Jump! Ultimate Stars
Neuro Nougami Character Guide
By: puTTytHiEF09

1. Introduction for FAQ
2. Character Introduction
3. How to Obtain Neuro's Help Koma
4. Neuro's Evolution Chart
5. Neuro's Basic Attacks
6. Neuro's Support Koma
7. Neuro's Battle Koma
8. Ally Boosts and Good Battle/Support/Help Koma Choices
9. Neuro's Various Combos
10. Planned for the Next Update
11. Legal Information, Contact Information, ect.

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1. Introduction for FAQ
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Hello and welcome to the Neuro Nougami character guide for Jump! Ultimate
Stars.  This guide will go over the following: how to obtain Neuro's help
koma, how his evolution chart fills out, how to unlock the path to his
alternate nature koma, his basic, support, and super attacks, which
characters provide ally boosts for Neuro, which characters are great to pair
Neuro up with, and the various combos that can be used with him.

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2. Character/Series Introduction
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Neuro Nougami is one of the main characters in Majin Tantei Nougami Neuro, a
mystery series that started in early 2005.  The series chronicles the various
cases he and his "assistant" Yako Katsuragi encounter.

Neuro himself is a creature from Hell who feeds on "riddles", while Yako is a
high school girl who's father was recently murdered. Neuro, who has grown
tired of the riddles in the underworld, is looking in the human world in
order to try the ultimate "riddle", one which is suppose to have the ultimate
taste, texture, ect.

One day, Neuro suddenly appears in front of Yako in her room, saying that he
will solve her mystery.  However, Neuro isn't very good with human
mannerisms, so he has Yako play the guise of the detective while Neuro solves
the case, and afterwards eats the riddle.  Eventually, Yako's mystery is been
solved, but, it seems that Yako's family mystery didn't satiate his appitite
in the least, so Neuro comes back and has Yako act as a detective for Nuero
again, until he manages to find the ultimate "riddle".


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3. How to Obtain Neuro's Help Koma
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Obtaining Neuro's help koma is very easy to do at the start of the game.

After finishing the tutorial missions in the Earth area, you'll be in J-
Space.  Head to the first group of Jump worlds on the left and choose the one
in the middle, which is the Majin Tantei Nougami Neuro world.

Simply finish the first objective in the first stage, which is to KO all the
opponents, to unlock the help koma for Neuro.

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4.Neuro's Evolution Chart
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Neuro's fully completed evolution chart is seen below, with the various gems
needed to unlock them following shortly afterwards.
__________
|        |
|   2--3 |
|   |    |
| H-4--5 |
|   |    |
|   A    |
|________|

Chart Key and Unlocking Cost:

H: 1-koma(help)
2: 2-koma(support) [50 green gems, 5 white gems]
3: 3-koma(support) [100 green gems, 10 white gems]
4: 4-koma(battle) [150 green gems, 50 yellow gems, 15 white gems]
5: 5-koma(battle) [400 green gems, 30 white gems]
A: 4-koma(battle) [20 red gems, 180 green gems, 30 blue gems, path unlocked
in X's character evolution]

So, right now, were looking at 20 red, 880 green, 30 blue, and 60 white gems
to fully fill out the chart.  However, in order to get the path to Neuro's
alternate 4-koma, you need to obtain X's help koma and evolve it.  To obtain
it, you need to fulfill the conditions for the SP objective in the first
stage of the Neuro world, which is to never use special attacks.  Once
obtained, just pay 100 green and 10 pink gems in the space directly across
from the X help koma in order to unlock the path for Neuro's alternate 4-koma.

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5.Neuro's Basic Attacks
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(note, for Neuro's 4-koma power nature, Neuro will cause the most damage to
knowledge characters, so switch the knowledge and the laughter damage key for
that specific koma)

B Attacks

Neutral B: Neuro snaps his fingers, causing the opponent to be sent upwards
in the air. A great move set up attack, Neuro's neutral B can easily start a
combo, or to set up a possible ring out attack when followed with his up-Y
attack.

Damage

Against Power/Knowledge
Characters: 10

Against Laughter
Characters: 15

Forward B: Neuro slips into his true from, while firing a rifle at the
opponent.  Not that great a move, but if the hit does connect, it can chain
easily into his forward Y move.

Damage

Against Power/Knowledge
Characters: 10

Against Laughter
Characters: 15

Up B: Neuro turns his arm into a chainsaw, which can easily hit opponents on
ledges above, due to Neuro's height and the length of the chainsaw.  This
move also causes Neuro to end up facing in the opposite direction, which
makes it best for the ending hit to a combo.

Damage

(deals 10 hits in total)

Against Power/Knowledge
Characters: 1 damage per hit, 10 in total

Against Laughter
Characters: 1-2 damage per hit, 15 in total

Down B: Neuro causes a speech bubble to appear while he is asking a
question.  Opponents hit by the speech bubble are forced to switch
characters, if they have any other ones availible for use in thier current
deck, like all character's down B attacks.

Damage

Against Power/Knowledge
Characters: 10

Against Laughter
Characters: 15

Aerial B: Neuro turns part of his hair into a three-pronged spear end.
Really not that great a move, especially compared to his excellent Aerial Y
attack.  Best used when hit opponents that spend most of thier time evading.

Damage

Against Power/Knowledge
Characters: 10

Against Laughter
Characters: 15

Y Moves

Neutral Y: Neuro swings Yako aroung like a club.  One of his best moves, it
causes a good amount of damage, can be easily comboed into his nuetral X
super as well as certain support koma, and can send the opponent a decent
ways back.

Damage

Against Power/Knowledge
Characters: 20

Against Laughter
Characters: 30

Forward Y: Neuro brings out Yako again, and has her hair attempt to cover and
opponent.  It the initial part hits, the hair then squeezes the opponent and
then is thrown to the other direction, past Neuro.  Pushing Y rapidly can
extend how many times an opponent is hit during the squeexing part of the
attack.

Probably the best out of his normal attacks, especially since it can be
easily and readily comboed with a lot of support koma.  The reason for this
is because the opponent is still vulnerable to other attacks while getting
attacked in the squeezing phase of the attack, and possible status effects
that may result from the attacks are still present afterwards.

Damage

(deals 15 hits maximum; 5 hits minimum)

Against Power/Knowledge
Characters: 15-25

Against Laughter
Characters: 22-37

Up Y: Neuro leaps from the ground and attempts to grab an opponent.  Best
used for trying to get ring outs, since it's hard for opponents to recover
from the move before trying to get back up. The lower the area you're trying
to ringout from, the better.  Can also be good for getting opponents into
traving support koma like Kuwabara's 2-koma.

Damage

Against Power/Knowledge
Characters: 20

Against Laughter
Characters: 30

Down Y: Neuro brings out Yako again, and does something that causes her to
shoot lasers out of her eyes.  Has the property of breaking an opponent's
guard, like all characters down Y moves. Otherwise, it really isn't that
great.

Damage

Against Power/Knowledge
Characters: 20

Against Laughter
Characters: 30

Aerial Y: Neuro once again slips into his regular from, this time coughing up
one of his 777 Underworld Tools: Evil Friday.  Once it hits the ground, the
ball break and causes two eyeballs to walk the floor, one in each direction,
of what they landed on until they either hit an opponent/object or a few
seconds has passed. The eyeballs to not go off the ledge they are currently
on. If an opponent is hit the ball before it lands on a platform/arena floor,
they will be stunned for a second or two.  Very great move all around,
particularly in arenas that have little to no other ledges, such as the Dark
Tournament Arena.

Damage

Against Power/Knowledge
Characters: 13 per crawling eye hit

Against Laughter
Characters: 19-20 per crawling eyeball hit

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6. Neuro's Support Koma
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2-koma

[][]

Neuro appears, quickly throws a brain a decent distance, and upon landing on
the ground, purple gas to come out.

0 damage; afflicts opponents with the blind status effect

3-koma

[]
[][]

Neuro appears behind your character with his bird head form, spits out purple
water out of his mouth, causing those

that touch the water to become invisible.

0 damage; causes the invisible status effect

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7. Neuro's Battle Koma
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Passive Effects for All Versions of Neuro's Battle Koma

-SP slowly drains away
-Immunity to Confusion
-Immunity to Stun
-Gain SP by attacking characters or defending against characters that have
the opposite nature


4-koma (Knowledge)

[][][]
 []

Health: 152

Nuetral X Special: You, you are the killer!
Special Attack Nature: Knowledge

Yako suddenly appears with Nuero in his regular from right beside her. Yako
and Neuro then point in the direction they are facing, causing a purple aura
to come out of her fingertip in a straight, narrow fashion.  It only goes a
short distance(less than half the player's screen), and the aura never leaves
her fingertip.  Good move, but the 5-koma version is much better due to the
fact that the aura travels a decent amount further that the 4-koma version.

Damage

Power/Knowledge

Max Hits: 3
Damage per Hit: 10
Total Damage: 30

Laughter

Max Hits: 3
Damage per Hit: 15
Total Damage: 45

Up X Special: Ejiki
Special Attack Nature: Power

A monster(in reality Shirota, the chef who injects himself with the doping
soup in the middle of chapter 6)appears behind Neuro, and charges at him.
However, Neuro quickly dodges the charge and then Shirota jumps forward and
slams down on the ground.

Honestly, this really isn't a good special.  Too much lag from when you start
the move to when it actually causes damage, and it can't be comboed into to
anything else that well.  Save your super bar for Neuro's other special and
various support koma.

Damage

Power/Laughter
: 40
Knowledge: 60


4-Koma (Power)

[][]
[][]

Health: 152

Nuetral X Special: You, you are the killer!
Special Attack Nature: Knowledge

Yako suddenly appears with Nuero in his regular from right beside her. Yako
and Neuro then point in the direction they are facing, causing a purple aura
to come out of her fingertip in a straight, narrow fashion.  It only goes a
short distance(less than half the player's screen), and the aura never leaves
her fingertip.  Good move, but the 5-koma version is much better due to the
fact that the aura travels a decent amount further that the 4-koma version.

Damage

Power/Knowledge

Max Hits: 3
Damage per Hit: 10
Total Damage: 30

Laughter

Max Hits: 3
Damage per Hit: 15
Total Damage: 45

Up X Special: Ejiki
Special Attack Nature: Power

A monster(in reality Shirota, the chef who injects himself with the doping
soup in the middle of chapter 6)appears behind Neuro, and charges at him.
However, Neuro quickly dodges the charge and then Shirota jumps forward and
slams down on the ground.

Honestly, this really isn't a good special.  Too much lag from when you start
the move to when it actually causes damage, and it can't be comboed into to
anything else that well.  Save your super bar for Neuro's other special and
various support koma.

Damage

Power/Laughter
: 40
Knowledge: 60

5-koma (Knowledge)

[][]
[][]
 []

Health:168

Neutral X Special: You, you are the killer!

More or less the same as his 4-koma neutral X special, but the aura travels a
good amount further and is much wider, making it easier to combo into.

Power/Knowledge

Max Hits: 5
Damage per Hit: 5 for four hits, and the final hit for 15
Total Damage: 35

Laughter

Max Hits: 5

Damage per Hit: two hits for 7 damage, two hits for 8 damage, and the final
hit for 22 damage
Total Damage: 52

Up X Special:
Hitorikii

Yako appears in an evening gown and starts singing.  Anyone who is hit in the
radious around Neuro while Yako is singing is afflicted with the Confusion
status effect.  Cause no damage.

Which Battle Koma To Use?

Out of the three, his 5 koma is easily the best, due to the greater reach his
neutral X special attack has, and because his up X specials in both the 4 and
5 komas tend to be useless.  However, the 4-power koma can be a good choice
if you want to use Neuro in a deck with a character that already has a
knowledge nature, but you'll probably want to avoid making him the leader of
said deck.


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8. Ally Boosts and Good Battle/Support/Help Koma Choices
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Ally Boosts

-Muhyo(Muhyo to Rouji)

Help Koma: Increases the attack of the character the koma is attached to when
said character's health is low
2-koma: gives the invisibility effect to your character
3-koma: gives your character the invincibility effect
4 through 8-koma: battle koma

Honestly, Muhyo's help and support koma aren't that great.  The help koma
requires Neuro to be low in health for the effect to activate, and the
support koma take too long and don't give good enough effects for it to be
worthwhile.  Probably the best way you can pair the two up is by having a 4-
koma power nature Neuro and a 5 or 6-koma Muhyo, since they give each other a
boost, and you have the battle characters with different natures.

-X(Majin Tantei Nougami Neuro)

Help Koma: Status effect time is cut down

A great support effect in general, X's help koma cuts down the time your
character is affected by a negative status effect.  A great help koma choice.

-Light Yagami(Death Note)

Help Koma: Gain SP by attack characters or defending against attacks that
have the opposite nature
2-koma: Light starts scribbling on his Death Note, has Ryuk has over an
opponent of your choice, waits for a few seconds, then spins a sythe around
afflicting the character with the Judgement status if it connects.
3-koma: Light starts scribbling on his death not for about 5-7 seconds,
causes apples to appear a good distance above all opponents on the field, and
has them fall down.  If an opponent hits an apple, they are afflicted with
the Judgement status.

His help koma should be avoided, unless you plan on giving the effect of the
help koma to another character who doesn't naturally have the effect while
trying to get the ally boost for Neuro.  The reason I say this is because
Neuro has the effect Light's help koma gives naturally, which more or less
wastes the space for other, more useful things.  Personally, I also think the
support koma are not that great and should probably be avoided as well.
Unless you have an plan to get them vulnerable, the probablity of it
connecting is not very good.  Also, I'm not a fan of the Judgement status
effect.  But if you love to use/abuse the Judgement status inducing koma,
you're in hog heaven, I guess.

Suggested Help Koma for Neuro

-Special Gauge regeneration whenever out on the field

A must have for Neuro, especially if you are considering a single character
deck with him.  With this effect equiped, it cancels out Neuro's slow SP
loss.  Unfortunately, you cannot equip another help koma with this effect on
Neuro to actually regain SP gradually when your out on the field, since this
effect doesn't stack.

Help Koma that have said effect:

Yusuke Urameshi(Yu Yu Hakusho)
Gon Freeks (HunterXHunter)

-Immunity to Speed-Down effects

Another must have for Neuro, since if he manages to get hit with the speed-
down status, he's more or less forced to walk as a snails pace.  Definately
something you'll want to avoid, especially if your facing a speedy character.

Help Koma that have said effect:

Johnny Jostar(JoJo's Bizarre Adventure)


Suggested Support Koma for Neuro

Enchyo's 3-koma(Muhyo to Rouji)

While this koma my not cause damage, it can help to destroy your opponents
special gauge.  As soon as you get your opponent into Neuro's forward Y,
bring him out.  You'll end up throwing your opponent right into the ghosts
Enchyo released.  As an added bonus, the ghosts can also hit the opponent
while still trapped in Yako's hair, making it

that much more effective.

Yukime's 2 or 3-koma(Jigoku Sensei Nube)

One of the best komas to set up a combo with afterwards, since she can hit
the opponent while they are in the forward Y hair squeeze phase, and the
freeze effect of her attack takes effect after the opponent is thrown
backwards after the final hit of the hair smoothering.  Both work pretty
well, but I do prefer her 2-koma since it leaves more space for other koma I
may want to include.

Kuwabara's 2-koma(Yu Yu Hakusho)

A great support koma to try and tack on some extra hits at the tail end of a
B->Y combo. He can also be used in a great B->Y->Up Y->Kuwabara 2-koma combo,
but it's very hard to actually pull off, unless you get you opponent to a
vulnerable position before hand.

Reiko's 3-koma(Kochi Kame)

Simply put, B->Reiko 3-koma can really hurt(55 for power characters, 40 for
knowledge, and 45 for laughter) if you manage to connect with the neutral B
attack, since she come out so fast it's hard to avoid after the neutral B
initally hits the opponent.  You can also try and time it so that Neuro's
neutral Y and Reiko's 3-koma connect at the same time, but it's a very odd
timing, so try at your own risk.

Kenshin's 2-koma(Rurouni Kenshin)

A great way to set up for a Kuwabara combo. Best way to set him up is to use
a B->Y combo, calling on Kenshin at about the time your going to use the Y
attack.  This gives you the opportunity to rush in and start setting up a B-
>Y->Up Y->Kuwabara 2-koma. Suggested Battle koma to Pair with Neuro

Muhyo(Muhyo to Rouji)

Muhyo is a good character to partner Neuro up with since they both recieve
ally boosts from each other.  Muhyo as has an attack that can knock an
opponent down through a ledge, something Neuro does not have.  He also has
more ways to knock an opponent into the air than Neuro.

Best Battle Koma Setup

Muhyo 5 or 6-koma
Neuro 4 koma(power nature)

Yusuke Urameshi(Yu Yu Hakusho)

Yusuke recieves an ally boost from Neuro, which is nice.  Yusuke also has a
readily availible distance attack with his forward Y, something Neuro lacks.
He also has an attack that can knock and opponent down droppable ledges,
another thing Neuro lacks.  Even better, the attack is also an aerial one,
which can help in grounding jumping opponents. He's also the best candidate
to set up a Kuwabara combo deck, since Yusuke also gets an ally boost from
Kuwabara.

Best Battle Koma Setup

Yusuke
5 koma
Neuro 5 koma

Majin Buu(Dragon Ball)

Majin Buu gets an ally boost from Neuro.  He also has his own good suppy of
healing, with gradual health regeneration as a natural passive effect and his
up X special allowing him to regain some health if it connects.  He also
plays a good distance/keep-away game with his neutral Y and forward Y
attacks.  Like Yusuke, Majin Buu has an aerial attack that can knock an
opponent downwards, which is always a plus.

Best Battle Koma Setup

6-koma Buu(lauther nature)
5-koma Neuro


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9. Neuro's Various Combos
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Non-Support Combos

B->Up Y

A good combo that can be a very effective way to get a ring out if used in
the right place.  Though, the seond hit it does have a chance to fail if you
are too close to you opponent when you do the initial hit.

B->Y->Up Y

Another good RO combo,but in order to set it up, you need to be pretty close
to your opponent when you land the initial hit for the grab at the end to
connect.

B->Y->X(Requires one stock of super)

A great combo to use for Neuro's 5-koma. Knocks the opponent in the air,
knocks them back somewhat, and then knocks them back even further with the
super attack while restoring some of Neuro's super meter.  It can also work
decently with Neuro's 4-koma, but you will have to have your opponent against
a wall or have the first hit done really close to an opponent to have the
special attack hit.

Forward B->Forward Y

A decent set-up to get an opponent into Neuro's forward Y attack. You don't
have be super close for the forward B hit, and you should have enough time to
slip an opponent into Neuro's forward Y after the attack.

Support-Based Combos

(All of the following combos require 1 bar on your special gauge, unless
otherwise noted.)

B->Reiko 3-koma

A very quick and easy support combo to get out, which sends the opponent
flying upwards.  You can try and time it so that Neuro's neutral Y attack
connects at the excat same time as Reiko's punch, but it is very awkward to
get down. Does not work effectively when you are very close to a wall.

Forward Y->Enchyo 3-koma

A very effective way to destroy an opponents super bar.  Summon Enchiyo as
soon as you've got your opponent wrapped up.  You'll probably get the ghosts
to hit while your opponent is still wrapped up in the hair, and you'll almost
definately throw your opponents directly into the ghosts behind you as you
finish up with the forward Y attack.

Forward Y->Yukime

Similar to the way you perform the Enchyo combo, the idea is to hit the
opponent with Yukime's various support koma while wrapped up by the hair.
Call upon Yukime as soon as you get the forward Y to connect, and she should
be able

to hit the opponent wheter your using her 2 or 3-koma.  A word of warning
though, your opponent is invulnerable for a few seconds after getting up from
the attack, making it a short time frame where you can actually hit the
opponent while he is still vulnerable.

B->Y->Kenshin 2-koma->B->Y->Up Y->Kuwabara 2-koma(requires 2 bars of special)

A great multipart combo that can cause a decent amount of damage if played
right.  Start off with using the usual B setup, and as you press Y, summon
Kenshin.  Just as your opponent lands after getting hit by the Y attack,
Kenshin should hit him, placing the opponent into the stun status.  After
that, get close enough for a B->Y->Up Y combo to fully connect.  Summon
Kuwabara just after you use the Y attack, then use the Up Y to throw then
right into Kuwarbara flurry of swipes.


B->Y->Kuwabara 2-koma->X(requires 2 bars of special)

Another good Kuwabara combo.  Right after you hit with the B attack, summon
Kuwabara. Hit with the Y attack, then as

Kuwabara is hitting the opponent, quickly dash in and use X.

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10. Planned for the Next Update
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I'm hoping to add a section that goes over possible deck building strategies
for Neuro, along with including a couple of sample decks of my own design.
I'm going to experiment more with Neuro and various support koma and see what
kinds of good combos I come up with as well.  I'll also be doing some
cosmetic changes as well, to help make the guide look cleaner and read more
smoothly.

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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.

Danexedas: For clarifying certain aspects of the "status effect time reduced"
help koma effect.

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