Franky Jump Ultimate Stars Franky Guide By: Kira93 Contents: 1) Credits (001) 2) Introduction (002) 3) Background Information (003) 4) Why pick Franky (004) 5) How to get him (005) 6) Evolving Him (006) 7) Basic Moves (007) 8) Franky’s Komas (008) 9) Basic Combos (009) 10) Legal and Contact information (010) Credits (001): To make this short, I would just like to credit Ganbarion for making such a great game, and I would also like to thank Genroh who made the FAQ that everyone would be lost without and without who this FAQ could never happen (I give all credit of how to get Franky to him) Also, I’d like to thank Prottain because I used his FAQ as a guideline to write mine (no copy writes). Introduction (002): This is just my first FAQ, so it may not be that great, although I think I will do a good job because Jump is one of my favorite games and Franky is one of my favorite characters. Background Information (003): Franky hails from the anime/manga world of One Piece. He is basically someone who comes pretty late into the anime/manga and he is the underworld boss of his town. He is also half a cyborg (only on his front side) and always seems to be wearing a speedo. Why pick Franky (004): Franky is one of the most overlooked and barely used characters, but he really isn’t half bad. He has some pretty damaging specials and some decent combos. Also, I saw him while watching One Piece and he looked pretty strong. How to get him (005): You get Franky much further into the game, when you get to the Boss Tower Battle X. Boss Tower Battle X: Mission Number 9: 1) Get more wins then team B. 2) Get 3 more points then your opponent. 3) Get 4 more points then your opponent 4) Get 6 more points then your opponent 5) Get 8 more points then your opponent (Unlock Franky) Evolving him (006): His evolution chart goes like this. [S2]----- [S3] | | [H]----- [B4] ----- [B5] His Support 2 costs 40 red gems, 10 yellow gems, and 5 white gems His Support 3 costs 70 red gems, 30 yellow gems, and 10 white gems His Battle 4 costs 80 red gems, 20 yellow gems, and 20 white gems His Battle 5 costs 250 red gems, 150 green gems, and 20 white gems In total he costs 440 red gems, 60 yellow gems, 150 green gems, and 55 white gems Basic Moves (007): (Note that he has 2 laughter and 1 power koma and these are concerning his laughter. To get the damage for the power, just switch the damage ratio for power and knowledge type enemies.) B Moves: Regular B – A head butt that moves him forward a bit. A close range move. 8 damage to knowledge/laughter 12 damage to power <- Or -> B – A simple strait punch that moves him forward a bit. A close range move. 9 damage to knowledge/laughter 13 damage to power Down B – He bends down and picks up a circular table and throws it at the enemy, has decent range and almost travels all the way across your screen. 10 damage to knowledge/laughter 15 damage to power Up B – Shoots fire from his mouth aimed at the air diagonally, direction depends on which way you’re facing. A close range move. 8 damage to knowledge/laughter 12 damage to power Jump B – He jumps up and hits an opponent down with both hands (a double axe handle) and moves forward slightly. Rather close range, but the slight forward movement adds a bit more range. 9 damage to knowledge/laughter 13 damage to power Y Moves: (after Franky uses his Ultimate Action, his Y moves get powered up, to represent this I will be using “after 1 UA” and “after 2 UA”. Refer to section about his 4 and 5 komas for more details. Also, instead of listing that the ring out potential raises after each UA, each ultimate action raises the RO potential and after 2 UA enemies go flying quite far.) Regular Y – He will go into a stance like a boxer and punch the enemy a few times. The amount of hits rises after each UA. A close ranged move. 16 damage to knowledge/laughter 24 damage to power After 1 UA, 27 damage to knowledge/laughter and 40 damage to power After 2 UA, 36 damage to knowledge/laughter and 54 damage to power <- Or -> Y – The tip of his finger flips up and he shoots a bullet that travels till the end of your screen. After 1 UA he shoots 3 cannon balls and after 2 he shoots a big cannon ball. 14 damage to knowledge/laughter 21 damage to power After 1 UA, 24 damage to knowledge/laughter and 36 damage to power After 2 UA, 33 damage to knowledge/laughter and 49 damage to power Down Y – He will stay still for 1 second and then attack with his right hand. It’s a straight punch only and he stays in the same place. After 1 UA his punch detaches and flies further and after 2 it flies to the end of the screen. 14 damage to knowledge/laughter 21 damage to power After 1 UA, 21 damage to knowledge/laughter and 31 damage to power After 2 UA, 36 damage to knowledge/laughter and 54 damage to power Up Y – He loads up for about half a second and fills his butt with gas and then fart/propels himself into the air in a diagonal line depending on which way you’re facing. It has a decent range, nothing too special. It’s about twice the range of his up B, but his UA raise the range by a lot. 16 damage to knowledge/laughter 24 damage to power After 1 UA, 24 damage to knowledge/laughter and 36 damage to power After 2 UA, 30 damage to knowledge/laughter and 45 damage to power Jump Y – He jumps and breathes fire at a downwards diagonal angle, much like his Up B but from the air and facing down. Also, it has slightly more range then his Up B version so it has decent range. The damage of the move is hard to judge seeing as it depends on how many hits you connect (max of 6). I’ll try to break it down. Also, each of the UA don’t raise the max hits, only max damage. 1 hit deals 2 damage to knowledge/laughter and 3 damage to power 2 hits deal 5 damage to knowledge/laughter and 7 damage to power 3 hits deal 8 damage to knowledge/laughter and 12 damage to power 4 hits deal 11 damage to knowledge/laughter and 16 damage to power 5 hits deal 13 damage to knowledge/laughter and 19 damage to power 6 hits deal 16 damage to knowledge/laughter and 24 damage to power. After 1 UA: 1 hit deals 4 damage to knowledge/laughter and 6 damage to power 2 hits deal 8 damage to knowledge/laughter and 12 damage to power 3 hits deal 12 damage to knowledge/laughter and 18 damage to power 4 hits deal 16 damage to knowledge/laughter and 24 damage to power 5 hits deal 20 damage to knowledge/laughter and 30 damage to power After 2 UA: 1 hit deals 6 damage to knowledge/laughter and 9 damage to power 2 hits deal 13 damage to knowledge/laughter and 3 hits deal 19 damage to knowledge/laughter and 28 damage to power 4 hits deal 26 damage to knowledge/laughter and 5 hits deal 32 damage to knowledge/laughter and 48 damage to power Franky’s Komas (008): Help Koma Franky Shape: [] Effect: He decreases damage taken from blades. Personal Opinion: The use of this koma depends entirely on the enemy. If they use people that fight with blades it can end up being extremely helpful, but then again if they don’t it becomes completely useless. I recommend not using this one. 1/5 2 Koma Franky: Shape: [] [] Effect: Franky appears slightly in front of your character and like his Down B he throws a circular table, but this time he has 3 objects on the table. Also, if the table itself hits, it forcibly changes the opponents character. There is about a 1 second delay. 1 projectile deals 5 damage to knowledge/laughter and 6 damage to power 2 projectiles deal 10 damage to knowledge/laughter and 12 damage to power 3 projectiles deal 15 damage to knowledge/laughter and 18 damage to power The table deals 15 damage to knowledge/laughter and 17 damage to power Total attack deals 30 damage to knowledge/laughter and 37 damage to power (These are approximate figures because it’s near impossible to guess how much damage each hit deals) Personal Opinion: I find that it’s a rather useless support. Mostly because getting all of the hits to connect is near impossible and even getting some of them to hit is hard because of the delay and the fact that it’s easily seen coming. Use it only if you HAVE to have Franky in your deck because it doesn’t have much combo ability either. 2/5 3 Koma Franky: Shape: [][] [] Effect: Franky appears almost directly in front of your character and after loading up for about .5 seconds – 1.5 seconds (depending on how long you hold down the button for him) he charges at the enemy and delivers a strong punch. The longer the button is held affects the overall distance and damage of the punch. Just pressing sends Franky about a little less than ¾ past your screen and fully loaded sends him a little bit past what you can see so you can only see his back. Also, if you fully load it, it has much more hitting power and sends the enemy flying further. Without loading deals 25 damage to knowledge/laughter and 31 damage to power Loading for 1 second deals 38 damage to knowledge/laughter and 47 damage to power Loading for 1.5 seconds deals 50 damage to knowledge/laughter and 62 damage to power Personal Opinion: By far Franky’s better support. It deals a lot of damage and if done right is combinable with a combo for immense damage. The only setback is that it doesn’t break an enemy’s guard and it takes a little while to get started. Other than that, all you have to do is get a combo going and watch the damage go much higher than you can normally pull off. 4/5 4 Koma Franky: Shape: [][] [][] J-Soul: 160 Type: Laughter Passive Abilities: Take less damage from blades. Take more damage from lightning attacks. Gain SP when being attacked by opponents. Ultimate Action: Inserts cola into himself to gain more power for his Y attacks. One raises attack power and 2 raises it even more (2’s the limit). At times he will drink other beverages that will not affect him badly but will not give him a boost. Only the colas (you can tell by the steam that comes out, colas are white) give him boosts. Special A: Coup de Vent. He loads up air in his arms and shoots it forward with much velocity. It’s a decent sized special with decent damage. Also, it moves him back a bit after he launches it and has great knock back. Nature: Laughter 30 damage to knowledge/laughter 45 damage to power 4/5 because the 5 koma has a better version. Special B: Ultimate Hammer. He cracks his knuckles for .75 seconds and jumps forward diagonally (comparable to B. Ichigo’s Up X, but slower). He grabs the opponent and the punches them down from the air. Nature: Power 52 damage to knowledge 35 damage to power/laughter 3/5 because it’s just not that great and his special a is better. Personal Opinion: The only reason you should use this koma is if you HAVE to have Franky in your deck and you have no room. It’s still a good koma, but his 5 koma version is much better because of the specials. Also, I find that his UA is one of the best in the game because if you can use it twice or even once his combos deal an insane amount of damage. The only setback is that it sometimes fails to work because he will use another drink instead of a cola. It has a rather high J-Soul for a 4 koma. 3/5 5 Koma Franky: Shape: [][][] [][] J-Soul: 176 Type: Laughter Passive Abilities: Same as before. Ultimate Action: Same as before. Special A: Coup de Vent. Exact same as 4 koma, just bigger and deals more damage. Nature: Laughter 40 damage to knowledge/laughter 60 damage to power 5/5 because it’s bigger and stronger then 4 version and it’s great for RO’s. The only setback is the slight startup, but if you can get past that it’s amazing. Special B: Chaser Bullet. Franky dislocates his shoulders and they rise a little to reveal holes. He then shoots multiple bullets while chasing the enemy. It takes a second to start up, but it’s powerful. Also, it’s great for running your enemy off the stage because you can’t run off the stage yourself while using this special and it’s good if you like to edge guard. Nature: Laughter Each hit deals 1 damage to knowledge/laughter and with 40 hits (max hits), its 40 damage total. Each hit deals either 1 or 2 to power and with 40 hits, its 60 damage total. 5/5 because again it has a slight startup problem, but if you can get past that it deals a lot of damage and it’s great for RO’s. Personal Opinion: By far his best koma. It’s just his 4 koma, but upgraded in many ways. Also, even if he has a power variant, this is much better because many people use power characters and this will give you an advantage over them. 5/5 5 Koma Franky (variant): Shape: [][] [][] [] Type: Power Passive Abilities: Same as before. Ultimate Action: Same as before. Special A: Same as before. Special B: Same as before. Personal Opinion: I recommend using his laughter variant if only because many people like to use power characters online and the advantage will be a big help. Other then that, it’s the exact same. 4/5 (loses a mark because the laughter has an advantage over power which are the most used characters) Basic Combos (009): I will only be listing a few because I like to let people figure out and develop their own combos. B, -> B, Y, -> Y. A very basic combo and you can’t use his UA with this because the first Y will send the opponent flying. 47 damage to knowledge/laughter 70 damage to power B, Up B, Up Y, B. Another very basic combo and again, his UA won’t work because of the extra distance it provides. 41 damage to knowledge/power 61 damage to power After UA, B, -> B, Y. This combo deals a lot of damage and is very easy to pull off. Also, it can be combined with supports for an insane amount of damage. After 1 UA, 44 damage to knowledge/laughter and 66 damage to power After 2 UA, 53 damage to knowledge/laughter and 79 damage to power After UA, B, Up B, -> Y. Again, a rather damaging combo, but this combo is great for RO’s (after 2 UA’s only, 1 doesn’t add much distance) and again, it can be combined into a support for amazing damage. After 1 UA 40 damage to knowledge/laughter and 60 damage to power After 2 UA, 49 damage to knowledge/laughter and 73 damage to power These next two are extremely basic, but deal insane amounts of damage. They’re my bread and butter moves. After 2 UA, B, ? B, Y + Shishio 2 (use him about halfway into the move), X For 4 Koma, 125 damage to knowledge/laughter and 152 damage to power (if all hits connect and it’s done right) For 5 Koma, 135 damage to knowledge/laughter and 167 damage to power (if all hits connect and it’s done right) After 2 UA, B, Up B, ? Y + Shishio 2, X For 4 Koma, 121 damage to knowledge/laughter and 144 damage to power For 5 Koma, 131 damage to knowledge/laughter and 161 damage to power Legal and Contact Information (110): You can contact me at my e-mail. muneeb_10_khan@hotmail.com. Note that the subject and/or title of the e-mail should state it’s about my Franky FAQ otherwise it will be ignored. Copyright 2007 Muneeb Khan This may not be used and/or published in any manner except for personal use. Also, if you wish to distribute it, you must first ask for my permission. Use of my guide on another site without my permission is a strict violation of this copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. The only web site that has permission to post this FAQ is gamefaqs.com