Jump Super Stars
Yugi Mutou FAQ version 1.2
Written by Alastor the Stylish (
[email protected])
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This FAQ is not to be used anywhere but
http://www.gamefaqs.com/. If you see
it found anywhere else, contact me at
[email protected].
O~~~~~~~~~=================~~~~~~~~~O
| |
| I. Table of Contents | [TAB]
| |
O~~~~~~~~~=================~~~~~~~~~O
Use your browser's find feature - normally mapped to Ctrl+F - to jump to the
section you want to go to by searching for the short code to the right of the
section, brackets included.
I. Table of Contents [TAB]
II. Version History [VER]
III. Getting Started [GET]
IV. Battle Koma Basic Moveset [MOV]
a. Basic Moveset [MO1]
b. Cancelling Moves (Comboing) [MO2]
V. Yugi's Support Koma & Battle Koma Special Attacks [KOM]
VI. Yugi's Play Style [YPS]
a. Capitalizing on Strengths [YP1]
b. Protecting Weaknesses [YP2]
VII. Supporting Yugi [SUP]
VIII. Frequently Asked Questions [FAQ]
IX. Credits [CRE]
a. Credits [CR1]
b. Copyright Information [CR2]
c. Special Thanks [CR3]
O~~~~~~~~~~===============~~~~~~~~~~O
| |
| II. Version History | [VER]
| |
O~~~~~~~~~~===============~~~~~~~~~~O
Version 1.2 (04-15-06)
Made MORE general corrections throughout the FAQ.
Version 1.1 (04-12-06)
Made general corrections throughout the FAQ.
Version 1.01 (03-30-06)
Edited the FAQ to remove a few glitches, replaced "ugly" ASCII.
Version 1.0 (03-25-06)
Eliminated the frame counts 'cause they were really, really inaccurate. Made
several corrections throughout the FAQ, added to the play style section.
Version 0.8 (03-22-06)
Revised several sections, made general corrections.
Version 0.7 (03-20-06)
Wrote through IX.
Version 0.6 (03-19-06)
Formatted the movelists, corrected some prior mistakes. Wrote through part VI.
Version 0.5 (03-18-06)
Started the FAQ. Wrote through part IV.
O~~~~~~~~~~===============~~~~~~~~~~O
| |
| III. Getting Started | [GET]
| |
O~~~~~~~~~~===============~~~~~~~~~~O
Welcome to my Yugi FAQ. I began work on it because I've been interested in
playing Yugi for quite awhile, and found the other FAQs mentioning him to be
rather unsatisfactory. Yugi's a pretty cool character, and probably one of the
best in the game, but he plays pretty differently than many of the other
characters so he's not really easy to jump into, which can turn away many, many
players looking for someone like Kazuki.
There are some interesting bits of trivia related to the character here. Yugi
Mutou is one of the two lead characters of the series Yu-Gi-Oh!. It would be
more accurately romanized as "Yugiou." "Yu-Gi-Oh!" is the romanization in
common use, as a result of it being scrawled in small text above the hiragana
in the Japanese logo. Additionally, though the character name is written as
Yugi in the game, you really play as the other lead, Dark Yugi (The spirit of
Pharaoh Atem possessing Yugi's body.)
This FAQ assumes you do more or less know what you're doing, though I'll try to
explain some of the more complex issues as best as I can. Presumably, though,
you already have most or all of the koma in the game, and have collected a fair
bit of experience with the game mechanics. Yugi is a knowledge character, so he
is weak to power characters and strong against laughter characters. Yugi is one
of the few characters with the ability to triple jump, as well. Furthermore,
most of Yugi's attacks involve summoning a monster. These monsters have the
unique effect of acting like a character for certain purposes. Those on the
ground which are not damaging players will slow down approaching players, and
projectiles that do not pass through characters will be nullified on contact.
That said, let's move on to the main of the FAQ.
O~~~~~~~~~~~=============~~~~~~~~~~~O
| |
| IV. Battle Koma |
| Basic Moveset | [MOV]
| |
O~~~~~~~~~~~=============~~~~~~~~~~~O
Notation:
B = Weak Attack
Y = Strong Attack
X = Special Attack
F = Hold forward during attack
U = Hold up
G = Guard attack
FF = Double tap forward
A = Air attack
~~~~~~~~~~
Sample move:
Button or button plus direction used to trigger the attack: Attack name
Attack description
Attack range: How many character lengths from Yugi the opponent needs to be for
this move to hit
Notes: Any interesting information about the attack, or effects the attack has
other than damage
Damage: How much damage the attack deals
~~~~~~~~~~
The system of distance measurement I use is in character lengths, using Yugi's
length as a guide. One character length from Yugi means it would hit a
character standing where Yugi would be if he walked forward by his own length.
Basically, it would hit right in front of Yugi. Two character lengths means the
move will hit if there's room for another Yugi between Yugi and the opponent,
etc.
I'm looking to find frame information on all the moves. However, my attempts to
collect this information have been futile and inaccurate, as a result of the
inconsistency in animation present throughout the game. If anyone would be
willing to help with this, I would be most appreciative.
Since Yugi is a Knowledge character, multiply the damage by 1.5 when facing a
Laughter character (when facing a Knowledge character in the case of his UX
specials, as those are Power, not Knowledge).
--~~== Basic Moveset ==~~-- [MO1]
B: Dice throw
Yugi throws two eight-sided dice, one white and one cardinal.
Attack range: 0 to 2.5 character lengths away
Notes: When attacking from about 2 character lengths away - approximately where
the farthest 2/3 of the attack are in contact with the opponent at the first
point the attack can hit - It hits three times. Animation stays if the move is
cancelled.
Damage: 3 per hit, up to 3 hits
----------
FB: Celtic Guardian
Yugi summons Celtic Guardian (Japanese Elf no Kenshi) to make a slash with his
sword.
Attack range: .5 to 2.5 character lengths away
Notes: Knocks the opponent a very short amount into the air.
Damage: 4
----------
UB: Virtual Monster
Yugi tosses his virtual monster game, summoning his virtual monster to deliver
an uppercut.
Attack range: 0 to 1 character lengths away for game
5 to 2 character lengths away for uppercut
Uppercut hits above Yugi
Notes: The uppercut attack knocks the opponent high into the air. Yugi regains
movement prior to the end of the attack.
Damage: 1 for game, 4 for uppercut
----------
FFB: Gaia the Fierce Knight (Weak)
Yugi summons Gaia the Fierce Knight (Japanese Ankoku Kishi Gaia) and dashes
forward with it in front a bit faster than he normally runs.
Attack range: .25 to 3.5 character lengths away
Hits characters on platforms just above the one Yugi is on
Notes: Knocks down.
Damage: 10
----------
AB: Winged Dragon, Guardian of the Fortress #1
Yugi summons Winged Dragon, Guardian of the Fortress (Japanese Toride o Mamoru
Yokuryuu) to spit two fireballs diagonally down and forward.
Attack Range: Six character lengths forward
Covers a range below and in front of Yugi
Notes: Yugi hangs stationary in the air during the attack. Counts as a jump.
Projectile attack.
Damage: 4 per hit
----------
GB: Catapult Turtle (Weak)
Yugi summons Catapult Turtle to launch Curse of Dragon forward as a projectile.
Attack range: To 5.5 character lengths away
Notes: Knocks down, guard breaks. Projectile attack which passes through
enemies.
Damage: 10
----------
Y: Dark Magician Girl
Yugi summons Dark Magician Girl (Japanese Black Magician Girl) to fire off an
orb of energy.
Attack range: 4.5 character lengths without charge
6 character lengths with some charge or full charge
Notes: Button can be held down to charge the attack. When charged, knocks down.
When fully charged, knocks back twice as far. Projectile attack. The charge
requires to boost range and damage is low, and if timed correctly takes no more
time to execute than no charge at all.
Damage: 13 without charge, 18 with charge, 25 with full charge
----------
FY: Curse of Dragon
Yugi summons Curse of Dragon above and in front of him to blow fire diagonally
down in front of him.
Attack range: 1.5 to 3.5 character lengths away on ground level, more narrow
and closer to Yugi the higher into the air
1 to two character lengths away on the level of platforms just above Yugi
Notes: Can hit multiple times. On the ground level, hits twice from about 3
character lengths from Yugi. On platforms immediately above Yugi, hits three
times from 1.75 character lengths from Yugi. Hits twice on playforms above Yugi
from 1.8 to 2.5 character lengths from Yugi. (These two don't work on slippery
platforms.)
Damage: 13 per hit, up to 3 hits
----------
UY: Dungeon Dice Monster
Yugi throws a die from Dungeon Dice Monsters to summon a monster with a spear,
which leaps forward and up diagonally.
Attack range: 0 to 1.5 character lengths away for die
Projectile travels until it hits the cieling or a wall
Projectile covers a range above and in front of Yugi
Notes: Projectile attack which passes through enemies.
Damage: 2 for die, 10 for projectile
----------
FFY: Gaia the Fierce Knight (Strong)
Yugi summons Gaia the Fierce Knight (Japanese Ankoku Kishi Gaia) and dashes
forward with it in front a bit faster than he normally runs.
Attack range: .25 to 3.5 character lengths away, hits characters on platforms
just above the one Yugi is on
Notes: Knocks down, knocks back.
Damage: 10
----------
AY: Tabletop Yugi
Yugi summons a tabletop RPG representation of himself to fire a white glove
projectile straight forward through the air.
Attack range: 2.5 to 10 character lengths away
Notes: Normally hits only once, but sometimes it hits twice and against some
characters it can even hit three times. Yugi hangs stationary in the air until
just before tabletop yugi begins to disappear, when he begins to drop. Counts
as a jump. Projectile attack which passes through enemies.
Damage 10 per hit, up to 3 hits
----------
GY: Catapult Turtle (Strong)
Yugi summons Catapult Turtle to launch Curse of Dragon forward as a projectile.
Attack range: To 6 character lengths away
Notes: Knocks down, Knocks back, guard breaks. Projectile attack which passes
through enemies.
Damage: 10
----------
Dream Combo (tap Yugi icon on touch screen): Curse of Dragon
Yugi summons Curse of Dragon above and in front of him to blow fire diagonally
down in front of him.
Attack range: 1.5 to 3.5 character lengths away on ground level, more narrow
and closer to Yugi the higher into the air
1 to two character lengths away on the level of platforms just above Yugi
Notes: Pretty much exactly the same as his FY. Yugi uses this move in dream
combos.
Damage: 13 per hit, up to 3 hits
--~~== Cancelling Moves (Comboing) ==~~-- [MO2]
Cancelling moves follows a simple game mechanic - if you use certain moves
during the animation of other moves, after the first damaging frame the move
will stop and you will immediately begin performing the next move without any
delay. On some moves (such as Yugi's B), the cancelled move continues whereas
on most (for example, his FY) it disappears before it can deliver further hits.
On some moves, you can wait a bit before cancelling the move so that multiple
hits are delivered, then the next move is made. The notation I'm using for
cancelled moves is the initial move followed by the move it cancels into. For
instance, B FB is B cancelled into FB.
Comboing uses move cancelling in order to immediately jump to a move before the
opponent has a chance to guard. A combo is any string of attacks that the
opponent cannot block or dodge once the first attack hits. Not all strings of
attacks that come from cancelling moves are always combos, however. Some take
careful positioning to work because the at first point they can hit it is too
early for the next attack to be guaranteed, such as is the case with Yugi's B
FB. Others can be cancelled but the second and subsequent hits can always be
blocked, as is the case with his Y FY.
In this part of the movelist, moves which cancel into other moves are listed,
and if they are a combo the maximum damage they can do is also listed. Multiple
chains are listed when they combo with each other up to a point, though I don't
list chains that continue after they stop comboing.
Because you cannot block in the air, if cancel chains that normally don't combo
are fast enough if the last comboing hit knocks the opponent off an edge then
they can combo. However, I don't make any special note of these cancel chains.
Further chains can be made using support characters, but it would be very, very
impractical to list them all, so I'm not listing any.
The following ground moves cancel into special moves (Note that none of them
combo into special moves since Yugi's special moves are far, far too slow): B,
FB, Y, FY, UY.
~~~~~~~~~~
B FB - Combo
Requirement: The second dice hit must hit the opponent, but not the first or
third. If they are hit with multiple hits of the B, they're knocked too far for
the FB to hit. If they are not and are hit with the first hit, they'll be able
to block before the FB hits.
Damage: 7
B FB FY - Combo
Requirement: Same as B FB.
Damage: 20
B UB - Not a Combo
B Y - Not a Combo
B FY - Combo
Requirement: None.
Damage: 22 if B hits three times and knocks them into a wall (if B hits
three times and dice don't knock them into a wall, FY will miss) (requires
delayed cancel)
32 if B hits twice and FY hits twice (requires marginally delayed cancel)
B FY FFB - Combo
Requirement: None.
Damage: 39 if B hits once and FY hits twice
B FFB - Combo
Requirement: None.
Damage: 19 (requires delayed cancel)
B FFY - Not a Combo
FB Y - Not a Combo
FB FY - Combo
Requirement: None.
Damage: 30 if FY hits twice
FB FY FFB - Combo
Requirement: None.
Damage: 40 if FY hits twice
FB FY FFY - Not a Combo
FB UY - Not a Combo
Y FY - Not a Combo
Y UY - Not a Combo
Y FFB - Not a Combo
Y FFY - Not a Combo
FY FFB - Combo
Requirement: None.
Damage: 36 if FY hits twice
49 if opponent is above Yugi and FY hits three times (Requires delayed cancel)
FY FFY - Combo
Requirement: Opponent must be above Yugi, cancel must be delayed so that FY
hits three times
Damage: 52
O~~~~===========================~~~~O
| |
| V. Yugi's Support Koma & |
| Battle Koma Special Attacks | [KOM]
| |
O~~~~===========================~~~~O
1-Koma (Help)
Gives invisibility for three seconds or until hit
----------
2-Koma (Support): Swords of Reveaing Light
Yugi appears to play the spell card, Swords of Revealing Light (Japanese Hikari
no Gofuu Ken). Swords appear above and fly straight down.
Attack range: 1 to 4 character lengths from the support Yugi
Notes: Causes paralysis lasting 2 seconds. Hits characters on levels above and
stuns them, but does not paralyze them.
Damage: 0
----------
3-Koma (Support): Penalty Game
Yugi appears to deliver a Penalty Game to the opponent.
Attack range: 0 to 3 character lengths from the support Yugi
Notes: Opponent's top screen screen is reduced to a mosaic form, making it
extremely difficult to tell what is going on. The effects of this last four
seconds.
Damage: 0
----------
4-Koma (Battle) X: Dark Magician
Yugi summons Dark Magician (Japanese Black Magician) to deliver an dark energy
orb.
Attack Range: 1.5 to 6 character lengths away
Notes: Yugi's shortest special move. Projectile attack.
----------
4-Koma (Battle) UX: Dark Magician Team
Yugi summons Dark Magician and Dark Magician Girl to deliver one large energy
orb.
Attack range: 1.5 to 11 character lengths away
Notes: First enemy hit by the move will be trapped inside of it and be forced
to go along the length of the move or until they are forced out of it by the
move passing through a wall and leaving them behind. After the move goes the
maximum distance it can, the orb explodes and those in it and around it are
stunned and tossed up a vertical character length. This is a Power attack
despite Yugi being a Knowledge character. Projectile attack which passes
through enemies.
Damage: 4 for initial hit, 18 for explosion
----------
5-Koma (Battle) X: Exodia the Forbidden One
Yugi summons Exodia the Forbidden One (Japanese Fuuinsareshi Exodia) to attack
with a wide but surprisingly short-ranged beam.
Attack range: 0 to 4 character lengths away, hits characters on platforms
immediately above the one Yugi is on
Notes: Final hit knocks opponent down and back.
Damage: 2 for hits 1-9, 15 for final hit (33 total)
----------
5-Koma (Battle) UX: The Winged Dragon of Ra
Yugi summons The Winged Dragon of Ra (Japanese Ra no Yokushinryuu) to send out
a beam of flame.
Attack range: 1 character length on all sides of Yugi for Ra's body
1-8.5 character lengths away for fire beam
Notes: This is a Power attack despite Yugi being a Knowledge character.
Beam-styled projectile attack.
Damage: 5 for Ra's body, 2-3 for each hit of fire beam (Up to 45 total)
----------
6-Koma (Battle) X: Obelisk the Tormentor
Yugi summons Obelisk the Tormentor (Japanese Obelisk no Kyoshinhei) to punch
the opponent.
Attack range: 1-3 character lengths away for body, 3-5 character lengths away
for fist
Notes: Guard breaks. Fist knocks down and back.
Damage: 10 for body, 40 for fist
----------
6-Koma (Battle) UX: Slifer the Sky Dragon
Yugi summons Slifer the Sky Dragon (Japanese Oshiris no Tenkuuryuu) to emit a
giant beam attack.
Attack range: 1.5 character lengths all around for body
11 character lengths away for beam
Notes: This is a Power attack despite Yugi being a Knowledge character.
Beam-styled projectile attack.
Damage: 10 for body, 2 for
each hit of beam (up to 54 total)
O~~~~~~~~~=================~~~~~~~~~O
| |
| VI. Yugi's Play Style | [YPS]
| |
O~~~~~~~~~=================~~~~~~~~~O
--~~== Capitalizing on Strengths ==~~-- [YP1]
Yugi's biggest strength is his range. Most other characters have basic attacks
which hit one character length away or sometimes one and a half. Some other
characters have a few attacks with a bit more than this, notably Dio Brando and
Jotaro Kujo. Others have one or two good projectile moves, like Yoh. However,
they all still lack the sheer versatility and range that Yugi's moves have.
Thus, the most important part of playing Yugi is capitalizing on this range.
You need to stay outside of the opponent's attack range and pressure them with
your most damaging combos.
The bread and butter move in Yugi's arsenal is his FY. It easily deals 26
damage by itself from several character lengths away relatively shortly, and it
can combo to do 36 with FY FFB. If the opponent gets a little closer than the
range that hits from, you've got options to deal 39 and 40 with your B FY FFB
and FB FY FFB combos, depending on where they are. Yugi has a decent projectile
in AY, which comes out reasonably fast and travels a fair distance, and does
some damage that isn't absolutely negligible. Other nice moves Yugi has are
his FFY and FFB. They have quite good range and do a good of getting things out
of the way. The most useful thing about them, though, is that they clear a path
in front of you and can be cancelled into from most moves and combos and have
very little recovery time, which makes Yugi much, much safer to play as it
keeps him from being vulnerable to attack should his basic moves miss.
You likely won't use the other moves nearly as often, but they do have their
uses, excepting the UB which is really just too slow relative to what it does
to ever be worth using. Yugi's UY is a decent projectile that takes a bit to
go into effect but has no range limit. Since it goes up and forward, it does
an easy ten damage to multiple people when the pressure is off of you. His
basic Y attack does 18 damage as fast as it goes uncharged if you time it
right, and absorbs other projectile moves better than his other moves. If you
time it right, you can absorb most projectile and let go of the charge once the
last of it goes through in a counterattack. It's dangerous to try on the
projectiles that go off quickly and it doesn't give you much of a tangible
reward, but it does accomplish the purpose of letting the opponent know that
you can punish the use of such tactics which leads them to use such things less
often, and so you're less vulnerable to them.
Simple gambits like this in tandem with the high range on Yugi's moves work to
pressure your opponent into playing more poorly than they normally would, which
essentially means that it's easier to pressure them further. Yugi is very much
a psychological character, and his range is ideal for punishing the mistakes
of your opponent, which is what you need to do to gain advantage with him.
--~~== Protecting Weaknesses ==~~-- [YP2]
Of course, no character is perfect, and all characters have weaknesses. Yugi's
main weaknesses come from two points. The first point is that Yugi just isn't
very fast. Actually, he's quite slow. As a result of this, if you lose
advantage and your opponent gets on the offensive it can be difficult to regain
control of the match because your opponent will be able to pressure you.
Though Yugi has a triple jump and can thus beat most characters in vertical
speed, the only real solution is to press your advantages effectively to lessen
the chances of getting such a situation and to play a deck with ways around it.
The other main weakness that Yugi has isn't so much a weakness as it is a lack
of a strength that most other characters DO have - good, or at least decent,
special moves. Yugi's special move are pretty poor. Actually, they're not just
poor, they're downright terrible. They do good damage, sure, but they all take
far, far too long to execute. It's not so bad since Yugi has such a great
normal moveset, but it's kind of pathetic in comparison to characters who DO
have good specials, like Kazuki or Yoh's 6-koma and the like.
A lesser weakness is that Yugi's moves in general are slower to execute than
those of most characters. It's not so bad since his faster moves combo into his
slower ones pretty effectively and few are really slow, but it does mean that
he's less able to intercept characters that rush him. The solution here is to
press the range advantage of most of the moves - though you can't break their
move once they get really close, if you strike them with the FY or so on
approach then they can't press the disadvantage effectively.
O~~~~~~~~~~===============~~~~~~~~~~O
| |
| VII. Supporting Yugi | [SUP]
| |
O~~~~~~~~~~===============~~~~~~~~~~O
Of course, no character can function properly just by themselves. In
constructing a koma deck with Yugi, it is important to both fight his
weaknesses and attempt to accentuate his strengths. The first step is in
picking a second battle character that works well with Yugi. I would recommend
either Kazuki Mutou (from Busou Renkin), Yoh Asakura (from Shaman King), or
Allen Walker (from D.Gray-Man). All of the aforementioned characters have good
combos and are faster than Yugi. Kazuki is very fast and can move even faster
with his FFB/FFY attacks. This speed means he can deliver unexpected attacks in
contrast to Yugi's more calculated style, and is an excellent complement. Yoh,
similarly, is quite fast and has excellent specials in his 6-koma form, though
his 4-koma and 5-koma aren't so good. Yoh has pretty good range on his moves
and works well at short range, as well, and so is more adaptable than Kazuki.
Allen is the next real step along that line, shifting further towards the range
game with his gun forms. Allen's not as fast as the other two, but he benefits
from a lot of the same things Yugi does.
Relating to support and help koma, like anyone, Yugi needs healing koma and
a koma to clear status effects. He doesn't have much need for damaging support
koma, as his best moves are the ones with the best speed to range ratios and
most support of the good support moves can't effectively hit in one of his
combos anyway. Rather, a better idea would be to go with koma to lower the
opponent's effectiveness in battle. A stealth koma is more or less a must, as
it allows for much better escapes should your opponent start to pressure you
through a speed advantage. Additionally, Koma that blind the opponent or
restrict their vision in some other way are always good. In particular, I like
effects which lower enemy vision range, as that effect lasts the longest of the
bunch and still lets the moves you have with the most range hit when they can't
adequately see you. For the remaining slots, there's no real limit to what you
can use and should really be developed based on the nuances of your own style
of play. Anything that works works, be it augmenting out of battle health
regeneration, boosting vision, a power boost, something to deal damage to have
your second character combo into, or just about anything else.
O~~~~~~~~~~===============~~~~~~~~~~O
| |
| VIII. FAQ: Frequently |
| Asked Questions | [FAQ]
| |
O~~~~~~~~~~===============~~~~~~~~~~O
Q: Where do you get Yugi's koma?
A: Complete the objectives of Desert 1-4 and Desert 3-2. If you want more
information, consult a different FAQ.
Q: What about Yugi's Tag Attack with BoBoBo-Bo Bo-BoBo?
A: What about it? You connect battle koma of Yugi and Bo-BoBo with the
Exertion, Friendship, and Victory koma, found at the bottom of the list. It's
not worth using, though. It's as slow and pointless as Yugi's specials, only
also you have to use Bo-BoBo, who adds nothing to your deck and is pretty poor
character in general. It's a fun novelty, but it's not really worth using.
Since it's not really helpful and Yugi alone can't use it, I didn't mention
it.
Q: You mention some of Yugi's moves and combos hit several times when spaced in
certain ways, and it seems like they do because they knock the opponent into
places where they hit again. Does that mean these combos won't work when the
opponent is against the wall?
A: More or less, yeah. Fear not, though; Though you are less capable of quickly
dealing damage at a distance, It's also a great deal harder for the opponent to
dodge your attacks, and should the wall they're hiding behind be broken they're
vulnerable to being rung out. Additionally, one of Yugi's combos that works
that way will still hit, and it's actually his most damaging. If you're on the
level below the opponent, you can still get three hits out of FY and cancel it
into FFY for 52 damage.
Q: "Counts as a jump?"
A: Yugi has three jumps to start with. Yugi jumps, and has two jumps left
before he needs to land to jump again. He uses his AY or AB move, now he has
one jump left before he needs to land to jump again. All people's air attacks
work like this, and people with only two jumps can still do two jumps and then
an air attack...
Q: Yugi sucks in this game. Don't give me that BS about he just plays
different, we all know that's just what scrubs say to make them feel better
when they invested too much time into a subpar character. What were you
thinking?
A: Wow, an actual question came out of that. I suppose I was thinking "I'm
amazed. This guy actually does play differently, instead of just sucking as is
usually the case with characters like this." Yugi's pretty hard to play
effectively, I'll grant you, but he doesn't suck.
Q: I noticed an error in your FAQ and, being a greedy, greedy person, want to
tell you what it is to get credit. Perhaps you made a glaringly obvious typo or
set of typos, or perhaps I have responded to your call to accurately record the
frame data. Perhaps it's a problem completely unrelated to these. You WILL give
me credit for helping, won't you?
A: Yes. Yes I will.
O~~~~~~~~~~~~~~=======~~~~~~~~~~~~~~O
| |
| IX. Credits | [CRE]
| |
O~~~~~~~~~~~~~~=======~~~~~~~~~~~~~~O
--~~== Credits ==~~-- [CR1]
Alastor the Stylish (That's me)
- For writing all this stuff.
Anyone else
- Who corrects me on anything, or who assembles accurate frame information.
-~~== Copyright Information ==~~-- [CR2]
This guide is Copyright 2006 Michael Stark. This guide 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. Permission to use this guide is currently given only to
http://www.gamefaqs.com/. 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. If
it is found anywhere else, contact me at
[email protected].
Shonen Jump and all related characters are Copyright of Shueisha Publishing and
all of its authors. Game Copyright Ganbarion & Nintendo, Co. Ltd. 2005.
Yu-Gi-Oh! Copyright Kazuki Takahashi 1996.
--~~== Special Thanks ==~~-- [CR3]
All of GameFAQs staff
- For hosting this guide, as well as generally being awesome people.
Nintendo
- For producing and publishing many, fine games, including publishing this
one.
Ganbarion
- For designing this game.
Genroh
- For writing an excellent walkthrough and guide for this game, without which
I never would have gotten anywhere in this game.