RIVAL SCHOOLS 

				 - United by Fate -

		  The Gan and Boman Strategy Guide version 1.0

Created on April 27, 1998

Warning : Copyright (c) 1998 by Gogashin

This FAQ is NOT for sale nor for any profit purpose.
Please ask the permission before distribute it on the internet.

This FAQ is solely made for personal interest of the game.
None any part of this FAQ is to be published on profit purpose
articles like : Game magazine, hint books, ...etc. 
without the approve or credit of the author !!!

Game Introduction

Rival Schools is a 3D game created by the CAPCOM 3D Development Team. It was 
released last 1997 in Japan , and it reached our malls in the early 1998.

Story : Kidnappings have occurred in 4 different schools. Police investigated 
this and stuff, but to no avail. And so the students decided to take matters 
into their hands. Another school became aware of this, and 2 teachers 
investigate about this, and so starts the fighting.

Game Basics

Legend:
1 - low punch
2 - high punch
3 - low kick
4 - high kick
s - start button

p - any punch
k - any kick
2x - do twice

u - up
uf - up/forward
f - forward
df - down/forward
d - down
db - down/back
b - back
ub - up/back

qcf - quarter circle forward; d, df, f
qcb - quarter circle back; d, db, b
hcb - half circle back; f, df, d, db, b
dpm - dragon punch motion; f, d, df

General moves

s - taunt

high jump - d, u
run - f, hold f (hold second f for longer run)
while running : p - shoulder charge (unblockable)
                3 - slide
	          4 - flying kick (overhead attack (hits crouching blockers))
back hop - b, b

standing throw (must be done while opponent is standing close) - 1 + 2
crouching throw (must be done when opponent is crouching close) - d + 1+ 2
air throw (must be done when opponent is close to you in air) - in air, 1 + 2

ditch - 3 + 4 (steps to the side)
ditch back - d + 3 + 4 (must be done close to opponent; character goes to 
opponent's back)

rival launcher - df + 2 or 4 (after doing this, press up to go after opponent 
and do air Textbook Combo System)

defensive fall, or recovery - any 2 buttons (do while falling from an attack; 
some attacks cannot be recovered from)

Textbook Combo System :

ground:2x 1 or 3, burning vigor attack or 2 or 4, joystick direction + 2 or 4, 
	special attack
air : 4x 1 or 3, joystick direction + 2 or 4 or special attack or burning vigor 
	attack

note : any sequence after doing a burning vigor attack most probobly won't 
	connect, if opponent is wise.

Tardy Counters : do an attack that requires joystick direction while blocking an 
attack that hits.

Parrying : do an attack that will collide with opponent's attack.

Burning Vigor Gauge : The bars with numbers in the bottom are the burning vigor 
gauges. The respective bar is filled up everytime a certain character attacks 
(exceptions are Team-up Techniques and Burning Vigor Attacks), blocks, or 
taunts.

Burning Vigor Attack (bva) : each bva takes up one level of the burning vigor 
gauge. Each character has at least 2 bvas.

Team-up Technique (tut) - 1 + 2 or 3 + 4 : character inside attacks opponent. If 
it connects, a series of attacks will be done by character and partner on 
opponent. Note this : ALL TUT'S ARE BLOCKABLE.

Character Introduction

Gan 

school : Gedo
position : student

The biggest and slowest character in the game, but when he lands an attack on 
you, there goes your life. Very much like Juggernaut. Has good reach too. Not 
the type of guy to use if you want to go keep away. Very much like a sumo 
wrestler.

He belongs to the gang in Gedo high school that is formed by the big boss, also 
known as Akira's brother. Usually likes to sleep in classes. Usually called 
stupid, which I believe actualy depends on the person playing the game. Is in 
the game because Akira's brother, who is his boss, was kidnapped, so Gan, Edge 
and Akira plan to rescue him.

Boman

school : Pacific
position : Teacher/Preacher

Really... he is a preacher. You'll find out when you finish the game, and also, 
if in story mode, what he says gives a little hint. Anyway, he's a person who 
went to Japan along with Roy and Tiffany, who are from the same school as he is. 
I think they were representatives for something. They were about to go home when 
Roy's father tells them to investigate the Justice High School incident, which 
is the reason why they're here in the game.

Compared to his size, he's quite agile. Quite a heavy hitter also. He has no 
projectile moves, so he is best used when close to the opponent.

Character Moves 

Gan

Throws:

standing in front : grabs opponent by the head, headbutts opponent twice, then 
slams opponent to ground face first
standing in back : grabs opponent under his arm by the back of opponet's head, 
then Gan jumps forward, still holding opponent's head, and slams opponent
crouching : jumping piledriver
air : much like Ryu's leg roll

Taunt : rubs his chin

Overheads (moves that will hit crouching opponents, even while opponent is 
blocking) : b + 2 or 4

Launcher : df + 2

Starting Pose : Will stand up from a sitting position.

Winning Poses : Do a sumo stomp
              : Laughs then swings his arm

Special Moves

Gun Stabbing : qcf + rapid p

	Gan will do thrusts on the opponent. If not rapid punch, he only does it 
twice. Press puch rapidly to hit more, although not all attacks may hit. good to 
use for Tardy Countering.

Rough Wave Stomping : qcf + k

	Gan will raise his foot forward, then stomp the ground. Some wave will 
then be emmitted from his foot and travel a small distance before stopping. 
Comes out slow. Never ever tried to use this move in my later matches. May be 
used to attack a downed opponent anyway.

Rock Smashing : dpm + p

	Gan will jump up a little with his hands on fire, positioned initially by 
the back of his head. He will now land with his hands arcing from the back of 
his head to the ground in his front. Very much an anti-air attack maneuver. Can 
be used as a Tardy Counter.

Clapping Hand Destruction : qcb + p

	Gan slaps his two hands for some distance in his front. Does a helluva 
damage. Although comes out slow, it can be used for keep away purposes.

Tai Arashi : hcb + p

	By far my favorite to use when on the ground and has no levels in my 
burning vigor gauge. First he rushes forward, trying to grab opponents leg. If 
successful, he will then swing the opponent to one side, swing the opponent to 
the opposite side, swing opponent above his head then slams the opponent on the 
ground. He laughs mockingly while doing this.

Ganshi Kudaki : in air, qcf + p

	Gan falls from the air with his fists out front. Best air combo ender. Has 
a fast recovery too.

Ganshi Otoshi : in air, qcf + k

	Gan will fall from the sky with a flaming butt. has a very long lag time. 
Can be used as an air combo ender, just be alert for sudden attacks by the 
opponent.

Burning Vigor Attacks : 

Super Gun Stabbing : 2x qcf + p

	Gan will go to a stance for the charge then does a five hit gun stabbing 
(unlike normal gun stabbing, after the second have a higher chance of hitting) 
with flames emmitted from his hand, forming a crecent of fire in his front every 
gun stab. Best used if you want to do a Tardy Counter Burning Vigor Finish, and 
also if you're afraid to do the other bva. Also does lots of damage.

Funkazan : 2x qcb + p

	If you want to amaze people by showing them that you're using Gan, this is 
the bva for you. Gan rushes forward, trying to grab the opponent's leg. If he 
manages to grab hold, he will slam the opponent to one side, then to the other, 
slams the opponent to the first again, then to the other again (note: he laughs 
mockingly while doing this) then do a Tai Arashi (still has the laugh). Does a 
hellot of damage. Did I mention he's holding the opponent by the ankle (even in 
the Tai Arashi).

Team-up Technique : Kakazan : Partner will attempt to grab opponent by the legs 
then catapult (hurl to the back) opponent, who will then be curled into a ball. 
Gan will then jump to the opponent, grab opponent by the leg, then, while 
laughing mockingly, windmill slams (spins whatever he will slam once by his 
side) the opponent, face first to the ground by his partner. The partner will 
then hold the arms of the opponent and they will proceed to slam opponent's 
belly to the ground 3 times. In the end, the opponent will flip back to a face 
up position. One of the advantages of this move is that it is a low attack, and 
people seldom block low. Also, this move makes the opponent end up in the front 
of the partner, so partner can follow up some attacks.

Boman

Throws : 

standing in front : puts opponent like a crossbeam on his back, then jumps and 
slams opponent on the ground.
standing in back : German Suplexes the opponent
crouching : jumping piledriver? (or tackle?)
air : leg roll like Ryu's

Taunt : does an action somewhat saying "Oh, is that all?"

Overheads : b + 2, f + 4

Launcher : df + 2

Starting Pose : punches air twice, then goes into position

Winning Poses : Punches a lot of times before ending in a puching position
		  : Fixes his coat

Special Moves

Great Upper : qcf + p

	Boman will do an uppercut. If you follow up with another Great Upper, he 
will do another uppercut, and it will connect. Using the high punch version 
causes him to back up first before continuing, and doing it again will just be 
like normal.

Haymaker Straight : during second Great Upper, qcf + p

	Boman will do a flaming punch straight towards the opponent. This will 
still hit, so doing the qcf + p motion 3 times will cause him to do a 3 hit 
combo.

Great Rush : dpm + p

	Boman will punch 4 times to the air. A good anti-air maneuver. A follow-up 
punch downwards is done if you press punch again, or maybe if you use the high 
punch version.

Great Lariat : in air, qcf + p

	Boman will do a 2 hit Spinning Lariat, much like what Zangief does. After 
doing this, the opponent will somekind of stay in place for a while, so he will 
land near you when he lands.

Burning Vigor Attacks

Haymaker Rush : 2x qcf + p

	Boman will ask for praises for the charge up, then walk towards the 
opponent while punching 7 times. This move follows the opponent, so if opponent 
sidesteps, the sidestep is no use.

Haymaker Cross : 2x qcb + p

	Much like Zangief's Siberian Blizzard. Boman will kneel on on knee, then 
rise up doing a 5? hit flaming spinning lariat. There will be some energy 
eminating from the ground to the foot of Boman, but it does not matter. It's 
just energy that can't damage.

Team-up Technique : Double Power Buster : This is one of the heaviest hitters in 
the game. First partner will do a spinning uppercut. If it connects, partner 
will first go back into a stable position, which is the moment Boman appears. 
They will then jump after the opponent, and, while they are falling, they will 
grab the opponent's arms, then the legs, then curl the opponent's body so that 
the legs are going to be above the oppponent's torso (much like a more curled 
power bomb positoin). When they land, the effect woulb be like the back is being 
stretched to the limits and so crack the back of the opponent, thanks to the 
help of gravity.

Character Strategies

So now we go to the strategies. We'll focus on these 2 characters. If you are 
going to use the team of these 2 characters, the machine you're playing must 
already be in Free Select mode (look at the secrets part of this FAQ). In 
selecting the 2 characters, select the 2 in any order, although I prefer Boman 
to be the first, since it's much easier to use him.

Now to the strategy part. Let's start with Boman. First launch the opponent with 
the launcher. Go after the opponent. Once you meet the opponent on your way up, 
start with 3, 3, 1, Great Lariat. The first kick will hit the opponent, then you 
will start falling down, although you rise a little after the hit, then do all 
the other attacks on your way down. The trick here is to keep pressing 3 after 
the first until the second kick hits, then immediately low punch the opponent. 
The Great Lariat will just come after. You may want to start the motion during 
the low punch, which is more preferable, but after won't make any difference. 
The opponent will get knocked into the air a little, so you reach the ground 
first. Then go forward a little, wait for the opponent, then launch the opponent 
when the opponent hits the ground, or maybe just near the ground, then air combo 
him again. Do this combo 3 times in a round, and your opponent will have life 
that is just right for a tut. So do a tut (in this case, Kakazan) and you'll win 
in notime! But watch out for the following : Batsu, Tiffany, Hideo and Kyoko. 
After the Great Lariat, they'd recover and attempt to dodge your next launcher 
by doing a Shooting Star Kick, Exciting Kick, Raieishuu, or a Kaishin, or maybe 
even do a Full Force Guts bullet courtesy of Batsu, or Seihakens from Hideo. The 
thing here is just be alert, and follow them, or in case of the projectiles, 
block them then Tardy Counter them as early as possible (especially Batsu). If 
they still manage to evade, just wait for an opportunity, or if you're gutsy, 
attack immediately with the launcher.

Now for Gan, it's basically the same. You launch the opponent, do the same low 
attack sequence as Boman's (3, 3, 1) then do a Ganshi Kudaki, which will cause 
the opponent to go flying down the ground. Although it only does a few hits, 
it's still fun to see Gan air combo. Then when you land, press forward and wait 
for the opponent to recover the attack, then launch the opponent again! Don't 
worry if you're not close, Gan has a very big fist and very long arms, so it 
would still hit. There are only a few complications: it's hard to time it so 
that you would hit the air combo, for some characters only. And also, Gan is 
slow. Anyway, if you got your opponent's lofe bar to a level where you can do a 
Funkazan and kill the opponent, IF YOU ARE GUTSY, DO IT. It would keep the 
people amused. How to set it up? After the air combo, when you land, run towards 
the opponent and wait for the opponent to recover. Time it well that when Gan 
attempts the grab the opponent would already be standing, but not yet ready to 
attack. Then after the attack do a flying kick on the opponent, or much amusing, 
taunt!

Anyway, if you're the cheesy type, you may try to use Great Uppers to Haymaker 
Straights for Boman, and Gun Stabbings or Clapping Hand Destruction for Gan.

Character Endings

Gan : Gan will be sitting down by the stairs reading a book by his fingers (the 
thumb and the index, one per hand). Edge will see Gan and tell him that how come 
Gan is reading the books Gan used to lie down on during class hours. Gan 
explains that Akira said that if he wanted to get some respect, he would have to 
study harder and read books. Edge will then say that he does not know how long 
Gan can last like this. Gan will continue reading until he gets a little angry 
and then rips the book with his fingers while he has a funny face. The screen 
will then black out and Akira (without mask) will say "No!" and will explain to 
Gan that the books are being paid for, so they should not be destroyed. Gan then 
proceeds to say something like he cannot get any respect, then Edge will then 
laugh his head off. (I was just wondering : if Gan is big like that, how come he 
can't get any respect? Nahh... his brain is just not in the right place. Brains 
and brawn cannot mix!)

Boman : Tiffany, Boman and Roy will be sitting down in the airport and Boman 
will say that he's not going to go back to the States. He says he's going to 
stay in Japan as a preacher. Tiffany asks why. Boman explains that there are 
some bad people in Japan, but there are some good people too. Roy and Tiffany 
will then say goodbye to Boman. Then the screen will black out. 
      Batsu : It's not over yet!?
Too bad! Boman has decided to give them free english lessons, and they fell for 
it! Now they are going on a fund raising campaign on the streets, collecting 
money from the people, who will then drop the money on the boxes they are 
carrying. The characters appearing here (from left to right) Boman, Batsu, 
Hinata, Natsu, and a sleeping Gan. They will then shout "Plesase help us in our 
fund raising campagn!" Boman will ask them to repeat and they will repeat adding 
"Save us from him!" in the end. (Who the hell is the him? Hyo?)

Secrets and Codes

Move Camera : After you won the match, hold start and move the joystick. Hold 
start early or you will be warped to the next match and won't get to use the 
camera.

Free Select : after 336 hours of installation, this will automatically be 
implemented. The game will always be in free select afterwards.

Evil Color : hold start while selecting your character. Can only be used when 
free select is available.

Raizo and Hyo : After 168 hours after free select is available, Raizo and Hyo 
will be available to your use. If you select them as a team, you will have a 
story. Raizo and Hyo will then be available in the following days.

Sakura and Akira without Motorcycle Suit : After 168 hours of Raizo and Hyo 
being available for use, a new hidden row with 2 boxes can be reached above 
Raizo and Hyo, or below Hideo and Kyoko, with Sakura being on the left, and 
Akira w/o armor on the right. You can't actually see the selection boxes, but 
they're there. 

Special Thanks

Thank you to Darklancer and his FAQ, which is also here in Gamefaqa, which is my 
source of moves. (Darlancer's e-mail : lancer@pacific.net.sg)

Thank you also to Chinaman's faq, which is also in this site, since that's where 
I learned how to air combo. (Chinaman's e-mail : harper@uclink4.berkeley.edu)

And also thank you to CAPCOM for producing such a wonderful game. 
(www.capcom.com)

And also Gamefaqs for posting this FAQ.

This FAQ is creadted by Gogashin, who can be reached at gogashin@hotmail.com. 
Any comments or suggestions please send it here.