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**** Jump Ultimate Stars *****
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### Momotaro Character Guide ###
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-[***TABLE OF CONTENTS***]-
I. - Who is Momotaro? [WIMT]
II. - Aquiring Momotaro [AMT]
III. - Why choose Momotaro? [WCMT]
IV. - Momotaro's Komas [MTK]
a - Help
b - Support
c - Battle
V. - What do do when... [WTDW]
VI. - Useful Help-Koma [UHK]
VII. - Useful Support Koma [USK]
VIII. - Combos/Support Combos [CMBS]
IX. - Useful Info. [USI]
X. - Credits [CRDT]
XI. - Version History [VRH]
XII. - Legal STUFF [LSTF]
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/-I. - [***WHO IS MOMOTARO?***][WIMT]
Also known as Momo. The main character. The leader of the
freshman class. A master user of the katana. Always wears
a white headband. Has a laid-back attitude and sense of humor.
(*Credit goes to Wikipedia...that's all the info I got from him there*)
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/-II. - [***AQUIRING MOMOTARO***] [AMT]
Momotaro can be a bit tricky to unlock since before unlocking him
you first have to unlock his world.
So...how to do this: First you have to go to the Katekyo
Hitman Reborn! stage. Go to mission 3 and you must avoid being hit for
3 minutes. Once you've unlocked Ryuji go to his Evolution Chart and pay
400 purple gems to unlock the Sakigake!! Otokojuku world.
Once you've done that go to mission 1 and get
more wins than your opponent. Congratulations!
You've just unlocked Momotaro.
<Credit to Genroh for providing us with this info.>
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/-III. - [***WHY CHOOSE MOMOTARO?***] [WCMT]
Momotaro is a beast. Aside from his built in -take less damage
from punches and kicks- and -take less damage from swords- Momotaro
also has some great attacks.
Both for close combat as well as ranged. His Side-Y is a good edge-guarding
move. The biggest problem is that he's pretty slow, and only goes up to
a 6-Koma.
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/-IV. - [***MOMOTAROS KOMAS***] [MTK]
a.
|-------------|
|--Help Koma--|
|-------------|
Momotaros help koma provides the SP-regeneration effect. What this
does is allow your SP gauge to...very slowly regenerate while your
character is out on the field.
Personally I don't recommend this one. It's definetly not a
bad effect I just don't find it particularly helpful. My suggestion?
Try it out and see if you like it. Besides you wanna use his battle
koma, don't you?
b.
|----------------|
|--SUPPORT Koma--|
|----------------|
2 Koma: Power
[][]
Momotaro appears, lags for about 1 second...then he shoots
something that causes the Confusion effect. According to Genrohs
FAQ this is called Shousyaousoutan. So yeah, let's go with that.
My opinion? Not very good...but definetly not terrible. Simply
put there's other supports that do this better.
3 Koma: Power
[][]
[]
Momotaro appears and stays. If the opponent just so happens
to attack him Momotaro will deal about 36 damage to enemies
with a neutral nature. Again...not very useful.
c.
|---------------|
|--BATTLE Koma--|
|---------------|
Momotaro has 4 different battle koma. A 4, 5, 6 and an alternate 6.
Before going into MomotarosKoma here are his moves which all koma share.
|-------------------------------------------------------------------------
| B -------> Momotaro swings his sword in a downwar arc. Deals 10 damage
| to neutral types and 15 to knowledge types.
|-------------------------------------------------------------------------
|
| Y -------> Momotaro unleashes a flurry of punches. Tap Y rapidly for
| extra damage. Deal max-33 damage to knowledge types
| and max-22 damage to neutral types.
|-------------------------------------------------------------------------
|
| Side-B ---> Momotaro quickly kicks. Deals 10 damage to neutral
| types and 15 damage to knowledge types.
|
|-------------------------------------------------------------------------
|
| Side-Y ---> After about a 0.5 second lag, Momotaro shoots a
| blue tiger from the tip of his sword. Deals about
| 18 damage to neutral types and 27 damage to knowledge types.
|
|--------------------------------------------------------------------------
|
| Up-B -----> Momotaro removes his head band and whips it upwards
| diagonally [depending on which direction you're facing]
| Deals 9 damage to neutral types and 13 damage to knowledge
| types.
|--------------------------------------------------------------------------
|
| Up-Y -----> After about a o.5 second lag, Momotaro throws his
| sword into the air. Hitting the enemy several times.
| It deals at least 4 damage and at most 20 damage
| to neutral types and at least 6 damage and at most
| 30 damage to knowledge types
|-------------------------------------------------------------------------
|
| Aerial-B -> Like his normal B only the arc is a bit bigger.
| It deals the same damage that his B deals.
|
|-------------------------------------------------------------------------
|
| Aerial-Y -> Momotaro does a tornado-spin all the way to the ground.
| Deals the same damage that his Up-Y deals.
|
|---------------------------------------------------------------------------
|
| Down-B ---> Momotaros force-switch. It's reasonably fast.
| it deals 10 damage to neutral types and
| 15 damage to knowledge types.
|---------------------------------------------------------------------------
|
| Down-Y ---> Momotaros guard-break. It's very fast but has poor range.
| It deals 20 damage to neutral types and 30 damage
| to knowledge types.
|---------------------------------------------------------------------------
And now for the Battle-koma themselves:
4 Koma: Power
[]
[][]
[]
J Soul: 144
Surprisingly I kind've like this one more than the 5-koma.
His J-soul is not bad for a 4-Koma character. His normal
attacks are all good. The problem? Awkward special attacks.
Without supports I see no way to use his X, which lags like
there's no tomorrow, and after that there's about 2 seconds
where you become a sitting duck. Still, he isn't bad.
As for his Up-X...DO NOT USE IT. It takes several seconds to
use and it's only effect is to recover a little bit of SP-energy.
So basically you're using 1 special bar to regain about 40-45% of one.
Unless there's something I'm missing it's completely useless.
Final Verdict: Recommended for a 4 4-Koma Character deck. His
normal attacks are still good and his X can do very good damage when
combined with the right supports [see support combo section].
Also, this one is not meant for FFA matches. His combos are good
but the lag his specials bring leave you open.
Use him in 1v1 scenarios.
5 Koma: Power
[][]
[][]
[]
J Soul : 160
Not a big step up. This time his X is much better but it
has just enough lag to make it so that it can't be comboed into
with just Momos normal attacks. His Up-X takes so long that it's
pretty much worthless. I don't see any reason to use it even if
it had significantly less lag. It makes you invulnerable for about
2 seconds.
If you have to choose between 4 and 5 I say go with 4. They both
have the same moveset, 4 koma gives you a bit of extra space,
and 4-komas support combos can be more deadly. The big thing that
5 has over 4 is that his special is good for ring outs.
However if you're looking for ring-outs then I would go with 6-koma.
Final verdict: My least favorite. His special is good for ring outs but
6-koma simply does it better. His support combos aren't bad but 4-koma
Momotaro has more effective ones.
6 Koma: Power
[][]
[][]
[][]
J Soul: 176
Definetly my favorite for FFA matches. His X is very good for
edge-guarding and catching opponents off-guard. His Up-X
lags for about 1.5 seconds but it works very well with supports.
Final Verdict: In almost any case this is the way to go. He's the best
overrall and his X just awesome.
6 Koma: Knowledge
[][][]
[][]
[]
J Soul: 176
Pretty much the same as the Power type but well...it's Knowledge.
I don't recommend using this one unless you got a big problem with
Laughter types.
Final Verdict: Go with the Power type unless [as stated] you have a
problem dealing with Laughter types.
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/-V. [***WHAT TO DO WHEN...***][WTDW]
In JUS there are many scenarios we need to prepare for.
I'll try to prepare you for them all.
/// ...being Edge-guarded!
So you've been knocked off stage. Now your opponent is edge-guarding you.
One of Momotaro's biggest weaknesses is that he is slow. He has no attacks
to make getting back on stage easy so you have limited options.
I. You're hanging on the edge...your opponent is waiting for you to get back
up so he can knock you off immediately. This is the safest edge-guarding
scenario.
You have two choices now. The first is try to wait it out and hope your
opponent loses nerve and just attacks. This will give you time to
quickly get back on stage.
The second is a bit riskier. While your opponent stares you down...drop
from the edge. When you stay too long on the edge you fall off so
by doing this you give your opponent the idea that you just fell
to your doom. Your opponent leaves the area giving you time to get
back up.
II. Rely on your supports. This is the safest option. There are several
supports that can help you as you're hanging on the edge such as
Vegeta-3 and Gotenks-3. However there's others you can use
immediately after getting back on stage such as Bobobo-2, Jaguar-2,
Hiei-2 and Aya-2.
///...edge-guarding!
So you just knocked your enemy off stage. But he's obviously gonna try
to get back in. Do you let this chance slip away? Hell no! Momotaro
has several ways to deal with those trying to get back in.
I. The riskiest is the edge-hog. Any character can do this, however.
The point is that as your opponent goes to grab on the ledge,
you grab it instead. Since two characters can't hold on to the
ledge at the same time your opponent falls to his doom.
However there are risks. If your opponent jabs you and knocks
you off the ledge you WILL be edge-hogged and usually won't
have enough time to recover.
II. Momotaro packs several moves to keep people off the stage
so you won't HAVE to resort to edge-hogging. The most
common is his Side-Y. It's fast and usually knocks them
off as they try to get back on.
If the enemy was sent flying and now they're descending
into the stage you can hit them with his Up-Y.
III. On Momotaros 5 and 6 koma his X special works well
to keep enemies off the stage as well.
IV. You can also rely on a support. Gotenks 3 works exceptionally well.
///...fighting a ranged enemy!
People fear guys like Taikoubo becaue it's so damn hard to get close to him.
Momotaro can take advantage of his ranged attacks in scenarios like these.
Having a support to keep your opponent busy blocking can be useful in order
to quickly dash in. Then it's a matter of predicting your opponents attacks
and interrupting them. Having a warp dashing character like Hiei or Gear 2nd
Luffy helps as well.
///...your opponent is blocking everything!
It can be tough to deal with this without a guard-breaking special or a
pressure support. Best way to deal with it is to throw something at them
like Gotenks-3 or Bobobo-2, close in and guard-break them.
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/-VI. [***USEFUL HELP-KOMA***] [UHK]
Here is a of the help koma's I find most useful when using Momotaro.
- Devil Bat --Triple Jump.
- Sasuke -----Less damage from Special attacks
- Majin Buu -Health recovers slowly
- Renji -----Increases SP gauge when attacking with or blocking a
battle characters
- Rukia -----Immunity to Freeze Effect
- Rohan -----Immunity to Support seal
- Hatenkou --Immunity to Paralysis
- Orihime ---Decreases the duration of Status Effects.
Note: Having all 3 immunities is not necessary. 1 or 2 is enough. Orihime
help out enough with the rest.
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/-VII. [***USEFUL SUPPORT-KOMA***] [USK]
Among all the others you can choose from...these are the ones that stand
out the most in my opinion for when using Momotaro.
-//2-Koma//-
-Shishio: Appears fast, grabs the opponent and blasts them. Gives you enough
time to combo.
-Kenshin: Appears and hits the opponent giving them the paralysis effect.
-Bobobo: Works well to extend combos. Deals good damage and is laughter
based.
-Jaguar: Appears fast, deals good damage and gives them the attack-seal
effect.
-Sena: Appears fast, runs across the floor, and gives the confusion effect
to anything he hits.
-Aya: Appears very fast, drains 1 sp, and gives the support-seal effect.
-Hiei: Very fast, drains 2 SP,and it breaks combos.
-Satsuki: Appears quickly, her effect works even if you're blocking. She
provides the regeneration effect and heals you relatively
quickly over about 12 seconds.
-//3-Koma//-
-Sena: In my opinion the best support in the game. Appears very fast, drains
2 SP bars, gives the movement seal effect and turns the enemy around.
It's good for pretty much any deck. The use of this support is looked
down upon by some people.
-Hibari: Not very fast but if you get them with it you can proceed to
edge-guard with Momotaros Side-Y.
-Shun: Relatively quick, drains SP and paralyzes the enemy.
-Gotenks: Appears immediately. can be used in the air. Is laughter based.
Can be used to Edge-guard.
-Kagura: Can be used to Edge-guard, works well for combos and is laughter
based.
-Kenshiro: Good, fast and powerful damage. Stuns the enemy for a moment.
-Naruto: Made for combos. A bit harder to use than the rest, though.
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/-VIII. [***COMBOS/SUPPORT COMBOS] [CMBS]
First I'll be discussing Momotaros basic combos...then I'll be
discussing the Koma specific combos and adding in useful supports to
use with such combos. Remember, I'm not gonna be giving you deep,
flashy combos. I'm giving you simple and effective combos that work
in battles, so don't expect to see some underused supports here.
Basic combos [you can use these with any koma Momotaro]
B -> Side-B -> Y -> Side-Y
Deals about 44-48 damage against neutral types and 66-72 damage against
knowledge types depending on how many times you tap Y.
If you tap it too much you will move your enemy too far away from you
and the punches will cease to strike, giving your opponent enough
time to block before you use Side-Y.
B -> Up-B -> Side-Y
Deals 37 damage to neutral types and 55 damage to knowledge types.
And for support combos:
B->Side-B->Y->Shishio-2->[run towards opponent]B->Y-> Shishio 2
Rinse and repeat until you reach the limit.
Note: The timing is a bit different but you can also do the same
infinite with Gotenks-3 and Bobobo-2.
And for added flavor Gotenks-3 can also ring the enemy
out quite easily. You can also alternate between them
in the same combo...if you wanna be flashy.
/------
4-Koma Combos
I like using 4-koma Momotaro combos the best because...well they look cool.
Here's a few:
B -> Side-B -> Y -> Gotenks-3 -> X
Deals 108 damage to power types, 96 Damage to laughter types, and a big
122 damage to knowledge types.
B -> Side-B -> Y -> Kagura-3 -> [wait until you hear the 5th smash...]->X
Deals 113 damage to power types, 123 damage to knowledge types
and about 93 damage to laughter types.
------/
5-Koma Combos
Despite what I've said...combined with supports, 5-Koma Momotaro can still
be pretty effective. Consider these combos watered down versions of his
6-Koma combos.
B -> Side-B -> Y -> Kenshiro-3 -> X
Deals about 76 damage to neutral types and about 113 to Knowledge types.
B -> Side-B -> Y -> Kenshin-2 -> X
Only deals about 44 damage but the paralysis from Kenshin lasts
long enough for you to repeat the combo. It's GREAT for ring-outs.
Watch out for enemies with immunity to paralysis though.
/------
6-Koma Combos
The above combos can also be applied to 6-Koma Momotaro. The
timing is a bit different because 6-Koma's X is a bit faster
but It's nothing difficult to get used to. Here are some other
things you can do with 6-Koma Momotaro:
B -> Side-B -> Y -> Naruto-3 -> Up-X
Deals 102 damage to neutral types and a whopping 162 damage
to Knowledge types. The timing might be difficult at first.
You just gotta press Up-X immediately after using Naruto-3.
B -> Side-B -> Y -> Shishio-2 -> Up-X
Deals about 108 Damage to neutral types and so far the most
I've gotten against knowledge is a big heaping 165 damage.
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/-IX. [***USEFUL INFO.***] [USI]
I. Unless absolutely necessary...forget about Momotaros
Ultimate Action. It does recover a decent amount of SP
however his built in effect means that when not fighting
his SP is gonna slowly drain away.
So unless you're in a FFA and your opponents are taking
each other out...refrain from trying to gain SP this way.
II. When being edge-guarded don't try the wait-it-out method
against enemies like Renji or Gohan. They have attacks that
can hit you when you're hanging on the ledge. Your best shot
is to get back on ASAP and get them with a support.
III. His ally boosts are terrible, with the exception of Edajima.
Unless you have absolutely nothing else to put in...don't
use them.
IV. Don't forget that Momotaro has built in take less damage from
swords as well as punches and kicks.
V. You can touch Momotaros panel repeatedly to keep shooting
the blue-tiger. This works surprisingly well. Especially as an
edge-guarding move.
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/-X. [***CREDITS***][CRDT]
Thanks so:
-Genroh: For an amazing FAQ. Without it I would still be trying to figure
out what to do on the first stage.
-Nintendo: For the creation of the DS.
-Ganbarion: For this game.
-Shonen JUMP!: For giving us such awesome stuff to read.
-Offensive_Altar: I used your FAQ as a guideline for mine. Thanks.
-Everyone on the JUS boards for letting me have a such a fun time battling.
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/-XI. [***Version History***][VRH]
<Version 1.0> I think I got everything important. If you see anything
that needs fixing or something you would like to see
you can reach me at:
MSN-----Ryobit.01@hotmailcom
AIM-----Ryobit
[email protected]
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/-XII. [***LEGAL STUFF***] [LSTF]
Copyright 2007 Christian Fontanet / TheFenikkusu
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.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
The only web site that has permission to post this FAQ is gamefaqs.com