Jump! Ultimate Stars Neuro Nougami Character Guide By: puTTytHiEF09 1. Introduction for FAQ 2. Character Introduction 3. How to Obtain Neuro's Help Koma 4. Neuro's Evolution Chart 5. Neuro's Basic Attacks 6. Neuro's Support Koma 7. Neuro's Battle Koma 8. Ally Boosts and Good Battle/Support/Help Koma Choices 9. Neuro's Various Combos 10. Planned for the Next Update 11. Legal Information, Contact Information, ect. ************************************************************ 1. Introduction for FAQ ************************************************************ Hello and welcome to the Neuro Nougami character guide for Jump! Ultimate Stars. This guide will go over the following: how to obtain Neuro's help koma, how his evolution chart fills out, how to unlock the path to his alternate nature koma, his basic, support, and super attacks, which characters provide ally boosts for Neuro, which characters are great to pair Neuro up with, and the various combos that can be used with him. ************************************************************ 2. Character/Series Introduction ************************************************************ Neuro Nougami is one of the main characters in Majin Tantei Nougami Neuro, a mystery series that started in early 2005. The series chronicles the various cases he and his "assistant" Yako Katsuragi encounter. Neuro himself is a creature from Hell who feeds on "riddles", while Yako is a high school girl who's father was recently murdered. Neuro, who has grown tired of the riddles in the underworld, is looking in the human world in order to try the ultimate "riddle", one which is suppose to have the ultimate taste, texture, ect. One day, Neuro suddenly appears in front of Yako in her room, saying that he will solve her mystery. However, Neuro isn't very good with human mannerisms, so he has Yako play the guise of the detective while Neuro solves the case, and afterwards eats the riddle. Eventually, Yako's mystery is been solved, but, it seems that Yako's family mystery didn't satiate his appitite in the least, so Neuro comes back and has Yako act as a detective for Nuero again, until he manages to find the ultimate "riddle". ************************************************************ 3. How to Obtain Neuro's Help Koma ************************************************************ Obtaining Neuro's help koma is very easy to do at the start of the game. After finishing the tutorial missions in the Earth area, you'll be in J- Space. Head to the first group of Jump worlds on the left and choose the one in the middle, which is the Majin Tantei Nougami Neuro world. Simply finish the first objective in the first stage, which is to KO all the opponents, to unlock the help koma for Neuro. ************************************************************ 4.Neuro's Evolution Chart ************************************************************ Neuro's fully completed evolution chart is seen below, with the various gems needed to unlock them following shortly afterwards. __________ | | | 2--3 | | | | | H-4--5 | | | | | A | |________| Chart Key and Unlocking Cost: H: 1-koma(help) 2: 2-koma(support) [50 green gems, 5 white gems] 3: 3-koma(support) [100 green gems, 10 white gems] 4: 4-koma(battle) [150 green gems, 50 yellow gems, 15 white gems] 5: 5-koma(battle) [400 green gems, 30 white gems] A: 4-koma(battle) [20 red gems, 180 green gems, 30 blue gems, path unlocked in X's character evolution] So, right now, were looking at 20 red, 880 green, 30 blue, and 60 white gems to fully fill out the chart. However, in order to get the path to Neuro's alternate 4-koma, you need to obtain X's help koma and evolve it. To obtain it, you need to fulfill the conditions for the SP objective in the first stage of the Neuro world, which is to never use special attacks. Once obtained, just pay 100 green and 10 pink gems in the space directly across from the X help koma in order to unlock the path for Neuro's alternate 4-koma. ************************************************************* 5.Neuro's Basic Attacks ************************************************************* (note, for Neuro's 4-koma power nature, Neuro will cause the most damage to knowledge characters, so switch the knowledge and the laughter damage key for that specific koma) B Attacks Neutral B: Neuro snaps his fingers, causing the opponent to be sent upwards in the air. A great move set up attack, Neuro's neutral B can easily start a combo, or to set up a possible ring out attack when followed with his up-Y attack. Damage Against Power/Knowledge Characters: 10 Against Laughter Characters: 15 Forward B: Neuro slips into his true from, while firing a rifle at the opponent. Not that great a move, but if the hit does connect, it can chain easily into his forward Y move. Damage Against Power/Knowledge Characters: 10 Against Laughter Characters: 15 Up B: Neuro turns his arm into a chainsaw, which can easily hit opponents on ledges above, due to Neuro's height and the length of the chainsaw. This move also causes Neuro to end up facing in the opposite direction, which makes it best for the ending hit to a combo. Damage (deals 10 hits in total) Against Power/Knowledge Characters: 1 damage per hit, 10 in total Against Laughter Characters: 1-2 damage per hit, 15 in total Down B: Neuro causes a speech bubble to appear while he is asking a question. Opponents hit by the speech bubble are forced to switch characters, if they have any other ones availible for use in thier current deck, like all character's down B attacks. Damage Against Power/Knowledge Characters: 10 Against Laughter Characters: 15 Aerial B: Neuro turns part of his hair into a three-pronged spear end. Really not that great a move, especially compared to his excellent Aerial Y attack. Best used when hit opponents that spend most of thier time evading. Damage Against Power/Knowledge Characters: 10 Against Laughter Characters: 15 Y Moves Neutral Y: Neuro swings Yako aroung like a club. One of his best moves, it causes a good amount of damage, can be easily comboed into his nuetral X super as well as certain support koma, and can send the opponent a decent ways back. Damage Against Power/Knowledge Characters: 20 Against Laughter Characters: 30 Forward Y: Neuro brings out Yako again, and has her hair attempt to cover and opponent. It the initial part hits, the hair then squeezes the opponent and then is thrown to the other direction, past Neuro. Pushing Y rapidly can extend how many times an opponent is hit during the squeexing part of the attack. Probably the best out of his normal attacks, especially since it can be easily and readily comboed with a lot of support koma. The reason for this is because the opponent is still vulnerable to other attacks while getting attacked in the squeezing phase of the attack, and possible status effects that may result from the attacks are still present afterwards. Damage (deals 15 hits maximum; 5 hits minimum) Against Power/Knowledge Characters: 15-25 Against Laughter Characters: 22-37 Up Y: Neuro leaps from the ground and attempts to grab an opponent. Best used for trying to get ring outs, since it's hard for opponents to recover from the move before trying to get back up. The lower the area you're trying to ringout from, the better. Can also be good for getting opponents into traving support koma like Kuwabara's 2-koma. Damage Against Power/Knowledge Characters: 20 Against Laughter Characters: 30 Down Y: Neuro brings out Yako again, and does something that causes her to shoot lasers out of her eyes. Has the property of breaking an opponent's guard, like all characters down Y moves. Otherwise, it really isn't that great. Damage Against Power/Knowledge Characters: 20 Against Laughter Characters: 30 Aerial Y: Neuro once again slips into his regular from, this time coughing up one of his 777 Underworld Tools: Evil Friday. Once it hits the ground, the ball break and causes two eyeballs to walk the floor, one in each direction, of what they landed on until they either hit an opponent/object or a few seconds has passed. The eyeballs to not go off the ledge they are currently on. If an opponent is hit the ball before it lands on a platform/arena floor, they will be stunned for a second or two. Very great move all around, particularly in arenas that have little to no other ledges, such as the Dark Tournament Arena. Damage Against Power/Knowledge Characters: 13 per crawling eye hit Against Laughter Characters: 19-20 per crawling eyeball hit ************************************************************* 6. Neuro's Support Koma ************************************************************* 2-koma [][] Neuro appears, quickly throws a brain a decent distance, and upon landing on the ground, purple gas to come out. 0 damage; afflicts opponents with the blind status effect 3-koma [] [][] Neuro appears behind your character with his bird head form, spits out purple water out of his mouth, causing those that touch the water to become invisible. 0 damage; causes the invisible status effect ************************************************************* 7. Neuro's Battle Koma ************************************************************* Passive Effects for All Versions of Neuro's Battle Koma -SP slowly drains away -Immunity to Confusion -Immunity to Stun -Gain SP by attacking characters or defending against characters that have the opposite nature 4-koma (Knowledge) [][][] [] Health: 152 Nuetral X Special: You, you are the killer! Special Attack Nature: Knowledge Yako suddenly appears with Nuero in his regular from right beside her. Yako and Neuro then point in the direction they are facing, causing a purple aura to come out of her fingertip in a straight, narrow fashion. It only goes a short distance(less than half the player's screen), and the aura never leaves her fingertip. Good move, but the 5-koma version is much better due to the fact that the aura travels a decent amount further that the 4-koma version. Damage Power/Knowledge Max Hits: 3 Damage per Hit: 10 Total Damage: 30 Laughter Max Hits: 3 Damage per Hit: 15 Total Damage: 45 Up X Special: Ejiki Special Attack Nature: Power A monster(in reality Shirota, the chef who injects himself with the doping soup in the middle of chapter 6)appears behind Neuro, and charges at him. However, Neuro quickly dodges the charge and then Shirota jumps forward and slams down on the ground. Honestly, this really isn't a good special. Too much lag from when you start the move to when it actually causes damage, and it can't be comboed into to anything else that well. Save your super bar for Neuro's other special and various support koma. Damage Power/Laughter : 40 Knowledge: 60 4-Koma (Power) [][] [][] Health: 152 Nuetral X Special: You, you are the killer! Special Attack Nature: Knowledge Yako suddenly appears with Nuero in his regular from right beside her. Yako and Neuro then point in the direction they are facing, causing a purple aura to come out of her fingertip in a straight, narrow fashion. It only goes a short distance(less than half the player's screen), and the aura never leaves her fingertip. Good move, but the 5-koma version is much better due to the fact that the aura travels a decent amount further that the 4-koma version. Damage Power/Knowledge Max Hits: 3 Damage per Hit: 10 Total Damage: 30 Laughter Max Hits: 3 Damage per Hit: 15 Total Damage: 45 Up X Special: Ejiki Special Attack Nature: Power A monster(in reality Shirota, the chef who injects himself with the doping soup in the middle of chapter 6)appears behind Neuro, and charges at him. However, Neuro quickly dodges the charge and then Shirota jumps forward and slams down on the ground. Honestly, this really isn't a good special. Too much lag from when you start the move to when it actually causes damage, and it can't be comboed into to anything else that well. Save your super bar for Neuro's other special and various support koma. Damage Power/Laughter : 40 Knowledge: 60 5-koma (Knowledge) [][] [][] [] Health:168 Neutral X Special: You, you are the killer! More or less the same as his 4-koma neutral X special, but the aura travels a good amount further and is much wider, making it easier to combo into. Power/Knowledge Max Hits: 5 Damage per Hit: 5 for four hits, and the final hit for 15 Total Damage: 35 Laughter Max Hits: 5 Damage per Hit: two hits for 7 damage, two hits for 8 damage, and the final hit for 22 damage Total Damage: 52 Up X Special: Hitorikii Yako appears in an evening gown and starts singing. Anyone who is hit in the radious around Neuro while Yako is singing is afflicted with the Confusion status effect. Cause no damage. Which Battle Koma To Use? Out of the three, his 5 koma is easily the best, due to the greater reach his neutral X special attack has, and because his up X specials in both the 4 and 5 komas tend to be useless. However, the 4-power koma can be a good choice if you want to use Neuro in a deck with a character that already has a knowledge nature, but you'll probably want to avoid making him the leader of said deck. ************************************************************* 8. Ally Boosts and Good Battle/Support/Help Koma Choices ************************************************************* Ally Boosts -Muhyo(Muhyo to Rouji) Help Koma: Increases the attack of the character the koma is attached to when said character's health is low 2-koma: gives the invisibility effect to your character 3-koma: gives your character the invincibility effect 4 through 8-koma: battle koma Honestly, Muhyo's help and support koma aren't that great. The help koma requires Neuro to be low in health for the effect to activate, and the support koma take too long and don't give good enough effects for it to be worthwhile. Probably the best way you can pair the two up is by having a 4- koma power nature Neuro and a 5 or 6-koma Muhyo, since they give each other a boost, and you have the battle characters with different natures. -X(Majin Tantei Nougami Neuro) Help Koma: Status effect time is cut down A great support effect in general, X's help koma cuts down the time your character is affected by a negative status effect. A great help koma choice. -Light Yagami(Death Note) Help Koma: Gain SP by attack characters or defending against attacks that have the opposite nature 2-koma: Light starts scribbling on his Death Note, has Ryuk has over an opponent of your choice, waits for a few seconds, then spins a sythe around afflicting the character with the Judgement status if it connects. 3-koma: Light starts scribbling on his death not for about 5-7 seconds, causes apples to appear a good distance above all opponents on the field, and has them fall down. If an opponent hits an apple, they are afflicted with the Judgement status. His help koma should be avoided, unless you plan on giving the effect of the help koma to another character who doesn't naturally have the effect while trying to get the ally boost for Neuro. The reason I say this is because Neuro has the effect Light's help koma gives naturally, which more or less wastes the space for other, more useful things. Personally, I also think the support koma are not that great and should probably be avoided as well. Unless you have an plan to get them vulnerable, the probablity of it connecting is not very good. Also, I'm not a fan of the Judgement status effect. But if you love to use/abuse the Judgement status inducing koma, you're in hog heaven, I guess. Suggested Help Koma for Neuro -Special Gauge regeneration whenever out on the field A must have for Neuro, especially if you are considering a single character deck with him. With this effect equiped, it cancels out Neuro's slow SP loss. Unfortunately, you cannot equip another help koma with this effect on Neuro to actually regain SP gradually when your out on the field, since this effect doesn't stack. Help Koma that have said effect: Yusuke Urameshi(Yu Yu Hakusho) Gon Freeks (HunterXHunter) -Immunity to Speed-Down effects Another must have for Neuro, since if he manages to get hit with the speed- down status, he's more or less forced to walk as a snails pace. Definately something you'll want to avoid, especially if your facing a speedy character. Help Koma that have said effect: Johnny Jostar(JoJo's Bizarre Adventure) Suggested Support Koma for Neuro Enchyo's 3-koma(Muhyo to Rouji) While this koma my not cause damage, it can help to destroy your opponents special gauge. As soon as you get your opponent into Neuro's forward Y, bring him out. You'll end up throwing your opponent right into the ghosts Enchyo released. As an added bonus, the ghosts can also hit the opponent while still trapped in Yako's hair, making it that much more effective. Yukime's 2 or 3-koma(Jigoku Sensei Nube) One of the best komas to set up a combo with afterwards, since she can hit the opponent while they are in the forward Y hair squeeze phase, and the freeze effect of her attack takes effect after the opponent is thrown backwards after the final hit of the hair smoothering. Both work pretty well, but I do prefer her 2-koma since it leaves more space for other koma I may want to include. Kuwabara's 2-koma(Yu Yu Hakusho) A great support koma to try and tack on some extra hits at the tail end of a B->Y combo. He can also be used in a great B->Y->Up Y->Kuwabara 2-koma combo, but it's very hard to actually pull off, unless you get you opponent to a vulnerable position before hand. Reiko's 3-koma(Kochi Kame) Simply put, B->Reiko 3-koma can really hurt(55 for power characters, 40 for knowledge, and 45 for laughter) if you manage to connect with the neutral B attack, since she come out so fast it's hard to avoid after the neutral B initally hits the opponent. You can also try and time it so that Neuro's neutral Y and Reiko's 3-koma connect at the same time, but it's a very odd timing, so try at your own risk. Kenshin's 2-koma(Rurouni Kenshin) A great way to set up for a Kuwabara combo. Best way to set him up is to use a B->Y combo, calling on Kenshin at about the time your going to use the Y attack. This gives you the opportunity to rush in and start setting up a B- >Y->Up Y->Kuwabara 2-koma. Suggested Battle koma to Pair with Neuro Muhyo(Muhyo to Rouji) Muhyo is a good character to partner Neuro up with since they both recieve ally boosts from each other. Muhyo as has an attack that can knock an opponent down through a ledge, something Neuro does not have. He also has more ways to knock an opponent into the air than Neuro. Best Battle Koma Setup Muhyo 5 or 6-koma Neuro 4 koma(power nature) Yusuke Urameshi(Yu Yu Hakusho) Yusuke recieves an ally boost from Neuro, which is nice. Yusuke also has a readily availible distance attack with his forward Y, something Neuro lacks. He also has an attack that can knock and opponent down droppable ledges, another thing Neuro lacks. Even better, the attack is also an aerial one, which can help in grounding jumping opponents. He's also the best candidate to set up a Kuwabara combo deck, since Yusuke also gets an ally boost from Kuwabara. Best Battle Koma Setup Yusuke 5 koma Neuro 5 koma Majin Buu(Dragon Ball) Majin Buu gets an ally boost from Neuro. He also has his own good suppy of healing, with gradual health regeneration as a natural passive effect and his up X special allowing him to regain some health if it connects. He also plays a good distance/keep-away game with his neutral Y and forward Y attacks. Like Yusuke, Majin Buu has an aerial attack that can knock an opponent downwards, which is always a plus. Best Battle Koma Setup 6-koma Buu(lauther nature) 5-koma Neuro ************************************************************ 9. Neuro's Various Combos ************************************************************ Non-Support Combos B->Up Y A good combo that can be a very effective way to get a ring out if used in the right place. Though, the seond hit it does have a chance to fail if you are too close to you opponent when you do the initial hit. B->Y->Up Y Another good RO combo,but in order to set it up, you need to be pretty close to your opponent when you land the initial hit for the grab at the end to connect. B->Y->X(Requires one stock of super) A great combo to use for Neuro's 5-koma. Knocks the opponent in the air, knocks them back somewhat, and then knocks them back even further with the super attack while restoring some of Neuro's super meter. It can also work decently with Neuro's 4-koma, but you will have to have your opponent against a wall or have the first hit done really close to an opponent to have the special attack hit. Forward B->Forward Y A decent set-up to get an opponent into Neuro's forward Y attack. You don't have be super close for the forward B hit, and you should have enough time to slip an opponent into Neuro's forward Y after the attack. Support-Based Combos (All of the following combos require 1 bar on your special gauge, unless otherwise noted.) B->Reiko 3-koma A very quick and easy support combo to get out, which sends the opponent flying upwards. You can try and time it so that Neuro's neutral Y attack connects at the excat same time as Reiko's punch, but it is very awkward to get down. Does not work effectively when you are very close to a wall. Forward Y->Enchyo 3-koma A very effective way to destroy an opponents super bar. Summon Enchiyo as soon as you've got your opponent wrapped up. You'll probably get the ghosts to hit while your opponent is still wrapped up in the hair, and you'll almost definately throw your opponents directly into the ghosts behind you as you finish up with the forward Y attack. Forward Y->Yukime Similar to the way you perform the Enchyo combo, the idea is to hit the opponent with Yukime's various support koma while wrapped up by the hair. Call upon Yukime as soon as you get the forward Y to connect, and she should be able to hit the opponent wheter your using her 2 or 3-koma. A word of warning though, your opponent is invulnerable for a few seconds after getting up from the attack, making it a short time frame where you can actually hit the opponent while he is still vulnerable. B->Y->Kenshin 2-koma->B->Y->Up Y->Kuwabara 2-koma(requires 2 bars of special) A great multipart combo that can cause a decent amount of damage if played right. Start off with using the usual B setup, and as you press Y, summon Kenshin. Just as your opponent lands after getting hit by the Y attack, Kenshin should hit him, placing the opponent into the stun status. After that, get close enough for a B->Y->Up Y combo to fully connect. Summon Kuwabara just after you use the Y attack, then use the Up Y to throw then right into Kuwarbara flurry of swipes. B->Y->Kuwabara 2-koma->X(requires 2 bars of special) Another good Kuwabara combo. Right after you hit with the B attack, summon Kuwabara. Hit with the Y attack, then as Kuwabara is hitting the opponent, quickly dash in and use X. ************************************************************ 10. Planned for the Next Update ************************************************************ I'm hoping to add a section that goes over possible deck building strategies for Neuro, along with including a couple of sample decks of my own design. I'm going to experiment more with Neuro and various support koma and see what kinds of good combos I come up with as well. I'll also be doing some cosmetic changes as well, to help make the guide look cleaner and read more smoothly. ************************************************************ 11. Legal Information, Contact Information, ect. ************************************************************ Contact Info If you have something you think might improve this guide, such as a combo I might not have noticed, find something wrong with it, or just want to comment on it overall, send an email at igf041000@utdallas.edu. I'll tend to be prowling the JUS boards as well, so you can contact me there as well if you wish. Thanks Nintendo, Shonen Jump, and Ganbarion: For coming together and making a great handheld game. Genroh: For the great overall game FAQ. I doubt I would be able to finish the various missions, let alone understand what a good majority of the help koma do. Danexedas: For clarifying certain aspects of the "status effect time reduced" help koma effect. Legal Info This guide is Copyright 2007 Ian Ferry. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. The only website that has permission to use this guide is http://www.gamefaqs.com