Jump! Ultimate Stars
Nami Character Guide
By: puTTytHiEF09
Table of Contents
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1. Introduction for FAQ
2. Character Introduction
3. How to Obtain Nami's Help Koma
4. Nami's Evolution Chart
5. Nami's Basic Attacks
6. Nami's Help/Support/Battle Koma
7. Ally Boosts and Good Battle/Support/Help Koma Choices
8. Nami's Various Combos
9. Playing as Nami/Playing Against Nami
10. Sample Decks
11. Legal Information, Contact Information, ect.
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1. Introduction for FAQ
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Hello and welcome to the Nami character guide for Jump! Ultimate Stars. This
guide will go over the following: how to obtain Nami's help koma, how her
evolution chart fills out, how to unlock the path to her alternate nature
koma, her basic, support, and super attacks, which characters provide ally
boosts for Nami, which characters are great to pair Nami up with, and the
various combos that can be used with her.
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2. Character Introduction
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Nami is part of the Straw Hats who are the main characters of Eiichiro Oda's
One Piece. She is the third member to accompany Luffy's pirate group, the
Straw Hats, but is the fifth one to actually join the crew officially. Nami
herself is originally introduced a thief that specifically steals from
pirates. She accompanies Luffy, Zolo, and eventually Usopp up until they
reach the floating restauraunt Baratie. While the Baratie is being attacked
by Don Kreig and his crew, Nami makes off with the Merry Go and the treasure
that both the Straw Hats and Zolo's old bounty hunting partners had with
them.
It is at this point where readers find out that she actually is working for
Arlong's pirate group out of necessity. This is because Arlong took over Coco
Village, the town Nami grew up in, over 10 years ago and extorts the
villagers there. Nami wishes to buy back the village from Arlong for 100
million berries(the currency in One Piece), a deal he promises that he'll
keep. However, just as Nami is about to reach her goal and buy back the
village, Arlong underhandedly nullifies all of Nami's efforts buy having a
Navy officer take away the money Nami was saving to buy back the town,
forcing her to start all over again from scratch. It is at this point where
Nami asks Luffy for help, and the Straw Hats battles at Arlong Park occur,
after which Nami officially joins the Straw Hat Crew, as the crew's navigator.
Her weapon, the Clima-Tact, is an invention of Usopp's first seen in action
during the Alabasta arc, in her fight with Miss Doublefinger. While some of
the formations of the original Clima-Tact are purely for parties and comedy,
such as Fine Tempo and Thunder Tempo, others can be very deadly, especially
in the hands on someone with deep knowledge of meteorology, such as Nami.
Nami eventually gets an upgraded version of this weapon, the Perfect Clima-
Tact, first seen in action during the start of the Enis Lobby arc. In this
version, some moves that were purely comical before can now actually do
something, such as the new Cloudy Tempo seen in Nami's fight with Kalifa.
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3. How to Obtain Nami's Help Koma
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In order to obtain Nami's help koma, you must complete the 5th objective in
the 3rd mission of the One Piece world, which is to collect 30 coins, which
are in the breakable objects in the mission stage. That's all there is to it.
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4.Nami's Evolution Chart
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Nami's fully completed evolution chart is seen below, with the various gems
needed to unlock them following shortly afterwards.
____________
| |
| 2--3 |
| | |
| H-4--5--6 |
| | |
| A |
|___________|
Chart Key and Unlocking Cost:
H: 1-koma(help)
2: 2-koma(support) [30 green gems, 20 yellow gems, 5 white gems]
3: 3-koma(support) [80 green gems, 20 yellow gems, 10 white gems]
4: 4-koma(battle) [150 green gems, 50 yellow gems, 20 white gems]
5: 5-koma(battle) [100 red gems, 300 green gems, 20 white gems]
6: 6-koma(battle) [500 green gems, 100 yellow gems, 30 white gems]
A: 4-koma(battle) [80 red gems, 120 green gems, 30 blue gems, path unlocked
in Sanji's character evolution]
So, right now, were looking at 180 red, 1290 green, 190 yellow, 60 blue, and
80 white gems to fully fill out the chart. However, in order to get the path
to Nami'salternate 4-koma, you need to obtain Sanji's help koma and evolve
it. To obtain it, you need to complete second stage in One Piece world,
which is done by having more stars than your opponents when time runs out.
Once obtained, you need to get to the block that unlock the path for Nami's
alternate 4-koma, which is reach by obtaining Sanji's 4, 5, and 6 komas.
After getting there, pay 100 red and 50 blue gems in the said block in order
to unlock the path for Nami's alternate 4-koma.
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5. Nami's Basic Attacks
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Since Nami has two forms, Clima-Tact Nami and Perfect Clima-Tact Nami,
the guide will be split into two mini sections here.
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Clima-Tact Nami
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(note: For 4-koma laughter Nami, switch the power damage values with the
laughter damage values and vice-versa)
Neutral B: Nami just swings the Clima-Tact a little bit forward. Mostly used
for basic poking, since if the move connects, it can quickly and smoothly
flow into many her regular attacks.
-------------------------
Damage:
Power/Knowledge: 6
Laughter: 9
-------------------------
Forward B: Nami uses Thunder Tempo, which shoots out boxing glove attached to
a spring forward. Somewhat decent push back, and can quickly be chained
easily into her neutral B attack, however it has a long recovery time for the
most part, unless you immediately chain it into her neutral Y. Mostly a
poking attack though.
-------------------------
Damage:
Power/Knowledge: 6
Laughter: 9
-------------------------
Up B: Nami uses Rain Tempo, Whhere she places a rod of the Clima-Tact one her
left hand, head, and right hand respectively. It loses one of the things
that made it great in Jump! SuperStars, namely the multi-hitting properties.
It's still a decent move, as you can hit people on both to the left and right
of Nami, which is always nice.
-------------------------
Damage:
Power/Knowledge: 6
Laughter: 9
-------------------------
Down B: Nami uses Cloudy Tempo, where she forms the Clima-Tact like a rifle
and fires a boquet of flowers forward. Has the property to forcibly change
your opponents characters, like all down B attacks. Somewhat crappy range,
and can't be really comboed into it too well. However, the attack does come
out pretty quick.
-------------------------
Damage:
Power/Knowledge: 6
Laughter: 9
-------------------------
Aerial B: Nami does a downward strke with the Clima-Tact, which knocks an
opponent down through platforms, which is really about all there is to it.
Quick start-up and recovery though.
-------------------------
Damage:
Power/Knowledge: 6
Laughter: 9
-------------------------
Neutral Y: Nami spins the Clima-Tact around in front of her. Basic version of
the attack only does 3 hits, but pressing X along with the attack can extend
the number of hits to 15 in total. Comes out realatively quick, but there is
a small amount of recovery time afterwards, and can easily be chained into.
Overall a great basic attack.
-------------------------
Damage:
Power/Knowledge: 1 damage per hit, 3-15 hits, max damage of 15 in total
Laughter: 1-2 damage per hit, 3-15 hits, max damage of 22 in total
-------------------------
Forward Y: Nami uses Cyclone Tempo, where she throws one of the small rods of
the Clima-Tact of her opponent like a frizbee. Can hit opponents up to 4 times
(twice throwing it forward, twice as it's coming back), can hit multiple
opponents in a line, and can quickly be chained into. There is a bit of a
recovery time, but overall it still is a pretty good move.
-------------------------
Damage:
Power/Knowledge: 6 per hit, 4-hits max, 24 damage total
Laughter: 9 per hit, 4-hits max, 36 damage total
-------------------------
Up Y: Nami uses Fine Tempo, where she forms a triangle with her Clima-Tact
and causes three doves to fly out, one to the upper-left, one straight up,
and one to the upper-right. Pretty slow start-up and recovery time, but it
makes for a great projectile to aim at people on higher platforms, especially
since it fans out.
-------------------------
Damage:
Power/Knowledge: 5 per bird, 15 if all three hit at the same time
Laughter: 7 per bird, 22 if all three hit at the same time
-------------------------
Down Y: Nami gets on a waver, and dashes forward with it. Breaks guards like
all down Y attacks. One of the better ones, since you can use this from
about half a screen away and still have it hit, and it move pretty fast
forward.
-------------------------
Damage:
Power/Knowledge: 12
Laughter: 18
-------------------------
Aerial Y: Nami uses Thunder Ball, which sends out a ball of electricity
slowly forward for about half the screen. Pretty good attack keep away
attack, since the opponent is constantly getting pushed backwards with every
hit, and you can send two out at a time, making it hard to move forward.
Nami is also gets a rise upward and is moved a bit back whenever the attack
is used, but it's not going to save you if you get movement sealed and
knocked off the stage, like Jaguar, Kazuki, or Tsuna would.
-------------------------
Damage:
(deals up to 4 hits)
Power/Knowledge: 2 damage per hit, 8 damage in total
Laughter: 3 damage per hit, 12 damage per hit
-------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Perfect Clima-Tact Nami
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Neutral B: Nami just swings the Clima-Tact a little bit forward. Mostly used
for basic poking, since if the move connects, it can quickly and smoothly
flow into many her regular attacks.
-------------------------
Damage:
Power/Knowledge: 6
Laughter: 9
-------------------------
Forward B: Nami uses Swing Arm, which swings one of the small rods of the
Perfect Clima-Tact a good deal forward. Somewhat decent push back, and can
quickly be chained easily from her neutral B attack, however it has a long
recovery time for the most part, unless you immediately chain it into her
neutral Y. Mostly a poking attack though.
-------------------------
Damage:
Power/Knowledge: 6
Laughter: 9
-------------------------
Up B: Nami uses Thunder Charge and swings her weapon upward. Knocks the
opponent upwards, making it really easy to chain into her up Y attack.
Beyond that, it has a noticable recovery time.
-------------------------
Damage:
Power/Knowledge: 6
Laughter: 9
-------------------------
Down B: Nami angrily swings the Perfect Clima-Tact in a downward fashion. Has
the property to forcibly change your opponents characters, like all down B
attacks. Somewhat crappy range, and can't be really comboed into it too
well. However, the attack does come out pretty quick.
-------------------------
Damage:
Power/Knowledge: 6
Laughter: 9
-------------------------
Aerial B: Nami does a downward strke with the Clima-Tact. Quick start-up and
recovery.
-------------------------
Damage:
Power/Knowledge: 6
Laughter: 9
-------------------------
Neutral Y: Nami spins the Clima-Tact around in front of her. Basic version of
the attack only does 3 hits, but pressing X along with the attack can extend
the number of hits to 15 in total, however most of the time you only 10-12
hits, unless you start right at the opponent. Comes out realatively quick,
but there is a small amount of recovery time afterwards, and can easily be
chained into. Overall a great basic attack.
-------------------------
Damage:
Power/Knowledge: 1 damage per hit, 3-15 hits, max damage of 15 in total
Laughter: 1-2 damage per hit, 3-15 hits, max damage of 22 in total
-------------------------
Forward Y: Nami uses Cyclone Tempo, where she throws one of the small rods of
the Perfect Clima-Tact of her opponent like a frizbee. Can hit opponents up
to 2 times(once throwing it forward, once as it's coming back), can hit
multiple opponents in a line, and can quickly be chained into. The majot
difference between the Clima-Tact Nami and the Perfect Clima-tact Nami
version of this move is that the thrown rod moves forward and back much
faster. There is a bit of a recovery time, but overall it still is a pretty
good move.
-------------------------
Damage:
Power/Knowledge: 6 per hit, 2-hits max, 12 damage total
Laughter: 9 per hit, 2-hits max, 18 damage total
-------------------------
Up Y: Nami uses Thunderbolt Tempo, where she forms a cloud and sends it and a
Thunder Ball with her Clima-Tact. The cloud moves a little bit to the
direction Nami is facing and a decent amount upwards. At the end, a
thunderbolt strikes down from the cloud. Good move, but the thunderbolt can
be blocked by thin platforms that may be above.
-------------------------
Damage:
Power/Knowledge: 1 per cloud/thunder ball hit, 12 for the thunderbolt
Laughter: 1 per cloud/thunder ball hit, 12 for the thunderbolt
-------------------------
Down Y: Nami creates a small tornado with her Perfect Clima-Tact, and charges
slightly forward with it. Breaks guards like all down Y attacks. Compared to
her waver attack, this guard break sucks.
-------------------------
Damage:
Power/Knowledge: 12
Laughter: 18
-------------------------
Aerial Y: Nami uses Thunder Ball, which sends out a ball of electricity
slowly forward for about half the screen. Pretty good attack keep away
attack, since the opponent is constantly getting pushed backwards with every
hit, and you can send two out at a time, making it hard to move forward.
-------------------------
Damage:
(deals up to 8 hits)
Power/Knowledge: 2 damage per hit, 16 damage in total
Laughter: 3 damage per hit, 24 damage per hit
-------------------------
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6. Nami's Help/Support/Battle Koma
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Help Koma
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Increases Special Gauge When Breaking Item Boxes
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Support Koma
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2-koma
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[][]
Nami quickly dashes forward for about half the screen, stealing 2 bars of
special meter(or all thats availible if your opponent has less than 2 bars of
special meter)from every opponent she dashes through, giving back though
stolen SP to you.
Damage: 0
Great support koma overall. You can easily set this koma up in a very basic
combo and literally destroy your opponent's special without too much effort,
while maintaining your own.
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3-koma
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[][]
[]
Nami appears wrapped in a towel. She quickly flashes herself, which causes a
heart-shapped zone to come out and quickly expand. Those hit by the heart
lose 2 special bars andare afflicted with the Battle Seal status.
Damage: 0
Not worth using, ever, especially when you have Nami's 2-koma. The battle
seal is kind of nice, and the move itself is nice and quick, but there are so
many better ways to use your deckspace.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Battle Koma
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Passive Effects for All Versions of Nami's Battle Koma
-Innate Ability to Air-Dash
-Gain More SP From Coins
-Gain SP Enegry From Breaking Treasure Chests
Ultimate Action
-Nami taunts her opponent and points at them. Those that are close enough
that is not blocking loses some of thier special bar and are dealt 1 point of
damage.
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4-koma (Knowledge)
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[][][]
[]
Health: 128
Neutral X Special: Trouble
Special Attack Nature: Knowledge
More or less the same as her 2-koma, with one major difference, no matter how
much SP her opponent has, she always gains a minimum 1 SP bar from every
opponent she steals from. Extremely easy to combo into.
Fantastic special. Extremely easy to combo into, rewards itself
automatically, even if the opponent has no more specials left, and can easily
be lead into near infinate combos due to the self-replenishing nature of the
attack. Definately worth using/abusing/exploiting.
Doesn't do any physical damage.
Up X Special: Mirage Tempo
Special Attack Nature: Knowledge
Nami says something for a couple of seconds, and then she causes her current
position to look like a mirage, granter her the Invisibility status effect.
It does what it does well, which is to quickly grant you a nice status
effect. It can be great for setting up sneak attacks when the opponent least
expects it, provided they don't have the ability to see invisible people.
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4-koma (Laughter)
----------------------------------------
[][][][]
Health: 128
Neutral X Special: Trouble
Special Attack Nature: Knowledge
More or less the same as her 2-koma, with one major difference, no matter how
much SP her opponent has, she always gains a minimum 1 SP bar from every
opponent she steals from. Extremely easy to combo into.
Fantastic special. Extremely easy to combo into, rewards itself
automatically, even if the opponent has no more specials left, and can easily
be lead into infinate combos due to the self-replenishing nature of the
attack. Definately worth using/abusing/exploiting.
Doesn't do any physical damage.
Up X Special: Mirage Tempo
Special Attack Nature: Knowledge
Nami says something for a couple of seconds, and then she causes her current
position to look like a mirage, granter her the Invisibility status effect.
It does what it does well, which is to quickly grant you a nice status
effect. It can be great for setting up sneak attacks when the opponent least
expects it, provided they don't have the ability to see invisible people.
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Pros and Cons of Nami's 4-koma
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+ Great for utter destroying your opponents special bar
+ Can easily start and maintain infinate/near infinate combos
+ Can readily and easily chain into a number of supports
- Redicuously low HP
- Can't cause too much damage without the use of supports
Overall I find Nami's 4-koma to be a great secondary battle character. You
can literally take away all an opponents special bar in 3-4 combos. She can
be used effeciatnely with quite a few support koma into infinate combos.
However, her low HP totals and inability to do some really heavy damage
outside supports prevents this 4-koma from being a the choice for your leader.
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5-koma
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[][][]
[][]
Health: 144
Neutral X Special: Tornado Tempo
Special Attack Nature: Knowledge
Nami moves slightly forward, with her Clima-Tact in a position so that one of
the rods is connected horizonatally with the other two rods. If an opponent
is hit by the rods, mechanical birds attached to wires pop put and twist
around the opponent. After a second or two, the one rod detaches itself from
the other two rods and sends the opponent flying backwards quite a ways. If
multiple opponents are next to each other as the rod piece is flying, there's
a chance that they maybe be swept away together by the attack.
I find this to be a great ringout move, especially if you can combine it with
any type of beam attack, especially those that end up freezing those who are
hit. If you can do that, they are probably going to be dead whenever the
move ends, due to being frozen or being pushed back so far away. It can also
be chained into easily enough with Nami's regular attacks, which is always
good.
----------------------------
Damage
----------------------------
Power/Knowledge
Max Hits: 26
Damage per Hit: 2 for the first 6 hits, 1 for every hit afterwards
Total Damage: 32
Laughter
Max Hits: 26
Damage per Hit: 3 for the first 6 hits, 1-2 for every hit afterwards
Total Damage: 48
Up X Special: Thunder Bolt Tempo
A black thundercloud appears above and in front of Nami. She uses a Thunder
Ball on it, and causes a chain of 3 thind blots to rain down, each subsequent
thunder cloud being futher and high from Nami. Causes the shock status
effect.
Not really all that great. At best you'll only be able to hit your opponent
with two of the three lightning bolts at best, due to the odd ways the move
hits the opponent at times. The blots also don't cause enough damage by
themselves for the move to be worth an special bar. Save it for Tornado
Tempo, supports, and other characters specials.
------------------------
Damage
------------------------
Power/Knowledge
Max Hits: 2
Damage per Hit: 10
Total Damage: 20
Laughter
Max Hits: 2
Damage per Hit: 15
Total Damage: 30
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Pros and Cons of Nami's 5-koma
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+ Great ring-out oportunities via Tornado Tempo
- Low HP
- Doesn't have the awesome special bar stealing ability Nami 4-koma has
If you need a Nami koma that can do ring-outs very effectively, then this one
is for you. Besides that the 4 and 6 koma are better overall.
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6-koma
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[][]
[][]
[][]
Health: 160
Neutral X Special: Thunder Tempo
Nami creates a thunder cloud and begins charging it. The longer X is held,
the further it will go when released, up to a certain point. When released,
the cloud will fly out a certain distance, and then will be pull slightly
backwards though Nami's Thunder Charged Perfect Clima-Tact and will create an
electric current that connect the two together for a few seconds. Causes the
shock status effect when the electricity hits the opponent.
Her best directly offensive special, easily. Can easily do around 100 damage
when paired with the right support, and is realatively easy to combo into
with her regular attacks as well. It can also be a good attack against
crowds, since multiple people can get caught up in the attack.
---------------------
Damage
---------------------
Power/Knowledge
Max Hits: 26
Damage per Hit: 1-2 per cloud hit, 2-4 per electricity hit
Total Damage: 63
Laughter
Max Hits: 26
Damage per Hit: 1-3 per cloud hit, 8-11 per electricity hit
Total Damage: 91
Up X Special: Thunder Tempest(Perfact Clima-Tact)
Nami creates a thunder cloud over her head. The cloud quickly grows, Nami
uses a Thunder Ball on the cloud, and then trips as the lightning starts
striking. Causes the stun status effect.
This is a decent attack when surrounded on both sides. One of the great
things about this move is that is can break guards pretty easily, which makes
it handy against chronic blockers. Bad new is that the attack that a few
seconds to set up, but it has a good recovery time. Best used when you can
create you own opening via stunning or freezing.
--------------------
Damage
--------------------
Power/Knowledge
Max Hits: 1
Damage per Hit: 40
Total Damage: 40
Laughter
Max Hits: 1
Damage per Hit: 60
Total Damage: 60
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Pros and Cons of Nami's 6-koma
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+ Has the best physically offensive specials out of all the Nami komas
+ Is the best Nami koma for trying to get a regular KO with
- Doesn't have the special destroying capabilities that 4-koma Nami has, nor
does she have the ring out capabilities that Nami 5-koma has
As an attacker, I find 6 koma Nami to be the best, mostly due to her
specials. As her best one overall though, it is debatable, since 4-koma Nami
can literally destroy an opponents special bar with little to no effort. I
prefer to use 6-koma Nami if I want her to be the leader for a deck or if I
need some extra attack power with my secondary battle characters for a deck.
Otherwise, I'd probably use her 4-koma as a secondary battle character for a
deck.
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7. Ally Boosts and Good Battle/Support/Help Koma Choices
*********************************************************
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ally Boosts
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Clima-Tact Nami
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Sanji (One Piece)
Help Koma - Restores more life from food
2-koma - Sanji appears in front of the players character, holding a cake and
some tea. If a female character comes by, he will place the cake on the
table and restores a lot of life. If a male character comes by, he will drop
both the cake and tea and restore a small amount of life. If it is for a
male character, sometimes it fails.
3-koma - Sanji flips forward, attacks horizontally during a second flip, and
during a final flip forward, kicks upwards.
4 through 6-koma - Battle Koma
A lot of good choices here. If you're doing a deck with battle characters
that comprise mostly of female characters, his 2-koma is an excellent choice
to boost Nami with. If you just need another good battle character with you,
then Sanji is a decent place to start.
Anna (Shaman King)
Help Koma - Increases Special Gauge When Multi Hitting
2-koma - Anna come out in front of the user's character and quickly performs
a slap. Causes the battle seal status effect.
3-koma - Anna appears in front of the user's character and quickly does a
powerful punch. Breaks guards.
4 and 5-komas - Battle Komas
Her Help and 3-komas work incredibly well with Nami, since Nami's neutral Y
hits multiple times easily and Nami's neutral Y can easily be chained into
Anna's 3-koma as well.
Ryotsu (Kochi Kame)
Help Koma - Increases Special Gauge When Breaking Item Boxes
2-koma - Ryotsu appears in front of the person who called on him, and sprays
a fire extinguisher forward. Causes a blindess effect and take away 1 special
bar of every player who is hit by the spray.
3-koma - Ryotsu appears and throws a bunch of random objects to the left and
right of him.
4 through 7-koma - Battle koma
Both of Ryotsu's support koma are decent for getting out of combos you might
be in, which is always good. Ryotsu himself is a very solid battle character,
and works well with many decks. I'd probably avoid his help koma though.
----------------------------------------
Perfect Clima-Tact Nami
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Sanji (One Piece)
Help Koma - Restores more life from food
2-koma - Sanji appears in front of the players character, holding a cake and
some tea. If a female character comes by, he will place the cake on the
table and restores a lot of life. If a male character comes by, he will drop
both the cake and tea and restore a small amount of life. If it is for a
male character, sometimes it fails.
3-koma - Sanji flips forward, attacks horizontally during a second flip, and
during a final flip forward, kicks upwards.
4 through 6-koma - Battle Koma
A lot of good choices here. If you're doing a deck with battle characters
that comprise mostly of female characters, his 2-koma is an excellent choice
to boost Nami with. If you just need another good battle character with you,
then Sanji is a decent place to start.
Usopp/Sogeking (One Piece)
Help Koma - Gain 1 Special Bar When You Are KOed
2-koma - Usopp appears in front of the player who called upon him, and uses
Usopp Noise, where he scrapes his nails across a portable chalkboard. Those
hit by the attack are hit with the confusion status effect and lose one
special bar.
3-koma - Sogeking(Usopp's attempt to disguise himself from the rest of the
Straw Hats during the Enis Lobby arc) appears in front of the player who
called on him, sings his sniper song, fires a flaming bird shot from his new
slingshot, Kabuto. Causes the burn status effect.
Best one is easily his 2-koma. His 3-koma takes too damn long to attack and
doesn't do anything worth while to justify it's use. Help koma is OK, but
when you have a 2-koma that can be used as an effective way to stun your
opponents to try and make an escape, and can take away one special bar from
you, there's no reason not to use it.
Ryotsu (Kochi Kame)
Help Koma - Increases Special Gauge When Breaking Item Boxes
2-koma - Ryotsu appears in front of the person who called on him, and sprays
a fire extinguisher forward. Causes a blindess effect and take away 1 special
bar of every player who is hit by the spray.
3-koma - Ryotsu appears and throws a bunch of random objects to the left and
right of him.
4 through 7-koma - Battle koma
Both of Ryotsu's support koma are decent for getting out of combos you might
be in, which is always good. Ryotsu himself is a very solid battle
character, and works well with many decks. I'd probably avoid his help koma
though.
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Suggested Help Koma
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Resistance to Battle/Support Seal
----------------------------------------
Particularly for her 4-koma, but this is a great help effect to have in
general if you use a lot of support koma in general.
Examples: Rohan(JoJo's Bizarre Adventure)
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Status Effect Time Is Cut Down
----------------------------------------
Another good help effective to have in general, as it cuts down the time on
status effects a lot of players like to use, such as movement seal, freezing,
and paralyising.
Examples: X(Majin Tantei Nougami Neuro), Leorio(HunterXHunter), Chopper(One
Piece)
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Increase the Strength of Your Guard
----------------------------------------
Another excellent help effect to have, especially if you like to play more
defensively that offensively. It can also help make special attacks that
would have broken your guard to not do so.
Examples: Akane(Majin Tantei Nougami Neuro), Miranda(D.Gray-Man), Kaoru
(Rurouni Kenshin)
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Slow Health Recovery
----------------------------------------
Good effect in general, if you happen to be in a position where you can't
heal that effectively. It shouldn't replace having a healing koma in you
deck though.
Examples: Leon(Hitman Reborn!), Piccolo(Dragon Ball), Orochimaru(Naruto)
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Suggested Support Koma
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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4-koma
----------------------------------------
Rouji 3-koma (Muhyo to Rouji)
Since you'll be spending a good amount of time up close trying to steal what
your opponents have in the special bars, you'll want to prevent them from
trying to get out of it through various supports. It can easily be tacked on
just as you're about ready to dash in via the neutral X special, which makes
it all the better.
Kagura 3-koma (Gintama)
You can create an easy combo that you can keep going for a good long time
through this support koma. Just push them back with Nami's neutral Y, use
her neutral X special, and quickly use Kagura's 3-koma as Nami is dashing
in. Takes a little bit to get the timing down on it, but once you do, you
have a combo that's virtually impossible to get out of with out the use of
supports or being KO'd.
Kanda 2-koma (D.Gray-Man)
Nami just doesn't have enough power with to guard break effectivelly with
just her regular attacks. Kanda's 2-koma can break guard, and leaves your
opponent in a position that makes it easy for Nami to use her neutral X
special. Better yet, you can easily set this up by applying pressure through
Nami's neutral Y attack on a blocking opponent, and then going right in with
the special one Kanda breaks the opponents guard.
Gaoh 2-koma (BoBoBo-Bo Bo-BoBo)
Another fun combo starter that you can using for a long time that doesn't
mess with support seals you might have in place. Just head in with neutral
Y, use neutral X and call on Gaoh as you're dashing through. Head forward a
little bit and wait for your opponent to get knocked over to where you are,
use neutral Y to catch them in the air. Repeat until the opponent is dead or
is automatically saved out of it.
----------------------------------------
5-koma
----------------------------------------
Any Horizonal Beam Attack Koma (various series)
Any of these support attacks work wonderfully when combined with Tornado
Tempo. The best ones are those that freeze when ever it hits an opponent,
but any of them work wonderfully.
----------------------------------------
6-koma
----------------------------------------
Gokudera 3-Koma (Hitman Reborn!)
A great way to set up Nami's neutral X in a combo, and can be easily chained
into via neutral Y or forward B. He also causes a decent amount of damage,
and his dynamite knock people down through thin floors, making for good ring-
out opportunities on certain stages.
Shun 3-koma (Saint Seiya)
Good for stunning a group of people nearby, which gives you a good
opportunity to use her up X special attack when surrounded.
Kuroro Lucifer/Chrollo Lusilfer 3-koma (Hunter X Hunter)
More or less serves the same purpose of Gokudera's 3-koma, which is to stun
the opponent without using a status effect, so you can get Nami's neutral X
special out there. The set-up for it is a little different, but it still
works reasonably well.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sugessted Battle Koma
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
----------------------------------------
4-koma
----------------------------------------
Neuro Nougami(Majin Tantei Nougami Neuro)
A good special bar destroying partner for Nami, especially if you decide to
use 3-koma Enchyo(Muhyo to Rouji) along with it. Neuro also has a
surprisingly high amount of life for what his komas are, and can be a great
mid-range fighter. His 5-koma neutral X special is also a great for getting
ring-outs, which is definately handy for some stages.
Suggested Pairing:
4-koma Nami(laughter)
5-koma Neuro
----------------------------------------
5-koma
----------------------------------------
Kagura(Gintama)
Great character to try and go for ringouts with, which is 5-koma Nami's
speciality. Better yet, combine her throw attack with a beam support of your
choice and watch as they are pushed back and away from the stage, and
possibly to a point of no return. She can also fight pretty well on her own
without relying on ring outs, and has a good amount of HP, even with her 4-
koma(152).
Suggested Pairing:
5-koma Nami
Any Kagura Battle Koma
----------------------------------------
6-koma
----------------------------------------
Tsuna (Hitman Reborn!)
Great up-close physical fighter, who can get ringouts pretty easily, which is
something 6-koma Nami can't do that well. His special attack natures are all
laughter, and they tend to cause a good amount of damage, which makes it
great for taking care of power nature characters. Overall a good back-up
choice for this variation of Nami.
Suggested Pairing:
6-koma Nami
5-koma/6-koma(Power nature) Tsuna
----------------------------------------
Any Nami Koma
----------------------------------------
Sanji (One Piece)
Sanji and Nami get an ally boost from one another, which is a good starting
point. Sanji is a pretty good up close melee fighter, and has specials that
chain very easily into his regular attacks.
Suggested Pairing:
Any Nami Koma
5-koma Sanji
*********************************************************
8. Nami's Various Combos
*********************************************************
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Non-Support Combos
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
----------------------------------------
Clima-Tact Nami
----------------------------------------
B->Forward B->Y
Basic combo that is great for leading into a variety of special and support
attacks.
B->Y->Forward Y
Another pretty basic combo that can easily chain itself into a good variety
of special and support attacks.
B->Y
Excellent pressuring combo to use against opponents who consistantly block,
particularly if you can link it with a support koma that breaks guard.
----------------------------------------
Perfect Clima-Tact Nami
----------------------------------------
B->Up B->Up Y
Can be a really effective way to get a ring-out if you happen to be near a
stage egde when you use it.
B->(Up B)->Y
Another good presuring combo with Nami, which can lead to a good variety of
combos involving various support koma. The Up B hit is optional.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Support-Based Combos
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
----------------------------------------
Clima-Tact Nami
----------------------------------------
B->(Forward B)->Y->X->Kagura 3-koma/Gaoh 2-koma(4-koma Nami only; uses 2
special bars)
Basic start up for near-infinate combos. B and Forward B pokes at them,
which is then connected to Y. If the opponent is not guard by this point,
you can then quickly use her neutral X special, and use the support
immediately after you use the special. Wait your opponent to get knocked out
of the attack, and reapeat the combo again.
B->Y->Kanda 2-koma->X(uses 2 special bars)
B pokes, and Y keeps the opponent presured as you bring out Kanda. One Kanda
hits the guarding opponent, you can quickly use her neutral X specials to
catch the opponent after thier guard has been broken.
B->Y->Rouji 3-koma
B pokes, and Y keeps the pressure on. If you are actually hitting the
opponent(and not chipping away at his guard), you can then call upon Rouji 3-
koma to seal you opponets support koma, and destroy some special bar of your
opponent as well. If you're using 4-koma Nami, you can easily chain in a
neutral X special a Rouji is using his support attack.
X(Tornado Tempo)->Horizontal Beam Support Attack(5-koma Nami only; uses 2
special bars)
Excellent way to push the opponent back for ring outs, which is really good
for certain stages.
----------------------------------------
Perfect clima-Tact Nami
----------------------------------------
B->Forward B->Forward Y->Gokudera 3-koma/Kuroro 3-koma->X (requires 2 special
bars)
or
B->Y->Gokudera 3-koma/Kuroro 3-koma->X(requires 2 special bars)
Both work more or less the same, keep the opponent from blocking while you
can get Kuroro to summon his indoor fish, or knock the opponent into a
position where you can get Gokudera to run out and freeze the opponent in
thier tracks with Gokudera and his dynamite. Best part about both of
these moves is that they both don't use status effects to stun, almost
guarenteed to keep the opponent trap while you use/charge her neutral X
attack. Incredibly effective.
Shun 3-koma->Up X(requires 2 special bars)
Shun more or less is there to effectively get groups stunned so Nami can have
enough time to use her Up X special attack.
*********************************************************
9. Playing as Nami/Playing Against Nami
*********************************************************
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Playing as Nami
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
With Nami, you're going to want to spend most of your time either pressuring
your opponents up close with various combos(especially with her 4-koma), or
staving off rushing attackers with Thunder Balls at a distance. By
continually presuring your opponents, you stay on top of them, and have a
chance to use various specials if you can break thier guard.
Another thing that would be wise to do is to put some support seals on your
opponents, because you will be spending a decent amount of time with up close
encounters, and you'll want to avoid getting knocked out of your combos
through various supports. When your health is starting to get low, that is
your cue to stay back and start using Thunder Balls, while you try to heal
yourself with whatever method you use.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Playing Against Nami
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
First if all, if your opponent is using regular Clima-Tact Nami, more than
95% of the time, it's going to be 4-koma Nami, and more than likely people
are going to be using the laughter nature of said koma. For fighting this
version of Nami, avoid up-close confrontations is you can, since if she
manages to hit you during a combo, you can count on it getting chained into
her neutral X special.
If you do get it into a basic Nami combo, you can always use certain support
komas to get out of it. Besides Trunks, Seiya, and Sena 3-komas, there's
Ohara 3-koma(aka the samauri cop from Kochi Kame), Gaoh 2-koma (BoBoBo-Bo Bo-
BoBo), Yamamoto 3-koma(Hitman Reborn!), Kurama 2-koma(Yu Yu Hakusho), as well
as various koma designed just for countering, like Lambo's and I-Pin's 3-koma
(both from Hitman Reborn!).
Try and avoid getting on a large platform when fighting 4-koma Nami as well,
to try and avoid any near-infinate/infinite combo the opponent might have in
store for you. Best way to take her 4-koma out is through projectiles and
various mid-long range attacks.
Against her 5-koma, you don't have to worry as much about get caught in
combos, since she can't immediatelly chain it into a special that can steal a
chunk of your special bar for herself. You still have to watch out and try
to avoid direct confrontations in areas where people can easily ring-out one
another, due to how great a ring-out move Tornado Tempo is, and how you can
add on a horizontal beam support along with it. Other then that you can just
fight normally without worrying too much. I'd still say fight at a mid-long
range against her, just in case.
Against a Perfect Clima-Tact Nami, if you see Gokudera 3-koma, Kuroro 3-koma,
or a koma that can cause paralysis, be extremely cautious, since she will
probably be attempting to get you into them so there is time to charge her
neutral X special while you are stunned, considering how damaging it can be.
Again, I'd probably try and fight at mid-long range if you can, if mostly to
avoid the supports.
********************************************************
10. Sample Decks
********************************************************
Decks in this section will be split into two types: theme decks and strategy
decks. Theme decks aren't necessarily designed for tournaments or similar
types of play in mind, but more for fun. Strategy decks are made more for
higher-level play and tournaments, and tend to have a specific strategy in
mind when they are made.
Deck Name: Alabasta
Deck Type: Theme
Theme: All battle and support koma in this deck take are from panels
during the Alabasta arc of One Piece.
[1][1][1][1][5]
[3][4][4][4][5]
[3][4][4][2][2]
[3][3][6][2][2]
1) Nami 4-koma (laughter nature)
2) Luffy 4-koma (leader)
3) Zolo 4-koma
4) Sanji 5-koma
5) Chopper 2-koma
6) Ussop Help Koma (pointing at Luffy)
Deck Name: Tornado RO
Deck Type: Strategy
Strategy: Focus on getting ringouts through Nami's Tornado Tempo and
Kagura's various moves
[1][1][1][2][2]
[1][1][7][2][5]
[6][3][3][2][5]
[6][8][3][4][4]
1) Nami 5-koma (leader)
2) Kagura 4-koma
3) Joseph Jostar 3-koma (mapped to R)
4) Vegeta 2-koma (mapped to L)
5) Gintoki 2-koma
6) Sanji 2-koma
7) Anna Help Koma (pointing at Nami)
8) Shanks Help Koma
Deck Name: Neuro/Nami
Deck Type: Strategy
Strategy: Focus on destroying and/or stealing the opponents special bar.
[3][3][6][2][2]
[3][4][4][2][2]
[5][9][8][7][2]
[5][1][1][1][1]
1) Nami 4-koma (laughter)
2) Neuro 5-koma (leader)
3) Rouji 3-koma (mapped to L)
4) Gaoh 2-koma (mapped to R)
5) Sanji 2-koma
6) X Help Koma (pointing at Neuro)
7) Anna Help Koma (pointing at Neuro)
8) I-Pin Help Koma (pointing at Nami)
9) Rohan Help Koma (pointing at Nami)
Deck Name: (untitled)
Deck Type: Strategy
Strategy: Keep the opponent trapped as long as possible in a Nami/3-koma
Kagura combo
[3][3][3][4][4]
[7][5][5][2][4]
[2][2][2][2][2]
[1][1][1][1][6]
1) Nami 4-koma (laughter)
2) Ryotsu 6-koma (power; leader)
3) Kagura 3-koma (mapped to L)
4) Ohara 3-koma (mapped to R)
5) Reiko 2-koma
6) Sanji Help Koma (pointing at Ryotsu)
7) Usopp Help Koma (pointing at Ryotsu)
Deck Name: (untitled)
Deck Type: Strategy
Strategy: Get the opponent stunned via Gokudera to set up Perfect Clima-
Tact Nami's neutral x special.
[2][2][2][1][1]
[3][2][2][1][1]
[3][4][4][1][1]
[3][4][5][5][6]
1) Nami 6-koma (leader)
2) Tsuna 5-koma
3) Shun 3-koma (mapped to R)
4) Gokudera 3-koma (mapped to L)
5) Josuke 2-koma
6) Hiko Help Koma
************************************************************
11. Legal Information, Contact Information, ect.
************************************************************
----------------------------------------
Contact Info
----------------------------------------
If you have something you think might improve this guide, such as a combo I
might not have noticed, find something wrong with it, or just want to comment
on it overall, send an email at
[email protected]. I'll tend to be
prowling the JUS boards as well, so you can contact me there as well if you
wish.
----------------------------------------
Thanks
----------------------------------------
Nintendo, Shonen Jump, and Ganbarion: For coming together and making a great
handheld game.
Genroh: For the great overall game FAQ. I doubt I would be able to finish
the various missions, let alone understand what a good majority of the help
koma do.
----------------------------------------
Legal Info
----------------------------------------
This guide is Copyright 2007 Ian Ferry.
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.
The only website that has permission to use this guide is
http://www.gamefaqs.com