Franky

Jump Ultimate Stars
Franky Guide
By: Kira93

Contents:
1) Credits (001)
2) Introduction (002)
3) Background Information (003)
4) Why pick Franky (004)
5) How to get him (005)
6) Evolving Him (006)
7) Basic Moves (007)
8) Franky’s Komas (008)
9) Basic Combos (009)
10) Legal and Contact information (010)

Credits (001): To make this short, I would just like to credit Ganbarion for
making such a great game, and I would also like to thank Genroh who made the
FAQ that everyone would be lost without and without who this FAQ could never
happen (I give all credit of how to get Franky to him) Also, I’d like to thank
Prottain because I used his FAQ as a guideline to write mine (no copy writes).


Introduction (002): This is just my first FAQ, so it may not be that great,
although I think I will do a good job because Jump is one of my favorite
games and Franky is one of my favorite characters.


Background Information (003): Franky hails from the anime/manga world of One
Piece. He is basically someone who comes pretty late into the anime/manga and
he is the underworld boss of his town. He is also half a cyborg (only on his
front side) and always seems to be wearing a speedo.

Why pick Franky (004): Franky is one of the most overlooked and barely used
characters, but he really isn’t half bad. He has some pretty damaging
specials and some decent combos. Also, I saw him while watching One Piece
and he looked pretty strong.


How to get him (005): You get Franky much further into the game, when you
get to the Boss Tower Battle X.



Boss Tower Battle X:
Mission Number 9: 1) Get more wins then team B.
                 2) Get 3 more points then your opponent.
                 3) Get 4 more points then your opponent
                 4) Get 6 more points then your opponent
                 5) Get 8 more points then your opponent (Unlock Franky)


Evolving him (006): His evolution chart goes like this.

           [S2]----- [S3]
              |
              |
[H]----- [B4] ----- [B5]

His Support 2 costs 40 red gems, 10 yellow gems, and 5 white gems
His Support 3 costs 70 red gems, 30 yellow gems, and 10 white gems
His Battle 4 costs 80 red gems, 20 yellow gems, and 20 white gems
His Battle 5 costs 250 red gems, 150 green gems, and 20 white gems
In total he costs 440 red gems, 60 yellow gems, 150 green gems,
and 55 white gems


Basic Moves (007): (Note that he has 2 laughter and 1 power koma and these
are concerning his laughter. To get the damage for the power, just switch
the damage ratio for power and knowledge type enemies.)

B Moves:

Regular B – A head butt that moves him forward a bit. A close range move.

8 damage to knowledge/laughter
12 damage to power

<- Or -> B – A simple strait punch that moves him forward a bit. A close
range move.

9 damage to knowledge/laughter
13 damage to power

Down B – He bends down and picks up a circular table and throws it at
the enemy, has decent range and almost travels all the way across your
screen.

10 damage to knowledge/laughter
15 damage to power

Up B – Shoots fire from his mouth aimed at the air diagonally,
direction depends on which way you’re facing. A close range move.

8 damage to knowledge/laughter
12 damage to power

Jump B – He jumps up and hits an opponent down with both hands (a
double axe handle) and moves forward slightly. Rather close range,
but the slight forward movement adds a bit more range.

9 damage to knowledge/laughter
13 damage to power

Y Moves: (after Franky uses his Ultimate Action, his Y moves get
powered up, to represent this I will be using “after 1 UA” and
“after 2 UA”. Refer to section about his 4 and 5 komas for more
details. Also, instead of listing that the ring out potential
raises after each UA, each ultimate action raises the RO potential
and after 2 UA enemies go flying quite far.)

Regular Y – He will go into a stance like a boxer and punch the
enemy a few times. The amount of hits rises after each UA. A
close ranged move.

16 damage to knowledge/laughter
24 damage to power
After 1 UA, 27 damage to knowledge/laughter and 40 damage to power
After 2 UA, 36 damage to knowledge/laughter and 54 damage to power

<- Or -> Y – The tip of his finger flips up and he shoots a bullet
that travels till the end of your screen. After 1 UA he shoots
3 cannon balls and after 2 he shoots a big cannon ball.

14 damage to knowledge/laughter
21 damage to power
After 1 UA, 24 damage to knowledge/laughter and 36 damage to power
After 2 UA, 33 damage to knowledge/laughter and 49 damage to power

Down Y – He will stay still for 1 second and then attack with his
right hand. It’s a straight punch only and he stays in the same
place. After 1 UA his punch detaches and flies further and after
2 it flies to the end of the screen.

14 damage to knowledge/laughter
21 damage to power
After 1 UA, 21 damage to knowledge/laughter and 31 damage to power
After 2 UA, 36 damage to knowledge/laughter and 54 damage to power

Up Y – He loads up for about half a second and fills his butt with
gas and then fart/propels himself into the air in a diagonal line
depending on which way you’re facing. It has a decent range,
nothing too special. It’s about twice the range of his up B, but
his UA raise the range by a lot.

16 damage to knowledge/laughter
24 damage to power
After 1 UA, 24 damage to knowledge/laughter and 36 damage to power
After 2 UA, 30 damage to knowledge/laughter and 45 damage to power

Jump Y – He jumps and breathes fire at a downwards diagonal angle,
much like his Up B but from the air and facing down. Also, it has
slightly more range then his Up B version so it has decent range.
The damage of the move is hard to judge seeing as it depends on
how many hits you connect (max of 6). I’ll try to break it down.
Also, each of the UA don’t raise the max hits, only max damage.

1 hit deals 2 damage to knowledge/laughter and 3 damage to power
2 hits deal 5 damage to knowledge/laughter and 7 damage to power
3 hits deal 8 damage to knowledge/laughter and 12 damage to power
4 hits deal 11 damage to knowledge/laughter and 16 damage to power
5 hits deal 13 damage to knowledge/laughter and 19 damage to power
6 hits deal 16 damage to knowledge/laughter and 24 damage to power.

After 1 UA:
1 hit deals 4 damage to knowledge/laughter and 6 damage to power
2 hits deal 8 damage to knowledge/laughter and 12 damage to power
3 hits deal 12 damage to knowledge/laughter and 18 damage to power
4 hits deal 16 damage to knowledge/laughter and 24 damage to power
5 hits deal 20 damage to knowledge/laughter and 30 damage to power

After 2 UA:
1 hit deals 6 damage to knowledge/laughter and 9 damage to power
2 hits deal 13 damage to knowledge/laughter and
3 hits deal 19 damage to knowledge/laughter and 28 damage to power
4 hits deal 26 damage to knowledge/laughter and
5 hits deal 32 damage to knowledge/laughter and 48 damage to power


Franky’s Komas (008):

Help Koma Franky

Shape: []

Effect: He decreases damage taken from blades.

Personal Opinion: The use of this koma depends entirely on the enemy.
If they use people that fight with blades it can end up being
extremely helpful, but then again if they don’t it becomes completely
useless. I recommend not using this one.
1/5


2 Koma Franky:

Shape: []
      []

Effect: Franky appears slightly in front of your character and like
his Down B he throws a circular table, but this time he has 3 objects
on the table. Also, if the table itself hits, it forcibly changes
the opponents character. There is about a 1 second delay.

1 projectile deals 5 damage to knowledge/laughter and 6 damage to power
2 projectiles deal 10 damage to knowledge/laughter and 12 damage to power
3 projectiles deal 15 damage to knowledge/laughter and 18 damage to power
The table deals 15 damage to knowledge/laughter and 17 damage to power
Total attack deals 30 damage to knowledge/laughter and 37 damage to power
(These are approximate figures because it’s near impossible to guess how
much damage each hit deals)

Personal Opinion: I find that it’s a rather useless support. Mostly
because getting all of the hits to connect is near impossible and even
getting some of them to hit is hard because of the delay and the fact
that it’s easily seen coming. Use it only if you HAVE to have Franky
in your deck because it doesn’t have much combo ability either.
2/5


3 Koma Franky:

Shape: [][]
      []

Effect: Franky appears almost directly in front of your character and
after loading up for about .5 seconds – 1.5 seconds (depending on how
long you hold down the button for him) he charges at the enemy and
delivers a strong punch. The longer the button is held affects the
overall distance and damage of the punch. Just pressing sends Franky
about a little less than ¾ past your screen and fully loaded sends
him a little bit past what you can see so you can only see his back.
Also, if you fully load it, it has much more hitting power and sends
the enemy flying further.

Without loading deals 25 damage to knowledge/laughter and 31 damage
to power
Loading for 1 second deals 38 damage to knowledge/laughter and 47
damage to power
Loading for 1.5 seconds deals 50 damage to knowledge/laughter and
62 damage to power

Personal Opinion: By far Franky’s better support. It deals a lot of
damage and if done right is combinable with a combo for immense
damage. The only setback is that it doesn’t break an enemy’s guard
and it takes a little while to get started. Other than that,
all you have to do is get a combo going and watch the damage go
much higher than you can normally pull off.
4/5


4 Koma Franky:

Shape: [][]
      [][]

J-Soul: 160

Type: Laughter

Passive Abilities: Take less damage from blades.
                            Take more damage from lightning attacks.
                            Gain SP when being attacked by opponents.

Ultimate Action: Inserts cola into himself to gain more power for his
Y attacks. One raises attack power and 2 raises it even more (2’s
the limit). At times he will drink other beverages that will not
affect him badly but will not give him a boost. Only the colas (you
can tell by the steam that comes out, colas are white) give him boosts.

Special A: Coup de Vent. He loads up air in his arms and shoots it
forward with much velocity. It’s a decent sized special with decent
damage. Also, it moves him back a bit after he launches it and has
great knock back.

Nature: Laughter

30 damage to knowledge/laughter
45 damage to power
4/5 because the 5 koma has a better version.

Special B:  Ultimate Hammer. He cracks his knuckles for .75 seconds
and jumps forward diagonally (comparable to B. Ichigo’s Up X, but
slower). He grabs the opponent and the punches them down from the air.

Nature: Power

52 damage to knowledge
35 damage to power/laughter
3/5 because it’s just not that great and his special a is better.

Personal Opinion: The only reason you should use this koma is if you
HAVE to have Franky in your deck and you have no room. It’s still a
good koma, but his 5 koma version is much better because of the
specials. Also, I find that his UA is one of the best in the game
because if you can use it twice or even once his combos deal an insane
amount of damage. The only setback is that it sometimes fails to work
because he will use another drink instead of a cola. It has a rather
high J-Soul for a 4 koma.

3/5


5 Koma Franky:

Shape: [][][]
      [][]

J-Soul: 176

Type: Laughter

Passive Abilities: Same as before.

Ultimate Action: Same as before.

Special A: Coup de Vent. Exact same as 4 koma, just bigger and deals
more damage.

Nature: Laughter

40 damage to knowledge/laughter
60 damage to power
5/5 because it’s bigger and stronger then 4 version and it’s great
for RO’s. The only setback is the slight startup, but if you can get
past that it’s amazing.

Special B: Chaser Bullet. Franky dislocates his shoulders and they
rise a little to reveal holes. He then shoots multiple bullets
while chasing the enemy. It takes a second to start up, but it’s
powerful. Also, it’s great for running your enemy off the stage
because you can’t run off the stage yourself while using this
special and it’s good if you like to edge guard.

Nature: Laughter

Each hit deals 1 damage to knowledge/laughter and with 40 hits
(max hits), its 40 damage total.
Each hit deals either 1 or 2 to power and with 40 hits, its
60 damage total.
5/5 because again it has a slight startup problem, but if you
can get past that it deals a lot of damage and it’s great for RO’s.

Personal Opinion: By far his best koma. It’s just his 4 koma, but
upgraded in many ways. Also, even if he has a power variant, this
is much better because many people use power characters and this
will give you an advantage over them.

5/5


5 Koma Franky (variant):

Shape: [][]
      [][]
      []

Type: Power

Passive Abilities: Same as before.

Ultimate Action: Same as before.

Special A: Same as before.

Special B: Same as before.

Personal Opinion: I recommend using his laughter variant if
only because many people like to use power characters online
and the advantage will be a big help. Other then that, it’s
the exact same.

4/5 (loses a mark because the laughter has an advantage over
power which are the most used characters)


Basic Combos (009):
I will only be listing a few because I like to let people
figure out and develop their own combos.

B, -> B, Y, -> Y. A very basic combo and you can’t use his
UA with this because the first Y will send the opponent
flying.

47 damage to knowledge/laughter
70 damage to power


B, Up B, Up Y, B. Another very basic combo and again, his
UA won’t work because of the extra distance it provides.

41 damage to knowledge/power
61 damage to power


After UA, B, -> B, Y. This combo deals a lot of damage and
is very easy to pull off. Also, it can be combined with
supports for an insane amount of damage.

After 1 UA, 44 damage to knowledge/laughter and 66 damage to power
After 2 UA, 53 damage to knowledge/laughter and 79 damage to power


After UA, B, Up B, -> Y. Again, a rather damaging combo, but this
combo is great for RO’s (after 2 UA’s only, 1 doesn’t add much
distance) and again, it can be combined into a support for amazing
damage.

After 1 UA 40 damage to knowledge/laughter and 60 damage to power
After 2 UA, 49 damage to knowledge/laughter and 73 damage to power


These next two are extremely basic, but deal insane amounts of
damage. They’re my bread and butter moves.

After 2 UA, B, ? B, Y + Shishio 2 (use him about halfway into
the move), X
For 4 Koma, 125 damage to knowledge/laughter and 152 damage
to power (if all hits connect and it’s done right)
For 5 Koma, 135 damage to knowledge/laughter and 167 damage
to power (if all hits connect and it’s done right)


After 2 UA, B, Up B, ? Y + Shishio 2, X
For 4 Koma, 121 damage to knowledge/laughter and 144 damage to
power
For 5 Koma, 131 damage to knowledge/laughter and 161 damage to
power


Legal and Contact Information (110):

You can contact me at my e-mail. [email protected].
Note that the subject and/or title of the e-mail should state
it’s about my Franky FAQ otherwise it will be ignored.

Copyright 2007 Muneeb Khan

This may not be used and/or published in any manner except for
personal use. Also, if you wish to distribute it, you must first
ask for my permission. Use of my guide on another site without
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owned by their respective trademark and copyright holders.

The only web site that has permission to post this FAQ is
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