******************************************************************************* *Table of Contents ** -Table of Contents -Version History -About Dr. Mashirito -Obtaining Mash's Koma -Basic Info -Koma Info -Support Guide -Caramelman J -Legal Stuff ******************************************************************************* *Version History ** Version 1.0 (3/25/08) -First created this FAQ ******************************************************************************* *About Dr. Mashirito ** Sorry, I don't know much about Dr. Mashirito, except that he is from the manga Dr. Slump, and that he has a giant robot. If anyone can make a good summary of his role in Dr. Slump, please send it to me. In JUS, Dr. Mashirito is a fairly decent mid-range character, although not as powerful as Yugi or Taikoubou. However one of Mash's unique traits is that he can fight up close fairly effectively. Also, he is can edge guard effectively without Specials, which probably makes up for being weaker than other choices. Also, the makers of JUS decided to make Mash the final boss of the game, so his 8 Koma is a completely different character, Caramelman J. Unfortunately, Dr. Mashirito is pretty much useless at far range, and he is extremely vulnerable to attacks from behind. If your attack strings are blocked, note that Mash has noticeable lag time before and after his Y attacks. ******************************************************************************* *Obtaining Mash's Koma ** First, before you can use Dr. Mashirito, you must unlock his help koma and evolve it, like with most characters. Too bad, though, as he is unlocked at the very end of the game- Planet X, Mission 2: KO everyone on Team B. After that, you'll have to evolve his Battle Koma (And maybe his Support Koma, but we're mostly interested in his Battle Koma). Here is the evolution chart: +-[2]-[3] | [H]-|-[4]-[5]-[6]-[7]-[8] | +-[4A] (Note: I deliberately left out anything not pertaining directly to battling, so as to not crowd up the diagram. And to be lazy.) H - Mashirito 1 Koma (Help) 2 - Mashirito 2 Koma (Support) 10 blue, 10 red, 5 white 3 - Mashirito 3 Koma (Support) 25 blue, 25 red, 10 white 4 - Mashirito 4 Koma (Battle) 50 blue, 50 red, 25 white 4A - Mashirito Alternative 4 Koma (Battle) 150 blue, 150 red, 100 white (Note: To be able to buy this Koma, you must first buy the path in Obotchaman's evolution chart) 5 - Mashirito 5 Koma (Battle) 100 blue, 100 red, 50 white 6 - Mashirito 6 Koma (Battle) 150 blue, 150 red, 150 white 7 - Mashirito 7 Koma (Battle) 200 blue, 200 red, 200 white 8 - Caramelman J 8 Koma (Battle) 999 red, 999 green, 999 yellow ******************************************************************************* *Basic Info ** Dr. Mashirito's passive ability: -Gain more SP when KOing opponents of a weaker nature Dr. Mashirito's ally boosts: -Hiruma (Eyeshield 21) -Dio (JJBA) -Bo-bobo (Bobobo-bo Bo-bobo) All of Mash's basic attacks are Laughter-based, so they do 1.5x more damage to Power-based opponents. Unless you're using his Knowledge alternative. Then, they will do 1.5x more damage to Laughter-based opponents instead. [B] (4 Damage each) Mash hits the opponent twice with a piece of poo on a stick. Cancels into all of his other attacks. If you land with this, be sure to follow up with a >B. If you allow both hits to land, then your opponent will be pushed too far back for anything to chain from this. [>B] (12 Damage) Mash farts on the opponent. The force of the fart pushes Mash back a bit, and stuns the opponent for a moment if it hits. If your opponent is too close, use this to get into mid-range. It is completely safe afterwards to plant a Y, since if your opponent dashes in, he will run into the chest. Not to mention that this actually cancels into Y, which makes things even easier. [^B] (9 Damage) Mash presses a button and lightning strikes him. Pushes the opponent back if it hits. Note that this is extremely close-range, so don't try to chain this from B as you will not always be successful. [VB] (7 Damage) Mash rides on a bicycle and crashes into the opponent. Forces the opponent to change characters, if possible, upon hit. Chains into ^Y, but that's it. [Aerial B] (12 Damage) Mash farts on the opponent in exactly the same way as his >B. [Y] (23 Damage) Mash takes out a fake chest that explodes if an opponent touches it. If it is not triggered after a while, it will explode by itself. You can only have two chests out at once. If you are right next to an edge, the chest will fall down to the lower level. This is Mashirito's best attack. First of all, because of the high damage and definite knockdown, anyone will try to avoid touching the chest. So naturally, your opponent will try to jump over it to close the distance, in which case you hit him with a ^Y. Or, he could try an aerial attack, where the startup time and/or lag time will allow you to run away even further. You could also use this as an attack. B chains into this, and since you place the chest on the opponent, it explodes in his face. ^Y chains from this, so hit him with that afterwards. This is also a great edge guarder, as you can simply place a chest and laugh as the opponent tries to get back onto the stage, hits the bomb, and gets knocked back. If he just hangs on and waits for the chest to explode automatically, send out a >Y, which will walk off the edge and continuously hit him to his death. Your opponent might even think it's a real chest (and not notice the antenna) and trigger it. Don't rely on this possibility, though. [>Y] (3 Damage per hit, 15 Damage from explosion) Mash sends out a walking piece of poo, repeatedly hitting anything in its path (although, if the opponent is holding block, he will start blocking after 2-3 hits). After a certain amount of time, it will explode. If this walks off the edge, it will still hit anything in its path. It can hit an opponent hanging on to the edge as well. If your opponent is too far away for ^Y to hit, just send this out to pressure the opponent. As he blocks the poo, you can dash in and guard break him. The poo will explode shortly afterwards. An interesting thing to note about JUS is that poo-based attacks are unstoppable, no matter what hits it. Meaning, this attack can do odd things, such as walking right through 8 Koma Seiya's X and knocking him out of it, or hitting Caramelman J out of his ^X. Once Mashirito summons this, it cannot be stopped. [^Y] (8 Damage) Mash shouts something. Anyone hit by the word bubble will be knocked (higher) in the air, and will lose some SP. Chains from his Y and ^B. Great for hitting opponents from mid-range. [VY] (18 Damage) Mash takes out a bottle and sprays the contents. Short range, decent speed, guard breaks. However, frequent usage is advised against. [Aerial Y] (21 Damage) Mash farts diagonally downwards. The force of his fart shoots him higher into the air. Also, this attack spikes the opponent through thin floors! If you don't have triple jump, this attack can make up for it, to an extent. Why it does more damage than his other farts, I have no clue. [Select] Mash plants a fake food/coin, with an antenna sticking out. Fake food will do damage, while fake coins will drain SP. ******************************************************************************* *Koma Info ** All of the following are Laughter-based. Even the Specials for his Knowledge alternative. ******* *2 Koma ** [][] Mash appears and shouts something twice. Each word bubble drains 1 SP. ******* *3 Koma ** [][][] Mash appears with a boom box and starts singing. All word bubbles cause paralysis and drain 1 SP to whatever they hit (except you). ******* *4 Koma ** [] [] [] [] [X] (36 Damage) Mash gets into his giant robot, which throws a big rock. The rock breaks after hitting something. You can throw it into a FFA randomly, but not much use other than that. [^X] (28 Damage) Mash gets into his giant robot, which pounds the ground and creates a shockwave. Damages anyone hit by the shockwave. *********** *4 Koma Alt ** [][] [][] [X] (36 Damage) Mash gets into his giant robot, which throws a big rock. The rock breaks after hitting something. You can throw it into a FFA randomly, but not much use other than that. [^X] (28 Damage) Mash gets into his giant robot, which pounds the ground and creates a shockwave. Damages anyone hit by the shockwave. ******* *5 Koma ** [][][][][] [X] (44 Damage) Mash gets into his giant robot, which throws a giant, explosive blue poo. High chance of overshooting an opponent in front of you, but throwing it at mid-range, which you should be at, is effective. You can also throw it into a FFA randomly, like any attack of such nature. [^X] (36 Damage) Mash gets into his giant robot, which makes a bigger shockwave than his 4 Koma. ******* *6 Koma ** [][][] [][][] [X] (42 Damage) Mash gets into his giant robot, which shoots a laser. This can't really be classified as a beam, as anyone hit by the laser will immediately be moved to the edge of your screen and is held in place there, even if he is guarding, and will be pressured/damaged until the attack ends. If the laser goes off the edge, the opponent will be carried off the edge, floating and getting hit by the laser until it ends (Unless he is blocking, in which case he will simply be moved to the edge, but not off of it). Also, if the opponent was hit by the attack, he will be knocked down after it ends, meaning that if he was carried off the edge by this, it is an instant KO. Arguably his best Special. [^X] (41 Damage) Mash gets into his giant robot, which does a 5-hit combo. Ends with knocking the opponent upwards. ******* *7 Koma ** [][][][] [][][] [X] (Damage Varies) Mash gets into his giant robot. It charges, then fires a standard beam. [^X] (33 + 22 Damage) Mash gets into his giant robot and does the same attack as his 6 Koma ^X. However, after knocking the opponent up, it fires the arm, doing more damage. Note that the opponent can jump away to avoid the last hit. ******************************************************************************* *Support Guide ** Here are some decent supports to use with Mashirito. Note that these are simply suggestions, as you are free to put in whatever you wish. ********** *Bo-bobo 3 ** Bo-bobo jumps, a teddy bear appears from his stomach, and another Bo-bobo head appears from the teddy bear, attacking with his nose hair. Um, let's not talk about the animation... Anyway, the nose hair does a good 36 damage and hits the mid-range spot that Mash is so good at getting the opponent to. As Mash's Specials are not really usable most of the time, it certainly makes sense to spare 1 SP bar to hit the opponent hard with this. The best time to use this is right after you connect with ^Y. Bo-bobo ally boosts Mash as well. *********** *Cerberos 3 ** Funny support. Summons a dog that attacks the opponent whenever you get hit. Basically, it makes it impossible for your opponent to land combos on you. ******** *Dakki 2 ** Fast, does decent damage, and it throws the opponent really far away. Watch out, though, as she dies very easily. ****** *Dio 2 ** Hmm, perhaps an ally boost is a clue that at least one of the supports would go well with that particular battle character... Dio appears and hits whatever is in front of him with his Stand. Deals damage and causes blindness. Hits the mid-range spot that Mash is good at getting the opponent into, although it's a wider horizontal range than Bo-bobo 3. And few people give their characters immunity to blindness. He ally boosts Mash. ********** *Gintoki 3 ** If your friends banned Katsura 3 due to cheapness... Go ahead and use this for combo breaking instead. ******************* *Hah Hah Brothers 3 ** Can be comboed into. Also combos into Mash's X Special for all of his Koma. ********* *Hibari 3 ** Slashes, picks up the opponent, walks to the nearest edge, and throws him off. After using this, use Mash's chests to edge guard (Or, if you're using his 6 Koma, maybe his X Special to guarantee a KO). ************ *Hitsugaya 3 ** If you're a big fan of beam extension, this is a fairly excellent support. It only works for Mash's 7 Koma, though, as that is his only Koma version with an actual beam. ********* *Kagura 2 ** Same idea as Gintoki 3, only this takes up 1 less space. ********* *Kagura 3 ** Activates instantly, and once it sucks up your opponent, you have many options while Kagura is beating up the opponent inside her table. ********** *Katsura 3 >>>RECOMMENDED<<< ** Arguably the best support in the game. Katsura and Elizabeth appear with a giant sweep in front of them, marching forward, sweeping in front of them, and throwing orange bombs backwards. This has no startup. It comes out immediately, knocking away anyone in your way. The sweep, while doing no damage, has ridiculous knockback, with the potential to send the opponent all the way to the ceiling. The bombs will knock down anyone trying to hit you from behind, and does 8 damage each. Also, this is practically invincible once it comes out. Only hazards can destroy this, and that's only if it's a guard break. Also helps you if you're edge guarding, and basically kills any attempt from anyone to knock you off the edge. If you have good intuition, you can also use this to block beam extensions, or summon this into a beam extension. Though, this has a chance of being destroyed if you summon it directly into an attack, so watch out for that. ******** *Rouji 2 ** Best movement stopper, probably... Except for Sena 3. ********** *Satsuki 2 ** Heals slowly... But a lot. Over time. ******* *Zoro 3 ** If you're a fan of combos, this sets up a combo for his 4 and 5 Koma's X Specials. ******************************************************************************* *Caramelman J ** Caramelman J is the final form of Dr. Mashirito. He is the final boss in the game, and, although slow, he is extremely powerful. His giant robot is also replaced, and is now constantly in play. His entire moveset changes, so he's not an extension of Mash or his strategies, but I'm including him to make this a complete Mashirito guide. (Note: Although his Koma name changes, the name next to his mugshot in battle is still Dr. Mashirito.) Caramelman J's passive abilities: -Take more damage from Lightning-based attacks -Gain more SP when KOing opponents of a weaker nature Caramelman J's ally boosts: -Frieza (Dragon Ball) -Papillon (Busou Renkin) -Luffy (One Piece) Caramelman J is Laughter-based. All of his basic attacks do 1.5x more damage to Power-based opponents. [][] [][] [][] [][] [B] (13 Damage) The big robot's hook turns into a big fist and punches. [>B] (5 Damage each) The big robot's hook turns into a big fist, and it throws the fist forward. Hits multiple times, boomerangs back to Caramel and hits him as well. Does 1 damage to yourself. [^B] (15 Damage) The big robot smacks Caramel with a bat, hitting him and anyone next to you. Does 1 damage to yourself. [VB] (10 Damage) The big robot smacks Caramel with its extended tongue, hitting him and anyone next to you. Does 1 damage to yourself. Forces the opponent to switch characters. [Aerial B] (15 Damage) The big robot hits Caramel on the back of his head with a large, spiked ball. The spiked ball does 15 damage to whatever it hits. During the time that this attack is active, Caramelman J is an attack himself and will do 5 damage to whatever he touches. Does 1 damage to yourself. [Y] (17-33 Damage) The big robot grows a drill and drills forward. Press Y repeatedly for more hits. [>Y] (Damage Varies) The big robot fires a beam. Somehow, it is not a Special. [^Y] (28 Damage) Caramelman J spins and forms a tornado. When the tornado disappears, anyone who was caught in it will be sent flying. This attack's lag can be cancelled with an aerial attack. [VY] (20 Damage) Caramel presses a button on the big robot, shocking everything around the robot with electricity (including himself). Does 1 damage to yourself. Guard breaks. [Aerial Y] (9 Damage) The big robot fires up to 3 rockets that home in onto the closest battle character. In team battles, this will follow, but won't damage, your ally. [Select] Reads manga. Restores SP very slowly. As in, slower than most UAs. (Note: For some reason, Caramelman J's Specials are Power-based. They do more damage to Knowledge-based opponents) [X] (80 Damage) The big robot charges up and fires a laser at the floor, raising up debris. The laser does 3 damage, and the debris does 80 damage and send the opponent flying high. [^X] (65 Damage) The big robot grows legs and walks around. Anyone who touches any part of Caramelman J during this time will take damage and be sent spinning away. The big robot's walk can be controlled, but it cannot go off its current platform and cannot jump. Guard breaks. If Caramel is attacked (not the robot), he will be knocked out of this. Also, some attacks always knock Caramelman J out of this, such as Dr. Mashirito's >Y, Luffy's ^Y, etc. Suggestions: He has few combos, despite the ridiculous attack power of his attacks. Therefore, most of the time, Caramel has to rely on choosing a single attack in any situation, rather than using attack strings. Here is some advice: When your opponent is above you, hit him with your ^Y. Aerial Y chains from this, so fire all three to pressure/damage him and regroup. You can also try fast attacks like ^B. If an opponent is close, defend yourself with either B + >B + >Y or Y. As your opponent tries to get back, space yourself for >Y. At mid-range, you can safely fire >Y, although you may run into problems with characters like Arale, whose poo will pass through the beam and leave you vulnerable. You can also try X, which will probably guard break due to the high damage. However, the startup and lag times are large if you choose that, so watch out that the opponent doesn't dash in and KO you. At far range, Caramel can quickly become annoying. Because of the nature of his aerial Y, Caramel can spam rockets that quickly kill preoccupied enemies. Some people may gang up on you, though, so avoid doing this repeatedly for psychological reasons. If there is a FFA that doesn't include you, simply fire X into it. Chances are, your opponents will be too preoccupied with themselves to remember to jump away. Also, the 80 damage should be strong enough to severely damage, if not KO, everyone. Movement stop! A Caramel who can inflict movement stop is beastly. After all, his ^X goes on for a long time, and it guard breaks. Basically, the only thing that the opponent/victim can do is lose all his HP. Watch out, though, as some characters can hit you out of your ^X even if you come at them from behind (Ichigo's Y, for example). ******************************************************************************* *Legal Stuff ** Hmm, you're reading this? You must be an odd one. -CJayC: Creating the great website known as GameFAQs -Genroh: For making the FAQ that provided me with info about Mash's evolution path, and support names. -DZhang: For introducing me, and helping me obtain, this game -Me: For writing Find a mistake? Have suggestions? Want to add something? Contact me at: GoGoJirachi@yahoo.com No laughing at my email address... Please? This FAQ is not copywrited. Any part of this FAQ may be reproduced without permission or credits, but I would be highly pleased if that person would, of his own free will, credit me.