[ Game Title ] Moeru! Justice Gakuen / Project Justice / Rival Schools 2 FAQ [ Revision # ] v0.5 (September 25, 2001) [ System ] Japanese Sega Dreamcast [ Author ] John "Puar" Nguyen [ Updates At ] Latest Version @ puar.cjb.net / www.gamefaqs.com Unpublished work Copyright 2001 John Nguyen This FAQ and everything included within this file cannot be reproduced in any way, shape or form (physical, electronical, or otherwise). It cannot be used for profitable purposes (even if no money would be made from selling it) or promotional purposes. It cannot be used in any sort of commercial transaction, or be given away as some sort of bonus, gift, etc., with a purchase, as this creates incentive to buy and is therefore prohibited. Furthermore, this FAQ cannot be used by the publishers, editors, employees or associates, etc. of any company, group, business, or association, etc., nor can it be used by game sites and the like. It cannot be used in magazines, guides, books, etc. or in any other form of printed or electronic media (including mediums not specifically mentioned) in ANY way, shape, or form (including reprinting, reference or inclusion), without the express written permission of the author, myself. This FAQ was created and is owned by me, John Nguyen. All copyrights and trademarks are acknowledged and respected that are not specifically mentioned in this FAQ. This FAQ was written for GameFAQs (www.gamefaqs.com) only. I don't want it to be put up on any other web site and am not above explaining this to your ad banner guys or whoever else I can get ahold of if you decide to violate this disclaimer. To continue, this FAQ and everything included herein is protected by the Berne Copyright Convention of 1976, not to mention US Copyright Law. Remember that plagiarism is a crime, and that this is a copyrighted work--stealing from this guide is putting yourself at risk, plain and simple, because the law is on my side. Moeru! Justice Gauken, the Justice Gauken series, and all other characters are (c) Capcom of Japan. The latest version of this FAQ can be found at: -------------------------------------------------------------------- Puar's Place http://puar.cjb.net GameFAQs http://www.gamefaqs.com ========================================================================= TABLE OF CONTENTS ========================================================================= 1. INTRODUCTION - Basic Commands - Gameplay Elements 2. CHARACTER MOVELISTS - Akira Kazama - Powered Akira - Batsu Ichimonji - Burning Batsu - Boman Delgado - Daigo Kazama - Wild Daigo - Edge (Eiji Yamada) - Gan Ishido - Hayato Nekketsu - Hideo Shimazu - Hinata Wakabi - Hyo Imawano - Demon Hyo - Iincyo - Kurow Kirishima - Vatsu - Kyoko Minazuki - Kyosuke Kagami - Momo Karuizawa - Nagare Namikawa - Natsu Aihara - Ran Hibiki - Roberto Miura - Roy Bromwell - Shoma Sawamura - Tiffany Rose - Yurika Kirishima - Zaki (Aoi Himezaki) 3. SECRETS AND TRICKS - Enable Burning Batsu - Enable Vatsu - Enable Roy Bromwell and Tiffany Rose - Enable Wild Daigo - Enable Powered Akira - Enable Hyo Imawano and Dark Side Student Council - Enable Kurow - Enable Demon Hyo - Ramdom Select 4. GAMEPLAY NOTES - Attack Cancels - How to Read Textbook Combos in this FAQ - Textbook Combos, Rival Launchers, and Aerial Raves - Two Person, Three Person, and Team Up Technique Counters 5. MISCELLANEOUS - Story Branches and Endings 6. AUTHOR'S NOTE - Special Thanks - Revision History ========================================================================= 1. INTRODUCTION ========================================================================= Moeru! Justice Gakuen, which will also be known as Project Justice in the United States, and probably more commonly referred to as Rival Schools 2 is the sequel to the Legion of Heroes: Justice Gakuen or Rival Schools United by Fate. The previous version was a sleeper hit in the arcades and the Playstation got a copy of it. The follow up is done on Sega's NAOMI board and was simultaneously released for both in the arcade and on the Dreamcast. The two versions are essentially the same and Capcom, being the lazy bastards that they are, bless their souls for making the blasted game in the first place, have failed to include any additional extra bonuses or mini-games, as they did with the first Rival Schools. However, the game does feature a board game that replaces the old RPG mode of the home versions and, though a lot less in-depth than the previous incarnation, plays out to the same end: the creation of a new, personalized character. For a more detailed look at the board game and how to play it, in addition to some snazzy visuals, please visit the Rival Schools Network for more information. In my opinion, Rival Schools is the greatest mainstream hit that Capcom has managed to churn out. What I mean by mainstream is that the game engine has been either dumbed down or over-simplified so that it's easier, and hence more attractive, to play or so goes the logic of that train of thought. The basic combo system is not very involved and travels from two light attacks, into two heavy attacks, hold any direction, add another heavy attack, and then end it off with a Special or Super Move. The system is very lenient as to the time constraints in which you are able to combo together moves and there is definitely a lack of variety between characters, at least combo-wise. As for execution, everything is either a rotation of quarter or half circles forward and back, a dragon punch or the reverse of it, then we have super moves which are all double rotations. In addition, we have a super-flux of fireball/dragon punch type characters and, going off on a combo tangent again, we're able to combo off almost anything we throw out which can be a bad thing when combos are all so easy to do. Flash forward to the second version, Rival Schools 2, the game that this FAQ covers. The game play has tightened a bit and the combos are now a lot more limited when in comparison, though you are still able to put together long chains and strings of things that are unbearable to sit through when you're hit with them. My favorite combo is with Zaki, a Jumping HP, LP, LP, HK, HP, f + HP, qcb,qcb + K. The major changes to the system would be the inabilty to combo off of overhead attacks, the general exclusion of Rival Launchers in the middle of Textbook Combos, the addition of Mini-Rival Launchers in the game, and the ability to recycle through Textbook Combos during an Aerial Rave. With its new characters that are either fresh for this game or added from the Playstation expansion, you can see that Capcom is seriously trying to spice up the roster a bit with a little variety as far as gameplay goes, though the wacky new additions may turn off some since their play is either unorthodox, impractical, or highly limited. The highlight of this game its the first edition lies not in the gameplay, but in the interwining stories that make up the game, an ingredient lacking in many of the fighters today. As far as I can fathom, the storyline to the second Rival Schools goes something to this effect: Kurow, an upstart student at Justice Gakuen and head a secret faction known as the Dark Side Student Council, targets the Imawano clan, starting with Raizo, who he takes care of from the get go. Masquerading as a fake Batsu, who goes by the name of Vatsu in the character listings, Kurow draws attention to himself and attracts the other schools into fighting with the aid of his sister Yurika and Momo, both also members of the Dark Side Student Council. Along the way, Kurow enlists the aid of Daigo who he puts under the spell of a mystical flute, but only for a short while as he is soon discovered and his evil plot foiled by the insurrection of his two followers who also free Daigo from his spell. Kurow and Hyo square off with Hyo pulling away as the victor, but not at a cost. He becomes enraged and possessed by the spirit of his deceased father and transforms into a demonic and deranged form of himself wielding two swords. The final stage is set as the enpowered Hyo goes on a blood run and awaits all challengers who might stand in his way... For further Rival Schools information, please visit the Rival Schools Network . Before reading this FAQ, it may help to play the previous game or read Kao Megura's FAQ for it. That FAQ, and many more, can be found at both Kao Megura's homepage and GameFAQs . If you like this game, I might also recommend that you give Garou: Mark of the Wolves a try, the game that is, in my opinion, SNK's equivalent of mainstream success. A graphical version of this FAQ will be located at my webpage Puar's Place when time permits. Okay, enough of my endless banterings and on with the FAQ already! ----------------------------------------------------------------------- BASIC COMMANDS ----------------------------------------------------------------------- This section outlines the basic controls for all characters: (controller directions and results) ub u uf Jump Up-Back Jump Up Jump Up-Forward \ | / b -- n -- f Walk Back / Block Neutral Walk Forward / | \ db d df Crouch / Low Block Crouch Offensive Crouch (button layout and effect) LP HP Light Punch Hard Punch LK HP Light Kick Hard Kick (FAQ abbreviations) qcf / qcb - Press d,df,f or d,db,b on the joystick. dp / rdp - Press d,d,df or b,d,db on the joystick hcf / hcb - Press b,db,d,df,f or f,df,d,db,b on the joystick. PP - Press all two Punch buttons. KK - Press all two Kick buttons. (air) - The move can be performed while on the ground, or while in the air (during a jump or after an air recovery). (close) - This move is a throw and should be performed close to or near your opponent. (hold) - The move can be altered by holding down the button used to perform it. (in air) - This move can only be performed in the air. (overhead) - This move must be blocked while standing. (rapidly) - The move can be altered by rapidly tapping the button used to perform it. x~x - All possible ranges are allowed (for example, ub through uf, or LP through HP). (Textbook Combo abbreviations) () - Optional, can be skipped over in a Textbook Combo * - Premature end to a Textbook Combo, but required in order to cancel into Special Move or Burning Vigor Attack. ! - Last hit in the string, able to cancel into a Special Move or Burning Vigor Attack. ^ - Premature end to a Textbook Combo, but will launch the opponent in the air for an Aerial Rave Combo. # - Last hit in the string for that particular Textbook Combo. You are either unable to or not recommeneded to try cancelling into a Special Move or Burning Vigor Attack. ----------------------------------------------------------------------- GENERAL MOVELIST ----------------------------------------------------------------------- Standing Block Hold b when attacked Crouching Block Hold db when attacked Mid-Air Block Hold b / db when attacked while in air Jump Press ub~uf Taunt Press the button assigned to "Taunt" Dash Tap f,f / b,b Run Tap and hold f,f Dash Tackle Press P while dashing or running Dash Slide Press LK while dashing or running Dash Jump Kick Press HK while dashing or running High Jump Tap db~df,ub~uf Get Up While getting up, tap b / f / d / u Get Up Attack While getting up, press P / K Defensive Fall Press any attack button while falling Ditch (Away) Press u + KK / KK Ditch (Towards) Press d + KK Throw Press PP Low Throw Press d + PP Rival Launcher Depends on the charater (see Section 2) Mini-Rival Launcher Depends on the charater (see Section 2) Tardy Counter Perform any attack while blocking Burning Vigor Attack Depends on the character (see Section 2) 2 Person Team Up Technique Press same strength P + K Team Up Technique Counter Press same strength P + K 3 Person Team Up Technique Press any three attack buttons Attack Cancel Attack your foe as they attack you - Taunting increases your Burning Vigor gauge by one-third. - Dash Tackles and Dash Jump Kicks are easy ways to get in a quick overhead attack. - Throws are unblockable, and will always catch your opponent if they have started a Team Up Technique. - Burning Vigor Attacks cost 1 Burning Vigor level. - 2 Person Team Up Techniques cost 2 Burning Vigor levels. Pressing LP + LK will result in calling out Partner A, pressing HP + HK will result in calling out Partner B. The type of Team Up Technique that you perform is dependent on the incoming character. - Team Up Techniqe Counters can only be performed against 2 Person Team Up Techniques. They must be performed during the beginning of your opponent's 2 Person Team Up Techniques to take effect. When countering, you will enter a five second sudden death match and will be able to use only normal moves during this time period. - 3 Person Team Up Techniques cost 5 Burning Vigor levels. The type of Team Up Technique performed is dependent on the active character. - Doing an Attack Cancel gives both characters 1 full level on their Burning Vigor gauge. ========================================================================= 2. CHARACTER MOVELIST ========================================================================= Characters are listed in the alphabetical order with the exception of alternate versions of characters who appear below their normal version. Characters bios were taken from the old Rival Schools site at Capcom USA that is now defunct and dismantled. Move names were taken from both Kao Megura's Rival Schools Mini-FAQ and the Rival Schools Network. If there's a move that I either don't have a name for or an unsure of the name, it appears in brackets. Names for command attacks are fabricated by myself due to failure to locate any official names. Movelists are arranged in this order; command attacks, special moves, then Burning Vigor Attacks, followed by Team Up Techniques, and finally Textbook Combos. For more information about and how to read the Textbook Combo charts in this FAQ, see Section 4. ----------------------------------------------------------------------- AKIRA KAZAMA [ Seijyun Syogakuen ] ----------------------------------------------------------------------- Birthdate: March 3 Blood Type: AB Height: 160 cm Weight: Unknown 3-Size: 81-62-83 Relationship: Daigo Kazama (brother) Likes: Bikes, her older brother Daigo, her friends Dislikes: Chatting Special Talent: Chinese martial arts, cooking Subject(s) Good At: Japanese, Social Studies, English Subject(s) Bad At: Physical education, music Club: None Part-time Job: Maintaining motorcycles at a motorcycle store Overhead Attack f + HK Rival Launcher df + HP Mini-Rival Launcher b + HP Aerial Rave Finisher f + HP Rapid Punches b + WP, WP, WP, WP Double Somersault f + HK, HK Ura Rimon qcf + P Senpuu-bu qcf + K Houbu qcb + K Haten Rengeki qcb + P, P / K Kikou Kai qcf,qcf + P (air) Ha no Renbu qcb,qcb + P Haten Bueishuu qcf,qcf + K Ten no Renbu qcb,qcb + K 2 Person Team Up Technique Kyousou Rengekishuu 3 Person Team Up Technique Seijo no Tettsuchi LP => (LP) => HP => f HP! d LP HK b HP^ d HP f HP! b HP^ d HK# LK => HP => f HP! d LK HK b HP^ d HP f HP! b HP^ d HK# LP => d LP => d HK# d LP LK => LK => d HK# d LK d LK - The new Akira is missing her Haten no Kamae stance moves from the previous game. If you're nostalgic or wanting the old Akira, like I am, there is an alternatve version available. - The Senpuu-bu can be performed three times in a row. You can use intermixing kicks, such as qcf + LK, qcf + HK, qcf + LK. - The Kikou Kai travels at a 45 degree angle downward when performed with LP and straight when performed with HP. - The LP Ura Rimon, Senpuu-bu, and Ha no Renbu can be performed from a Textbook Combo. ----------------------------------------------------------------------- POWERED AKIRA [ Gedo Koukou ] ----------------------------------------------------------------------- Birthdate: March Blood Type: AB Height: 160 cm Weight: Unknown 3-Size: 81-62-83 Relationship: Daigo Kazama (older brother) Likes: Bikes, her older brother Daigo, her friends Dislikes: Chatting Special Talent: Chinese martial arts, cooking Subject(s) Good At: Japanese, Social Studies, English Subject(s) Bad At: Physical education, music Club: None Part-time Job: Maintaining motorcycles at a motorcycle store Overhead Attack f + HK Rival Launcher df + HP Mini-Rival Launcher b + HP Aerial Rave Finisher f + HP Double Somersault f + HK, + HK Ura Rimon qcf + P (Head Butt) dp + P Senpuu-bu qcf + K Houbu qcb + K Haten no Kamae qcb + P Launch Pad LP,HP,HK,LK from Haten no Kamae Bully Beater LK,LP,HP,HK from Haten no Kamae Sen'en Shippuubu HP,LP,LK,HK from Haten no Kamae Tenhou no Kyaku HK,LK,LK,LK,LP,HP from Haten no Kamae Kikou Kai qcf,qcf + P (air) Ha no Renbu qcb,qcb + P Ten no Renbu qcb,qcb + K 2 Person Team Up Technique Kyousou Rengeki Shuu 3 Person Team Up Technique Gedou Koma LP => (LP) => HP => f HP! d LP HK b HP^ d HP f HP! b HP^ d HK# LK => HP => f HP! d LK HK b HP^ d HP f HP! b HP^ d HK# LP => d LP => d HK# d LP LK => LK => d HK# d LK d LK - Powered Akira is more or less a carbon copy of the original Akira in the previous game that dons her brother Daigo's biker helmet. - The Senpuu-bu can be performed three times in a row. You can use intermixing kicks, such as qcf + LK, qcf + HK, qcf + LK. - During the Haten no Kamae, press any button to attack. Or, press in any direction to cancel the move. - The Kikou Kai travels at a 45 degree angle downward when performed with LP and straight when performed with HP. - The LP Ura Rimon, Senpuu-bu, and Ha no Renbu can be performed from a Textbook Combo. ----------------------------------------------------------------------- BATSU ICHIMONJI (IMAWANO) [ Taiyo Gakuen ] ----------------------------------------------------------------------- Birthdate: January 1 Blood Type: O Height: 171 cm Weight: 64 kg 3-Size: 95-72-80 Relationship: Raizo Imawano (father), Shizuku Imawano (mother) Kyosuke Kagami (cousin), Hyo Imawano (cousin) Home Life: Lives with his mother Likes: Straight things, ninja, his mother Dislikes: Dogs, "not straight" things, unfair things Special Talent: Eating fast Subject(s) Good At: Physical Education Subject(s) Bad At: Anything else except Physical Education Club: He has not joined any club yet. Part-Time Job: A part time job is prohibited at Taiyo, but he reviously sold newspapers and milk in order to help out his mother. Overhead Attack b + HP / + HK Rival Launcher df + HP Mini-Rival Launcher df + HK Aerial Rave Finisher f + HP / f + HK Ryuusei Kick qcf + K (in air) Kiai Dan qcf + P (air) Guts Upper dp + P Mikazuki Kick qcb + K Zenkai Ryuusei Kick qcf,qcf + K (in air) Zenkai Kiai Dan qcf,qcf + P (air) Zenkai Guts Upper qcb,qcb + P 2 Person Team Up Technique Double Kiai Dan 3 Person Team Up Technique Final Symphony LP => (LP) => HP => f HP! d LP (LK) HK df HK^ d HP f HK# df HK^ f HK# d HK# LK => HP => f HP! d LK HK df HK^ d HP f HK# df HK^ f HK# d HK# LK => LK => f HK# d LK d LK LP => d LP => f HK# d LP - The Zenkai Guts Upper acts as a Rival Launcher and can be followed up with an air combo. - The Kiai Dan, Guts Upper, Mikazuki Kick, and Zenkai Kiai Dan can all be performed from a Textbook Combo. ----------------------------------------------------------------------- BURNING BATSU [ Taiyo Gakuen ] ----------------------------------------------------------------------- Birthdate: January 1 Blood Type: O Height: 171 cm Weight: 64 kg 3-Size: 95-72-80 Relationship: Raizo Imawano (father), Shizuku Imawano (mother) Kyosuke Kagami (cousin), Hyo Imawano (cousin) Home Life: Lives with his mother Likes: Straight things, ninja, his mother Dislikes: Dogs, "not straight" things, unfair things Special Talent: Eating fast Subject(s) Good At: Physical Education Subject(s) Bad At: Anything else except Physical Education Club: He has not joined any club yet. Part-Time Job: A part time job is prohibited at Taiyo, but he reviously sold newspapers and milk in order to help out his mother. Overhead Attack b + HP / + HK Rival Launcher df + HP Mini-Rival Launcher df + HK Aerial Rave Finisher f + HP / f + HK Ryuusei Kick qcf + K (in air) Kiai Dan qcf + P (air) (Guts Upper) dp + P Mikazuki Kick qcb + K Zenkai Ryuusei Kick qcf,qcf + K (in air) Zenkai Kiai Dan qcf,qcf + P (air) Zenkai Guts Upper qcb,qcb + P (Zenkai Throw) qcf,qcf + K (in air) 2 Person Team Up Technique (Double Kiai Dan) 3 Person Team Up Technique Final Symphony LP => (LP) => HP => f HP! d LP (LK) HK df HK^ d HP f HK# df HK^ f HK# d HK# LK => HP => f HP! d LK HK df HK^ d HP f HK# df HK^ f HK# d HK# LP => d LP => f HK# d LP LK => LK => f HK# d LK d LK - The Zenkai Guts Upper acts as a Rival Launcher and can be followed up with an air combo. - The Kiai Dan, (Guts Upper), Mikazuki Kick, and Zenkai Kiai Dan can all be performed from a Textbook Combo. ----------------------------------------------------------------------- BOMAN DELGADO [ Pacific High School ] ----------------------------------------------------------------------- Birthdate: July 30 Blood Type: A Height: 200 cm Weight: 101 kg 3-Size: 138-90-95 Relationship: None Home Life: Lives alone in the Pacific dorms Likes: Praying Dislikes: Violence Special Talent: Cooking Subject(s) Good At: Theology, philosophy Subject(s) Bad At: Math, science Club: Chorus Part-Time Job: Volunteers at church on Sunday Overhead Attack b + HP / f + HK Rival Launcher df + HP Mini-Rival Launcher None Aerial Rave Finisher f + HP God Lariat qcb + P (in air) God Rush qcf + P God Hook qcb + P God Defense qcf + K / qcb + K God Straight LP from God Defense God Upper HP from God Defense Heaven's Rush qcf,qcf + P Heaven's Cross qcb,qcb + P 2 Person Team Up Technique Double Power Buster 3 Person Team Up Technique Triple Heaven's Cross LP => (LP) => HP! => f HP# d LP (d LP) f HP# LK => (LK) => d HK => df HK# d LP (d LK) LK => (LK) => HK! d LP (d LK) - The God Rush, God Hook, and Heaven's Cross can all be performed from a Textbook Combo. ----------------------------------------------------------------------- DAIGO KAZAMA [ Gedo Koukou ] ----------------------------------------------------------------------- Birthdate: September 15 Zodiac: Virgo Blood Type: AB Height: 190 cm Weight: 89 kg 3-Size: 100-88-95 Relationship: Akira Kazama (younger sister) Home Life: Lives with younger sister, Akira Likes: Enka, straight things, heroic movies Dislikes: Caterpillars, bent things Special Talent: Telling people about what makes a man Subject(s) Good At: Japanese language Subject(s) Bad At: None Club: None Part-Time Job: None Overhead Attack b + HP Rival Launcher df + HP Mini-Rival Launcher b + HK Aerial Rave Finisher f + HP Kikou Kai qcf + P (in air) Musou Tsuki qcf + P Daichizuki qcb + P Musouriken dp + P Musou-geri qcb + K Kou Kikou Kai qcf,qcf + P (in air) Musou Seiken Tsuki qcf,qcf + P Shin Otoko no Senaka qcb,qcb + K 2 Person Team Up Technique Nan no Naka no Otoko 3 Person Team Up Technique Gedou Koma LP => (LP) => HP => f HP! d LP HK b HK^ d HP f HK# b HK^ d HK# LK => HP => f HP! d LK HK b HK^ d HP f HK# b HK^ d HK# LP => d LP => f HK# d LP LK => LK => f HK# d LK d LK - The HP Musou Tsuki can be performed three times in a row. - The Kikou Kai and Kou Kikou Kai travel at a 45 degree angle downward when performed with LP and straight when performed with HP. - The Musou Tsuki, Daichizuki, Musouriken, Musou-geri, Musou Seiken Tsuki, and Shin Otoko no Senaka can all be performed from a Textbook Combo. ----------------------------------------------------------------------- WILD DAIGO [ Gedo Koukou ] ----------------------------------------------------------------------- Birthdate: September 15 Zodiac: Virgo Blood Type: AB Height: 190 cm Weight: 89 kg 3-Size: 100-88-95 Relationship: Akira Kazama (younger sister) Home Life: Lives with younger sister, Akira Likes: Enka, straight things, heroic movies Dislikes: Caterpillars, bent things Special Talent: Telling people about what makes a man Subject(s) Good At: Japanese language Subject(s) Bad At: None Club: None Part-Time Job: None Overhead Attack b + HP Rival Launcher df + HP Mini-Rival Launcher b + HK Aerial Rave Finisher f + HP Kikoukai qcf + P (in air) Musou Tsuki qcf + P Daichizuki qcb + P Musouriken dp + P Musou-geri qcb + K Kou Kikoukai qcf,qcf + P (in air) (Musou Seiken Tsuki) qcf,qcf + P (Shin Otoko no Senaka) qcb,qcb + K 2 Person Team Up Technique (Nan no Naka no Otoko) 3 Person Team Up Technique Gedou Koma LP => (LP) => HP => f HP! d LP HK b HK^ d HP f HK# b HK^ d HK# LK => HP => f HP! d LK HK b HK^ d HP f HK# b HK^ d HK# LP => d LP => f HK# d LP LK => LK => f HK# d LK d LK - Wild Daigo is a brainwashed Daigo being controlled via a mystical flute by Kurow and Yurika. - The HP Musou Tsuki can be performed three times in a row. - The Kikou Kai and Kou Kikou Kai travel at a 45 degree angle downward when performed with LP and straight when performed with HP. - The (Shin Otoko no Senaka) has autoblock. - The final hit of Wild Daigo's (Nan no Naka no Otoko) will hurt your active character for moderate damage, so be sure not to use it when your life is low. - The Musou Tsuki, Daichizuki, Musouriken, Musou-geri, and (Musou Seiken Tsuki) can all be performed from a Textbook Combo. ----------------------------------------------------------------------- EDGE (EIJI YAMADA) [ Gedo Koukou ] ----------------------------------------------------------------------- Birthdate: April 1 Blood Type: AB Height: 173 cm Weight: 60 kg 3-Size: 88-59-72 Relationship: None Home Life: Lives with both parents and an older brother and older sister, both upstanding members of society Likes: Army Knives Dislikes: His name, Seriously hard work Subject(s) Good At: Nothing Subject(s) Bad At: Everything, especially math Club: None Part-time Job: None. He has tried several jobs, but none of them have ever worked out. Overhead Attack f + HK Rival Launcher df + HP Mini-Rival Launcher df + HK Aerial Rave Finisher f + HK Three Kick Chain b + HK, b + HK, b + HK Four Kick Chain b + HK, b + HK, HK, b / f + HK Ura-giri qcf + P (air) Taikuu Ura-giri qcb + P Batou qcf + K Hakai qcb + K (air) Souzetsu na Uragiri qcf,qcf + P Chi matsuri qcb,qcb + P 2 Person Team Up Technique Jigoku 3 Person Team Up Technique Gedou Koma LP => (LP) => HP! => df HK^ d LP (LK) HK! f HP# d HP! d HK! df HK^ f HP# LK => HP => f HP! d LK HK b HK^ d HP f HK# b HK^ d HK# LP => d LP => f HP# d LP LK => d LK => f HP# d LK - The Three Kick Chain and Four Kick Chain can be inserted in any Textbook Combo after or replacing a standing or crouching HK. - The ground version of the Ura-giri can be performed four times in a row by doing two LP versions and followed by two HP versions. The second LP version can be omitted in the process. - The air version of the Ura-giri can be performed two times in a row by doing a LP version followed by a HP version. - The Taikuu Ura-giri can be performed two times in a row by doing a LP version followed by a HP version. - The Chi matsuri automatically side-steps when it is performed. - The Ura-giri, Taikuu Ura-giri, Batou, and Chi matsuri can all be performed from a Textbook Combo. ----------------------------------------------------------------------- GAN ISHIDO ----------------------------------------------------------------------- Birthdate: January 3 Blood Type: O Height: 198 cm Weight: 115 kg 3-Size: 170-159-165 Relationship: None Home Life: Lives with both parents, three younger brothers, and three younger sisters. Likes: Rice balls Dislikes: Studying Special Talent: Sumo wrestling, eating a lot, eating fast Subjects Good At: Physical Education Subjects Bad At: Almost anything except physical education Club: Sumo club, though he never attends it Part-time Job: Sometimes he does one-day jobs that require physical strength (i.e.: road construction, moving company, etc) Overhead Attack b + HK Rival Launcher df + HP Mini-Rival Launcher Buchika Mashi Aerial Rave Finisher f + HP / d + HK Ganseki Otoshi qcf + P (in air, close) Ganseki Kudaki qcf + K (in air) Teppou Tsuki qcf + P Kashiwade Yaburi dp + P Aranami Shiko qcf + K Buchika Mashi qcb + K Oo Arashi hcb + P (close) Nadare Otoshi qcf,qcf + P (in air, close) Midare Teppou Tsuki qcf,qcf + P Funka Zan qcb,qcb + P (close) 2 Person Team Up Technique Kakka Zan 3 Person Team Up Technique Gedou Koma LP => (LP) => HP! LK (LK) HK! d LP (d LP) d HP! d LK (d LK) d HK! f HP# HP => f HP# HK d HP d HK - The HP Teppou Tsuki can be performed three times in a row. - The HK Aranami Shiko can be performed two times in a row. - The HK Ganseki Kudaki will dizzy a standing opponent. - The Buchika Mashi acts as a Rival Launcher and can be followed up with an air combo. - The Oo Arashi and Funka Zan are unblockable throws. - In my opinion, the Dai-senpuu and Nadae Otoshi are ineffective and not worth the time, effort, or use of the Burning Vigor Gauge. - The Teppou Tsuki, Aranami Shiko, and Nadare Otoshi can all be performed from a Textbook Combo. - The Kashiwade Yaburi and Buchika Mashi can all be performed from a d HP in a Textbook Combo. ----------------------------------------------------------------------- HAYATO NEKKETSU [ Taiyo Gakuen ] ----------------------------------------------------------------------- Birthdate: August 15th Blood Type: O Height: 191 cm Weight: 80 kg 3-Size: 111-89-92 Relationship: None Home Life: Not available Likes: Bright red jerseys, fighting spirit, sexy and nice women Dislikes: Disregarding manners, things his parents didn't find important Special Talent: Slapping things down with the shinai, putting in fighting spirit Subject(s) Good At: Physical education Subject(s) Bad At: Puzzling subjects Club: Not Applicable Job: Physical education teacher Overhead Attack b + HK Rival Launcher df + HP Mini-Rival Launcher df + HK Aerial Rave Finishers f + HP Kaiten Shinai Otoshi qcf + k (in air) Nekketsu Shinai qcf + P (air) Kiai Knuckle qcb + P Shidou Kick qcb + K Kiai Kick dp + K Nekketsu Udetatefuse qcf,qcf + P Nekketsu Cross Counter qcb,qcb + P (hold) Nekketsu Fuusha qcf,qcf + K (Super Armor) qcb,qcb + K 2 Person Team Up Technique Nekketsu Kiai Hou 3 Person Team Up Technique Kiba Otoshi LP => (LP) => HP! => d HP^ d LP (LK) HK! f HP! d HP^ d HK# LK => HP! => d HP^ d LK HK f HP! d HP^ d HK# LP => d LP => f HP# d LP d HK# LP => d LK => f HP# d LK d HK# - The Kiai Knuckle and Nekketsu Cross Counter have autoblock. - The Nekketsu Cross Counter does more damage when delayed by holding P. The damage bonus will automatically max out after six seconds and, if you are still holding P, Hayato will automatically attack when seven seconds pass by. The time is real time and not game timer ticks. The damage that results is listed in the chart below. Time Move is Charged Damage 0 - 1 seconds 46 1 - 2 seconds 53 2 - 3 seconds 60 3 - 4 seconds 68 4 - 5 seconds 75 5 - 6 seconds 90 / 101 The damage of the last attack level varies depending on whether or the opponent's back is turned to your ot not. 90 damage is done when the opponent is not facing you and 101 damage occurs when hitting head on. You can keep track of time by counting the number of times Hayato's burning fist has bobbed up and down. - During the (Super Armor), Hayato will not go into hit-stun. - The Nekketsu Shinai, Kaiten Shinai Otoshi, Shidou Kick, Kiai Kick, Nekketsu Udetatefuse, and Nekketsu Fuusha can all be performed from a Textbook Combo. ----------------------------------------------------------------------- HIDEO SHIMAZU [ Justice Gakuen ] ----------------------------------------------------------------------- Birthdate: May 5 Blood Type: A Height: 165 cm Weight: 68 kg 3-Size: 93-80-85 Relationship: Kyoko Minazuki (secret love interest) Home Life: Left his home, lives alone in a dojo in Kyushu Likes: Japanese literature, Japanese-style meals, students Dislikes: Disputes, cowardly things Special Talent: Karate, cooking, laundry, cleaning Subject(s) Good At: Not Available Subject(s) Bad At: Not Available Club: Not Applicable Job: Japanese language teacher Overhead Attack b + HP / + HK Rival Launcher df + HP Mini-Rival Launcher d + HP Aerial Rave Finishers f + HP Raiei Shuu qcf + K (in air) Seiha Ken qcf + P (air) Taikuu Seiha Ken qcb + P Jicchoku Ken dp + P Shin'en Kyaku qcb + K Shimazu-ryuu Raiei Shuu qcf,qcf + K (in air) Shimazu-ryuu Jicchoku Ken qcf,qcf + P Shimazu-ryuu Seiha Ken qcb,qcb + P 2 Person Team Up Technique Shimazu-ryuu Shin Seiha Ken 3 Person Team Up Technique Shakusei no Arashi LP => (LP) => HP => f HP# d LP HK d HP! d HK# LK => HP => f HP# d LK HK d HP! d HK# LK => LK => f HP# d LK d LK LP => d LP => f HP# d LP - The Raiei Shuu can no longer be performed three times in a row, it has been turned into a Burning Vigor Attack - The Air Seiha Ken can be performed two times in a row. - The Seiha Ken, Jicchoku Ken, Shin'en Kyaku, Shimazu-ryuu Jicchoku Ken, and Shimazu-ryuu Seiha Ken can all be performed in a Textbook Combo. ----------------------------------------------------------------------- HINATA WAKABI [ Taiyo Gakuen ] ----------------------------------------------------------------------- Birthdate: April 12th Blood Type: O Height: 155 cm Weight: 41 kg 3-Size: 78-56-78 Relationship: Natsu Aihara, Sakura Kasugano (best friends) Home Life: Lives with both parents and older sister Asaka, a college student Likes: Cake, rare things, hand-to-hand fighting techniques Dislikes: Dirty things, bugs Special Talent: Moving her body, karaoke Subject(s) Good At: Social studies, Japanese, physical education Subject(s) Bad At: Calligraphy Club: She doesn't belong to one officially, but many people ask for her help in the clubs Part-Time Job: A part time job is prohibited at Taiyo Overhead Attack b + HK Rival Launcher df + HK Mini-Rival Launcher d + HP Aerial Rave Finishers f + HP / + HK Renkyaku Dan qcf + K (in air) Rengeki Ken qcf + P Shouyou Ken dp + P Enbu Kyaku qcb + K (air) Hisshou Rengekiken qcf,qcf + P Rasen Enbu Kyaku qcb,qcb + K (air) 2 Person Team Up Technique Guts Hyakubai 3 Person Team Up Technique Final Symphony LP => (LP) => HP => f HP! d LP d HP df HP^ f HK# LK => HK => f HP! d LK d HK df HP^ f HK# LK => LK => f HK# d LK d LK LP => d LP d LP - You can tap K rapidly during the Renkyakyu Dan for two additional projectiles - The Enbu Kyaku now falls quickly and no longer travel horizontally when performed in the air. - Hinata's 2 Person Team Up Technique will give your active character five extra levels in their Burning Vigor Gauge. - The Rengeki Ken, Shouyou Ken, Enbu Kyaku, Hisshou Rengekiken, and Rasen Enbu Kyaku can all be performed from a Textbook Combo. ----------------------------------------------------------------------- HYO IMAWANO [ Justice Gakuen ] ----------------------------------------------------------------------- Birthdate: April 4 Blood Type: B Height: 183 cm Weight: 67 kg 3-Size: 95-76-80 Relationship: Kyosuke Kagami (younger twin brother), Batsu Ichimonjo (cousin), Raizo Imawano (uncle) Home Life: A mystery... Likes: Political Power, Japanese swords Dislikes: Love, friendship, willpower Special Talent: The art of brainwashing Subject(s) Good At: Anything Subject(s) Bad At: Nothing Club: Head of Student Council Part-Time Job: None Overhead Attack b + HK Rival Launcher df + HK Mini-Rival Launcher d + HP Aerial Rave Finishers f + HP / + HK Quick Stab f + LP, HP / b + HP Tenrai Zan qcf + P (in air) Ichimonji-giri qcf + P Jyuumonji-giri P from Ichimonji-giri Iai-giri qcb + P Iai-giri Kai P from Iai-giri Ouryuu Zan dp + P Gen'ei Shuu qcb + K (air) (Sword Rush) qcf,qcf + P Ankoku Gen'ei Zan qcf,qcf + K Ankoku Gen'ei Shuu qcb,qcb + K 2 Person Team Up Technique Zankoku Zan 3 Person Team Up Technique Shakusei no Arashi LP => (LP) => HP => HK => f HP! d LP (LK) df HK^ f HK# LP => (LP) => HP => f HP! d LP (LK) HK df HK^ df HK^ f HK# d HP# d HK# LK => HP => HK => f HP! d LK df HK^ f HK# LK => HP => f HP! d LK HK df HK^ df HK^ f HK# d HP# d HK# LK => LK => f HK# d LK d LK LP => d LP => f HK# d LP - The final hit of Hyo's Zankoku Zan will hurt your active character for moderate damage, so be sure not to use it when your life is low. - The Ichimonji-giri, Ouryuu Zan, Gen'ei Shuu, (Sword Rush), and Ankoku Gen'ei Shuu can all be performed from a Textbook Combo. ----------------------------------------------------------------------- DEMON HYO [ Justice Gakuen ] ----------------------------------------------------------------------- Birthdate: April 4 Blood Type: B Height: 183 cm Weight: 67 kg 3-Size: 95-76-80 Relationship: Kyosuke Kagami (younger twin brother), Batsu Ichimonjo (cousin), Raizo Imawano (uncle) Home Life: A mystery... Likes: Political Power, Japanese swords Dislikes: Love, friendship, willpower Special Talent: The art of brainwashing Subject(s) Good At: Anything Subject(s) Bad At: Nothing Club: Head of Student Council Part-Time Job: None Overhead Attack b + HK Rival Launcher df + HK Mini-Rival Launcher d + HP Aerial Rave Finishers f + HP / + HK (X Strike) qcf + P (air) (Sword Rush) qcb + P (Ouryuu Zan) dp + P Gen'ei Shuu qcb + K (air) (Sword Ranbu) qcf,qcf + P (Energy Stream) qcf,qcf + K (Preotective Sphere) qcb,qcb + K (air) 2 Person Team Up Technique (Zankoku Zan) 3 Person Team Up Technique Shakusei no Arashi LP => (LP) => HP! => HP! => HP# d LP HK! df HK^ d HP! b HP# df HK^ f HK# b HP# f HK# LP => (LP) => HP! => f HP! => HP! => HP# d LP HK! df HK^ d HP! b HP# df HK^ f HK# b HP# f HK# LK => HP! => HP! => HP# d LK HK! df HK^ d HP! b HP# df HK^ f HK# b HP# f HK# LK => HP! => f HP! => HP! => HP# d LK HK! df HK^ d HP! b HP# df HK^ f HK# b HP# f HK# LK => LK => b HP# d LK d LK f HK# LP => d LP => b HP# d LP f HK# - Demon Hyo is Hyo possessed by the spirit of his deceased father. - The (Sword Rush) may be performed three times in a row. - The final hit of Hyo's Zankoku Zan will hurt your active character for moderate damage, so be sure not to use it when your life is low. - All of Demon Hyo's Special Moves and Burning Vigor attacks can be comboed after any HP in a Textbook Combo that does not end the Textbook Combo. ----------------------------------------------------------------------- IINCYO [ Taiyo Gakuen ] ----------------------------------------------------------------------- Birthdate: Blood Type: Height: Weight: 3-Size: Relationship: Home Life: Likes: Dislikes: Special Talent: Subject(s) Good At: Subject(s) Bad At: Club: Part-Time Job: Overhead Attack b + HP Rival Launcher None Mini-Rival Launcher df + HP / HK Aerial Rave Finishers f + HP Shippuu no Kata qcf + P Haiwa no Kata qcb + P Shouryuu no Kata dp + p (hold) Shiden no Kata qcf + K (hold) Zenpou Tenshin no Kata qcb + K Enbu Hirou qcf,qcf + P Sekkyou Kougeki qcf,qcf + K 2 Person Team Up Technique Iincyo no One Point Advice 3 Person Team Up Technique Kiba Otoshi LP => (LP) => (HP) => HP => f HP! d LP HK df HP^ d HP df HK^ d HK f HK# f HP! b HK# df HP^ df HK^ f HK# LK => (HP) => HP => f HP! d LK HK df HP^ d HP df HK^ d HK f HK# f HP! b HK# df HP^ df HK^ f HK# LK => LK => f HK# d LK d LK b HK# LP => d LP => f HK# d LP b HK# - Yes, I know I'm missing character information for Iincyo. - The Shouryuu no Kata does more damage and hits when delayed by holding P. The damage bonus will automatically max out after six seconds and, if you are still holding P, Iincyo will automatically attack when seven seconds pass by. The time is real time and not game timer ticks. The damage that results is listed in the chart below. Time Move is Charged Damage 0 - 1 seconds 13 1 - 2 seconds 25 2 - 3 seconds 37 3 - 4 seconds 48 4 - 5 seconds 59 5 - 6 seconds 67 You can keep track of time by counting the number of times the spiral animation around Iincyo's hand has recycled. - The Shiden no Kata does more damage and hits when delayed by holding K. The damage bonus will automatically max out after six seconds and, if you are still holding K, Iincyo will automatically attack when seven seconds pass by. The time is real time and not game timer ticks. The damage that results is listed in the chart below. Time Move is Charged Damage 0 - 1 seconds 8 1 - 2 seconds 16 2 - 3 seconds 24 3 - 4 seconds 31 4 - 5 seconds 38 5 - 6 seconds 43 You can keep track of time by counting the number of times the spiral animation beneath Iincyo has recycled. - The Zenpou Tenshin no Kata is roll that can place you on the other side of your opponent. In general, you're better off just using the regular sidestep. - Iincyo's Team Up Technique will give your active character a little extra life if they have been damaged previously in addition to giving your active character four extra levels in their Burning Vigor Gauge. - The Shippuu no Kata, Shouryuu no Kata, and Shiden no Kata can all be performed in a Textbook Combo. Because the Shouryuu no Kata and Shiden no Kata do not knock down the opponent or leave them stunned, it is recommended to use the Shippu no Kata. - For the life of me, I can't combo any of Iincyo's Burning Vigors... ----------------------------------------------------------------------- KUROW [ Justice Gakuen ] ----------------------------------------------------------------------- Birthdate: Blood Type: Height: Weight: 3-Size: Relationship: Home Life: Likes: Dislikes: Special Talent: Subject(s) Good At: Subject(s) Bad At: Club: Head of the Dark Side Student Council Part-Time Job: Overhead Attack b + HP / HK Rival Launcher df + HK Mini-Rival Launcher d + HP Aerial Rave Finishers f + HK (Rushing Punches) qcf + P (Roppu Tsuki) qcb + P (Kyoujuu Reppa) dp + P (hold) (Yasha-guruma) qcf + K (air, rapidly) (Counter) qcb + K (Energy Drain) qcf,qcf + P from (Kyoujuu Reppa) (Rushing Attack) qcf,qcf + P (Energy Pillar) qcb,qcb + P 2 Person Team Up Technique (Double Flying Attacks) 3 Person Team Up Technique (Back Stabber) LP => (LP) => HP! => HK! => f HP# d LP (LK) f HP# f HK# f HK# d HK# LP => (LP) => HP! => f HP# d LP (LK) HK! f HK# d HP^ d HK# LK => HP! => HK! => f HP# d LK d HP^ f HP# f HK# f HK# d HK# LK => HP! => f HP# d LK HK! f HK# d HP^ d HK# LK => LK# d LK d HK# LP => d LP# d LP - Yes, I know I'm missing character information for Kurow. - The (Rushing Punches) can be performed three times in a row. You can use intermixing punches, such as qcf + LP, qcf + HP, qcf + LP. - The Nekketsu Cross Counter does more damage and hits when delayed by holding P. The damage bonus will automatically max out after six seconds and, if you are still holding P, Kurow will automatically attack when seven seconds pass by. The time is real time and not game timer ticks. The damage that results is listed in the chart below. Time Move is Charged Damage 0 - 1 seconds 16 1 - 2 seconds 24 2 - 3 seconds 31 3 - 4 seconds 18 4 - 5 seconds 43 5 - 6 seconds 48 You can keep track of time by counting the number of times Kurow has moved his open palm up and and down. - The (Yasha-guruma) can hit additionally by rapidly tapping K. The direction can also be controlled during the additional attacks by holding any direction. - The (Counter) counters non-projectile attacks and teleports Kurow to the other side of his opponent, LK is near and HK is far. - The (Energy Drain) can only be performed from the (Kyoujuu Reppa) and allows Kurow to regain some life if he was previously damaged. - The LP (Energy Pillar) can be followed with a HP (Energy Pillar). - The (Energy Pillar) acts as a Mini-Rival Launcher and can be followed up with an air combo. - The (Rushing Punches) and (Yasha-guruma) can all be performed from any HP or HK in a Textbook Combo. - The (Energy Pillar) can be performed from any HP in a Textbook Combo. - My roommate and I think that Kurow looks remarkably similar to K' from the King of Fighters... ----------------------------------------------------------------------- VATSU [ Taiyo Gakuen ] ----------------------------------------------------------------------- Birthdate: Blood Type: Height: Weight: 3-Size: Relationship: Home Life: Likes: Dislikes: Special Talent: Subject(s) Good At: Subject(s) Bad At: Club: Part-Time Job: Overhead Attack b + HP / + HK Rival Launcher df + HP Mini-Rival Launcher df + HK Aerial Rave Finisher f + HP / f + HK Kiai Dan qcf + P (air) (Rushing Punches) qcb + P (Kyoujuu Reppa) dp + P (hold) (Yasha-guruma) qcf + K (air, rapidly) Zenkai Kiai Dan qcf,qcf + P (air) (Imawano-ryuu Kyoujuu Reppa) qcb,qcb + P 2 Person Team Up Technique Double Kiai Dan 3 Person Team Up Technique Final Symphony LP => (LP) => HP! => df HK^ d LP (LK) HK! f HP# d HP! f HK# df HK^ f HK# d HK# LK => HP! => df HK^ d LK HK! f HP# d HP! f HK# df HK^ f HK# d HK# LK => LK => f HP# d LK d LK f HK# LP => d LP => f HP# d LP f HK# - Vatsu is Kurow impersonating Batsu to stir up controversy. - Yes, I know I'm missing character information for Vatsu. - The (Rushing Punches) can be performed three times in a row. You can use intermixing punches, such as qcb + LP, qcb + HP, qcb + LP. - The (Kyoujuu Reppa) does more damage and hits when delayed by holding P. - The (Yasha-guruma) can hit additionally by rapidly tapping K. The direction can also be controlled during the additional attacks by holding any direction. - The Kiai Dan, (Rushing Punches), (Yasha-guruma), Zenkai Kiai Dan, and (Imawano-ryuu Kyoujuu Reppa) can all be performed in a Textbook Combo. ----------------------------------------------------------------------- KYOKO MINAZUKI [ Justice Gakuen ] ----------------------------------------------------------------------- Birthdate: June 7 Blood Type: B Height: 173 cm Weight: Unknown 3-Size: 87-56-89 Relationship: None Home Life: Lives with both her parents Likes: Japanese sake, horse racing Dislikes: All kinds of household duties Special Talent: Orthopedics, surgery Subject(s) Good At: Biology, chemistry Subject(s) Bad At: None Club: Not Applicable Part Time Job: Science teacher Overhead Attack b + HK Rival Launcher df + HK Mini-Rival Launcher LK Shouten Sekkai Aerial Rave Finisher f + HK Shokushin qcf + P, K (rapidly) Shusseki Kakunin qcb + P Kaishin qcb + K (air) Katayoku no Kamae qcf + K Shouten Sekkai dp + K Shinshin b + KK Shi no Kaigo qcf,qcf + P Tengoku he no Kaidan qcf,qcf + K Naraku no Houdou qcb,qcb + K 2 Person Team Up Technique Kyuukyoku no Kyousei Jutsu 3 Person Team Up Technique Shakusei no Arashi LP => (LP) => HP => HK => f HP# d LP (LK) d HP d HK# f HK# d HK# LP => (LP) => HP! => f HP# d LP (LK) HK! f HK# d HP d HK# LK => HP => HK => f HP# d LK d HP d HK# f HK# d HK# LK => HP! => f HP# d LK HK! f HK# d HP d HK# LK => LK => f HP# d LK d LK f HK# LP => d LP => f HP# d LK f HK# - The Kaishin can be performed three times in a row. - The Kaishin will counter non-projectile attack. - The LK Shouten Sekkai acts as a Mini-Rival Launcher and can be followed up with an air combo. - The HK Shouten Sekkai can be followed up with another HK. - The Shokushin and Shi no Kaigo are unblockable throws. - Kyoko's 2 Person Team Up Technique will give your active character a little extra life if they have been damaged previously. - The Kaishin, Shouten Sekkai, and Tengoku he no Kaidan can all be performed in a Textbook Combo. ----------------------------------------------------------------------- KYOSUKE KAGAMI (IMAWANO) [ Taiyo Gakuen ] ----------------------------------------------------------------------- Birthdate: April 4th Blood Type: B Height: 182 cm Weight: 66 kg 3-Size: 95-75-79 Relationship: Hyo Imawano (brother), Batsu Ichimonji (cousin) Raizo Imawano (uncle) Home Life: Lives alone in a mansion near a college Likes: Chess, Shougi, Mirrors Dislikes: Sweat, hard work Special Talent: Calligraphy, Flower Arrangement Subject(s) Good At: Math, science Subject(s) Bad At: Nothing particular Club: Member of the moral committee Part-Time Job: A part time job is prohibited at Taiyo Overhead Attack b + HK Rival Launcher df + HK Mini-Rival Launcher LK Shouten Sekkai Aerial Rave Finisher f + HK Gen'ei Wave qcf + P (in air) Cross Cutter qcf + P Gen'ei Breaker qcb + P (overhead) Raijin Upper dp + P Gen'ei Kick qcf + K (air) Kakusan Cross Cutter qcf,qcf + P Super Raijin Upper qcb,qcb + P Double Gen'ei Kick qcf,qcf + K (air) 2 Person Team Up Technique Last Symphony 3 Person Team Up Technique Final Symphony LP => (LP) => HP => HK => f HK! d LP (LK) d HP d HK# f HP# d HK# LP => (LP) => HP => f HK! d LP (LK) HK f HK# d HP d HK# LK => HP => HK => f HK! d LK d HP d HK# f HP# d HK# LK => HP => f HK! d LK HK f HP# d HP d HK# LK => LK => f HP# d LP d LK d LK LP => c LP => f HP# - Kyosuke can chain his Aerial Rave Finishes together. - The Raijin Upper acts as a Mini-Rival Launcher and can be followed up with an air combo. - The Super Raijin Upper acts as a Rival Launcher and can be followed up with an air combo. - The Cross Cutter, Gen'ei Breaker, Raijin Upper, Gen'ei Kick, Kakusan Cross Cutter, and Double Gen'ei Kick can all be performed in a Textbook Combo. ----------------------------------------------------------------------- MOMO KARUIZAWA [ Gorin Koukou ] ----------------------------------------------------------------------- Birthdate: Blood Type: Height: Weight: 3-Size: Relationship: Home Life: Likes: Dislikes: Special Talent: Subject(s) Good At: Subject(s) Bad At: Club: Part-Time Job: Overhead Attack b + HP Rival Launcher df + HP Mini-Rival Launcher df + HK Aerial Rave Finisher f + HP Batabata Racket qcf + P (in air, rapidly) Hoeru Serve qcf + P Hoeru Volley qcf + P from Hoeru Serve Spin Smash qcf + K Giant Swing hcb + P (close) Dadakko Attack qcf,qcf + P Momo Crush qcb,qcb + P (air) 2 Person Team Up Technique Ningen Kabeuchi 3 Person Team Up Technique Nekketsu Daisharin LP => (LP) => HP => f HP! d LP (LK) d HP# f HK^ LK => HK => f HP! d LK d HK# f HK^ LK => LK => d HK# d LK d LK LP => d LP => d HP# d LP - Yes, I know I'm missing character information for Momo. - The Batabata Racket can hit additionally by rapidly tapping P. - Momo's Aerial Rave Finisher Racket deals the same amount of damage as the Batabata Racket, so the only real reason to use the Batabata Racket is to get more hits and look cooler. (; - The Hoeru Serve and Volley can be used with intermixing punches, such as qcf + LP, qcf + HP. - The Giant Swing is an unblockable throw. - The last hit of the Dadakko Attack is an overhead. - The Hoeru Serve, Spin Smash, Dadakko Attack, and Momo Crush can all be performed in a Textbook Combo. ----------------------------------------------------------------------- NAGARE NAMIKAWA [ Gorin University ] ----------------------------------------------------------------------- Birthdate: July 20 Blood Type: B Height: 187 cm Weight: 85 kg 3-Size: 108-88-95 Relationship: Shoma Sawamura, Shuuichi Sawamura (childhood neighborhood friends) Home Life: Not Available Likes: Swimming, oceans, rivers Dislikes: Caterpillars, bent things Special Talent: Swimming, just about anything that has to do with water or the ocean Subject(s) Good At: Physical education Subject(s) Bad At: Subjects that don't have anything to do with water or the ocean Club: Swimming club Part-Time Job: None Overhead Attack b + HP Rival Launcher None Mini-Rival Launcher df + HP Aerial Rave Finisher f + HP / HK Tobikomi qcf + P (air) Jinkou Jikyuu qcb + P Hiraoyogi Kick qcf + K Kojin Medley qcf,qcf + P (air) Chou Bata-ashi qcf,qcf + K 2 Person Team Up Technique Synchronized Attack 3 Person Team Up Technique Nekketsu Daisharin LP => (LP) => HP* => b HK! d LP (LK) HK df HP^ d HP f HK# d HK LK => HP* => b HK! d LK HK df HP^ d HP f HK# d HK LK => LK => f HK# d LK d LK LP => d LP => f HK# d LP - Nagare's regular throw has better range than other characters because he flips foward. However, the trade-off is that the recovery time for a missed throw is increased as well. - The LP versions of the Tobikomi and Kojin Medly travel horizontally and the HP versions travel diagonally up. - The air LP versions of the Tobikomi and Kojin Medly travel horizontally and the air HP versions travel diagonally down. - The Jinkou Jikyuu is a blockable throw. - The Chou Bata-ashi acts as a Mini-Rival Launcher and can be followed up with an air combo. - The Tobikomi, Hiraoyogi Kick, and Chou Bata-ashi can be performed in a Textbook Combo. - The Jinkou Jikyuu and Kojin Medley can all be performed from a HP in a Textbook Combo. ----------------------------------------------------------------------- NATSU AIHARA [ Gorin Koukou ] ----------------------------------------------------------------------- Birthdate: February 14 Blood Type: B Height: 182 cm Weight: Unknown 3-Size: 92-59-83 Relationship: Hinata Wakaba (best friend), Shoma Sawamura (secret love interest) Home Life: Lives with both parents and older brother Shun, a first year college student; Natsu's father is a former national superintendent Likes: Cake, Effortful people Dislikes: People that bully the weak, liars, little bugs Special Talent: Cooking, making sweets Subject(s) Good At: Home economics, physical education, Japanese, English Subject(s) Bad At: Art Club: Volleyball club Part Time Job: None Overhead Attack b + HP Rival Launcher df + HP Mini-Rival Launcher Sliding Recieve Aerial Rave Finisher f + HP / HK Tokkun Spike qcb + P (in air) Kanzen Block dp + P (in air) Jumping Serve qcf + P (air) Kaiten Receive qcb + P Sliding Receive dp + P Senbon Spike qcf,qcf + P (air) Makyuu Tenjou Serve qcb,qcb + P 2 Person Team Up Technique Fight Hyakubai 3 Person Team Up Technique Nekketsu Daisharin LP => (LP) => HP* => f HP# d LP (LK) HK* d HP d HK LK => HP* => f HP# d LK HK* d HP d HK LK => LK => f HP# d LK d LK LP => d LP => f HP# d LP - The Sliding Recieve must be blocked low. - The Kaiten Recive acts as a Rival Launcher and can be followed up with an air combo. - I have yet to find a practical use for the Kanzen Block - Natsu's 2 Person Team Up Technique will give your active character five extra levels in their Burning Vigor Gauge. - The Jumping Serve, LP Kaiten Receive, Sliding Receive, and Senbon Spike can all be performed in a Textbook Combo. ----------------------------------------------------------------------- RAN HIBIKI [ Taiyo Gakuen ] ----------------------------------------------------------------------- Birthdate: June 1 Blood Type: O Height: 163 cm Weight: 47 kg 3-Size: 80-58-80 Relationship: None Home Life: Not Available Likes: "Scoops", photographs Dislikes: Unfairness, unreasonable things, talking about her romance life Special Talent: Snapping a shot for a scoop, sneaking up on people Subject(s) Good At: Japanese language, art Subject(s) Bad At: Math, home economics Club: Newspaper club Part-Time Job: A part time job is prohibited at Taiyo Overhead Attack b + HK Rival Launcher df + HK Mini-Rival Launcher d + HP Aerial Rave Finisher f + HP / HK Flash Kougeki qcf + P (air) Kougai! qcb + P (air) Film Koukan qcb + K (air) Super Flash Kougeki qcf,qcf + P Totsugeki Interview qcb,qcb + P 2 Person Team Up Technique Itadaki Scoop 3 Person Team Up Technique Kiba Otoshi LP => (LP) => HP* => f HP! d LP d HP* df HP^ HK b HP# d HK f HK# df HK^ LK => HP* => f HP! d LK d HP* df HP^ HK b HP# d HK f HK# df HK^ LK => LK => b HP# d LK d LK f HK# LP => d LP => b HP# d LP f HK# - Ran can chain her Aerial Rave Finishes together. - The Film Koukan is used to refill Ran's camera after using the Flash Kougeki. The Flash Kougeki can be used up to six times before it needs to be refilled. If you attempt to perform another Flash Kougeki after six times, Ran will automatically perform the Film Koukan instead. - The Flash Kougeki, Kougai!, and Film Koukan can all be performed in a Textbook Combo. - The Super Flash Kougeki can be performed after any HP or d HP in a Textbook Combo. ----------------------------------------------------------------------- ROBERTO MIURA [ Gorin Koukou ] ----------------------------------------------------------------------- Birthdate: November 16th Blood Type: A Height: 177 cm Weight: 73 kg 3-Size: 101-82-88 Relationship: None Home Life: Lives with both parents and two younger twin brothers Nelson and Erton, both third year elementary school students Likes: Soccer and everything related to it, guns Dislikes: Gloomy things Special Talent: Shooting a gun quickly Subject(s) Good At: English, physical education Subject(s) Bad At: Japanese, math Club: Soccer club Part-Time Job: None Overhead Attack b + HK Rival Launcher df + HK Mini-Rival Launcher db + HK Aerial Rave Finisher f + HP / HK Hackey Sack Combination b + WK, WK, WK, WK Feint b / f + KK Bicycle Kick qcf + K (in air) Shining Save qcf + P (air) Perfect Catch qcb + P Long Shot qcf + K Sliding Kick qcb + K Rising Kick dp + K Bakuretsu Victory Goal qcf,qcf + K Bakuretsu Lifting qcb,qcb + P 2 Person Team Up Technique Trap Double Shoot 3 Person Team Up Technique Nekketsu Daisharin LP => (LP) => HP => HK! => db HK^ d LP d HP d HK! f HK# db HK^ db HK^ LP => (LP) => HP => db HK^ d LP HK f HK# d HP d HK db HK^ LK => HP => HK! => db HK^ d LK d HP d HK! f HK# db HK^ db HK^ LK => HP => db HK^ d LK HK f HK# d HP d HK db HK^ LK => LK => f HK# d LK d LK# LP => d LP# d LP - The Shining Save in an unblockable air throw. It grabs and tosses air-borne foes. The Shining Throw does a small amount of damage to an opponent on the ground where the move is blockable. - The Perfect Catch negates projectiles. - The Sliding Kick automatically sidesteps when it is performed. - The Bakuretsu Lifting acts as a Rival Launcher and can be followed up with an air combo. - The Long Shot, Rising Kick, and Bakuretsu Victory Goal can all be performed in a Textbook Combo. ----------------------------------------------------------------------- ROY BROMWELL [ Pacific High School ] ----------------------------------------------------------------------- Birthdate: May 2 Blood Type: B Height: 181 cm Weight: 85 kg 3-Size: 122-82-88 Relationship: Tiffany Rose (love interest) Home Life: Lives alone in father's holiday villa; in America, lives with both parents and two older sisters Likes: Fashion, high-class brands Dislikes: Japan, Japanese people, cowardly, foul things Special Talent: Arm wrestling Subject(s) Good At: Anything Subject(s) Bad At: Nothing Club: Football club Part-Time Job: None Overhead Attack b + HP Rival Launcher df + HP Mini-Rival Launcher d + HP Aerial Rave Finisher f + HP / HK Flip Kick b + HK Air Dynamite qcf + P (in air) Dynamite Straight qcf + P Touchdown Wave qcb + P Twister Upper dp + P Triple Twister qcf,qcf + P (rapidly) Super Touchdown qcb,qcb + P Dynamite Justice qcf,qcf + K 2 Person Team Up Technique Double Rising Tornado 3 Person Team Up Technique Triple Heaven's Cross LP => (LP) => HP => f HP! d LP (LK) HK f HK# d HK b HK# d HP^ LK => HP => f HP! d LK HK f HK# d HK b HK# d HP^ LK => LK => f HK# d LK d LK# b HK# LP => d LP => f HK# d LP b HK# - The Triple Twister can hit for additional damage by tapping P. - The Super Touchdown acts as a Rival Launcher and can be followed up with an air combo. - The Dynamite Straight, LP Touchdown Wave, Twister Upper, Triple Twister, and Dynamite Justice can all be performed in a Textbook Combo. ----------------------------------------------------------------------- SHOMA SAWAMURA [ Gorin Koukou ] ----------------------------------------------------------------------- Birthdate: October 10th Blood Type: O Height: 162 cm Weight: 57 kg 3-Size: 92-78-80 Relationship: Shuuichi Sawamura (brother), Natsu Aihara (secret love interest) Home Life: Lives with both parents, brother, and grandfather (on his father's side); Shuuichi is currently in Yakyuu Sparta training Likes: Pro baseball, baseball video games Dislikes: Big and strong people, basketball, volleyball Special Talent: Baseball Subject(s) Good At: Physical education Subject(s) Bad At: Music, English Club: Baseball Club Part-Time Job: None Overhead Attack b + HP Rival Launcher df + HP Mini-Rival Launcher HP, HP in Textbook Combo Aerial Rave Finisher f + HP Chou Gousoku Kyuu qcf + P (air) Ippon Zuri Dapou qcb + P Dai Kaiten Dapou dp + P Goukai Lead b + KK Goukai Sliding LK Goukai Kick HK Goukai Cancel Any direction Bunshin Makyuu qcf,qcf + P (air) Homerun Dapou qcb,qcb + P Chou Satsujin Sliding qcf,qcf + K 2 Person Team Up Technique Grand Slam 3 Person Team Up Technique Nekketsu Daisharin LP => (LP) => HP => f HK! d LP (LK) HK f HP# d HP d HK LP => (LP) => HP => HP^ d LP (LK) f HK! f HP# LK => HP => f HK! d LK HK f HP# d HP d HK LK => HP => HP^ d LK f HK! f HP# LK => LK => f HP# d LK d LK LP => d LP => f HP# d LP - The Ippon Zuri Dapou will reflect projectiles. Up close, it is blockable throw attack. - During the Goukai Lead, press LK to slide, HK to do a flying kick, or press in any direction to cancel the move. - The damage that the Homerun Dapou does varies with your distance from the opponent. Maximum damage is done at one step back from your opponent. Minimul damage is done right next to the opponent and far away from the opponent. - The Chou Satsujin Sliding must be blocked low. - The Chou Gousoku Kyuu, Dai Kaiten Dapou, Bunshin Makyuum, and Chou Satsujin Sliding can all be performed in a Textbook Combo. ----------------------------------------------------------------------- TIFFANY ROSE [ Pacific High School ] ----------------------------------------------------------------------- Birthdate: December 23 Blood Type: B Height: 164 cm Weight: Unknown 3-Size: 93-56-86 Relationship: Roy Bromwell (love interest) Home Life: Lives alone in the Pacific High dorms Likes: Roy, dancing, her family, ice cream Dislikes: Nattou Special Talent: Expressing lively love Subject(s) Good At: Music, physical education Subject(s) Bad At: Japanese Club: Cheerleader club Part-Time Job: None Overhead Attack b + HK Rival Launcher df + HP Mini-Rival Launcher df + HK Aerial Rave Finisher f + HP / HK Stamp Kick d + K (in air, rapidly) Groovy Knuckle qcf + P (hold) Groovy Punch qcb + P (hold) Exciting Kick qcb + K (air) Beautiful Spin dp + K Groovy Screw qcf,qcf + P Groovy Special qcb,qcb + P Wonderful Kick qcf,qcf + K 2 Person Team Up Technique Love and Peace 3 Person Team Up Technique Triple Heaven's Cross LP => (LP) => HP => HK => f HP! d LP (LK) d HP d HK df HK^ df HK^ df HK^ b HP# f HK# LP => (LP) => HP => f HP! d LP (LK) HK df HK^ d HP b HP# d HK f HK# df HK^ LK => HP => HK => f HP! d LK d HP d HK df HK^ df HK^ df HK^ b HP# f HK# LK => HP => f HP! d LK HK df HK^ d HP b HP# d HK f HK# df HK^ LK => LK => b HP# d LK d LK LP => d LP => b HP# d LP - The Groovy Knuckle does more damage when delayed by holding P. The damage bonus will automatically max out after three seconds and, if you are still holding P, Tiffany will automatically attack when three seconds pass by. The time is real time and not game timer ticks. The damage that results is listed in the chart below. Time Move is Charged Damage 0 - 1 seconds 14 1 - 2 seconds 22 2 - 3 seconds 28 You can keep track of time by counting the number of times Tiffany has rotated while she is in her crouching position. - The Groovy Knuckle can be delayed by holding P. - The Groovy Punch does more damage and hits when delayed by holding P. The damage bonus will automatically max out after four seconds, though you can continue to hold down the button to further delay the attack. The time is real time and not game timer ticks. The damage that results is listed in the chart below. Time Move is Charged Damage 0 - 1 seconds 22 1 - 2 seconds 25 2 - 3 seconds 29 3 - 4 seconds 30 / 43 The damage of the last attack level varies depending on whether or the opponent's back is turned to your ot not. 30 damage is done when the opponent is not facing you and 43 damage occurs when hitting head on. You can keep track of time by counting the number of times that Tiffany's arm has winded. - The Groovy Punch does more damage when delayed by holding P. - Tiffany's Team Up Technique will give your active character a little extra life if they have been damaged previously. - The Groovy Knuckle, Groovy Punch, Beautiful Spin, Groovy Screw, Groovy Special, and Wonderful Kick can all be done in a Textbook Combo. - I'm not going to even comment on the name "Groovy Screw"... (; ----------------------------------------------------------------------- YURIKA KIRISHIMA [ Seijyun Syogakuen ] ----------------------------------------------------------------------- Birthdate: Blood Type: Height: Weight: 3-Size: Relationship: Home Life: Likes: Dislikes: Special Talent: Subject(s) Good At: Subject(s) Bad At: Club: Part-Time Job: Overhead Attack b + HK Rival Launcher df + HP Mini-Rival Launcher HP Miwaku No Waltz Aerial Rave Finisher f + HP / HK (Mad Dash) b + HP Hiren no Serenade qcb + P (in air) Miwaku no Waltz qcf + P Shinen no Minuet dp + P Rakujitsu no Lullaby qcb + K (air) Meifu no Nocturne qcf,qcf + P Jiai no Requiem qcb,qcb + P Shiyobu no Rondo qcf,qcf + K (air) 2 Person Team Up Technique Hagirei no Concerto 3 Person Team Up Technique Seijo no Tettsuchi LP => (LP) => HP* => f HP# d LP (LK) HK f HK# d HP d HK LK => HP* => f HP# d LK HK f HK# d HP d HK LK => LK => f HK# d LK d LK LP => d LP => f HK# d LP - Yurika can chain her Aerial Rave Finishes together. - Yes, I know I'm missing character information for Yurika. - The Miwaku no Waltz acts as a Mini-Rival Launcher and can be followed up with an air combo. - The Jiai no Requiem acts as a Rival Launcher and can be followed up with an air combo. - Yurika's 2 Person Team Up Technique will give your active character five extra levels in their Burning Vigor Gauge. - The Shinen no Minuet and Shiyobu no Rondo can be performed in a Textbook Combo. ----------------------------------------------------------------------- ZAKI (AOI HIMEZAKI) [ Seijyun Syogakuen ] ----------------------------------------------------------------------- Birthdate: Blood Type: Height: Weight: 3-Size: Relationship: Home Life: Likes: Dislikes: Special Talent: Subject(s) Good At: Subject(s) Bad At: Club: Part-Time Job: Overhead Attack b + HP / HK Rival Launcher df + HP Mini-Rival Launcher df + HK Aerial Rave Finisher f + HP / HK Hakai no Tekkusari qcf + P (hold, air) Dokuja no Tekkusari qcb + P (hold) (Taikuu no Tekkusari) dp + P (hold) Gankougeri qcb + K (overhead) Kokou no Pride qcf + K, K Hissatsu Raikou Tekkusari qcf,qcf + P (air) Hissatsu Inazuma Gankougeri qcb,qcb + K 2 Person Team Up Technique Gantsuke 120% 3 Person Team Up Technique Seijo no Tettsuchi LP => (LP) => HP => HK => f HP! d LP (LK) d HP d HK df HK^ df HK^ df HK^ f HK# LP => (LP) => HP => f HP! d LP (LK) HK df HK^ d HP f HK# d HK df HK^ LK => HP => HK => f HP! d LK d HP d HK df HK^ df HK^ df HK^ f HK# LK => HP => f HP! d LK HK df HK^ d HP f HK# d HK df HK^ LK => LK => f HK# d LK d LK LP => d LP => f HK# d LP - Yes, I know I'm missing character information for Zaki. - The Air Hakai no Tekkusari travels at a 45 degree angle downward when performed with LP and straight when performed with HP. - The Hakai no Tekkusari, Dokuja no Tekkusari, and (Taikuu no Tekkusari) all do more damage and hits when delayed by holding P. The damage bonus will automatically max out after six seconds, though you can continue to hold down the button to further delay the attack. The time is real time and not game timer ticks. The damage that results is listed in the chart below. Time Move is Charged Damage 0 - 1 seconds 20 1 - 2 seconds 26 2 - 3 seconds 32 3 - 4 seconds 36 4 - 5 seconds 40 5 - 6 seconds 44 The damage bonus is the same for all of the moves and you can cancel your attack at any time by pressing K. You can keep track of time by counting the number of times that Zaki has spun her chain around. - The Air Hissatsu Raikou Tekkusari trvaels at a 45 degree angle downward when performed with LP and straight when performed with HP. It also becomes soley a projectile attack when done in the air. - The Kokou no Pride initially sets Zaki in a crouching position, then you can either tap LK for a low slide, HK for an upwards kick, or tap any direction to cancel the move. ========================================================================= 3. SECRETS AND TRICKS ========================================================================= ----------------------------------------------------------------------- ENABLE BURNING BATSU ----------------------------------------------------------------------- Play as Taiyo Gakuen in Story Mode and have Batsu lose one round to Seijyun Syogakuen (Akira, Yurika, Zaki). After the match, Batsu will run away and Iincyo will be your temporary replacement. When you reach the match against Vatsu, Batsu will return as Burning Batsu. He will now be playable in Arcade Free Mode, Versus Mode, and Training Mode. ----------------------------------------------------------------------- ENABLE VATSU ----------------------------------------------------------------------- Finish the Story Mode with Gorin Koukou. Vatsu will now be playable in Arcade Free Mode, Versus Mode, and Training Mode. ----------------------------------------------------------------------- ENABLE ROY BROMWELL AND TIFFANY ROSE ----------------------------------------------------------------------- Finish the Story Mode with Pacific High School. Roy and Tiffany will now be playable in Arcade Free Mode, Versus Mode, and Training Mode. ----------------------------------------------------------------------- ENABLE WILD DAIGO ----------------------------------------------------------------------- Finish the Story Mode with Gedo Koukou by defeating Demon Hyo. Wild Daigo will now be playable in Arcade Free Mode, Versus Mode, and Training Mode. ----------------------------------------------------------------------- ENABLE POWERED AKIRA ----------------------------------------------------------------------- Play as Seijyun Syogakuen in Story Mode and DO NOT use a Team Up Technique to defeat Wild Daigo. When you reach the match against Demon Hyo, Edge and Gan will appear with Akira's biker helmet. Powered Akira will now be playable in Arcade Free Mode, Versus Mode, and Training Mode. ----------------------------------------------------------------------- ENABLE HYO IMAWANO AND DARK SIDE STUDENT COUNCIL ----------------------------------------------------------------------- Finish the Story Mode with each of the default schools. Hyo will now be playable in Arcade Free Mode, Versus Mode, and Training Mode. The Dark Side Student Council will now also appear in the Story Mode. ----------------------------------------------------------------------- ENABLE KUROW ----------------------------------------------------------------------- Finish the Story Mode with the Dark Side Student Council. Kurow will now be playable in Arcade Free Mode, Versus Mode, and Training Mode. ----------------------------------------------------------------------- ENABLE DEMON HYO ----------------------------------------------------------------------- Finish all the story branches for all the schools in Story Mode. In other words, defeat the game with every school while completing each of their possible paths. This means you will have to beat the game more than once for schools with multiple paths, or Story Branches, whereas you will only need to beat the game once with schools that follow a single and linear path. After that, Demon Hyo will now be playable in Arcade Free Mode, Versus Mode, and Training Mode. ----------------------------------------------------------------------- RAMDOM SELECT ----------------------------------------------------------------------- Not really a secret, but the Random Select that appears in the Versus Mode and Training Mode has a type and is displayed as 'Ramdom Select'. ========================================================================= 4. GAMEPLAY NOTES ========================================================================= Here are some notes on the new addition to the Rival Schools engine as well annotations of modifications of the old system. ----------------------------------------------------------------------- ATTACK CANCELS ----------------------------------------------------------------------- Attack Cancels are tricky in that both your opponent's attack and your attack have to land at the same time. When this happens, a lighting bolts flashes between the point of impact and there's a sizzling sound. Both players gain one Burning Vigor Level unless the action they performed for the Attack Cancel required the use of the Burning Vigor Gauge (i.e.: Burning Vigor Attack, Team Up Technique). Probably the easiest thing to Attack Cancel is a projectile since you can see it coming a mile away. Practice Attack Cancel with these first. A special note, projectiles may be reflected by performing an Attack Cancel with a character that has a weapon using an attack that involves that characters weapon (i.e.: Shoma's bat, Hayato's stick). Also note that any two attacks can cancel, even a standing LK against a Team Up Technique or a Burning Vigor Attack. One of the ways to frantically try to get out of being hit with a Team Up Technique in days of yore would be to throw out a ton of standing LPs in hopes of an Attack Cancel. Worked okay then, not so hot now. ----------------------------------------------------------------------- HOW TO READ TEXTBOOK COMBOS IN THIS FAQ ----------------------------------------------------------------------- It's not too hard, really it isn't, and it's the most logical way I could think of to represent this. The chain progresses from left to right and has the following notations: [ ( ) ] --------------------------------------------------------------- This marks an optional attack that can be skipped over in the chain. [ * ] ----------------------------------------------------------------- Not the last attack in the string, you could continue on afterwards, but you should stop here if you want to nail someone with a Special Move or Burning Vigor Attack as every attack in the rest of the chain won't be able to! [ ! ] ----------------------------------------------------------------- The last attack in the string that you can tack on a Special Move or Burning Vigor attack to. Since it's the final one, it's usually the recommended on to use in order to dish out the most damage. For instances where that's not the case, special notice is made. [ ^ ] ----------------------------------------------------------------- This attack will end the Textbook combo and send your opponent up and away into the air so you can start an Aerial Rave. The name for this is taken from the Capcom vs. Series. See above for further notes about Aerial Raves. [ # ] ----------------------------------------------------------------- This attack will end the Textbook combo and you will be unable to add any attacks afterwards or it is not recommended that you try to because you probably have other better options you should be trying. Now, with this fresh in our heads, let's take a look at Zaki's first Textbook Combo line and see if we can decipher what it means. LP => (LP) => HP => HK => f HP! d LP (LK) d HP d HK df HK^ df HK^ df HK^ f HK# We start out with either a LP / d + LP and move on to the right to our next list of options. We can do a standing LP / LK or move on. We decided to go to the next bracket of attacks. Our choices are HP / d + HP / df + HK. We choose to perform a standing HP. Now, as we move further along the chain, we get to pick HK / d + HK / df + HK. The ^ on the df + HK tells us that if we perform this move, our chain will end, but we will be moved into an Aerial Rave! However, we do not feel the need to at the time and instead do d + HK. Our last list of attack options is f + HP / df + HK / f + HK. Since the # on the f + HK lets us know that our combo will end without any more extra hits, we pass up this option and choose f + HP instead. The ! on the f + HP tells us that we can add on a Special Move or Burning Vigor Attack to this and so our final combo could be something like: LP, HP, d + HK, f + HP, qcb + K Get the idea? It's not that hard and you just keep moving from left to right until you hit a snag that stops you. Combos listed in this FAQ cover all possible options and by using these listings you should be able to come up with the longest combos possible. The universal combos of LP, LP, LP and LK, LK (and in some cases, a third LK) are not listed since every fighter has this combo and because you are unable to combo anything in addition to it. ----------------------------------------------------------------------- TEXTBOOK COMBOS, RIVAL LAUNCHERS, AND AERIAL RAVES ----------------------------------------------------------------------- Rival Schools' name for Chain Combos, the old system essentially remains intact with the string of: LP / LK => LP / LK => HP / HK => f + HP / f + HK The old system was a lot more lenient and less stringent than the new one though. In the previous game, there was a lot more leeway in what could be comboed from the standing HP / HK and that led to some nice and long combos that racked up the high hits and damage. Changes made to cut down on the psycho long combos, such as my personal favorite LP, LP, HK, b + HP, qcb,qcb + HP with Shoma, include the inability to combo overhead attacks and include Rival Launchers in long strings of attacks. In place of the mid-Textbook Combo Rival Launchers we get what I've termed the Mini-Rival Launcher. It vaults the opponent into the air, just not quite as high as the regular Rival Launcher would. In addition, you can only cycle through your attacks once during a Mini-Rival Launcher. That is, you can go along the normal string: LP / LK => LP / LK => HP / HK => f + HP / f + HK But can only do so once. You can not go back to a LP after throwing out your HP. However, during a Rival Launcher, you can still hop back and forth in the chain, provided that your character is quick enough to recover and you are still close enough to your opponent to do so. Try a to do this combo with Batsu after setting your dummy up with a nice Rival Launcer: LP, HP... LP, LP, HP... LP, LP, HP, qcf,qcf + P. The name given to air combos in this FAQ is the Aerial Rave, taken from the Capcom VS. series. Aerial Raves follow the same pattern as Textbook Combos and can be finished with what are called Aerial Rave Finishers in this FAQ. These are moves that send the opponent spiralling downward and are done in the place of Special Moves or Burning Vigor Attacks. A sample combo could be as follows: Rival Launcher, LP, LP, HP, HK, f + HP. Some characters are able to combo their Aerial Rave Finishers together, in which case the aforementioned combo would go as follows: Rival Launcher, LP, LP, HP, HK, f + HP, f + HK. Aerial Rave Finishers always combo from f + HP to f + HK ----------------------------------------------------------------------- TWO PERSON, THREE PERSON, AND TEAM UP TECHNIQUE COUNTERS ----------------------------------------------------------------------- Team Up Techniques use to be the sure fire, safe counter and win in so many situations. They had high priority, a decent amount of auto- blocking, and could be thrown in the face of any oncoming attacker without much fear in anticipation of a big reward! Sure, it might be a waste of 2 Burning Vigor Levels, but when you had 9 to boot, who really cared? In Project Justice, the Burning Vigor Levels now have a maximum of 5 and 2 Person Team Up Techniques can be countered, decreasing the number of times you can call on your attack and also hampering its effectivness in battle. 2 Person Team Up Techniques can be countered by a player at the cost of just 1 Burning Vigor Level! During a counter, the two players will engage in a five second sudden death match where they will only be able to use their normal attacks. If the person being attacked hits the person attacking, then the Team Up Technique is canceled. If the person attacking hits the person being attacked or if the person being attacked fails to hit the person attacking within five seconds, then the Team Up Technique proceeds. There is one exception to the Team Up Technique Counter that exists against two player CPU controlled teams in Arcade Story Mode. A team with no third member is able to performa Team Up Technique Counter themselves, but you will not be able to perform a Team Up Technique Counter on them. It's a one-sided win-win situation for the bastardly CPU. Wish I could just pick two people and get away with that, too! 3 Person Team Up Techniques can not be countered and can be used as this incarnation's full proof road to victory. However, the damage dealt by a 3 Person Team Up Technique is relative to the recipient's health bar, the most damage is done when the opponent has full life and the least damage is done near death. The damage in a 2 Person Team Up Technique remains consistent and can be slighlty upped by rapidly tapping any of the attack buttons. ========================================================================= 5. MISCELLANEOUS ========================================================================= ----------------------------------------------------------------------- STORY BRANCHES AND ENDINGS [ Caution! Spoilers Ahead ] ----------------------------------------------------------------------- Here are the story branches for each of the schools. Some of the schools have variable paths in which case taking an alternate route can lead to the unlocking of a secret character. The completion of all story branches is necessary to unlock the final boss of the game, Demon Hyo. Regardless of which path you take, your ending will not change based on the decisions you make with the exception of Gedo Koukou. Branch offs are listed side by side so you can compare and contrast what happens down one road and the other. Chapters that are the same between branches have one listing instead of two. The listing is as follows: Chapter number, your roster of characters for the fight, followed by the roster of the team you will be fighting against. Further explanations and details are listed below that. [ Taiyo Gakuen ] ------------------------------------------------------ CHAPTER 1 - Batsu, Hinta, Kyosuke - Wild Daigo, Kurow CHAPTER 2 - Batsu, Hinta, Kyosuke - Akira, Zaki, Yurika CHAPTER 3 CHAPTER 3 - Batsu, Hinta, Kyosuke - Iincyo, Hinta, Kyosuke - Momo, Yurika - Shoma, Momo CHAPTER 4 CHAPTER 4 - Batsu, Kyosuke - Burning Batsu, Hinta, Kyosuke - Hyo - Vatsu CHAPTER 5 CHAPTER 5 - Batsu, Kyosuke - Burning Batsu, Hinta, Kyosuke - Kurow - Kurow, Momo, Yurika CHAPTER 6 FINAL CHAPTER - Batsu, Hinta, Kyosuke, Roy, - Burning Batsu, Hinta, Kyosuke Tiffany - Demon Hyo - Kurow, Momo, Yurika FINAL CHAPTER - Batsu, Hinta, Kyosuke, Roy, Tiffany - Demon Hyo The Taiyo branch off occurs at the Seijyun Syogakuen battle. During this battle, Batsu is automatically selected as your main character. If you lose a round as Batsu, then you will continue down the right chain and also unlock Burning Batsu in the process as Batsu runs away and Iincyo becomes your temporary replacement until the Chapter 4 Vatsu Fight. The Chapter 4 fights against Hyo and Vatsu take place inside of a Taiyo school room. Here, You are unable to call upon your Team Up Techniques to aid you in your battle. You can lose the Chapter 5 fight against Kurow and still progress with the story. I am unsure what happens if you defeat Kurow as I've not tried to yet. ENDING - Shortly after he has been exorcised, Hyo passes away in the arms of Kyosuke. A scene shows Batsu, Hinata, Ran, and Iincyo all sitting inside of a Taiyou classroom thinking about Kyosuke who has taken a leave of absence. [ Gorin Koukou ] ------------------------------------------------------ CHAPTER 1 - Shoma, Natsu, Roberto - Vatsu CHAPTER 2 CHAPTER 2 - Shoma, Momo - Natsu, Roberto - Natsu, Roberto - Shoma, Momo CHAPTER 3 CHAPTER 3 - Shoma, Momo - Natsu, Roberto, Nagare - Hinata, Kyosuke, Iincyo - Edge, Gan, Daigo CHAPTER 4 CHAPTER 4 - Shoma, Momo - Natsu, Roberto, Nagare - Boman, Ran, Roy - Momo, Yurika CHAPTER 5 CHAPTER 5 - Shoma, Natsu, Roberto, Nagare, - Shoma, Natsu, Roberto, Nagare, - Kurow, Momo, Yurika - Kurow, Momo, Yurika FINAL CHAPTER FINAL CHAPTER - Shoma, Natsu, Roberto, - Shoma, Natsu, Roberto, Nagare, Momo Nagare, Momo - Demon Hyo - Demon Hyo The Gorin branch off obviously occurs at the quarrel between Shoma and Natsu. At that point in Chapter 2 you are forced to pick between the teams of Shoma and Momo or Natsu and Roberto. Shoma and Momo continue down the left chain and Natsu and Roberto pick up Nagare and go down the right chain. Regardless, you will end up eventually having all five Gorin members for the final fight against Demon Hyo. By beating the game, you will now have unlocked Vatsu, Kurow in disguise. ENDING - Shoma and Natsu are sitting alone on a hill side and are about to engage in a discussion when Momo pops out of nowhere and tackles Shoma! Shoma takes off with Momo tailing him and Natsu not too far behind. Meanwhile, Roberto and Nagare are there for color commentary. [ Pacific High School ] ----------------------------------------------- CHAPTER 1 - Boman, Iincyo - Hayato CHAPTER 2 - Boman, Ran, Iincyo - Edge, Gan, Daigo CHAPTER 3 - Boman, Ran, Roy, Tiffany - Vatsu, Momo, Yurika CHAPTER 4 - Boman, Ran, Roy, Tiffany - Shoma, Momo CHAPTER 5 - Boman, Ran, Roy, Tiffany - Kurow, Momo, Yurika FINAL CHAPTER - Boman, Ran, Iincyo, Roy, Tiffany - Demon Hyo Pacific High School is one of two teams without a story branch off... Yawn. Then again, I don't think I could take any more of having to play as Boman anyhow. Roy and Tiffany will re-join Boman during Chapter 3 and doing so will also allow them to be playable in all of the other modes once you beat the game. For some odd reason, Iincyo disappears with Roy and Tiffany's appearance only to re-appear for the final bout against Hyo. ENDING - Roy and Boman are about to tear each other to shreds when Tiffany steps in at the very last split second before their fists meet each other's face. Tiffany, Ran, and Iincyo counsel the two and they mend together their relationship. Boman, Ran, and Iincyo accompany Roy and Tiffany to the airport where they leave, once again, for the United States of America. [ Gedo Koukou ] ------------------------------------------------------- CHAPTER 1 - Edge, Gan, Daigo - Hideo, Kyoko CHAPTER 2 - Edge, Gan, Daigo - Boman, Ran, Iincyo CHAPTER 3 - Edge, Gan, Daigo - Natsu, Roberto, Nagare CHAPTER 4 - Edge, Gan, Akira, Zaki - Wild Daigo CHAPTER 5 FINAL CHAPTER - Edge, Gan, Daigo, Akira, Zaki - Edge, Gan, Akira, Zaki - Kurow, Momo, Yurika - Wild Daigo, Kurow, Momo FINAL CHAPTER - Edge, Gan, Daigo, Akira, Zaki - Demon Hyo The Gedo branch off occurs all the way at Chapter 4 during the Wild Daigo match. If you do not defeat Daigo with a Team Up Technique during any round, you will veer off to the right, the game will end prematurely and you will get the only sad ending in the game. You will only unlock Wild Daigo if you complete the game by defeating Demon Hyo and recieve the Gedo group's good ending. ENDING (BAD) - Edge, Gan, Akira, and Zaki are unable to remedy Daigo from his Wild Status, but are unsuccessful and inadvertantly kill the poor guy. The screen pans over a fallen Daigo with Edge and Gan looking on as Akira kneels and weeps over her brother's body. ENDING (GOOD) - Daigo leaves the Gedo Koukou in the hands of his younger sister Akira and walks away and into the sunset... [ Justice Gakuen ] ------------------------------------------------------ CHAPTER 1 - Hideo, Kyoko - Edge, Gan, Daigo CHAPTER 2 - Hideo, Kyoko, Hayato - Hyo CHAPTER 3 - Hideo, Kyoko, Hayato - Akira, Zaki, Yurika CHAPTER 4 - Hideo, Kyoko, Hayato - Vatsu, Momo CHAPTER 5 - Hayato - Vatsu CHAPTER 6 - Hideo, Kyoko, Hayato - Kurow, Momo, Yurika FINAL CHAPTER - Hideo, Kyoko, Hayato - Demon Hyo Justice Gakuen only has one story line to follow. During the Chapter 4 Fight against Vatsu and Momo, you will be fighting in a Taiyo classroom. Here, you are unable to call upon your Team Up Techniques during battle. The Chapter 5 bout between Hayato and Vatsu can be won by surviving the short battle which only lasts a few seconds. Time will expire and the story will progress onward. I've never had either Hayato or Kurow win this match since you don't seem able to do the amount of damage needed to off someone in this short amount of time. Maybe if I changed the damage levels... ENDING - Kyoko and Hayato watch over a recovering Hideo in the hospital. You'll notice that Raizo is recuperating in the bed next to him. When Hideo comes to, he suffers through an emberassing moment and Hayato has a laugh at his expense. [ Seijyun Syogakuen ] -------------------------------------------------- CHAPTER 1 CHAPTER 1 - Akira / Yurika - Zaki - Zaki - Akira CHAPTER 2 - Akira, Zaki, Yurika - Vatsu, Momo CHAPTER 3 - Akira, Zaki, Yurika - Hideo, Kyoko, Hayato CHAPTER 4 - Akira, Zaki, Edge, Gan - Wild Daigo CHAPTER 5 CHAPTER 5 - Akira, Zaki, Yurika - Akira, Zaki, Edge, Gan, Daigo - Kurow, Momo, Wild Daigo - Kurow, Momo, Yurika FINAL CHAPTER FINAL CHAPTER - Akira / Powered Akira, - Akira, Zaki, Yurika, Daigo Zaki, Yurika - Demon Hyo - Demon Hyo The Seijyun Syogakuen story starts off with you either playing as Zaki and battling Akira or choosing to take the reigns of Akira or Yurika to give Zaki a beat down. The actual branch off doesn't occur until Chapter 4 when you face Wild Daigo. Defeating him with a Team Up Technique in any of the rounds will knock you into the right bracket while not beating him by any other means will unlock Powered Akira and steer you to the left. ENDING - Akira and Zaki are sitting on a park bench discussing the events that have occured as of late. During their conversation, Yurika appears and Akira welcomes her with open arms. [ Dark Side Student Council ] ------------------------------------------- CHAPTER 1 - Kurow - Hyo CHAPTER 2 - Kurow, Momo, Yurika - Boman, Ran, Iincyo CHAPTER 3 - Vatsu, Momo, Wild Daigo - Hideo, Hayato CHAPTER 4 - Kurow, Momo, Wild Daigo - Akira, Yurika, Zaki CHAPTER 5 - Kurow, Momo, Wild Daigo, Yurika - Batsu, Kyosuke CHAPTER 6 - Kurow - Hyo FINAL CHAPTER - Kurow, Momo, Wild Daigo, Yurika - Demon Hyo The Dark Side Student Council is an organization of the Justice Gakuen. The Chapter 1 fight against Hyo takes place inside of a Taiyou class room and the announcement that you are unable to use your Team Up Techniques flashes by, nevermind the fact that neither of you have any teammates to aid you in this fight... Bah, whatever. Completing story mode will now allow you to access Kurow in all of the other play modes. ENDING - Kurow sits inside of his secret headquarters as one of his mindless servents brings him a status report. The camera turns and Kurow's army of brainwashed students is revealed and includes a good chunk of the Project Justice cast! Kurow admires his little puppets, best of all his sister Yurika. ========================================================================= 6. AUTHOR'S NOTE ========================================================================= If you've seen this FAQ in a magazine, I'd appreciate it if you'd drop me a line at and tell me a little more about it, so that I can take appropriate action against whatever losers are trying to make a quick buck off of me. ----------------------------------------------------------------------- SPECIAL THANKS ----------------------------------------------------------------------- Josh Macey - My roommate, for helping to talk me in to importing this early. Justin Harms and Karin Hom - My friends, for letting me neglect them while I obssessed over this. Kelly Smith - My friend, for saying that she'd look at this FAQ even though I know that there is no possible way that she could be even half-way interested with its contents. Mom - For making me stay at her place so I was bored and had nothing better to do than write this piece of... Kao Megura - For providing the template from which I derived my FAQ. The majority of the move names were also taken from his previous Rival Schools Mini-FAQ. You can consider this an upgrade of that. Gouki (Alan Boyd) - For correcting me on how to enable Wild Daigo. Rival Schools Network - For the new move names that I didn't have before! Capcom of America - The profiles were taken off of the old Rival Schools site there. Unfortunately, Capcom has since crap-dified their site and all that remains of that site I speak of are memories. Capcom of Japan - When I make the graphical version of this FAQ, most of the pictures will probably come from there. National Console Support - Store where I imported my copy from. Great site to order off of. Note to everyone: Please do not buy from Buy-Rite or Game Cave . Buy-Rite has screwed my friends and myself numerous times and Game Cave is just plain overpriced. I give my full support to NCS and if they don't have what you need, also try Tronix ----------------------------------------------------------------------- REVISION HISTORY ----------------------------------------------------------------------- FUTURE REVISIONS - I'll put in a list of combos, both high hitting and high damaging, and how to work each special or super into actual gameplay... when I'm bored enough. (; Any other suggestions? Oh, and if anyone has any character information for the profiles on the new characters, please don't hesitate and send it in! If you don't like how I don't have any ASCII art work at the top, then you too can be bored and send that in as well. Okay, now I'm off! I need to pee... again. - Ever since I moved to California, I haven't been able to play the dag-blasted game. My Dreamcast was left behind in Arizona with The Boys! Any updates made will have to be after I move back on September 30 and post getting settled in again. Sorry! VERSION 0.5 (September 25, 2001) - Cleared confusion regarding how to get Wild Daigo's. Thanks to everyone for pointing this out, I lost the list of all the people who nagged at me about this. VERSION 0.4 (January 05, 2001) - Corrected information regarding Daigo and Wild Daigo's Daichizuki. Added in note concerning Team Up Technique Counters against teams consisting of only two people. VERSION 0.3 (December 23, 2000) - Added in the notation that Kyosuke's Gen'ei Breaker and Zaki's Gankougeri are overhead attacks. Fixed two errors in the FAQ regarding how to unlock Wild Daigo and a mix up in the Gorin story branch off. Added in a damage chart for Tiffany's Groovy Punch. Other minor changes in addition to, at least, an Introduction! First outside contribution for the FAQ made by Gouki, noted the further need for clarity in the Story Branches section and spotted the Wild Daigo mishap! Thanks for the heads up, dude! VERSION 0.2 (December 19, 2000) - Haven't slept since the last revision and have been working on it ever since. Added a list of normal command attacks and combo strings for everyone. Included endings in the storyline branches. Ramdom select was noted and the Gameplay Notes went up commenting on Textbook Combos, Rival Launchers, Aerial Raves, Team Up Techniques, and Attack Cancels. Many minor changes to move lists and typographical errors fixed. Included damage charts for all character who have moves that can be altered by charging. VERSION 0.1 (December 18, 2000) - Movelists have been filled out, story branches covered, secret characters. Missing some bios. Don't know when I'll be able to fill them in with the right information. Oh, well. All done on a sleepless and boring night between getting my car re-aligned and now I need to pee really bad... Unpublished work Copyright 2001 John Nguyen