================================= [] [] [] [][] [][] [][][] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [][][] [][][] [][][] [] [] [] ULTIMATE STARS ================================= --------------------------------- KAGURA CHARACTER FAQ Created by FFandMMfan --------------------------------- ================= TABLE OF CONTENTS ================= KA1: Introduction KA2: Acquiring and Evolving Kagura KA3: Help/Support Koma KA4: Basic Damage and Combos KA5: Battle Koma KA6: Fighting As Kagura KA7: Fighting Against Kagura KA8: Supporting Kagura KA9: Kagura Decks KA10: Credits, Version Info and Legal Stuff -------------------------------- ================================ KA1: Introduction ================================ Hello, welcome to my second Character FAQ for Jump Ultimate Stars. This time we'll take a swing at Kagura, and help you take a swing at your foes WITH Kagura. She's an interesting character, to say the least. Despite being quite small and not very threatening looking, she's actually quite strong, and has a wide range of uses. She may not be one of the best characters in JUS, but hey, playing as someone that isn't used quite as often is more fun than seeing your ten thousandth Ichigo, Don Patch, or Dio, right? For a brief history on Kagura, she is from the manga Gintama, a comedy manga disguised as a Samurai-action manga. She appears as a cute girl in Chinese clothing... but there is more to her than meets the eye... Or maybe I've just been reading too much Jump, I'm never sure. She is one of the characters who's 4 Koma is not entirely useless compared to her other Koma, and in some cases, can be BETTER than her larger Koma. It depends on your fighting style though, so I'll cover the ups and downs of each of Kagura's battle Koma. I won't list the basic controls, as there are several FAQs that already list them. If you don't know how a button works, check a different FAQ. ================================== KA2: Acquiring and Evolving Kagura ================================== Like most JUS characters, Kagura only begins as a Help Koma, and must evolve into higher forms via Gems of various colors. Also, just like most JUS characters, you must complete a mission in order to obtain her Help Koma. Here, I will give you the rundown on how to get her, how many gems she needs to evolve, and what her evolution chart looks like. ACQUIRING KAGURA ================= Kagura is acquired in the Gintama world in Mission 4. The main goal of the stage is to collect the Jump Magazine using a pre-made deck. The faster you do it, the more goals you will complete and thus, gain more gems and a couple characters. In order to get Kagura in this mission, you have to never touch the the koma on your deck. Do not switch characters, do not use support koma. Simple as that. You'll have her after the stage, she's Goal #5 of that stage. For the record, the Gintama world is the one with a white dog's face as an icon, and is located in the J-Galaxy section of worlds. EVOLVING KAGURA ================ Alright, so you can't read Japanese and don't know which Koma does what? No problem! Here's a rundown of Kagura's evolution chart, so you don't end up buying something you don't want to with your hard-earned gems. H = Help Koma S2/3 = Support Koma 2 and 3 BL4 = Battle Character, Laughter nature, 4 Koma. BL5/6 = Battle Character, Laughter nature, 5 and 6 Koma. BP6 = Battle Character, Power Nature, 6 Koma. --[S2]---[S3] : [H]---[BL4]--[BL5]---[BL6] : --[BP6] And here's a list of the Gems you'll need to unlock each one. Help: Default, no gems needed. Support Koma 2: 25 Yellow, 5 White Support Koma 3: 50 Green, 150 Yellow, 10 White Battle Koma 4: 100 Red, 300 Yellow, 15 White Battle Koma 5: 300 Red, 100 Yellow, 20 White Battle Koma 6 (Laughter): 300 Red, 300 Yellow, 30 White Battle Koma 6 (Power): 400 Red, 200 Yellow, 60 Blue Total cost to Fully Evolve Kagura: Red = 1100 Green = 50 Yellow = 1075 Blue = 60 White = 80 BUT WAIT, we aren't done yet. You may be looking at your "complete" evolution chart wondering "Hey, why don't I have this Power 6 Koma he's talking about?" In order to do this, you need to open up that Koma space via someone else's Evolution Chart. So, who do you need? Sadaharu of course. Who is Sadaharu? Kagura's pet dog. How to Obtain Sadaharu: You need to make it ALL the way to Planet U near the end of the freakin' game in order to get Sadaharu. You need to go to Mission 3 and complete the Special mission. To normally beat the stage, you must get the most points via KO. To get Sadaharu, you need to get 8 points. You'll get the Help Koma of Sadaharu, and the first space you can activate will unlock Kagura's Power Natured 6 Koma. It costs 100 Yellow Gems and 50 Blue gems... but this just makes it available. You still have to go and spend all the other gems over at Kagura's Chart to get the actual Koma. If you're wondering what the next Koma on Sadaharu's evolution chart is, it grants another Koma for Gintoki... but this isn't a Gintoki FAQ... ====================== KA3: Help/Support Koma ====================== So, now we begin with the real meat of the FAQ, the actual Koma. First comes the Help Koma section, and then the Support Koma section. The Battle Koma can be found down at the 5th section. Help Koma: Increases Special Gauge when breaking item boxes. SUPPORT KOMA ============= Support Koma 2: Appears on Gintoki's scooter and drives forward. Deals damage. Damage Output: Against Knowledge and Laughter Characters: 24 Damage Against Power Characters: 36 Damage Notes: Kagura falls off of the Scooter at one point. She does not do damage, however the scooter will continue to slide along the ground, damaging anyone it hits. If Kagura on the scooter hits a ledge while riding, she will fall off at the edge. Support Koma 2 Shape: [][] --- Support Koma 3: A table appears with Kagura sitting under it, with her head peeking out. If an opponent touches her head, she'll grab them and pull them under the table to deal 8 hits of damage before releasing them. Damage Output: Against Knowledge and Laughter Characters: 33 Damage Against Power Characters: 49 Damage Notes: If no one is caught immediately, she'll stay there and wait for someone to run into her. After a few seconds she will vanish, but the amount of hits she'll do will be decreased, and thus reducing her damage, the longer she is there without attacking anyone. Support Koma 3 Shape: [][][] ============================= KA4: Basic Damage and Combos ============================= Alright, so you want to learn how to kick ass and take gems using Kagura... Well, you've come to the right place. But first, let's discuss basic damage output and her normal attacks. All of these numbers are based on her Laughter-based koma, meaning that they are strong against Power types and do normal damage to Knowledge and Laughter. If you want to know the damage output for her Power Koma, just switch the higher Damage from Power characters, to higher damage to Knowledge characters. I'll be typing Power, Knowledge and Laughter a lot here, so we'll abbriviate them as P, K and L. BASIC DAMAGE ============= B, B + left/right, B + Up = Basic hits, Deals 15 Damage to P and 10 to K/L B in the Air = Swings downwards, thrusting the enemy to the ground. Deals 13 damage to P and 9 to K/L. B + Down = Creates a text bubble that forces a character switch on the enemy. Deals 15 Damage to P and 10 to K/L. Y = Grabs the enemy and swings them around in circles, damages all foes within the swinging range. Damage to the grabbed enemy is as follows, 27 damage to P and 18 damage to K/L. Y + left/right = Dashes forward and swings her umbrella, sending the enemy in the opposite direction. Deals 30 to P and 20 to K/L. Y + Up = Uses her umbrella as a spring and dives at an upwards angle to kick an enemy. Deals 30 to P and 20 to K/L. Y + Down = Creates a text bubble that breaks an enemy's guard. Deals 30 to P and 20 to K/L. Y in the Air = Does a diving kick. Deals 30 damage to P and 20 to K/L. COMBOS ======= Now, we'll discuss combos with her basic moves. B -> B+Up -> B in the Air = Deals 43 damage to Power characters and 29 to Knowledge and Laughter characters. Y in the air -> Y in the air = When she hits an enemy with her flying kick, she'll be sent back up into the air. You can perform this again to deal two hits, or hit someone else who may have gotten in the way. Deals 30 damage to P and 20 to K/L per hit. B + Up -> Y in the Air near a ledge = Pretty much ensures they'll be knocked straight off the stage with no hope of recovery. Be careful though, you can't stop once you do the aerial Y, so if you miss, you'll kill yourself. ULTIMATE ACTION ================ Kagura pulls out a piece of celery or... something... something green... Anyway, she'll eat it and it'll slowly recover her life. ================= KA5: Battle Koma ================= The part you've all been waiting for. Let's get this show on the road! Kagura has 4 Battle Koma. A 4 Koma, a 5 Koma, a 6 Koma of the laughter nature and a 6 Koma of the power nature. So, which one is the best? Well, they each have their own sort of perks, and it's really up to you... but I'll also list some pros and cons of each Koma. Kagura also has three passive effects, things that are always in effect for her. Do not give her Koma that have the same effect, as they will do nothing. Effect 1: Restores her Special bar when attacking. Effect 2: Restores her Special bar when she breaks treasure chests. Effect 3: Slowly restores her Special bar at all times. Battle Koma 4 -------------- J-Soul: 152 Nature: Laughter Koma Shape: [][] [] [] Special Attack A: Fires energy blasts from her Umbrella. Continuously tap X for more shots. Can fire up to 16 shots. Max Damage: Against Power: 48 Against Knowledge/Laughter: 32 Special Attack B: Kagura eats a bowl of food that restores some health. Can be interrupted by enemy attack. Personal Rating: A great 4 Koma, simply for the fact that she can heal herself. Her damage of normal attacks is the same no matter which Koma she uses, so all in all, she's a pretty strong character, especially against Power characters. She may not be as great as many other characters, but as a 4 Koma, she's damn good. Battle Koma 5 -------------- J-Soul: 168 Nature: Laughter Koma Shape: [][][] [][] Special Attack A: Hops on her giant dog Sadaharu and rides around. Damages anyone she runs into. You can control Sadaharu's direction with the D Pad. Damage Output: Against Power: 45 Damage Against Knowledge/Laughter: 30 Damage Special Attack B: Eats from what appears to be a rice cooker. Restores HP. Can be interrupted by enemy attack. Personal Rating: Her best Koma, by far. Not only does her healing ability heal FAR more than her 4 Koma, but Sadaharu is VERY useful in groups, and combined with Gotenks 3 Koma (Against Power characters)can deal 93 damage if every hit connects. Sadaharu is a great edge guarder as well. Battle Koma 6 (L) ================== J-Soul: 184 Nature: Laughter Koma Shape: [][][] [][][] Special Attack A: Sadaharu appears and charges forward. Once he connects with an enemy, he'll bite them, and throw them forward. Good damage, but moreso, it's an excellent way to Ringout someone. Damage Output: Against Power: 67 Damage Against Knowledge/Laughter: 45 Damage Special Attack B: Same as her 3 Koma, a table appears, she hides under it, if anyone touches her head at one end of the table, they'll be pulled under the table, suffer some damage, and have their character switched upon release. Damage Output: Against Power: 60 Damage Against Knowledge/Laughter: 40 Damage Personal Rating: In exchange for her healing abilities, and the massive Sadaharu crowd clearance attack, she gains a couple specials that are very useful in combos. They're both very strong, and can be comboed into a variety of Support Koma. However, they both can only attack one foe at a time. I'd say that 5 Koma is best for crowds, or foes where you'll need that healing boost, and 6 Koma is best for one on one, provided you have good Koma to combo with her specials. A great Koma for one on one matches. Battle Koma 6 (P) ================== J-Soul - 184 Nature: Power Koma Shape: [][] [][][] [] Special Attacks: Since Kagura's Specials are ALL of the Laughter Nature, even when using her Power Koma, she'll do the same damage as her other 6 Koma with her specials to the same natured characters. Personal Rating: I personally like Power Kagura, because most opponents will see Kagura and think "Ok, she's laughter, I'll use a Knowledge!" and you can beat the living crap out of them with your Power-based normal attacks. And since her specials are still Laughter, you can take out most Powers that you come across. Then again, her Koma is an odd shape, making it hard to place her in a good position. But really, there isn't much of a difference between her two 6 Koma, so pick whichever you want. ======================= KA6: Fighting As Kagura ======================= Kagura's best strength is well... her strength. She's able to pull off some pretty nice combos and combined with her average power, makes her a good choice for people who don't want to feel cheap using uber-strong characters, but want something that won't die in 10 seconds. Her 4 and 5 Koma have healing abilities, which make them VERY useful, because they heal quite a bit of her life. Though half of her special attacks are simply average, which is why you should be glad to have moves like her aerial Y, left/right Y, up+Y and just Y. Plus, unlike some characters, her B attacks are not useless, and the key to one of her best standard combos. Since her Special attacks in her 6 Koma stop the enemy from fighting back and being forced to take the damage, they can be used in combination with Support Koma for some pretty sweet Support/Special combos, some of which I'll outline further down. When playing as Kagura, you should keep in mind that all of her Y attacks have a small lag time before, and after the attacks, and they leave you WIDE open, because none of her Y attacks can combo into each other (aside from Y+up -> Aerial Y, but that works with almost everyone), so guard-happy foes are your worst enemies, because they'll see that un-guarded opening, and drag you into a massive combo. Let's not forget she boosts, and is boosted by Gintoki, arguably one of the best characters in the game, so a team of the two can be a deadly combination. All in all, the best things you can do are fight with B and Y attacks, maybe use some of the awesome support combos she is capable of, and keep your life up. ============================ KA7: Fighting Against Kagura ============================ A lot of Kagura's attacks have attack lag at the beginning and the end, namely her Y, Y+forward, Y+up and aerial Y attacks. Use this fact to your advantage, and block when she approaches you, and if she attacks with one of her Y attacks (except for her Y+up), guard the hit, release your guard and attack immediately. None of her Y attacks can combo directly into another attack, except for her Y+up -> Aerial Y. If you're facing 5 Koma Kagura, you'll want to wipe out her SP, to prevent her using her healing ability, because she heals A LOT of her life, she can go from critical HP to fighting fit in just a few seconds. However, if she does get the chance to start her healing, dash in and attack her as fast as you can. Doing so will break her healing, and a majority of the life gain is on the very last burst of healing, so you can prevent her from regaining TOO much life. Use of Koma that induce Movement seal is also not a terribly good idea, because Kagura has a number of ways to deal with it. Her Y+up will allow her to gain some distance from you, and oftentimes launch a counterattack from the air. Her B+forward and Y+forward allow her to move on flat land, and if she's using 5 Koma, she can ride Sadaharu, and gain the ability to move left or right, but she cannot leave the platform she's currently on. ====================== KA8: Supporting Kagura ====================== Okay, lets talk about her Boosts first. Every character has 3 characters that will raise their J-Soul when attached to them. Two from their own series and one from another. These are Kagura's. Gintoki - It's best to use him as a battle character alongside Kagura. Though his 3 Koma support is also good, he's more useful as a Battle Character. Use his 5 Koma. Shinpachi - His Help gives you 1 Special Bar when you're KOed, his 2 Koma gives you Toughen effect, and his 3 gives enemies Confusion. I prefer his Help or 2 koma. Vegeta (Dragonball) - He has a very nice combo with Kagura 6 Koma's X attack, but his 4 and 5 Koma are also very good to use. His Help will increase your SP when you attack or block when your health is low, but if you're using 4 or 5 Kagura, you'll probably be using her healing ability as much as possible. I'd recommend using one of his Battle Koma, or his 3 Koma support. Now, for things that don't boost Kagura. Lenalee 2 Koma (D.Gray-Man)- Fairly simple strategy, right before you use her, jump. She'll fly under you and take the enemy for a ride off the edge. Sanji 2 Koma (One Piece) - If you're using her 6 Koma, this would be your best bet for healing, since you lose out on her healing skills. Satsuki (Ichigo 100%) - Heals slowly over time. And uh, yeah, that's it ^_^; Gotenks 3 Koma (Dragon Ball) - Powerful Laughter type Support Koma. Really good combined with any of her Laughter Koma. Piccolo 2 Koma (Dragon Ball) - Useful in combos with her 6 Koma. Arale 3 Koma (Dr. Slump) - Powerful beam attack, best with her Laughter 6. Shishio 2 Koma (Rurouni Kenshin) - Grabs the opponent, attacks, and burns them. Very useful in combos with her 6 Koma. Support Combos =============== Here, I'll list some of her better Support Koma combos. All Battle Koma ================ Y -> 3 Koma Gotenks = 75 Damage to Power, 50 to Knowledge and Laughter. *Note: Excellent ringout technique* (Using Laughter Kagura) Y -> 3 Koma Gotenks = 66 Damage to Power, 59 to Knowledge and 50 to Laughter *Note: Excellent ringout technique* (Using Power Kagura) Y+up -> 3 Koma Gotenks -> Aerial Y = Unpredictable damage, since it's very hard to land both starting and ending hits, plus every shot from Gotenks, but it's STRONG, can do over 100 damage to weaker natured characters, and 60+ to neutral natured characters. Plus it looks cool when you do it. 6 Koma (Laughter) ================= Y -> 2 Koma Piccolo -> X Special = 110 damage to Power, 87 to Knowledge, and 79 to Laughter. Y -> 3 Koma Arale -> X special = 139 damage to Power, 93 to Knowledge and Laughter. *Note: Excellent ringout technique* Y -> 2 Koma Shishio -> X Special = 122 to Power, 105 to Knowledge and 91 to Laughter. 6 Koma (Power) =============== Y -> 2 Koma Piccolo -> X Special = 101 Damage to Power, 96 damage to Knowledge and 75 damage to Laughter. Y -> 3 Koma Arale -> X special = 130 damage to Power, 102 to Knowledge and 93 damage to Laughter. *Note: Excellent ringout technique* Y -> 2 Koma Shishio -> X Special = 113 to Power, 114 to Knowledge and 91 to Laughter. ================== KA9: Kagura Decks ================== Decks with Kagura in them that I've made. Gogogogo! Name: XD Info: All Laughter type deck, with the exception of Helps Koma List: 1) Kagura 5 Koma 2) Gintoki 5 Koma (Leader) 3) Tsuna 5 Koma 4) Gotenks 3 Koma (R) 5) Isshin 1 Koma 6) Zangetsu 1 Koma [1][1][1][2][2] [1][1][2][2][2] [3][3][3][4][4] [5][3][3][6][4] Name: Gintourney Info: Gintama Theme Deck I used in a Theme Deck Tourney Koma List: 1) Kagura 5 Koma (Leader) 2) Gintoki 5 Koma 3) Shinpachi 2 Koma (L) 4) Ayame 2 Koma 5) Sogo 3 Koma (R) 6) Otose 1 Koma (pointing at Gintoki) 7) Otae 1 Koma (pointing at Kagura) 8) Isao 1 Koma (pointing at Gintoki) [1][1][1][2][2] [1][1][2][2][2] [7][3][3][8][6] [4][4][5][5][5] Name: Koma 4 U Info: 4 Battle Characters deck Koma List: 1) Renji 4 Koma (Leader) 2) Gotenks 4 Koma 3) Kagura 4 Koma 4) Kurama 4 Koma 5) Orihime 3 Koma (R) 6) Shanks 1 Koma [2][2][1][3][3] [2][2][1][3][6] [4][4][1][3][5] [4][4][1][5][5] Name: K's Info: Everyone's name Begins with K Koma List: 1) Kagura 5 Koma (Leader) 2) Kenshin 5 Koma 3) Kurama 5 Koma 4) Kon 3 Koma (R) 5) Kuwabara 1 Koma (Pointing at Kurama) 6) Killua 1 Koma (pointing at Kenshin) [1][1][1][4][5] [1][1][4][4][3] [2][2][2][3][3] [6][2][2][3][3] Name: An Alien Cat Info: Kagura and Train deck Koma List: 1) Train 5 Koma (Power) (Leader) 2) Kagura 5 Koma 3) Hyoga 3 Koma (R) 4) Satsuki 2 Koma (L) 5) Sven 1 Koma (pointing at Train) 6) Eve 1 Koma (pointing at Train) 7) Gintoki 1 Koma (pointing at Kagura) 8) Isshin 1 Koma 9) Shanks 1 Koma [1][1][2][2][2] [1][1][2][2][3] [4][1][6][7][3] [4][5][8][9][3] Name: Solo Info: Kagura 1 Battle Character deck (Note: All Helps are pointing at her) Koma List: 1) Kagura 5 Koma (Leader) 2) Gotenks 3 Koma (R) 3) Nami 2 Koma (L) 4) Satsuki 2 Koma 5) Shinpachi 1 Koma 6) Vegeta 1 Koma 7) Tatsuki 1 Koma 8) Jaguar 1 Koma 9) Shanks 1 Koma A) Isshin 1 Koma B) Saya 1 Koma C) Gintoki 1 Koma [5][6][7][2][2] [1][1][1][8][2] [1][1][A][9][4] [C][B][3][3][4] Name: Girl Power Info: All Battle Characters are Female Koma List: 1) Lenalee 5 Koma (Leader) 2) Kagura 5 Koma 3) Sakura 5 Koma 4) Sanji 2 Koma (L) 5) Nami 2 Koma (R) 6) Shanks 1 Koma [2][2][2][1][1] [2][2][1][1][1] [4][5][5][3][3] [4][6][3][3][3] Name: Girl Power 2 Info: Another all female battle character deck. Koma List: 1) Robin 5 Koma (Leader) 2) Kagura 5 Koma 3) Sakura 6 Koma 4) Aya 2 Koma (R) 5) Kakashi 1 Koma (Pointing at Sakura) 6) Luffy 1 Koma (Pointing at Robin) [2][2][2][4][4] [2][2][1][1][1] [3][3][3][1][1] [3][3][3][5][6] Name: Aerials Info: Characters with good aerial attacks Koma List: 1) Kazuki 4 Koma (Leader) 2) Kagura 5 Koma (L) 3) Lenalee 5 Koma 4) Gotenks 3 Koma (R) 5) Satsuki 2 Koma 6) Shanks 1 Koma [1][1][1][4][4] [1][2][2][2][4] [5][2][2][3][3] [5][6][3][3][3] Name: Kombo Info: Showcasing some of Kagura's Support combos. Koma List: 1) Kagura 6 Koma (Power) (Leader) 2) Gintoki 5 Koma 3) Arale 3 Koma (R) 4) Shishio 2 Koma (L) 5) Satsuki 2 Koma 6) Shinpachi 1 Koma (pointing at Kagura) 7) Shanks 1 Koma [1][1][3][3][3] [1][1][1][6][7] [4][1][2][2][5] [4][2][2][2][5] =========================================== KA10: Credits, Version Info and Legal Stuff =========================================== So now the boring stuff :( Here's all the people who I have to thank, and all the stuff that keeps my hard work safe from nasty people. Genroh - Because you have inspired us all with your infinite wisdom and... Well, maybe not infinite wisdom, but you sure as hell made a great translation FAQ. Without it, we'd all be screwed. Nintendo - For creating the DS, the greatest handheld yet, and publishing this game. CJayC - For creating this website. And for the example legal stuff. Shonen Jump - For having Gintama in your magazine. Version Info ------------- Version 1.0 - Pretty much everything that needs to be done is done. I think I did a better job on this one than my other FAQ >_> Version 1.5 - Fixed the fact that Kagura's 5 Koma is awesome, added some more Support Koma, and added the Deck section. Version 2.0 - Added a bunch of Support combos, a couple new decks, and some new standard combos. Also, I removed the "Vegeta Combo" stuff since it gets outclassed by other combos. I also fixed that she has a passive ability that constantly gives her SP regen, and gave her some praise for her 6 Komas. Legal Stuff ----------- Copyright 2007 Jason Dorfman This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. 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 *STRAWBERRY MILK!*