_ _ _ __ ___ ___ ________________________
_| |__ __| |_ | |___ __ / | / _ \ / _ \ /\ /\ | Asuka 120% Limited |
|_ ___||__ _|| / \\ \ \ ||_| | || | | |\/ / / |------------------------|
_| |___ / | / /\ |\_\ | | __/ || | | | / / | Mega Fight FAQ v1.2 |
| _ \ \ | \| | | | | | / __/ | | | | / / |------------------------|
| \| \| | _| | | | _/ | | |/ /___ | |_| |/ / /\ | Japanese Sega Saturn |
\___//_/ \__| |_|/__/ |_||_____| \___/ \/ \/ |------------------------|
_ _ ___ ___ _ | by "The KiD" |
| || ||___\ |___| | | || |------------------------|
|_|| ||___\|_ _| | \ | (c)1998-2K |
_| ||__ \ | | \\ || |\| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|___| \| \/ __/ |_|
The following FAQ you are looking The most updated issue of the FAQ
through was made by me, "The KiD" will be given to www.gamefaqs.com
<Oodzume@hotmail.com> D primarily. Unless denoted, if any
Made for the use of only personal I other location has it, then nine-
and/or private purposes. Whenever S times-outta-ten it was ripped out
reproduced, electronically is the C from there. If placed on a freely
way it must be done. However, the L assessable webpage/site, this FAQ
correctness and accuracy of any & A may be altered to fit any certain
all material listed with this FAQ I guidelines, but this disclaimer &
isn't 100% guaranteed. Any errors M copyright info must remain in its
or omissions that inflict damages E original form and state. Capsice?
or problems towards anything will R If by now you have a problem with
NOT be the author's fault. That's any preceding info, then maybe it
how affairs work here. Comprende? would be best to try another FAQ.
For no reason should this FAQ be used for profitable and/or promotional
purposes (i.e- published in guides, magazines, hint books, etc). That's
final.. Along with that note, nor is this document to be given out as a
sort of gift with purchases. It's not my forte to write all this to get
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it on their site, send a letter about your webpage (do include the URL)
and I'll get back to you ASAP. In any other case, the answer's no. N-O.
Just don't even bother to ask or waste the time writing. All copyrights
and trademarks are acknowledged that aren't specifically printed within
this FAQ. Please give credit where it's due.. or I'll find you. Period.
Plagiarism sucks. "The KiD" has written, so it shall be spoken. =)
The characters of Asuka 120% are (c) Fill in Cafe Co., Ltd. & (c) Family Soft.
All rights reserved.
This FAQ can be found at the following places:
--------------------------------------- Asuka 120%: Burning Festival Limited -
GameFAQS www.gamefaqs.com
Asuka 120% Shrine www.geocities.com/Tokyo/Bridge/7475/index.html
Stefan99's Page www.fortunecity.com/underworld/defender/443/asuka120.htm
A note to other sites: DO NOT rip off this document from GameFAQs.com and
just place it on your webpage. It becomes an annoyance to find my work at
other locations I KNOW I didn't send it to. With that stated, I take this
moment to bitch at "Just the FAQs" <faqs.simplenet.com> that have "stole"
my 'Sokkou Seitokai' and 'Bulleta' FAQs in the past. If you're that eager
to have this FAQ as an addition to your site, it's not that hard to write
a letter and just ask me for it. If you can't do that, make your own FAQ.
..Alright, I'm done ranting and raving. Have a nice day. ^_^
>> Mokuji / Table of Contents <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
{1} introduction
{2} FAQ notation
{3} game modes explanation
{4} basic commands
{5} mega fight tournament participants (alphabetical by surname)
- Honda Asuka : chemistry
- Houjyou Torami : karate
- Kawasaki Shinobu : sukeban (female gang leader)
- Mitarai Kiyoko : softball
- Ookubo Kumi : new gymnastics
- Owada Nana : classical dance society
- Shindou Tamaki : tennis
- Suzuki Megumi : cheerleading
- Toyoda Karina : biology
- Wild Cathy : pro-wrestling fan club
- Yamazaki Ryuuko : volleyball
{6} extra characters
- Furutachi Ichiko
- Ougigaya Tetsuko
- Shindou Genichirou
- Yamashina Kyoutou
{7} system dissection
- Movement: Walking / Dashing / Jumping
- Attacking: Weak / Strong
- "C" Attack
- Blocking
- Throwing
- Position Switch
- Life Gauge
- Burning Gauge
- 100% Specials
- 120% Specials
- Quick Recover
- Dizzy & Recovery
- Combos / Chains
- Combo Counters
{8} miscellaneous info
- Secrets
- Special Thanks
- Translations
- Revision History
- Final Note
>> Introduction <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
Asuka 120% Burning Festival Limited.
[Translation of story coming soon.]
>> FAQ Notation <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
( Controller Notation )-------------------------------------------------------
ub u uf Jump Up-Back Jump Up Jump Up-Forward
\ | /
b -- N -- f Retreat/Block Neutral Advance
/ | \
db d df Block Low/Crouch Crouch Offensive Crouch
Reverse forward and back if on right side of screen or Player 2.
( Button Notation )-----------------------------------------------------------
L R n/a High Jump
X Y Z n/a n/a n/a
A B C Weak Attack Strong Attack Both Attacks
Button notation can be rearranged in the Option screen in Config Mode.
This FAQ utilizes the default setup.
( FAQ Abbreviations )---------------------------------------------------------
P / K - press any Punch / Kick button
+ - stands for "and"
/ - stands for "or"
(air) - the move can be used both on the ground or in the air
?~? - can use anything in that range
(movename) - a move that has no specific name to it, but is noted for
having a unique principle or command to execute it
qcf / qcb - motion (d,df,f) or (d,db,b) on the controller
>> Game Modes Explanation <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
( Story Mode )----------------------------------------------------------------
"Story Mode" takes whatever character you select and has them go through
their own individual storyline within the game. Between fights, you are
presented with dialouge between one of the other characters in the game.
(Look for the "Asuka 120% Limited" translations FAQ soon.)
( VS Game )-------------------------------------------------------------------
"VS Game" has four different modes:
[VS User]
Select two characters that two human-controlled opponents will use against
each other.
[VS Com]
Select two characters; one being human-controllered, the other controlled
by the CPU.
[VS Watch]
Select two characters that the CPU will use to fight against each other.
[Result]
Recordings of the amount of wins, losses, and the highest hit combo (Rush)
each character has through gameplay. Press the R shoulder button to see the
best results of "Ranking Mode" for each character.
( Ranking Mode )--------------------------------------------------------------
Ranking Mode is the equivilent to "Survival Mode" in other fighting games.
The character chosen will go through a gauntlet of 13 opponents: the ten Mega
Fight Combatants, then Tetsuko Ougigaya, Genichirou Shindou, and finally
yourself (mirror match). After each fight, your character regains life based
on their performance in the match. The more points gained by moves and
combos, the more life recovered.
( Config Mode )---------------------------------------------------------------
[Config Menu]
- Game Level : select the game difficulty for Story Mode, VS Game
(VS Com), and Ranking Mode
- Game Speed : select how fast the game will play
- Time Limit : select the time of a single round: 30,60,80,Infinite
- Win Count : select how many wins needed to win a match: 1 or 2
- Sound Mode : select the mode of sound: stereo or mono
- Load : load "Asuka 120% Limited" information
- Save : save "Asuka 120% Limited" information
- Exit : return to the select mode screen
[Vs Option]
- Handicap : select the strength/defense advantage of player
- Guard Type : select character's guard type: no guard (blocking
disabled), manuel (player holds back to guard), or
auto (character guards automatically)
- Burning Gauge : select effect of the Burning Gauge meter: normal
(gauge fills through fight), full (gauge always full)
- Visual Skip : select if the winning quote portraits are shown after
matches: on (shows portraits) or off (enables 'quick
continue')
[Option]
- Controller Type : change the configuration of the A, B, and C buttons
- Auto Cursor : ???
- Config Default : change all changes in the Config Mode back to its
default settings
- Result Data Clear : clear the data of the Result screen
>> Basic Commands <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
The following list are the overall moves that each character possesses.
Weak Attack Press A
Strong Attack Press B
Center Weak Attack Press f + A
Center Strong Attack Press f + B
"C" Attack Press A + B / C
Standing Block Hold b when attacked
Crouching Block Hold db when attacked
Kuuchuu Block (air block) In air, hold b / ub / db when attacked
Dash Press f,f
Dash Cancel Press b when dashing
Dash Jump Press uf when dashing
Dash Kougeki (dash attack) Press attack button when dashing
Backstep Press b,b
2 Dan Jump Tap (ub~uf), then tap (ub~uf) in mid-air
High Jump Press d,u / R shoulder
Nage (throw) When close, f / b + Strong Attack
Kuuchuu Nage (air throw) When close in air, f / b + Strong Attack
Ground Recovery Normally stand after knockdown
Ground Quick Recovery Press u,u after 1st bounce from hitting
ground
Air Quick Recovery Press f,f after being knocked into the air
Switch Counter Block, press any attack button
Jump Counter Block, press R shoulder
Backstep Counter Block, hold back + R shoulder
Dizzy Hit opponent repeatedly
Dizzy Recovery Tap buttons and motion pad when dizzy
>> Mega Fight Tournament Participants <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
Each character in "Asuka 120% Burning Fest. Limited" is listed here with all
their specific information included. The sections begin with the character's
name, affiliation, and their in-game voice actor (seiyuu) on the right side.
—— ASUKA HONDA —— Chemistry ————————————————————————————— Sayama Riko ——
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BIRTHDAY: April 15 - Aries YEAR: 1st / Freshman
HEIGHT: 151cm [4'11"] CLASS: C
WEIGHT: 44kg [97lbs] ATTENDANCE#: 26
B/W/H: 78/52/81 FAVORITE SUBJECT: Chemistry
BLOOD TYPE: A DISLIKED SUBJECT: Japanese language
LIKES: Yakime-daifuku (cake) LOVE STATUS: 3yrs w/o a boyfriend
DISLIKES: Sulfur and eggs CHARM POINT: Her eyes
DREAM/GOAL: To become a chemist.
FAVORITE WORDS: "Senri no michi mo ippo kara." [Even the longest road starts
with one step.]
SCHOOL LIFE: Mid-ranked schoolgirl headed for college. An average girl, she
wasn't much of an outstanding student, but now she belongs to
the chemistry club. Even as an average middle school girl
(middle school is three years), she could already face up to
Ougigaya. She blends easily into the normal surroundings of
regular girls. Asuka represents the chemistry department in the
Mega Fight Tournament. She undergoes Ougigaya's intensive
training in order to understand the secret techniques of the
chemistry department.
PRIVATE LIFE: Born and raised in a very normal family. Her family is nice;
her father, Daisuke, is a normal salaryman who invents as a
hobby. Her mother, Kyoko, is a slightly full-figured housewife.
Her household was named "Most Normal on the Block" by
Musashino's "Bette Town". In kindergarten and elementary
school, Asuka was together in class with Karina; they are the
best of best friends. She usually sleeps in pajamas.
| Normal | Hold L | Hold R | Hold L&R |
COLORS: HAIR - Blue Red Green Black
UNIFORM - Blue Red Green Black
RIBBON - Yellow Yellow Red Yellow
Enshin Hasai Ken (slow) qcf + A
Enshin Hasai Ken (fast) qcf + B
Phenomenon Crush (close) qcb + A (air)
Phenomenon Crush (far) qcb + B (air)
Chemical Impact d,d + A / B
Mach Jab Tap A / B rapidly
(advancing punch) f + A
(chain combo 1) f + A,A,A
(chain combo 2) f + A,f + A
(chain combo 3) f + A,A,B,f + B
(chain combo 4) f + A,A,d + B,f + B
(chain combo 5) f + A,A,df + A,d + B
(chain combo 6) f + A,A,b + B(,f + B)
(chain combo 7) f + A,A,df + A,b + B(,f + B)
(advancing two hit punch) f + B
(chain combo 8) f + B,f + A
(chain combo 9) f + B,f + B
(low kick) df + A
(knockdown kick) In air, f + B
(running double punch) Press A after dash
(knockdown punch) Press B after dash
Enshin Ren Satsu Ken qcf + C
Chou Phenomenon Crush qcb + C
- The Chemical Impact consists of two hits. The 2nd hit happens only if the
first uppercut hits.
- The Advancing Two Hit Punch, Knockdown Kick, and Knockdown Punch are
overhead attacks and must be blocked high.
- Holding back or up as you press the attack buttons rapidly will allow Asuka
to perform normal punches instead of doing her Mach Jab.
- Asuka's chain combos are strings that can be done after the Advancing Punch
/ Advancing Two Hit Punch hits, respectively. Forward must be held through
the entire chain (unless another direction is specified). The next attack
in the series can only be done if the previous one connects.
- Asuka can end Chain Combo 6 and 7 with the (f + B) downward punch move, but
it usually misses unless done near the corner and/or on a large character.
—— TORAMI HOUJYOU —— Karate ———————————————————————————————— Itou Mio ——
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BIRTHDAY: July 22 - Cancer YEAR: 3rd / Senior
HEIGHT: 172cm [5'7"] CLASS: C
WEIGHT: 58kg [128lbs] ATTENDANCE#: 25
B/W/H: 86/60/83 FAVORITE SUBJECT: Physical Education
BLOOD TYPE: A DISLIKED SUBJECT: Math
LIKES: Fighting games LOVE STATUS: 6yrs w/o a boyfriend
DISLIKES: Weak things CHARM POINT: Japan's best kick
DREAM/GOAL: To be the first Japanese female to participate in ring battles.
FAVORITE WORDS: "Hibi tanren." [Train each day.]
SCHOOL LIFE: To herself and to others, expresses a strict and stoic
personality. However, she's good at spotting trouble amongst
the juniors, and for that she's loved by them. She has much
tournament experience, and she prides herself on her matchless
strength in the high school girl's karate world.
PRIVATE LIFE: She gives a life based on following the rules, taken from
karate training.
| Normal | Hold L | Hold R | Hold L&R |
COLORS: HAIR - Blue Orange Blue Brown
GI - Light Blue Orange Dark Blue White
SHIRT - Blue Orange Blue Brown
Ha Ou Ken qcf + A / B (air)
Sou Ryuu Ken d,d + A / B
Tobi Shitsu-Kakato Otoshi qcb + A / B (air)
Shinkuu Tobi Soku Tou In air, d,d + A / B
(advancing kick) f + A
(chain combo 1) f + A,B
(chain combo 2) f + A,f + A
(chain combo 3) f + A,db + B
(chain combo 4) f + A,b + B,f + B,f + B
(chain combo 5) f + A,d + B,f + B,f + B
(advancing axe kick) f + B
(low kick) b + A
(low punch) df + A
(low knockdown punch) db + B
(double knee) Press A after dash
(elbow strike) Press B after dash
Rai Ryuu Ha Ou Ken qcf + C (air)
Rai Ryuu Shougeki Ken d,d + C
- Torami is able to kick multiple times in the air if you hold forward while
pressing Strong Attack (B).
- The small orb of the Ha Ou Ken as it dissipates won't hurt the opponent.
- The Tobi Shitsu-Kakato Otoshi, Advancing Axe Kick, and Low Knockdown Punch
are overhead attacks and must be blocked high. Even though Torami is
standing, the Low Kick must be blocked low.
- Torami's chain combos are strings that can be done after the Advancing Kick
hits. Forward must be held through the entire chain (unless another
direction is specified). The next attack in the series can only be done if
the previous one connects.
- Torami can end Chain Combo 4 and 5 with the (f + B) uppercut move, but only
on large characters or in the corner.
—— SHINOBU KAWASAKI —— Sukeban ————————————————————— Nishizawa Hiroka ——
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BIRTHDAY: April 4 - Aries YEAR: 2nd / Junior
HEIGHT: 149cm [4'10"] CLASS: F
WEIGHT: 48kg [106lbs] ATTENDANCE#: 9
B/W/H: 75/51/79 FAVORITE SUBJECT: Obentou
BLOOD TYPE: B DISLIKED SUBJECT: Math
LIKES: People that can feel LOVE STATUS: Won't tell
"guts"
DISLIKES: People that can't feel CHARM POINT: Certain kill with One
"guts" Attack Punch Power
DREAM/GOAL: To unify Japan.
FAVORITE WORDS: "Shippuu dotou." [Angry waves of a hurricane.]
SCHOOL LIFE: One year ago, it was "Annihilating Kill - The hot blooded
fighting gang! The flaming 100th certain victory battle!"
Shinobu took well known strong people from the metropolitan
area's schools and city dojos as opponents and kept racking up
the wins, but after 99 people had watched her fight, she
finally tired out. At the private girl's school, her opponent
was Tamaki Shindou. After that she knew of the Mega Fight; she
lost to her opponent, who she knew was the overall winner. This
year, she will enter the Mega Fight and fight last year's
winner to prove that she is the strongest.
PRIVATE LIFE: Her family's private life in a mystery. She's a loner; when a
new challenge arises, she challenges it and disappears.
| Normal | Hold L | Hold R | Hold L&R |
COLORS: HAIR - Purple Red Blue Blue
UNIFORM - Green Blue Red Blue
SOCKS - Purple Red Blue Blue
Ban Chou Bazooka (one) qcf + A
Ban Chou Bazooka (two) qcf + B
Ban Chou Tornado qcb + A / B (air)
Ban Chou Dynamite (standing) d,d + A
Ban Chou Dynamite (rising) d,d + B
Bukkomi Tokkou Kick In air, qcf + A / B
(straight punch) f + A
(chain combo 1) f + A,B
(chain combo 2) f + A,f + A
(chain combo 3) f + A,b + B,f + B
(chain combo 4) f + A,d + B,f + B
(advancing axe kick) f + B
(low kick) df + A
(running uppercut) Press A after dash
(running rise kick) Press B after dash
Hissatsu Megaton Bazooka qcf + C
Hissatsu Megaton Dynamite d,d + C
- Shinobu is able to kick multiple times in the air if you hold forward while
pressing Strong Attack (B).
- The Advancing Axe Kick is an overhead attack and must be blocked high.
- Shinobu's chain combos are strings that can be done after the Straight
Punch hits. Forward must be held through the entire chain (unless another
direction is specified). The next attack in the series can only be done if
the previous one connects.
—— KIYOKO MITARAI —— Softball ————————————————————————— Hidaka Noriko ——
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BIRTHDAY: August 18 - Leo YEAR: 2nd / Junior
HEIGHT: 157cm [5'1"] CLASS: A
WEIGHT: 47kg [104lbs] ATTENDANCE#: 26
B/W/H: 80/52/82 FAVORITE SUBJECT: Modern History
BLOOD TYPE: O DISLIKED SUBJECT: Art
LIKES: Moving her body LOVE STATUS: 4yrs w/o a boyfriend
DISLIKES: Weakened boys CHARM POINT: Striking sense
DREAM/GOAL: To become a female pro baseball player and play as an all-star.
FAVORITE WORDS: "Ikkyuu jikkon." [Intimacy with one ball.]
SCHOOL LIFE: She's cheerful, and she gets respect from the fact that her one
track mind tendencies reflect in the seniors; a serious girl
with a good eye for trouble spotting among the juniors.
PRIVATE LIFE: She usually spends everyday healthily. She takes a blow to her
ego whenever her name "Mitarai" is misread as "O-tarai" (Lit.-
"washing one's hands", but it's also a term to refer to a
"toilet/bathroom"). Kiyoko gets a little angry and wants to do
anything and everything she can to someone when she hears that.
She also isn't fond of the name "Wild Girl KyonKyon" (KyonKyon
is the nickname of a famous recording artist in Japan, Kyoko
Koizumi. Maybe because of her name being Kiyoko, and it sounds
like Kyoko that she's called such a thing).
| Normal | Hold L | Hold R | Hold L&R |
COLORS: HAIR - Blue Brown Purple Black
UNIFORM - Pink Green Blue Black
GLOVE - Brown Dark Brown Purple Black
Dai-League Softball Hachi-Gou qcf + A / B
Shin Tsuuten Kaku Da Hou d,d + A / B
Gettsu Striker qcb + A / B (air)
(advancing punch) f + A
(chain combo 1) f + A,B
(chain combo 2) f + A,f + A
(chain combo 3) f + A,b + B(,f + B)
(chain combo 4) f + A,d + B(,f + B)
(gliding punch) f + B
(slide kick) d + B
(low kick) df + A
(double punch) Press A after dash
(overhand punch) Press B after dash
Illusion Out qcf + C
- Kiyoko is able to kick multiple times in the air if you hold forward while
pressing Strong Attack (B).
- The ball from the Dai-League Softball Hachi-Gou can no longer hit the
opponent after it bounces off the ground.
- The Illusion Out is mid attack, so it has to be blocked high. The move will
not connect if Kiyoko is too far away. Even if it hits the opponent at the
last moment. If the opponent blocks the Illusion Out, Kiyoko will end it
with an unblockable kick instead.
- Kiyoko's chain combos are strings that can be done after the Advancing
Punch hits. Forward must be held through the entire chain (unless another
direction is specified). The next attack in the series can only be done if
the previous one connects.
- Kiyoko can end Chain Combo 3 and 4 with the (f + B) punch move, but it
usually misses unless done near the corner and/or on a large character.
—— KUMI OOKUBO —— New Gymnastics —————————————————————— Nagasawa Miki ——
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BIRTHDAY: September 7 - Virgo YEAR: 1st / Freshman
HEIGHT: 158cm [5'2"] CLASS: A
WEIGHT: 42kg [93lbs] ATTENDANCE#: 3
B/W/H: 80/50/81 FAVORITE SUBJECT: Home Economics
BLOOD TYPE: AB DISLIKED SUBJECT: Nothing
LIKES: Cats LOVE STATUS: Has a crush
DISLIKES: Scary things CHARM POINT: Her forelocks
DREAM/GOAL: Wants to marry a nice guy and have many children.
FAVORITE WORDS: "Kandou." [Deep emotion.]
SCHOOL LIFE: Quiet except in club activities; doesn't stand out. She almost
never boasts. She met Asuka at the Ryoukan entrance exam. Ever
since Mega Fight, they're perfectly becoming close friends. The
threesome of Kumi, Asuka, and Karina plan to become close-knit
friends.
PRIVATE LIFE: She has a crush, loves homemaking and cute things, and hates
scary things; overall she's extraordinarily feminine. She
believes she wants to get married, have children, and make a
happy home. She's very household oriented; the epitome of the
gentle Japanese female. She lives in a middle class household.
During the exam, she didn't make the private Ryouran school;
instead, she went to a public school, since it was easier on
her family's finances, she thought.
| Normal | Hold L | Hold R | Hold L&R |
COLORS: HAIR - Blue Brown Blue Brown
OUTFIT A - Orange White Pink Grey
OUTFIT B - Red Blue Purple Black
Stick Shot (low) qcf + A
Stick Shot (high) qcf + B
Ribbon Cutter d,d + A / B
Spinning Swan Kick qcb + A / B (air)
(hoop attack) f + A
(chain combo 1) f + A,B
(chain combo 2) f + A,f + A
(chain combo 3) f + A,b + B,f + B
(chain combo 4) f + A,d + B,f + B
(performance ball) f + B
(slide kick) d + B
(upward hoop attack) df + A
(axe kick) Press A / B after dash
Ribbon Slicer d,d + C
- Kumi is able to kick multiple times in the air if you hold forward while
pressing Strong Attack (B).
- The Performance Ball, second hit of the Spinning Swan Kick, and the
Spinning Swan Kick at the end of the Ribbon Slicer are overhead attacks and
must be blocked high.
- More than one Performance Ball can be on screen at the same time.
- Kumi's chain combos are strings that can be done after the Hoop Attack
hits. Forward must be held through the entire chain (unless another
direction is specified). The next attack in the series can only be done if
the previous one connects.
—— NANA OWADA —— Dance (classical) society ——————————— Takahashi Miki ——
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BIRTHDAY: October 17 - Libra YEAR: 2nd / Junior
HEIGHT: 152cm [4'11"] CLASS: A
WEIGHT: 42kg [93lbs] ATTENDANCE#: 2
B/W/H: 78/51/80 FAVORITE SUBJECT: Classical Literature
BLOOD TYPE: O DISLIKED SUBJECT: English [language]
LIKES: Tradition LOVE STATUS: Has a fiancee
DISLIKES: Western [US] culture CHARM POINT: Black hair
DREAM/GOAL: To succeed her mother and grandmother and become leader of the
Owada style.
FAVORITE WORDS: "Kachou Fuugetsu." [Birds and flowers, wind and moon.]
SCHOOL LIFE: She became fairly disinterested with being raised in an
affluent family of dance traditions. She doesn't dislike
socializing, but because she is so formal she keeps a distance.
She is well-liked by senior citizens, and people like
Genichirou Shindou often join her for tea.
PRIVATE LIFE: The head of her family, the eldest sister, Natori, was raised
under a strict household, then went under her grandmother's
special talent education in being a traditional Japanese woman.
Her parents decided her marriage, and then drank tea (a
ceremonial green tea) together. The relationship wasn't bad.
| Normal | Hold L | Hold R | Hold L&R |
COLORS: HAIR - Blue Brown Green Purple
OUTFIT A - Red Aqua Blue Pink
OUTFIT B - Red Aqua Blue Purple
Fuugetsu Sen (arcing) qcf + A
Fuugetsu Sen (straight) qcf + B
Ushi Jaku no Mai d,d + A
Ushi Jaku no Mai (knockdown) d,d + B
Retsu Shuu Ha qcb + A / B
Ouka Ren Geki Tap A / B rapidly
(advancing punch) f + A
(chain combo 1) f + A,A,B
(chain combo 2) f + A,f + A
(chain combo 3) f + A,A,b + B(,f + B)
(chain combo 4) f + A,A,d + B(,f + B)
(advancing two hit kick) f + B
(slide kick) d + B
(low kick) df + A
(double slash) Press A / B after dash
Bu Tou Sou En Jin Ichi d,d + C
Bu Tou Sou En Jin Ni u,u + C after Bu Tou Sou En Jin Ichi
- Nana is able to kick multiple times in the air if you hold forward while
pressing Strong Attack (B).
- Holding back or up as you press the attack buttons rapidly will allow Nana
to perform normal punches instead of doing her Ouka Ren Geki.
- The Advancing Punch is an overhead and must be blocked high.
- You must do the motion for the Bu Tou Sou En Jin Ni before she catches the
naginata.
- Nana's chain combos are strings that can be done after the Advancing Punch
hits. Forward must be held through the entire chain (unless another
direction is specified). The next attack in the series can only be done if
the previous one connects.
- Nana can end Chain Combo 3 and 4 with the (f + B) double kick move, but
only the first kick will hit. The second will hit if near the corner and/or
depending on the character.
—— TAMAKI SHINDOU —— Tennis —————————————————————————— Katsuki Masako ——
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BIRTHDAY: April 11 - Aries YEAR: 3rd / Senior
HEIGHT: 167cm [5'5"] CLASS: A
WEIGHT: 47kg [104lbs] ATTENDANCE#: 17
B/W/H: 82/54/83 FAVORITE SUBJECT: English [grammar]
BLOOD TYPE: O DISLIKED SUBJECT: Nothing
LIKES: Music and tennis LOVE STATUS: No comment
DISLIKES: Dirty things and loud CHARM POINT: Her hair
things
DREAM/GOAL: To be a teacher.
FAVORITE WORDS: "Yasashisa to kibishisa." [Kindness and harshness.]
SCHOOL LIFE: Personally, she's been targeted as a wild girl to all the
students at a first glance. A hard working senior that's also
loved by her fellow seniors, and she frequently advises them.
She's extraordinarily good at spotting trouble. She's popular
among the juniors as a "big sister". Her popularity is half-
and-half with the "Takarazuka-like" Torami. (Note: Takarazuka
is a play revue that features girls as "otokoyaku", girls in
the dress and manner of boys.)
PRIVATE LIFE: Household-orientedly, she lives a prosperous life.
| Normal | Hold L | Hold R | Hold L&R |
COLORS: HAIR - Pink Yellow Blue Green
BLOUSE - White Pink Black White
SHOES - White Pink Black White
SKIRT - Pink Yellow Blue Green
HEADBAND - Yellow White Yellow Orange
SOCKS - Yellow White Yellow Orange
Hyaku Retsu Serve (low) qcf + A
Hyaku Retsu Serve (high) qcf + B
Lob Otoshi d,d + A / B
Kougeki V (Victory) qcb + A
Geigeki V (Victory) qcb + B
(advancing swing) f + A
(chain combo 1) f + A,A,B
(chain combo 2) f + A,f + A
(chain combo 3) f + A,A,b + B,f + B
(chain combo 4) f + A,A,d + B,f + B
(slide kick) df + A
(swipe swing) f + B
(triple swing) Press A after dash
(rising swing) Press B after dash
Dynamite Serve qcf + C
- Tamaki is able to attack multiple times in the air if you hold forward
while pressing Strong Attack (B).
- The Hyaku Retsu Serve (high) can randomly take a different arc of flight.
It can sometimes curve upwards sooner than other times and vice versa.
- If the entire Lob Otoshi hits, it will send the opponent upwards off the
screen. If the first hit doesn't hit the opponent, it will instead knock
the opponent over to the side.
- The Geigeki V will not execute unless it hits the opponent.
- The Advancing Swing in an overhead and must be blocked high.
- Tamaki's chain combos are strings that can be done after the Advancing
Swing hits. Forward must be held through the entire chain (unless another
direction is specified). The next attack in the series can only be done if
the previous one connects.
—— MEGUMI SUZUKI —— Cheerleading ———————————————————— Hokujou Shizuka ——
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BIRTHDAY: October 27 - Scorpio YEAR: 2nd / Junior
HEIGHT: 148cm [4'10"] CLASS: B
WEIGHT: 43kg [95lbs] ATTENDANCE#: 11
B/W/H: 79/51/80 FAVORITE SUBJECT: History (the teacher)
BLOOD TYPE: B DISLIKED SUBJECT: English [grammar]
LIKES: Iidabashi's Pumpkin LOVE STATUS: Has a boyfriend
Cake
DISLIKES: Bugs CHARM POINT: Double tooth
DREAM/GOAL: To be a idol singer.
FAVORITE WORDS: "Kahou wa nete mate." [Good things come to those who wait.]
[Lit. meaning- Good luck sleeps and waits.]
SCHOOL LIFE: Her sleeping in class is a routine element; she keeps her
grades down on the inside. Has many friends; a popular person
who doesn't hold back and listens to requests from other
schools.
PRIVATE LIFE: A normal girl who's built small but complex. She loves sweet
things; always eating cakes in lots of places; and knows
anything that's involved with cakes. Even if a new cake comes
out, she knows its sweetness, and rumors start flying.
| Normal | Hold L | Hold R | Hold L&R |
COLORS: HAIR - Yellow Yellow Pink Pink
UNIFORM - Red Black Blue Pink
SKIRT - White Pink White Pink
POMPOMS - Yellow Yellow Pink Pink
Pom Pom Attack (close) qcf + A
Pom Pom Attack (far) qcf + B
Pom Pom Attack (angled) Jump, qcf + A
Pom Pom Attack (straight) Jump, qcf + B
Pom Pom Upper d,d + A / B
Megumi Kerikeri Punch qcb + A / B
Fumifumi-Nokkari d,u + A / B..
Head Stomp ..press A / B when in air
Crowd Pleaser ..press A / B when close to opponent
(advancing punch) f + A
(chain combo 1) f + A,B
(chain combo 2) f + A,d + B
(chain combo 3) f + A,b + B,f + B
(advancing two hit punch) f + B
(low punch) df + A
(rolling attack) f,f + A / Press A after dash
(diving attack) Jump, d + B
(triple kick) Press B after dash
Megumi Kerikeri Dance d,d + C
- The pompoms hit on their return from any Pom Pom Attack.
- The Fumifumi-Nokkari acts in a very similar fashion to Cammy's "Hooligan
Combination" from the Street Fighter Zero series. It has two enders: the
Head Stomp and Crowd Pleaser. The Head Stomp is an overhead attack, so it
needs to be blocked high. The Crowd Pleaser is an unblockable throw. Megumi
is able to catch the opponent whether they are standing, crouching, or
jumping. The range on the Crowd Pleaser has to be close or Megumi will
instead do the Head Stomp. During Megumi's spinning, the Fumifumi-Nokkari
is controllable by pressing left or right.
- The Advancing Two Hit Punch and Diving Attack are overhead attacks and must
be blocked high.
- If if blocked, Megumi will still attack during her Megumi Kerikeri Dance
until the super is over.
- Megumi's chain combos are strings that can be done after the Advancing
Punch hits. Forward must be held through the entire chain (unless another
direction is specified). The next attack in the series can only be done if
the previous one connects.
—— KARINA TOYODA —— Biology ——————————————————————————————— Araki Kae ——
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BIRTHDAY: May 9 - Taurus YEAR: 1st / Freshman
HEIGHT: 151cm [4'11"] CLASS: B
WEIGHT: 45kg [99lbs] ATTENDANCE#: 22
B/W/H: 79/53/81 FAVORITE SUBJECT: Life Science / Biology
BLOOD TYPE: B DISLIKED SUBJECT: Chemistry
LIKES: Frogs LOVE STATUS: Never had a boyfriend
DISLIKES: Snakes CHARM POINT: "Hold" of her hair
DREAM/GOAL: To become a biologist.
FAVORITE WORDS: "Issun no mushi nimo gofun no tamashii." [There is greatness
found in even the smallest of living things.]
[Lit. meaning- There are five parts of a soul in one insect.]
SCHOOL LIFE: Went to a different middle school than Asuka, but during
kindergarten and elementary school, they were always in the
same class. Because she is isolated in a school where students
seem to stand at a slant, Karina stood out.
PRIVATE LIFE: Karina's family of three consists of herself and her two
parents: her father, an international pilot, and her mother, a
former stewardess that now manages a boutique. Her father is
tough, but cool and popular. The nature of his job often keeps
him away from home. Her mother is a self-confident combination
of wit and beauty. Karina is shocked at how her mother can keep
such a tight hold on her father through all his time away and
bring the family together. Both her parents don't have enough
time at home. Since elementary school, Karina has been doing
much caretaking at the house. She admits her one and only best
friend is her pet frog named Kero-pyon. Ever since the summer
of her first year of middle school, when Karina incubated and
then hatched him, Karina has been walking around taking Kero-
pyon with her. Kero-pyon is the only one who eases her mind.
| Normal | Hold L | Hold R | Hold L&R |
COLORS: HAIR - Red Blue Orange Brown
UNIFORM - Blue Orange Green Black
LEGGINGS - Red Blue Orange Brown
KERO - Green Green Yellow Yellow
Kerokero Attack qcf + A (air)
Kerokero Heat Press qcf + B (air)
Bio Impact d,d + A / B
Kero-Pyon Setup (short) qcb + A
Kero-Pyon Setup (long) qcb + B
(kero-pyon setup cancel; ahead) qcb + A during Kero-Pyon Setup
(kero-pyon setup cancel; back) qcb + B during Kero-Pyon Setup
(advancing sidekick) f + A
(chain combo 1) f + A,A,B
(chain combo 2) f + A,f + A
(chain combo 3) f + A,A,f + B
(chain combo 4) f + A,df + A,db + B
(chain combo 5) f + A,A,b + B,f + B
(chain combo 6) f + A,A,d + B,f + B
(advancing axe kick) f + B
(slide kick) df + A
(double kick) Press A after dash
(triple kick) Press B after dash
Kerokero Mega Heat qcf + C
Kerokero Angler qcb + C
- Karina is able to kick multiple times in the air if you hold forward while
pressing Strong Attack (B).
- The Bio Impact consists of two parts. The 2nd part happens only if the
rising knee hits.
- The Kero-Pyon Setup charges up Karina's Burning Gauge meter. It will even
bring her into the 120% range. Kero-Pyon stays in one spot as he is
charging. Karina is still able to move around normally. If Kero-Pyon is
touched, he will automatically counterattack with a weaker version of the
Kerokero Heat Press.
- Any attacks that use Kero-pyon to attack can still be used during the Kero-
Pyon Setup.
- The Kero-Pyon Setup Cancel ends the Kero-Pyon Setup and has Kero-Pyon flip
either forwards or backwards. During the flip, Karina cannot command him to
do anything. The only use I see for it is to bring Kero-Pyon back to
Karina's side fast.
- The Advancing Axe Kick is an overhead attack and must be blocked high.
- Contrary to belief, the Kerokero Mega Heat doesn't go full screen distance.
If the screen is totally scrolled out to either side, Kero-pyon will just
reach far enough to meet the opponent's feet. But as Kero-pyon is returning
from the Mega Heat, you can reactivate the Kerokero Mega Heat to have Kero-
pyon start further ahead and reach the full screen length, plus some. Cool!
- The Kerokero Mega Heat and Kerokero Angler can be done "anywhere". Meaning
if Kero-pyon is far away from Karina for an attack (i.e- Kerokero Attack),
she can still command him to do either of the Saishuu Oku 120% moves as he
is returning. The rest of Kero-pyon's moves (Kerokero Attack, Kerokero Heat
Press, Kero-Pyon Setup) can only be done if Kero-pyon is at Karina's side.
- Karina's chain combos are strings that can be done after the Advancing
Sidekick hits. Forward must be held through the entire chain (unless
another direction is specified). The next attack in the series can only be
done if the previous one connects.
—— CATHY WILD —— Pro-Wrestling Fan Club —————————————————— Takano Rei ——
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BIRTHDAY: February 20 - Pisces YEAR: 3rd / Senior
HEIGHT: 176cm [5'9"] CLASS: C
WEIGHT: 56kg [123lbs] ATTENDANCE#: 8
B/W/H: 89/60/87 FAVORITE SUBJECT: Japanese language
BLOOD TYPE: O DISLIKED SUBJECT: History
LIKES: Karaoke LOVE STATUS: Has a fiancee
DISLIKES: Sitting Japanese style CHARM POINT: Her bust
DREAM/GOAL: To be "ruler champion" of the WWWA (Women's World Wrestling
Association)
FAVORITE WORDS: "Ichiba~~~n!!" [Number one!]
SCHOOL LIFE: Exchange student from a Florida "sister" school. She comes to
Japan during her 3rd year of high school, and just for one
year. Early since her arrival to Japan, she has used her
natural cheeriness to become familiar with the surroundings.
When an English lesson in each class turns up, she goes around
able to speak her native language.
PRIVATE LIFE: Cathy can speak Japanese after learning it from a Japanese
school in America. Is the reason why she can skillfully speak
Kansai-ben (dialect) the teacher's fault? Her fiancee, having
that "southern hospitality," will soon marry her.
| Normal | Hold L | Hold R | Hold L&R |
COLORS: OUTFIT A - White White Pink White
OUTFIT B - Blue Purple Purple Black
SKIN - Peach Peach Light Tan Dark Tan
Dash Knee (knockdown) qcf + A
Dash Knee (multi-hit) qcf + B
Cathy Lariat d,d + A / B
Shoulder Crush qcb + A (misses from afar)
Triple Headbutt qcb + B, tap B rapidly (misses from afar)
No Sunlight Bomb f,d,df + A / B
(advancing upper) f + A
(chain combo 1) f + A,B
(chain combo 2) f + A,f + A
(chain combo 3) f + A,b + B,f + B
(spinning punch) f + B
(advancing low kick) d + B / df + A
(slide kick) df + B
(jumping straight) Jump, f + A
(launch kick) Press A after dash
(clothesline) Press B after dash
Itekomashi Special d,d + C
- Cathy is able to kick multiple times in the air if you hold forward while
pressing Strong Attack (B).
- The Dash Knee and Cathy Lariat are overhead attacks and must be blocked
high.
- The Triple Headbutt stuns the opponent for a brief second. Cathy cannot do
the Triple Headbutt again until the stun is over.
- The Clothesline and No Sunlight Bomb ar able to pick an opponent off the
floor.
- Cathy's chain combos are strings that can be done after the Advancing Punch
hits. Forward must be held through the entire chain (unless another
direction is specified). The next attack in the series can only be done if
the previous one connects.
—— RYUUKO YAMAZAKI —— Volleyball ——————————————————————— Morimoto Aki ——
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BIRTHDAY: August 9 - Leo YEAR: 2nd / Junior
HEIGHT: 168cm [5'6"] CLASS: B
WEIGHT: 48kg [106lbs] ATTENDANCE#: 31
B/W/H: 79/55/83 FAVORITE SUBJECT: Lunch break
BLOOD TYPE: A DISLIKED SUBJECT: All of them
LIKES: Japanese-style meals LOVE STATUS: No comment
DISLIKES: Lies CHARM POINT: Firmness
DREAM/GOAL: To get in the industry and conquer the World Cup.
FAVORITE WORDS: "Shi shite shikabane hirou mono nashi." [After death, you
won't find a corpse.]
SCHOOL LIFE: Compared to how she moves her body, her studying is poor. She
has many friends and is loved by her peers. The power of using
her whole body to spring into a serve motivates the volleyball
club to participate in inter-school activities. She lost to
Tamaki Shindou in last year's Mega Fight, and ever since, the
fires of getting even burn.
PRIVATE LIFE: She has many friends; every fun day passes as she pours all her
enthusiasm into club activities. Since a year ago, she has
devoted herself into practicing to strike down her target:
Tamaki Shindou.
| Normal | Hold L | Hold R | Hold L&R |
COLORS: OUTFIT A - White Purple Green White
OUTFIT B - Red Purple Green Black
Tatsumaki Receive (straight) qcf + A (air)
Tatsumaki Receive (angled up) qcf + B
Tatsumaki Receive (angled down) Jump, qcf + B
Inazuma Serve qcb + A / B
Quick Driver (high angle) d,d + A
Quick Driver (low angle) d,d + B
(advancing punch) f + A
(chain combo 1) f + A,B
(chain combo 2) f + A,f + B
(chain combo 3) f + A,b + B,f + B,f + B
(chain combo 4) f + A,d + B,f + B,f + B
(chain combo 5) f + A,d + B,b + B,f + B,f + B
(advancing two hit punch) f + B
(volley punch) db + B
(low punch) df + A
(tackle) Press A after dash
(stonehead) Press B after dash
Hyper Tackle qcf + C
- The Tatsumaki Receive (angled down), Inazuma Serve, and Advancing Two Hit
Punch are overhead attacks and must be blocked high.
- If Ryuuko is close enough to the opponent when she does the Quick Driver,
she will spike the opponent in addition to the volleyball.
- Once the ball from the Quick Driver hits, it bounces off the opponent to
eventually hit the ground and fade away. Performing another Quick Driver to
hit the rebounding ball will refire that one in addition to the new
volleyball.
- The Hyper Tackle consists of two parts. The second part happens only if the
first shoulder hits. The 2nd hit of the Hyper Tackle is unblockable.
- Ryuuko's chain combos are strings that can be done after the Advancing
Punch hits. Forward must be held through the entire chain (unless another
direction is specified). The next attack in the series can only be done if
the previous one connects.
>> Extra Characters <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
—— ICHIKO FURUTACHI ———————————————————————————————————— Morota Kaoru ——
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BIRTHDAY: Dec. 12 - Sagittarius YEAR: 2nd / Junior
HEIGHT: 150cm [4'11"] CLASS: A
WEIGHT: 44kg [97lbs] ATTENDANCE#: 24
B/W/H: 78/52/79 FAVORITE SUBJECT: Math [probablilty/stats]
BLOOD TYPE: B DISLIKED SUBJECT: World History
LIKES: Sports TV Programs LOVE STATUS: 3yrs w/o a boyfriend
DISLIKES: Roaches CHARM POINT: The way she talks
DREAM/GOAL: To become an announcer for sports TV programs (especially pro
wrestling).
FAVORITE WORDS: "Pen wa tsurugi yori tsuyoshi." [The pen is mightier than the
sword.]
SCHOOL LIFE: She has many fans of her unique "Furutachi" accent, and because
when she herself hears her own voice she becomes a fan, she
thinks that she wants to put more heat into her announcing.
PRIVATE LIFE: Her private life is that of a normal girl; however, she places
her interests on the outside things facing her rather than
herself.
—— TETSUKO OUGIGAYA —— Chemistry ———————————————————————— Hino Minako ——
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BIRTHDAY: July 2 - Cancer YEAR: 3rd / Senior
HEIGHT: 158cm [5'2"] CLASS: n/a
WEIGHT: 47kg [104lbs] ATTENDANCE#: n/a
B/W/H: 81/59/81 FAVORITE SUBJECT: Classical Liturature
BLOOD TYPE: O DISLIKED SUBJECT: Math
LIKES: Reading [philosophy] LOVE STATUS: 3yrs w/o a boyfriend
DISLIKES: Ones who follow the CHARM POINT: Shape of her mouth
newest fads
DREAM/GOAL: It goes without saying..
FAVORITE WORDS: "Doryoku ni masaru sainou nashi." [No talent for surpassing
hard work.]
SCHOOL LIFE: Head of the chemistry club. Surprisingly, a whole lot of
students love her charisma; she's aware that Tamaki, Torami and
other merited students line up to her. She isn't really
concerned with any of those circumstances however; many people
follow her, just to say they followed her.
PRIVATE LIFE: Upon going back home from school, it's always reading
philosophy; she loves to read thought relations especially. The
rest of her private life leaves nothing to be known; she's a
person shrouded in much mystery.
| Normal | Hold L | Hold R | Hold L&R |
COLORS: UNIFORM - Blue Red Green Black
ERIMAKI - Yellow Yellow Red Yellow
Enshin Hasai Ken (slow) qcf + A
Enshin Hasai Ken (fast) qcf + B
Phenomenon Crush (close) d,d + A (air)
Phenomenon Crush (far) d,d + B (air)
Chemical Impact (no explosion) qcb + A
Chemical Impact (explosion) qcb + B
Mach Jab Tap A / B rapidly
(advancing punch) f + A
(chain combo 1) f + A,A,A
(chain combo 2) f + A,f + A
(chain combo 3) f + A,A,f + B
(chain combo 4) f + A,A,B,f + B
(chain combo 5) f + A,A,df + A,d + B
(chain combo 6) f + A,A,b + B(,f + B)
(chain combo 7) f + A,A,d + B,f + B,f + B
(chain combo 8) f + A,A,df + A,f + B,f + B
(chain combo 9) f + A,A,df + A,b + B,f + B
(advancing palm) f + B
(low kick) df + A
(running double punch) Press A after dash
(knockdown double punch) Press B after dash
Enshin Ren Satsu Ken qcf + C
Chou Phenomenon Crush qcb + C
- Tetsuko is able to kick multiple times in the air if you hold forward while
pressing Strong Attack (B).
- Holding back or up as you press the attack buttons rapidly will allow
Tetsuko to perform normal punches instead of doing her Mach Jab.
- The Phenomenon Crush is an overhead and must be blocked high.
- Tetsuko's chain combos are strings that can be done after the Advancing
Punch hits. Forward must be held through the entire chain (unless another
direction is specified). The next attack in the series can only be done if
the previous one connects.
- Tetsuko can end Chain Combo 6 with the (f + B) punch move, but it usually
misses unless done near the corner and/or on a large character.
—— GENICHIROU SHINDOU —————————————————————————————————— Sakara Tooru ——
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BIRTHDAY: January 1 - Capricorn BLOOD TYPE: O
HEIGHT: 175cm [5'8"] LIKES: Traditional culture
WEIGHT: 72kg [159lbs] DISLIKES: Nothing in particular
OCCUPATION: Principal of the Ryouran Girl's Institute
FAVORITE WORDS: "Fumitake ryoudou." [A cultured warrior goes both ways.]
SCHOOL LIFE: Genichirou believes that a person that needs today's Japan
should believe in a good wife and wise mother, and day and
night education for better upbringing. He also believes a
healthy body must bear great knowledge, but not just studying,
but also physical exercise to add strength to it. The real
truth is that the many graduates of the Ryouran girl's school
go on to do various activities. He is respected by the students
and viewed as a father figure.
PRIVATE LIFE: As Tamaki's father and educator, looks over and protects his
daughter at school.
| Normal | Hold L | Hold R | Hold L&R |
COLORS: VEST - Black Red Purple Blue
UNIFORM - Black Black Blue Blue
Kenkon Itteki qcf + A / B
Shitsu Jitsu Gou Ken d,d + A / B
Shippuu Nintou (explosion) qcb + A
Shippuu Nintou (collision) qcb + B
(low kick) f + A
(chain combo 1) f + A,B
(chain combo 2) f + A,f + A
(chain combo 3) f + A,b + B,f + B
(chain combo 4) f + A,d + B,f + B
(advancing straight) f + B
(reach kick) df + A
(double punch) Press A after dash
(double arm slam) Press B after dash
Ga Ryuu Tensei qcf + C
Urayama Udou d,d + C
- Genichirou is able to kick multiple times in the air if you hold forward
while pressing Strong Attack (B).
- If the Shitsu Jitsu Gouken hits when close, it will send the opponent
upwards. Otherwise, it will instead knock the opponent to the side.
- The Shippuu Nintou (collision) will not execute unless it hits opponent.
- The Urayama Udou consists of two parts. The 2nd part happens only if the
first punch hits.
- Even though Genichirou is standing, the Low Kick must be blocked low.
- Genichirou's chain combos are strings that can be done after the Low Kick
hits. Forward must be held through the entire chain (unless another
direction is specified). The next attack in the series can only be done if
the previous one connects.
—— YAMASHINA KYOUTOU ———————————————————————————————————————————————————
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BIRTHDAY: January 28 - Aquarius BLOOD TYPE: A
HEIGHT: 173cm [5'8"] LIKES: High-class things
WEIGHT: 58kg [128lbs] DISLIKES: Inferior, vulgar things
OCCUPATION: Head of teaching (Kyoutou) at Ryouran
FAVORITE WORDS: "Yoraba taiju no kage." [Visit me and you'll never lose.]
[Lit. meaning- If you visit, a large tree's shadow.]
SCHOOL LIFE: Ryouran Girl's Institute's high-class head of teaching. A snob
and a brown-noser. Secretly, he's trying to take Genichirou's
place as principal. He calls himself "Dandy", but it appears
that he's disliked by the students. It's rumored that he was
able to become head of teaching because of his ability to bring
together and absorb the principal's good and evil.
PRIVATE LIFE: He plans to do the activities he's been holding back; sneaky.
He's PETTY and thinks of being STINGY.
>> System Dissection <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
( Movement: Walking / Dashing / Jumping )-------------------------------------
Each character can walk forwards and backwards on the playing field or jump
in any upwards direction. All characters also have the ability to dash (Press
f,f) or backstep/backdash (Press b,b). This increases the speed of movement
in the direction you want to go. Forward dashing has two major properties:
position switch and momentum.
- Position switch (discussed also in the "Position Switch" section) is done
when your character dashes and meets up with an opponent. Your character
will pass them and "hop" opposite them, ending up on the other side of the
screen.
- Momentum is self-explanitory. As you dash forward, the momentum will allow
you to also get in "deeper" to attack. Thus, more hits can be scored
rather than it would if they began just standing next to each other.
Dashes can be halted by pressing back before it ends. The character will stop
where you commanded them to. Useful if you anticipate an attack that could
strike you.
Megumi Suzuki and Ryuuko Yamazaki are the only two people that roll into a
ball for their dashes. Thus, they can sometimes go right under attacks.
As stated at the beginning, anyone is able to jump in any upward direction.
There are three forms of jumping: dan (pronounced 'daun') jumping, dash
jumping, and super jumping.
- "Dan Jump" literally means "Level Jump". All characters have the ability
to jump two levels of height. Or as most people refer to it, double jump.
Meaning, a normal jump off the ground, then a secondary jump while in mid-
air. Both jumps can be in any upwards direction and can differ. So, the
first jump can be forward, while the second jump can mean done backwards.
- Dash jumps are done as your character forward dashes. Pressing up-forward
as you dash will make you jump at an angle that stretches across more of
the screen a normal jump would go.
- Super jumps are leaps that go twice as high than normal jumps. Pressing
down,up in a sucession or the R shoulder button will input the command. As
with normal jumping, a super jump can be done in any upwards direction.
They cannot be performed in mid-air, however. But, you can double jump
from a super jump as you would a normal jump. As dash jump using a super
jump can reach nearly 3/4 of the screen distance!
( Attacking: Weak / Strong )--------------------------------------------------
There are only two attacks buttons: Weak Attack (A button) and Strong Attack
(B button). Punches are all standing attacks while kicks are all low attacks.
Asuka would perform an elbow hit if you press Weak Attack while standing. But
holding down and pressing Weak Attack makes her do a low kick. The same goes
for the Strong Attack button as well. Much of the character's attacks respond
in that fashion (i.e- Torami an exception with having low punch attacks).
On the ground, each button have two forms of attack. There's the standard
attack that is done by just pressing the button. In addition, holding forward
as you press an attack will do a "center" attack. Center attacks are slightly
stronger they normal attacks. Some are mid-ranged, and cannot be blocked with
a crouching block. Others are advancing attacks that cause the character to
slide forward while they attack. Center attacks are the basis for each
character's chain combos that are listed in their sections.
Jumping attacks normally have the Weak Attack being a punch and the Strong
Attack being a jump kick. Most characters have alternate attacks with the
Strong Attack button if down or forward is held.
( "C" Attack )----------------------------------------------------------------
The "C" Button is actually both the Weak and Strong Attack buttons combined.
You can either press the A and B button simultaneously, or the default C
button to do the attack.
Sometimes called the "Power Attack", pressing the C button unleases a high
damaging physical attack. It can be done while standing or jumping. Pressing
C while crouching will just perform a normal standing C attack. You'll know
when a C attack is done because an arrangment of sparkles will surround the
character a brief second.
Each time a C attack is done, it drains a bit of the Burning Gauge. Even if
it is filled to 100%. If the gauge is at 120%, it will not drop back 100%. If
there is no energy within the Burning Gauge, a C attack can still be done.
The C button is used for all of the "Saishuu Oku Waza" (super) attacks.
( Blocking )------------------------------------------------------------------
Ground-based attacks are able to be blocked in two ways. Holding back on the
controller as your character is being attacked will have them take up a
defensive stance and block standing attacks. Crouching, or low-level, attacks
are blocked by holding down-back. Mid-ranged attacks and jumping attacks must
be blocked as you are standing as well. They cannot be defended with a low
block. Those attack are considered overhead attacks. In the air, you can
block by holding any of the back positions (b, ub, or db) as you are being
attacked.
There are also those moves cannot be blocked. They include normal throws
(done up close by pressing b / f + Strong Attack), air throws, and command
throws (Cathy's Triple Headbutt, No Sunlight Bomb, and Itekomashi Special).
Only way to avoid those is to stay out of the range that they can grab you.
You don't take block damage from guarding against normal moves, such as
punches and kicks. Blocking special moves and Super moves do tick away at the
life bar. You lose 1 point of damage for each hit that is blocked of a
special or Super move.
Unlike most games, one cannot lose a match from block damage. Thus, if a
person has none energy in their life bar, whipping out projectiles to try and
"cheese" your way to a win will not work. The bar will remain at "0" and a
scored hit will only win. Thank goodness!
( Throwing )------------------------------------------------------------------
Throws (Nage) are unblockable moves that each character has at least one of.
There are two types of throws: ground throw and kuuchuu (mid-air) throw. When
close to the opponent, whether it's both people on the ground or in the air,
press forward or back + Strong Attack (B button). Throwing cannot be escaped
from (i.e- a "Tech Hit" from the Capcom games).
Asuka Honda and Nana Owada both have throws that inflict no damage. They only
toss the opponent into the air in which they are unable to recover.
Megumi Suzuki and Cathy Wild both have more than a normal throw and air
throw. Megumi has her Crowd Pleaser addition from her Fumifumi-Nokkari move.
Cathy has two command throws that are seen when the move command is executed,
but will not connect unless she is close to the opponent.
( Position Switch )-----------------------------------------------------------
The position switch is an evasion technique used to get out of blocking and
quickly counterattack. So, it is essentially a defensive and offensive move.
A similar idea of this has been in the game called "Sokkou Seitokai: Sonic
Council" in the manner of being called a "Sonic Shift". Or a more familiar
game would be the 'King of Fighters' series (from 'KoF96' and up).
As you're blocking an attack, no matter what it is (physical or projectile),
press any of the attack buttons. The block "impact" will be seen as your
character will leap to the opposite side on the attacker. You will be in
range to counterattack. Useful against multi-hitting attacks that leave the
attacker in animation. There is no lag time coming out of a position switch.
If you press the R button as you block, you'll Super Jump out of the attack.
Or hold back as you press R so the character will hop backwards out of range.
Performing a position switch will drain the Burning Gauge meter if you press
the attack buttons to switch sides. Even if it's at 100%. The gauge will not
drop if you press R to jump.
Another method of position switching is to dash forward at the opponent. When
the to characters meet, the dashing character will "hop" to the other side of
them. Or just tapping forward twice if close to the opponent. Useful if
corner trapped to get around and quickly retaliate.
( Life Gauge )----------------------------------------------------------------
The life (tairyoku) bars are both placed at the top of the screen on either
side of the round timer. Player 1's is on the left side while Player 2 is
the right. Each player's life gauge bar begins with a full 176 units of
health (how did I figure that out? Asuka's "Enshin Ren Satsu Ken" is eight
hits and when blocked 22 times, it depletes the meter fully). During battle,
each full hit takes away life points. The red area is how much life lost thus
far. Once the entire meter is red, that means all the life points are gone
and the character is defeated. The round goes to the winner.
If the time expires, the character with the most life wins the round. If the
bars are equal, the match is considered a draw and an extra round will begin.
( Burning Gauge )-------------------------------------------------------------
The Burning Gauges are both located at the bottom of the screen, parellel to
the life bars - the left side being Player 1's and right side is Player 2's.
Burning Gauge energy is gained whenever your character does an attack that
that hits, is hit by an attack, or block any attack. Attack gives their own
unique amount of gauge energy. Once the gauge is full, a "100%" will appear
within the bar. That enables that character one "Saishuu Oku Waza" (super)
move. However, the gauge can be filled more. If you keep the "100%", more
attacks and blocked attacks will cause the gauge to ignite in flames - the
"100%" turning into an "120%" instead. This is when you are able to perform
multiple Super attacks in a given time frame.
( 100% Specials )-------------------------------------------------------------
Gaining a "100%" means that the Burning Gauge meter has been filled. As a
result, it equals to one super meter. Thus, you can perform one Saishuu Oku
Waza. Once the super is performed, the meter empties.
( 120% Specials )-------------------------------------------------------------
If you keep attacking or get attacked once your Burning Gauge reaches "100%,"
it will eventually change into an "120%." This is a -maxed out- Burning Gauge
meter. From it, you are able to perform multiple Saishuu Oku Waza until the
meter runs out. The "120%" lasts, on average, about ten to eleven seconds.
However, changing the player handicap in the Options Screen can alter the
time limit (even as less as it lasting only five seconds).
( Quick Recovery )------------------------------------------------------------
Quick recovery is the act of "safe-falling". Instead of hitting the ground
after an attack, the character can spring back up onto their feet. Thus,
omitting the animation and time it takes to stand up from the ground. During
a quick recover, the character will flash a green for a second. During that
time, they are invincible until they are back to their feet.
Ground recovery is done by pressing up,up on the controller after the first
bounce. An air quick recovery is done by pressing forward,forward on the
controller at the peak of the launch.
( Dizzy & Recovery )----------------------------------------------------------
After a character has taken a brutal amount of blows in succession, they'll
be knocked into a dizzy status. A ring of stars will hover overhead. So you
get the fun of unleash more hell onto them. A dizzied person can't attack,
jump, or block until the dizzy effect has worn off. To end dizzy status fast,
rapidly press the buttons and move the D-pad (directional pad) around.
( Combos / Chains )-----------------------------------------------------------
In "Asuka 120%", basically anything combos. There's no limit as to what you
can combo. You are able to do a Light Attack, into a Strong Attack, then go
back to a Light Attack again. This works for Special Moves also. Next, you
can Super Cancel a regular attack into a Special Move or a 120% Special. Some
characters can combo more than one 120% Specials, depending on the one used.
After a while, the game will not allow you combo/juggle the opponent any
further, and simply let them fall to the ground.
Each character has a set of chain combos that are made up of hits guaranteed
to combo one after the other. All start with a (f + A) center attack (Asuka
is the only character with a pair of chain combos that start with a (f + B)
attack). As you move along the flowchart, the directions of the controller
may change. For example, below is one of Asuka Honda's chain combos:
f + A, A, d + B, f + B
This is how the combo works: press forward + A to have Asuka do a sliding
punch. While still holding forward, press A again. Asuka will perform a
linking punch. Now, press down + B. The next attack will be a swift sweep
attack to make them fall. The combo can stop there. But if you press forward
+ B, Asuka will do an dashing double punch to juggle the opponent before they
hit the ground. A total of five hits. You can throw in a "Enshin Ren Satsu
Ken" in there after that for eight more hits if you wish. ^_^
( Attack Counters )-----------------------------------------------------------
When attacks collide into each other, they cancel each other out. What does
that mean exactly? If two people are next to each other and both throw an
attack at the same time, a *clash!* will be heard. Both attacks "stop" each
other and thus no damage is dealt. No matter the attack power, it can be
stopped. So, you can stop a Weak Attack with a Weak Attack. Or even stop a
Strong Attack with a Weak Attack. The only catch is that you attacks usually
have to be the same level. High attack vs. high attack, low vs. low.. Jumping
attacks can be stopped with another jumping attack or with a standing high
attack.
Special moves can be cancelled in the same manner. Normally, if a projectile
is thrown, one would have to do a projectile of their own to stop it. In the
case of "Asuka 120%", you don't have to do that. For example, if Asuka fires
an Enshin Hasai Ken, one could literally "attack" the projectile. An attack
would null the blast with no damage sustained. But it would have to a middle
ranged attack (normally a f + A move) to do it. This method works for Saishuu
Oku moves also.
>> Miscellaneous Info <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
( Special Thanks )------------------------------------------------------------
Fill In Cafe/Family Soft A great combo-filled female fighter!!
<www.familysoft.co.jp/> They heard my prayers! They made 'Asuka
120% Final'! YES! Thanks alot, guys!
Synn Syous He brought me the game from Japan!
<synnsyous@hotmail.com> Arigatou ne! ^_^
Batsu Ichimonji ALOT of the missing character info.
<batsuichimonji@aol.com> Thanks alot for that FAQ!
( Secrets )-------------------------------------------------------------------
Play as Tetsuko Ougigaya Play the game for at least 10hrs (the length of
time is displayed in the Saturn's memory base).
At the character select screen, move the cursor
all the way up to select Tetsuko.
Play as Genichirou Shindou Play the game for at least 20hrs (the length of
time is displayed in the Saturn's memory base).
At the character select screen, move the cursor
all the way down to select Genichirou.
Color selection When selecting your character, hold L shoulder,
R shoulder, or L+R together and press A. Each
character has up to 4 different colors.
Extra Options At the Config Menu screen, press L shoulder or R
shoulder. You will get 2 different screens of
extra options.
( Translations )--------------------------------------------------------------
All translations were done by myself, so excuse me if something ends up wrong.
The translations for some character's names look funny, but they're correct.
• GENERAL TERMS
Hissatsu Waza Certain Kill Art
Saishuu Oku Waza Final Heart Art
• FURUTACHI ICHIKO [FURUTACHI= Old Building; ICHIKO= That One Wisdom Child]
• HONDA ASUKA [HONDA= Main Rice Field; ASUKA= Flying Bird]
Enshin Hasai Ken Centrifuge Smashing Fist
- Asuka throws forward a flaming group of chemical viles.
Enshin Ren Satsu Ken Centrifuge Group Kill Fist
- Asuka throws forward a larger grouping of flaming chemical viles.
• HOUJYOU TORAMI [HOUJYOU= North Article; TORAMI= Tiger Beauty]
Ha Ou Ken Supreme King Fist
- Torami punches out a trio of dissipating electric energy orbs.
Sou Ryuu Ken Dragon Pair Fist
- Torami slides forward while punching twice in the air.
Tobi Shitsu-Kakato Otoshi Hopping Knee-Heel Drop
- Torami hops forward with an axe kick.
Shinkuu Tobi Soku Tou Vacuum Hopping Leg Blade
- Torami dives down at a diagonal with a kick.
Rai Ryuu Ha Ou Ken Lightning Dragon Supreme King Fist
- Torami leaps into the air and sends four electric energy orbs downward.
Rai Ryuu Shougeki Ken Lightning Dragon Shock Fist
- Torami punches the ground, creating a lightning column to rip forward.
• KAWASAKI SHINOBU [KAWASAKI= River Cape; SHINOBU= Spy/Conceal]
Ban Chou Bazooka Turn Leader Bazooka
- Shinobu throws forward a large orb of electric energy.
Ban Chou Tornado Turn Leader Tornado
- Shinobu spins in the air while kicking.
Ban Chou Dynamite Turn Leader Dynamite
- Shinobu slides forward before rising in an uppercut.
Bukkomi Tokkou Kick Bukkomi Virtue Kick
- Shinobu dives down at a diagonal with a kick.
Hissatsu Megaton Bazooka Certain Kill Megaton Bazooka
- Shinobu throws a large pair of electric energy orbs.
Hissatsu Megaton Dynamite Certain Kill Megaton Dynamite
- Shinobu rises with a set of uppercuts.
• MITARAI KIYOKO [MITARAI= Honorable Hand Wash; KIYOKO= Pure Child]
Dai-League Softball Hachi-Gou Big League Softball Number-8
- Kiyoko tosses out an underhanded softball pitch.
Shin Tsuuten Kaku Da Hou True Passing Heaven Tower Strike Method
- Kiyoko swings her bat to produce an upwards burst of force.
Gettsuu Striker Double Play Striker (Lt.- Get Two Striker)
- Kiyoko leaps into the air and comes with in a flaming arc.
• OUGIGAYA TETSUKO [OUGIGAYA= Folding Fan Valley; TETSUKO= Iron Child]
Enshin Hasai Ken Centrifuge Smashing Fist
- Tetsuko throws forward a flaming group of chemical viles.
Enshin Ren Satsu Ken Centrifuge Group Kill Fist
- Tetsuko throws forward a larger grouping of flaming chemical viles.
• OWADA NANA [OWADA= Small Japanese Style Rice Field; NANA= "What?"]
Fuugetsu Sen Wind and Moon Fan
- Nana tosses out a fan that either curves in an arc or flies forward.
Ushi Jaku no Mai Dance of the Young Cow(?)
- Nana spins while moving forward, attacking with a pair of fans.
Retsu Shuu Ha Split Attack Wave
- Nana pushes forward to produce a sudden thrust of force.
Ouka Ren Geki Cherry Blossom Season Lead Attack
- Nana slides forward with a flurry of punches.
Bu Tou Sou En Jin Ichi Dancing Sword Pale Flame Position One
- Nana grabs a naginata and steps forward with a slash.
Bu Tou Sou En Jin Ni Dancing Sword Pale Flame Position Two
- Nana grabs a naginata and slides forward with a spinning flaming attack.
• SUZUKI MEGUMI [SUZUKI= Small Bell Tree]
Megumi Kerikeri Punch Megumi Kick-Kick Punch
- Megumi slides forward with a kick-kick-punch combo.
Fumifumi-Nokkari Get On the Fumifumi
- Megumi flips forward into the air.
Megumi Kerikeri Dance Megumi Kick-Kick Dance
- Megumi rolls forward to attack nonstop with a variable assault.
• SHINDOU GENICHIROU [SHINDOU= New Hall; GENICHIROU= Source One Son]
Kenkon Itteki Heaven and Earth Drop
- Genichirou sends forward a hoop of energy.
Shitsu Jitsu Gou Ken Grasping Truth Overpowering Fist(?)
- Genichirou rises with an uppercut.
Shippuu Nintou Gale Crown(?)
- Genichirou rushes forward with either creating an upwards explosion or
rippling punch.
Ga Ryuu Tensei Elegant Dragon Reincarnation(?)
- Genichirou sends out a large hoop of energy.
Urayama Udou Hill Behind Seashore Possessing Work(?)
- Genichirou punches forwward, then performs an uppercut if he hits an
opponent.
• SHINDOU TAMAKI [SHINDOU= New Hall; TAMAKI= Ring]
Hyaku Retsu Serve Hundred Split Serve
- Tamaki serves a tennis ball.
Lob Otoshi Lob Drop
- Tamaki jumps, swinging her racket fiercely upwards.
Kougeki V (Victory) Attack V (Victory)
- Tamaki runs forward, swinging her racket in a "V" formation.
Geigeki V (Victory) Ambush Attack V (Victory)
- Tamaki runs forward, swinging her racket in a "V" formation if she hits
an opponent.
• TOYODA KARINA [TOYODA= Rich Rice Field; KARINA= Passable Jasmine "What?"]
Kerokero Ribbit (frog sound)
• YAMAZAKI RYUUKO [YAMAZAKI= Mountain Cape; RYUUKO= Dragon Child]
Tatsumaki Receive Tornado Receive
- Ryuuko glides florward, as if to catch a far volley, attacking with an
outstretched arm.
Inazuma Serve Lightning Serve
- Ryuuko leaps up and spikes an incoming volleyball downwards.
• YAMASHINA KYOUTOU [YAMASHINA= Mountain Course; KYOUTOU= Teach Head]
( Revision History )----------------------------------------------------------
Version 1.2 (2000.09.15)
- Large editing on the entire FAQ. New information added for everyone,
including notes and changes to moves/personal information. Enders for
Megumi's Fumifumi-Nokkari move added. Found the names to Genichirou's
attacks, but unsure if the translations are correct. Translations to
character's names and moves updated as well.
Version 1.1 (2000.05.31)
- Added in all miscellaneous attacks, chain combos, and notes for all the
characters. Some editing too.
Version 1.0 (1999.10.04)
- Unlocked Shindou Genichirou and added his attacks, but no idea on what
the names of them are. So until then, I just put in really generic names
with no flash. Also added the rest of the seiyuus for the characters.
Version 0.9 (1999.07.30)
- Added info on the other unplayable character, Fumimaro Yamashina. Also
added the seiyuus (voice actors) for most of the characters. Finally
just a little editing of things.
Version 0.8 (1999.07.09)
- New format for the FAQ plus another temporary(?) ASCII art title. Mainly
editing of moves and translations.
Version 0.7 (1999.02.06)
- Editing and updates.
Version 0.6 (1998.11.21)
- Unlocked Ougigaya Tetsuko and added her information.
Version 0.5 (1998.11.14)
- Added info on the secret characters, even Ichiko, but still no moves for
them. Did spelling corrections on the other characters.
Version 0.4 (1998.11.04)
- Information overload! Everything has been added that was missing with
the exception of the hidden characters. Added a temporary ASCII title.
Version 0.3 (1998.10.19)
- Editing. Added some proper names for special moves, and a move for Nana.
Version 0.2 (1998.10.05)
- Mainly editing.
Version 0.1 (1998.08.31)
- Added the translation section.
Version 0.0 (1998.07.21)
- FAQ initial creation.
( Final Note )----------------------------------------------------------------
Ossu!
Took me a long time to get my hands on this game. Had to have a friend get it
for me while in Japan. It's discontinued now, but another Asuka game (Burning
Fest Final) is out now for the PSX. As for this version, it's been awhile
since it's been around, so consider yourself lucky if you own it. Much better
than the PSX version of "Asuka 120% Excellent". Still alot of work to add in
this FAQ, and the final will be out shortly.
Here are the things to appear in the future installments to this FAQ:
- storyline translation
- the insane combo section (maybe?)
- translations: endings and story mode
Have anything you want to say for me or others to know? Something inside
the FAQ that's wrong or you wish add to? Feel free to send in your info.
Not only do you receive credit for anything posted that you send in. You
also get the bragging rights to annoy people with. So c'mon! Send it in!
You know the drill.. You know the e-mail address.. So I'll just shut up.
..By the way, thanks for reading!
Sayounara, adios, ciao, xie xie, au revoir, and all that other stuff. =P
- "The KiD" <Oodzume@hotmail.com>
_________________________________________________________________________
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