Air dash - Being able to use your dash in the air, either through a help koma
or an innate ability.
Alternates - Alternate versions of a character which have a different nature
then the regular character. Specials are not affected.
Auto-guard - A character with auto-guard, either through innate ability or a
help koma, will automatically guard any attacks while in neutral position at
the cost of SP. It costs roughly a half bar of SP to block a single attack,
so some will consider this ability to be bad.
Combo break - To use a support while the opponent attacks you in order to
make him unable to continue the combo.
Cross up - Going from one side of an opponent to another. Since most characters
can't attack behind themselves, crossing them up makes them unable to
retaliate.
Deck - A complete "page" with battle, support and help characters.
Directional attacks - Forward and upwards Y, B or X. Shortened to xX in this
guide (fB meaning forward B, uX meaning up X).
Dreamcombo - Touching the characters on the touchscreen to execute a quick
attack.
Edge guarding - Attacking on the edge to the make the opponent unable to get
back to the stage.
Edge hogging - Grabbing the ledge so that the opponent can't grab it.
Edge jump - Dropping down from the ledge, then jumping in order to quickly get
back on the stage.
Fast fall - Press down and A in the air to drop down faster. This can escape
many aerial combos.
Force change - Down B with every character.
Guard break - Down Y with every character.
Hit stun - After being hit, there's a period of stun where you are unable to
move, attack or block. All non-aerial combos are based around hit stun.
Immunity - With either a help koma or a characters innate ability, being
immune to a status effect.
Infinite - Any combo repeatable until the damage limit is reached, either by
just repeating basic attacks or a combination of basic attacks and a support.
Jab - The fastest attack that doesn't cost SP availible to the character. In
almost every case, that's the regular B attack.
Koma - Japanese word for "panel". Used to indicate one square on a character.
Mix up - Switching between what attacks you'll use and when you end your
strings to make the opponent unsure of when to attack you.
Natural combo - Just following the characters built in string to combo, i.e,
B to forward B to Y to forward Y.
Nature - Characters have three different natures, power, laughter and
knowledge. These work in a rock-paper-scizzors system in that power characters
deal 1.5 times more damage to knowledge characters, knowledge characters
deal 1.5 times more damage to laughter characters, and laughter characters
deal 1.5 times more damage to power character.
Nature advantage - When your characters nature is superior to the opponents,
like you being laughter and them power.
Nature disadvantage - When your characters nature is inferior to the opponents,
like you being laughter and them knowledge.
Push block - To press X when an attack hits your guard. The opponent is pushed
away, making him often unable to continue his pressure and leave him open
for a counterattack.
SP - Special Power. Measured in bars which are beneath your life. Used for
specials and supports.
Special cancel - Canceling any basic attack into a special, either for mix up
or for pressure.
Spike - Any aerial attack that sends the opponent downwards.
Tap blocking - Tapping down instead of holding it down when guarding. This
allows for your guard to regenerate between hits, and as such, you can guard
way more then usual.
Turtling - Using safe, long ranged attacks, long ranged supports and blocking
to ensure you don't get hit.
Warp dash - Warp dashes does not slow then when going through another
character and has invincibility frames. Only certain characters have warp
dashes.
To unlock Tsuna & Reborn, check Genroh's guide on GameFAQs.
<------------------->
| Help koma | [HEKO]
<------------------->
When attached with Tsuna's help koma, any attack dealt to or by a support
will give you SP. If you're a frequent user of supports, this might come in
handy, but generally, you'll gain a lot more SP from having a help that
gives more SP whenever you hit your opponent with your battle character.
Besides, you'll want to use Tsuna's battle koma, so you can't use this much
anyway.
<------------------->
| Support koma | [SUKO]
<------------------->
Tsuna has, like most characters, two support komas.
2 koma Tsuna: Reborn is summoned in a spiky costume, and rolls around for a
while. It starts up in front of you, and the attack isn't instant, making it
decent at best for combobreaking. It's good for pressure, and together with
some battle characters, it can make for some good combos as well. Deals
laughter damage.
3 koma Tsuna: Reborn is summoned, and goes to bed with grenades all around him.
Due to low damage, slow startup and stil being 3 koma, this is not a good
support. Avoid. Deals power damage.
<------------------->
| Battle koma | [BAKO]
<------------------->
Tsuna has 3 battle komas and one alternate. Tsuna is a laughter character, and
his alternate is a power character. All of his specials deal laughter damage.
Tsuna has a great advantage by having three of the best ally boosts in the
game. Kinnkuman reduces damage taken from blows, Yamamoto reduces damage taken
from blades, and Gokudera boosts the SP regained when attacking normally. Along
with Tsuna's innate ability to take less damage from specials, he lives longer
then most characters with his HP.
Tsuna's two other innate abilites are that he's immune to the blindness effect,
which is decent, but nothing special, and that he has auto-guard.
First, let's check his basic attacks:
B - His jab. It's fast, it's easy to combo from, it can cancel into almost
anything, it got decent range and it's safe enough. Poke on people two or
three times to mix them up a bit.
fB - Fast and has good priority. Crosses up on block when close. Can combo
into his Y with timing. A good poke.
dB - His force change. Pretty slow, decent range, can hit characters on
platforms above you. Not terribly useful.
uB - Can catch people by surprise if they're not used to it. On block, use this
to cross up (or cross up twice in one jump to mix it up). His aerial B
afterwards provides pressure. On hit, you can do another if they don't move
away, or wait a moment and then catch them with a Y or fY.
Aerial B - Can be used to recover. Clashes with a lot of edge guarding attacks.
Can catch people after a uB, and can catch people running away on platforms.
It's useful, but don't overuse it, as it quickly becomes predictable.
Y - It got good range, but it has slow startup. On hit, it can combo into his
X attack, regardless of koma as long as the opponent doesn't anticipate it.
Beware though, if you're not fast, they can fast fall through it to make you
miss your special.
fY - The stumble. It's Tsuna's best edge guarding option when used properly.
Use it for pressure and combos, just don't get predictable with amount of
stumbles. You can end the move at any time, resulting in between 2 and 5
stumbles. This move has amazing priority, but it's very easy to escape on
block if your opponent knows about it.
dY - Tsuna's guard break. It has range, but the hitbox is small. It's decently
fast, but sadly, the small hitbox and the chance that you'll simply jump over
the opponent makes it rather useless.
uY - A decent projectile. Try to mix up between using one and both basketballs
to keep you opponent guessing on when to stop blocking. It has rather bad
priority, and is easily destroyed by rapid hits, so don't try to outgun people
with this.
Aerial Y - It has less lag then it looks like, but it's still a laggy attack.
It useful when people aren't expecting it, but don't go overusing it. It's
impossible to cancel after using, so beware of using it over gaps.
Now then, let's move on to his specials.
## 4 KOMA SPECIALS
X: A three hit combo. The last hit hits them downwards, making it deadly on
the edge. It's fast, it's decent pressure, although it's a pretty weak special,
dealing only 26 damage to neutral natures.
uX: The splash is useful in FFA's/teams, but otherwise, it's a pretty bad
special. It's slow enough so that most people can block, dash or jump away on
reaction. It's pretty strong against power characters, but you shouldn't bother
to much with this.
## 5 KOMA SPECIALS
X: A nine hit combo. Against people who doesn't push block, this is a great
pressure tool, especially coupled with multihitting supports near the wall.
The last hit is, again, a pseudo-spike, making it deadly. However, due to the
nature of the attack, you often push people off of the edge with earlier hits,
making the last, deadly hit miss. Try to learn to space this so the last attack
sends the opponent soaring downwards over the edge.
uX: Again, this isn't very useful. The major range of this attack makes it hard
to properly space, as the things the attack will hit often isn't visible from
the starting position. It's strong, but you'll so very seldomly hit with it,
so it isn't worth it. It can sometimes get you out of corner pressure though,
so don't forget about it completly.
## 6 KOMA SPECIALS
X: Generally, Tsuna's best special. The final hit spikes them down, making it
almost a guaranteed KO over an edge or on a stage with a lot of gaps. Although,
if you're near a wall, one of the hits will miss, and the special will deal a
lot less damage, so try to have a lot of open space when using this. It deals
a tremendous amount of damage to power characters, so don't be afraid to waste
a bar of SP by mixing up after you Y attack with this. The reward is easily
worth it.
uX: Tsuna's most powerful special. It deals near 100 damage on power
characters, so a decent combo into it is almost always guaranteed KO on most
power characters. However, it has very slow startup, and it has neither
impressive range nor a huge hitbox.
There are a lot of situations you'll often be in while playing JUS, and I'll
try to cover what the best options usually are in those situations.
Edge guarding an opponent:
You've sent the opponent outside of the stage, and are standing near the edge.
There's a big chance of scoring a KO, and you don't want to waste it.
So, what to do?
If the opponent is still trying to recover, a simple edge hog would be enough
to kill most characters. There's a chance he'll try to take you down with him,
though, and taking that risk might be bad. Only go for edge hogs against
characters with slow spikes so that you'll be able to rol from the ledge
and dodge in case he tries to attack you.
If edge hogging doesn't work, then we'll have to edge guard.
The simplest way to edge guard with Tsuna is to stumble on the edge. Just mash
fY and hope they'll suicide on it. This doesn't work against people that think,
though, and those are the opponents you are most likely to want to kill.
Due to the slow nature of rolls in JUS, you should be able to attack on
reaction against them. As such, learn how far a roll from the ledge takes you.
You must be able to instantly place yourself right in front of where an
opponent would stand if they rolled up. Now, if you have a support such as
Kagura 3, plant her. At this distance, she'll grab the ones that simply stand
up from the ledge. However, even without her, you can edge guard just fine.
The opponent has three choices. They can roll, they can stand, or they can try
to edge jump if they still have a jump left. Hopefully, they won't, limiting
their actions to rolling or standing. When spaced properly, stumbling will
catch people doing either of these if done quick enough. When you hit them with
a stumble, don't continue doing it for too long. Quickly get back to the
perfect distance again and repeat the maneuver until their jumps or HP are
gone.
Also, always watch out for supports when edge guarding. Many people try to
ledge stand and throw out an attack support the instant they can, which would,
in worst case, reverse the situation.
Practice to place supports on the edge to make the opponent unable to either
roll or stand, so you'll limit them to only one choice. Then it's a simple task
of guarding against that final thing they can do.
Good edge guarding supports:
Kagura 3
- Put her so she covers the place where you'll edge stand to, then focus on
defending the place they'll roll to. Sometimes, she even catches people who
roll.
Shun 3
- Same as Kagura, although takes better timing.
Any support that attacks from above
- They'll hopefully hit them on the ledge, making them drop helplessly to their
defeat.
Getting edge guarded:
We can't help it, sometimes we simply get thrown out of the stage and have to
try to get back on.
Luckily, Tsuna's aerial B is great for getting back, due to being able to clash
with many attacks, as well as carrying him horizontally. Try to be as quick as
possible so the opponent won't have time to set traps with supports or spacing,
and try to utilize your supports as much as possible to get up.
However, it can't beat everything, and sometimes you're hanging on the ledge,
opponent will kick you out of the stage again if you try to get up, and
it doesn't look bright. That when you have supports to help you.
Here's a list of supports that generally can get you out of most edge guarding
problems:
Hao 3
- Fires two fireballs at ground level when hanging on the ledge. It's kinda
slow, but the moment the opponent has to spend blocking can be enough time
to get up from the ledge.
Inui 3
- Shoots a waterballoon at the edge. It hits most people, it's fast, it
support seals and it drains SP, and it has a very impressive knockback.
It can combo decently with Tsuna as well, so it has uses outside of
anti-edge guarding as well.
Gotenks 3
- Flies up and shoots a lot of laserblasts at the edge. If the wall above isn't
broken, he often fires all his blasts into the wall instead, making it useless.
Otherwise, he fires at the edge guarder, and seeing as he's a good support
otherwise as well, there's nothing wrong with sticking him in your deck.
Vegeta 3
- When hanging on the ledge, he appears right where the wall usually is, and
fires his laser. He sometimes misses the opponent if they space well, although
he'll most often shield you long enough to get up.
Superstar man 3
- Doesn't hit the opponent if they are at the point where you'll be if you edge
roll. Blinds the opponents and drains SP. Not a terribly useful support outside
of anti-edge guarding, though.
Both are shielding:
This happens surprisingly often in JUS, due to how strong blocking is.
Never be afraid to jab on a blocking character. Tsuna is generally a safe
character when you mix it up a bit, so if you find you facing the opponent
and both are blocking, throw out a jab and start pressuring him.
Or throw out a pressure support and just start doing your regular stuff.
Closing in to an opponent:
Tsuna's range generally isn't very good, and his projectile is lacking in
many aspects. His dash is short and slow, and his run isn't all that fast
either. Generally, you need to cover yourself with a support while
closing in, even though his stumble has surprisingly good priority and can
get through many attacks.
Tsuna can have troubles against good ranged characters, such as Yugi, Train
Taikoubou and Kakashi, simply because their projectiles and attacks have way
more range then Tsuna is normally capable of handling. Due to his dash, he
can't even close in fast with double airdashes. Having a second character with
a good dash, such as Kakashi, Hiei or Eve, you can close in to these characters
much easier.
Tsuna's forward B:
This move is special, and deserves its own section.
This is Tsuna's best move to use as a combobreaker, for a couple of reasons.
For starters, it's fast enough to go through most holes in many characters
common strings. However, a much more important feature is the almost ridicolous
amount of invincibility frames the attack possesses. It has invincibility
almost from start to end, and using those frames right can make it able to
counter almost any kind of move. For example, with some decent spacing, you can
easily counter Dr. Mashirito's chests by simply falling on them with fB. Use
this to bypass walls that the opponent thought to be safe (Dr. Mash's chests,
Dio's eyebeams, Vegeta's laserblasts etc), and you'll perhaps be lucky enough
to make your opponent stop trying to space you, eliminating one of Tsuna's
weaknesses.
Also, after the invincibility of the attack is over, Tsuna's hitbox is still
extremly close to the ground for a short while, so even if your timing is
slightly off, you can dodge beneath the following attack.
/********************
* GOOD HELPS * [GOHE]
********************/
Helps are the common word for 1 koma characters. All helps have a passive
effect, and with one exception, all of them have to be pointing towards a
character to be useful.
Why use helps?
For starters, you have to have at least one help koma in your deck to use it.
Also, helps can range from making it easier for you to swaying an entire
match in your favor.
Let's look at some common helps to use:
One extra SP bar
- It's never wrong to have more SP. More specials, more supports, more
auto-guard, it has a lot of uses. If there's a spot in your deck that is empty,
yet there's no battle character next to it, just stick a SP+ help there to
fill.
Immunities
- Having some immunities are good, having all is a waste. There are certain
statuses that are fatal (freeze and paralysis being the two most direct, with
support sealing being more indirect) which you will most likely want to
protect yourself against. Make it a habit to always put Rohan pointing towards
Tsuna so keep him protected from support sealing. When support sealed, you
can't break combos, you can't edge guard as well, you can't anti-edge guard,
you can't combo as well. You don't want any of these to happen, so always keep
an anti-support seal help on at least one of your characters.
Also, having immunity to stun on your main character is good, since there
are enough of characters relying on stun (Kenshin 4 koma makes a lot of
combos based around his stun super, many people make combos around Shun 3
or Nube 2) for it to be worth it. There are less characters relying on freeze
(mostly just Hitsugaya), but it's still worth to have there, especially if you
know the opponent uses freeze.
Confusion and blindness can hinder your gameplay, but it's often much better
to just stick a short-duration help on your character instead.
Burn, shock, poison and such aren't dangerous at all.
Cut duration on status effects
- Instead of having a dozen of immunity helps, just stick one of these on the
character. It makes most statuses go away pretty quick, so it's very useful
to save place.
Build SP helps
- Out of al the SP building helps, there is one main help that is superior
to the others, and that's the one that makes you build more SP while
fighting with your battle character. You build SP way faster, which in turn
will allow you to use supports and specials more. Since Tsuna has a help
which does this and ally boosts him at the same time, it's a good help to
attach to him.
Mobility helps
- There are helps which gives you a third jump or air dash, both which
increases your mobility. However, Tsuna's air dash is short and slow, so it's
not worth attaching an air dash help to Tsuna. A third jump is never wrong,
though, so attach it to him if you think you need a bit more mobility on the
field.
These are the most common, and usually best, helps to put in your decks.
/********************
* GOOD SUPPORTS * [GOSU}
********************/
Supports with Tsuna usually have three uses:
- To make his strings safe
- To help him edge guard even better
- To combo into his 6 koma specials, as his 4 and 5 koma rarely needs a support
to do so.
So, here's a small list of supports who fulfill these roles pretty well:
If you don't know what support is what character, check Genroh's guide.
//
// PRESSURE AND STRING SAFETY SUPPORTS [SUPR]
//
Ohara 3 koma
- He has fast start up, he's nearly invincible, he deals a decent amount of
damage and he puts a lot of pressure on the opponent. Against people who
doesn't push block, this guy together with 5 koma Tsuna's wall pressure is
almost impossible to escape.
Hah Brothers 2 koma
- Fast start up, SP drain, movement stop and multiple hits. While not perhaps a
good combobreaker, then are good at pressuring some more, their effect is
very good, and the range isn't all that shabby.
Yamamoto 3 koma
- Pretty slow at start up, although he covers a big area. Multiple hits, can
serve as a combo breaker. He ally boosts Tsuna as well.
Omito Date 3 koma
- Slow start up, although his attack is good. Use early, then stop attacking
while he stabs the opponent, then catch them again in a new attack afterwards.
He has great range.
Seiya 3 koma
- Fast start up, and hits from above. Highly versatile, he's capable of most
tasks, including guard pressure, edge guarding, combo breaking, combo finisher
and sometimes even a combo continuer. He knocks down on hit though, so most
often you can't continue your combo afterwards. He also knocks people through
thin platforms. Some people frown at the use of this support.
Shun 3 koma
- Fast start up, can take a lot of hits without disappearing, paralyses, drains
SP and attacks all at the same time, good range, multiple hits on block.
Quite a bit of lag afterwards though, so watch out.
Toki 3 koma
- Essentially, a weakened Seiya 3. Use if you don't want to upset people by
using Seiya 3.
Kenshiro 3 koma
- Strong, fast and with delayed knockdown. A simple, great multihit support.
Yusuke 2 koma
- A quick combo, and the final hit guard breaks. You can combo Tsuna's 6 koma
special after the guard break.
//
// COMBO SUPPORTS [SUCO]
//
Sometimes, a strong combo is really all you want. So, some supports that'll
allow you to continue your combo after they hit:
Shun 3 koma
- Already explained.
Trunks 3 koma
- Extremly fast, comes out from behind you, and can be used in midair. You can
usually connect with Tsuna's 6 koma X afterwards. Some people frown upon the
use of this support.
Bo-Bobo 2 koma
- Fast, lasts a long time, strong, and easily allows you to continue your
combo.
Kagura 3 koma
- Fast start up, although if the initial hit is blocked, you have to hit the
opponent before this support can hit them again. She attacks 8 times if she
hits them instantly, 6 hits if she turns her head once and 4 times if she
turns her head twice. Tsuna's 6 koma X should be used right as the last
attack hits, his uX right when the seventh/fifth/third hits. B, Y, Kagura 3 is
an infinite combo when spaced and timed correctly. Just go to the side where
she'll spit them out, wait a split second after they get spat out, then do the
combo. After two or three Kagura's, finish with special of choice, preferably
6 koma uX. It's also an infinite against a wall, just stumble and then use her
on the fourth hit or so. Also, as long as you stay against the wall, almost all
supports will miss you, so your combo can't be broken.
Gokudera 3 koma
- Fast start up, and he runs a really long distance. Most specials connect
afterwards, although the explosion might knock the opponent down.
Shishio 2 koma
- Fast, decent range, grabs the opponent and holds them in place for a while.
He doesn't hit opponents close to you though.
Hibari 3 koma
- Slow, but if he hits, he drags the opponent to the edge and throws them over
(if there's a wall, he just drops them there). Since Tsuna is a great edge
guarder, this is a great support to use.
Hah brothers 3 koma
- Not the fastest support, but can still combo from Tsuna's Y and fY.
Can break plenty of combos of well. You can land Tsuna's 6 koma uX from their
grab with some spacing and timing.
There are, of course, dozens of more supports that you can do good combos with.
Test them out for yourself to find one that fits you perfectly.
//
// EFFECT AND STATUS SUPPORTS [SUEF]
//
Keeping your opponents SP low, or keeping them support/attack/guard/movement
sealed can be a key to victory. It's always good to have a SP draining
support in your deck.
Hiei 2 koma
- Extremly fast, nearly invincible, drains 2 SP bars and breaks combos.
Sena 3 koma
- Essentially, best support in the entire game. Drains 2 SP bars, breaks
combos, turns people around, movement seals them, and stuns them for
a pretty long time, easily allowing you to combo from him. Some people frown
upon the use of this support.
Nishino 3 koma
- Confuses and drains SP. She's pretty fast, and her extra three hits can give
you some breathing space.
Shun 3 koma
- Already explained.
Nami 2 koma
- Slow, but steals 2 SP bars from the opponent and gives them to you.
Aya 2 koma
- Very fast start up, great combo breaker, support seals and drains SP.
Ryouji 2 koma
- Very fast start up, great combo breaker, movement seals your opponent and
drains SP.
Hah brothers 2 koma
- Already explained.
There are dozens of other supports that have SP drain or some good status
effect. Experiment to find one that suits you.
People sometimes have weird escape habits, or sometimes, none at all, meaning
you can land specials and attacks at the weirdest times. Sometimes, you can
land a 6 koma uX after a finished stumble against the wall if the opponent
doesn't jump away instantly.
Also, characters with warp dash often try to warp dash to your other side when
cornered, so if you randomly turn around and start stumbling the other way,
you sometimes catch them in it.
Small tidbit #2: Character specific escapes
When fighting against characters with huge, upwards hitboxes (Kyuubi Naruto's
uX, Raoh's charged orb etc), don't fast fall down after a combo, but instead
try to fly away. Fast falling downwards often causes you to get caught in an
attack.
Small tidbit #3: Watch out for attacks that reach beyond the ledge
Renji, Jotaro, Dio, Hitsugaya and a couple of more all have aerial attacks
that can hit you while you're hanging on the ledge. Never try to stall for time
on the ledge against these characters.
Small tidbit #4: Dodging with Tsuna's taunt
Tsuna's taunt makes his hitbox get close to the ground, and many projectiles
can be dodged this way. Also, when facing a Jotaro, you can dodge under his Y
and dreamcombo by using the taunt.
Small tidbit #5: Lag that's not there
Tsuna's aerial Y has a lot of lag afterwards, defiently enough to allow most
people to attack and combo you afterwards. However, this lag is special
cancelable, meaning that when you land, you can instaly cancel the lag into a
special. Tsuna's specials often have pretty fast startup, so if you want to
scare your opponent from retaliating after a aerial Y, use a special afterwards
(preferably hitting them) to mix them up a bit.
/********************
* AUTHOR/LEGAL INFO * [ALIN]
********************/
So, to give credit where credit is due:
Genroh - His guide helped me through both this game and JSS. A big thanks to
him.
GameFAQs JUS board - For allowing me to battle a lot of people and get better.
Ganbarion - Well, they did create the game, after all.
Legal notice:
You may freely publish and use any information found in this guide and claim
them as your own if you wish to do so. No official copyrights are wished
to be held by the author of this guide, and no charges will ever be pressed
for using or spreading the information found in this guide.
Original guide is made by Felix Frenander // Neophos // Offensive_Altar