Table of Contents:
I. FAQ Introduction and Updates
II. History of Muhyo
III. How to obtain Muhyo
IV. Koma Information
V. Controls and Moves
VI. Ally Boosts
VII. Combos and Strategies
VIII. Deck Setups
IX. Credits
Copyright 2007, Yamcha.
This FAQ is for public use and may not be used to gain a profit.
If you would like to contribute something, please put "Muhyo FAQ" in
the subject, otherwise I won't read it. You will be properly credited.
---------------------------
I. Introduction and Updates
---------------------------
This FAQ is for all the Muhyo players out there as well as people that
may have initially been turned away by his quirky moveset and steep
learning curve. However, those that take the time to learn how to
properly utilize him will find that he has a wonderful mix up game
and a variety of strategies at his disposal. He has one of the most
unique movesets in the game and can be a downright monster to fight.
Just as a trivial note, Muhyo is the only Knowledge nature in the game
with a 7 Koma.
Muhyo is generally considered a low tier character and thus doesn't see
competitive play very often. If you're here, then you must like using
low ranked characters. Whatever your reason is, this guide will help
you along.
Updates: Version 1.0 - 2/18/07
Started working on this much procrastinated guide. Stay tuned for more
updates.
Version 1.1 - Corrected a few attack names and added decks and battle
character recommendations.
-----------------
II. Muhyo History
-----------------
Muhyo is from the manga series Muhyo to Rouji no Mahoritsu Sodan
Jimusho which started serialization in 2005. It is currently running
with no projected US license to date. I don't know what the series is
about, but I'll pick it up soon to tell you.
------------------------
III. How to obtain Muhyo
-----------------------—
Muhyo is already available at the beginning of the game.
--------------------
IV. Koma Information
--------------------
~Help and Support Koma~
Muhyo Help Koma: Attack strength goes up when health is low.
Muhyo 2 Koma [Knowledge] - Kin no Maku
Effect: Grants invisibilty for a short time.
Size: [ ] [ ]
Cost: 50 Green, 5 White
Muhyo 3 Koma [Knowledge] - Kin no Yoroi
Effect: Grants invincibilty for a short time.
Size:
[ ]
[ ]
[ ]
Cost: 100 Green, 10 White
~Battle Koma~
Muhyo 4 Koma [Knowledge]
Passive Effects: Unknown
Ultimate Action: Hold Select to sleep and regain SP.
Health: 128
Size:
[ ]
[ ]
[ ]
[ ]
Cost: 200 Green, 15 White
Muhyo 5 Koma [Knowledge]
Passive Effects: Unknown
Ultimate Action: Hold Select to sleep and regain SP.
Health: 144
Size:
[ ] [ ] [ ]
[ ] [ ]
Cost: 400 Green, 20 White
Muhyo 6 Koma [Knowledge]
Passive Effects: Unknown
Ultimate Action: Hold Select to sleep and regain SP.
Health: 160
Size:
[ ] [ ]
[ ] [ ]
[ ] [ ]
Cost: 600 Green, 30 White
Muhyo 7 Koma [Knowledge]
Passive Effects: Unknown
Ultimate Action: Hold Select to sleep
and regain SP.
Health: 176
Size:
[ ] [ ] [ ]
[ ] [ ] [ ] [ ]
Cost: 200 Red, 600 Green, 200 White
Note: This path muct be unlocked in Page’s Chart.
---------------------
V. Controls and Moves
---------------------
All moves are of the Knowledge nature except where noted.
B - Book Smack
Damage: 6 [Power][Knowledge], 9 [Laughter]
Description: Muhyo’s combo starting move. A fast, short ranged attack.
Forward B - Ghost Attacker
Damage: 9 [P][K], 13 [L]
Description: A small monster slashes at opponents in front of you.
The downtime after the attack is minimal so it's a safe poke to use
often. Hold B to increase the range.
Up B - Spike Summon
Damage: 9 [P][K], 13 [L]
Description: The air launcher. Fairly fast and sends the opponent
upwards. This is the move you'll use to start your air combos.
Muhyo has a lot of good anti-air moves to utilize afterwards.
Down B - Palm Thrust
Damage: 7 [P][K], 10 [L]
Description: Just a standard character change move. It activates very
quickly but has some lag time afterwards. This move can't be integrated
into any combos.
Jump B - Aerial Ghost Attacker
Damage: 10 [P][K], 15 [L]
Description: Somehow this move hits harder than its ground counterpart.
A good air poke to encourage others to keep their distance.
Y - Satan's Shadow
Damage: 16 [P][K], 24 [L]
Description: A purple monster pops out of the ground and drags the
opponent away if it connects. There is significant lag afterwards
regardless if it connects or misses. Don't use it if someone is behind
you, because you are wide open. Also do NOT use this move on its own.
The safest way to ensure this move connects is to use it from a combo.
THe monster can't go through walls. Ordinarily it also can't go off
of platforms or ledges on its own. However if it grabs someone near a
ledge then it can drag them off the stage. Hold Y to extend the range.
Forward Y - Giant Fork Summon
Damage: 20 [P][K], 30 [L]
Description: A great move that launches people upwards. While it is
quick, use it in moderation because it can become predictable. This
particular move has a strange trait. If the side of the fork closer to
you connects, your enemy is launched toward you. If the side further
from you connects, they are launched away. When you use this in a combo
directly after the Neutral Y the latter will happen. Hold Y to extend
the range.
Up Y - Never Returning Owl
Damage: 20 [P][K], 30 [L]
Description: A quick anti-air attack. Best used as combo filler as it
is hard to connect on its own. You can also use this to scare aerial
fighters into coming back to the ground.
Down Y - Satan's Iron Hammer
Damage:
First Hit: 8 [P][K], 12 [L]
Both Hits: 18 [P][K], 27 [L]
Description: A nice guard break that comes out quickly and has the
potential to hit multiple blockers.
Jump Y - Shadow Blobs
Damage per hit: 7 [P][K], 10 [L]
Description: Three shadow things emerge from the ground and explode
in mid-air. It's very useful for hitting unsuspecting crowds underneath
you.
X - Special A (4 Koma) - Meiou no Bansan no Kei
Damage: 40 [P][K], 60 [L]
Description: A monster's mouth appears from the ground and swallows
anyone that gets caught in it. This move leaves you open whenever you
use it. To ensure a higher success rate, this is best used after your
Neutral Y attack.
Up X - Special B (4 Koma) - Mazukan no Kei
Damage: 33 [P][K], 49 [L]
Description: A large spellbook appears overhead and the pages start
flipping to damage enemies. It is difficult to set this up just right
to get full damage.
X - Special A (5 Koma) - Maretsusha no Kei
Damage: 40 [P][K], 60 [L]
Description: A train appears behind Muhyo and rushes forward to hit
anyone in front of you.
Up X - Special B (5 Koma) - Yuurishoukan
Damage: 48 [P][K], 72 [L]
Description: A grey monster appears and swirls upwards. It creates a
small vortex that catches people around him. Use the control pad to
change his vertical direction.
X - Special A (6 Koma) - Makensui no Kei
Damage: ~50 [P][K], ~72 [L]
Description: A knight(?) on horseback is summoned and charges forward.
This special is powerful but can easily be blocked by enemy supports
that are occupying space on the field.
Up X - Special B - (6 Koma) - Yuurisoukan Hontou no Sugata
Damage: ~56 [P][K], ~84 [L]
Description: An improved and more powerful version of the regular
Yuurisoukan. A larger spinning monster appears and does the same thing.
This guy has a bigger vortex area so you can easily catch two fighters
in this special. Use the control pad to change his direction.
X - Special A (7 Koma) - Meiouruararieshoukan Touato no Yari
Damage: 52 [P][K], 78 [L]
Description: An extremely slow but powerful attack. A giant monster
is summoned to throw a lance ahead of you. This move is best used in a
free for all when everyone else is busy. Move out of their field of
view, then use the special and hope no one sees you.
Up X - Special B (7 Koma) - Meiouruararieshoukan Senpen no Shita
Damage: 64 [P][K], 96 [L]
Description: Another big monster is summoned, but this time he tosses
a flurry of punches in front of you. This move has some edge guarding
potential if you can time it correctly. Press X for more hits.
---------------
VI. Ally Boosts
---------------
Koma that boost Muhyo:
-Rouji (Muhyo to Rouji)
-Page (Muhyo to Rouji)
-Neuro (Majin Tantei Nogami Neuro)
Koma boosted by Muhyo:
-Neuro (Majin Tantei Nogami Neuro)
--------------------------
VII. Combos and Strategies
-------------------------—
Basic Combos:
1. B -> Y -> Forward Y
2. B -> Forward B -> Y -> Forward Y
3. B -> Up B -> Up Y
4. B -> Forward B -> Y -> X [Applicable to 4, 5, 6 Koma]
5. B -> Up B -> Up X [Applicable to 5, 6 Koma]
6. B -> Forward B -> Forward Y -> Up X [5, 6 Koma]
Strategy:
1. Muhyo is a ranged knowledge fighter. Don't bum rush guys like Dio or
Raoh! Take your time and keep your distance. Use a variety of fake outs
to keep your enemies guessing. Alternate between the ranged Forward B
and Forward Y attacks. You can hold the respective attack buttons to
increase the range depending on the distance.
2. Muhyo's moves tend to have lots of lag after you use them. You'll
have to adjust to this fact. Add a quick hitting support like Kagura 2
to cover you if you whiff a move.
3. Muhyo is a bit lacking as a summoner. He is also much more difficult
to initially use than his bretheren. His moves don't have the raw
priority of Yugi and Taikoubou, but don't let that get you down.
Muhyo has a lot of combo potential with the right setups. While the
other summoners can sort of get away with close range fighting, many
of your Y moves will simply not connect in close quarter combat.
-----------------
VIII. Deck Setups
-----------------
~Recommended Help Koma~
Neuro (Neuro)- Immunity to paralysis and a boost. Good stuff.
Eve (Black Cat) - Any triple jump help will work. It is hands down the
most useful help in the game.
Jaguar (Jaguar) - Immunity to battle and support seal.
Luffy (One Piece) - Helps to decrease damage from punches and kicks
from power characters.
Kanda (D.Gray Man) - Decreases blade damage from sword users who tend
to be overwhelmingly power type.
Kuroro (Hunter) - Decreasing special damage is self explanatory.
Page (Muhyo) - Use it if you feel that you need auto guard. At the very
least it gives you a boost too.
~Recommended Supports~
Rouji 2 - This support is steadily increasing in its notoriety, but
it compliments Muhyo quite well. It seals movement and steals an SP
bar. Best used as soon as your Neutral Y connects. You can then get
behind them and continually guard break.
Kagura 2 - Excellent surprise attack with a nice frontal range. An
excellent support to cover you when you need to put some distance
between you and the opponent.
Sanosuke 2 - Awesome range. He's a good choice for ending combos when
the opponent is knocked away from the Giant Fork attack.
Rouji 3 - A nice support sealer and boost in one package. Like his 2
Koma version, he is perfectly suited to Muhyo's moveset. Activate
him after using the Neutral Y.
Ohara 3 - The infamous edge guarder can prove to be a valuable ally.
Use him after Neutral Y, and he'll still keep attacking after your
summon disappears. Feel free to make up your own combos from there.
Hitagawa 3 - Another koma that meshes well with your moveset. He steals
SP and does damage. He works wonders when worked into Neutral Y.
~Choosing your Battle Koma~
Muhyo's 4 Koma has terrible specials. Likewise, his 7 koma's specials
aren't much better because of their slow speed. This leaves us between
his 5 and 6 Koma versions. If there's enough demand to go over the 4
and 7 Komas though, I'll add them.
5 Koma
Advantages:
-Nice Special A
-Special B is fast
-Leaves more room for other characters
Disadvantages:
-Special B's timing can be difficult to use
-Less health
6 Koma
Advantages:
-Larger Special B is more forgiving in combos
-More health to stay in the match
Disadvantages:
-Slighty worse Special A
-Special B is slightly slower
-6 Koma Muhyo isn't that much better than his 5 Koma
So which one is better? The edge goes to 5 Koma by a hair. He is all
around more versatile. The Special A can catch multiple opponents and
isn't as easily interrupted as the 6 Koma Special A.
The Special B isn't too different between the two versions either.
If you're having trouble setting up the anti-air combos, then use
6 Koma Muhyo.
~Recommended Battle Partners~
Since Muhyo is slow he would benefit greatly from a speedy character
or a heavy hitter to help cover his weaknesses.
Hiei 4/5 - A fast character with surprising range. His warp dash can
really help you escape mobs and ring outs. Hiei 4 is excellent for
the small space requirements, while his 5 Koma has the deadly
controllable Dragon of Darkness Flame special.
Kenshin 5/6 - Quick and combo friendly, Kenshin is another good choice
in any koma. His intrinsic triple jump will also save you a slot that
would otherwise be occupied.
Raoh (Any) - He's Raoh. He kicks ass. While his speed may be an issue
to his power will blow you away. The only problem is that his smallest
koma is a 6, but it's worth it.
Dio 5 - Dio is another powerhouse that can be useful to cover Muhyo.
He has excellent range and power as well as some very deadly specials.
M = Muhyo (5)
H = Hiei (5) Leader
O = Orihime (3)
h = Hijitaka (3) (Gintama)
E = Eve (1) Pointing at Muhyo
n = Neuro (1) Pointing at Muhyo
s = Sakuragi (1) Pointing at Hiei
e = Edajima (1)
M = Muhyo (6) Leader
Y = Yugi (5)
K = Kurama (3)
b = Yamamoto (3) (Hitman Reborn)
E = Eve (1) Pointing at Muhyo
h = Hiko (1)
s = Sakuragi (1) Pointing at Yugi
-----------
IX. Credits
-----------
Many thanks to the following:
-Nintendo, Ganbarion, and Shueisha
-Genroh for the all-knowing JUS FAQ
-CJayC for creating GameFAQs in the first place
-Summonmaster for the attack names from his Manga Moments FAQ