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The “good in the right deck tier” is for characters that might have gaps in their overall game, whether its bad comboing or weak super attacks that just keep them from being main combat characters. The “Really Really Good Tier” are characters that stand on their own in combat and with decks built around them and are generally the heaviest hitters, best comboers, longest health meters and best supers. Sanji gets RIDICULOUS power boosts, Jotaro and Dio can time freeze-infinite FTW and Jaguar can win-point super/invincibility himself to victory. I’ve played against players from the East Coast, the Midwest and the West Coast.Īs for the tiers themselves, The boarderline broken tier might as well be called the broken tier. This isn’t just me experimenting either… this is from playing against some of the best competitive gamers in the country (including some national champions in other fighting games) and in several regions. Something like:įrom like 6 months or so of playing this game since it came out, this is my current understanding of how the characters really pan out. I’d say there are a few classes of characters to consider. You’re a little off on some of the characters when it comes to outright attribute measurement. Individual characters are barely more or less useful in normal combat from one another and really only are distinguished by their health bar size, shape in the deck and super attacks. Finding a theme for your deck that links characters, supers and supports to create traps is the most important thing to consider.
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For instance Naruto isn’t that great of a character by himself, but teamed with Sanji he can get stupid powerful (especially in FFA, but not excluding 1v1). It’s got some elements of MvC2, but also some Super Smash Bros mixed in there as well.Īs far as tiers are concerned, I think deck construction is WAY more important than individual character abilities. Generally, as an attacker your want to be central to the stage and elevated above the bottom platform (depending on the stage) so that you can’t easily get pinned against walls or without a vertical (up or down) escape. So is it important to control most of the board? Sorta… it’s more important to avoid direct combat until your opponent is in a bad position and then control that smaller portion of the board. One of the main strategies of Jump Super Stars tends to be: evade combat as best as you can, power-up, use support koma/specials to trap chasing opponents, attack quickly and spam a really strong super.Rock of Sanji (aka “Can’t Stop the Rock”) Sanji powers up and then Eve can abuse either of her specials or just use her overall excellent attacking abilities to get points. Sanji powers up and then Gotenks spams his Up+X super charged to shoot 4 ghosts.Īngel of Sanji = Sanji + Eve + female supports/helps. Ghost of Sanji = Sanji + Gotenks + female supports/helps.
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The naming convention is usually just “X of Sanji” where X is a character attribute or attack. There are several decks that already have names that are centered around Sanji. Basically, he’s easily top tier and destroys most of the people he’s facing in a good deck. That means that if you put him in a deck with like 8 other koma that are all female and he powers up, each attack he does gets 80% extra power. He gets a certain % increase (I think 10%)in every attack he does for every female character in his deck. Sanji’s hearts are an attack power boost.Lolz… I’ve got an Advanced Play FAQ coming to GameFAQS next month, so stay tuned for a real explanation of how things work in that game. Thoughts? Are some characters so good that you can afford to just concentrate on the opponent and not worry about the rest of the board? The Prince of Tennis support koma want to do this, but mostly suck because they only generate a small ball instead of a stream of weapons/energy/etc. seem to be really useful because they stop the opponent(s) from running all over the place. 3-koma Bo-Bobo, the Shaman King guy, etc. I feel like this game plays a lot like MvC2 in that it’s really important to have ways to control large parts of the board. What’s Sanji’s ability where he gets hearts over his head do? What’s it powering up? Why characters “sparkle” when next to each other: Check the GameFAQs Ally Boosting FAQ. What the different help koma do: GameFAQs has two guides that are very helpful. Post here if you’re still having problems. Mission requirements: Check the IGN and GameFAQs guides. The top five links have–if I’m reading things right–the winning deck, followed by links for vids of the final match and the “best” match.
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Discussion of why Jotaro is or is not better than Luffy in some cosmic sense is better suited to General Discussion. Discussion of why Jotaro Joestar’s Y attack is better than Luffy’s Y attack go here. This thread is for all your Jump Superstars gameplay needs.