==================================================================== Jump Ultimate Stars Lenalee Lee Character Guide by Vicevirtuoso Version 1.0, Friday, July 13, 2007 (this FAQ is jinxed!) ==================================================================== Table of Contents To quickly jump to a section, use CTRL+F and type in the characters shown in brackets after the section title. 1. Introduction/Character Bio/Pros and Cons [ITR] 2. Unlocking/Evolving Lenalee [UEV] 3. Normal Attacks [NMA] 4. Koma Statistics and Abilities [KST] 5. Basic Battle Strategy [BBS] 6. Basic Combos [BCM] 7. Decks, Recommended Komas, and Support Combos [DRK] 8. Credits [CRD] ==================================================================== 1. Introduction/Character Bio/Pros and Cons [ITR] Hello, and welcome to my first FAQ. It's not pretty or full of ASCII art, but I hope I can make up for that with solid information. This guide assumes you already know all of the basic controls and game- play elements, so those will not be covered here. Many of the other FAQs on this site have explanations of the basic gameplay, especial- ly Genroh's comprehensive general FAQ and walkthrough. If you need basic gameplay assistance, his FAQ is a great place to start. This guide will explain the gameplay basics of the character Lenalee Lee, including gameplay strategy, combos, and other komas that com- pliment her playstyle. Even though I've never read a chapter of, or seen an episode of, the manga/anime D.Gray-man, Lenalee is my favorite Battle character to use in the game, even beating out characters from series I love, such as Hokuto no Ken. Her speed, mobility, and ring-out capability made me instantly realize that I had finally found a character whom I really found fun to play. Not to mention all of her attacks are kicks, and I love a woman who knows how to use her legs... According to Wikipedia, Lenalee is a 16-year old Chinese girl whose parents were killed by "akuma", which are mechanical bodies infused with the souls of the recently departed. Now she works as an Exor- cist to battle these "akuma", using the "Dark Boots", which give her extraordinary speed and leg strength. Lenalee's Pros: +She's quick, with quick-hitting attacks and good running and jump- ing speed. +She's very mobile, with both the ability to triple-jump and the ability to air-dash by default, and a super jump as an Ultimate Action. In other words, she's a Guilty Gear or Melty Blood charac- ter. +Amazing ring-out ability with Forward-Y -> Air B/Y strings, quick air attacks that spike, and some specials that cause a few frames of untechable knockback. +Easy combos with solid damage. +Her normals have solid range, especially Forward-Y. However, she does not actually have any projectile attacks. +She's cute :3 Lenalee's Cons: -Tied for lowest HP in the game with Eve, Rukia, Sakura, etc.. She can't take very many hits, and that goes double in most cases because... -She's a Knowledge character. Because the best, most damaging char- acters in the game are Power, and Lenalee has such a tiny HP bar, it's not unrealistic for people like Raoh to be able to kill her in one combo. As if Raoh's ridiculous loops in the Sega fighting game weren't enough. She is better at running away than many other low- HP characters, though. -No alternate-alignment battle koma. At least Allen has a Power version though. -Largely uncomboable specials. Only her 4-Koma Up-X has any combo potential outside of support combos, and even then it doesn't do much more damage than a normal combo. Fortunately, her normal com- bos are pretty solid. -Two of her specials can easily cause you to ring yourself out if you're not careful about where you are in certain levels. =================================================================== 2. Unlocking/Evolving Lenalee [UEV] Lenalee's help koma and evolution chart are unlocked early in the J-Galaxy mode. In the first area after completing the tutorials (J-Space), the left most cluster of planets contains the D.Gray-man world. It's hard to miss, since the title is written in roman char- acters. In the first mission here, the object is to have the most star sym- bols when the time runs out. However, in order to unlock Lenalee, you must collect all four stars within 30 counts of the timer. This shouldn't be too difficult, because it's on the ice stage (easy ringouts) and the AI is pretty dumb at this point. This not only unlocks Lenalee, but 3 other D.Gray-man characters (4 if you win with full health). Lenalee is the second character in the D.Gray-man character list, with Allen being first. Once unlocked, you'll have just her help koma, like all other new characters. Here is her evolution chart and the costs for each evolution: [2]--[3] | | [1]--[4]--[5] 1: Help Koma: N/A 2: 2-Koma Support: 50 green, 5 white 3: 3-Koma Support: 20 red, 80 green, 10 white 4: 4-Koma Battle: 200 green, 15 white 5: 5-Koma Battle: 400 green, 20 white Total cost for evolution: 20 red, 730 green, 50 white You'll need a few green orbs, but overall it's pretty cheap to fully evolve Lenalee, especially compared to a lot of other char- acters with battle koma. ================================================================= 3. Normal Attacks [NMA] All of Lenalee's normals are the same between both battle komas, like most characters. The damage is represented in this format: X/Y, where X is the damage to Power and Knowledge characters, and Y is the damage to Laughter characters. I made up all of the names for the normals, by the way. Neutral-B: Spinning Heel Kick Damage: 7/10 Speed: Moderate-Fast Range: Close Lenalee does a high, sweeping heel kick. Pretty standard Neutral-B attack. Your combo starter in nearly every case. Combos into Up-B, Forward-B, Forward-Y, and 4-Koma Up+X. Forward-B: Dashing Side Kick Damage: 6/9 Speed: Fast Range: Moderate-Far Lenalee dashes forward with a jumping side kick. Great poking move, it comes out fast with nice range. Unfortunately, it doesn't combo into anything outside of a quick support. It can be used to stuff some longer-ranged attacks. Up-B: Crescent Axe Kick Damage: 8/12 Speed: Fast Range: Close Lenalee does a spinning overhead kick. Very slightly faster than Neutral-B. Can be used for close-range poking or combos. Typically the second attack in your combos. Unlike many other Up-B attacks, this does not launch your foe. Would be an awesome overhead in a more traditional fighting game, but of course that doesn't apply here. Combos into Up-Y, Forward-Y, and 4-Koma Up-X. Down-B: Gust Side Kick Damage: 7/10 Speed: Moderate-Slow Range: Close Other: Forces opponent to switch characters on hit, if possible. Lenalee charges up for a split second, then does a side kick powered with a small burst of wind. One of the quicker Down-B attacks I've seen. Excellent with a support koma that inflicts the Battle Seal status. Also combos into Forward-Y. Neutral-Y: Dropkick Damage: 15/22 Speed: Slow Range: Moderate-Far Other: Puts Lenalee in an airborne state. Ground-only support komas cannot be used during this attack, and air attacks will be used if you combo out of this attack. Lenalee backflips in place, then thrusts forward with both feet. Cannot be comboed into outside of supports, and is quite slow, so don't use this too often. If you can hit the opponent near the edge or on a platform that can be knocked through, you can combo this into Air-B for a guaranteed ring-out. Forward-Y: Rising Cyclone Kicks Damage: 2/3 (first four hits), 5/7 (last hit), 13/19 total Speed: Moderate Range: Far Other: Puts Lenalee in an airborne state. Each kick makes Lenalee rise higher in the air. First hit launches opponent. Keep pressing Y for up to 5 hits. Tatsumaki Senpuu-Kyaku! Lenalee's signature move, and the one that made me like her so much. Her main tool to combo into, then end the combo with an Air-Y or occasionally an Air-B for a ringout. Can move groups of enemies halfway across a level. You can perform an Air-Y before all five kicks are finished if you delay pressing the button for a moment. Up-Y: Somersault Kick Damage: 15/22 Speed: Moderate Range: Moderate Other: Puts Lenalee in an airborne state and moves her up roughly 2/3 of a jump height. Launches opponent at roughly the same height. Lenalee backflips into the air with a kick. Excellent move that can be easily comboed into up close, then followed up with Air B for a good combo. There is a period just before you leave the ground where you can still call Support koma that are ground-based only, which is useful for certain Support combos. Near the edge, this plus Air-B or Air-Y is a great ringout technique. Down-Y: Frontflip Axe Kick Damage: 14/21 Speed: Very Slow Range: Far Other: Breaks opponent's guard on hit, if they are guarding. Lenalee crouches and charges her power, then flips forward with a slow kick. Not the best guard break in the world by a long shot. You cannot combo out of this move without Support, unlike Allen's somewhat similar guard break. A very irritat- ing property of this move is that it will whiff if the oppon- ent is too close; Lenalee will just fly over the enemy's head. Air-B: Aerial Axe Kick Damage: 8/12 Speed: Moderate-Fast Range: Moderate-Close Other: Knocks enemy downwards when hit in the air. Lenalee flips in the air with a kick. Good aerial attack that knocks down in the air. Good ringout move, and a preferred air combo ender because of its speed compared to Air-Y, although its range can make this impossible in some cases. Air-Y: Dash Aerial Axe Kick Damage: 14/21 Speed: Moderate-Slow Range: Far Other: Knocks enemy down on the ground, and spikes enemy in the air. Angle of dash can be controlled with Up or Down; holding Up or Down will make Lenalee go in a 30 degree angle in that direction, otherwise she goes straight forward. Lenalee dashes forward with a kick. Combo ender for most of your combos because you won't be close enough to hit with Air-B. Outside of Supports, this will not actually combo, per se. However, it is quite difficult to escape; the oppo- nent only has a few frames to attack or jump. Touch Screen (Dream Combo Attack): Triple Spinning Kick Damage: 6/9 Speed: Moderate-Fast Range: Moderate Other: Cannot be comboed into, and cannot be comboed out of except for other characters' Dream Combo attacks. Touch Lenalee's koma when she is on the field to use this attack. Lenalee does three of her Forward-Y kicks, but stays on the ground. Many people forget to mention the Dream Combo moves, and, indeed, many of them are more useful than others (Train comes to mind). Lenalee's is quite average though. Select (Ultimate Action): Super Jump Damage: (N/A) Speed: Slow Range: (N/A) Lenalee crouches down, then jumps at a height slighly lower than the maximum triple jump height. After this super jump, you can still perform two air actions (airjump, airdash, or attack). Great for putting some extra distance between you and your opponent(s) if you have time to pull it off. You can easily reach any platform of nearly any level using this move. That about covers all of her normals. Her specials will be covered in the next section. =================================================================== 4. Koma Statistics and Abilities [KST] Here, I'll cover all five of her Komas and their properties. 1. Help Koma Shape: [] (amazing, ain't it?) Koma Graphic: Just a cute picture of Lenalee. Effect: Enables one Battle Character to perform a wall jump. Oddly enough, Lenalee bestows the one jumping ability she actu- ally DOESN'T have. Lenalee is one of only three characters with this Help effect, the others being Naruto, and Fusuke from Ninku. 2. Support Koma A Shape: [][] Koma Graphic: Lenalee, smiling (complete with ^_^ face), saying, "Welcome home, Allen-kun." So moe, I'm gonna die... Support Name: Onkyou no Tougi: Otokase Nature: Knowledge Damage: (N/A) Effect: Lenalee instantly appears behind your Battle character, rushes forward at an upward angle, and grabs the first Battle character she touches (friend or foe) and carries them with her. This support can be used in the air. Combined with a character with a really good edge guarding abili- ty, this Support is guaranteed to piss more than one person off. Jump immediately after summoning her to make your enemy be the one flown off the edge. Of course, they can attempt to make a come- back, but that's where the aforementioned edge guarding comes in. It can also be used to make quick getaways or increase the distance you can get out of a jump, but I prefer Yoruichi's 2-koma for that because it's faster to come out and has a greater distance. 3. Support Koma B Shape: [][][] Koma Graphic: Lenalee (now with drillhair!) yelling, "I decided to do that because you're my friend!" Support Name: Enbu: Sarikaze Nature: Knowledge Damage: 32/48 (5 hits) Effect: Lenalee appears and kicks a small cyclone in front of her, dealing damage and knocking the enemy back. A quicker, shorter-range version of her 4-Koma Neutral-X special move that does solid damage. Has a long untechable time, so good for ringouts. However, there really are much better options for this Support koma shape (*cough*Trunks). 4. Battle Koma A Shape: [][] [][] Koma Graphic: Lenalee looking to the right with a slight smile on her face, saying, "Because I fight for my brother's sake." Base HP: 128 Nature: Knowledge Boosts: All from D.Gray-man: Kanda (samurai bishie), Allen (white haired main character), Komui (guy with glasses). Ability: Dark Boots (allows for triple jump and air dash) Special Moves: Neutral-X: Enbu: Kirikaze Nature: Knowledge Damage: 36/54 Speed: Slow Range: Moderate Effect: Knocks enemy back. Lenalee kicks so hard that she creates a horizontal wind tunnel in front of her that hits enemies caught in it up to five times. Slow and does not combo without support, unfortunately. A good move for edge-guarding, however. Hits opponents hanging from a ledge. Up-X: Enbu: Kuroshizuku Nature: Knowledge Damage: 2/3 (flip), 28/42 (ground hit), 20/30 (air hit) (all assuming the attack is from the same elevation as opponent) Speed: Moderate Range: Moderate (Vertical Range: Very Long) Effect: Knocks enemy back. Knockback and damage greatly increased as Lenalee falls further. When falling, Lenalee does not stop until she hits the ground floor. *IF THE GROUND FLOOR IS A PLATFORM AND NOT A SOLID FLOOR, SHE WILL FALL THROUGH IT AND DIE!* Lenalee is airborne for the duration of the move. Lenalee flips forward (the flip can hit for a tiny bit of damage), then falls forward with a vertical split kick surrounded by a pur- ple aura. Her only special that can be comboed without support, but the damage sucks (reduced damage on an air hit), making it useless as a combo special. The best use for this move is in a free-for-all match, as you can super jump to the top of the level and divebomb your enemies for good damage and RIDICULOUS knockback. One-on-one, this super is nearly useless. Also, this super is a terrible idea on levels that have pits or platforms on the ground floor, because you cannot stop yourself once you start this move. Therefore, you will simply kill yourself. I shouldn't have to say not to use this move too close to the edge of the stage. 5. Battle Koma B Shape: [][] [][][] Koma Graphic: Lenalee dashing forward, saying "I will defeat you." Base HP: 144 Nature: Knowledge Boosts: All from D.Gray-man: Kanda (samurai bishie), Allen (white haired main character), Komui (guy with glasses). Ability: Dark Boots (allows for triple jump and air dash) Special Moves: Neutral-X: Onkyou no Tougi: Otokase Nature: Knowledge Damage: 40/60 (3 hits), 42/69 (4 hits) Speed: Slow Range: Long Effect: Launches enemy on first hit, knocks them back on last hit. Lenalee is airborne for the duration of the move. Lenalee backflips, pushes off of a wall made of sound waves, then dashes forward with a kick. If the kick connects, she then performs another three dashing kicks. Good damage, but cannot be comboed into and is easy to see coming. One-on-one, if you knock the enemy off of the stage with this move, a good idea is to stay out there with them and Air-B them right when they recover to ensure their demise, then jump back onto the stage. Up-X: Shittsui no Tougi: Tetsukase Nature: Knowledge Damage: 2/3 (rising), 30/45 (falling) (all assuming the attack is from the same elevation as opponent) Speed: Very Slow Range: Close (Vertical Range: Very Long) Effect: Launches enemy on rising hit, but does not combo into falling hit. Damage and knockback increase the longer you fall. When falling, Lenalee does not stop until she hits the ground floor. *IF THE GROUND FLOOR IS A PLATFORM AND NOT A SOLID FLOOR, SHE WILL FALL THROUGH IT AND DIE!* Lenalee is airborne for the duration of the move. Lenalee floats up into the air, then her feet turn into...some kind of monstrosity, then she falls to the ground floor, through any platforms. Maybe she really needs some Odor Eaters. This is really just a suckier version of her 4-Koma Up-X. For maybe 3 or 6 points of added damage, it becomes MUCH slower. She also doesn't move forward at all, and the hit- box is a lot tinier than you may think it is, so it could very well com- pletely miss. I'd think this move would guard break, but it doesn't. Let's not forget it still has the problem that 4-Koma Up-X had of fall- ing through pits and platforms on the ground floor. However, you can use it safely near the edge. Support Koma Comparison: 2-Koma has an effect only shared by one other support I've seen so far (Yoruichi), but she comes out a bit slower so it's much easier to jump out of the way so she'll grab your opponent. 3-Koma is pretty standard fare, just an attack for some damage and a knockback. On the off occasion that I'm not using Lenalee as a battle character, I prefer her 2-Koma assist combined with good edge guarding tactics. The 3-Koma is just nothing special. Battle Koma Comparison: 4-Koma has sickeningly low HP, but the specials are a bit quicker and more useful in general. 4-Koma's Up-X beats 5-Koma's any day of the week. Plus, it has a very easy shape to work with in your deck. 5-Koma gives her a little more resilience, but gives you pretty slow spec- ials, one of them being right next to useless in my opinion. I prefer her 4-Koma so I can put a little more stuff in my deck, and her specials are more useful. Honestly, though, Lenalee is not a character oriented around her specials. If you're not using a deck heavy in D.Gray-man characters, you may want all the extra HP you can get, so go for the 5-Koma. ======================================================================== 5. Basic Battle Strategy [BBS] This section will probably be expanded in future versions of this FAQ. Lenalee is all about hit-and-run attacks and ringouts. She isn't too good at surviving melees, especially against Power characters. Her damage isn't too high without certain supports, so KOing isn't the best way to handle things. Fortunately, her good speed and crazy aerial mobility help her a lot, so she can run to a safe spot when the need arises. Learn how to guard. Lenalee is pretty frail, so getting hit is a really bad thing. You'll want to force the enemy to the edge as much as possible. Combos into Forward-Y are the best way to do this, with the occasional super if you can hit with it. Use your other characters to your advantage to do this, as well. Allen's 6-Koma Neutral-X pushes back quite far. When things look bad, RUN. Air dash away, or if you get the slightest chance, try superjumping away. Few other characters can superjump, so you should be pretty safe after doing so. Healing supports and regenera- tion Help komas are good for your runaway game, otherwise it's not much more than delaying your death. Poke with Neutral-B, Up-B, and occasionally Forward-B. Use Air-B to poke in the air. Neutral-B and Up-B both lead to Forward-Y at any distance, which is always good. Specials should be used sparingly, as more often than not the enemy can easily guard them, causing you to have wasted meter. If you have a Guard Seal support, combo into it, and then use your specials. In free-for-all matches, try using your Up-X specials from a great height while the other players are focused on each other. ======================================================================== 6. Basic Combos [BCM] Typical combos done without Support characters. 1. Neutral-B > Forward-B Damage: 13/19 Range: Moderate-Far Not too useful. If you can hit with this, you can hit with combo #3, which is far better. 2. Neutral-B > Up-B > Up-Y > Air-B Damage: 38/57 Range: Close A superb combo. All 4 hits combo correctly, does good damage, and can ring- out. Also very good base to build support combos upon. 3. Neutral-B > Forward-Y > Air-Y Damage: depends on distance Range: Moderate-Far Better longer-range option than combo #1. At maximum Neutral-B range, the Forward-Y kicks will start whiffing, so just hit with Air-Y early when that happens. 4. Neutral-B > Up-B > Forward-Y > Air-Y Damage: 28/42 (combo), 14/21 (Air-Y, which doesn't exactly combo) Range: Close Excellent combo into Forward-Y, great for ringouts. 5. Neutral-B > Forward-Y (2 hits) > Air-B Damage: 22/33 Range: Moderate-Close Another great ring-out combo. 6. Down-B > Forward-Y > Air-Y Damage: 20/30 (combo), 14/21 (Air-Y) Range: Moderate Other: Switches opponent's character Forced-switch combo. 7. Neutral-Y > Air-B Damage: 23/34 Range: Far Good ringout move, if you can hit with a Neutral-Y. 8. Neutral-B > Up-X (4 Koma only) Damage: 9/13 (combo), 20/30 (falling hit) Range: Close Only way to combo into a special without support. Combo 2 is more useful in every way, and it doesn't waste any meter. ============================================================================ 7. Decks, Recommended Komas, and Support Combos [DRK] Recommended Help Koma Effects: (Check Genroh's FAQ for a list of who gives each effect) 1. Status effect time reduction Helps against the entire variety of bad statuses, and not just immunity to one or two. Effects such as Movement Seal are extraordinarily bad for Lena- lee. 2. Decrease damage taken from melee attacks Good to help protect Linalee's tiny HP bar. 3. Decrease damage taken from blade attacks Same as above if you're fighting blade users. If you use this effect, use Yuu Kanda from D.Gray-man, as he gives Lenalee a much-needed boost. 4. Auto-guard Unless you love spamming supports, auto-guard is one of Lenalee's best uses of meter, especially in character-heavy decks where you have lots of meter to spare. 5. Increased guarding power It sucks when Lenalee gets guard broken. 6. Health regenerates over time THE help effect for Lenalee. Her runaway game is second to none, so play keep- away while regenerating and possibly using healing supports when you get hit hard. 7. Increase max health If you don't want the characters that boost Lenalee in your deck, these are a decent alternative. Recommended Battle Koma Allies: 1. Allen Walker alternate 6-Koma: Perhaps Lenalee's best fighting partner. They boost each other, their styles help each other (Allen has really good specials as opposed to Lenalee's, and Allen has projectiles), and the alternate koma makes him Power to balance out Lenalee's Knowledge trait. For best effect, use Yuu Kanda as well, in a position where he boosts both of them. Examples: [ ][A][K][K][ ] [A][A][A][L][L] [A][A][L][L][L] [ ][ ][ ][ ][ ] A = Alt 6-Koma Allen L = 5-Koma Lenalee K = 2-Koma Kanda Allen and Lenalee boost each other and are both boosted by Kanda, whose support also guard breaks. I use this one a LOT. [ ][A][ ][ ][ ] [A][A][A][L][L] [A][A][K][L][L] [ ][ ][ ][ ][ ] A = Alt 6-Koma Allen L = 4-Koma Lenalee K = Help Kanda (preferably pointing at Lenalee) Another version with Lenalee's 4-Koma and using Kanda as a Help rather than a Support. 2. Train Heartnet (any Koma): Like Allen, but faster, weaker, and does not boost Lenalee. 3. Don Patch (7 Koma): Probably the best Laughter character in the game, to counter Power characters. Recommended Support Komas and Combos: Yuu Kanda (D.Gray-man) 2 Koma: Boosts Lenalee, and is a guard break, to make up for Lenalee's lackluster guard break. Can be used in the air. Allen Walker (D.Gray-man) 3 Koma: Same as above, but cannot be used in the air. To make up for this, it launches, so you can combo after it. Sena (Eyeshield 21) 3 Koma: Who DOESN'T benefit from this one? Seriously. He may be in the "Big 3", but in reality he's just the "Big 1". If you're not playing in a tournament that bans him, go for it. Trunks (Dragon Ball) 3 Koma: Like I just said, he's not in the same league as Sena, but he is the second best support in the game. Very, very fast, and can be used in the air. Combo: Neutral-B > Up-B > Up-Y > Call Trunks + Air-B simultaneously Done correctly, it's 12 hits for an impressive 69/103 damage. Gyro Zeppelli (Jojo's Bizarre Adventure) 3 Koma: Probably my favorite Support to use with Lenalee. Using combo #3, you can reliably hit-confirm in to hit- ting with this Support to cause good damage and inflict the awesome Guard Seal status. Combo: Neutral-B > Up-B > Call Gyro > Forward Y The damage will depend on how early you summon Gyro. You can summon him right when you start the combo, but I prefer this method so I can hit-confirm it and not waste any meter. Any support that gives the Toughen status: Toughen being the gray square spin- ning above your character's head. Some of these include Eve (Black Cat) 2 Koma, Shinpachi (Gintama) 2 Koma, and Ichigo (Bleach) 3 Koma. Extra defense is always good for Lenalee. Gintoki (Gintama) 3 Koma: Very quick and does laughter damage to those pesky Power characters. Ichigo (Bleach) 2 Koma: Use during a Forward-Y combo for a Battle Seal status for just a 2 Koma. Combo: Neutral-B > Call Ichigo > Up-B > Forward-Y Healing supports: There are lots of them, too many to list. I like Sanji (One Piece) 2 Koma because it comes out instantly, just don't use it near an enemy. Fuji (Prince of Tennis) 2 Koma: Guard Seal for a smaller koma than Gyro, but also a lot harder to hit with and less damaging. Combo: Call Fuji + Neutral-B simultaneously > Up-B > Up-Y > Air-Y Light Yagami (Death Note) 3 Koma: OK, so it's extremely rare to actually hit people with this. I just put this here because "JUST AS PLANNED." is the great- est manga page in the history of mankind. If you combine it with Gyro or Fuji or Sena then maybe you'll have some luck. More to come in this section as I play around with more Supports. =============================================================================== 8. Credits [CRD] Nintendo: For making this great game and making a traditional fighting game purist like me appreciate this kind of game. Shonen Jump and all of the manga authors: For providing a great cast of char- acters and making such enjoyable manga. Extra thanks to Katsura Hoshino for making D.Gray-man. One day I'll march down to Books-a-Million and actually start reading it. GameFAQs: For hosting this FAQ. Genroh: For his great general FAQ that helped me out a lot. Wikipedia: For Lenalee's back story and help with special attack translations that confused me a bit. Me: For writing this FAQ, because I certainly had better things to do, like sit on Youtube for hours on end. :V You: For reading this FAQ. To contact me, my email address is vicevirtuoso[at]gmail[dot]com. I'm not anal about seeing this posted on other sites, just give me credit where it's due. =============================================================================== End