====================================================================

Jump Ultimate Stars
Lenalee Lee Character Guide
by Vicevirtuoso
Version 1.0, Friday, July 13, 2007 (this FAQ is jinxed!)

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Table of Contents

To quickly jump to a section, use CTRL+F and type in the characters
shown in brackets after the section title.

1. Introduction/Character Bio/Pros and Cons                    [ITR]
2. Unlocking/Evolving Lenalee                                  [UEV]
3. Normal Attacks                                              [NMA]
4. Koma Statistics and Abilities                               [KST]
5. Basic Battle Strategy                                       [BBS]
6. Basic Combos                                                [BCM]
7. Decks, Recommended Komas, and Support Combos                [DRK]
8. Credits                                                     [CRD]


====================================================================


1. Introduction/Character Bio/Pros and Cons
[ITR]

Hello, and welcome to my first FAQ. It's not pretty or full of ASCII
art, but I hope I can make up for that with solid information. This
guide assumes you already know all of the basic controls and game-
play elements, so those will not be covered here. Many of the other
FAQs on this site have explanations of the basic gameplay, especial-
ly Genroh's comprehensive general FAQ and walkthrough. If you need
basic gameplay assistance, his FAQ is a great place to start.

This guide will explain the gameplay basics of the character Lenalee
Lee, including gameplay strategy, combos, and other komas that com-
pliment her playstyle.


Even though I've never read a chapter of, or seen an episode of, the
manga/anime D.Gray-man, Lenalee is my favorite Battle character to
use in the game, even beating out characters from series I love,
such as Hokuto no Ken. Her speed, mobility, and ring-out capability
made me instantly realize that I had finally found a character whom
I really found fun to play. Not to mention all of her attacks are
kicks, and I love a woman who knows how to use her legs...

According to Wikipedia, Lenalee is a 16-year old Chinese girl whose
parents were killed by "akuma", which are mechanical bodies infused
with the souls of the recently departed. Now she works as an Exor-
cist to battle these "akuma", using the "Dark Boots", which give
her extraordinary speed and leg strength.


Lenalee's Pros:
+She's quick, with quick-hitting attacks and good running and jump-
ing speed.
+She's very mobile, with both the ability to triple-jump and the
ability to air-dash by default, and a super jump as an Ultimate
Action. In other words, she's a Guilty Gear or Melty Blood charac-
ter.
+Amazing ring-out ability with Forward-Y -> Air B/Y strings, quick
air attacks that spike, and some specials that cause a few frames
of untechable knockback.
+Easy combos with solid damage.
+Her normals have solid range, especially Forward-Y. However, she
does not actually have any projectile attacks.
+She's cute :3

Lenalee's Cons:
-Tied for lowest HP in the game with Eve, Rukia, Sakura, etc..
She can't take very many hits, and that goes double in most cases
because...
-She's a Knowledge character. Because the best, most damaging char-
acters in the game are Power, and Lenalee has such a tiny HP bar,
it's not unrealistic for people like Raoh to be able to kill her in
one combo. As if Raoh's ridiculous loops in the Sega fighting game
weren't enough. She is better at running away than many other low-
HP characters, though.
-No alternate-alignment battle koma. At least Allen has a Power
version though.
-Largely uncomboable specials. Only her 4-Koma Up-X has any combo
potential outside of support combos, and even then it doesn't do
much more damage than a normal combo. Fortunately, her normal com-
bos are pretty solid.
-Two of her specials can easily cause you to ring yourself out if
you're not careful about where you are in certain levels.

===================================================================


2. Unlocking/Evolving Lenalee
[UEV]

Lenalee's help koma and evolution chart are unlocked early in the
J-Galaxy mode. In the first area after completing the tutorials
(J-Space), the left most cluster of planets contains the D.Gray-man
world. It's hard to miss, since the title is written in roman char-
acters.

In the first mission here, the object is to have the most star sym-
bols when the time runs out. However, in order to unlock Lenalee,
you must collect all four stars within 30 counts of the timer. This
shouldn't be too difficult, because it's on the ice stage (easy
ringouts) and the AI is pretty dumb at this point.

This not only unlocks Lenalee, but 3 other D.Gray-man characters
(4 if you win with full health). Lenalee is the second character in
the D.Gray-man character list, with Allen being first.

Once unlocked, you'll have just her help koma, like all other new
characters. Here is her evolution chart and the costs for each
evolution:


    [2]--[3]
   |
   |
[1]--[4]--[5]


1: Help Koma: N/A
2: 2-Koma Support: 50 green, 5 white
3: 3-Koma Support: 20 red, 80 green, 10 white
4: 4-Koma Battle: 200 green, 15 white
5: 5-Koma Battle: 400 green, 20 white


Total cost for evolution: 20 red, 730 green, 50 white


You'll need a few green orbs, but overall it's pretty cheap to
fully evolve Lenalee, especially compared to a lot of other char-
acters with battle koma.

=================================================================


3. Normal Attacks
[NMA]

All of Lenalee's normals are the same between both battle komas,
like most characters.

The damage is represented in this format: X/Y, where X is the
damage to Power and Knowledge characters, and Y is the damage to
Laughter characters.

I made up all of the names for the normals, by the way.


Neutral-B: Spinning Heel Kick
Damage: 7/10
Speed: Moderate-Fast
Range: Close

Lenalee does a high, sweeping heel kick. Pretty standard
Neutral-B attack. Your combo starter in nearly every case.
Combos into Up-B, Forward-B, Forward-Y, and 4-Koma Up+X.


Forward-B: Dashing Side Kick
Damage: 6/9
Speed: Fast
Range: Moderate-Far

Lenalee dashes forward with a jumping side kick. Great poking
move, it comes out fast with nice range. Unfortunately, it
doesn't combo into anything outside of a quick support. It
can be used to stuff some longer-ranged attacks.


Up-B: Crescent Axe Kick
Damage: 8/12
Speed: Fast
Range: Close

Lenalee does a spinning overhead kick. Very slightly faster
than Neutral-B. Can be used for close-range poking or combos.
Typically the second attack in your combos. Unlike many other
Up-B attacks, this does not launch your foe.
Would be an awesome overhead in a more traditional fighting
game, but of course that doesn't apply here.
Combos into Up-Y, Forward-Y, and 4-Koma Up-X.


Down-B: Gust Side Kick
Damage: 7/10
Speed: Moderate-Slow
Range: Close
Other: Forces opponent to switch characters on hit, if
possible.

Lenalee charges up for a split second, then does a side kick
powered with a small burst of wind. One of the quicker Down-B
attacks I've seen. Excellent with a support koma that inflicts
the Battle Seal status. Also combos into Forward-Y.


Neutral-Y: Dropkick
Damage: 15/22
Speed: Slow
Range: Moderate-Far
Other: Puts Lenalee in an airborne state. Ground-only support
komas cannot be used during this attack, and air attacks will
be used if you combo out of this attack.

Lenalee backflips in place, then thrusts forward with both
feet. Cannot be comboed into outside of supports, and is quite
slow, so don't use this too often. If you can hit the opponent
near the edge or on a platform that can be knocked through, you
can combo this into Air-B for a guaranteed ring-out.


Forward-Y: Rising Cyclone Kicks
Damage: 2/3 (first four hits), 5/7 (last hit), 13/19 total
Speed: Moderate
Range: Far
Other: Puts Lenalee in an airborne state. Each kick makes
Lenalee rise higher in the air. First hit launches opponent.
Keep pressing Y for up to 5 hits.

Tatsumaki Senpuu-Kyaku! Lenalee's signature move, and the one
that made me like her so much. Her main tool to combo into,
then end the combo with an Air-Y or occasionally an Air-B for
a ringout. Can move groups of enemies halfway across a level.
You can perform an Air-Y before all five kicks are finished if
you delay pressing the button for a moment.


Up-Y: Somersault Kick
Damage: 15/22
Speed: Moderate
Range: Moderate
Other: Puts Lenalee in an airborne state and moves her up
roughly 2/3 of a jump height. Launches opponent at roughly
the same height.

Lenalee backflips into the air with a kick. Excellent move
that can be easily comboed into up close, then followed up
with Air B for a good combo. There is a period just before
you leave the ground where you can still call Support koma
that are ground-based only, which is useful for certain
Support combos. Near the edge, this plus Air-B or Air-Y is
a great ringout technique.


Down-Y: Frontflip Axe Kick
Damage: 14/21
Speed: Very Slow
Range: Far
Other: Breaks opponent's guard on hit, if they are guarding.

Lenalee crouches and charges her power, then flips forward
with a slow kick. Not the best guard break in the world by a
long shot. You cannot combo out of this move without Support,
unlike Allen's somewhat similar guard break. A very irritat-
ing property of this move is that it will whiff if the oppon-
ent is too close; Lenalee will just fly over the enemy's head.


Air-B: Aerial Axe Kick
Damage: 8/12
Speed: Moderate-Fast
Range: Moderate-Close
Other: Knocks enemy downwards when hit in the air.

Lenalee flips in the air with a kick. Good aerial attack that
knocks down in the air. Good ringout move, and a preferred air
combo ender because of its speed compared to Air-Y, although
its range can make this impossible in some cases.


Air-Y: Dash Aerial Axe Kick
Damage: 14/21
Speed: Moderate-Slow
Range: Far
Other: Knocks enemy down on the ground, and spikes enemy in
the air. Angle of dash can be controlled with Up or Down;
holding Up or Down will make Lenalee go in a 30 degree angle
in that direction, otherwise she goes straight forward.

Lenalee dashes forward with a kick. Combo ender for most of
your combos because you won't be close enough to hit with
Air-B. Outside of Supports, this will not actually combo,
per se. However, it is quite difficult to escape; the oppo-
nent only has a few frames to attack or jump.


Touch Screen (Dream Combo Attack): Triple Spinning Kick
Damage: 6/9
Speed: Moderate-Fast
Range: Moderate
Other: Cannot be comboed into, and cannot be comboed out
of except for other characters' Dream Combo attacks. Touch
Lenalee's koma when she is on the field to use this attack.

Lenalee does three of her Forward-Y kicks, but stays on the
ground. Many people forget to mention the Dream Combo moves,
and, indeed, many of them are more useful than others (Train
comes to mind). Lenalee's is quite average though.


Select (Ultimate Action): Super Jump
Damage: (N/A)
Speed: Slow
Range: (N/A)

Lenalee crouches down, then jumps at a height slighly lower
than the maximum triple jump height. After this super jump,
you can still perform two air actions (airjump, airdash,
or attack). Great for putting some extra distance between
you and your opponent(s) if you have time to pull it off.
You can easily reach any platform of nearly any level using
this move.




That about covers all of her normals. Her specials will be
covered in the next section.

===================================================================

4. Koma Statistics and Abilities
[KST]


Here, I'll cover all five of her Komas and their properties.



1. Help Koma
Shape:

[]   (amazing, ain't it?)

Koma Graphic: Just a cute picture of Lenalee.
Effect: Enables one Battle Character to perform a wall jump.

Oddly enough, Lenalee bestows the one jumping ability she actu-
ally DOESN'T have. Lenalee is one of only three characters with
this Help effect, the others being Naruto, and Fusuke from Ninku.


2. Support Koma A
Shape:

[][]

Koma Graphic: Lenalee, smiling (complete with ^_^ face), saying,
"Welcome home, Allen-kun." So moe, I'm gonna die...
Support Name: Onkyou no Tougi: Otokase
            <Sound Stepping Skill: Sound Shackles>
Nature: Knowledge
Damage: (N/A)
Effect: Lenalee instantly appears behind your Battle character,
rushes forward at an upward angle, and grabs the first Battle
character she touches (friend or foe) and carries them with her.
This support can be used in the air.

Combined with a character with a really good edge guarding abili-
ty, this Support is guaranteed to piss more than one person off.
Jump immediately after summoning her to make your enemy be the
one flown off the edge. Of course, they can attempt to make a come-
back, but that's where the aforementioned edge guarding comes in.
It can also be used to make quick getaways or increase the distance
you can get out of a jump, but I prefer Yoruichi's 2-koma for that
because it's faster to come out and has a greater distance.


3. Support Koma B
Shape:

[][][]

Koma Graphic: Lenalee (now with drillhair!) yelling, "I decided to
do that because you're my friend!"
Support Name: Enbu: Sarikaze
            <Waltz: Misty Wind>
Nature: Knowledge
Damage: 32/48 (5 hits)
Effect: Lenalee appears and kicks a small cyclone in front of her,
dealing damage and knocking the enemy back.

A quicker, shorter-range version of her 4-Koma Neutral-X special
move that does solid damage. Has a long untechable time, so good
for ringouts. However, there really are much better options for
this Support koma shape (*cough*Trunks).


4. Battle Koma A
Shape:

[][]
[][]

Koma Graphic: Lenalee looking to the right with a slight smile on
her face, saying, "Because I fight for my brother's sake."
Base HP: 128
Nature: Knowledge
Boosts: All from D.Gray-man: Kanda (samurai bishie), Allen (white
haired main character), Komui (guy with glasses).
Ability: Dark Boots (allows for triple jump and air dash)

Special Moves:


Neutral-X: Enbu: Kirikaze
         <Waltz: Misty Wind>
Nature: Knowledge
Damage: 36/54
Speed: Slow
Range: Moderate
Effect: Knocks enemy back.

Lenalee kicks so hard that she creates a horizontal wind tunnel
in front of her that hits enemies caught in it up to five times.
Slow and does not combo without support, unfortunately. A good
move for edge-guarding, however. Hits opponents hanging from a
ledge.


Up-X: Enbu: Kuroshizuku
    <Waltz: Black Droplets>
Nature: Knowledge
Damage: 2/3 (flip), 28/42 (ground hit), 20/30 (air hit)
(all assuming the attack is from the same elevation as opponent)
Speed: Moderate
Range: Moderate (Vertical Range: Very Long)
Effect: Knocks enemy back. Knockback and damage greatly increased
as Lenalee falls further. When falling, Lenalee does not stop until
she hits the ground floor. *IF THE GROUND FLOOR IS A PLATFORM AND
NOT A SOLID FLOOR, SHE WILL FALL THROUGH IT AND DIE!* Lenalee is
airborne for the duration of the move.

Lenalee flips forward (the flip can hit for a tiny bit of damage),
then falls forward with a vertical split kick surrounded by a pur-
ple aura. Her only special that can be comboed without support, but
the damage sucks (reduced damage on an air hit), making it useless
as a combo special. The best use for this move is in a free-for-all
match, as you can super jump to the top of the level and divebomb
your enemies for good damage and RIDICULOUS knockback. One-on-one,
this super is nearly useless. Also, this super is a terrible idea
on levels that have pits or platforms on the ground floor, because
you cannot stop yourself once you start this move. Therefore, you
will simply kill yourself. I shouldn't have to say not to use this
move too close to the edge of the stage.


5. Battle Koma B
Shape:

 [][]
[][][]

Koma Graphic: Lenalee dashing forward, saying "I will defeat you."
Base HP: 144
Nature: Knowledge
Boosts: All from D.Gray-man: Kanda (samurai bishie), Allen (white
haired main character), Komui (guy with glasses).
Ability: Dark Boots (allows for triple jump and air dash)

Special Moves:

Neutral-X: Onkyou no Tougi: Otokase
         <Sound Stepping Skill: Sound Shackles>
Nature: Knowledge
Damage: 40/60 (3 hits), 42/69 (4 hits)
Speed: Slow
Range: Long
Effect: Launches enemy on first hit, knocks them back on last hit.
Lenalee is airborne for the duration of the move.

Lenalee backflips, pushes off of a wall made of sound waves, then
dashes forward with a kick. If the kick connects, she then performs
another three dashing kicks. Good damage, but cannot be comboed into
and is easy to see coming. One-on-one, if you knock the enemy off of
the stage with this move, a good idea is to stay out there with them
and Air-B them right when they recover to ensure their demise, then
jump back onto the stage.


Up-X: Shittsui no Tougi: Tetsukase
    <Falling Stepping Skill: Iron Shackles>
Nature: Knowledge
Damage: 2/3 (rising), 30/45 (falling)
(all assuming the attack is from the same elevation as opponent)
Speed: Very Slow
Range: Close (Vertical Range: Very Long)
Effect: Launches enemy on rising hit, but does not combo into falling
hit. Damage and knockback increase the longer you fall. When falling,
Lenalee does not stop until she hits the ground floor. *IF THE GROUND
FLOOR IS A PLATFORM AND NOT A SOLID FLOOR, SHE WILL FALL THROUGH IT
AND DIE!* Lenalee is airborne for the duration of the move.

Lenalee floats up into the air, then her feet turn into...some kind of
monstrosity, then she falls to the ground floor, through any platforms.
Maybe she really needs some Odor Eaters. This is really just a suckier
version of her 4-Koma Up-X. For maybe 3 or 6 points of added damage, it
becomes MUCH slower. She also doesn't move forward at all, and the hit-
box is a lot tinier than you may think it is, so it could very well com-
pletely miss. I'd think this move would guard break, but it doesn't.
Let's not forget it still has the problem that 4-Koma Up-X had of fall-
ing through pits and platforms on the ground floor. However, you can use
it safely near the edge.



Support Koma Comparison:

2-Koma has an effect only shared by one other support I've seen so far
(Yoruichi), but she comes out a bit slower so it's much easier to jump
out of the way so she'll grab your opponent.

3-Koma is pretty standard fare, just an attack for some damage and a
knockback.

On the off occasion that I'm not using Lenalee as a battle character,
I prefer her 2-Koma assist combined with good edge guarding tactics.
The 3-Koma is just nothing special.


Battle Koma Comparison:

4-Koma has sickeningly low HP, but the specials are a bit quicker and
more useful in general. 4-Koma's Up-X beats 5-Koma's any day of the week.
Plus, it has a very easy shape to work with in your deck.

5-Koma gives her a little more resilience, but gives you pretty slow spec-
ials, one of them being right next to useless in my opinion.

I prefer her 4-Koma so I can put a little more stuff in my deck, and her
specials are more useful. Honestly, though, Lenalee is not a character
oriented around her specials. If you're not using a deck heavy in
D.Gray-man characters, you may want all the extra HP you can get, so go
for the 5-Koma.


========================================================================

5. Basic Battle Strategy
[BBS]

This section will probably be expanded in future versions of this FAQ.


Lenalee is all about hit-and-run attacks and ringouts. She isn't too
good at surviving melees, especially against Power characters. Her damage
isn't too high without certain supports, so KOing isn't the best way to
handle things. Fortunately, her good speed and crazy aerial mobility help
her a lot, so she can run to a safe spot when the need arises.

Learn how to guard. Lenalee is pretty frail, so getting hit is a really
bad thing.

You'll want to force the enemy to the edge as much as possible. Combos
into Forward-Y are the best way to do this, with the occasional super if
you can hit with it. Use your other characters to your advantage to do
this, as well. Allen's 6-Koma Neutral-X pushes back quite far.

When things look bad, RUN. Air dash away, or if you get the slightest
chance, try superjumping away. Few other characters can superjump, so
you should be pretty safe after doing so. Healing supports and regenera-
tion Help komas are good for your runaway game, otherwise it's not much
more than delaying your death.

Poke with Neutral-B, Up-B, and occasionally Forward-B. Use Air-B to poke
in the air. Neutral-B and Up-B both lead to Forward-Y at any distance,
which is always good.

Specials should be used sparingly, as more often than not the enemy can
easily guard them, causing you to have wasted meter. If you have a Guard
Seal support, combo into it, and then use your specials. In free-for-all
matches, try using your Up-X specials from a great height while the other
players are focused on each other.

========================================================================

6. Basic Combos
[BCM]


Typical combos done without Support characters.


1. Neutral-B > Forward-B
Damage: 13/19
Range: Moderate-Far

Not too useful. If you can hit with this, you can hit with combo #3, which
is far better.


2. Neutral-B > Up-B > Up-Y > Air-B
Damage: 38/57
Range: Close

A superb combo. All 4 hits combo correctly, does good damage, and can ring-
out. Also very good base to build support combos upon.


3. Neutral-B > Forward-Y > Air-Y
Damage: depends on distance
Range: Moderate-Far

Better longer-range option than combo #1. At maximum Neutral-B range, the
Forward-Y kicks will start whiffing, so just hit with Air-Y early when that
happens.


4. Neutral-B > Up-B > Forward-Y > Air-Y
Damage: 28/42 (combo), 14/21 (Air-Y, which doesn't exactly combo)
Range: Close

Excellent combo into Forward-Y, great for ringouts.


5. Neutral-B > Forward-Y (2 hits) > Air-B
Damage: 22/33
Range: Moderate-Close

Another great ring-out combo.


6. Down-B > Forward-Y > Air-Y
Damage: 20/30 (combo), 14/21 (Air-Y)
Range: Moderate
Other: Switches opponent's character

Forced-switch combo.


7. Neutral-Y > Air-B
Damage: 23/34
Range: Far

Good ringout move, if you can hit with a Neutral-Y.


8. Neutral-B > Up-X  (4 Koma only)
Damage: 9/13 (combo), 20/30 (falling hit)
Range: Close

Only way to combo into a special without support. Combo 2 is more useful in
every way, and it doesn't waste any meter.


============================================================================

7. Decks, Recommended Komas, and Support Combos
[DRK]


Recommended Help Koma Effects:

(Check Genroh's FAQ for a list of who gives each effect)

1. Status effect time reduction

Helps against the entire variety of bad statuses, and not just immunity to
one or two. Effects such as Movement Seal are extraordinarily bad for Lena-
lee.


2. Decrease damage taken from melee attacks

Good to help protect Linalee's tiny HP bar.


3. Decrease damage taken from blade attacks

Same as above if you're fighting blade users. If you use this effect, use
Yuu Kanda from D.Gray-man, as he gives Lenalee a much-needed boost.


4. Auto-guard

Unless you love spamming supports, auto-guard is one of Lenalee's best uses
of meter, especially in character-heavy decks where you have lots of meter
to spare.


5. Increased guarding power

It sucks when Lenalee gets guard broken.


6. Health regenerates over time

THE help effect for Lenalee. Her runaway game is second to none, so play keep-
away while regenerating and possibly using healing supports when you get hit
hard.


7. Increase max health

If you don't want the characters that boost Lenalee in your deck, these are a
decent alternative.



Recommended Battle Koma Allies:


1. Allen Walker alternate 6-Koma: Perhaps Lenalee's best fighting partner.
They boost each other, their styles help each other (Allen has really good
specials as opposed to Lenalee's, and Allen has projectiles), and the alternate
koma makes him Power to balance out Lenalee's Knowledge trait. For best effect,
use Yuu Kanda as well, in a position where he boosts both of them.

Examples:

[ ][A][K][K][ ]
[A][A][A][L][L]
[A][A][L][L][L]
[ ][ ][ ][ ][ ]

A = Alt 6-Koma Allen
L = 5-Koma Lenalee
K = 2-Koma Kanda

Allen and Lenalee boost each other and are both boosted by Kanda, whose support
also guard breaks. I use this one a LOT.


[ ][A][ ][ ][ ]
[A][A][A][L][L]
[A][A][K][L][L]
[ ][ ][ ][ ][ ]

A = Alt 6-Koma Allen
L = 4-Koma Lenalee
K = Help Kanda (preferably pointing at Lenalee)

Another version with Lenalee's 4-Koma and using Kanda as a Help rather than a
Support.


2. Train Heartnet (any Koma): Like Allen, but faster, weaker, and does not
boost Lenalee.


3. Don Patch (7 Koma): Probably the best Laughter character in the game, to
counter Power characters.



Recommended Support Komas and Combos:


Yuu Kanda (D.Gray-man) 2 Koma: Boosts Lenalee, and is a guard break, to make
up for Lenalee's lackluster guard break. Can be used in the air.

Allen Walker (D.Gray-man) 3 Koma: Same as above, but cannot be used in the air.
To make up for this, it launches, so you can combo after it.

Sena (Eyeshield 21) 3 Koma: Who DOESN'T benefit from this one? Seriously. He
may be in the "Big 3", but in reality he's just the "Big 1". If you're not
playing in a tournament that bans him, go for it.

Trunks (Dragon Ball) 3 Koma: Like I just said, he's not in the same league as
Sena, but he is the second best support in the game. Very, very fast, and
can be used in the air.
Combo: Neutral-B > Up-B > Up-Y > Call Trunks + Air-B simultaneously
Done correctly, it's 12 hits for an impressive 69/103 damage.

Gyro Zeppelli (Jojo's Bizarre Adventure) 3 Koma: Probably my favorite Support
to use with Lenalee. Using combo #3, you can reliably hit-confirm in to hit-
ting with this Support to cause good damage and inflict the awesome Guard Seal
status.
Combo: Neutral-B > Up-B > Call Gyro > Forward Y
The damage will depend on how early you summon Gyro. You can summon him right
when you start the combo, but I prefer this method so I can hit-confirm it and
not waste any meter.

Any support that gives the Toughen status: Toughen being the gray square spin-
ning above your character's head. Some of these include Eve (Black Cat) 2 Koma,
Shinpachi (Gintama) 2 Koma, and Ichigo (Bleach) 3 Koma. Extra defense is always
good for Lenalee.

Gintoki (Gintama) 3 Koma: Very quick and does laughter damage to those pesky
Power characters.

Ichigo (Bleach) 2 Koma: Use during a Forward-Y combo for a Battle Seal status
for just a 2 Koma.
Combo: Neutral-B > Call Ichigo > Up-B > Forward-Y

Healing supports: There are lots of them, too many to list. I like Sanji (One
Piece) 2 Koma because it comes out instantly, just don't use it near an enemy.

Fuji (Prince of Tennis) 2 Koma: Guard Seal for a smaller koma than Gyro, but
also a lot harder to hit with and less damaging.
Combo: Call Fuji + Neutral-B simultaneously > Up-B > Up-Y > Air-Y

Light Yagami (Death Note) 3 Koma: OK, so it's extremely rare to actually hit
people with this. I just put this here because "JUST AS PLANNED." is the great-
est manga page in the history of mankind. If you combine it with Gyro or Fuji
or Sena then maybe you'll have some luck.



More to come in this section as I play around with more Supports.

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8. Credits
[CRD]

Nintendo: For making this great game and making a traditional fighting game
purist like me appreciate this kind of game.

Shonen Jump and all of the manga authors: For providing a great cast of char-
acters and making such enjoyable manga. Extra thanks to Katsura Hoshino for
making D.Gray-man. One day I'll march down to Books-a-Million and actually
start reading it.

GameFAQs: For hosting this FAQ.

Genroh: For his great general FAQ that helped me out a lot.

Wikipedia: For Lenalee's back story and help with special attack translations
that confused me a bit.

Me: For writing this FAQ, because I certainly had better things to do, like sit
on Youtube for hours on end. :V

You: For reading this FAQ.


To contact me, my email address is vicevirtuoso[at]gmail[dot]com. I'm not anal
about seeing this posted on other sites, just give me credit where it's due.


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