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JUMP! ULTIMATE STARS
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Sanji Character FAQ


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Contents
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I.    Introduction
II.   Controls and Basic Terminology
III.  Who is Sanji?
IV.   Obtaining Sanji
V.    Sanji's Moveset
VI    Strategy and Techniques
      A)Tactics
      B)Strengths and Weaknesses
      C)Combos
       Ca)Koma-Specific Combos
VII.  Koma Deck Support
VIII. Koma Opinions
IX.   Conclusion
X.    Copyrights and Other Legal Stuff
XI.   Contact Information
XII.  Credits and Special Thanks


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I.    Introduction
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My second FAQ, based on my favorite character of all time, Sanji the Cook!
Yeah, he's a cook, but a cook who destroys everything with his legs/feet.
Not much more to say after that I mean...He owns. Yeah...that's pretty much
it.
Hopefully this will bring more people to start playing Sanji because he
seems to be underrated.
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II.                              Controls

____________________________________________________________________________

------------------------------
D-Pad: Basic Movement/Blocking
------------------------------

Simply pressing Left or Right on the D-Pad causes you to walk/run in that
direction. However, new in Jump! Ultimate Stars is Dashing, which involves
double tapping Left or Right to 'Dash' in that direction.

Pressing Down on the D-Pad button causes you to Guard, or Block to negate
battle damage. Excluding Guard Break and damage that'll break through your
Guard, since you will steadily start blinking red to the point your guard will
break on its own. It will also allow you to drop down from platforms if used
in combination with the A button. Same goes for Fast-falling or Jump Cancel.

Pressing Up on the D-Pad on its own will do nothing at all. However using the
Up button in combination with other buttons will cause you to do different
moves than the normal. Such as the second Special (Up+X) or a different B/Y
technique.

-----------------
A Button: Jumping
-----------------

The only non-attacking button is the A Button on the D-Pad, it's merely used
for jumping. However, jumping is a very vital button to surviving and for
creating unexpected strategies. Whether to escape, chase someone, bypass the
effect of Slow Down, or to use an aerial attack.

----------------------
B Button: Weak Attacks
----------------------

Attacks that are weaker, but faster than it's counterpart. Often spammable,
but not always. The B button is capable of being canceled into either Y or
Forward B.

------------------------
Y Button: Medium Attacks
------------------------

Attacks that are stronger, but slower than it's counterpart. Usually capable
of being cancelled into a Forward Y.

-------------------------
X Button: Special Attacks
-------------------------

The most Damaging type of attacks, Special Attacks. Sometimes extremely quick,
and sometimes extremely slow. Utilizing the X buttons in battle is an
important key to racking up massive damage or causing moves that would fit
into the 'special' category, such as healing or causing status effects.
Each Special Attack uses up one SP Bar which lies under your HP Bar. Each
Special Attack costs 1 bar, which you can check by looking at the number to
the right end of the Bar.

----------------
L and R Buttons:
----------------

Unlike Jump! Superstars, these weapons are no longer used to guard. These
buttons are capable of(not a necessity) being assigned to Support and Battle
Koma. These can be used for quick usage of Supports, switching characters, or
using the character's tap attack.(The attack launched when the character is
tapped while already on the field.)

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II.                             Terminology
_______________________________________________________________________________

----
Koma
----

Koma are basically different-sized squares used in Manga. At first you only
start off with a few Koma, but as you go on you will acquire more. At first
they will start off as only Help Koma, and will advance no further until you
actually go out and 'evolve' them by using gems. You cannot evolve it without
enough gems. These are used to make your decks, which are in a 20-Koma Block
that is set up in a 4(Vertical) by 5(Horizontal)-Koma Page. You will need at
least one of each type of Koma in your Deck for it to be useable.

Koma are then categorized, or broken as so:

1-Koma : Help Koma. The starting form of Koma you get which basically, 'Help'
         your Deck, whether a certain character, or the whole thing. When set
         on the page, they either have arrows or not, if they do, the arrows
         only work if pointing at a Battle Koma, otherwise they do nothing.
         If it does not have an arrow it's effect is either negated or it
         increases your SP(Blue Bar under J-Soul(HP)) Bar by 1.

2-3 Koma : Support Koma. These Koma are basically, Koma that support you.
           They are summoned to the field when tapped(or used by L/R) and can
           support you, such as damaging enemies, or healing you. The downside
           is they cost one SP Bar and they can be destroyed before their
           effect is even activated. Thus wasting an SP Bar.

4-8 Koma : Battle Koma. These are the characters you fight with with no real
           restrictions. These are the guys who you want to keep alive, and can
           be used throughout the whole battle(unless they die).

There are three types of Koma Affinities Power, Knowledge, and Laughter, which
go in a circle as to what beats what in the order I put it, or
Power --> Knowledge --> Laughter --> Power etc.


The damage dealt to its weakness is 1.5 times its original damage.
To this we'll want to watch out for Laughter characters unless you're using
Sanji's Alternate 5-Koma, which IS Laughter, because all of Sanji's other
Koma are all Power-based.


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III. Who is Sanji?
-------------------------------------------------------------------------------

Sanji is at first, a cook at a "Restaurant on the Seas" which is basically a
boat-made-restaurant. Also like all Anime/Manga/Games these days and their
generic characters, Sanji is the womanizer of the group. You know what I'm
talking about. He's the Folgore of Konjiki no Gash(Bell)!! The Irm/Tasuku of
Super Robot Wars/Taisen. The Zelos of Tales of Symphonia and all that good
stuff. Except like most of them, the women think they're stupid. Folgore
excluded.

More on Sanji though, he's one of the crew's strongest members,
weaker than Luffy but either a little weaker or on par with Zoro. His style
of fighting would include nothing but using his feet as his weapons and
neglects using his hands in a fight because he is a cook, and a cook
must not stain his hands.

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IV. Obtaining Sanji
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In order to unluck Sanji, you merely have to Collect more Stars than your
opponent before time runs out in Mission 2 of the One Piece Stage.

1 Koma: Collect more Stars than your opponent before time runs out in
        Mission 2 in the One Piece Stage.

2 Koma: Pay 10 Red Gems, 40 Green Gems, and 5 White Gems.

3 Koma: Pay 70 Green Gems, 30 Yellow Gems, and 10 White Gems.

4 Koma: Pay 170 Green Gems, 30 Yellow Gems, and 10 White Gems.

5 Koma: Pay 100 Red Gems, 300 Green Gems, and 20 White Gems.

Alternate 5 Koma: Pay 200 Green Gems, 200 Yellow Gems, and 40 Blue Gems.

6 Block: Pay 400 Green Gems, 200 Yellow Gems, and 30 White Gems.

Totaling to - 110 Red Gems, 1180 Green Gems, 460 Yellow Gems, 40 Blue Gems, and
             75 White Gems.

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V. Sanji's Moveset
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Note : Sanji's 3-Koma is a Power-type.
*All battle Koma attacks are based on Power/Laughter Types.
**For Knowledge types Multiply the damage by 1.5 rounding down.

1 Block (Help Koma):    Gain more Health from Food.

2 Block (Support Koma): Sanji appears holding out food. Heals any character
                       that touches him, even enemies.
                       Heals a small amount of HP.
                       Heals girl characters more.

3 Block (Support Koma): Sanji is summoned in front of you and runs a fair
                       distance forward doing a 4-hit combo.
                       1st hit - 7 Damage to Power/Laughter (10 to Knowledge)
                       2nd hit - 7 Damage to Power/Laughter (11 to Knowledge)
                       3rd hit - 7 Damage to Power/Laughter (10 to Knowledge)
                       4th hit - 18 Damage to Power/Laughter (27 to Knowledge)
                       Total - 39 Damage to Power/Laughter (58 to Knowledge)
4 Block (Battle Koma):

Command               Damage                      Effect
--------------------------------------------------------------------------------

A + B                    7                    Sanji spins clockwise and kicks
                                             in a downward direction.
                                             Can push enemies through
A + Y             2 x Number of hits          platforms. Sanji starts spinning
                                             at a 45 degree angle doing damage
                                             in multiples of 2 until he hits
                                             the ground/platform or is hit.

B                        7                    Kick angled upwards.
D-Pad Up + B             7                    Kick hit at a 90 degree angle.
D-Pad Down + B    4 x Number of hits          Sanji spins in his 'Mellorine
                                             Mode' capable of forcing them to
                                             switch Battle Characters.
D-Pad Forward + B        7                    Sanji kicks his shoe off like a
                                             projectile.
D-Pad Forward (2x) + B   7                    Forward Dash + Projectile Shoe

Y                 1 x Number of Hits          Sanji goes on his hands and
                                             starts kicking rapidly for a
                                             maximum of 12 hits. Press Y
                                             repeatedly for more hits.
D-Pad Up + Y            15                    Sanji kicks upwards at a 90
                                             degree angle into the air,
                                             capable of bringing the
                                             opponent into the air along
                                             with himself.
D-Pad Down + Y          14                    Sanji starts spinning around on
                                             one hand for about a second and
                                             does a Guard Break in the
                                             direction he was facing.
D-Pad Forward + Y      3-14                   Sanji kicks forward in a drop kick
                                             -like style that is 3 quick hits.
                                             First - 3
                                             Second - 3
                                             Third - 8
D-Pad Forward (2x) + Y 3-14                   Forward Dash + Drop Kick.

X                      1-24                   Sanji kicks two times in
                                             multiples of threes for 1 damage
                                             each hit while slowly moving
                                             forward, then switches into a
                                             four-hit combo of two damage each
                                             hit and ends it with a 10 damage
                                             kick.

D-Pad Up + X  6 x Number of Hits -1 + 10      Sanji leaps into the air forward
                                             while spinning and heads straight
                                             down going through any platforms
                                             in the way. The damage
                                             calculation is somewhat confusing
                                             so I'll explain it better.
                                             Basically, Sanji hits for 6 Damage
                                             each hit, capable of doing more
                                             damage the closer the opponent is,
                                             and the further away from the
                                             ground you are. However, once he
                                             hits the ground the impact does 10
                                             damage. Which is why you subtract
                                             one from the number of hits
                                             because of that impact hit and
                                             add the 10 damage.

Select                  0                     His Ultimate Action. Sanji pulls
                                             out an empty plate and spins
                                             around a bit. When's he's done
                                             there will be food on the plate
                                             which heals every OTHER Battle
                                             Character in your Deck's HP.
                                             Sandwiches heal the least.
                                             Parfaits heal average.
                                             And the Chicken heals the most.

5 Block (Battle Koma):

Command               Damage                      Effect
--------------------------------------------------------------------------------

A + B                   10                    Sanji spins clockwise and kicks
                                             in a downward direction.
                                             Can push enemies through
A + Y             3 x Number of hits          platforms. Sanji starts spinning
                                             at a 45 degree angle doing damage
                                             in multiples of 3 until he hits
                                             the ground/platform or is hit.

B                       10                    Kick angled upwards.
D-Pad Up + B            10                    Kick hit at a 90 degree angle.
D-Pad Down + B    6 x Number of hits          Sanji spins in his 'Mellorine
                                             Mode' capable of forcing them to
                                             switch Battle Characters.
D-Pad Forward + B       10                    Sanji kicks his shoe off like a
                                             projectile.
D-Pad Forward (2x) + B  10                    Forward Dash + Projectile Shoe

Y               1-2 x Number of Hits          Sanji goes on his hands and
                                             starts kicking rapidly for a
                                             maximum of 12 hits. Press Y
                                             repeatedly for more hits.
D-Pad Up + Y            22                    Sanji kicks upwards at a 90
                                             degree angle into the air,
                                             capable of bringing the
                                             opponent into the air along
                                             with himself.
D-Pad Down + Y          21                    Sanji starts spinning around on
                                             one hand for about a second and
                                             does a Guard Break in the
                                             direction he was facing.
D-Pad Forward + Y      4-21                   Sanji kicks forward in a drop kick
                                             -like style that is 3 quick hits.
                                             First - 4
                                             Second - 5
                                             Third - 12
D-Pad Forward (2x) + Y 4-21                   Forward Dash + Drop Kick.


X                      2-32                   Sanji kicks the enemy 6 times
                                             doing two damage per hit and ends
                                             the attack with a tornado kick,
                                             Mutton Shoot. Which does 5
                                             consecutive hits of two Damage
                                             except the 5th does 32 Damage.

D-Pad Up + X           30/0                   Sanji spins around for about 3
              (Absorbs 1 SP Bar)             seconds maximum and stops
                                             spinning whenever he the 3
                                             seconds pass, or if he runs
                                             into an unguarded opponent.
                                             Sanji then does two different
                                             actions depending on the
                                             character. If the character is
                                             a male-type character, Sanji
                                             kicks them for 30 points of
                                             Damage. If it is a female
                                             character, Sanji the Mellorine
                                             Status Effect which increases
                                             his damage per female character
                                             in your deck.

Select                  0                     His Ultimate Action. Sanji pulls
                                             out an empty plate and spins
                                             around a bit. When's he's done
                                             there will be food on the plate
                                             which heals every OTHER Battle
                                             Character in your Deck's HP.
                                             Sandwiches heal the least.
                                             Parfaits heal average.
                                             And the Chicken heals the most.
Alternate 5 Block (Battle Koma):

Command               Damage                      Effect
--------------------------------------------------------------------------------

A + B                   10                    Sanji spins clockwise and kicks
                                             in a downward direction.
                                             Can push enemies through
A + Y             3 x Number of hits          platforms. Sanji starts spinning
                                             at a 45 degree angle doing damage
                                             in multiples of 3 until he hits
                                             the ground/platform or is hit.

B                       10                    Kick angled upwards.
D-Pad Up + B            10                    Kick hit at a 90 degree angle.
D-Pad Down + B    6 x Number of hits          Sanji spins in his 'Mellorine
                                             Mode' capable of forcing them to
                                             switch Battle Characters.
D-Pad Forward + B       10                    Sanji kicks his shoe off like a
                                             projectile.
D-Pad Forward (2x) + B  10                    Forward Dash + Projectile Shoe

Y               1-2 x Number of Hits          Sanji goes on his hands and
                                             starts kicking rapidly for a
                                             maximum of 12 hits. Press Y
                                             repeatedly for more hits.
D-Pad Up + Y            22                    Sanji kicks upwards at a 90
                                             degree angle into the air,
                                             capable of bringing the
                                             opponent into the air along
                                             with himself.
D-Pad Down + Y          21                    Sanji starts spinning around on
                                             one hand for about a second and
                                             does a Guard Break in the
                                             direction he was facing.
D-Pad Forward + Y      4-21                   Sanji kicks forward in a drop kick
                                             -like style that is 3 quick hits.
                                             First - 4
                                             Second - 5
                                             Third - 12
D-Pad Forward (2x) + Y 4-21                   Forward Dash + Drop Kick.


X                      2-32                   Sanji kicks the enemy 6 times
                                             doing two damage per hit and ends
                                             the attack with a tornado kick,
                                             Mutton Shoot. Which does 5
                                             consecutive hits of two Damage
                                             except the 5th does 32 Damage.

D-Pad Up + X           30/0                   Sanji spins around for about 3
              (Absorbs 1 SP Bar)             seconds maximum and stops
                                             spinning whenever he the 3
                                             seconds pass, or if he runs
                                             into an unguarded opponent.
                                             Sanji then does two different
                                             actions depending on the
                                             character. If the character is
                                             a male-type character, Sanji
                                             kicks them for 30 points of
                                             Damage. If it is a female
                                             character, Sanji the Mellorine
                                             Status Effect which increases
                                             his damage per female character
                                             in your deck.

Select                  0                     His Ultimate Action. Sanji pulls
                                             out an empty plate and spins
                                             around a bit. When's he's done
                                             there will be food on the plate
                                             which heals every OTHER Battle
                                             Character in your Deck's HP.
                                             Sandwiches heal the least.
                                             Parfaits heal average.
                                             And the Chicken heals the most.

6 Block (Battle Koma):

Command               Damage                      Effect
--------------------------------------------------------------------------------


A + B                    7                    Sanji spins clockwise and kicks
                                             in a downward direction.
                                             Can push enemies through
A + Y             2 x Number of hits          platforms. Sanji starts spinning
                                             at a 45 degree angle doing damage
                                             in multiples of 2 until he hits
                                             the ground/platform or is hit.

B                        7                    Kick angled upwards.
D-Pad Up + B             7                    Kick hit at a 90 degree angle.
D-Pad Down + B    4 x Number of hits          Sanji spins in his 'Mellorine
                                             Mode' capable of forcing them to
                                             switch Battle Characters.
D-Pad Forward + B        7                    Sanji kicks his shoe off like a
                                             projectile.
D-Pad Forward (2x) + B   7                    Forward Dash + Projectile Shoe

Y                 1 x Number of Hits          Sanji goes on his hands and
                                             starts kicking rapidly for a
                                             maximum of 12 hits. Press Y
                                             repeatedly for more hits.
D-Pad Up + Y            15                    Sanji kicks upwards at a 90
                                             degree angle into the air,
                                             capable of bringing the
                                             opponent into the air along
                                             with himself.
D-Pad Down + Y          14                    Sanji starts spinning around on
                                             one hand for about a second and
                                             does a Guard Break in the
                                             direction he was facing.
D-Pad Forward + Y      3-14                   Sanji kicks forward in a drop kick
                                             -like style that is 3 quick hits.
                                             First - 3
                                             Second - 3
                                             Third - 8
D-Pad Forward (2x) + Y 3-14                   Forward Dash + Drop Kick.


X                      4-40                   Sanji kicks seven times in
                                             multiples of four damage per hit
                                             while slowly moving forward. On
                                             the Seventh hit Sanji knocks the
                                             enemy into the air and does an
                                             eigth kick of 8 Damage.

D-Pad Up + X            0                     Sanji gets the Mellorine Status
                                             Effect and damage increases per
                                             female Koma in your deck.

Select                  0                     His Ultimate Action. Sanji pulls
                                             out an empty plate and spins
                                             around a bit. When's he's done
                                             there will be food on the plate
                                             which heals every OTHER Battle
                                             Character in your Deck's HP.
                                             Sandwiches heal the least.
                                             Parfaits heal average.
                                             And the Chicken heals the most.

--------------------------------------------------------------------------------
VI. Strategy and Techniques
--------------------------------------------------------------------------------

*Will update this section more as I get better with Sanji.

-----------
A) Tactics
-----------

Combo, Combo, Combo.
Try to Combo as much with Sanji as you can because he's very quick and
isn't extremely strong but he rack up some massive amounts of damage.
Also take advantage of his massive amounts of ringout potential if you must.

---------------------------
B) Strengths and Weaknesses
---------------------------

Strengths...Well for one he has lots of Comboing and Ringout Potential.
Also his Ultimate Action is very useful in Multiplayer battles. Whenever you
have more than one character the ones that aren't Sanji are severely damaged,
you can run off and keep using his Ultimate Action to heal them.
Also he's very fast, not just in attacking but maneuvering around the map as
well.
One of his strengths is also one of his normal moves. His shoe. Whenever
he does his Forward B and it acts as a projectile. That may only do 7
Damage, but if used right it can be used for some major mind games.
For example it may annoy them as you keep throwing your shoe and their
guard slowly whittles away so to try to escape they may either
A)Use a Support or
B)Take the hit and try to run or
C)Jump away
If it's A there's a slight chance you can kill it with your shoe, other
then that, dodge it, or take the hit, nonetheless they used one SP Bar.
If it's B, you'll have damaged them anyway so it's all good, also they're
stunned for a bit which you can either use to your advantage, or not
use at all.
And if it's C, it'll leave them airborne(unless there are lots of
platforms) to which they'll be defenseless until they hit the ground,
take advantage of that and use an X/Up X before they hit the ground.
Or if it's 4-Koma Sanji, even if there is a platform, use Up X.
In 3 ways you can weaken them from the little shoe, but some instances
are better than others.

Weaknesses. He's not very strong without his combos are sometimes blocked
with ease because his attacks have lots of delay as to which you'll have to
shorten them. Such as his basic combo, B, Forward B, Y, Forward Y. His
Forward B has a split second too much delay that the opponent can then block
his Y. Also his Forward Y has a crazy amount of lag, leaves you open for
attacks easily. To make up for this only use it when your opponent is hit
by your Y, if they block either don't do it or leave a short amount of
time between the Y and Forward Y to the point they stop their guard.

--------------------------------------------------------------------------------
C) Combos
--------------------------------------------------------------------------------

Just a few basic combos from Sanji's normal moveset. (Power only)

B, Up B, Y - Sanji knocks the opponent into the air and starts spinning
            around kicking the enemy rapidly.
            Damage : 26 Damage to Power, 39 to Knowledge, 26 to Laughter

B, Up B, Y, Forward Y - Sanji knocks the opponent into the air and starts
                       spinning around kicking the enemy rapidly and ends it
                       by thrusting forward with a drop kick.
            Damage : 40 Damage to Power, 60 to Knowledge, 40 to Laughter

B, Up B, Y, Up Y - Sanji knocks the opponent into the air and starts spinning
                  around kicking the enemy rapidly then knocks them into the
                  air. Can only be done when the enemy is backed up against
                  something. (Wall)
            Damage : 41 Damage to Power, 61 to Knowledge, 41 to Laughter

B, Up B, Y, Up Y, B - Sanji knocks the opponent into the air and starts
                     spinning around kicking the enemy rapidly then knocks
                     them into the air and shoots them back down.Can only be
                     done when the enemy is backed up against something.
            Damage : 48 Damage to Power, 71 to Knowledge, 48 to Laughter

B, Up B, Y, Up Y, Y - Sanji knocks the opponent into the air and starts
                     spinning around kicking the enemy rapidly then knocks
                     them into the air and then starts spinning around
                     damaging the enemy until he hits the ground. Can only
                     be done when the enemy is backed up against
                     something.
             Damage : 55 Damage to Power, 82 to Knowledge, 55 to Laughter

B, Forward B, Y - Sanji kicks the opponent, throws his shoe at them and starts
                 spinning around kicking the enemy rapidly.
             Damage : 26 Damage to Power, 39 to Knowledge, 26 to Laughter

B, Forward B, Y, Forward Y - Sanji kicks the opponent, throws his shoe at them
                            and starts spinning around kicking the enemy
                            rapidly and ends it by thrusting forward with a
                            drop kick.
             Damage : 40 Damage to Power, 60 to Knowledge, 40 to Laughter

B, Forward B, Y, Up Y - Sanji kicks the opponent, throws his shoe at them
                       and starts spinning around kicking the enemy
                       rapidly and then knocks them into the air. Can
                       only be done when the enemy is backed up against
                       something. (Wall)
             Damage : 41 Damage to Power, 61 to Knowledge, 41 to Laughter

B, Forward B, Y, Up Y, B - Sanji kicks the opponent, throws his shoe at
                          them and starts spinning around kicking the
                          enemy rapidly and then knocks them into the
                          air and shoots them back down. Can only be
                          done when the enemy is backed up against
                          something.
             Damage : 48 Damage to Power, 71 to Knowledge, 48 to Laughter

B, Forward B, Y, Up Y, Y - Sanji kicks the opponent, throws his shoe at
                          them and starts spinning around kicking the
                          enemy rapidly and then knocks them into the
                          air and then starts spinning around damaging
                          the enemy until he hits the ground. Can only
                          be done when the enemy is backed up against
                          something.
             Damage : 55 Damage to Power, 82 to Knowledge, 55 to Laughter

B, Up Y, B - Sanji kicks the opponent, knocks them into the air, and knocks
            them back down.
             Damage : 22 Damage to Power, 33 to Knowledge, 22 to Laughter

B, Up Y, Y - Sanji kicks the opponent, knocks them into the air, and starts
            spinning at a 45 degree angle(unless up against something)
            downwards damaging the opponent until he hits the ground.
             Damage : 25 Damage to Power, 37 to Knowledge, 25 to Laughter.
                  Damage differs if not directly on the ground.

--------------------------------------------------------------------------------
Ca) Koma-specific Combos
--------------------------------------------------------------------------------
*Read above Combos for the first parts of these combos.
**These Combos are only talking about combos that can directly lead into an X
 attack.
***Combos CAN be cut short(skipping one button)
****More Combos to be added

4-Koma - B, Forward B, Y, X -
            Damage : 50 Damage to Power, 75 to Knowledge, 50 to Laughter
        B, Up B, Up X -
            Damage : 28 Damage to Power, 42 to Knowledge, 28 to Laughter
              Damage differs if not directly on the ground.

5-Koma - B, Forward B, Y, Up X - Causes Confusion/Gives Heart Status
       Male Damage : 56 Damage to Power, 84 to Knowledge, 56 to Laughter
     Female Damage : 26 Damage to Power, 39 to Knowledge, 26 to Laughter
        B, Up B, X -
            Damage : 46 Damage to Power, 69 to Knowledge, 46 to Laughter

6-Koma - B, Forward B, Y, X -
            Damage : 66 Damage to Power, 99 to Knowledge, 66 to Laughter

--------------------------------------------------------------------------------
VII. Koma Deck Support
--------------------------------------------------------------------------------

The characters that give Sanji an Ally Boost, and their abilities:

Nami (One Piece): Increases Special Gauge when breaking Item Boxes.

Zoro (One Piece) : Decreases Damage taken from Swords.

Bianchi (Kaketekyo Hitman REBORN!): Gain more Health from Food.

Abilities I would recommend for Sanji:

Help:                                        Examples:
Triple Jump                                   Eve(Black Cat)
Air Dash                                      Sena (Eyeshield 21)
Wall Jump                                     Lenalee (D.Gray-man)
Increase Max Special Gauge by 1               Zangetsu (Bleach)

Support:
Stunning                                      Shun (Saint Seiya)
Freezing                                      Toushirou (Bleach)
Guard Sealing                                 CrystalBoy (Space Adventure Cobra)
Guard Breaking                                Kanda (D.Gray-man)
Holding                                       Hibari (Katekyo Hitman REBORN!)

Both:
Female Koma                                   Nami (One Piece)

Reasons :

Triple Jump - For the Triple Jump, it's very useful for maneuvering quickly when
             you don't want to use your Y, as well as getting back on ledges
             quicker.
Air Dash - Almost as useful as the Triple Jump, in some cases, even more. It
          allows you to dash in the air which can help getting to some places
          very quickly, and dodging attacks when normal jumping is too slow.
Wall Jump - Not very useful for anything other than getting back on the ledge,
           but getting on the ledge is good.
Increase Max Special Gauge by 1 - If you have any open slots that you aren't
                                 using, putting these in there instead of
                                 random stuff, or nothing at all is like 10
                                 times better.
Stunning - Can stop the opponent long enough to catch them in an attack to
          ring them out or get caught in a combo.
Freezing - Not as long as Stun, but sometimes it's easier to hit with the
          supports. (Read Stun reasoning)
Guard Sealing - Usually when people are Guard Sealed, they'll still try to block
               and be left wide open. Easy targets.
Guard Breaking - Damages the opponent while breaking their guard, and if timed
                right you can catch them before they hit the ground in a
                combo.
Holding - People like Hibari who grabs the opponent and drops them in the air
         gives you perfect chances to take them to the edge so you can ring
         them out. Wouldn't recommend for 6-Koma Sanji.

Female Koma : Why female Koma? Well I've been talking about this alot, but
             his 5-/6-Koma's Up X's can give them the Heart Status effect
             which increases their damage for each female character in the
             deck.

--------------------------------------------------------------------------------
VII. Koma Opinions
--------------------------------------------------------------------------------

Basically conditions I'd prefer for usage of Sanji's Koma.

4-Koma - Sanji's 4-Koma isn't my personal choice, but he can still rack up
        a ton of damage and has awesome ringout potential. Both his X and
        his Up X can ringout opponents to the point where they'll call you
        cheap...not so much as Lenalee's though. The reason is his X, the
        final hit knocks the opponent downward where they skid on the
        ground or...off the stage. Same with the impact hit of his Up X.
        Also his Up X can be either extremely powerful, or extremely weak
        depending on how close to the ground you are. Touching the ground,
        weak, high above the ground strong, but the downfall is, even if
        you are high above the ground, it's hard to actually capture your
        opponent in the attack all the way 'til they hit the ground it
        can rack up 50+ Damage for a 4-Koma. So whether you want a ringout
        deck, or a Koma that can do pretty good damage for a small Koma,
        4-Koma Sanji is a good choice.

5-Koma - Another good Ringout form of Sanji. Also has a Laughter form that
        completely owns Power Characters. His Up X is an attack that
        destroys your opponent in three ways. First, it does 30 Damage,
        okay maybe that one doesn't destroy it but when it hits it knocks
        the opponent far away from you giving awesome ringout potential
        AND its third effect makes it even more terrifying...it confuses
        them. Okay, maybe confusion isn't the most scary effect, but
        that's a good thing, not many want to immunize it's effect.
        Furthermore what makes it even more terrifying is the attack it
        came with, when they're out of the field and they're confused,
        it'll have come so quick they won't have time to remember they're
        confused while trying to get back on the ledge, they might just
        go the opposite way and kill themself. The downside is that his X
        isn't as easy to combo into as his 4- and 6- Koma but it's still
        okay since you can combo it into other ways. 5-Koma's X also has
        amazing ringout potential almost in the same way as 4-Koma's
        except with 5-Koma's you can play mind games. Keep ringing them
        out with Up X and they'll get used to it, then do it with X, and
        BAM! They're dead. Also you can't use the Up X to ringout female
        characters.

6-Koma - Oh yes, the Heart-Enducing Sanji. Godlike in Single Battle
        Character decks...or so he was in Jump Superstars. Now his Heart
        Status effect got nerfed...big time. It only lasts about 10
        seconds, barely enough time to use it and pull of an X.
        However he can still hold his own with the correct Koma. Even
        when he's not in Single Battle Character decks he can still
        kick tons of opponent butt. Hah, kick, get it? Cause he kicks.
        Okay wasn't that funny. His X can combo his normal combo of
        B, Forward B, Y again, lost from 5-Koma's. This one however
        has less, a lot less, ringout potential because his final hit
        on his X knocks them into the air, giving them much more
        recovery time. He can rack up lots of damage though, so use
        him if you don't want to ringout but still do lots of damage.

Short Summary :
4-Koma - Ringout Decks, Four 4-Koma Decks, almost any other deck.

5-Koma - Ringout Decks, almost any other deck except Four 4-Koma.

6-Koma - Single Character Deck, Any deck except Ringout and Four 4-Koma.

--------------------------------------------------------------------------------
IX.   Conclusion
--------------------------------------------------------------------------------

Sanji like...owns. He's probably the best character in the existance of the
Manga world. Haha, yeah right. Truthfully though, Sanji is very good if used
correctly, not quite as easy as some characters, nor as strong, but he's very
fast and good at combos. Quite a beastly combination.

--------------------------------------------------------------------------------
X.  Copyrights and Other Legal Stuff
--------------------------------------------------------------------------------

This FAQ is not to be used, or reproduced with without first asking me.
Therefore this FAQ is only to be used at gamefaqs.com without prior
consent.
Any editing or altering of this FAQ is not allowed.

If you wish to use this FAQ contact me. Contact information located in
the Contact Information category.

Copyright and All Right Reserved to bitsquall

--------------------------------------------------------------------------------
XI. Contact Information
--------------------------------------------------------------------------------

You can contact me at :

[email protected]

However, when e-mailing me remember these two things.

-I rarely check my e-mail.
-I don't look at mail that doesn't look important(Make it look important
somehow, like adding Sanji FAQ in it somewhere)

--------------------------------------------------------------------------------
XII. Credits and Special Thanks
--------------------------------------------------------------------------------

-Nintendo and Ganbarion for helping the creation of this game.

--Genroh for his awesome guide which helped me beat the game, and get
 Sanji in the first place.

---GameFAQs for its bundles of useful information and hosting this FAQ.

----CJayC for hosting GameFAQs.

-----Oda Eiichiro for creating the awesome Manga One Piece.

----Shonen/Shounen Jump for publicizing this and all its other Manga.

---The readers who appreciate, or any reader at all, basically, you.

--Me, for actually going through with this.

-Last but not least, JhayCee for reminding me of Sanji's greatness.