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Jump! Ultimate Stars
Edajima Character Guide
By ninja1357
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Version History
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*D/M/Y*
v1.0 (13/04/08) Completed.
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Table of Contents
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Press crt+F to search.
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QPJ1: Introduction
QPJ2: Unlocking Edajima
QPJ3: Edajima's Komas
QPJ4: Controls and Strategy
QPJ5: Adding Helps and Supports
QPJ6: Combos
QPJ7: Contacts, Legal Stuff and Credits
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QPJ1: Introduction
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Hello! Welcome to my first ever FAQ that I've decided to write. I usually don't
like writing but I thought it would be a travesty for people not to know about
one of the most fun characters in the game, Edajima. He has very mixed reviews
of where he stands in a tier list. Usually it's in the lowest tier or the tier
right above it. But don't let this discourage you. While Edajima can be consid-
ered a "low tier" character, he has many positive features. Such as having the
highest base health in the game, the the second highest average damage output
and some very nifty specials. Plus you get the satisfaction of being a good
player while still using a low tier character.
As you may or may not know, Edajima is a character from the manga "Sakigake!!
Otokojuku" which translates to "Charge!! Men's private school". The manga's
story line revolves around the World War II hero-principal, Heihachi Edajima
helping his students learn about the many aspects of life in a brutal way.
Edajima himself is a genius who enrolled at Toyko Universary after only
studying for a week.
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QPJ2: Unlocking Edajima
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Before you can start owning with Edajima, you're going to need to unlock his
Help koma and evolve it with the various points you earn throughout the game.
Edajima's Help Koma is unlock in the 9th mission of Planet X: Boss Tower by not
using any specials and getting more wins than the other team. A fairly easy
task. I recommend using Luffy for easy ring-outs.
But wait there's more~! In order to unlock his Battle Koma you also need to
unlock Wan Taren's Help Koma and buy the evolution path for Edajima.
Wan Taren's Help Koma is unlocked in the 3rd mission on Planet-P by collecting
all 5 of the Jump magazines with full health. This sounds hard to do at first
but you can beat the system by playing through the match with one character and
when you're about to collect the last magazine, switch to a new character with
full health.
Edajima & Wan Taren's koma charts:
EH-EP-EB
WH-WP
EH= Edajima's Help Koma. Unlocked for free.
EP= Evolution path for Momotaro. 100 red, 10 pink.
EB= Edajima's 8 Koma. 900 red, 500 yellow, 300 white.
WH= Wan Taren's Help Koma. Unlocked for free.
WP= Evolution path for Edajima. 200 red, 100 blue.
In total everything will cost you 1200 red, 500 yellow, 300 white, 100 blue and
10 pink points.
Note: You have to buy Momotaro's evolution path.
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QPJ3: Edajima's Komas
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Well to start with, Edajima only has two komas. (Three if you count the hacked
beta koma.) So there aren't many choices to choose from.
Help Koma
[ ]
Increase the maximum amount of special bars by 1.
Personal Opinon: Awesome. One of the most useful Help Komas in the game. It's
good for just throwing into any deck where you have empty space.
Support 2 Koma
[ ][ ]
Edajima appears and stands there saying something in japanese followed by an
aura burst in the shape of himself. It's the same animation as his A-special.
30 neutral damage, 45 super effective damage. Steals 2 SP bars.
Personal Opinion: A pretty neat supports. There's a short lag before it hits so
you can't use it point blank but it does excellent damage for a 2koma and
steals 2 SP bars from the opponent. The only problem is that you need to use an
Action Reply code to unlock it and you have to use another code if you want to
play on wifi using it.
Battle 8 Koma
[ ][ ]
[ ][ ]
[ ][ ]
[ ][ ]
Type: Power
Base Health: 224
Passive Ability: Principal- Gains more SP when KOing, hard to knock back.
Ultimate Action: Edajima sits down and eats a box of ramen. Regenerates health
slowly.
A-Special: I AM THE PRINCIPAL OF OTOKOJUKU, EDAJIMA HEIHACH- Edajima says
something in the form of a text bubble followed by a red aura burst in the
shape of himself. It has a strange hit box-- it hits above and a little to the
side. Also, there's a small lag before the aura burst appears.
52 neutral damage, 78 super effective damage. Steals 2 SP bars and paralyzes.
B-Special: Shintoumetsukyakusu Rebahimomatasuzushi- Edajima jumps up, grabs a
satellite and smashes it into the ground. You have to admit, this is the most
awesome special in the entire game but the hit box is pretty terrible. It hits
in the center of the next screen over, which doesn't sound so bad but it is co-
nsidering you can be half a screen away from the edge, use it and accidentally
suicide.
60 neutral damage, 90 super effective.
Personal Opinion: Edajima's only Battle Koma. The passive abilities are sort of
useless, the base health is great, the specials are neat & powerful and the
koma's shape fits into most decks. I guess the only problem with it is the fact
that it uses up 8 spaces and it takes some practice before you're considered to
be a "decent" Edajima player.
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QPJ4: Controls and Strategy
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In this section I'll be going over Edajimas moveset as well as a basic strategy.
For the sake of abbreviation, damage will be list as follow R/N/S.
Where R is reduced damage, N is neutral damage and S is super effective.
B: A simple punch. Damage 7/10/15. Punch type.
- Your standard basic punch and combo starter. It has a fairly high priority so
make use of it to counter attack people while you're guarding. There's not much
else to say here though..
FB: A double punch mini combo. Damage 15/21/31. Punch Type.
- This move can be comboed from B incredibly easily and is very good at playing
a few mind games. The reason I say this is the fact that you can cut yourself
off between the two punches allowing you to mix up your attack pattern alittle.
If you let both punches connect you're free to use FY or UY and if you let only
the first hit to connect, you can follow up with either Y or UY. A good player
knows how and when to mix your attack pattern as it is very useful for keeping
your opponents from learning how to properly counter.
UB: An upward thrust with a pitch fork. Damage 7/10/15. Sword Type.
- First off I'd like to note that this move will not hit most smaller sized
characters, mostly because of the fact that Edajima pulls the fork out from his
waist and he's already a tall character. Watch out; for some reason even
Kakashi is considered "small". Anyway, this move can be comboed from B and
knocks the opponent into the air. If your opponent has a bad reaction time, you
can follow with FY. If your opponent has a really bad reaction time, you could
even follow up with X. Otherwise you're most likely going to want to use UY.
Also, this is the key move to all of those pesky air-dashers. Many people like
to play mind games with others jumping over them, air-dashing across and
landing on the opposite side to get a few good hits in. I'm not one of them. To
solve the problem, whenever somebody tries to do it, stab them in the stomach
while they're moving above you to show them who's the real master of the sky.
DB: A self lightning strike. Damage 8/11/16. Punch type.
- To be honest this is Edajima's worst move. I used to think it was his FY
but after further use, I was wrong. It only hits if your sprite is actually
touching your opponent (and even then sometimes you need to be closer) IF and I
mean IF you ever, for some reason, land this hit, you can proceed with either Y
or UY.
AB: An airborne doggie paddle. Damage 9/12/18. Punch type.
- Your standard aerial attack. Nothing too special. You could probably use it
to dodge beam attacks, otherwise just use whenever you're landing near your
opponent for some easy damage.
Y: A one legged kick combo. Damage 6-15/9-21/13-31. Punch type.
- The standard multi-hitting attack. It can be comboed from any of the "B" att-
acks. This move has some pretty bad range so unless you're comboing directly
from B all the hits won't connect. In a few case, you're actually going to want
to continue mashing the Y button even after the kicks stopped landing. This is
because many people like to dash forward or use some sort of ranged attack, not
knowing that these kicks have crazy fast priority that will sabotage anybody's
plans of trying to hit you. Except maybe Yugi's Buster Blader.
FY: A flying aura-punch. Damage 11-18/15-25/22-37. Punch type.
- Edajima's 2nd worst attack. He pulls back and shoots out a slow moving aura
fist. The animation of him pulling back is what hurts you the most since it's
quite a bit of lag. Also it has incredibly bad range for a "ranged attack". You
can fix the range problem by holding FY until it releases itself automatically
but you'll also be extending the already long lag time by even more. Never the
less, the move can be comboed from FB and sometimes UB and UY. Also, the charge
shots are pretty good at edge guarding with since they make the character
return to their falling animation.
UY: An uppercut that summons a tornado. Damage 19/26/39. Punch type.
- Easily the reason I'm starting to like Edajima so much. This is a great move,
it can be comboed from any of the "B" attacks (except AB) and sometimes Y when
your opponent's against a wall, amazing at causing pressure in order to break
guards and can be followed up with either special most of the time. Not only
that but it's also great for edge guarding. Be careful and make sure whatever
you're comboing from landed before hitting as there's a noticeable lag after
the punch.
DY: Rock throw. Damage 18/18/27. Unknown type.
- For some very strange reason this move does the neutral amount of damage even
when your opponent has the "take less from punches" Koma attached. Weird, huh?
While the animation of Edajima ripping out a slab of concrete from the ground
and chucking it at your foe is cool, a lot of times it won't hit characters
like Muhyo, Don-Patch or even Dr.Mashirito while he's guarding >_>;
I don't use this move often since it's much more fun to pressure guard brake
but it gets the job done.
AY: An aerial head butt. Damage 15/20/30. Punch type.
- Edajima slams his head into the ground at a 45 degree angle. Once he starts
the attack, you can't stop it so make sure you don't accidentally suicide. This
is the preferred aerial attack most the time. Whenever you're knocked higher
than average into the air, make a safe decent down with this slam. It goes thr-
ough many attacks so if possible, try slamming into the other guy too.
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QPJ5: Adding Helps and Supports
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So you've learned the ins and outs of Edajima's attacks, what's next?
Adding Helps and Supports of course~!
First off, Help Komas:
Edajima is boosted by Jaki, Wan Taren and Momotaro.
Jaki increases special gauge when attacking or blocking while your health is
low, which is useless. Wan Taren allows you to see invisible characters, which
is also useless and Momotaro increases SP slowly while on the field which is
sorta meh.
Most of all you're going to want to add "take less from punches", "take less
from swords", "take less from specials", regenerate health slowly, auto guard,
increase SP gauge when attacking or blocking and increase guard strength.
With all of these Help Komas attached combined with Edajima's outstanding base
health, you'll be an unstoppable wall of furry.
Now Supports:
Edajima's a close range fighter so supports aren't really needed, at least in
my opinion. But I do use some. Gokudera3 is most always a good choice for many
decks but it's an even better choice for Edajima since it assures that his
A-Special will connect. Also Yugi2 can be abused so that it hits twice.
Adding health recovery supports can also be helpful. Satsuki2 and Seiya2 are
among the best. Satsuki gives you the regenerate health status and fits
vertically while Seiya heals a little, cures all status effects and fits
horizontally.
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QPJ6: Combos
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In this section I'll just be listing various combos for Edajima.
*Basic Combos*
B, FB, FY= 41 Damage.
B, FB, Y= 32-36 Damage.
B, FB, UY= 36-42 Damage.
DB, Y= 31-33 Damage.
B, UB, UY= 28 Damage.
*Into Specials- Combos*
B, UB, X= 72 Damage.
B, UY, UX= 98 Damage.
*Double Supports+Specials Combo*
B, UB, UY, Gokudera3, X, move forward a little, B, FB, UY, Yugi2, UX
= 282 Damage.
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QPJ7: Contacts, Legal Stuff and Credits
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*Credits*
CJayC: For making gamefaqs possible.
Nintendo/Ganbarion/Jump: For making everything needed to make this game posible
Wikipedia: For providing background information on "Sakigake!! Otokojuku" and
"Heihachi Edajima".
Genroh:For writing the guide that initially got me through the game.
Mr_Azelf: For stealing my dream of writing a Dr.Mashirito guide which caused
me to want to write a guide on someone else.
My girlfriend: For leaving me for 2 days without anything do.
If there's anything you would like to add or just want to comment contact me at
[email protected]
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.
Copyright 2008 Elias Hernandez