Jump! Ultimate Stars Nami Character Guide By: puTTytHiEF09 Table of Contents --------------------------------------------------------- 1. Introduction for FAQ 2. Character Introduction 3. How to Obtain Nami's Help Koma 4. Nami's Evolution Chart 5. Nami's Basic Attacks 6. Nami's Help/Support/Battle Koma 7. Ally Boosts and Good Battle/Support/Help Koma Choices 8. Nami's Various Combos 9. Playing as Nami/Playing Against Nami 10. Sample Decks 11. Legal Information, Contact Information, ect. --------------------------------------------------------- ********************************************************* 1. Introduction for FAQ ********************************************************* Hello and welcome to the Nami character guide for Jump! Ultimate Stars. This guide will go over the following: how to obtain Nami's help koma, how her evolution chart fills out, how to unlock the path to her alternate nature koma, her basic, support, and super attacks, which characters provide ally boosts for Nami, which characters are great to pair Nami up with, and the various combos that can be used with her. ********************************************************* 2. Character Introduction ********************************************************* Nami is part of the Straw Hats who are the main characters of Eiichiro Oda's One Piece. She is the third member to accompany Luffy's pirate group, the Straw Hats, but is the fifth one to actually join the crew officially. Nami herself is originally introduced a thief that specifically steals from pirates. She accompanies Luffy, Zolo, and eventually Usopp up until they reach the floating restauraunt Baratie. While the Baratie is being attacked by Don Kreig and his crew, Nami makes off with the Merry Go and the treasure that both the Straw Hats and Zolo's old bounty hunting partners had with them. It is at this point where readers find out that she actually is working for Arlong's pirate group out of necessity. This is because Arlong took over Coco Village, the town Nami grew up in, over 10 years ago and extorts the villagers there. Nami wishes to buy back the village from Arlong for 100 million berries(the currency in One Piece), a deal he promises that he'll keep. However, just as Nami is about to reach her goal and buy back the village, Arlong underhandedly nullifies all of Nami's efforts buy having a Navy officer take away the money Nami was saving to buy back the town, forcing her to start all over again from scratch. It is at this point where Nami asks Luffy for help, and the Straw Hats battles at Arlong Park occur, after which Nami officially joins the Straw Hat Crew, as the crew's navigator. Her weapon, the Clima-Tact, is an invention of Usopp's first seen in action during the Alabasta arc, in her fight with Miss Doublefinger. While some of the formations of the original Clima-Tact are purely for parties and comedy, such as Fine Tempo and Thunder Tempo, others can be very deadly, especially in the hands on someone with deep knowledge of meteorology, such as Nami. Nami eventually gets an upgraded version of this weapon, the Perfect Clima- Tact, first seen in action during the start of the Enis Lobby arc. In this version, some moves that were purely comical before can now actually do something, such as the new Cloudy Tempo seen in Nami's fight with Kalifa. ********************************************************* 3. How to Obtain Nami's Help Koma ********************************************************* In order to obtain Nami's help koma, you must complete the 5th objective in the 3rd mission of the One Piece world, which is to collect 30 coins, which are in the breakable objects in the mission stage. That's all there is to it. ********************************************************* 4.Nami's Evolution Chart ********************************************************* Nami's fully completed evolution chart is seen below, with the various gems needed to unlock them following shortly afterwards. ____________ | | | 2--3 | | | | | H-4--5--6 | | | | | A | |___________| Chart Key and Unlocking Cost: H: 1-koma(help) 2: 2-koma(support) [30 green gems, 20 yellow gems, 5 white gems] 3: 3-koma(support) [80 green gems, 20 yellow gems, 10 white gems] 4: 4-koma(battle) [150 green gems, 50 yellow gems, 20 white gems] 5: 5-koma(battle) [100 red gems, 300 green gems, 20 white gems] 6: 6-koma(battle) [500 green gems, 100 yellow gems, 30 white gems] A: 4-koma(battle) [80 red gems, 120 green gems, 30 blue gems, path unlocked in Sanji's character evolution] So, right now, were looking at 180 red, 1290 green, 190 yellow, 60 blue, and 80 white gems to fully fill out the chart. However, in order to get the path to Nami'salternate 4-koma, you need to obtain Sanji's help koma and evolve it. To obtain it, you need to complete second stage in One Piece world, which is done by having more stars than your opponents when time runs out. Once obtained, you need to get to the block that unlock the path for Nami's alternate 4-koma, which is reach by obtaining Sanji's 4, 5, and 6 komas. After getting there, pay 100 red and 50 blue gems in the said block in order to unlock the path for Nami's alternate 4-koma. ********************************************************* 5. Nami's Basic Attacks ********************************************************* Since Nami has two forms, Clima-Tact Nami and Perfect Clima-Tact Nami, the guide will be split into two mini sections here. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Clima-Tact Nami ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (note: For 4-koma laughter Nami, switch the power damage values with the laughter damage values and vice-versa) Neutral B: Nami just swings the Clima-Tact a little bit forward. Mostly used for basic poking, since if the move connects, it can quickly and smoothly flow into many her regular attacks. ------------------------- Damage: Power/Knowledge: 6 Laughter: 9 ------------------------- Forward B: Nami uses Thunder Tempo, which shoots out boxing glove attached to a spring forward. Somewhat decent push back, and can quickly be chained easily into her neutral B attack, however it has a long recovery time for the most part, unless you immediately chain it into her neutral Y. Mostly a poking attack though. ------------------------- Damage: Power/Knowledge: 6 Laughter: 9 ------------------------- Up B: Nami uses Rain Tempo, Whhere she places a rod of the Clima-Tact one her left hand, head, and right hand respectively. It loses one of the things that made it great in Jump! SuperStars, namely the multi-hitting properties. It's still a decent move, as you can hit people on both to the left and right of Nami, which is always nice. ------------------------- Damage: Power/Knowledge: 6 Laughter: 9 ------------------------- Down B: Nami uses Cloudy Tempo, where she forms the Clima-Tact like a rifle and fires a boquet of flowers forward. Has the property to forcibly change your opponents characters, like all down B attacks. Somewhat crappy range, and can't be really comboed into it too well. However, the attack does come out pretty quick. ------------------------- Damage: Power/Knowledge: 6 Laughter: 9 ------------------------- Aerial B: Nami does a downward strke with the Clima-Tact, which knocks an opponent down through platforms, which is really about all there is to it. Quick start-up and recovery though. ------------------------- Damage: Power/Knowledge: 6 Laughter: 9 ------------------------- Neutral Y: Nami spins the Clima-Tact around in front of her. Basic version of the attack only does 3 hits, but pressing X along with the attack can extend the number of hits to 15 in total. Comes out realatively quick, but there is a small amount of recovery time afterwards, and can easily be chained into. Overall a great basic attack. ------------------------- Damage: Power/Knowledge: 1 damage per hit, 3-15 hits, max damage of 15 in total Laughter: 1-2 damage per hit, 3-15 hits, max damage of 22 in total ------------------------- Forward Y: Nami uses Cyclone Tempo, where she throws one of the small rods of the Clima-Tact of her opponent like a frizbee. Can hit opponents up to 4 times (twice throwing it forward, twice as it's coming back), can hit multiple opponents in a line, and can quickly be chained into. There is a bit of a recovery time, but overall it still is a pretty good move. ------------------------- Damage: Power/Knowledge: 6 per hit, 4-hits max, 24 damage total Laughter: 9 per hit, 4-hits max, 36 damage total ------------------------- Up Y: Nami uses Fine Tempo, where she forms a triangle with her Clima-Tact and causes three doves to fly out, one to the upper-left, one straight up, and one to the upper-right. Pretty slow start-up and recovery time, but it makes for a great projectile to aim at people on higher platforms, especially since it fans out. ------------------------- Damage: Power/Knowledge: 5 per bird, 15 if all three hit at the same time Laughter: 7 per bird, 22 if all three hit at the same time ------------------------- Down Y: Nami gets on a waver, and dashes forward with it. Breaks guards like all down Y attacks. One of the better ones, since you can use this from about half a screen away and still have it hit, and it move pretty fast forward. ------------------------- Damage: Power/Knowledge: 12 Laughter: 18 ------------------------- Aerial Y: Nami uses Thunder Ball, which sends out a ball of electricity slowly forward for about half the screen. Pretty good attack keep away attack, since the opponent is constantly getting pushed backwards with every hit, and you can send two out at a time, making it hard to move forward. Nami is also gets a rise upward and is moved a bit back whenever the attack is used, but it's not going to save you if you get movement sealed and knocked off the stage, like Jaguar, Kazuki, or Tsuna would. ------------------------- Damage: (deals up to 4 hits) Power/Knowledge: 2 damage per hit, 8 damage in total Laughter: 3 damage per hit, 12 damage per hit ------------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Perfect Clima-Tact Nami ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Neutral B: Nami just swings the Clima-Tact a little bit forward. Mostly used for basic poking, since if the move connects, it can quickly and smoothly flow into many her regular attacks. ------------------------- Damage: Power/Knowledge: 6 Laughter: 9 ------------------------- Forward B: Nami uses Swing Arm, which swings one of the small rods of the Perfect Clima-Tact a good deal forward. Somewhat decent push back, and can quickly be chained easily from her neutral B attack, however it has a long recovery time for the most part, unless you immediately chain it into her neutral Y. Mostly a poking attack though. ------------------------- Damage: Power/Knowledge: 6 Laughter: 9 ------------------------- Up B: Nami uses Thunder Charge and swings her weapon upward. Knocks the opponent upwards, making it really easy to chain into her up Y attack. Beyond that, it has a noticable recovery time. ------------------------- Damage: Power/Knowledge: 6 Laughter: 9 ------------------------- Down B: Nami angrily swings the Perfect Clima-Tact in a downward fashion. Has the property to forcibly change your opponents characters, like all down B attacks. Somewhat crappy range, and can't be really comboed into it too well. However, the attack does come out pretty quick. ------------------------- Damage: Power/Knowledge: 6 Laughter: 9 ------------------------- Aerial B: Nami does a downward strke with the Clima-Tact. Quick start-up and recovery. ------------------------- Damage: Power/Knowledge: 6 Laughter: 9 ------------------------- Neutral Y: Nami spins the Clima-Tact around in front of her. Basic version of the attack only does 3 hits, but pressing X along with the attack can extend the number of hits to 15 in total, however most of the time you only 10-12 hits, unless you start right at the opponent. Comes out realatively quick, but there is a small amount of recovery time afterwards, and can easily be chained into. Overall a great basic attack. ------------------------- Damage: Power/Knowledge: 1 damage per hit, 3-15 hits, max damage of 15 in total Laughter: 1-2 damage per hit, 3-15 hits, max damage of 22 in total ------------------------- Forward Y: Nami uses Cyclone Tempo, where she throws one of the small rods of the Perfect Clima-Tact of her opponent like a frizbee. Can hit opponents up to 2 times(once throwing it forward, once as it's coming back), can hit multiple opponents in a line, and can quickly be chained into. The majot difference between the Clima-Tact Nami and the Perfect Clima-tact Nami version of this move is that the thrown rod moves forward and back much faster. There is a bit of a recovery time, but overall it still is a pretty good move. ------------------------- Damage: Power/Knowledge: 6 per hit, 2-hits max, 12 damage total Laughter: 9 per hit, 2-hits max, 18 damage total ------------------------- Up Y: Nami uses Thunderbolt Tempo, where she forms a cloud and sends it and a Thunder Ball with her Clima-Tact. The cloud moves a little bit to the direction Nami is facing and a decent amount upwards. At the end, a thunderbolt strikes down from the cloud. Good move, but the thunderbolt can be blocked by thin platforms that may be above. ------------------------- Damage: Power/Knowledge: 1 per cloud/thunder ball hit, 12 for the thunderbolt Laughter: 1 per cloud/thunder ball hit, 12 for the thunderbolt ------------------------- Down Y: Nami creates a small tornado with her Perfect Clima-Tact, and charges slightly forward with it. Breaks guards like all down Y attacks. Compared to her waver attack, this guard break sucks. ------------------------- Damage: Power/Knowledge: 12 Laughter: 18 ------------------------- Aerial Y: Nami uses Thunder Ball, which sends out a ball of electricity slowly forward for about half the screen. Pretty good attack keep away attack, since the opponent is constantly getting pushed backwards with every hit, and you can send two out at a time, making it hard to move forward. ------------------------- Damage: (deals up to 8 hits) Power/Knowledge: 2 damage per hit, 16 damage in total Laughter: 3 damage per hit, 24 damage per hit ------------------------- ********************************************************* 6. Nami's Help/Support/Battle Koma ********************************************************* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Help Koma ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Increases Special Gauge When Breaking Item Boxes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Support Koma ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ---------------------------------------- 2-koma ---------------------------------------- [][] Nami quickly dashes forward for about half the screen, stealing 2 bars of special meter(or all thats availible if your opponent has less than 2 bars of special meter)from every opponent she dashes through, giving back though stolen SP to you. Damage: 0 Great support koma overall. You can easily set this koma up in a very basic combo and literally destroy your opponent's special without too much effort, while maintaining your own. ---------------------------------------- 3-koma ---------------------------------------- [][] [] Nami appears wrapped in a towel. She quickly flashes herself, which causes a heart-shapped zone to come out and quickly expand. Those hit by the heart lose 2 special bars andare afflicted with the Battle Seal status. Damage: 0 Not worth using, ever, especially when you have Nami's 2-koma. The battle seal is kind of nice, and the move itself is nice and quick, but there are so many better ways to use your deckspace. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Battle Koma ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Passive Effects for All Versions of Nami's Battle Koma -Innate Ability to Air-Dash -Gain More SP From Coins -Gain SP Enegry From Breaking Treasure Chests Ultimate Action -Nami taunts her opponent and points at them. Those that are close enough that is not blocking loses some of thier special bar and are dealt 1 point of damage. ---------------------------------------- 4-koma (Knowledge) ---------------------------------------- [][][] [] Health: 128 Neutral X Special: Trouble Special Attack Nature: Knowledge More or less the same as her 2-koma, with one major difference, no matter how much SP her opponent has, she always gains a minimum 1 SP bar from every opponent she steals from. Extremely easy to combo into. Fantastic special. Extremely easy to combo into, rewards itself automatically, even if the opponent has no more specials left, and can easily be lead into near infinate combos due to the self-replenishing nature of the attack. Definately worth using/abusing/exploiting. Doesn't do any physical damage. Up X Special: Mirage Tempo Special Attack Nature: Knowledge Nami says something for a couple of seconds, and then she causes her current position to look like a mirage, granter her the Invisibility status effect. It does what it does well, which is to quickly grant you a nice status effect. It can be great for setting up sneak attacks when the opponent least expects it, provided they don't have the ability to see invisible people. ---------------------------------------- 4-koma (Laughter) ---------------------------------------- [][][][] Health: 128 Neutral X Special: Trouble Special Attack Nature: Knowledge More or less the same as her 2-koma, with one major difference, no matter how much SP her opponent has, she always gains a minimum 1 SP bar from every opponent she steals from. Extremely easy to combo into. Fantastic special. Extremely easy to combo into, rewards itself automatically, even if the opponent has no more specials left, and can easily be lead into infinate combos due to the self-replenishing nature of the attack. Definately worth using/abusing/exploiting. Doesn't do any physical damage. Up X Special: Mirage Tempo Special Attack Nature: Knowledge Nami says something for a couple of seconds, and then she causes her current position to look like a mirage, granter her the Invisibility status effect. It does what it does well, which is to quickly grant you a nice status effect. It can be great for setting up sneak attacks when the opponent least expects it, provided they don't have the ability to see invisible people. ---------------------------------------- Pros and Cons of Nami's 4-koma ---------------------------------------- + Great for utter destroying your opponents special bar + Can easily start and maintain infinate/near infinate combos + Can readily and easily chain into a number of supports - Redicuously low HP - Can't cause too much damage without the use of supports Overall I find Nami's 4-koma to be a great secondary battle character. You can literally take away all an opponents special bar in 3-4 combos. She can be used effeciatnely with quite a few support koma into infinate combos. However, her low HP totals and inability to do some really heavy damage outside supports prevents this 4-koma from being a the choice for your leader. ---------------------------------------- 5-koma ---------------------------------------- [][][] [][] Health: 144 Neutral X Special: Tornado Tempo Special Attack Nature: Knowledge Nami moves slightly forward, with her Clima-Tact in a position so that one of the rods is connected horizonatally with the other two rods. If an opponent is hit by the rods, mechanical birds attached to wires pop put and twist around the opponent. After a second or two, the one rod detaches itself from the other two rods and sends the opponent flying backwards quite a ways. If multiple opponents are next to each other as the rod piece is flying, there's a chance that they maybe be swept away together by the attack. I find this to be a great ringout move, especially if you can combine it with any type of beam attack, especially those that end up freezing those who are hit. If you can do that, they are probably going to be dead whenever the move ends, due to being frozen or being pushed back so far away. It can also be chained into easily enough with Nami's regular attacks, which is always good. ---------------------------- Damage ---------------------------- Power/Knowledge Max Hits: 26 Damage per Hit: 2 for the first 6 hits, 1 for every hit afterwards Total Damage: 32 Laughter Max Hits: 26 Damage per Hit: 3 for the first 6 hits, 1-2 for every hit afterwards Total Damage: 48 Up X Special: Thunder Bolt Tempo A black thundercloud appears above and in front of Nami. She uses a Thunder Ball on it, and causes a chain of 3 thind blots to rain down, each subsequent thunder cloud being futher and high from Nami. Causes the shock status effect. Not really all that great. At best you'll only be able to hit your opponent with two of the three lightning bolts at best, due to the odd ways the move hits the opponent at times. The blots also don't cause enough damage by themselves for the move to be worth an special bar. Save it for Tornado Tempo, supports, and other characters specials. ------------------------ Damage ------------------------ Power/Knowledge Max Hits: 2 Damage per Hit: 10 Total Damage: 20 Laughter Max Hits: 2 Damage per Hit: 15 Total Damage: 30 ---------------------------------------- Pros and Cons of Nami's 5-koma ---------------------------------------- + Great ring-out oportunities via Tornado Tempo - Low HP - Doesn't have the awesome special bar stealing ability Nami 4-koma has If you need a Nami koma that can do ring-outs very effectively, then this one is for you. Besides that the 4 and 6 koma are better overall. ---------------------------------------- 6-koma ---------------------------------------- [][] [][] [][] Health: 160 Neutral X Special: Thunder Tempo Nami creates a thunder cloud and begins charging it. The longer X is held, the further it will go when released, up to a certain point. When released, the cloud will fly out a certain distance, and then will be pull slightly backwards though Nami's Thunder Charged Perfect Clima-Tact and will create an electric current that connect the two together for a few seconds. Causes the shock status effect when the electricity hits the opponent. Her best directly offensive special, easily. Can easily do around 100 damage when paired with the right support, and is realatively easy to combo into with her regular attacks as well. It can also be a good attack against crowds, since multiple people can get caught up in the attack. --------------------- Damage --------------------- Power/Knowledge Max Hits: 26 Damage per Hit: 1-2 per cloud hit, 2-4 per electricity hit Total Damage: 63 Laughter Max Hits: 26 Damage per Hit: 1-3 per cloud hit, 8-11 per electricity hit Total Damage: 91 Up X Special: Thunder Tempest(Perfact Clima-Tact) Nami creates a thunder cloud over her head. The cloud quickly grows, Nami uses a Thunder Ball on the cloud, and then trips as the lightning starts striking. Causes the stun status effect. This is a decent attack when surrounded on both sides. One of the great things about this move is that is can break guards pretty easily, which makes it handy against chronic blockers. Bad new is that the attack that a few seconds to set up, but it has a good recovery time. Best used when you can create you own opening via stunning or freezing. -------------------- Damage -------------------- Power/Knowledge Max Hits: 1 Damage per Hit: 40 Total Damage: 40 Laughter Max Hits: 1 Damage per Hit: 60 Total Damage: 60 ---------------------------------------- Pros and Cons of Nami's 6-koma ---------------------------------------- + Has the best physically offensive specials out of all the Nami komas + Is the best Nami koma for trying to get a regular KO with - Doesn't have the special destroying capabilities that 4-koma Nami has, nor does she have the ring out capabilities that Nami 5-koma has As an attacker, I find 6 koma Nami to be the best, mostly due to her specials. As her best one overall though, it is debatable, since 4-koma Nami can literally destroy an opponents special bar with little to no effort. I prefer to use 6-koma Nami if I want her to be the leader for a deck or if I need some extra attack power with my secondary battle characters for a deck. Otherwise, I'd probably use her 4-koma as a secondary battle character for a deck. ********************************************************* 7. Ally Boosts and Good Battle/Support/Help Koma Choices ********************************************************* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ally Boosts ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ---------------------------------------- Clima-Tact Nami ---------------------------------------- Sanji (One Piece) Help Koma - Restores more life from food 2-koma - Sanji appears in front of the players character, holding a cake and some tea. If a female character comes by, he will place the cake on the table and restores a lot of life. If a male character comes by, he will drop both the cake and tea and restore a small amount of life. If it is for a male character, sometimes it fails. 3-koma - Sanji flips forward, attacks horizontally during a second flip, and during a final flip forward, kicks upwards. 4 through 6-koma - Battle Koma A lot of good choices here. If you're doing a deck with battle characters that comprise mostly of female characters, his 2-koma is an excellent choice to boost Nami with. If you just need another good battle character with you, then Sanji is a decent place to start. Anna (Shaman King) Help Koma - Increases Special Gauge When Multi Hitting 2-koma - Anna come out in front of the user's character and quickly performs a slap. Causes the battle seal status effect. 3-koma - Anna appears in front of the user's character and quickly does a powerful punch. Breaks guards. 4 and 5-komas - Battle Komas Her Help and 3-komas work incredibly well with Nami, since Nami's neutral Y hits multiple times easily and Nami's neutral Y can easily be chained into Anna's 3-koma as well. Ryotsu (Kochi Kame) Help Koma - Increases Special Gauge When Breaking Item Boxes 2-koma - Ryotsu appears in front of the person who called on him, and sprays a fire extinguisher forward. Causes a blindess effect and take away 1 special bar of every player who is hit by the spray. 3-koma - Ryotsu appears and throws a bunch of random objects to the left and right of him. 4 through 7-koma - Battle koma Both of Ryotsu's support koma are decent for getting out of combos you might be in, which is always good. Ryotsu himself is a very solid battle character, and works well with many decks. I'd probably avoid his help koma though. ---------------------------------------- Perfect Clima-Tact Nami ---------------------------------------- Sanji (One Piece) Help Koma - Restores more life from food 2-koma - Sanji appears in front of the players character, holding a cake and some tea. If a female character comes by, he will place the cake on the table and restores a lot of life. If a male character comes by, he will drop both the cake and tea and restore a small amount of life. If it is for a male character, sometimes it fails. 3-koma - Sanji flips forward, attacks horizontally during a second flip, and during a final flip forward, kicks upwards. 4 through 6-koma - Battle Koma A lot of good choices here. If you're doing a deck with battle characters that comprise mostly of female characters, his 2-koma is an excellent choice to boost Nami with. If you just need another good battle character with you, then Sanji is a decent place to start. Usopp/Sogeking (One Piece) Help Koma - Gain 1 Special Bar When You Are KOed 2-koma - Usopp appears in front of the player who called upon him, and uses Usopp Noise, where he scrapes his nails across a portable chalkboard. Those hit by the attack are hit with the confusion status effect and lose one special bar. 3-koma - Sogeking(Usopp's attempt to disguise himself from the rest of the Straw Hats during the Enis Lobby arc) appears in front of the player who called on him, sings his sniper song, fires a flaming bird shot from his new slingshot, Kabuto. Causes the burn status effect. Best one is easily his 2-koma. His 3-koma takes too damn long to attack and doesn't do anything worth while to justify it's use. Help koma is OK, but when you have a 2-koma that can be used as an effective way to stun your opponents to try and make an escape, and can take away one special bar from you, there's no reason not to use it. Ryotsu (Kochi Kame) Help Koma - Increases Special Gauge When Breaking Item Boxes 2-koma - Ryotsu appears in front of the person who called on him, and sprays a fire extinguisher forward. Causes a blindess effect and take away 1 special bar of every player who is hit by the spray. 3-koma - Ryotsu appears and throws a bunch of random objects to the left and right of him. 4 through 7-koma - Battle koma Both of Ryotsu's support koma are decent for getting out of combos you might be in, which is always good. Ryotsu himself is a very solid battle character, and works well with many decks. I'd probably avoid his help koma though. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Suggested Help Koma ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ---------------------------------------- Resistance to Battle/Support Seal ---------------------------------------- Particularly for her 4-koma, but this is a great help effect to have in general if you use a lot of support koma in general. Examples: Rohan(JoJo's Bizarre Adventure) ---------------------------------------- Status Effect Time Is Cut Down ---------------------------------------- Another good help effective to have in general, as it cuts down the time on status effects a lot of players like to use, such as movement seal, freezing, and paralyising. Examples: X(Majin Tantei Nougami Neuro), Leorio(HunterXHunter), Chopper(One Piece) ---------------------------------------- Increase the Strength of Your Guard ---------------------------------------- Another excellent help effect to have, especially if you like to play more defensively that offensively. It can also help make special attacks that would have broken your guard to not do so. Examples: Akane(Majin Tantei Nougami Neuro), Miranda(D.Gray-Man), Kaoru (Rurouni Kenshin) ---------------------------------------- Slow Health Recovery ---------------------------------------- Good effect in general, if you happen to be in a position where you can't heal that effectively. It shouldn't replace having a healing koma in you deck though. Examples: Leon(Hitman Reborn!), Piccolo(Dragon Ball), Orochimaru(Naruto) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Suggested Support Koma ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ---------------------------------------- 4-koma ---------------------------------------- Rouji 3-koma (Muhyo to Rouji) Since you'll be spending a good amount of time up close trying to steal what your opponents have in the special bars, you'll want to prevent them from trying to get out of it through various supports. It can easily be tacked on just as you're about ready to dash in via the neutral X special, which makes it all the better. Kagura 3-koma (Gintama) You can create an easy combo that you can keep going for a good long time through this support koma. Just push them back with Nami's neutral Y, use her neutral X special, and quickly use Kagura's 3-koma as Nami is dashing in. Takes a little bit to get the timing down on it, but once you do, you have a combo that's virtually impossible to get out of with out the use of supports or being KO'd. Kanda 2-koma (D.Gray-Man) Nami just doesn't have enough power with to guard break effectivelly with just her regular attacks. Kanda's 2-koma can break guard, and leaves your opponent in a position that makes it easy for Nami to use her neutral X special. Better yet, you can easily set this up by applying pressure through Nami's neutral Y attack on a blocking opponent, and then going right in with the special one Kanda breaks the opponents guard. Gaoh 2-koma (BoBoBo-Bo Bo-BoBo) Another fun combo starter that you can using for a long time that doesn't mess with support seals you might have in place. Just head in with neutral Y, use neutral X and call on Gaoh as you're dashing through. Head forward a little bit and wait for your opponent to get knocked over to where you are, use neutral Y to catch them in the air. Repeat until the opponent is dead or is automatically saved out of it. ---------------------------------------- 5-koma ---------------------------------------- Any Horizonal Beam Attack Koma (various series) Any of these support attacks work wonderfully when combined with Tornado Tempo. The best ones are those that freeze when ever it hits an opponent, but any of them work wonderfully. ---------------------------------------- 6-koma ---------------------------------------- Gokudera 3-Koma (Hitman Reborn!) A great way to set up Nami's neutral X in a combo, and can be easily chained into via neutral Y or forward B. He also causes a decent amount of damage, and his dynamite knock people down through thin floors, making for good ring- out opportunities on certain stages. Shun 3-koma (Saint Seiya) Good for stunning a group of people nearby, which gives you a good opportunity to use her up X special attack when surrounded. Kuroro Lucifer/Chrollo Lusilfer 3-koma (Hunter X Hunter) More or less serves the same purpose of Gokudera's 3-koma, which is to stun the opponent without using a status effect, so you can get Nami's neutral X special out there. The set-up for it is a little different, but it still works reasonably well. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sugessted Battle Koma ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ---------------------------------------- 4-koma ---------------------------------------- Neuro Nougami(Majin Tantei Nougami Neuro) A good special bar destroying partner for Nami, especially if you decide to use 3-koma Enchyo(Muhyo to Rouji) along with it. Neuro also has a surprisingly high amount of life for what his komas are, and can be a great mid-range fighter. His 5-koma neutral X special is also a great for getting ring-outs, which is definately handy for some stages. Suggested Pairing: 4-koma Nami(laughter) 5-koma Neuro ---------------------------------------- 5-koma ---------------------------------------- Kagura(Gintama) Great character to try and go for ringouts with, which is 5-koma Nami's speciality. Better yet, combine her throw attack with a beam support of your choice and watch as they are pushed back and away from the stage, and possibly to a point of no return. She can also fight pretty well on her own without relying on ring outs, and has a good amount of HP, even with her 4- koma(152). Suggested Pairing: 5-koma Nami Any Kagura Battle Koma ---------------------------------------- 6-koma ---------------------------------------- Tsuna (Hitman Reborn!) Great up-close physical fighter, who can get ringouts pretty easily, which is something 6-koma Nami can't do that well. His special attack natures are all laughter, and they tend to cause a good amount of damage, which makes it great for taking care of power nature characters. Overall a good back-up choice for this variation of Nami. Suggested Pairing: 6-koma Nami 5-koma/6-koma(Power nature) Tsuna ---------------------------------------- Any Nami Koma ---------------------------------------- Sanji (One Piece) Sanji and Nami get an ally boost from one another, which is a good starting point. Sanji is a pretty good up close melee fighter, and has specials that chain very easily into his regular attacks. Suggested Pairing: Any Nami Koma 5-koma Sanji ********************************************************* 8. Nami's Various Combos ********************************************************* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Non-Support Combos ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ---------------------------------------- Clima-Tact Nami ---------------------------------------- B->Forward B->Y Basic combo that is great for leading into a variety of special and support attacks. B->Y->Forward Y Another pretty basic combo that can easily chain itself into a good variety of special and support attacks. B->Y Excellent pressuring combo to use against opponents who consistantly block, particularly if you can link it with a support koma that breaks guard. ---------------------------------------- Perfect Clima-Tact Nami ---------------------------------------- B->Up B->Up Y Can be a really effective way to get a ring-out if you happen to be near a stage egde when you use it. B->(Up B)->Y Another good presuring combo with Nami, which can lead to a good variety of combos involving various support koma. The Up B hit is optional. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Support-Based Combos ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ---------------------------------------- Clima-Tact Nami ---------------------------------------- B->(Forward B)->Y->X->Kagura 3-koma/Gaoh 2-koma(4-koma Nami only; uses 2 special bars) Basic start up for near-infinate combos. B and Forward B pokes at them, which is then connected to Y. If the opponent is not guard by this point, you can then quickly use her neutral X special, and use the support immediately after you use the special. Wait your opponent to get knocked out of the attack, and reapeat the combo again. B->Y->Kanda 2-koma->X(uses 2 special bars) B pokes, and Y keeps the opponent presured as you bring out Kanda. One Kanda hits the guarding opponent, you can quickly use her neutral X specials to catch the opponent after thier guard has been broken. B->Y->Rouji 3-koma B pokes, and Y keeps the pressure on. If you are actually hitting the opponent(and not chipping away at his guard), you can then call upon Rouji 3- koma to seal you opponets support koma, and destroy some special bar of your opponent as well. If you're using 4-koma Nami, you can easily chain in a neutral X special a Rouji is using his support attack. X(Tornado Tempo)->Horizontal Beam Support Attack(5-koma Nami only; uses 2 special bars) Excellent way to push the opponent back for ring outs, which is really good for certain stages. ---------------------------------------- Perfect clima-Tact Nami ---------------------------------------- B->Forward B->Forward Y->Gokudera 3-koma/Kuroro 3-koma->X (requires 2 special bars) or B->Y->Gokudera 3-koma/Kuroro 3-koma->X(requires 2 special bars) Both work more or less the same, keep the opponent from blocking while you can get Kuroro to summon his indoor fish, or knock the opponent into a position where you can get Gokudera to run out and freeze the opponent in thier tracks with Gokudera and his dynamite. Best part about both of these moves is that they both don't use status effects to stun, almost guarenteed to keep the opponent trap while you use/charge her neutral X attack. Incredibly effective. Shun 3-koma->Up X(requires 2 special bars) Shun more or less is there to effectively get groups stunned so Nami can have enough time to use her Up X special attack. ********************************************************* 9. Playing as Nami/Playing Against Nami ********************************************************* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Playing as Nami ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ With Nami, you're going to want to spend most of your time either pressuring your opponents up close with various combos(especially with her 4-koma), or staving off rushing attackers with Thunder Balls at a distance. By continually presuring your opponents, you stay on top of them, and have a chance to use various specials if you can break thier guard. Another thing that would be wise to do is to put some support seals on your opponents, because you will be spending a decent amount of time with up close encounters, and you'll want to avoid getting knocked out of your combos through various supports. When your health is starting to get low, that is your cue to stay back and start using Thunder Balls, while you try to heal yourself with whatever method you use. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Playing Against Nami ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ First if all, if your opponent is using regular Clima-Tact Nami, more than 95% of the time, it's going to be 4-koma Nami, and more than likely people are going to be using the laughter nature of said koma. For fighting this version of Nami, avoid up-close confrontations is you can, since if she manages to hit you during a combo, you can count on it getting chained into her neutral X special. If you do get it into a basic Nami combo, you can always use certain support komas to get out of it. Besides Trunks, Seiya, and Sena 3-komas, there's Ohara 3-koma(aka the samauri cop from Kochi Kame), Gaoh 2-koma (BoBoBo-Bo Bo- BoBo), Yamamoto 3-koma(Hitman Reborn!), Kurama 2-koma(Yu Yu Hakusho), as well as various koma designed just for countering, like Lambo's and I-Pin's 3-koma (both from Hitman Reborn!). Try and avoid getting on a large platform when fighting 4-koma Nami as well, to try and avoid any near-infinate/infinite combo the opponent might have in store for you. Best way to take her 4-koma out is through projectiles and various mid-long range attacks. Against her 5-koma, you don't have to worry as much about get caught in combos, since she can't immediatelly chain it into a special that can steal a chunk of your special bar for herself. You still have to watch out and try to avoid direct confrontations in areas where people can easily ring-out one another, due to how great a ring-out move Tornado Tempo is, and how you can add on a horizontal beam support along with it. Other then that you can just fight normally without worrying too much. I'd still say fight at a mid-long range against her, just in case. Against a Perfect Clima-Tact Nami, if you see Gokudera 3-koma, Kuroro 3-koma, or a koma that can cause paralysis, be extremely cautious, since she will probably be attempting to get you into them so there is time to charge her neutral X special while you are stunned, considering how damaging it can be. Again, I'd probably try and fight at mid-long range if you can, if mostly to avoid the supports. ******************************************************** 10. Sample Decks ******************************************************** Decks in this section will be split into two types: theme decks and strategy decks. Theme decks aren't necessarily designed for tournaments or similar types of play in mind, but more for fun. Strategy decks are made more for higher-level play and tournaments, and tend to have a specific strategy in mind when they are made. Deck Name: Alabasta Deck Type: Theme Theme: All battle and support koma in this deck take are from panels during the Alabasta arc of One Piece. [1][1][1][1][5] [3][4][4][4][5] [3][4][4][2][2] [3][3][6][2][2] 1) Nami 4-koma (laughter nature) 2) Luffy 4-koma (leader) 3) Zolo 4-koma 4) Sanji 5-koma 5) Chopper 2-koma 6) Ussop Help Koma (pointing at Luffy) Deck Name: Tornado RO Deck Type: Strategy Strategy: Focus on getting ringouts through Nami's Tornado Tempo and Kagura's various moves [1][1][1][2][2] [1][1][7][2][5] [6][3][3][2][5] [6][8][3][4][4] 1) Nami 5-koma (leader) 2) Kagura 4-koma 3) Joseph Jostar 3-koma (mapped to R) 4) Vegeta 2-koma (mapped to L) 5) Gintoki 2-koma 6) Sanji 2-koma 7) Anna Help Koma (pointing at Nami) 8) Shanks Help Koma Deck Name: Neuro/Nami Deck Type: Strategy Strategy: Focus on destroying and/or stealing the opponents special bar. [3][3][6][2][2] [3][4][4][2][2] [5][9][8][7][2] [5][1][1][1][1] 1) Nami 4-koma (laughter) 2) Neuro 5-koma (leader) 3) Rouji 3-koma (mapped to L) 4) Gaoh 2-koma (mapped to R) 5) Sanji 2-koma 6) X Help Koma (pointing at Neuro) 7) Anna Help Koma (pointing at Neuro) 8) I-Pin Help Koma (pointing at Nami) 9) Rohan Help Koma (pointing at Nami) Deck Name: (untitled) Deck Type: Strategy Strategy: Keep the opponent trapped as long as possible in a Nami/3-koma Kagura combo [3][3][3][4][4] [7][5][5][2][4] [2][2][2][2][2] [1][1][1][1][6] 1) Nami 4-koma (laughter) 2) Ryotsu 6-koma (power; leader) 3) Kagura 3-koma (mapped to L) 4) Ohara 3-koma (mapped to R) 5) Reiko 2-koma 6) Sanji Help Koma (pointing at Ryotsu) 7) Usopp Help Koma (pointing at Ryotsu) Deck Name: (untitled) Deck Type: Strategy Strategy: Get the opponent stunned via Gokudera to set up Perfect Clima- Tact Nami's neutral x special. [2][2][2][1][1] [3][2][2][1][1] [3][4][4][1][1] [3][4][5][5][6] 1) Nami 6-koma (leader) 2) Tsuna 5-koma 3) Shun 3-koma (mapped to R) 4) Gokudera 3-koma (mapped to L) 5) Josuke 2-koma 6) Hiko Help Koma ************************************************************ 11. Legal Information, Contact Information, ect. ************************************************************ ---------------------------------------- Contact Info ---------------------------------------- If you have something you think might improve this guide, such as a combo I might not have noticed, find something wrong with it, or just want to comment on it overall, send an email at igf041000@utdallas.edu. I'll tend to be prowling the JUS boards as well, so you can contact me there as well if you wish. ---------------------------------------- Thanks ---------------------------------------- Nintendo, Shonen Jump, and Ganbarion: For coming together and making a great handheld game. Genroh: For the great overall game FAQ. I doubt I would be able to finish the various missions, let alone understand what a good majority of the help koma do. ---------------------------------------- Legal Info ---------------------------------------- This guide is Copyright 2007 Ian Ferry. 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. The only website that has permission to use this guide is http://www.gamefaqs.com