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Created by FFandMMfan
KA1: Introduction
KA2: Acquiring and Evolving Kagura
KA3: Help/Support Koma
KA4: Basic Damage and Combos
KA5: Battle Koma
KA6: Fighting As Kagura
KA7: Fighting Against Kagura
KA8: Supporting Kagura
KA9: Kagura Decks
KA10: Credits, Version Info and Legal Stuff

KA1: Introduction
Hello, welcome to my second Character FAQ for Jump Ultimate Stars. This time
we'll take a swing at Kagura, and help you take a swing at your foes WITH 
Kagura. She's an interesting character, to say the least. Despite being
quite small and not very threatening looking, she's actually quite strong,
and has a wide range of uses.

She may not be one of the best characters in JUS, but hey, playing as someone
that isn't used quite as often is more fun than seeing your ten thousandth 
Ichigo, Don Patch, or Dio, right?

For a brief history on Kagura, she is from the manga Gintama, a comedy manga
disguised as a Samurai-action manga. She appears as a cute girl in Chinese
clothing... but there is more to her than meets the eye... Or maybe I've just
been reading too much Jump, I'm never sure.

She is one of the characters who's 4 Koma is not entirely useless compared to
her other Koma, and in some cases, can be BETTER than her larger Koma. It
depends on your fighting style though, so I'll cover the ups and downs of
each of Kagura's battle Koma.

I won't list the basic controls, as there are several FAQs that already list
them. If you don't know how a button works, check a different FAQ.

KA2: Acquiring and Evolving Kagura
Like most JUS characters, Kagura only begins as a Help Koma, and must evolve
into higher forms via Gems of various colors. Also, just like most JUS 
characters, you must complete a mission in order to obtain her Help Koma.

Here, I will give you the rundown on how to get her, how many gems she needs
to evolve, and what her evolution chart looks like.

Kagura is acquired in the Gintama world in Mission 4.
The main goal of the stage is to collect the Jump Magazine using a pre-made
deck. The faster you do it, the more goals you will complete and thus, gain
more gems and a couple characters.

In order to get Kagura in this mission, you have to never touch the the koma
on your deck. Do not switch characters, do not use support koma. Simple as
that. You'll have her after the stage, she's Goal #5 of that stage.

For the record, the Gintama world is the one with a white dog's face as an
icon, and is located in the J-Galaxy section of worlds.

Alright, so you can't read Japanese and don't know which Koma does what? No
problem! Here's a rundown of Kagura's evolution chart, so you don't end up
buying something you don't want to with your hard-earned gems.

H = Help Koma
S2/3 = Support Koma 2 and 3
BL4 = Battle Character, Laughter nature, 4 Koma.
BL5/6 = Battle Character, Laughter nature, 5 and 6 Koma.
BP6 = Battle Character, Power Nature, 6 Koma.

And here's a list of the Gems you'll need to unlock each one.

Help: Default, no gems needed.
Support Koma 2: 25 Yellow, 5 White
Support Koma 3: 50 Green, 150 Yellow, 10 White
Battle Koma 4: 100 Red, 300 Yellow, 15 White
Battle Koma 5: 300 Red, 100 Yellow, 20 White
Battle Koma 6 (Laughter): 300 Red, 300 Yellow, 30 White
Battle Koma 6 (Power): 400 Red, 200 Yellow, 60 Blue

Total cost to Fully Evolve Kagura:
Red = 1100
Green = 50
Yellow = 1075
Blue = 60
White = 80

BUT WAIT, we aren't done yet. You may be looking at your "complete" evolution
chart wondering "Hey, why don't I have this Power 6 Koma he's talking about?"
In order to do this, you need to open up that Koma space via someone else's
Evolution Chart. So, who do you need? Sadaharu of course. Who is Sadaharu?
Kagura's pet dog.

How to Obtain Sadaharu: You need to make it ALL the way to Planet U near
the end of the freakin' game in order to get Sadaharu. You need to go to 
Mission 3 and complete the Special mission. To normally beat the stage, you
must get the most points via KO. To get Sadaharu, you need to get 8 points.

You'll get the Help Koma of Sadaharu, and the first space you can activate
will unlock Kagura's Power Natured 6 Koma. It costs 100 Yellow Gems and 50
Blue gems... but this just makes it available. You still have to go and
spend all the other gems over at Kagura's Chart to get the actual Koma.

If you're wondering what the next Koma on Sadaharu's evolution chart is, it
grants another Koma for Gintoki... but this isn't a Gintoki FAQ...

KA3: Help/Support Koma
So, now we begin with the real meat of the FAQ, the actual Koma. First comes
the Help Koma section, and then the Support Koma section. The Battle Koma can
be found down at the 5th section.

Help Koma: Increases Special Gauge when breaking item boxes.

Support Koma 2: Appears on Gintoki's scooter and drives forward. Deals damage.

Damage Output:
Against Knowledge and Laughter Characters: 24 Damage
Against Power Characters: 36 Damage

Notes: Kagura falls off of the Scooter at one point. She does not do damage,
however the scooter will continue to slide along the ground, damaging anyone
it hits. If Kagura on the scooter hits a ledge while riding, she will fall
off at the edge.

Support Koma 2 Shape:
Support Koma 3: A table appears with Kagura sitting under it, with her head
peeking out. If an opponent touches her head, she'll grab them and pull them
under the table to deal 8 hits of damage before releasing them.

Damage Output:
Against Knowledge and Laughter Characters: 33 Damage
Against Power Characters: 49 Damage

Notes: If no one is caught immediately, she'll stay there and wait for
someone to run into her. After a few seconds she will vanish, but the amount
of hits she'll do will be decreased, and thus reducing her damage, the longer
she is there without attacking anyone.

Support Koma 3 Shape:

KA4: Basic Damage and Combos
Alright, so you want to learn how to kick ass and take gems using Kagura...
Well, you've come to the right place.

But first, let's discuss basic damage output and her normal attacks. All of
these numbers are based on her Laughter-based koma, meaning that they are
strong against Power types and do normal damage to Knowledge and Laughter.
If you want to know the damage output for her Power Koma, just switch the
higher Damage from Power characters, to higher damage to Knowledge characters.

I'll be typing Power, Knowledge and Laughter a lot here, so we'll abbriviate
them as P, K and L.

B, B + left/right, B + Up = Basic hits, Deals 15 Damage to P and 10 to K/L
B in the Air = Swings downwards, thrusting the enemy to the ground. Deals
13 damage to P and 9 to K/L.
B + Down = Creates a text bubble that forces a character switch on the enemy.
Deals 15 Damage to P and 10 to K/L.

Y = Grabs the enemy and swings them around in circles, damages all foes
within the swinging range. Damage to the grabbed enemy is as follows, 27 
damage to P and 18 damage to K/L.

Y + left/right = Dashes forward and swings her umbrella, sending the enemy
in the opposite direction. Deals 30 to P and 20 to K/L.

Y + Up = Uses her umbrella as a spring and dives at an upwards angle to kick
an enemy. Deals 30 to P and 20 to K/L.

Y + Down = Creates a text bubble that breaks an enemy's guard. Deals 30 to P
and 20 to K/L.

Y in the Air = Does a diving kick. Deals 30 damage to P and 20 to K/L.

Now, we'll discuss combos with her basic moves.

B -> B+Up -> B in the Air = Deals 43 damage to Power characters and 29 to
Knowledge and Laughter characters.

Y in the air -> Y in the air = When she hits an enemy with her flying kick,
she'll be sent back up into the air. You can perform this again to deal two
hits, or hit someone else who may have gotten in the way. Deals 30 damage to 
P and 20 to K/L per hit.

B + Up -> Y in the Air near a ledge = Pretty much ensures they'll be knocked
straight off the stage with no hope of recovery. Be careful though, you
can't stop once you do the aerial Y, so if you miss, you'll kill yourself.

Kagura pulls out a piece of celery or... something... something green...
Anyway, she'll eat it and it'll slowly recover her life.

KA5: Battle Koma
The part you've all been waiting for. Let's get this show on the road!
Kagura has 4 Battle Koma. A 4 Koma, a 5 Koma, a 6 Koma of the laughter nature
and a 6 Koma of the power nature. So, which one is the best? Well, they each
have their own sort of perks, and it's really up to you... but I'll also
list some pros and cons of each Koma.

Kagura also has three passive effects, things that are always in effect for
her. Do not give her Koma that have the same effect, as they will do nothing.
Effect 1: Restores her Special bar when attacking.
Effect 2: Restores her Special bar when she breaks treasure chests.
Effect 3: Slowly restores her Special bar at all times.

Battle Koma 4
J-Soul: 152
Nature: Laughter
Koma Shape:

Special Attack A: Fires energy blasts from her Umbrella. Continuously tap X
for more shots. Can fire up to 16 shots.
Max Damage:
Against Power: 48
Against Knowledge/Laughter: 32

Special Attack B: Kagura eats a bowl of food that restores some health.
Can be interrupted by enemy attack.

Personal Rating: A great 4 Koma, simply for the fact that she can heal
herself. Her damage of normal attacks is the same no matter which Koma she
uses, so all in all, she's a pretty strong character, especially against
Power characters. She may not be as great as many other characters, but as a
4 Koma, she's damn good.

Battle Koma 5
J-Soul: 168
Nature: Laughter
Koma Shape:

Special Attack A: Hops on her giant dog Sadaharu and rides around. Damages
anyone she runs into. You can control Sadaharu's direction with the D Pad.
Damage Output: 
Against Power: 45 Damage
Against Knowledge/Laughter: 30 Damage

Special Attack B: Eats from what appears to be a rice cooker. Restores HP.
Can be interrupted by enemy attack.

Personal Rating: Her best Koma, by far. Not only does her healing ability
heal FAR more than her 4 Koma, but Sadaharu is VERY useful in groups, and 
combined with Gotenks 3 Koma (Against Power characters)can deal 93 damage if
every hit connects. Sadaharu is a great edge guarder as well.

Battle Koma 6 (L)
J-Soul: 184
Nature: Laughter
Koma Shape: 

Special Attack A: Sadaharu appears and charges forward. Once he connects with
an enemy, he'll bite them, and throw them forward. Good damage, but moreso, 
it's an excellent way to Ringout someone.
Damage Output:
Against Power: 67 Damage
Against Knowledge/Laughter: 45 Damage

Special Attack B: Same as her 3 Koma, a table appears, she hides under it,
if anyone touches her head at one end of the table, they'll be pulled under
the table, suffer some damage, and have their character switched upon release.
Damage Output: 
Against Power: 60 Damage
Against Knowledge/Laughter: 40 Damage

Personal Rating: In exchange for her healing abilities, and the massive
Sadaharu crowd clearance attack, she gains a couple specials that are very
useful in combos. They're both very strong, and can be comboed into a variety
of Support Koma. However, they both can only attack one foe at a time. I'd say
that 5 Koma is best for crowds, or foes where you'll need that healing boost,
and 6 Koma is best for one on one, provided you have good Koma to combo with
her specials. A great Koma for one on one matches.

Battle Koma 6 (P)
J-Soul - 184
Nature: Power
Koma Shape:

Special Attacks: Since Kagura's Specials are ALL of the Laughter Nature, even
when using her Power Koma, she'll do the same damage as her other 6 Koma with
her specials to the same natured characters.

Personal Rating: I personally like Power Kagura, because most opponents will
see Kagura and think "Ok, she's laughter, I'll use a Knowledge!" and you can
beat the living crap out of them with your Power-based normal attacks. And
since her specials are still Laughter, you can take out most Powers that
you come across. Then again, her Koma is an odd shape, making it hard to
place her in a good position. But really, there isn't much of a difference
between her two 6 Koma, so pick whichever you want.

KA6: Fighting As Kagura
Kagura's best strength is well... her strength. She's able to pull off some
pretty nice combos and combined with her average power, makes her a good
choice for people who don't want to feel cheap using uber-strong characters,
but want something that won't die in 10 seconds.

Her 4 and 5 Koma have healing abilities, which make them VERY useful, because
they heal quite a bit of her life. Though half of her special attacks are
simply average, which is why you should be glad to have moves like her aerial
Y, left/right Y, up+Y and just Y. Plus, unlike some characters, her B attacks
are not useless, and the key to one of her best standard combos.

Since her Special attacks in her 6 Koma stop the enemy from fighting back and
being forced to take the damage, they can be used in combination with Support
Koma for some pretty sweet Support/Special combos, some of which I'll outline
further down.

When playing as Kagura, you should keep in mind that all of her Y attacks
have a small lag time before, and after the attacks, and they leave you WIDE
open, because none of her Y attacks can combo into each other (aside from
Y+up -> Aerial Y, but that works with almost everyone), so guard-happy foes
are your worst enemies, because they'll see that un-guarded opening, and 
drag you into a massive combo.

Let's not forget she boosts, and is boosted by Gintoki, arguably one of the
best characters in the game, so a team of the two can be a deadly combination.

All in all, the best things you can do are fight with B and Y attacks, maybe
use some of the awesome support combos she is capable of, and keep your life

KA7: Fighting Against Kagura
A lot of Kagura's attacks have attack lag at the beginning and the end, namely
her Y, Y+forward, Y+up and aerial Y attacks. Use this fact to your advantage,
and block when she approaches you, and if she attacks with one of her Y
attacks (except for her Y+up), guard the hit, release your guard and attack
immediately. None of her Y attacks can combo directly into another attack,
except for her Y+up -> Aerial Y.

If you're facing 5 Koma Kagura, you'll want to wipe out her SP, to prevent
her using her healing ability, because she heals A LOT of her life, she can
go from critical HP to fighting fit in just a few seconds. However, if she
does get the chance to start her healing, dash in and attack her as fast as
you can. Doing so will break her healing, and a majority of the life gain is
on the very last burst of healing, so you can prevent her from regaining TOO
much life.

Use of Koma that induce Movement seal is also not a terribly good idea,
because Kagura has a number of ways to deal with it. Her Y+up will allow her
to gain some distance from you, and oftentimes launch a counterattack from
the air. Her B+forward and Y+forward allow her to move on flat land, and if
she's using 5 Koma, she can ride Sadaharu, and gain the ability to move left
or right, but she cannot leave the platform she's currently on.

KA8: Supporting Kagura
Okay, lets talk about her Boosts first.
Every character has 3 characters that will raise their J-Soul when attached
to them. Two from their own series and one from another. These are Kagura's.

Gintoki - It's best to use him as a battle character alongside Kagura. Though
his 3 Koma support is also good, he's more useful as a Battle Character. Use
his 5 Koma.

Shinpachi - His Help gives you 1 Special Bar when you're KOed, his 2 Koma
gives you Toughen effect, and his 3 gives enemies Confusion. I prefer his
Help or 2 koma.

Vegeta (Dragonball) - He has a very nice combo with Kagura 6 Koma's X attack,
but his 4 and 5 Koma are also very good to use. His Help will increase your
SP when you attack or block when your health is low, but if you're using
4 or 5 Kagura, you'll probably be using her healing ability as much as
possible. I'd recommend using one of his Battle Koma, or his 3 Koma support.

Now, for things that don't boost Kagura.

Lenalee 2 Koma (D.Gray-Man)- Fairly simple strategy, right before you use 
her, jump. She'll fly under you and take the enemy for a ride off the edge. 

Sanji 2 Koma (One Piece) - If you're using her 6 Koma, this would be your
best bet for healing, since you lose out on her healing skills.

Satsuki (Ichigo 100%) - Heals slowly over time. And uh, yeah, that's it ^_^;

Gotenks 3 Koma (Dragon Ball) - Powerful Laughter type Support Koma. Really
good combined with any of her Laughter Koma.

Piccolo 2 Koma (Dragon Ball) - Useful in combos with her 6 Koma.

Arale 3 Koma (Dr. Slump) - Powerful beam attack, best with her Laughter 6.

Shishio 2 Koma (Rurouni Kenshin) - Grabs the opponent, attacks, and burns
them. Very useful in combos with her 6 Koma.

Support Combos
Here, I'll list some of her better Support Koma combos.

All Battle Koma
Y -> 3 Koma Gotenks = 75 Damage to Power, 50 to Knowledge and Laughter.
*Note: Excellent ringout technique* (Using Laughter Kagura)

Y -> 3 Koma Gotenks = 66 Damage to Power, 59 to Knowledge and 50 to Laughter
*Note: Excellent ringout technique* (Using Power Kagura)

Y+up -> 3 Koma Gotenks -> Aerial Y = Unpredictable damage, since it's very
hard to land both starting and ending hits, plus every shot from Gotenks, but
it's STRONG, can do over 100 damage to weaker natured characters, and 60+ to
neutral natured characters. Plus it looks cool when you do it.

6 Koma (Laughter)
Y -> 2 Koma Piccolo -> X Special = 110 damage to Power, 87 to Knowledge, and
79 to Laughter.

Y -> 3 Koma Arale -> X special = 139 damage to Power, 93 to Knowledge and
*Note: Excellent ringout technique*

Y -> 2 Koma Shishio -> X Special = 122 to Power, 105 to Knowledge and 91
to Laughter.

6 Koma (Power)
Y -> 2 Koma Piccolo -> X Special = 101 Damage to Power, 96 damage to Knowledge
and 75 damage to Laughter.

Y -> 3 Koma Arale -> X special = 130 damage to Power, 102 to Knowledge and
93 damage to Laughter.
*Note: Excellent ringout technique*

Y -> 2 Koma Shishio -> X Special = 113 to Power, 114 to Knowledge and 91 to

KA9: Kagura Decks
Decks with Kagura in them that I've made. Gogogogo!

Name: XD
Info: All Laughter type deck, with the exception of Helps
Koma List:
1) Kagura 5 Koma
2) Gintoki 5 Koma (Leader)
3) Tsuna 5 Koma
4) Gotenks 3 Koma (R)
5) Isshin 1 Koma
6) Zangetsu 1 Koma


Name: Gintourney
Info: Gintama Theme Deck I used in a Theme Deck Tourney
Koma List:
1) Kagura 5 Koma (Leader)
2) Gintoki 5 Koma
3) Shinpachi 2 Koma (L)
4) Ayame 2 Koma
5) Sogo 3 Koma (R)
6) Otose 1 Koma (pointing at Gintoki)
7) Otae 1 Koma (pointing at Kagura)
8) Isao 1 Koma (pointing at Gintoki)


Name: Koma 4 U
Info: 4 Battle Characters deck
Koma List:
1) Renji 4 Koma (Leader)
2) Gotenks 4 Koma
3) Kagura 4 Koma
4) Kurama 4 Koma
5) Orihime 3 Koma (R)
6) Shanks 1 Koma


Name: K's
Info: Everyone's name Begins with K
Koma List:
1) Kagura 5 Koma (Leader)
2) Kenshin 5 Koma
3) Kurama 5 Koma
4) Kon 3 Koma (R)
5) Kuwabara 1 Koma (Pointing at Kurama)
6) Killua 1 Koma (pointing at Kenshin)


Name: An Alien Cat
Info: Kagura and Train deck
Koma List:
1) Train 5 Koma (Power) (Leader)
2) Kagura 5 Koma
3) Hyoga 3 Koma (R)
4) Satsuki 2 Koma (L)
5) Sven 1 Koma (pointing at Train)
6) Eve 1 Koma (pointing at Train)
7) Gintoki 1 Koma (pointing at Kagura)
8) Isshin 1 Koma
9) Shanks 1 Koma


Name: Solo
Info: Kagura 1 Battle Character deck (Note: All Helps are pointing at her)
Koma List:
1) Kagura 5 Koma (Leader)
2) Gotenks 3 Koma (R)
3) Nami 2 Koma (L)
4) Satsuki 2 Koma
5) Shinpachi 1 Koma
6) Vegeta 1 Koma
7) Tatsuki 1 Koma
8) Jaguar 1 Koma
9) Shanks 1 Koma
A) Isshin 1 Koma
B) Saya 1 Koma
C) Gintoki 1 Koma


Name: Girl Power
Info: All Battle Characters are Female
Koma List:
1) Lenalee 5 Koma (Leader)
2) Kagura 5 Koma
3) Sakura 5 Koma
4) Sanji 2 Koma (L)
5) Nami 2 Koma (R)
6) Shanks 1 Koma


Name: Girl Power 2
Info: Another all female battle character deck.
Koma List:
1) Robin 5 Koma (Leader)
2) Kagura 5 Koma
3) Sakura 6 Koma
4) Aya 2 Koma (R)
5) Kakashi 1 Koma (Pointing at Sakura)
6) Luffy 1 Koma (Pointing at Robin)


Name: Aerials
Info: Characters with good aerial attacks
Koma List:
1) Kazuki 4 Koma (Leader)
2) Kagura 5 Koma (L)
3) Lenalee 5 Koma
4) Gotenks 3 Koma (R)
5) Satsuki 2 Koma
6) Shanks 1 Koma


Name: Kombo
Info: Showcasing some of Kagura's Support combos.
Koma List:
1) Kagura 6 Koma (Power) (Leader)
2) Gintoki 5 Koma
3) Arale 3 Koma (R)
4) Shishio 2 Koma (L)
5) Satsuki 2 Koma
6) Shinpachi 1 Koma (pointing at Kagura)
7) Shanks 1 Koma


KA10: Credits, Version Info and Legal Stuff
So now the boring stuff :(
Here's all the people who I have to thank, and all the stuff that keeps my
hard work safe from nasty people.

Genroh - Because you have inspired us all with your infinite wisdom and...
Well, maybe not infinite wisdom, but you sure as hell made a great
translation FAQ. Without it, we'd all be screwed.

Nintendo - For creating the DS, the greatest handheld yet, and publishing
this game.

CJayC - For creating this website. And for the example legal stuff.

Shonen Jump - For having Gintama in your magazine.

Version Info
Version 1.0 - Pretty much everything that needs to be done is done. I think
I did a better job on this one than my other FAQ >_>

Version 1.5 - Fixed the fact that Kagura's 5 Koma is awesome, added some more
Support Koma, and added the Deck section.

Version 2.0 - Added a bunch of Support combos, a couple new decks, and some
new standard combos. Also, I removed the "Vegeta Combo" stuff since it gets
outclassed by other combos. I also fixed that she has a passive ability that
constantly gives her SP regen, and gave her some praise for her 6 Komas.

Legal Stuff
Copyright 2007 Jason Dorfman

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