//=================\\ Muhyo Tohru FAQ Jump! Ultimate Stars Lord_Legacy \\=================// (+)Current Version - v0.7 (+)Table of Contents (S01) FAQ Information (S02) Muhyo General Information (S03) Obtaining and Upgrading Muhyo (S04) Koma Detail and Moveset (S05) Playing Strategy (S06) Boosts and Combos (S07) Deck Suggestions (S08) Copyright, Contact Information, and Credits (S09) Changelog ==========(S01)========== FAQ Information and Data ========================= Muhyo Tohru, in the context of Jump! Ultimate Stars, is a Knowledge-type (excusively) character grouped with Yugi and Taikoubou (and sometimes Ryotsu) as summoner-type characters. This means that he calls out various spells to attack for him, mainly from a book he always has with him. Muhyo, in and of himself, is often considered to be a "low tier character." This, I can solidly say, means nothing. However, he does have a significant learning curve, potentially the highest in the game (Piccolo, Edajima, Anna all take a lot of getting used to as well...a few others too). This FAQ is here to, hopefully, get people past those first steps in which playing Muhyo may seem almost impossible or pointless, to the stage where Muhyo's true potential at least begins to be realized. He has monstrous combo ability and quite good specials as well as standards, combined with one of the strangest and most unique movesets throughout the entire game. Playing against a solid Muhyo player, and I say this from experience, can be incredibly difficult. His mix-up game and potential strategies are also varied and can easily leave opponents confused or heavily damaged. ==========(S02)========== Muhyo Tohru's General Information ========================= Muhyo Tohru is a Magical Law Executor - in short, one who punishes ghosts and spirits for supernatural crimes done. His manga, Muhyo tou Rouji no Mahou Rishitsusou Dan Jimusho, follows his practice in his job, as well as that of his apprentice, Rouji. In the game, just like in the manga, he fights using the variety of summons used to punish spirits. ==========(S03)========== Obtaining and Upgrading Muhyo ========================= Muhyo is available as a Help Koma (1-Panel) from the very beginning of the game. To unlock his higher forms, see below. ========================== | || Cost | |Level||Green|White| Red | |------------------------| | 1 || Start with it | | 2 || 50 | 5 | 0 | | 3 || 100 | 10 | 0 | | 4 || 200 | 15 | 0 | | 5 || 400 | 20 | 0 | | 6 || 600 | 30 | 0 | | 7 || 600 | 200 | 200 | ========================== The path to his 7-Koma needs to be unlocked within Page's Koma Chart. To get Page, beat mission 4 of Planet "U" with an SP rank (20 seconds or less to complete the task). Unlocking the path costs 100 Green and 50 Blue gems. ==========(S04)========== Muhyo Koma Detail and Moveset ========================= Muhyo is a Knowledge character who comes in Koma between 1 and 7, the only one to do so. He has no alternate typed Koma, and has fairly low J-Soul no matter which variant is used. Koma descriptions are as followed. A moveset will be listed, along with damage, starting from the 4-Koma description. Muhyo 1-Koma: [X] Gives an increase in attack strength when health is low (<25%?) Muhyo 2-Koma: [X][X] Muhyo appears and grants invisibility for a short time. This support is a bit slow but has unlimited range. Muhyo 3-Koma: [X] [X] [x] Muhyo appears and grants invincibility for a short time. This variant is still slow, but as before has unlimited range. ===================== Muhyo Tohru - Moveset ===================== Guide: B/B>/B^/Bv/Ba = B Move/B Forward/B Up/B Down (Character change)/B Aerial (Air) Ultimate Action - Muhyo puts on his urn disguise and goes to sleep, regaining SP. (B) - Book Hit Damage: 6 (9) Decently fast B interrupter. Muhyo swings his book forwards, nothing special. This is the generic combo starter, however it is not very effective for Muhyo. Only combos into his Y when it's used to interrupt. (B Forward) - Ghost Attacker Damage: 9 (13) A small ghost appears and dashes forwards, hitting and stunning for a moment. Very little lag after attack, and combos flawlessly into Y (if close) or Y>. (B Up) - Spikes Damage: 9 (13) Spikes appear from below Muhyo and knock the opponent upwards. This move is quite fast and is a superb combo starter, as it has less of a range restriction than Muhyo's B>. It also hits slightly behind you, which is useful as well. Can combo flawlessly into Y or Y^. Bit of a delay after use. (B Down) - Palm Strike Damage: 7 (10) Muhyo steps forwards slightly after a moment of charging, and palm strikes the opponent. This move is okay, nothing special for a character change. It can combo only into Y^, strangely. (B Aerial) - Ghost Attacker (Midair Version) Damage: 10 (15) Muhyo shoots off a small ghost to dash forward and hit in mid-air. Identical to his B> in spriting, but its reach cannot be extended. Does slightly more damage, and is a fairly good aerial poke. Still, it does not spike. (Y) - Satan's Shadow (For the Crime of "Illegal Inhabitance of an Object") Damage: 16 (24) The Satan's Shadow summon comes out of the ground and grabs the opponent, dragging them forward. This move is slow and leaves a lot of lag, but combos well out of B> or B^ at certain ranges. It holds for a while, making Muhyo excellent for Support combos. The summon cannot go through walls. Hold Y to increase its range. This range cannot go off ledges or platforms, but once it has grabbed an enemy it can go off ledges or platforms. Makes a good edgeguard. Will sometimes whiff the enemy and go into its "grab mode" without actually grabbing them. (Y Forward) - The Devil's Pitchfork (For the Crime of "Unauthorized Transformation") Damage: 20 (30) Muhyo's ideal combo technique, this move is one of the best Muhyo has. It will be covered more thoroughly shortly on, but note that it has three effects - hold Y to increase its range, it will still go off if Muhyo is hit, and its direction of launching depends on which side of it hits - the farther side will launch away, while the closer side will launch towards Muhyo. (Y Up) - Never-Returning Owl (For the Crime of "Taking Another's Features") Damage: 20 (30) The Never-Returning Owl is Muhyo's best anti-air attack and one of the best in the game. A fast yellow owl rockets off from in front of him, grabbing anything in its path and dropping it for a good 20 damage. Supports work well out of this if they can hit in time, as it leaves them unspinning in the air for a bit. (Y Down) - Satan's Iron Hammer (For the Crime of "Attempted Murder") Damage: 8(12)+10(15) A two-hit Guard Break that is fairly fast, has nice range, and can hit multiple blockers. It also spikes. (Y Aerial) - Shadow Creatures Damage: 7(10) per hit, launches 3 A great move for sniping as it comes from the ground below (no matter how far below this may be) and does good damage. Will keep you in the air while it is used, unmoving, for potential dodging if needed. =================== End Moveset Listing =================== Passive Effects: Regain Sp when fighting Knowledge characters. Any others are unknown. Muhyo 4-Koma: (128 J-Soul) [X] [X] [X] [X] Special Move A: Hades' Dinner Punishment Damage: 40(60) Not a bad special for a 4-koma, it creates a mouth on the ground in front of Muhyo which eats the enemy and spits them out, dealing 40. Good for a 4-koma, but not his best special. Has limited range in front, will not appear if Muhyo would summon it off the edge of a platform. Special Move B: Demonic Spellbook Punishment Damage: 33(49)[1xhit + 20] (Mash X for more hits, up to 13) A spellbook appears above Muhyo and flips its pages, dealing damage. As with Special A, it's not bad (especially for a 4-koma) but not remarkable. Muhyo 5-Koma: (144 J-Soul) [X][X][X] [X][X] Special Move A: Magic Train Summon Damage: 40(60) Muhyo calls the Magic Train to come forward and deal damage to anyone in front of him. The Train hits 6 times and character-changes on the last hit. Carries the opponent just past the edge of the screen in one direction. Damage dealt to second character is 20 out of the 40. Special Move B: Secluded Plum - Summon Damage: 48(72) Muhyo brings forward a small grey being surrounded by a whirlwind, which will carry anything hit by it upwards before exploding and sending them flying. Notable because it combos out of his guard break at close range, and also because it is easier to get the full damage with but harder to correctly aim compared to his 6X. Not bad, especially because it combos out of Y>. Muhyo 6-Koma: (160 J-Soul) [X][X] [X][X] [X][X] Special Move A: The Great Demon General Summon Damage: 50 (75) Muhyo calls forth the Great Demon General to rush forward and slice any enemies he connects with. Hitting an energy blast, support, or blocking character will cancel this move, so watch out. However, it sends very far and combos out of Y. It will hit slightly above you when summoned. An overall good special, but not incredible because it can't pressure guard. Special Move B: Secluded Plum - Summon (True Form) Damage: 56(84) A bigger version of his 5-Koma X^ is summoned, drawing enemies in an bringing them off the screen vertically before exploding and sending them flying. It is larger and easier to hit with, but it can no longer combo out of guard break and is slightly harder to get the maximum damage on. Still quite good though. Platforms above Muhyo make it impossible to combo into. Muhyo 7-Koma: 176 J-Soul) [X][X][X] [X][X][X][X] Special Move A: Dark King Ruaire Summon - Douato Spear Damage: 52(78) Watch it, this terrible special really is atrociously slow. While the damage is decent and it has good guard breaking potential, Muhyo is stuck in place for quite a while. And I mean a while. Only use this if Muhyo is in a safe area away from the action, and even then... Special Move B: Dark King Ruaire Summon - Thousand Hit Tongue Damage: 64(96)[2xhit + 4] (Mash X for more hits, up to 30) Now that's more like it, the special that makes his 7-koma worth using. This sends down a globe of light that pops the enemy up into the air and then whips them with the summoned monster's tongue. Very good special with support assistance. Platforms above Muhyo make it impossible to combo into. ==========(S05)========== Muhyo Playing Strategy ========================= Muhyo is one of the characters in J!US with the sharpest learning curves, as mentioned before. The reason for this is that he relies almost completely on mindgames and countering. With low health and delay after his hits, he needs to make every attack count. Muhyo has three key ranges, all of which will need to be covered as they are approacked differently. As well, his style is very different when playing supported as opposed to supportless. Muhyo is also a solo specialist, as he is kept immobile while attacking. He tends to fare worse in a FFA as opposed to individual people simply because of this - he drops his guard and focuses completely on attacking the person he is "judging," per se. When playing supportless, Muhyo has one of the strongest standard strings in the game with his B B> Y Y> x^ set of techniques, as well as the ability to keep the opponent away or draw them in at your leisure. Keep in mind, though, that many characters excel at close-range fighting (Kenshin is especially dangerous due to his character change's range and low delay) and Muhyo cannot take very many hits from these characters. However, at close range Muhyo has the ability to use his Y and combo from it for extreme damage. If the opponent gets close, poke with B> if needed, or find an opening and b^ or b> into his Y. At medium range, Muhyo has superb keepaway, though not on par with Yugi when it comes down to only pushing opponents. His B>, Y^, and Y> all can hit at medium range and stop the opponent in their tracks, with the B> Y> combo being especially useful because it sends the opponent back towards Muhyo, letting you B^ into a Y combo. This is extremely useful and should be practiced heavily for anyone trying to play him. At long range, the only moves that can hit are Muhyo's 6X and Y>. The 6X is risky but not that risky, as it will stop the opponent before they get in as they will have to block it (it's quite large) and Y> goes off even if Muhyo is hit. However, watch out - Y> has lag after using and the ever-mobile characters like Killua or Kenshin can and will take advantage of that. In general, Muhyo should focus on poking with B>, B^ sometimes but less often. Jumping, airdashing, using moves like Ya and Ba work as well, though being in the air is a huge risk to take (note that Ya freezes you in place when used and has potential dodging ability). His Y> and Y^ should be used sparsely and at medium range, but as soon as an opening is there comboing is key, as Muhyo does it so well. I repeat - master Y>. It will send the opponent straight back to Muhyo, for easy comboing. When you do have them in Y, you can either use Y> X^ or just X out of that. The two options usually do similar amounts of damage, but are different by Koma in that for 4-Koma, they both launch about the same way but X doesn't work off a platform (X^ has a bit more leniency in that Y> has more of a safe range), for the 5-Koma the X character changes and knocks straight down while the X^ brings up and then shoots off, and the 6-Koma has an X^ that sends way up but doesn't work with platforms above it, while X will send far across the field. It's situational, especially with the 6-Koma - X^ does slightly more but doesn't work with platforms, X is easier to hit with but does a bit less. As many opponents will attest to, a supported Muhyo can be trouble to play. His attacks combo very well with supports, (it is a fact that basically anything can be used during his Y, with few exceptions) and he has the ability to hold the opponent with his Y or Y Y^/Y> combos so that the lag after supports is negated. Find and perfect a support combo with Muhyo if Supported play is planned, and master opening it. Remember a few things - his Y> combos into his Y^ only sometimes - if the enemy does not jump out of it. It's not safe to use. His Y> combos into his B^ only if run into from the right angle, but it's still safer than Y> Y^ (though I've had much success with Y> Y^). Once the support combo is working, find its range and master it. While combos at close range are easier, longer range (medium-range is Muhyo's specialty) ones are safer and more reliable. Either way, the supportless play techniques still apply in full, but focus on setting up for the combo and doing that extra damage. Muhyo is mobile (his non-warp dash is still one of the longest in the game) and can easily move between spots to continue a combo. Note that opponents can use supports too, and watch out for this. Muhyo is very vulnerable to being combo broken, so hope the opponent doesn't do this - otherwise keep them in the air as much as possible or go with short strings. He still has very high damage potential. On a related note, Muhyo has problems with Shin 3, since it does so much damage and breaks Y combos that don't send through the air. The biggest trick to playing Muhyo is practice, practice, practice. He takes mindgames to play, and learning the opponent's strategies and character moves is important to playing him successfully. Mix up pokes and set the range, and he's just as hard as any summoner to get close to, while having one of the highest raw destructive potentials in the game. Even within this, there are playstyles to consider. To make an example of the other two summoners, Yugi and Taikoubou, they are focused largely on, respectively, walling (knockdown) and space control (sliding). Muhyo is based on controlling where the opponent is always - not just in front of you, but in the air, below, diagonally up, across the screen, even slightly behind with his B^. Still, Muhyo players will need to find a playstyle. The most successful for me has been a mix of offense and defense, but I run into trouble with guard break oriented characters like Sasuke, Kinnikuman, or Gon. Ideally they're no problem thanks to guard pushing, but still, it's sometimes better to keep them away rather than go for the longer Y combos. Always remember - taking damage is not always bad. If you hit with Y> or Y but still get hit for some small amount, you can usually keep a combo going for much more. Take a hit to open the opponent up with your attacks that still go off even if you take damage. They're great for setup. Anyway - Playstyle Types. A) Defensive Muhyo - Play like you would any other summoner - mix up pokes, focus on keeping the enemy away. This type of Muhyo can be very effective against people who are always running in, as Muhyo's strings at close range are stronger than long pokes. Takes careful timing sometimes, but Muhyo can be a better wall than Yugi or Taikoubou if used very well. However, he does leave himself open, so *be careful.* B) Mixed Muhyo - My personal favourite, a combination of offensive and defensive. Offensive Muhyo focuses heavily on B> and Y>, hitting the opponent at a range to bring them in and combo heavily. A support-friendly style, Mixed relies in sometimes being defensive to get mid-range and close-range characters, but also being offensive to take care of certain threats. Works very well against characters who are not mobile or have openings. C) Offensive Muhyo (Close) - An iffy style only for people excellent with Muhyo, relying on his damage from close-range combos to constantly rush in and hit with some of the game's strongest standard strings or support combos. Can be disorienting if played well, but also very risky. Do not use agianst a counter-happy or turtling character, but will often yield excellent results if played well. D) Offensive Muhyo (Middle) - The most support-friendly Muhyo (if that's possible) but also the safest to play, use a support combo starting with Y^ to unlock its full potential. A strong ranged Muhyo that can hit with the fairly easy-to-use Y^ and do heavy damage from there. Friendly towards mutual hits to bring the opponent in at close range stunned and comboing with B^ into Y. E) Personal Mix - Muhyo is about mindgames, so always change up styles, play around, and work to confuse the opponent. If you can figure out their actions then you can win easily thanks to the damage potential. Whatever your style, work to control the pacing of the game. Supports should be whatever works best for the player. ======================================= REGARDING which Battle Koma to choose - All four of Muhyo's useable battle Koma are solid and can be useful in their own right. His 4-Koma has the least damaging specials and is a bit hard to hit with for full damage, but it perfectly useable in a pinch, especially supportless. Note that its X needs a very specific range to hit. His 5-Koma has a character-changing X and an X^ that combos straight from guardbreak, but its specials do less damage and are smaller. Its X can, however, pressure guard. His 6-Koma has a rather large X, but it can't pressure guard. It sends the opponent very far and has some edgeguarding potential as it sends the opponent down slightly and is huge. X^ is larger than the 5-Koma's, but is slower and therefore can't combo out of guardbreak. Note that it is a bit harder to get the full damage on, but it's easier to fake out an opponent falling by using it below them. It will also go through platforms vertically and hit above. His 7-Koma has specials which need supports to combo into them, but its X^ is one of the strongest in the game and sends the opponent far. However, its X is almost totally useless except occasionally in FFA matches. Overall, 4, 5, and 6 are the best choices due to their not needing supports to combo fully. Out of these, 5 and 6 are similar - 5 is smaller, can combo out of guardbreak, and has a character change special, while 6 has more health, larger specials, and more raw power. 4 is small but can still be useful. The choice is generally between 5 and 6. I personally use 6, as do most people, but 5 is perfectly useable as well. It's all personal preference, though as stated I prefer the bit more damage, size, and health over a bit more functionality. ======================================= ==========(S06)========== Muhyo's Boosts and Combos ========================= Muhyo is ally boosted by three characters - Neuro (Majin Tantei Nougami Neuro), Page (Muhyo tou Rouji), and Rouji (Muhyo tou Rouji). He boosts Neuro. Neuro's Help Koma gives Immunity to Paralysis. This is always recommended. Page's Help Koma gives auto-guard. Use if you want. Rouji's Help Koma restores SP if Muhyo blocks at the last moment. It's nothing special, and I see very few people using it, if any. Muhyo has a few standard strings which are notable - (damage is in parenthesis) Flawless: B Y^ (27) B Y> (27) B B> Y> X^ (4/5/6-Koma) B^ Y^ (29) B^ Y Y^ (45) B^ Y Y> (45) B^ Y X (4/5/6-Koma) B^ Y Y> X^ (4/5/6-Koma) B> Y> (29) B> Y Y> (45) B> Y Y^ (45) B> Y X (4/5/6-Koma) B> Y X^ (5/6-Koma) B> Y Y> X^ (4/5/6-Koma) Bv Y^ (27) Not Flawless: B Y (B needs to counter for sufficient hitstun) (27+) B B> Y (only works at very close range) (35) B B^ Y (see above) (35) B^ Y Y> X (Unsure, only works sometimes if Y> knocks into X. 4/5/6<-easiest) Yv X^ (Needs to be close by, only works with 5-Koma) (-- denotes that approach doesn't matter) -- Y Y> Y^ (can be jumped out of) -- B> Y> B^ (reliable, but sometimes sends opponent too high) -- B> Y Y> X^ (7-Koma - needs correct angle to toss opponent into summon) Okay, maybe this is more than a few. Basically, he can mix up his combos in almost any possible way, thanks to his Y holding to make space for his other moves. His combos do respectable damage, especially since none of those numbers include damage from specials. B B> Y Y> X^ can do about a hundred in his higher Koma (45+48 for 93 in his 5-Koma, 45+54 for 99 in his 6-Koma). For Support combos, Muhyo is an absolute monster. His Y^ leaves opponents open in the air for a moment at a distance, his Y> knocks them forward for some supports, and his Y holds at a good range and cancels a lot of time delay. A good Muhyo player will use this as a major advantage. Some examples are below. Muhyo + Kanda 3 - Activate Kanda 3 as Muhyo uses his Y^. It will keep the opponent in the air, just above the ground, to be comboed more. Requires a lot of horizontal space. Muhyo 6 + Rouji 3 - Activate Rouji during Y, so it hits right before X does. Drains 2+ SP bars, support seals, and does extra damage. Muhyo + Jelly Jiggler 3 - Activate JJ3 right as Muhyo uses B^ to start B^ Y^. When the enemy drops out of Y^, JJ3 will hit them for damage and movement seal, letting Muhyo continue the combo. More effective than Kanda 3 but requires more precise timing. Muhyo + Arystar Krory 3 - Activate Krory right as Y is in the middle so it knocks the opponent back into Y> and continue on into X^. Does more damage as well as poisoning the enemy. Muhyo + Gotenks 3 - Activate Gotenks right when Muhyo hits the opponent up with Y>. He'll appear and bring the opponent back down...feel free to use Y X out of this. Basically anything combos with Muhyo - Kanda 3, Gotenks 3, and JJ3 are all good for continuing combos out of or using to end combos. Test out, play around, go make your own. He has a lot of potential, it's up to the player to make him work for them. ==========(S07)========== Deck Suggestions / Samples ========================= Muhyo can fit well into various decks, whatever their purpose, as a mixed utility character. Basically, he can keep range, hit with specials, or just generally work to deal damage. However, he does have low health and only a so-so close-range game (he's a bit tricky to pressure with sometimes). When deck-building, remember that Neuro 1 is almost always included as not only is immune paralysis very useful, it also boosts Muhyo. Air-dash, reduce damage from specials, other staple Help Koma are also included. Muhyo does not always make a good leader, though he can do well in sudden death at times and the extra health doesn't hurt. Therefore, he is not always leader in the decks - however, this is personal preference and can be changed easily. Some sample decks: Status Twister [1][1][1][3][3] [5][1][1][2][2] [4][4][6][2][2] [4][7][8][2][2] 1-Fuusuke 5 2-Muhyo 6 (Leader) 3-Jolyne 2 (R) 4-Rouji 3 (L) 5-Devil Bat 1 (Fuusuke) 6-Jotaro 1 (Muhyo) 7-Edaijima 1 8-Neuro 1 (Muhyo) A simple deck based around Fuusuke - a fast, close-range ground and air fighter - as well as Muhyo. It uses Jolyne 2 (which both can combo into easily) for paralysis, Rouji 3 (which both can combo into) for support seal and SP drain,and Fuusuke's X can cause movement seal. Can use Fuusuke's X^ to combo into Jolyne, then while they're paralyzed run a Muhyo combo through Rouji 3 for damage. Enemy of Justice [1][1][4][3][3] [1][1][2][2][3] [1][1][2][2][5] [6][7][2][2][8] 1-Dio 6 (Leader) 2-Muhyo 6 (L) 3-Gotenks 3 (R) 4-Luffy 1 (Muhyo) 5-Eve 1 (Muhyo) 6-Devil Bat 1 (Dio) 7-Jotaro 1 (Muhyo) 8-Neuro 1 (Muhyo) A keepaway deck using Muhyo and Dio. Both can combo into Gotenks 3 and take it from there, specialing out of it. Also has high RO/edgeguarding potential. Mind Control [1][1][3][3][3] [1][1][2][2][5] [3][6][2][2][7] [3][3][2][2][8] 1-Gotenks 4 2-Muhyo 6 (Leader) 3-Yamato 3 (L) 4-Jelly Jiggler 3 (R) 5-Eve 1 (Muhyo) 6-Devil Bat 1 (Gotenks) 7-Neuro 1 (Muhyo) 8-Lucifer 1 (Muhyo) A powerful deck which I use a variant of, this deck has a few options largely based around Gotenks' X. Yamato 3 lets Gotenks combo into it, and from there it's Muhyo's show. JJ3 lets Muhyo pull off a combo that, combined with Gotenks, can cut large amounts of life as well as send an opponent flying, movement sealed. Draw in and Storm [2][2][4][3][3] [5][1][1][1][3] [1][1][1][1][6] [7][8][9][A][B] 1-Muhyo 7 (Leader) 2-Enchyuu 2 (R) 3-Gotenks 3 (L) 4-Neuro 1 5-Eve 1 6-Luffy 1 7-Kanda 1 8-Lucifer 1 9-Sena 1 A-Hitsugaya 1 B-Miranda Lotte 1 Mandatory 7-Koma X combo deck, Gotenks grabs out of Y> for a separate combo. Alternately, the deck showcases Muhyotou Rouji's very own puller, Enchyuu 2, in order to hit with X^. Good damage solo deck with a bit of maneuverabiltiy. ===========(S08)========== Copyright, Credits, Contact ========================== Thanks to - CJayC for GameFAQs itself Nintendo, Ganbarion, Shueisha Genroh, for letting us know how to play with the grand FAQ. InterimofZeal/P0eticabyss for the original plan of remaking the FAQ and much general help over time. Zidane_2507 for general help as well as translating the later specials. Yamcha for the original Muhyo FAQ and move damages within it. A Friend Named Zark for Magic Train details. This guide is- (C) Andarel/Lord_Legacy, 2007 Only to be used on GameFAQs without my express permission My contact information is - E-Mail: Dark_Lord_Legacy -at- Yahoo -dot- com AIM: Lordandarel Y!M: Dark_Lord_Legacy MSN: Regalandarel -at- Hotmail -dot- com If regarding the FAQ, please put "Muhyo FAQ" or something of the sort. Thank you. You will be duly credited. ==========(S09)========== Changelog/To-Do ========================= 11/23-11/24/2007: Original v0.9 created. Added S01-S09 basics. 11/25/2007: Added misc. fixes, also playstyle notes. To-Do: Vs. Characters? More support/deck/general data, requesting input.