-------------------------------------------------------------------------------
_____ _ ____ _ _____ ____ _ _ _ _ _ _____ _ ___
|_ _| |__ ___ | _ \ / \|_ _/ ___| | | | | | | | ___/ \ / _ \
| | | '_ \ / _ \ | |_) / _ \ | || | | |_| | | | | | |_ / _ \| | | |
| | | | | | __/ | __/ ___ \| || |___| _ |_|_|_| | _/ ___ \ |_| |
|_| |_| |_|\___| |_| /_/ \_\_| \____|_| |_(_|_|_) |_|/_/ \_\__\_\
_ ___ ____ _ _ __ __ _ _ _
| |__ \/ __ \ _| || |_ \ \ / /__ __ _| |__ | | |
| | / / / _` |_ .. _| \ V / _ \/ _` | '_ \| | |
|_||_| | (_| |_ _| | | __/ (_| | | | |_|_|
(_)(_)\ \__,_| |_||_| |_|\___|\__,_|_| |_(_|_)
\____/
-------------------------------------------------------------------------------
-----------------
Table of contents
-----------------
I. Introduction [PAT1]
II. Getting to know the Don [PAT2]
III. Capturing the Don [PAT3]
Iv. Evolving the Don [PAT4]
V. Fighting with the Don [PAT5]
VI. Comboing with the Don [PAT6]
VII. Deck making with the Don [PAT7]
VIII. Notes [PAT8]
IX. Contact info [PAT9]
X. Boring legal stuff [PAT10]
XI. Credits & special thanks [PAT11]
---------------------
Introduction [PAT1]
---------------------
Ok! I'll keep this short, nobody reads these anyway =P Welcome to my first FAQ!
I would thank you for choosing me but at the moment this is your only choice.
How unforunate for you. If you're feeling really adventurous you can email me
to alert me to any mistakes I might have made or things you would like me to
add, my contact info's near the bottom, go find it.
---------------------------------
Getting to know the Don!!! [PAT2]
---------------------------------
Don Patch is the brain-child of Yoshio Sawai and a major character in the
shounen manga 'Bobobo-bo Bo-bobo' (Try saying that 5 times quickly!)
an interesting character to say the least. Everything about him seems to be a
joke, from his appearance (He looks like the illegitimate child of Sonic the
hedgehog and a bottle of Fanta) to his name (Donpachi, a Japanese confectionary
similar to pop rocks) and even his 'transformed' state (Ikarin Patch, it
screams super saiyan to me <_<;). I won't go too far in to his history, I will
however tell you the 'interesting' stuff.
- He's descended from rock candy
- He has a sidekick named Ko Patch who is for all intents and purposes a
yellow Don Patch
without any fighting abilities
- He's an ex mob boss... Kinda
That's about it, I doubt I'll ever update this section as I really couldn't
care less.
---------------------------
Capturing the Don!!! [PAT3]
---------------------------
The Don can be captured quite early in the game on the Bobobo-bo Bo-bobo
planet, look down for the mission details.
~Thanks to Genroh for the mission info~
MISSION 2
1. Avoid being hit for at least 15 seconds
Unlock: Beauty
2. Don't use anything from your deck
Unlock: Softon
3. Avoid being hit for at least 30 seconds
4. Avoid being hit for at least 1 minute
5. Avoid being hit for at least 2 minutes
Unlock: Don Patch <=========================== *********LOOK HERE O.O********
SP: Do not use Special attacks
Unlock: Ko Patch
~Thanks again Genroh~
Easy, huh? ON TO THE NEXT SECTION!!!
--------------------------
Evolving the Don!!! [PAT4]
--------------------------
So now you've unlocked Don Patch, sweet. Pity you've only got his help koma at
the moment. However, I'm a nice person (HA!) and I'm going to tell you how to
get all of his other koma. Luckily for you it doesn't take a lot of gems to
unlock all of his koma, at least not compared to some other characters
*coughcaramelmanJcough*. I've put decriptions of his help and support koma in
here because I had no idea where else to put them and I didn't think they
warranted their own section. Moving on, here's a list of all of his koma and
how much they cost:
1 Koma [Help] -
Free! Yay!
Increase SP Gauge when using multiple Special Attacks in a short time
~Thanks to Genroh again~
-----------------------------
2 koma (Nandokakantokapatoroonamu ~ ... *shrug* _ _;;;) [Laughter Support] -
50 Yellow
5 White
Don Patch appears and points some sort of magic stick forwards, a cheesy
looking beam appears from the tip and removes any status ailments from whoever
is touched by it. This isn't a fantastic koma, although it does remove status
ailments it can neglect you and remove them from the opponent if they're
standing too close to you, boo =(
-----------------------------
3 koma (Bakabooru ~ Idiot ball) [Laughter Support] -
25 Red
75 Yellow
10 White
Don Patch appears and holds a ball above his head before throwing it straight
foward. It doesn't do any damage but it does cause confusion and leaves the
poor sap who gets hit by it unable to react for a fraction of a second. Not the
most useful support ever but I suppose some people could make use of it.
-----------------------------
4 koma [Laughter Battle]
200 Yellow
Shape:
[][]
[][]
-----------------------------
5 koma [Laughter battle]
50 Red
350 Yellow
20 White
Shape:
[][][]
[][]
-----------------------------
6 koma [Laughter battle]
100 Red
500 Yellow
30 White
Shape:
[][][]
[][]
[]
-----------------------------
7 koma (Ikarin Patch) [Laughter battle]
100 Red
700 Yellow
200 White
Shape:
[][][]
[][]
[][]
-----------------------------
Total cost:
275 Red
1875 Yellow
265 White
Congratulations! You just spent a whole bunch of gems, was it worth it? I'd
like to think so...
-------------------------------
Fighting with the Don!!! [PAT5]
-------------------------------
Passive abilities
-----------------
Attack up when health is low
------
In my opinion this isn't too great, odds are if you're on low health then
you're either going to switch characters or die very soon.
Gain more SP energy when using multiple Special Attacks in a row.
------
This can come in very handy, you get about a quarter of a bar back for using
multiple specials in a row. I've got a combo that takes advantage of this to
an extent.
Take more damage from Special Attacks.
------
Lame! This means even if you do put a damage reducer you'll still take neutral
damage from specials =/
~Thanks Genroh~
Osu! Here's a nifty little list of all of the Don's attacks to get you started!
Regular attacks
---------------
B
------
A simple punch with pretty good range considering his size. You'll be using
this to start most (If not all) of his combos.
Damage
------
13 to power
9 to knowledge & comedy
Foward + B
------
The Don does 3 sumo-esque slaps, shouting "DOSKOI!" at the moment of each
impact. Very useful for keeping the opponent at bay while a support starts up
and also works quite well as an edge guard.
Damage
------
6 per hit to power (18 total)
4 per hit to knowledge & comedy (12 total)
Up + B
------
The Don turns to face the camera (Or player if you prefer) and suddenly sprouts
yellow leaf shaped spikes right around his body (He looks like a sunflower xD).
He then hops while holding 2 fans addorned with the Japanese flag. Not bad as
far as ^B attacks go. It juggles the opponent ever-so-slightly, if he jumped a
tiny bit higher it would be excellent for fighting opponents who are airbourne
or standing on a platform above you.
Damage
------
13 to power
9 to knowledge & comedy
Down + B
------
A strange attack to say the least. The Don's eyebrows turn in to large,
dragonball style eyebrows and he gets a horrifying grin right across his face.
He also wears a green skirt with what looks like either stars or bananas on it.
As far as vB attacks go this is pretty decent. Its startup time is the same as
everyone else's vB (i.e. slow) and forces the opponent to switch battle
characters just like everybody else's but this has a distinct difference, the
Don takes a small step back before leaping forward to perform the attack. While
it's not much it can be enough to dodge an attack by a hair but even better it
means it can hit people standing behind you too.
Damage
------
13 to power
9 to knowledge & comedy
Strong attacks
--------------
Y
------
A simple machine gun punch (Quite probably a pun on his name which is also the
sound effect for machine gun fire). The first 4 hits do pathetic damage but the
last one more than makes up for it. It comes out very quickly and the hits
occur in a very short period of time (About half of a second). After it's
finished the victi- er, opponent, is knocked over which destroys any chance
of comboing without a support or a wall, but it does nice damage and is a
fantastic way to RO someone.
Damage
------
7 for the first 4 hits, 23 for the last to power (30 total)
5 for the first 4 hits, 15 for the last to knowledge & comedy (20 total)
Forward + Y
------
The Don turns his back to the opponent and launches himself backwards while
wearing a blonde (Red if he's in his 'super' form) wig... Yeah, reeeaal normal.
If used while next to the opponent you will end up standing behind them, if
you're a step or two away from them you'll land right in front of their face,
perfect for a follow up attack as the opponent doesn't get knocked down.
Damage
------
37 to power
25 to knowledge & comedy
Up + Y
------
The Don does an uppercut, spinning half way through and revealing a demented
look on his face. Creepy stuff. It's a nice move for setting up aerial supports
or to knock someone in to a slow starting support. A nice little bonus is that
it can lead in to his aerial B/Y for some nifty damage.
~Note: the_one_on_pie aka UB has informed me that Don Patch turns in to a cat
when he uses this attack o.o;~
Damage
------
30 to power
20 to knowledge & comedy
Down + Y
------
The Don (I bet you're getting sick of that name XD) looks at the camera and
crosses his arms across his chest before opening them violently revealing his
angry face as he suddenly grows 16 (8 small, 4 medium and 4 large) sharp spikes
pointing in all directions from his body. As with all guard breaks it takes a
second to activate but it has the added bonus of hitting opponents in all
directions, so it can come in useful in an FFA where everybody's turtling.
Damage
------
30 to power
20 to knowledge & comedy
Aerial attacks
--------------
Aerial B
------
The Don (I promise I'll stop soon) braces himself before quickly launching
himself in a short, straight burst forwards, he gets a yellow glow around his
entire body and as with most of his attacks, he gets a freaky look on his face.
It has ok knockback, not as good as most but it's better than nothing. It's
also an ok recovery move if somebody's edge guarding as you can knock them flat
on their backside and make it safely on to solid ground. Pity it doesn't do
more damage.
Damage
------
13 to power
9 to knowledge
Aerial Y
------
The Don turns himself in to a shuriken with a big angry face on it and launches
himself diagonally down/forward while spinning rapidly. This attack would be
perfect if you could stop when you wanted, unfortunately you may find yourself
commiting suicide with this attack on more than one ocassion. It can hit the
opponent multiple times and doesn't stop until you hit solid ground or a solid
fist so in theory you can catch 3 people in it. Sweet deal.
Damage
------
Anything from 4 to 58 to power
Anything from 3 to 39 to knowledge & comedy [I only ever managed to do enough
hits for 25 damage, but some basic mathematics show that 39 is the ceiling.]
Special attacks
---------------
4 koma X
--------
Umareta te oyabin bazuuka [Something about a gang boss' birth and a bazooka]
------
The Don falls forwards on to his face (I think he's playing dead) then suddenly
bursts out of his own back (I guess there was a hole in the floor and the
'dead' Don Patch was actually a paper cut out of him) he then strikes a pose
before launching in to a vicious headbutt. Unfortunately this attack isn't too
great, it takes a while to start up and even though the start of it can work as
a dodge it's far too obvious to fool anyone other than the computer. It's ok
for ring outs though it's still not as effective as specials from people like
Luffy and Gon.
Damage
------
48 to power
32 to knowledge & comedy
4 koma up + X
-------------
jigoku no toge rooraa [Hell's thorn roller]
-------
The Don turns in to what can only be described as the letter I with arms, legs,
a face and spikes on its head. I know, weird stuff. I think it's supposed to be
a drill... I assume that because he jumps and spins pretty quickly, hitting the
opponent multiple times. It's only effective if the opponent is above you, if
they're on a platform above you it's easy to either dodge or block, but if
they're falling or you've just knocked them in to the air then they're an easy
target. It can be combod in to with ^B which is kinda nifty.
Damage
------
Varies depending on how many times it hits.
8 hits:
61 to power
41 to knowledge & comedy
7 hits:
Unknown, I'll update as soon as I find out.
6 hits:
46 to power
31 to knowledge & comedy
5 hits:
37 to power
25 to knowledge & comedy
4 hits:
27 to power
18 to knowledge & comedy
3 hits:
Unknown, I'll update as soon as I find out.
2 hits:
Unknown, I'll update as soon as I find out.
1 hit:
13 to power
9 to knowledge & comedy
5 koma X
--------
Hasshin tsukune dan [Dispatch meatloaf bullet... It's the best I could do >_>]
------
The Don jumps up in to the air and 2 round missiles appear, 1 above him and 1
below. He then starts flying forwards along with the 2 missiles (Which follow
the opponent to a certain degree). Both missiles and the Don explode on impact
sending the opponent flying. Ouch. It doesn't take too long to start up but it
definitely not a good idea to launch close to the opponent, the optimal range
seems to be with the opponent just about in your screen, if they're outside of
your field of vision then only the missiles will hit, if they're too close then
you're not too likely to connect with all 3 explosions and it'll be
ridiculously easy to counter.
Damage
------
24, 48, 66 or 72 to power (Depends on how the explosions connect)
16, 32, 44 or 48 to knowledge & comedy (See above)
5 koma up + X
-------------
Fukkatsu no Don Pacchi mandara [Don Patch mandala of Revival] (Check the notes)
------
The Don jumps straight up and faces the camera, his spikes turn white and he
gets a maniacal look on his face while laughing with a mandala behind him while
"Fukkatsu no Don Pacchi mandara" appears in big black letters next to him.
Freaky stuff. It's a pretty awesome special, definitely one of his best. It
deals a single hit and knocks the opponent back quite a ways, it even comes out
quickly and does decent damage for a 5 koma special. It also has a nice area of
effect so it works quite nicely in FFA. It's worth noting how easy it is to
combo in to this special.
Damage
------
54 to power
36 to knowledge & comedy
6 koma X
--------
Hajike Shyooto [Snap shot (It was that or flip/snap short =P)]
------
Hatenkou appears behind the Don and kicks him with tremendous force (Some
friend he is >_>) sending him quite far forwards. A huge yellow aura surrounds
the Don while he's flying forwards and he appears to split in to 4 (I imagine
because of how fast he's moving.) Any opponents who happen to get in his way
are knocked flat on their bottoms and dealt a nice amount of damage. It
activates fairly quickly and works quite well with supports. Nice.
Damage
------
42, 66, 78 or 84 to power (Depends on how far away you start from)
26, 44, 52 or 56 to knowledge & comedy (See above)
6 koma up + X
-------------
Toge toge daishyarin [Thorn thorn frenzy]
------
Then Don leans backwards so he's facing up and flattens all of his spikes to
make him look like a sunflower again, the spikes start rotating so rapidly
that they cause a tornado to form just above the Don's face. Super duper cool.
It activates about as quickly as his regular X and hits anything within the
screen above him. The tornado lasts for about 4/5 of a second and launches the
opponent about half a stage upwards. It can be combod in to easily (Like all of
Patch's ^X attacks) and has the potential to catch multiple opponents, what's
not to love?
Damage
------
50-75 to power
33-50 to knowledge & comedy
7 koma X
--------
Oyabin Rasshyu [Oyabin Rush] (See notes)
------
Ikarin Patch braces and suddenly sprouts angel wings and gains a silvery glow
before unleashing a flurry of punches coming from above, below and right in
front of him. This is the only Patch special that can be extended by rapidly
tapping X. After the last hit connects the opponent is sent flying backwards
in the same way as when they're hit by Luffy 7's X. As far as specials go, this
one is bloody brilliant. I can't find a single fault. Great for FFA if you can
find a second to step away from all 3 enemies while they're grouped together.
Damage
------
51-87 to power
34-58 to knowledge & comedy
7 koma up + X
-------------
Takesoko soodo [bamboo shoot sword]
------
At first I thought this was a paint brush, then I thought it was an acorn, it's
only now that I've had it translated that I know wtf Ikarin is holding (It's a
bamboo shoot in case you couldn't tell from the name =P). Ikarin pulls out a
bamboo shoot and screams before jumping straight up while holding it in both
hands. It does a delicious amount of damage and can nail anyone within half a
stage above Ikarin. If it connects with somebody it knocks them slightly
sideways although they can recover before hitting the ground so it isn't ideal
for combing in to supports. I imagine it would go quite well with Zoro 3 or
Allen 3.
Damage
------
90 to power
60 to knowledge & comedy
Other things worth mentioning
-----------------------------
Patch's dash is pretty good and his running speed isn't terrible meaning you
can evade most characters which is a pretty big plus.
His UA (Select) causes him to don a Vegeta costume and hold a doll in one of
his hands while charging up Dragonball Z style. This regenerates SP at an ok
rate, it's good if you've just ROd your opponent and have a second to spare.
Supports
--------
I'll list a few useful supports to put in a deck with the Don, most of these
are pretty obvious so you may just want to skip this section.
Bobobo 2
------
A useful support for any deck, double useful for the Don as his 4,5 and 6 komas
also get a boost from being placed next to Bobobo. Bobobo appears and throws 3
weapons (A scimitar a broad sword and an axe, as if you cared.) forwards
dealing fairly good damage, especially to power characters. This works well for
holding the opponent in place or keeping them away from you for a short period
of time. I've noticed a lot of people calling this surrport cheeap as of late
so it might not be a good idea to use it very often. His 3 koma can be used in
some combos but it's a bit of a bugger to connect with.
Hekkun 2 or 3
------
Yet another boost for 4,5 and 6 koma Don. Both of hekkun's supports appear and
do a fart of epic proportions, charming. The 2 koma version does ok damage and
causes confusion as well as knocking the opponent off of the ground whereas his
3 koma does slightly more damage and knocks the opponent backwards (It's pretty
much a kamehameha except it's coming from a child's rear end.) both can be used
in combos.
Tennosuke 2 or 3
------
Don 4,5 and 6's 3rd boost character and my personal favourite when it comes to
comboing with the lower koma Dons. His 2 koma appears wearing some funky green
robes and a pointy hat, he immediately starts screaming "KATSU" (Deidara <3333)
while shooting the hiragana "Nu" forwards. Very weird. It
drains 2 SP bars and
holds the opponent in place long enough for you to pull off a special, good
stuff. His 3 koma takes a little longer to start up but can be just as useful.
He morphs in to a BBB (big blue blob) and latches on to the opponent causing
them to take some damage and inflicting the stop effect. Can be used as part of
a few combos if you know when to work him in.
Vegeta 2
------
A nice power support in case you end up 1 ov 1 with a knowledge character,
although it's useful against all types really. Vegeta appears and shoots a big
beam forwards dealing ok damage. What makes it good for the Don is that it
reaches quite far, can be used in the middle of Ikarin's X without knocking the
victim down. It also boosts Ikarin Patch which is deinitely a nice bonus.
Brocken Jr. 2
------
A good support for any occasion, Brocken Jr. comes out very quickly and deals a
vicious karate chop to any poor sap who happens to get in the way. He does good
damage for a 2 koma and can work effectively as a part of some decent combos.
If he boosted the Don he would be a no brainer. I like to use him when I have a
2 character comedy/knowledge deck so I've got all of my bases covered.
Yes! I'm finally done! This section alone took more time to write than the rest
of the FAQ combined! >______<
Now it's time to get to actually using those attacks.I won't bother posting
complicated combos because most of the fun in this game is creating your own
and using them on other people who have no idea what to expect.
-------------------------------
Comboing with the Don!!! [PAT6]
-------------------------------
Basic combos
------------
I'm not going to list all of the Don's possible combos, just the ones that
you're likely to use the most
B >B Y
------
The standard combo for any character, knocks the opponent over so there's
little to no comboability.
Damage
------
61 to power
41 to knowledge & comedy
B >B >Y
------
A nother simple combo, works well against walls to keep pressure on the
opponent and can lead in to a super.
Damage
------
69 to power
46 to knowledge & comedy
B ^B ^Y (Delay for a fraction of a second) Y
------
Can be useful if you want to knock the opponent off of a platform or escape
from them (You'll plow through them and hit the floor way before them if you're
high up). It also does pretty good damage for a standard combo and Can come in
handy if you have 2 battle characters left and the opponent only has 1, suicide
attack! Yeah! Other than that it's not too useful, probably best to stick with
some of the other combos.
Damage
------
88 to power
59 to knowledge & comedy
B ^B >Y
------
In my opinion this is the Don's bread and butter combo (Excluding specials of
course). It does nice damage, juggles the opponent and doesn't knock them over
so you can easily get a support in. It does alright damage too, just not as
much as the combo above this one.
Damage
------
64 to power
43 to knowledge & comedy
Those are probably all of the basic combos you're going to need until you start
making support and special combos. I advise you to go in to practice mode with
a few different supports in your deck and mess around to see what can combo in
to and out of them for some decent damage.
Support combos
--------------
Screw basic combos, they're not worth it. As always I would prefer it if you
only used these as templates for your own combos, I find it much more
fulfilling to pull off an original combo than one I've found in another FAQ.
That said I don't mind you using these if they work for you,
Combo 1
-------
Koma Required: Don Patch 6, Tennousuke 2, Luffy 3
Attack natures: 2 laughter & 1 power
Cost: 3 bars
Sequence: B, >B, Tenousuke 2, dash forwards, ^B,^X, Luffy 3
------
The timing on this can be a bit of a bugger to get down, if you use ^X too
early the opponent will fall out of the combo, if you use it too late they
have time to escape. Also if you don't time Tennousuke properly they'll be
able to block his second hit. Other than that it's pretty solid and makes good
use of the Don's ^X. If you like you can switch Luffy 3 out for Kazuki 2 to
make more room in your deck although obviously that'll result in less damage.
You can switch Tennousuke out but with him in the Don gets a boost and the
combo drains 3 SP bars from the opponent. Ace.
Damage
------
138 to power (Varies depending on when you launch Luffy)
125 to Knowledge (See above)
99 to laughter (See above the above)
Combo 2
-------
Koma Required: Don Patch 6, Hien 3, Luffy 3
Attack natures: 1 power, 1 knowledge, 1 laughter
Cost: 3 bars
Sequence: B, >B, Hien 3, Y, Hien connects, dash forwards, ^B, ^X, Luffy 3
------
This is the result of me trying to increase the damage output of the above
combo, I think it works quite well if you can land it although it falls apart
if the opponent has a help koma that makes them immune to paralysis. The moves
are also variable (>B can be switched for ^B & Y can be switched for >Y) so you
can have a little bit of variation. Unlike the above combo the opponent's SP
won't be drained no matter how much you want it to be but the extra damage and
damage type make up for it.
Damage
------
175 to power (Varies based on timing & attacks chosen)
168 to knowledge (See above)
164 to laughter (See above the above)
Combo 3
-------
Koma Required: Tsuna 6, Don Patch 5 (Assigned to L), Buffaloman 3
Attack natures: 2 power, 2 laughter
Cost: 3 bars
Sequence: [Tsuna] B, >B, Y, Buffaloman 3, ^X, (L), ^X
------
This combo is so amazingly simple, it's why I love it. I actually stole the
first part from EternallyPokey, I just tagged the Don on to the end for some
extra damage. Also, if I hadn't added the Don then this combo would have no
place in my FAQ <_<; Uh, not too much to say really. You'll probably need to
reposition yourself a little before doing Tsuna's ^X because Buffaloman
launches the opponent straight up. You could just wait for them to get low
enough but they might recover and nail you with an aerial attack or support.
If you quickly dash to the side and turn after switching to Patch you may be
able to land an X instead of ^X, I haven't bothered testing this though.
Damage
------
209 to power
173 to knowledge
161 to laughter
Combo 4
-------
Koma Required: Tsuna 6, Don Patch 5, Buffaloman 3, Yamamoto 3
Attack natures: 2 power, 2 laughter
Cost: 4 bars
Sequence: [Tsuna] B, >B, Y, Buffaloman 3, ^X, Switch to Patch, Yamamoto 3, ^X
------
This is an extended (untested) version of combo 3. It's way flashier which
people seem to love and it does incredible damage to power characters. I'm
sorely tempted to switch Yamamoto or Buffaloman out for a knowledge support to
balance the damage out a little but I've yet to find one worth using. You may
be able to land the Don's X instead of his ^X for more damage, it's worth a
shot I guess.
Damage
------
242 to power
242 to knowledge
194 to laughter
Combo 5
-------
Koma Required: Tsuna 6, Don Patch 5, Buffaloman 3, Mero 3
Attack natures: 2 power, 1 knowledge, 2 laughter
Cost: 4 bars
Sequence: [Tsuna] B, >B, Y, Buffaloman 3, ^X, Switch to Patch, Mero 3, ^X
------
I actually thought of this as soon as I mentioned needing a knowledge support
for combo 4, unfortunately I got a bit excited and altered my deck before
testing out the combo so after I've written this I have to go back and change
it =( As you can see it's a bit of a drainer when it comes to SP but I think
it's worth it considering the damage output. Wait until Mero has finished his
flaily combo before using ^X to maximise the damage. Uh, that's about it.
Damage
------
242 to power
226 to knowledge
210 to laughter
Combo 6
-------
Koma Required: Tsuna 6, Don Patch 5, Buffaloman 3, Mero 3
Attack natures: 2 power, 1 knowledge, 3 laughter
Cost: 5 bars
Sequence: [Tsuna] B, >B, Y, Buffaloman 3, ^X, Switch to Patch, Mero 3, ^X, X
------
This is the same combo as above but the timing is changed a little and there's
an extra special. Of course that means more SP gets drained but the damage is
****ing epic! Use the Don's ^X immediately after summoning Mero so you knock
the opponent in to his flaily attack and time X to connect as soon as or just
before the flailing ends.
Damage
------
314 to power (Varies depending on how many missiles connect.)
274 to knowledge (See above)
258 to laughter (See above the above)
Combo 7
-------
Koma Required: Don Patch 7, Takenori 3, Zoro 3
Attack natures: 2 power, 3 laughter
Cost: 3 bars
Sequence: B, ^B, Takenori 3, B, >B, Y, Zoro 3, ^X
------
This is the only decent Ikarin Patch combo I've been able to come up with so
far, it's not too flashy but it does alright damage and gives the Don an attack
boost. Again I feel compelled to add a knowledge support to increase the damage
done to laugher characters. Hopefully I'll find something soon and update yet
again.
Damage
------
253 to power
220 to knowledge
193 to laughter
Combo 8
-------
Koma Required: Don Patch 5, Okita 2, Sanosuke 2
Attack natures: 1 power, 2 laughter
Cost: 3 bars
Sequence: B, ^B, X + Okita 2, ^B, ^X + Sanosuke 2
------
Hurray! A friend-submitted combo! This one comes to you courtesy of
SnipeySnipes (That's your new nickname, deal with it.) ^_____________________^
Uh, yeah <_<; This is a pretty nifty combo if I do say so myself, it burns the
poor sap who gets nailed by it and does a hell of a lot of laughter damage.
*Is fresh out of things to say about this combo*
Damage
------
212 to power
168 to knowledge
165 to laughter
-------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>More to come!! Keep your eyes peeled!<<<<<<<<<<<<<<<<<<<<<
-------------------------------------------------------------------------------
----------------------------------
Deck making with the Don!!! [PAT7]
----------------------------------
The Don has pretty average health, his 7 koma has 192HP which isn't bad but
when compared to people like Kagura or Bobobo it isn't fantastic either.
With that in mind I suggest you find a way to solve this problem. The first 2
solutions that come to mind are ally boosts and damage reducers, although these
are a no brainer in any deck. It's also never a bad idea to have a high HP
character like Raoh, Goku or Kinnikuman to back him up. Unfortunately I suck
with all 3 of those characters so I usually whack him in with Zoro or Luffy to
back him up.
Something else worth noting about Don Patch is that most of his
koma (Especially is 7 koma) have a few multi-hitting attacks. This is
definitely a good thing as there are a few help koma that will give you a
decent amount of SP for multi-hitting, Ko Patch being the obvious choice for
his 7 koma, Bobobo for his 4, 5 and 6.
Moving swiftly on, here are a few sample decks for you to play
around with:
(I won't put the names here because they're all terrible puns. I mean really
terrible. I've also left out my favourite combo decks so mean people don't
steal my soul... Or my secrets. One of the two.)
Deck 1
------
Battle characters: 2
Support characters: 1
Help characters: 6
Health: 184 (Allen) 208 (Ikarin Patch)
SP: 5 bars
------
Key:
[B][B][P][P][P] B= Brocken Jr. S= Sasuke
[C][L][S][P][P] P= Ikarin Patch K= Kanda
[A][A][A][P][P] C= Marian Cross H= Hatenkou
[K][A][A][H][Y] L= Lenalee Y= Ko Patch
Pretty much a supportless deck, you can occasionally use Broken Jr. to combo
break or catch a fleeing enemy, you can probably use him to start up/finish
specials too if you get the timing right. Allen's there because I love hi- er,
because he works will with Ikarin Patch... Yeah, that's it <_<; Obviously Patch
should be brought out to fight any power characters and Allen should be used on
knowledge & comedy characters.
Deck 2
------
Battle characters: 2
Support characters: 2
Help characters: 3
Health: 200 (Don Patch) 192 (Gear 2nd Luffy)
SP: 6 bars
------
Key:
[B][B][P][P][P] B= Bobobo Z= Zoro
[L][L][L][P][P] P= Don Patch S= Sasuke
[L][L][L][P][K] L= Luffy H= Hekkun
[Z][L][S][H][H] K= Kakashi
I can't remember why I ever made this deck, I think it was to annoy one of my
friends. I still have it so I guess it worked pretty well. The Don and Luffy
can both use the supports with some degree of effectiveness, confusing someone
just before using gattling gun to knock them off the edge of the platform can
easily lead to a ring out and Bobobo can be used to combo break. With boosts
from Bobobo and Hekkun as well as being the leader the Don ends up with a
whopping 200HP, not bad for a 6 koma. Luffy stays at 192 but has 2 damage
reducers as opposed to the Don's single special reducer.
Deck 3
------
Battle characters: 2
Support characters: 1
Help characters: 6
Health: 160 (Don Patch) 192 (Tsuna)
SP: 5 bars
------
Key:
[D][D][D][L][B] D= Don Patch S= Sasuke K= Kakashi
[Z][D][D][S][B] L= Luffy M= Kinnikuman
[M][T][T][T][B] B= buffaloman T= Tsuna
[Y][T][T][T][K] Z= Zoro Y= Yuu Kanda
Oh yes, it's another 2 character deck. I suck at using 3 character decks =(
This is another power/laughter deck so you're going to have a bit of trouble
fighting laughter characters, then again power & knowledge characters are
unbelievably screwed so I guess it all balances out. Obviously the Tsuna in
this deck is his power alternative, the fact that Tsuna has a power alt is
awesome in itself, what's more awesome is the fact that both of his specials
are still laughter which means you can switch between Patch and Tsuna to fight
power characters without experiencing that much of a loss in terms of damage.
Both characters are all 3 damage reducers and Tsuna aso gets a boost from
Kinnikuman. Good stuff.
Deck 4
------
Battle characters: 2
Support characters: 2
Help characters: 3
Health: 160 (Don Patch) 192 (Tsuna)
SP: 6 bars
------
Key:
[K][T][T][T][Z] K= Kinnikuman B= Buffaloman
[S][T][T][T][B] T= Tsuna Y= Yamamoto
[Y][D][D][D][B] Z= Zoro D= The Don
[Y][Y][D][D][B] S= Sasuke
This is pretty much the same deck as above except this time only Tsuna has
damage reducers and it has a longer combo. I have no idea if Yamamoto works
in this combo as I've only ever tested it out on the computer. I may very
well be switching him out for Gohan or Vegeta 3 at a later date depending on
how the tests on live subjects pan out.
Deck 5
------
Battle characters: 2
Support characters: 2
Help characters: 3
Health: 160 (Don Patch) 192 (Tsuna)
SP: 6 bars
------
Key:
[D][D][D][M][M] D= The Don T= Tsuna
[K][D][D][M][B] M= Mero S= Sasuke
[T][T][T][S][B] K= Kinnikuman Z= Zoro
[T][T][T][Z][B] B= Buffaloman
Finally, the pinncale of my Tsuna/Patch combo deck series! I believe this is my
single most damaging combo deck ^_____________________________________________^
Tsuna gets all 3 damage reducers because I love him to bits <33333 If you want
you can easily switch the help koma around to spread out the damage reduction
goodness.... Yeah.... That's it really *Snuggles deck*
Solo deck
---------
Battle characters: 1 (Duh...)
Support characters: 2
Help characters: 9
Health: 208
SP: 6 bars
------
Key:
[X][I][O][S][X] X= Any SP+1 help G= Gon L= Luffy
[G][P][P][P][Z] I= Kurosaki Ichigo Z= Zoro K= Ko Patch
[Y][Y][P][P][L] O= Orochimaru J= Jonathan P= The Don
[J][J][P][P][K] S= Sasuke Y= Yukine
I love this deck for so many reasons, I actually made it while I was taking a
break from writing this FAQ so it's safe to say I haven't used it much. It has
all 3 possible damage reductions, regenerating health and SP although it may
be a good idea to replace 1 or both of them with immunities, status effects can
easily wipe out a solo deck. The thing I really like about this deck is that
you can quite easily make a few powerful combos using the supports in it. No
points for guessing what those combos are -_-;
Solo deck 2
-----------
Battle characters: 1 (Again -_-)
Support characters: 2
Help characters: 9
Health: 208
SP: 7 bars
------
[H][K][S][X][X] H= Hekkun D= The Don Z= Zoro
[D][D][D][F][X] K= Kinnikuman F= Leon L= Luffy
[P][D][D][T][T] S= Sasuke P= Sakura
[Z][D][L][L][L] X= Any SP+1 help T= Tennosuke
Yay! A new solo deck! I was trying to come up with some support combos for Don
Patch and this is the result of the first one. It has all 3 damage reducers,
2 out of 3 of the Don's allies and a nifty combo (Check the support combo
section) It also has Sakura in it to help against opponents who want to be mean
and inflict evil status effects on you. Hekkun works just like Ichigo & renji
so you can keep your SP at a decent level in order to pull of combos and the
like. I also put Leon in there because regenerating health is almost a
requirement in a solo deck.
Solo deck 3
-----------
Battle characters: 4 (Kidding, there's still only 1.)
Support characters: 2
Help characters: 8
Health: 200
SP: 5 bars
------
[H][K][S][I][I] H= Hekkun D= The Don X= Any SP+1 help
[D][D][D][F][I] K= Kinnikuman F= Leon Z= Zoro
[P][D][D][B][X] S= Sasuke P= Sakura L= Luffy
[Z][D][L][L][L] I= Hien B= Bobobo
This deck is very similar to the one above, probably because I just took it and
altered it a little bit instead of building a whole new one. As you may have
guessed there's a fabulous new combo in this deck that may OR MAY NOT be almost
identical to the combo in the previous deck <_<; I had an extra slot for a help
koma so I threw Bobobo in for 2 reasons: he boosts the Don and he gives a
delicious SP boost whenever you land a multi-hitting attack. Other than that
there's not much to tell. Give it a whirl if you feel like it, if not then stop
reading already you big weirdo.
------------
Notes [PAT8]
------------
- Oyabin is a name used by subordinates when addressing a mob boss.
- Ikarin Patch is the yellow Don Patch with his spikes turned upwards at the
end. The characters used to spell it is "angry" but pronounced "do" followed
by an N (Yes, his transformed name is Don Patch too >_>). If you bear the
colour and name in mind this form is a throw back to one of two things: Super
Sonic or the 17 billion super saiyans (Legendary my left nut >_>)
- A mandala is a symbol of religious significance in Hindu and Buddhist
tantrism. From what I've gathered it represents the universe which is quite
fitting seeing as Don Patch has a bit of a God complex.
- I started to lose my will to live about half way through the attack list.
- I wrote this over a period of 2 days, notepad wasn't closed at all during
this time but I only spent about 2-3 hours total working on it, most of my
time was spent staring at it and waiting for it to write itself >_<
- IRC does not help you to focus when writing an FAQ.
- For some reason the formatting on this went really weird when I first
submitted it to GameFAQs. Hopefully that will rectify itself when I update.
- Pitta bread is delicious.
- Nifty is a bloody awesome word.
- Lenny Henry is hilarious.
-------------------
Contact info [PAT9]
-------------------
Should you feel the need to get in touch with me at any point to let me know
about any mistakes or things that you feel need to be added feel free to send
me an email (
[email protected]) or if you're up for it you can find me on
a few boards. I'm most often on the Narutimate hero/Ultimate ninja boards or on
the Jump! Ultimate stars board. You're most likely to catch me in the Rising
Stars Clan thread. If all of that is too much hassle then quite frankly I don't
want to hear from you, you're lazy and don't deserve my attention.
---------------------------
Boring legal stuff [PAT10]
---------------------------
Everything in this guide belongs to someone, respect copyright laws and all
that. I can never remember the exact phrase you're supposed to use so I suppose
that'll have to do. Please email me to ask for permission before trying to put
this guide anywhere other than GameFAQs. I'm sure you wouldn't like it if
somebody used your brain child without permission.
This guide is copyright Sam Tillin, lord of the universe. Don't let anybody
tell you otherwise.
----------------------
Special Thanks [PAT11]
----------------------
Thanks to:
Everyone involved in making this game - For uh, making this game >_>
Daniel - For taking your wifi connector back and leaving me so bored
that I wrote a ****ing guide. I HOPE YOU'RE HAPPY YOU MONSTER!!
Cathy - For disappearing to Reading meaning I didn't stop writing every
5 seconds to bug you.
GameFAQs - For hosting this FAQ. Isn't that kind of them?
Genroh - For writing a walkthrough for this game so poor saps like me
didn't have to play through the game on a trial & error basis.
Foolio (K-F) - For helping me with the Don's stupid attack names.
drivershigh - For informing me of a few things I missed o.o
SnipeySnipes!!- For helping me practise loads and loads with Train and for
the nifty combo =D
Ian M. Banks - For writing the best book ever in the history of everything.
soquidsnake32 - For being the dumbest person ever to troll Gamefaqs by a long
way, as I'm sure you know that takes a lot of talent.
You - For reading this.
ME!!! - Because I'm awesome and you would all be very sad if I wasn't
here to keep you happy.
-------------------------------------------------------------------------------
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<Peace out babies!>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
-------------------------------------------------------------------------------