuzu Ryu Sen Attack Nature: Power Nine kanji appear in front of Kenshin, if the kanji touches and opponent Kenshin dashes forward and attacks them nine times in the same instance. 6 Koma: XXX XXX Type: Power Hiten 5-hit Combo After the first hit Kenshin fallows up with four more attacks, good knock back, 34 damage total Hiten Mitsurugi-ryuu Ougi: Amakakeru Ryu No Hirameki Kenshin does two really fast attacks, good knock back, does 32 damage. (Note: Sometimes the attacks does 54 damage, I’m not sure why) --------------------------------------------------------- 5. Strategies --------------------------------------------------------- A. Kenshin ------------------------------------- Kenshin is one of the most useful battle characters in the game. He is one of the fastest characters, has a triple jump, great knock back, and almost no lag time between moves or when he lands from jumping. This makes it easy to string together long combos with his basic moves, some of these can be considered infinite combos. a. Combos ----------------------------- One easy combo to pull off is just to hold forward and switch between your weak and strong attacks. Each of Kenshins forward attacks stuns the opponent, but Kenshin doesn’t have any lag after his attack. This allows you to attack while the enemy is still stunned. This combo is useful for pushing your enemy towards a ledge, or pining them up against a wall. The only way for them to get out of this combo is for them to use auto guard. Also it’s very important that you switch between weak and strong attacks, if you use only strong or only weak attacks there will be lag between your moves and your opponent has a chance to escape. Kenshin is an easy character to combo with, he can go from his weak attack to his forward attack then to his dash attack with out any lag between the moves. His up attacks can be fallowed immediately with his air attacks, and when he lands he can go right into his forward and dash attacks. If you are using 5 or 6 koma Kenshin, his up X can be placed at the end of his forward attacks. Practice with these combinations, if use him correctly Kenshin can kick a lot of butt and look cool doing it. b. Ring outs ----------------------------- Ring out are the most important part of a players game. With ring outs you can kill a player who would have had beaten you if it was just a straight out fight. Kenshin has a wide arsenal of moves that can ring out an opponent. Kenshins best move for ring outing your opponents is his air B. This move doesn’t knock the opponent very far, however it can knock the opponent though floating platforms and it makes it impossible for them to recover if they fall of an edge. Some stages have a hole in the middle of it with a platform above their head, for these stages have Kenshin stand next to the hole. If an opponent stands on the platform jump (you may need to short hop), then do your air B. The opponent will go right through the platform to his doom and will not be able to jump out. If you have an opponent near a ledge but he refuses to go off there are a few things you can do. One of the best is to use your up B fallowed by you air B. Your up B puts the opponent into perfect position to be hit by you air B, which will send them off the ledge with out the ability to jump. Another good one is to just use his Y attack. The second hit knocks them to the ground, however if they are hit by it over the ledge they will be sent straight down. If there aren’t any ledges near you the best thing to do is to spam the combos I have mentioned above. If you are using Kenshins 5 or 6 block koma his up X can be used after his forward attacks with out fear of getting hit. These attacks have great knock back and you may get a ring out, or at least get them off the edge. B. Weaknesses and Survival ------------------------------------- Although Kenshin is a great character he is not without his weaknesses, but if you are aware of these flaws you can overcome them. The worst part about Kenshin is that many of his moves knock down the opponent. This is frustrating because anyone who is knocked down becomes invincible for a second after they come back up. This is a problem because if you are not careful you will have to attack and then wait for the invincibility to wear off and attack again. If you are trying to kill an opponent quick in a close match, this won’t help. In addition it gives your opponent a chance to start attacking you. Secondly, although Kenshin is fast, he’s weak. If you are going against a 6 or 7 block character it will be a while before he starts to turn white. Even more of a problem is that if you opponent has a 6 or 7 block character that probably means he has a lot of support and help komas adding to his spirit. One of the help komas will be healing koma. So not only will it take you a long time to kill him, he can heal a lot too. Try to ring out characters instead of killing them the old fashion way. If you are knocked over the ledge don’t worry you won’t die. Kenshin has three jumps instead of two which makes it almost impossible for him to be knocked off, unless the opponent uses a move which knocks you down, those types of moves make it impossible to jump. To avoid this when jumping back to the ledge try going for other holes in the wall where the enemy is not ledge guarding. This may seam obvious but most characters only have two jumps and can’t jump that high. Your opponent may forget that you, for the most part, don’t have to land on the very tip of the ledge like most characters. If there is no other holes in the wall try jumping over the persons head before you land. Remember Kenshin doesn’t jump like every other character; your opponent may not have a strategy for fighting against Kenshins triple jump. C. Deck Building ------------------------------------- For this section I will discuss what decks I use for Kenshin. If you want really good decks for Kenshin or any other characters try the Deck Design Guide by Darian TruBlade, or the General FAQ by Genroh. This is the main deck I am using right now: 12225 12226 11336 hh344 1= Zoro 2= Kenshin 3= Sanosuke 4= Rock Lee 5= Saito 6= Kaoru h= Help Koma This is a pretty standard deck, but everything does have a purpose. Kenshin and all the Kenshin related komas get every possible boost they can (except for Sanosuke). This adds tons to Kenshins life and to the spirit bar. Kaoru is essential not only to this deck but to any deck involving Kenshin, she is a great healer and she gives Kenshin a boost. Sanosuke is also important he gives a good boost to Kenshin plus he is a great support Koma. If you use him at the end of a forward attack he is a sure hit. Sanosuke deals major damage and he has great knock back. Saito is there just for the boost. I like the Rock Lee suport koma so I added him. However, you may want to add help komas instead. It’s always a good idea to have a second character. I personally like Zoro, however you can fit 4 block komas that are square shaped in the lower left hand corner and move the two help komas up. I have two spaces open for a help koma. I normally like to have one that increases attack because Kenshin is a little weak, and another auto guard koma to deal with opponents with long range attacks (like the Dragon Ball characters.) --------------------------------------------------------- 6. Credits --------------------------------------------------------- This FAQ was written by Ina300(Evan Lawson) of GameFAQ. The only place this character faq should be posted in on gamefaqs.com and gamespot.com. If you see it else where or if you want to post it on your website please inform me. e-mail: eyenuh30@netscape.net Thanks to all those who are appropriate to thank.