Healing FAQ v1.0

By numberOneRookie



Contents:

0 Preliminaries

1 Healing Support Koma

     1.1  Table of Healing Support Koma
     1.2  Cascade 2 koma
     1.3  Chopper 2 koma
     1.4  Gon 2 koma
     1.5  Iori 3 koma
     1.6  Josuke 2 koma
     1.7  Killua 3 koma
     1.8  Kurama 3 koma
     1.9  Orihime 3 koma
     1.10 Reiko 2 koma
     1.11 Sakura 3 koma
     1.12 Sanji 2 koma
     1.13 Satsuki 2 koma
     1.14 Seiya 2 koma
     1.15 Ta-chan 2 koma
     1.16 Wakabyashi 2 koma
     1.17 Wakabyashi 3 koma

2 Food Support Koma

     2.1 Hao 2 koma
     2.2 Kaipan 2 koma
     2.3 Monta 3 koma
     2.4 Nakagawa 2 koma
     2.5 Piko 2 koma
     2.6 Volvo 2 koma

3 Support Koma That Only Remove Status Effects

     3.1 Alastair Crowly 2 koma
     3.2 Don Patch 2 koma
     3.3 Taikoubou 2 koma

4 Healing Special Moves

     4.1  Table Of Healing Special Moves
     4.2  Buu 6 koma
     4.3  Gintoki 5 koma
     4.4  Jaguar 4 koma
     4.5  Kagura 4 koma
     4.6  Kagura 5 koma
     4.7  Kinnikuman 7 koma
     4.8  Piccolo 4 koma
     4.9  Ryotsu 4 koma
     4.10 Sakura 5 koma
     4.11 Sakura 6 koma

5 Healing Help Koma

     5.1 Health Recovers Slowly
     5.2 Max Health Increases After KO
     5.3 Gain More Health From Food
     5.4 Status Effect Time Reduced

6 Healing Strategy

     6.1 Character Swap
     6.2 Healing Support Koma
     6.3 Removing Status Effects
     6.4 Handling Movement Seal

7 Method

8 Acknowledgements



****************
0 PRELIMINARIES
****************
Throughout this guide I use the word "koma". A koma is a manga panel and in 
the game all useable battle, support and help characters are contained in 
koma panels. You make a "deck" by placing koma panels on to a grid made of 
20 squares. When I say "2 koma" this means a koma that takes up 2 squares on 
the deck making grid.

I will also frequently use the tilde symbol ~. This can be used in maths to 
mean approximately. Since the game does not include a HP count on screen I had 
to work out the restoration amounts of the koma by measuring character's life 
bars(see the Method section for details). So I use the ~ symbol when describing 
HP amounts as they may not be 100% exact since I was often dealing with size 
increments of less than half a millimeter. However, they will be accurate to 
within 1 HP(or at most 2) so are more than accurate enough for their purpose.

The easiest way to navigate the guide for specific section is to search for the 
entries from the "Contents:" list above. For those unfalmiliar with this you 
can use the following method for Microsoft Internet Explorer and Mozilla 
Firefox browsers. First highlight the desired section name from the contents by 
dragging your mouse across it e.g. "1.13 Satsuki 2 koma". Now hold the Ctrl key 
and press the keys c,f,v in that order. Now press return and you will be taken 
to the correct section. For each support koma I detail which characters get an 
ally boost from it. For details of other characters or anything else about the 
game, please see Genroh's FAQ on the "FAQs and Guides" page.




***********************
1 HEALING SUPPORT KOMA
***********************
This section includes support koma that restore health and the koma that both 
remove status effects and restore health.


-----------------------------------
1.1  Table of Healing Support Koma
-----------------------------------

Format:
~approximate amount of HP - character koma (manga)[additional details]

~60HP - Sanji 2 koma (One Piece)[to female characters]
~55HP - Satsuki 2 koma (Ichigo100%)[heals gradually over about 12 seconds]
~50HP - Kurama 3 koma (Yu Yu Hakusho)
~41HP - Josuke 2 koma (JoJo's Bizarre Adventure)
~41HP - Sakura 3 koma (Naruto)[also removes status effects]
~41HP - Orihime 3 koma (Bleach)[to all characters in deck]
~41HP - Reiko 2 koma (KochiKame)
~33HP - Iori 3 koma (I''s)[also gives attack boost for male characters]
~30HP - Chopper 2 koma (One Piece)[also removes status effects]
~30HP - Sanji 2 koma (One Piece)[to male characters, sometimes doesn't heal]
~25HP - Gon 2 koma (Hunter X Hunter)[to other characters in deck]
~23HP - Ta-chan 2 koma (Jungle No Ohja Ta-chan)[to other characters in deck]
~20HP - Wakabyashi 3 koma (Captain Tsubasa)[also grants toughen effect]
~20HP - Wakabyashi 2 koma (Captain Tsubasa)[as a counter attack]
~17HP - Seiya 2 koma (Saint Seiya)[also removes status effects]
~12HP - Cascade 2 koma (Midori no Makibaou)[also grants speed up effect]
~ N/A - Killua 3 koma (Hunter X Hunter)[see koma description]


------------------------
1.2  Cascade 2 Koma
------------------------
Manga: Midori no Makibaou
Heals: ~12 HP [to other characters in deck]
Boosts: Raoh(Hokuto No Ken)
Description: Cascade appears facing away from you and gives you the increased 
speed effect. Then he turns to face you and heals the other battle characters 
in your deck for 12 HP. The battle character who called Cascade is not healed, 
although you can swap characters during the animation to change who gets the 
heal. This is easily one of the worst healing koma in the game. The increased 
speed effect isn't all that great and 12 HP to the other characters is nothing 
to write home about. Also, since it doesn't heal the character who summoned 
Cascade it is useless if you are down to your last character. 
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1.3  Chopper 2 Koma
------------------------
Manga: One Piece
Heals: ~30 HP [also removes status effects]
Boosts: Fuusuke(Ninku), Franky(One Piece)
Description: Chopper appears and gets a first-aid kit from his bag. By walking 
over the kit you get 30 HP restored as well as status effects removed. This is 
an average healing koma - not great HP amounts restored and fairly slow but 
removes status effects.
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1.4  Gon 2 Koma
------------------------
Manga: Hunter X Hunter
Heals: ~25 HP [to other characters in deck]
Boosts: Killua(Hunter X Hunter)
Description: Gon appears with a book and after an animation heals the other 
battle characters in your deck for 25 HP. The battle character who summoned 
Gon is not healed, although you can swap characters during the animation to 
change who gets the heal. This is not a great healing koma due to the charge 
time and low amount of HP restored. Like Cascade 2 koma, since Gon doesn't heal 
the character who summoned him he is useless if you are down to your last 
character. 
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1.5  Iori 3 Koma
------------------------
Manga: I''s
Heals: ~33 HP
Boosts: N/A
Description: Iori appears baking a cake. By taking the cake you receive 33 HP. 
If you are using a male battle character and wait for a second after the heal 
you will also get the attack boost status. This koma is ok if you really want 
the attack boost but otherwise the amount of HP isn't enough to justify it.
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1.6  Josuke 2 Koma
------------------------
Manga: JoJo's Bizarre Adventure
Heals: ~41 HP
Boosts: Jotaro Kujo(JoJo's Bizarre Adventure)
Description: Josuke appears behind you and when you are punched by Crazy 
Diamond you receive 41 HP. It also turns you around so if you have just been 
hit by Sena 3 koma and can't turn around yourself you can use this koma to 
turn around. You also you regain a little SP since the punch counts as a hit, 
but this also means you are not healed if you are blocking during the punch. 
Be careful when using Josuke with your back to a wall as he will appear in 
front of you and you will miss the heal. Overall this is a great healing koma, 
one of the best in the game and only a 2 koma. Satsuki may be better overall 
but with Josuke you can do a double heal in about 3 seconds to regain over 80 
HP, while Satsuki takes 12 seconds to heal 55 HP.
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1.7  Killua 3 Koma
------------------------
Manga: Hunter X Hunter
Heals: N/A [varies by battle character]
Boosts: Gon Freecs(Hunter X Hunter)
Description: Killua appears and rolls the risky dice. If you are lucky, all of 
your HP will be restored regardless of your current amount. If you are unlucky 
all off your HP will be removed. Otherwise your HP will be set to half it's 
maximum value. This isn't the best choice for a healer because of its slow 
start-up and obvious unpredictability.
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1.8  Kurama 3 Koma
------------------------
Manga: Yu Yu Hakusho
Heals: ~50 HP
Boosts: Hiei(Yu Yu Hakusho), Nico Robin(One Piece)
Description: Kurama appears and after a second of animation, heals you for 50 
HP. This is a big heal making it a decent choice for a healer, especially in a 
deck with characters who Kurama boosts. However, Satsuki heals a bit more, 
albeit over 12 seconds, and heals through your guard so Kurama isn't quite the 
best healing koma.
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1.9  Orihime 3 Koma
------------------------
Manga: Bleach
Heals: ~41 HP
Boosts: Kurosaki Ichigo(Bleach) [not Bankai Ichigo]
Description: Orihime appears behind you and heals the current battle character 
and all other characters in the deck for 41 HP. If you block during the 
animation you will not be healed. This is a really good healing koma for decks 
with 3 or 4 battle characters as that's roughly 120/160 HP restored in total.
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1.10 Reiko 2 Koma
------------------------
Manga: Kochi Kame
Heals: ~41 HP
Boosts: Ryotsu(Kochi Kame)
Description: Reiko bakes a cake which takes a couple of seconds. Walking over 
the cake restores a healthy 41 HP. This is a good amount for a 2 koma support. 
However, Josuke restores the same amount, is faster and gives you a bit of SP 
back. Since they are the same shape I don't see any situation to use Reiko over 
Josuke, unless it is to boost Ryotsu in a deck.
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1.11 Sakura 3 Koma
------------------------
Manga: Naruto
Heals: ~41 HP [also removes status effects]
Boosts: Naruto/Kyuubi Naruto, Hatake Kakashi(Naruto)
Description: Sakura appears behind you and pushes a ball of energy into your 
characters back which heals for 41 HP and removes status effects. You must not 
be blocking to receive the heal. This is probably the most well rounded of the 
koma that heal and remove status effects. If you want the biggest heal, or if 
you just want a fast status effect remover, look elsewhere. However if you need 
a decent heal that removes status effects and is not too slow then consider 
Sakura.
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1.12 Sanji 2 Koma
------------------------
Manga: One Piece
Heals: ~30 HP[To male characters], ~60 HP[To female characters]
Boosts: Roronoa Zoro, Nami/Perfect Clima Tact Nami, Nico Robin(One Piece)
Description: Sanji appears with a tea set. By walking over this you will be 
healed for 30 HP if your character is male and 60 HP if your character is 
female. Basically the rule with Sanji is if your deck consists of female battle 
characters then definitely use him, otherwise do not. Occasionally he will not 
heal a male battle character.
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1.13 Satsuki 2 Koma
------------------------
Manga: Ichigo 100%
Heals: 55 HP [Over 12 seconds]
Boosts: N/A
Description: Satsuki appears and grants the regen effect on the current battle 
character. This lasts for 12 seconds and heals a significant 55 HP, albeit not 
all at once. This is the biggest heal you will get from a support koma without 
using Hao, Sanji(females only) or getting lucky with Killua. Add in the fact 
that she is fast, grants the regen effect through your guard and is only a 2 
koma and you have pretty much the best healing support in the game. She is not 
useful when your health is really low and you need a chunk of health rather 
than a slow regen. Also you can't double heal with Satsuki (use twice in a row 
to heal double the amount) as it just refreshes the counter for the regen. In 
both of these situations Josuke 2 koma is a better healer. Unfortunately there 
is a glitch involving this koma when used with battle characters with healing 
specials which produces a super fast regen. However, this is frowned upon and 
banned in most JUS tournaments. No respectable player would use the glitch in 
any competitive matches.
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1.14 Seiya 2 Koma
------------------------
Manga: Saint Seiya
Heals: ~17 HP [also removes status effects]
Boosts: N/A
Description: Seiya appears quickly and turns with a shield, healing your battle 
character for 17 HP and removing status effects. While the heal is very small, 
he does have a few plus points. Firstly he is very fast compared to the other
healing koma. He also heals through your guard which is always useful. This is 
a koma that is very useful to have if you've just been hit by Sena 3 koma and 
have been inflicted with movement stop. You will probably be blocking so the 
fact that he heals through your guard and removes the status quickly is very 
useful. However if you need a large heal then look elsewhere.
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1.15 Ta-chan 2 Koma
------------------------
Manga: Jungle No Ohja Ta-chan
Heals: ~23 HP [to other characters in deck]
Boosts: N/A
Description: Ta-chan appears and assumes a variety of poses before healing the 
characters in your deck for 23 HP, except from the character who summoned him. 
You can swap characters during the animation to change who gets the heal. 
I don't find this kind of koma very useful and this one has a significant 
charge time. Also, since it doesn't heal the character who summoned Ta-chan it 
is useless if you are down to your last character. There are much better 
healers that are also only 2 koma.
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1.16 Wakabyashi 2 Koma
------------------------
Manga: Captain Tsubasa
Heals: ~20 HP [as a counter attack]
Boosts: N/A
Description: Wakabyashi appears in front of you. If an opponent hits him he 
counters by restoring 20 HP to your battle character. This is the koma that 
makes me think I'm missing something about it - how can it be this bad. First 
of all, if I'm in real need of being healed I don't want to have to go up to my 
opponent and hope he hits this obvious counter attack so that I get healed. The 
fact that it only restores 20 HP does nothing for it's cause. If you don't need 
a big heal then choose Seiya 2 koma instead - it's faster, heals through your 
guard and removes status effects.
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1.17 Wakabyashi 3 Koma
------------------------
Manga: Captian Tsubasa
Heals: ~20 HP
Boosts: N/A
Description: Wakabyashi appears out of the air catching a ball. When he lands 
he heals you for 20 HP and grants the toughen effect. Well, Wakabyashi lives up 
to his name as the worst healer, even though he is the only character who heals 
on both his 2 and 3 komas. 20 HP is really not worth it for a 3 koma, and the 
fact that you can use him in the air does not make up for this. If you need the 
toughen effect then go ahead but if you need to be healed look elsewhere.
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********************
2 FOOD SUPPORT KOMA
********************
I collected the food support koma separately and did not include them in the 
table for a few reasons. One is that several of them give random amounts of 
food so their heal is not measurable. Another reason is most of the koma will 
restore a different amount of health if you use the "Gain more Health from 
Food" help koma, which increases HP recovery by about 50%.


------------------------
2.1 Hao 2 Koma
------------------------
Manga: Shaman King
Heals: ~25 HP [see description for additional healing details]
       ~38 HP (with "Gain more Health from Food" help koma)
Boosts: Yoh (White Swan 6 koma)
Description: Hao appears and dishes out five oranges, and walking over these 
will restore about 25 HP. However there is a lot more to this koma. If you walk 
back and forward across Hao as he dishes out the oranges (which you probably 
will just to collect them) you can receive additional heals which bring the 
restoration to about 80 HP which is very large. 
Furthermore, if you dash back and forward across Hao (by double in tapping the 
relevant direction) you receive more additional heals which make him restore 
over 100 HP. The amount of additional heals seems to vary by character as some 
characters dashes are more suitable than others. If your character has a long 
dash or you are on a platform you may find it easier to summon Hao mid-dash to 
ensure he is in the middle of the area you are dashing across. You do not get 
a significant increase in HP restoration by using the "Gain more Health from 
Food" help koma as seen with other food supports. I think this is due to the 
extra heals not counting as food so you only get the bonus on the standard 5 
oranges which is an extra 12/13 HP. The biggest heal I've got without the help 
koma was about 127 HP and with the help koma about 137 HP, although I've only 
tried a few characters.
So Hao is easily the best food support koma because of the sheer amount of HP 
he can restore. However, you rarely have time in an online match to be dashing 
back and forth over a support, especially not 1v1.
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2.2 Kaipan 2 Koma
------------------------
Manga: Kochi Kame
Heals: ~20 HP
       ~30 HP (with "Gain more Health from Food" help koma)
Boosts: N/A
Description: Kaipan appears and drops 4 bananas which restores 20 HP. Not much 
to be said apart from this isn't worth it as a healing koma. See just about any 
2 koma support in section 1 for a better healer.
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2.3 Monta 3 Koma
------------------------
Manga: Eyeshield 21
Heals: ~20 HP
       ~30 HP (with "Gain more Health from Food" help koma)
Boosts: N/A
Description: Monta appears out of the air and when he lands he drops 4 bananas 
and an attack boost item. You can summon him in the air. The bananas will only 
restore 20 HP so it's not really worth it. If you need a support that heals and 
gives an attack boost, see Iori 3 koma. She is the same shape and restores 33 
HP and gives an attack boost to male battle characters.
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2.4 Nakagawa 2 Koma
------------------------
Manga: Kochi Kame
Heals: N/A
Boosts: Ryotsu(Kochi Kame)
Description: Nakagawa calls for a present to be dropped which contains coins 
and sometimes fruit or an invincibility star. This is not a good choice for a 
healer due to the unpredictability of the contents of the present.
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2.5 Piko 2 Koma
------------------------
Manga: Muhyo To Rouji
Heals: N/A
Boosts: N/A
Description: Piko searches in a bag and throws out a randomized selection of 
fruit, coins, power up items or bombs. Like Nakagawa, the unpredictability of 
the items means that if you are in a tight spot and need healed fast, you would 
rather you had a different healer than Piko.
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2.6 Volvo 2 Koma
------------------------
Manga: Kochi Kame
Heals: ~32 HP
       ~32 HP (with "Gain more Health from Food" help koma)
Boosts: N/A
Description: Volvo throws his knife to spear a piece of meat out of the air. 
Taking the meat will restore 32 HP which is a reasonable amount. Once you're 
used to where the meat appears you can just jump and catch it out of the air 
as it appears which can be useful if you are being attacked at the time. One 
strange thing about this koma is that the game doesn't count the piece of meat 
as food like the other food komas. This means you don't get any bonus health 
from the "Gain more Health from Food" help koma. There are better 2 koma 
healers above but if you want a change, give Volvo a shot.
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**********************************************
3 SUPPORT KOMA THAT ONLY REMOVE STATUS EFFECTS
**********************************************
I have included these koma separately as they do not heal any health, they only 
remove negative status effects. I will say here that I think none of these koma 
are worth using over Seiya 2 koma for the purpose of removing status effects. 
Seiya heals through your guard, restores some health, is fast and is also only 
a 2 koma. I see no situation where these koma are more useful over him.


------------------------
3.1 Alastair Crowly 2 Koma
------------------------
Manga: D. Gray Man
Boosts: N/A
Description: Crowly appears behind you and seems to bite your neck which will 
remove any negative status effects and turn you to face the other way. His 
attack counts as a hit so you regain a bit of SP bar. He is also very fast, a 
little faster than Seiya 2 koma, but it's not enough to justify his use over 
Seiya who heals through your guard.
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3.2 Don Patch 2 Koma
------------------------
Manga: Bobobo-bo Bo-bobo
Boosts: Vegeta(Dragon Ball)
Description: Don Patch appears behind you and hits you with a staff to remove 
all negative status effects. Considering the existence of Seiya 2 koma, there 
is no real use for this koma.
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3.3 Taikoubou 2 Koma
------------------------
Manga: Houshin Engi
Boosts: N/A
Description: Taikoubou raises his staff and if you stand next to him for a 
second all of your negative status effects will be removed. Like Don Patch, 
there is no real use for this koma.
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4 HEALING SPECIAL MOVES
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-----------------------------------
4.1  Table of Healing Special Moves
-----------------------------------

Format:
~approximate amount of HP - koma (manga)[additional details]

100HP - Kinnikuman 7 koma (Kinnikuman)[with 2 other battle characters]
~80HP - Kagura 5 koma (Gintama)
~72HP - Sakura 5 koma (Naruto)[also removes status effects]
~60HP - Ryotsu 4 koma (Kochi Kame)
~50HP - Kagura 4 koma (Gintama)
 50HP - Kinnikuman 7 koma (Kinnikuman)[with 0/1 other battle characters]
~50HP - Piccolo 4 koma (Dragon Ball)
~50HP - Jaguar 4 koma (Pyuu To Fuku! Jaguar)
~42HP - Sakura 6 koma (Naruto)[to other characters in deck]
~33HP - Buu 6 koma (Dragon Ball)
~30HP - Gintoki 5 koma (Gintama)[if counter fails]


------------------------
4.2  Buu 6 Koma
------------------------
Manga: Dragon Ball
Heals: ~33 HP
Move: ^X
Description: Buu swallows the opponent and spits them out which damages them 
while restoring 33 HP to Buu. It's a nice side effect to this move which is 
easy to link from Buu's ^Y attack.
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4.3  Gintoki 5 Koma
------------------------
Manga: Gintama
Heals: ~30 HP
Move: ^X
Description: This is a counter attack but if no one hits Gintoki for a second 
he will restore 30 HP to himself. While this is not the greatest heal it is a 
good consolation if no one takes the bait of the counter.
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4.4  Jaguar 4 Koma
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Manga: Pyuu To Fuku! Jaguar
Heals: ~50 HP
Description: Jaguar waves his arms in the air and after a couple of seconds he 
receives 50 HP. The other battle characters in the deck each receive 22 HP. 
Although it is slow, the amount of health restored is good and in a 4 battle 
character deck the total heal is 112 HP.
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4.5  Kagura 4 Koma
------------------------
Manga: Gintama
Heals: ~50 HP
Move: ^X
Description: Kagura produces a bowl and proceeds to eat and restore 50 HP. It's 
quite fast and 50 HP is a useful amount.
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4.6  Kagura 5 Koma
------------------------
Manga: Gintama
Heals: ~80 HP
Move: ^X
Description: Kagura produces a large box and eats to restore a huge 80 HP. It's 
still fairly fast like the 4 koma special and 80 HP is no joke.
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4.7  Kinnikuman 7 Koma
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Manga: Kinnikuman
Heals: 50/100 HP [depending on number of other battle characters in deck]
Move: X
Description: Kinnikuman removes his mask which restores a quarter of his total 
health (50 HP) for each other battle character in the deck. If he is the only 
battle character it just restores a quarter of his health. Because he is a 7 
koma the maximum amount of other battle characters in the deck with him is 2.
Therefore the maximum heal to Kinnikuman from this special is 100 HP. Also, all 
other battle characters in the deck regain 41 HP. This is a real great healing 
special as it is extremely fast and restores huge amounts. If you have 2 other 
battle characters the total health restored to the deck is 182 HP.
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4.8  Piccolo 4 Koma
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Manga: Dragon Ball
Heals: ~50 HP
Move: ^X
Description: Piccolo pulls off his arm an regenerates which gives him 50 HP. It 
also gives about 10 HP to each of the other characters in the deck. This is a 
useful special and in a 4 character deck the total health restored would be 80 
HP.
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4.9  Ryotsu 4 Koma
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Manga: Kochi Kame
Heals: ~60 HP
Move: ^X
Description: Ryotsu finishes many bowls of food giving a health restoration of 
60 HP which is very good. It's not the fastest healing special but as long as 
you're not right beside your opponent you should be fine.
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4.10  Sakura 5 Koma
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Manga: Naruto
Heals: ~72 HP [also removes status effects]
Move: ^X
Description: Sakura kneels down and creates a ball of energy that heals her for 
72 HP and removes status effects. This is a very useful special as 72 HP is 
half of 5 koma Sakura's life bar. Removing status effects is just a bonus.
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4.11 Sakura 6 Koma
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Manga: Naruto
Heals: ~42 HP [to other characters in deck]
Move: ^X
Description: Sakura creates a ball of energy that heals all other characters in 
the deck for 42 HP. This is a not bad if you are healing 2 other characters for 
a total of 84 HP. However, it's not as useful as the 5 koma special since if 
Sakura is your last character alive she can't heal herself.
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5 HEALING HELP KOMA
********************
The following help koma provide some healing function in the game although they 
don't all restore HP directly.

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5.1 Health Recovers Slowly
---------------------------
This help koma will restore 200 HP over a 90 second match (JUS seconds), 
assuming that the character with the effect is always active and in need of 
health. In reality it will not restore that much as you start with full health 
and it will not always be active. It is a good addition for solo battle 
character decks since the character with the help koma is always active. It is 
not a good replcement for a healing support koma or special since the effect 
is too slow to make a difference when you're in trouble.


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5.2 Max Health Increases After KO
----------------------------------
While this help koma can't be used to heal yourself directly it does increase 
your maximum life bar after a KO. I measured this increase as 15 HP per KO, but 
it doesn't go beyond the maximum size of life bar. This isn't the best help 
koma out there and you certainly shouldn't plan on getting KO'd. I would say 
it's only effective in points matches with a single character deck. I think 
I would choose an other help koma in almost other situation although it's 
nice that some characters have this as an innate ability.


-------------------------------
5.3 Gain More Health From Food
-------------------------------
As mentioned in the food support koma section, this help koma increases HP from 
food by 50%. The obvious way to use this help koma is to have a food support 
koma as your main healer and then use this to increase it's effectiveness by 
50%. However it turns out not to be very useful for this purpose. Hao 2 koma 
is easily the best food support koma but most of the heals you get from Hao 
don't count as food so you only get a small bonus (see the Hao section for 
details). The next best food healer is probably Volvo 2 koma but as mentioned 
in his section, the bit of meat he gives strangely doesn't count as food so you 
don't get a bonus from the help koma. The other food koma do get the HP bonus 
but are quite frankly not worth using. I think there are too many other help 
koma that are more useful to consider using "Gain more health from food".

-------------------------------
5.4 Status Effect Time Reduced
-------------------------------
This help koma halves the duration of negative status effects but strangely it 
doesn't apply to all effects. I tested which status effects are included...

These negative status effects are halved in duration by the help koma:
- Poison
- Paralysis
- Shock
- Burn
- Freeze
- Movement Seal
- Attack Seal
- Guard Seal

These negative status effects are not halved in duration by the help koma:
- Battle Seal
- Support Seal
- Speed-Down
- Confusion
- Blindness
- Auto-Run

While it would be better if it applied to all negative status effects, when you 
look at some of the effects in the first list it is still a very worthwhile 
help koma to halve. In particular, reducing movement seal's long effect 
duration is good since it is heavily used online. Also frequently used online 
are paralysis and ice which are also halved. These are already very short in 
duration but even the halved durations may not help you if used as part of a 
fast combo. However, neither of the reduced durations are more than a second 
so if the opponent doesn't combo into the effect instantly you will have time 
to recover and guard their attack.




*******************
6 HEALING STRATEGY
*******************
Here I will give some strategies for healing although much if it comes down to 
personal opinion. When deciding on the healing route for your deck, one of the 
main factors is how many characters are in the deck.


--------------------
6.1 Character Swap
--------------------
If there are 3 or 4 battle characters in the deck then its usually not worth 
including a healing koma. If you have a 4 character deck you will only have 
room for 1 support koma and it's better to have a support that will aid your 
offence. Instead of using a support koma to heal, take advantage of the fact 
that battle characters who are in your deck but not being used will regain HP 
gradually. I've not looked into this in detail but I think that you can gain 
about 200 HP distributed among your inactive battle characters over a 90 
second match (JUS seconds).

The most efficient way to implement this strategy is to try to always be using 
a battle character with full health while your deck contains characters with 
lower HP. However you might want to be using a certain character because you 
are best with them or for a particular strategy. But if you have a deck where 
you are even with all characters then put the ones who have lost health back in 
the deck so that you are always healing. 

Obviously there will be situations where you have lost a few of your characters 
and have low HP. In this case the character swap technique will not help you as 
it is too slow to make a significant difference. With this is mind, a good way 
to implement a 3 or 4 battle character deck is to make one of those characters 
someone with a healing special. Try to keep this character alive so that if you 
lose your other characters and are in trouble then you can still heal.


-------------------------
6.2 Healing Support Koma
-------------------------
If you have 2 battle characters in your deck or especially with solo characters 
you'll really want to have a healing koma in there. Again, if a character has 
a healing special they should be fine but most characters do not. Also, the 
characters who do have healing specials tend to do so on their lower komas and 
in a single or 2 character deck you may want to use their higher lever komas.

You should be able to use the first half of this guide to decide on the best 
healing koma for your deck. One thing which might help you choose a healing 
support is if there is one that gives an ally boost to your battle characters 
(e.g. Josuke boosts Jotaro). This especially makes a difference in single 
battle character decks where you are trying to boost your character as much as 
possible. All of the healing koma ally boosts are detailed above in their own 
sections.


-----------------------------
6.3 Removing Status Effects
-----------------------------
Generally, I don't think koma that status heal are worth it for the drop in HP 
restoration they usually have. The status effects I encounter regularly online 
that I would want to remove would be stun, freeze, support seal, confusion, 
judgement and movement seal. With both stun and freeze the effect lasts too 
little time to consider healing and the person who did it to you is usually 
comboing into the status effect anyway. Because the duration is too short to 
think about removing the status effect with a support I think that both stun 
and freeze are better prevented with the relevant help koma. Have a deck with 
characters than are protected from these effects that you can use if someone 
online is abusing them.

Because of the nature of the effect, it is obvious that support seal cannot be 
removed by a support that negates status effects. I'm fairly sure the only way 
in the game to remove support seal without picking up another negative status 
effect is by using the ^X special of Sakura 5 koma. With confusion just try to 
reverse your controls or block until it's over - not really worth using a 
special bar to heal. Judgement is an effect that I think is better prevented 
by a help koma if you're prone to getting hit. However, while a well set up 
Kenshiro ^X is unavoidable, Light & Misa 2/3 komas are easily avoided. If you 
hear Light's pencil scribbling or see Misa's eye appear just block, and never 
hit Misa when she's dancing around in the 3 koma counter version. If you do 
get hit just search chests/crates for another negative help koma to replace it.

-----------------------------
6.4 Handling Movement Seal
-----------------------------
The most common status effect you'll get hit by is movement stop. It's heavily 
used online and there's and no help koma to protect against it like the other
status effects. Although you can inflict movement stop with other supports(e.g. 
Rouji 2 koma) and specials moves(Kenshiro 6 koma) we're basically talking about 
Sena 3 koma from Eyeshield 21 here. It is probably the strongest support in 
the game and heavily abused online. If you're fighting someone who keeps using 
Sena and want a support that heals status effects, choose carefully. Chopper 2
koma appears in front of you to bring out the first aid kit but unless you have 
a normal attack that moves you forward you will not be able to take it because 
of the movement seal. Chopper is also slow and whoever used Sena will probably 
break your guard before you can heal yourself. Sakura 3 koma appears behind you 
and since Sena turns you around she will appear right in front of your opponent 
who might cancel her before she can heal you. She is a better bet than Chopper 
though. Although Seiya 2 koma is bottom of the pack for healing power, he 
actually turns out to be the best in this situation. He appears in front of you 
so the opponent can't cancel him (since your back is turned to them) and heals 
you very fast. The best part is he heals you through your guard which you will 
probably be doing if you just got hit by Sena. Note that the other support koma 
that heal status effects but give no HP restoration including Alastair Crowly 2 
koma (D. Gray Man), Don Patch 2 koma (Bobobo-bo Bo-bobo) and Taikoubou 2 koma 
(Houshin Engi) are not as good as Seiya. None of them seem even remotely worth 
using except maybe Alastair Crowly who is extremely fast, but he doesn't heal 
through your guard or restore any health so he's not as good as Seiya.

So, while this is a little off FAQ topic, how do you handle movement seal if 
you don't have a support that removes status effects? There are several other 
ways to deal with movement stop(some better than a removing status effects 
support koma) but it basically depends on what's in your deck when you're hit. 

Many characters can still move under movement stop. Any normal attack that 
moves the battle character or makes them jump will still move them under 
movement stop. If you use it at the right time you may be able to avoid the 
in-coming attack from your opponent. Another move that is not sealed under 
movement stop is the characters Ultimate Action(UA). Some characters have UA's 
that move them such as Lenalee and Eve having a super jump. If you use your UA 
super jump right after you've been hit by movement stop you may be able to 
reach a top platform and wait for the effect to wear off. Especially with 
Lenalee as after the super jump she can use her air Y to move into a direction 
where she will be safe. There are other characters have useful UA's. Kenshin 
can use his ->Y to move forward under movement seal but he can also use his UA 
to move backwards. And I remember once successfully using Kinnikuman's dodge 
UA to avoid the attack that followed a Sena hit. Another great UA to use when 
in movement stop is the Naruto characters replacement jutsu. Just let the 
opponent hit your replacement then hold up to move to a higher platform or to 
the side to move out of harms way.

Alternatively, if your character has a counter move (e.g. Kenshiro and Raoh's 
8 koma ^X) you could use it right after you've been hit since it's likely that 
the opponent will follow up the movement stop with an attack. Sometimes a Sena 
user just can't help hitting your back even when they see the counter as they 
are so used to the routine of Sena -> Attack in back. The turn around is one of 
the main problems with Sena since very few characters have normal or special 
moves that attack behind them (although Kenshiro and Raoh are actually 2 of 
them with their ^Y, making them still quite functional under movement stop)
One technique I use in decks where I have the Josuke 2 koma healer is to use 
Josuke right after I am hit by Sena, but only if I see there is enough room 
between me and my opponent. Since Josuke heals you and turns you around, if you 
are successful you will now be facing your opponent with more health than 
before. You really just need to decide yourself when to use this technique or 
not as it doesn't always work out.

Other things that might be in your deck that can help you are Lenalee/Yoruichi 
2 koma supports. These will carry you through the air and drop you at the 
other side of the stage. You really need to know if the walls are still in 
tact in the direction you will be flying since being dropped off the edge with 
the movement stop status is a guaranteed death for most characters. You may 
find an opponent who tries to use this against you by breaking the walls, 
using movement stop, then flying you off the side with Lenalee or Yoruichi. 
If the walls are in place then using either of these support komas will get you 
out of the way of your opponents attack and give you time to recover from the 
status effect.

Recovering from movement stop is much easier if you have the "Reduce status 
effect times" help koma. It halves the duration of several status effects 
including movement stop. Since movement stop has a very long duration you will 
be glad you have this help koma if you are hit. Just using a few normal attacks 
to move a little out of the way usually gives enough time for the shortened 
effect to wear off.




*********
7 METHOD
*********
Here I will detail the method I used to get the HP values so that you trust the 
results. Feel free to test the results yourself:

I removed all the health from the test character before using the healing 
support then measured the size of the life bar after using the support. I 
tested each support on two characters for accuracy. I used one male character 
(Vegeta) and one female character(Lenalee) in case any supports other than 
Sanji heals more or less depending on the sex of the character. Neither 
character had any health regeneration help koma attached or innate ability 
that would have effected the results. I tested all supports in training mode 
with regeneration (ON/OFF option in pause menu) set to off. To remove all of 
Vegeta's health I just used his 6 koma ^X. To remove all of Lenalee's health I 
repeatedly used Killua's 3 koma "Risky Dice" until it removed all health. I 
assume both these methods reduce HP to 1 since 0 HP would be dead, but there is 
no life bar visible. After using a support I laid a see-through ruler on the 
screen that was clear enough to measure each bar in mm, going as accurate as my 
eye could to increments of about quarter of a mm. To get a rough conversion to 
HP I measured several characters full life bars. Then I divided their total HP 
number (shown in deck maker) by the length of their life bar in mm to get a 
rough value for HP per mm. For all characters this turned out to be about 5.5HP 
per mm of life bar. Finally, I multiplied the size of bar restored by each 
support (in mm) by 5.5 to get an approximation for the amount of HP that the 
support koma restores. For character healing specials, only the risky dice 
method was used since the move can't be tested on more than one character.




*******************
8 ACKNOWLEDGEMENTS
*******************
Genroh - For writing the guide that made playing the game possible.
Xcluded & puTTytHiEF09 - For helping find the healing komas I was missing.


********
CONTACT
********
Any issues or comments, email me at thenumberonerookie@googlemail.com.

**********
COPYRIGHT
**********
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. Copyright 2007 J Johnston.

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