Date: Sun, 15 Feb 1998 22:24:51 -0600 (CST)

RIVAL SCHOOLS : United By Fate ver 1.0

By: Jeffrey Hsu, aka CHINAMAN 
email: harper@uclink4.berkeley.edu

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Introduction

Rival Schools: United By Fate is a 3D polygonal fighter.  The basic gameplay
consists of doing team supers, combinations on the air and the ground, 
throwing, and tardy countering into moves.  The game also incorporates 
sidesteps, running, and jumping into the overall gameplay.  

This faq's sole purpose is to list some offensive attacks of ALL the 
characters.  I will go character by character listing the moves and then 
the offensive chain attacks that can be done.  As far as gameplay, I will
tell you what little I know and what seems to work for me.  I am by no means
an expert at this game, but I can impart some of my knowledge.  If you find 
something missing, or can enlighten me with any information, please do so.  
I am positive this faq will be missing lots of things so please bare with me. 

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Basic Gameplay

1.   Move Conventions:

The move conventions will be "Tekken style."
Since Rival Schools has 4 buttons I will list them as 1,2,3,4:

1 = left punch         2 = right punch
3 = left kick          4 = right kick

As with any game, the 2 left buttons are light moves, and the 2 right moves 
are heavy. 

The conventions to the joystick will be:

up = u                        down back = db                                      
up, forward = uf              quarter circle forward = qcf
forward = f                   quarter circle back = qcb  
down, forward = df            forward, down to down forward = fdf 
down = d                      half circle back(forward): hcb, hcf

2. General Moves 

Combo Sytem : light, light, strong, special move (button and joystick motion) 
This is the basic combo system used both on the ground and in the air.  
Every character has simple jabs and kicks as well as their individual 
special moves.  You can basically chain together any attack any way you want.
This does not mean you are restricted to only doing light, light, heavy, 
strong, special move.  You can set people up by just doing light moves over 
and over till they bite on it and then go into the heavy attacks.  You can 
stop anywhere you choose along the combo or tack on even more moves.  You 
arent just restricted to 4 hits on the ground.  

example with Roy: 1,1,2,f+2,qcf+2
As you can see there is a total of 5 moves.
After the special move, another special move (qcf+2) was added on.
As you can see you could also have done:

3, 1, 2, f+2, qcf+2
d+1, 1, 4, f+2, qcf+2
d+3, 1, 2, f+2, qcf+2
1, 3, d+4, f+2, qcf+2
etc etc etc etc etc...
3, 1, stop, d+3, d+3, stop, 3, 1, d+4, throw attempt if the d+4 hits them 

Basically, mixing up attack levels and using attacks of different ranges and
speeds can still end up all with the same result.  In the last string above,
you could have attempted a throw a team super, or a normal super, or even a 
special move of your chacarter at anytime.  As always, PRACTICE will help 
your instincts and enable you react correctly.     

Tips: I have found 3,1 into a throw works very well.  Also versus people 
who like to attack by jumping, run behind them and hit them when they are 
backturned. If you have a better way, be sure to tell me!  Anytime someone
does a b+punch or kick, hit your team super or do a burning vigor attack.  
If someone whiffs any move, be sure to counter attack and make them pay.         
     
Team Super (1+3 or 2+4) : This move requires that your power bar on the 
bottom be at least at level 2.  Each team super takes 2 levels to execute. 
This move causes the player you are using to suddenly glow and release 
energy around his/her body.  The opponent will be hit out of most any normal 
attack they are doing at that time.  However, if your opponent immediately 
team supers right after you do, he will take priority and hit with his team 
super.  There are several possible scenarios to the team super. Sometimes 
you can be thrown out of them, sometimes you might be punched or kicked out 
of it as well. After a while you will know when and when not to use your 
teamsuper.  All the male characters and Akira do damage on Team Supers. 
The female characters either fill up your power bar or give back some life
to you. 

Sidestepping (3+4 into screen, d+3+4 out): Sidesteps work very well in this
game.  Like Tekken 3, it can lead to huge advantages.  Often times you can 
sidestep between your opponents 2nd or 3rd moves and end up behind your 
opponent.  Sidesteps are also good for dodging such things as fireballs and
burning vigor attacks as well.

Taunts (select button): Every character in this game has a taunt.  
Taunts charge up your power meter at the bottom of the screen.  However, 
you cannot block during a taunt.    

Burning Vigor Attacks :  These are also knows as "supers." Every character 
has burning vigor attacks.  They are performed by doing double qcf or qcb 
motions and pushing the punch or kick depending on the character.  Team 
supers have priority over these attacks in most cases.   
 
Standing Throw (1+2), escape using 1+2 :  Throw as much as you possibly can. 
Its great to use on turtlers and to attempt if nothing seems to be hitting
your opponent.      
                        
Crouch Throw (d+1+2), escape using 1+2 :  This works extremely well on people
who love to duck and block low.  

Juggle Starters : Everyone has a juggle starter with either df+2 or df+4. 
Its usually best to do it as the special move of your combination.  Some 
characters are better in the air than other so its up to you.  Several 
players I have encountered often do this as their second move after such 
attack chains like d+4, df+2(4) depending on the character.

Basic Mid and Low moves: Most characters in this game either have a b+2, 
db+2, db+4, or b+4 that will hit as a mid.  That means it will hit ducking 
opponents.  These moves can be followed by such things as juggle starters 
or almost any move for that matter.  Low moves(d+4, d+1, d+3, d+2) must be 
blocked low.  These moves can be used in any sequence and allow you to 
create what works for you.

Tardy Counters : Tardy counters are done by imputing a counter move
immediately after blocking another characters special move ( joystick and button).
All moves except throws can be tardy countered but only special moves and 
moves at the end of your opponents combination should be countered.  It is 
necessary to tardy counter an opponents special move with one of your own. 
That means you must tardy counter with a move that requires joystick motion
and a button.  You must keep in mind that you still can be hit even if you 
tardy countered your opponents special move if he intended to follow that
move with another one that chains on smoothly.  It is also possible for you
to have successfully tardy countered but have your opponent ready for it and 
hitting his team super which will take priority over your special move in 
most cases.  There are also other possible scenarios but keep in mind, you
are almost guaranteed an easy retaliation if you counter your opponents final
special move of his combination.      

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The Characters

This game is not complex.  The gameplay is simple yet fun.  Therefore I am 
simply going to list the names of the moves followed by its conventions. 
In some cases I dont even know the official name for the move but I think 
you guys can figure that out once you get to the arcades.  Remember, you can
start and alter the combos any way you want! For example, the punches I have
listed could be low punches, kicks, or low kicks.  These combos listed are
just some examples of what you can do.  Hold down on start button to pick 
characters in a different color.  Burning vigor attacks in the chain combo 
sections will be listed as A, B, C etc etc... 

note: chacacters listed in groups as Team 1,2,etc.... 
        * denotes move can be done in air
        ( ) shows button can also be used in place
        # means move must be done in air
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Team I  
 
1. BATSU

Guts Bullet:           qcf+1(2)  *
Guts Upper:            fdf+1(2)
Crescent Star Kick     qcb+3(4)
Shoooting Star Kick:   qcf+3(4)   #

Burning Vigor Attacks: A. qcf,qcf+1(2)  
                       B. qcb,qcb+1(2)

Chained Combos

-1, 1, 2, df+4
-1, 1, 4, f+4
-1, 1, 2, b+2, qcf+1(2) or fdf+1(2)
-1, 1, 4, f+2, qcf+1(2) or fdf+1(2)
-1, 1, 4, df+2, U, 1, 3, 3, 1,  A
-1, 1, 4, df+2, U, 3, 1, 1, 3, 2, f+2
 

2. HINATA

Rengekiken:            qcf+1(2) 
Shouyouken:            fdf+1(2) 
Enbukyaka:             qcb+3(4)  
Renkyakudan:           qcf+3(4)  # 

Burning Vigor Attacks: A. qcb,qcb+3(4) *
                       B. qcb,qcb+1(2) 

Chained Combos

-1, 1, 4, f+4
-b+4, fdf+1(2) or qcb+3(4) or A
-df+4, U, 3, 1, 1, 3, f+2 or A
-1, 1, 4, df+4    

3. Kyosuke

Cross Cutter:          qcf+1(2)
Shadow Cut Kick:       qcf+3(4) *
Lighting Upper:        fdf+1(2) 
Shadow Wave:           qcf+1(2) #
Lurking Hitter:        qcb+1(2) 

Burning Vigor Attacks: A. qcf,qcf+1(2)
                       B. qcf,qcf+3(4) *

Chained Combos

-1, 1, 2, f+2 or b+2
-1, 1, 2, b+4, f+4, A
-d+4, fdf+1(2), qcf+3(4)
-d+4, qcf+3(4) or B
-1, 1, 2, b+4, f+4, fdf+1(2), qcf+3(4)
-1, 1, 2, b+4, B 
-1, 1, 2, b+4, df+4, U, 3, 1, 1, 3, qcf+1(2) or B 
-1, 1, 2, b+4, df+4, U, 1, 2, B  

Team II

1. Shoma

Fast Ball:             qcf+1(2)  *
Grand Slam Smash:      fdf+1(2) 
Homicide Slide:        qcf+3(4) 
Baseline Shuffle:      b+3+4  (move may be incorrect)
Big Swing:             hcb+1(2)  

Burning Vigor Attacks: A. qcf,qcf+1(2) *
                       B. qcb,qcf+1(2)   

Chained Combos

-1, 1, 4, f+2
-1, 1, 4, f+4
-1, 1, 2, b+2  	
-1, 1, 4, df+2, U, 1, 3, qcf+1(2) or A
-1, 1, 2, df+2, U, 1, 1, 3, 2, f+2

2. Natsu 

Jump Serve:            qcf+1(2)  *
Sliding Serve:         fdf+1(2) 
Rolling Serve:         qcb+1(2)  
Tokkun Spike:          qcb+1(2)  # 
Big Slider:            hcb+3(4)

Burning Vigor Attacks: A. qcf,qcf+1(2) * 

Chained Combos

-1, 1, 2, f+2, qcf+1(2) or A
-1, 1, 2, b+4, qcf+1(2) or A
-1, 1, 2, b+2, qcb+1, U, 1, 3, b+4, 1, 3, b+4, 1, 3, A
-1, 1, 2, df+2, U, 1, 3, b+4, 1, 3, 1, 3, b+4, 1, 3, b+4, f+2 

3. Roberto

Punch Move:            qcf+1(2) 
Long Shot:             qcf+3(4)
Rising Kick:           fdf+3(4) 
Sliding Kick:          qcb+3(4)
Bicycle Kick:          qcf+3(4)  #
Another Kick:          b+3+4 (move may be incorrect)

Burning Vigor Attacks: A. qcf, qcf+3(4)
                       B. qcb,qcb+3(4)

Chained Combos

-1, 1, 4, df+4, U, 1, 3, 3, 1, qcf+1(2) or fdf+3(4) or qcf+3(4)
-1, 1, 4, b+4, qcf+3(4) or fdf+3(4) or A
-1, 1, 4, df+4, U, 1, 3, 3, 1, 2, f+4
-2, f+4

Team III

1. Roy

Dynamyte Straight:     qcf+1(2)   *  
Twister Upper:         fdf+1(2)
Touchdown Wave:        qcb+1(2)

Burning Vigor Attacks: A. qcf,qcf+1(2) 
                       B. qcb,qcb+1(2)

Chained Combos

-f+2, qcf+1(2) or qcb+1(2) or A or B or fdf+1(2)
-1, 1, 4, f+4
-1, 1, 4, b+4
-1, 1, 2, f+2, any finisher listed above in top combo
-1, 1, 2, df+2, U, 3, 1, 1, 3, 2, f+2

2. Tiffany

Beautiful Spin:        fdf+3(4)
Groovy Punch:          qcb+1(2)
Exciting Kick:         qcb+3(4)  * 
Stomp Kick:            d+3(4)      # 

Burning Vigor Attacks: A. qcf,qcf+3(4)
                       B. qcb,qcb+1(2)

Chained Combos

-qcf+1(2), 1
-d+4,df+4 
-1, 1, 4, f+4
-1, 1, f+1, 2, b+2 or f+2
-1, 1, 4, A or B
-1, 1, f+1, 2, df+2, U, 1, 3, 1, 3, 2
-1, 1, f+1, 2, fdf+1(2) or A or B
-1, 1, f+1, 4, b+4, qcb+1(2) or fdf+3(4) or B
-1, 1, 2, f+2, A

3. Boman

Great Upper:           qcf+1(2)               
Haymaker Straight:     qcf+1(2), must be done during great upper
Great Rush:            fdf+1(2)
Great Lariat:          qcb+1(2)

Burning Vigor Attacks: A. qcf,qcf+1(2)  
                       B. qcb,qcb+1(2)

Chained Combos

-1, 1, 4, df+2, U, 3, 1, 3, 4, qcb+1(2)
-1, 1, 2, f+2, fdf+1(2), A or B
-1, 1, 2, df+2, U, 3, 3, 1, 2, f+2
-1, 1, 2, f+4, qcf+1(2), qcf+1(2)
  

Team IV

1. Edge 

Reversing Blade Strike: qcf+1(2)  *
Back Strike:            qcb+1(2)
Destructive Kick:       qcb+3(4)                   
Rising Blade Abuse:     qcf+3(4)

Burning Vigor Attacks:  A. qcf,qcf+1(2)
                        B. qcb,qcb+1(2) or 3+4 when in air

Chained Combos

-1, 1, 2, b+4, b+4, f+4, f+4
-1, 1, 4, f+2
-1, 1, 2, df+2, U, 1, 3, 1, 3, f+4
-1, 1, 2, df+2, U, 3, B, df+2

2. Akira

Gate Elbow:            qcf+1(2)  
Dancing Punch:         qcf+3(4)
Reflex Stance:         qcb+3(4) 
Reflex Pickup(RP)      qcb+1(2), follow with 1,2,4,3,3,3
   
Burning Vigor Attacks: A. qcb,qcb+1(2)
                       B. qcb,qcb+3(4) 
                       C. qcf,qcf+1(2)  *

Chained Combos

-1, 1, 2, f+2
-1, 1, 2, df+2, U, 3, 1, 1, 3, C
-1, 1, 2, df+2, U, 1, 3, 3, 1, 4 or f+4 or 2

3. Gan

Gun Stabbing:          qcf+1(2)  *          
Rough Stomping:        qcf+3(4)   *
Rock Smashing:         fdf+1(2)            
Clapping Hand:         qcb+1(2)
Crack Move:            hcb+1(2)

Burning Vigor Attacks: A. qcf,qcf+1(2)
                       B. qcb,qcb+1(2)

Chained Combos

-1, 1, d+2, f+2, qcb+1(2), 3, 3
-1, 1, 2, df+2, U, 1, 3, qcf+4
-1, 1, 4, qcf+1(2) or A
-1, 1, d+2, qcf+1(2) or A
  
Team V

1. Kyoko

Shussekikakunin:       qcb+1(2)  
Kaishin:               qcb+3(4)
Killing Kick:          fdf+3(4), 4 
Shokushin:             qcf+1(2), follow with rapid 3 or 4's 
One wing Stance:       qcf+3(4), follow with 1(2) or 3(4), then rapid 3 or 4's
Another Kick:          b+3+4 ( move may be incorrect) 

Burning Vigor Attacks: A. qcf,qcf+1(2)
                       B. qcf,qcf+3(4) 

Chained Combos

-1, 1, 2, f+2, fdf+3(4) or B
-1, 1, 4, df+4, U, 1, 1, 1, 3, 2, qcb+3(4)
-1, 1, 4, df+4, U, 1, 3, f+4, 3, 1, 2, qcb+3(4)
-1, 1, 4, b+4, qcb+3(4) or fdf+3(4) or B

2. Hideo

Seihaken:               qcf+1(2)  *
Half Back punch:        qcb+1(2)
Jicchokuken:            fdf+1(2)
Shinenkyaku:            qcb+3(4) 
Raieishu:               qcf+3(4)   #

Burning Vigor Attacks:  A. qcb,qcb+1(2)
                        B. qcf,qcf+1(2)

Chained Combos

-1, 1, 2, df+2, U, 3, 1, 1, 2, f+2
-1, 1, 2, b+2, qcb+3(4) or fdf+1(2) or B
-1, 1, 2, df+2, U, 1, 1, 2, qcf+1(2)
-1, 1, 2, f+2, A or B or qcb+3(4) 

3. Raizo

Spinner:               qcf+1(2) 
Flying Upper:          fdf+1(2)
Back Hitter:           qcb+1(2)
Earth Mover:           qcf+3(4)   *        
Shaker:                hcb+3(4) 

Burning Vigor Attacks: A. qcf,qcf+1(2)
                       B. qcb,qcb+1(2)

Chained Combos

-1, 1, 2, qcf+1(2) or B or fdf+1(2)
-1, 1, 2, b+2
-1, 1, 4, f+4
-1, 1, 2, df+2, U, 3, 1, 1, 3, qcf+1(2)

4. Hyo

Slicer:                qcf+1(2)  *
Knifing Upper:         fdf+1(2)
Double Cut:            qcf+1(2), follow with another 1 or 2
Back Spinner:          qcb+2
Flip Kick:             qcb+3(4) 

Burning Vigor Attacks: A. qcb,qcb+3(4)   
                       B. qcf,qcf+3(4)

Chained Combos:

-1, 1, 2, f+2, A or B or qcb+3(4) or fdf+1(2) or qcf+1(2)
-1, 1, 2, f+2, b+2 or fdf+1(2) or qcb+3(4) or qcf+1(2)
-1, 1, 2, f+2, df+2, U, 3, 1, 1, 3, 2, qcf+1(2) or qcb+3(4)
-1, 1, 2, b+4, f+2, {qcf+1(2), qcf+1(2),1} or fdf+1(2) or qcb+3(4) or A

5. Sakura

Fireball:              qcf+1(2)
Upwards Fireball:      qcb+1(2)
Air Hitter:            qcf+1(2)  #
Uppercut:              fdf+1(2)
Hurricane Kick:        qcb+3(4)  *

Burning Vigor Attacks: A. qcf,qcf+1(2) *
                       B. qcb,qcb+1(2)
                                    C. qcf,qcf+3(4)
                                    D. qcb,qcb+3(4) 
                                  
Chained Combos

-1, 1, 2, f+2, C or qcf+1(2) or qcb+3(4) or A
-1, 1, 4, f+4 or df+2
-1, 1, 4, df+4, U, 1, 3, 3, 1, qcf+1(2) or qcb+3(4) or A
-1, 1, 4, df+4, U, 3, 1, 3, 1, f+4

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Credits

Mike Nappi aka MIC:     Invaluable help with all the moves and combos.

Ben Cureton aka TRAGIC: All gameplaying ability I have is due to this guy. 
                        Told me combos of Roy as well as basics of the game.                                                                                                                                                                                   
                                                                                                                                                                                                                 
                        Enabled me to understand what and when to do things.                                                                                                                                                                                   
                                            
                        A top player at the game. 

Capcom:                 For making a Capcom game I can play finally.