Jump Superstars
---------------

Yusuke Urameshi Character FAQ
Version 1.1
04/01/06

Version 1.1: Did an overhaul on the Strategy section and included a few
            things on the rest of Team Urameshi. Tag-Combos coming soon!

Version 1.0: Preliminary guide created. Controls, story, unlockables, and
            moveset included.

Copyright 2006 Justin "discoinferno84" Boot. Any unauthorized use of this
guide is a violation of copyright law. This guide is to be used exclusively on
Gamefaqs (www.gamefaqs.com) and may not be publicly distributed otherwise. See
the end of this FAQ for further explanation.

-------------------------------------------------------------------------------
Contents
-------------------------------------------------------------------------------

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

-------------------------------------------------------------------------------
I. Introduction
-------------------------------------------------------------------------------

Hey, folks! Welcome to my Yusuke Character FAQ for Jump Superstars! This game
features one of the largest collections of anime characters ever assembled,
offering gamers the chance to step into the shoes of some of the most popular
animated heroes of our time. Amidst the countless swordsmen, mystical
enchanters, and super-powered freaks, there are just a few characters that have
the kind of raw, down-to-Earth personality that can appeal to all. Yusuke is
such a character, bringing back a tinge of humanity (and a little devilry) to
the anime we love so much. So give all those other characters a rest and spend
some time with Yusuke, the personification of kickassry.

-------------------------------------------------------------------------------
II. Controls and Basic Terminology
-------------------------------------------------------------------------------

--------
Controls
--------

D-Pad: Basic Movement/Blocking

Super Smash Bros. veterans will feel right at home with some of this setup. Not
only does the D-Pad allow you to move your character left and right, but it
also provides some variation with regards to attacks. For example, pressing the
X button will make Yusuke fire the Spirit Gun, but pressing Up on the
D-Pad and pressing X will make him do something else. More on that later. Press
down to Block.

A Button: Jumping

Many of the fighting arenas are filled with platforms and small areas. However,
Jumping isn't just about leaping from place to place; timing aerial attacks and
avoiding enemies can obviously prove useful at times.

B Button: Weak Attack

Don't feel like dishing out some flashy colors and mind-boggling maneuvers?
Punish your foes by shamelessly spamming the B Button. The attacks may not pack
quite a wallop as the Medium or Special Attacks, but they're sure to annoy the
opposition.

X Button: Special Attack

Tired of messing around with your foe? Wanna serve up some real pain? Time to
give the X Button a go. Doing so will make your character execute one of their
signature attacks. However, using a Special Attacks requires that the energy
gauge (the blue line under your health bar) be filled completely at least once.
The number next to the energy gauge shows how many times you've filled it, as
Well as how many times you can perform a Special Attack before needing to
refill.

L-R Buttons: Blocking

Can't afford to take too much damage? Hold down the shoulder buttons to get
your defensive game on. Don't block for too long, however; after a few
moments your character will start to flash red. If he takes too many attacks
while defending, he'll end up stunned for a few seconds, leaving him totally
open to attack.

----
Koma
----

Jump Superstars is not just about fighting; completing objectives in the
Adventure Mode and participating in battles will grant you a small jumble of
blocks called "Koma". These things look like scraps taken out of a comic book
(or more accurately, a manga.) If you search around the menus or play the
Adventure Mode, you'll likely come across a 4 X 5 grid on the bottom screen of
your DS. This grid can be filled up with Koma, given that you can combine the
black and white clusters with appropriate character's mug shot. This system of
character creation can prove pretty tedious, especially if you can't read
Japanese and don't bother watching what and when you've unlocked something new.

Koma is broken down as such:

1 Block:    Picture of the character's face. While they have small independent
           powers, they are normally combined with larger blocks to create
           more powerful Koma. Also, some characters hold special affinities
           with others, thus boosting the overall power.
2-3 Blocks: Support Characters that can be summoned to provide additional
           attacks, health, etc.
5-7 Blocks: Characters that can be used independently in battle. The Special
           Attacks will vary depending on the size of the Koma, but generally,
           the larger Koma provides stronger attacks.

In order to make a deck that can be used in a battle, you must have at least
one of each of these three in the grid. If you want to make a complete 2-7
sized Koma, you'll have to place the incomplete  block in the grid, then
place the character's 1-block sized picture in the necessary empty space. It's
just like making your own comic strip.

However, Koma is broken down further into three major categories: Power,
Knowledge, and Laughter. These three operate on a basic rock-paper-scissors
formula:

Power beats Knowledge
Knowledge beats Laughter
Laughter beats Power

Basically, if you use a Power Koma and take on a character based on Knowledge,
You'll do 1.5 times the amount of damage. All of Yusuke's attacks are Power
based.

-------------------------------------------------------------------------------
III. Who is Yusuke Urameshi?
-------------------------------------------------------------------------------

Once upon a time, Yusuke Urameshi was a student at his local high school. He
wasn't a star pupil, however. He spent most of his days either skipping
school, smoking, gambling, or getting into fights with whoever challenged him,
including his long-time rival Kuwabara Kazuma. Yusuke had the kind of tough,
uncaring attitude typical of a teenage delinquent. Given his mother's lacking
of strong parental guidance, Yusuke was basically left to his own devices, a
likely dropout with little academic future.

However, one act of selfless heroism changed everything. While walking around
one day, Yusuke saw a child running into the street after a ball. Seeing that
the child was about to be hit by an oncoming car, Yusuke dove forth and pushed
the kid out of the way. He saved the child's life, but got hit by the car at
the same time. Thus Yusuke died, leaving the world that he felt so much
animosity toward. Just one problem, though- He wasn't supposed to die that day.
Upon ascending into the Spirit World as a ghost, he discovered that his death
was completely meaningless. After a little persuasion from a few spiritual
guides and observing the mourning of his friends and family, he decided to
give his life another shot and chose to return to his human body.

There was one string attached, however. In order to be revived, he had to care
for and hatch a supernatural being that fed off his soul. Whatever actions he
performed, the creature would be thus affected, either tuning into something
sweet and kind, or some lethal monstrosity that would devour him on sight.
Given Yusuke's previous record as a delinquent and bully, it was fairly
obvious that he needed to do some good deeds to make up for his past mistakes.
Thus, he was hired as a Spirit Detective, basically a spiritual investigator
and humanity's defender from demons and other dangerous otherworldly beings.

While Yusuke may have been nothing more than a teenage thug in his former life,
he was blessed with natural fighting abilities that few others could hope to
achieve. Aside from basic street fighting techniques, Yusuke is able to harness
his spirit energy and fire it off as a blast of devastating power. His latent
powers were further augmented when he becomes an apprentice to Genkai, an aged
and experienced fighter. After several battles and tournaments, Yusuke's true
power is awakened, a realization of his demonic ancestry and supernatural
heritage. He is the son of a demon king, and his inherent powers reflect it.
Towards the end of the series, Yusuke had to come to terms with his heritage
as he struggled to find a balance between humanity and his darker side.

Incredible power and fighting prowess aside, Yusuke still just a young man
trying to find his way through life. While he may seem like a tough guy with
attitude to spare, he is a kind-hearted guy that knows the difference between
right and wrong, letting his morals guide him through life. He's got the
makings of a real hero, never backing down from a challenge or letting his
friends go unaided. Of course, such caring and beneficence doesn't change the
fact that he can kick everyone's ass in the blink of an eye.

-------------------------------------------------------------------------------
IV. Obtaining Yusuke
-------------------------------------------------------------------------------

You ready to kick some ass Urameshi style? You're going to have to work for it!
Like most other characters, you can't use him until you've unlocked the
Necessary Koma from the Adventure Mode. Here's where you need to go:

Place                  Mission Number/Objective            Koma Size Unlocked
-------------------------------------------------------------------------------
Battleground 4-2       1) Beat all opponents                       1
Battleground 4-3       2) Have 5 support characters in your deck   2
Battleground 4-3       3) Have 10 help characters in your deck     3
Battleground 4-2       2) Have only Knowledge-types in the deck    4
Battleground 4-2       3) Never get KO'd                           5
Battleground 4-4       4) Ring Out Player #3 three times           6

***NOTE***
-In order to even read Battleground 4-1 through 4-4, you have to collect
260 Koma and beat Battleground 1-1 again.
-All of Yusuke's Koma (even the 5 and 6 levels) only require his 1 Block.
-Yusuke has affinities for Kuwabara, Bleach, Jotaro, Sanosuke, Hiei, Kurama.
-Yusuke and Anna have a Tag Attack that greatly increases Yusuke's Spirit Gun
attack.

Yusuke's Koma are shaped like this:

A: Filled Space
B: Empty Space to insert 1-Block Koma

1) A (Help Koma. Increases Critical Strikes)


2) BA (Support Koma. Fires Shotgun Attack)


3) ABA (Support Koma. Fires Spirit Gun)


4) ABA (Battle Koma)
   A

5) BA  (Battle Koma)
  AA
  A

6) BA  (Battle Koma)
  AA
  AA

-------------------------------------------------------------------------------
V. Yusuke's Moveset
-------------------------------------------------------------------------------

Once you've gotten your Koma assembled, it's time to dish out some serious
punishment. The following movesets are based on Yusuke's Battle Koma.

------
4 Koma
------

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

A + B                   6                   Aerial Punch
A + Y                   10                  Aerial Jumping Uppercut

B                       4                   Quick Punch
DPad Up + B             3                   Three-hit Uppercut
DPad Down + B           8                   Forward Kick/Stomp
DPad Forward + B        3                   Three-hit Forward Punch
DPad Forward (2x) + B   9                   Forward Dash + Punch

Y                       11                  Right/Left Hook
DPad Up + Y             12                  Jumping Uppercut
DPad Down + Y           11                  Forward Kick/Stomp
DPad Forward + Y        12                  Forward Punch
DPad Forward (2x) + Y   12                  Forward Dash + Punch

X                       30                  Shotgun Attack
DPad Up + X             22                  Spirit Punch

------
5 Koma
------

A + B                   6                   Aerial Punch
A + Y                   10                  Aerial Jumping Uppercut

B                       4                   Quick Punch
DPad Up + B             3                   Three-Hit Uppercut
DPad Down + B           8                   Forward Kick/Stomp
DPad Forward + B        3                   Three-Hit Forward Punch
Dpad Forward (2x) + B   9                   Forward Dash + Punch

Y                       11                  Right/Left Hook
DPad Up + Y             12                  Jumping Uppercut
DPad Down + Y           11                  Forward Kick/Stomp
DPad Forward + Y        12                  Forward Punch
DPad Forward (2x) + Y   12                  Forward Dash + Punch

X                       27 (Fully charged)  Spirit Gun
DPad Up + X             48 (Fully charged)  Spirit Punch

------
6 Koma
------

A + B                   6                   Aerial Punch
A + Y                   10                  Aerial Jumping Uppercut

B                       4                   Quick Punch
DPad Up + B             3                   Three-Hit Uppercut
DPad Down + B           8                   Forward Kick/Stomp
DPad Forward + B        3                   Three-Hit Forward Punch
Dpad Forward (2x) + B   9                   Forward Dash + Punch

Y                       11                  Right/Left Hook
DPad Up + Y             12                  Jumping Uppercut
DPad Down + Y           11                  Forward Kick/Stomp
DPad Forward + Y        12                  Forward Punch
DPad Forward (2x) + Y   12                  Forward Dash + Punch

X                       50 (Fully Charged)  Spirit Gun
DPad Up + X             20                  Demon Yusuke (2 Hit + Spirit Gun)


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

I'm no fighting game guru, but here's some stuff to consider:

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

There are a few underlying strategies that can give you the edge in the fight.
Some are more obvious than others, but they can all be learned and practiced
upon. For example:

-----------------
1) Breaking Walls
-----------------
  Okay, seeing as this is one of the first objectives you'll have to face
  in Adventure Mode, you should be well aware that the walls of the fighting
  grounds can be broken down with enough hits. Many of Yusuke's combos end
  with moves that send opponents flying backwards, so it's always a good idea
  to break down a section of the wall to make Ring Outs easier.

-----------------
2) Jump Canceling
-----------------

  Fans of SSBM will be happy to know that the Jump Canceling technique is alive
  and well in Jump Superstars' core gameplay. When Yusuke (or any other
  character, for that matter) jumps, there is a fair amount of time when he's
  simply hovering just above the platform. While he may land within half a
  a second, that's still enough time to capitalize on his lack of defenses and
  start juggling him. Thus, pressing:

  DPad Down + A

  in midair makes him drop quickly back down to the platform, thus eliminating
  that unnecessary hover time. If you're in an arena with plenty of platforms,
  jump canceling will make maneuvering around much easier, thus making evasion
  and basic combat much easier to perform.

----------
3) Spiking
----------

  Here's yet another thing that might be familiar to some of you. Yusuke's
  Aerial B attack sends foes plummeting straight down, regardless if said
  enemy is on the ground or in midair. Not only does this knock the foe silly
  for a few moments, but is a devastating move when used near a chasm or broken
  wall. Should an enemy try to recover from falling to their deaths, you can
  use Aerial B to "Spike" them; should the attack connect, the foe will be sent
  flying down with absolutely zero chance of recovery. Combined with a short
  jump or a few chained attacks, you can end quite a few combos with a spike.
  Also, it can be used to make enemies fall from higher platforms at a fairly
  fast rate. More on that later.

---------
B) Combos
---------
                            __________________
                            -Standing Attacks-

-Just like the anime, Yusuke's the foundation of Yusuke's fighting style is
based on nothing more than bare-knuckle fist fighting. This means that even
his most basic attacks, like the Quick Punch and the Right/Left Hook, are the
start of some pretty mean combos. There's a slight bit of lag in between each
quick punch, but it forms the beginning of a myriad of potential offensive
strikes. Bottom line, the Quick Punch can be used as the start for nearly
every attack combo you can come up with. For example:

***********************************
BY  (Quick Punch + Right/Left Hook)
***********************************

is nothing more than a way to gain some distance between you and your opponent.
The Quick Punch is more effective as a temporary stunning mechanism than dealing
any meaningful damage. But it's enough to leave your foe open enough to a decent
variety of combos. For example:

************************************************************
BY(Forward)Y (Quick Punch + Right/Left Hook + Forward Punch)
************************************************************

works as the ideal 3-Hit combo; It's fast, requires little timing to execute
properly, and sends opponents reeling backward. This combo is not only a way to
give Yusuke some breathing room, but it can also serve as a potential Ring Out
maneuver if you're close enough to a wall opening. If you don't feel like going
for that extra bit of damage, you can skip the middle step and do:

*****************************************
B(Forward)Y (Quick Punch + Forward Punch)
*****************************************

Though it may save you a little bit of time, it'll cut out that cushion of stun
time that you built up with the Right/Left Hook. To be honest, Quick Punch
doesn't chain together quite as well as Right/Left Hook, and it only covers
about 2/3 the length of the three-hit combo. It's up to you, but using both in
battle can be useful in certain situations.

Also, consider these variations:

********************************************************************************
B(Forward)BY           (Quick Punch + Three-Hit Forward Punch + Right/Left Hook)
B(Forward)B(Forward Y) (Quick Punch + Three-Hit Forward Punch + Forward Punch)
(Forward)B(Forward 2x) (Three-Hit Punch + Forward Dash + Punch)
********************************************************************************

All of these combos operate about the same as the ones mentioned previously.
However, the switch from Right/Left Hook to Three-Hit Forward Punch means that
your opponent will be driven backward along the ground instead of being launched
upward. While this may not seem like much of a difference at first glance, the
Three-Hit Punch doesn't stun the enemy quite as long as the other. However,
chaining this attack with the Forward Punch can work wonders in pushing an enemy
back at a fairly fast rate.

                           _________________
                           -Juggling Combos-

********************************************************************************
(Up)B(Up)Y       (Three-Hit Uppercut + Jumping Uppercut)
(Up)BY(Forward)Y (Three-Hit Uppercut + Right/Left Hook + Jumping Uppercut)
********************************************************************************

These are only two examples of combos that can be executed when using the Three-
Hit Uppercut as a base attack. It sends the enemy into the air long enough to
juggle him or her momentarily, allowing you to dish out a few well-placed ground
attacks and/or finish off the foe with the Jumping Uppercut. That being said,
the Jumping Uppercut should be reserved for a finisher or a Ring Out maneuver
only; it'll send the foe fly back well out of reach for another combo, allowing
them to recover a little. And we can't have that now, can we?

                           ________________
                           -Aerial Attacks-

Speaking of keeping things in the air, Yusuke's aerial attacks are surprisingly
lethal if used correctly. The A Button is pressure sensitive, giving you a tiny
bit of difference of jump height based on how hard you press. A light tap will
make Yusuke hop a little off the ground, but pressing hard will make him go up
further. While this doesn't seem to matter much at first, it can be used to set
up a few aerial combos that can really put the hurt on your foes. Yusuke's
Aerial B attack sends foes crashing straight down to the floor, acting as a
"Spike" (SSBM fans, you know what I'm talking about). This is incredibly useful
when an enemy is standing on a platform over a chasm or trying to recover from
a fall. Try something like this:

*****************************
AB (Short Hop + Aerial Punch)
*****************************

While this combo leaves Yusuke vulnerable in the air for a brief moment, it
serves well as a stunning move. It requires that you be practically next to
your opponent, however. Performing the Short Hop maneuver allows Yusuke's
aerial moveset to kick in, thus enabling you to get that Aerial B Punch in.
If this combo is done close enough to the edge of a stage, the enemy will
not only fall to the ground, but actually slide backwards and off the stage.
Is it cheap? Maybe. Is it effective? Oh yeah.

********************************************************
AYB (Short Hop + Aerial Jumping Uppercut + Aerial Punch)
********************************************************

This variation on the previous aerial combo serves a dual purpose: 1) More
damage. And 2) Instead of sending the enemy straight down, it sends them
flying back at an angle. This can make the difference between spiking an enemy
off the stage or leaving them stunned at the very edge. As mentioned before, the
Jumping Uppercut is essentially useless as a combo starter. However, things
change once Yusuke gets into the air. When he's standing on the ground, the
Jumping Uppercut makes the foe fly more horizontally than vertically, thus
Making him or her get out of Yusuke's attack range. However, using the Jumping
Uppercut in midair will make a foe fly more vertically, keeping him in Yusuke's
range. If you can get the buttons down fast enough, you can uppercut your foe up
and send him back down with a Punch.
                           ___________________
                           -Combos & Specials-

Okay, enough of the typical stuff. It's time to bust out Yusuke's Spirit Gun,
arguably the most dangerous weapon in his arsenal of moves. His Spirit Energy
Specials vary depending on what sized Koma you're using, so here's a breakdown
of what you'll see:

-------------
4 Block Koma:
-------------

You've got two main weapons here: The Shotgun and the Spirit Punch. Yusuke's
Standing combos come back into play to drive your enemy backward. Using
things like:

********************************************************************************
B(Forward)BX     (Quick Punch + Three-Hit Forward Punch + Shotgun)
B(Forward)B(Up)X (Quick Punch + Three-Hit Forward Punch + Spirit Punch)
BYX              (Quick Punch + Right/Left Hook + Shotgun)
BY(Up)X          (Quick Punch + Right/Left Hook + Spirit Punch)
(Up)BYX          (Three-Hit Uppercut + Right/Left Hook + Shotgun)
(Up)BY(Up)X      (Three-Hit Uppercut + Right/Left Hook + Spirit Punch)
********************************************************************************

work remarkably well as multiple-hit combos that drive the enemy back a fair
distance.

-------------
5 Block Koma:
-------------

This time the Shotgun has been replaced with the Spirit Gun. Also, both it and
the Spirit Punch can be charged up to pack on more damage. There is a slight
problem, however. Firing the Spirit Gun takes about half a second to charge up
its weakest attack. Thus, Yusuke may be vulnerable to interference that will
make him stop charging. This can be avoided by performing combos like:

********************************************************************************
BYX          (Quick Punch + Right/Left Hook + Spirit Gun)
B(Forward)BX (Quick Punch + Three Hit Punch + Spirit Gun)
(Up)BX       (Three-Hit Uppercut + Spirit Gun
********************************************************************************

Just about any attack will provide enough lag time and distance enough for the
Spirit Gun to start up and fire. However, this means absolute jack if you want
to charge up the Spirit Gun to its peak level. Considering that it takes about
three seconds to fully load it, it's a fair bet that no enemy is going to let
you charge it for that long. Thus, a fully-charged Spirit Gun ought to be left
for a multiplayer battle, where your opponents are too distracted by each other
to see you charging. As for the Spirit Punch, nothing in terms of combos has
changed from the previous Koma; it's simply faster and dishes out more damage.

-------------
6 Block Koma:
-------------

Okay, now it's time to play with the big guns. The Spirit Gun is back and better
(aka more time consuming) than ever, but the Spirit Punch has been replaced with
Yusuke's Demon Form. The Spirit Gun can now do a base damage of 30, but can dish
out a devastating max of 50. Slight problem, though: It takes four seconds to
fully charge. Yeah, there's pretty much no chance of that happening in a
one-on-one fight. However, the Demon Yusuke Special is a wonderful addition to
Yusuke's wide variety of combos. Heck, it's a three-hit combo in itself. Doing
simple combos like:

********************************************************************************
BY(Up)X          (Quick Punch + Right/Left Hook + Demon Yusuke
B(Forward)B(Up)X (Quick Punch + Three-Hit Forward Punch + Demon Yusuke)
(Up)B(Up)X       (Three-Hit Uppercut + Demon Yusuke)
********************************************************************************

will be enough to send foes flying. The Demon Yusuke Special pushes the enemy
back, punts him into the air, and shoots him with the Spirit Gun while he's
falling back down. While this attack is pretty powerful, it does have its
drawbacks. It sends foes flying back into the walls, easily out of Yusuke's
short attack range. Also, it's unreliable as a Ring Out maneuver since it sends
the victim flying diagonally upwards; you'd practically have to demolish an
entire wall to ensure a Ring Out. However, this Special functions well as a
finishing move after you've whittled down your opponent's health.

---------------------------
C) Strengths and Weaknesses
---------------------------

Okay, so Yusuke has a lot of punches and some glowing spirit stuff. Who cares?
The thing is, those punches can be easily used in different orders to produce
a wide variety of combos for a fast, brutal offensive. Yusuke likes to get in,
punch quick, then send his foe flying backward and stunned. He is able to
chain together attacks quickly, wearing down his opponent before they even have
time to blink. Many of his moves can either be used to set up or perform
reliable Ring Out maneuvers, and his aerial game is something to be feared. If
anything else, he's got some fairly powerful Specials to back him up.

That being said, his range abysmal. ABYSMAL. The majority of his attacks can
only connect at close range, with the dash attacks and possibly the Right/Left
Hook to cover any midrange combat. His long-range game is left exclusively to
his Specials, which don't chain together quite as well as his standard attacks.
The Spirit Punch works well enough as a super-powered Quick Punch, and the
Shotgun covers the midrange decently. The Spirit Gun, while cleverly implemented
with its charge-up qualities, doesn't mesh well with Yusuke's fast-paced close
range fighting style. If the Demon Yusuke Special doesn't kill the opponent,
you've essentially separated yourself from your enemy and need to regain close
quarters. Not an easy task, especially against fighters that can spam long-range
attacks (aka anyone from DBZ). Thus, you'll have to struggle somewhat to
maintain that close-quartered combat. But once you manage to get inside your
opponent's likely superior range, you should have no trouble dismantling them
with a few quick punches.

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

----------------
A) Team Urameshi
----------------

Yusuke may be a tough guy, but he still needs some backup every now and then.
Thankfully, the rest of the main characters from the manga also make appearances
In Jump Superstars, but only as Support or Help characters. All of them have
Affinities for Yusuke's Koma.

________________________________________________________________________________
Kuwabara Kazuma: 1 Block Help Koma: Enables Auto-Guard for a few moments.

This works wonders in getting through enemy defenses and into the thick of
things. Considering Yusuke's need for short-range combat, it's little surprise
that something like this would show up. There's no reason not to have Kuwabara
backing you up.
________________________________________________________________________________
Kurama: 1 Block Help Koma: Boosts Special Gauge for female characters.
       2 Block Support Koma: Rose Whip
       3 Block Support Koma: Makai no Ojigisou Shokan

Okay, here's where things start to balance out. Kurama works wonders at mid to
long range offenses. The Rose Whip can extend almost half the length of a stage.
Its tip can only do about 6 damage, but at closer ranges it can rack up some
serious hurt. The Makai no Ojigisou Shokan operates as a midrange juggle attack
that can leave an opponent open to some of Yusuke's own combos. Also works well
in crowded fighting arenas.
________________________________________________________________________________
Hiei: 1 Block Help Koma: Increases field of vision
     2 Block Support Koma: Jaou Ensatsu Ken (Sword of Black Fire)
     3 Block Support Koma: Jaou Ensatsu Kokuryu Ha (Black Dragon Wave)

Hiei's always been a badass demon, and he's got the moves to back him up. Sword
Of Black Fire works as a way to pester the enemy and prevent him from performing
Attacks. Hiei zooms forward and does a quick slice, making the enemy catch on
fire and fall over. Not bad, but the Black Dragon Wave is far more useful. This
attack can not only operate as a long-range projectile, but it also serves as an
excellent Ring Out maneuver. The Black Dragon Wav flies into the enemy and
crushes them against the nearest wall. Should the wall already been demolished,
the enemy will be carried off the stage with no chance of recovery. Good stuff.

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VIII. Conclusion
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Well folks, there you have it. Yusuke Urameshi may not look like the kind of guy
you want backing you up, but his devastating punches and kicks will send foes
reeling. He may not be the strongest, or have the best range out of the
characters available, but his close-range game is up the best of them. Anyway, I
hope you enjoyed this FAQ, and maybe got some use out of it. In the meantime,
keep that DS battery charged, and may your gaming sessions be long and
enjoyable. Later, folks!

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IX. Copyrights and Other Legal Stuff
-------------------------------------------------------------------------------

Look folks, plagiarizing someone's stuff isn't a very nice or smart thing to
do. In fact, it's illegal! That being said, this document is an electronically
published work under full copyright protection. If for some unbeknownst reason
that you want to use this FAQ, permission is granted ONLY as a private and
personal reference copy. This guide may only be used on gamefaqs.com. Any
other reproduction without my consent is strictly prohibited.

(c) discoinferno84 All Rights Reserved

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X. Contact Information
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People who send me useless emails tick me off. Thus:

-I will gladly take suggestions and/or constructive criticism for making this
guide better. Be sure to include "Yusuke FAQ" somewhere in
the title of the email.
-I will accept any information that I may have missed in this version.
-Do NOT send me spam/chain letters/ whatever other junk that might seem funny.
-You can reach me at: discoinferno84<at>gmail.com

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XI. Credits and Special Thanks
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-Nintendo, for adding this awesome game to the DS library. If only I didn't
have to import it...
-Gamefaqs for hosting this FAQ and providing information for gamers like me.
-Genroh, for understanding Japanese when I couldn't and writing a truly awesome
FAQ that proved instrumental in helping me succeed in Jump Superstars.
-Cartoon Network, for getting me hooked on the show.
-You, for reading this FAQ.