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    FAQ/Move List by Puar

    Version: 0.5 | Updated: 09/25/01 | Search Guide | Bookmark Guide

    
       [ Game Title ]     Moeru! Justice Gakuen / Project Justice /
                          Rival Schools 2 FAQ
       [ Revision # ]     v0.5 (September 25, 2001)
       [ System ]         Japanese Sega Dreamcast 
       [ Author ]         John "Puar" Nguyen <puar@ureach.com>
       [ Updates At ]     Latest Version @ puar.cjb.net / www.gamefaqs.com 
    
     Unpublished work Copyright 2001 John Nguyen
    
     This FAQ and everything included within this file cannot be reproduced
     in any way, shape or form (physical, electronical, or otherwise).  It
     cannot be used for profitable purposes (even if no money would be made
     from selling it) or promotional purposes.  It cannot be used in any sort
     of commercial transaction, or be given away as some sort of bonus, gift,
     etc., with a purchase, as this creates incentive to buy and is therefore
     prohibited.  Furthermore, this FAQ cannot be used by the publishers,
     editors, employees or associates, etc. of any company, group, business,
     or association, etc., nor can it be used by game sites and the like.
     It cannot be used in magazines, guides, books, etc. or in any other form
     of printed or electronic media (including mediums not specifically
     mentioned) in ANY way, shape, or form (including reprinting, reference
     or inclusion), without the express written permission of the author,
     myself.  This FAQ was created and is owned by me, John Nguyen.  All
     copyrights and trademarks are acknowledged and respected that are not
     specifically mentioned in this FAQ.
    
     This FAQ was written for GameFAQs (www.gamefaqs.com) only.  I don't want
     it to be put up on any other web site and am not above explaining this
     to your ad banner guys or whoever else I can get ahold of if you decide
     to violate this disclaimer.
    
     To continue, this FAQ and everything included herein is protected by
     the Berne Copyright Convention of 1976, not to mention US Copyright Law.
     Remember that plagiarism is a crime, and that this is a copyrighted
     work--stealing from this guide is putting yourself at risk, plain and
     simple, because the law is on my side.
    
     Moeru! Justice Gauken, the Justice Gauken series, and all other
     characters are (c) Capcom of Japan.
    
     The latest version of this FAQ can be found at:
     --------------------------------------------------------------------
     Puar's Place                           http://puar.cjb.net
     GameFAQs                               http://www.gamefaqs.com
    
    =========================================================================
     TABLE OF CONTENTS
    =========================================================================
    
      1.  INTRODUCTION
          - Basic Commands
          - Gameplay Elements
      2.  CHARACTER MOVELISTS
           - Akira Kazama
           - Powered Akira
           - Batsu Ichimonji
           - Burning Batsu
           - Boman Delgado
           - Daigo Kazama
           - Wild Daigo
           - Edge (Eiji Yamada)
           - Gan Ishido
           - Hayato Nekketsu
           - Hideo Shimazu
           - Hinata Wakabi
           - Hyo Imawano
           - Demon Hyo
           - Iincyo
           - Kurow Kirishima
           - Vatsu
           - Kyoko Minazuki
           - Kyosuke Kagami
           - Momo Karuizawa
           - Nagare Namikawa
           - Natsu Aihara
           - Ran Hibiki
           - Roberto Miura
           - Roy Bromwell
           - Shoma Sawamura
           - Tiffany Rose
           - Yurika Kirishima
           - Zaki (Aoi Himezaki)
      3.  SECRETS AND TRICKS
           - Enable Burning Batsu
           - Enable Vatsu
           - Enable Roy Bromwell and Tiffany Rose
           - Enable Wild Daigo
           - Enable Powered Akira
           - Enable Hyo Imawano and Dark Side Student Council
           - Enable Kurow
           - Enable Demon Hyo
           - Ramdom Select
      4.  GAMEPLAY NOTES
           - Attack Cancels
           - How to Read Textbook Combos in this FAQ
           - Textbook Combos, Rival Launchers, and Aerial Raves
           - Two Person, Three Person, and Team Up Technique Counters
      5.  MISCELLANEOUS
           - Story Branches and Endings
      6.  AUTHOR'S NOTE
           - Special Thanks
           - Revision History
    
    =========================================================================
      1.  INTRODUCTION
    =========================================================================
    
     Moeru! Justice Gakuen, which will also be known as Project Justice in
     the United States, and probably more commonly referred to as Rival
     Schools 2 is the sequel to the Legion of Heroes: Justice Gakuen or
     Rival Schools United by Fate.  The previous version was a sleeper hit
     in the arcades and the Playstation got a copy of it.  The follow up
     is done on Sega's NAOMI board and was simultaneously released for both
     in the arcade and on the Dreamcast.  The two versions are essentially
     the same and Capcom, being the lazy bastards that they are, bless their
     souls for making the blasted game in the first place, have failed to
     include any additional extra bonuses or mini-games, as they did with
     the first Rival Schools.  However, the game does feature a board game
     that replaces the old RPG mode of the home versions and, though a lot
     less in-depth than the previous incarnation, plays out to the same end:
     the creation of a new, personalized character.  For a more detailed
     look at the board game and how to play it, in addition to some snazzy
     visuals, please visit the Rival Schools Network for more information.
    
     In my opinion, Rival Schools is the greatest mainstream hit that Capcom
     has managed to churn out.  What I mean by mainstream is that the game
     engine has been either dumbed down or over-simplified so that it's
     easier, and hence more attractive, to play or so goes the logic of that
     train of thought.  The basic combo system is not very involved and
     travels from two light attacks, into two heavy attacks, hold any
     direction, add another heavy attack, and then end it off with a Special
     or Super Move.  The system is very lenient as to the time constraints
     in which you are able to combo together moves and there is definitely
     a lack of variety between characters, at least combo-wise.  As for
     execution, everything is either a rotation of quarter or half circles
     forward and back, a dragon punch or the reverse of it, then we have
     super moves which are all double rotations.  In addition, we have a
     super-flux of fireball/dragon punch type characters and, going off on
     a combo tangent again, we're able to combo off almost anything we
     throw out which can be a bad thing when combos are all so easy to do.
     
     Flash forward to the second version, Rival Schools 2, the game that
     this FAQ covers.  The game play has tightened a bit and the combos are
     now a lot more limited when in comparison, though you are still able to
     put together long chains and strings of things that are unbearable to
     sit through when you're hit with them.  My favorite combo is with Zaki,
     a Jumping HP, LP, LP, HK, HP, f + HP, qcb,qcb + K.  The major changes
     to the system would be the inabilty to combo off of overhead attacks,
     the general exclusion of Rival Launchers in the middle of Textbook
     Combos, the addition of Mini-Rival Launchers in the game, and the
     ability to recycle through Textbook Combos during an Aerial Rave. With
     its new characters that are either fresh for this game or added from
     the Playstation expansion, you can see that Capcom is seriously trying
     to spice up the roster a bit with a little variety as far as gameplay
     goes, though the wacky new additions may turn off some since their play
     is either unorthodox, impractical, or highly limited.  The highlight of
     this game its the first edition lies not in the gameplay, but in the
     interwining stories that make up the game, an ingredient lacking in
     many of the fighters today.  As far as I can fathom, the storyline to
     the second Rival Schools goes something to this effect:
    
     Kurow, an upstart student at Justice Gakuen and head a secret faction
     known as the Dark Side Student Council, targets the Imawano clan,
     starting with Raizo, who he takes care of from the get go.
     Masquerading as a fake Batsu, who goes by the name of Vatsu in the
     character listings, Kurow draws attention to himself and attracts the
     other schools into fighting with the aid of his sister Yurika and
     Momo, both also members of the Dark Side Student Council.  Along the
     way, Kurow enlists the aid of Daigo who he puts under the spell of a
     mystical flute, but only for a short while as he is soon discovered and
     his evil plot foiled by the insurrection of his two followers who also
     free Daigo from his spell.  Kurow and Hyo square off with Hyo pulling
     away as the victor, but not at a cost.  He becomes enraged and
     possessed by the spirit of his deceased father and transforms into a
     demonic and deranged form of himself wielding two swords.  The final
     stage is set as the enpowered Hyo goes on a blood run and awaits all
     challengers who might stand in his way...
    
     For further Rival Schools information, please visit the Rival Schools
     Network <www.rivalschoolsnetwork.com>.  Before reading this FAQ, it may
     help to play the previous game or read Kao Megura's FAQ for it.  That
     FAQ, and many more, can be found at both Kao Megura's homepage
     <i.am/kao> and GameFAQs <www.gamefaqs.com>.  If you like this game, I
     might also recommend that you give Garou: Mark of the Wolves a try,
     the game that is, in my opinion, SNK's equivalent of mainstream
     success.  A graphical version of this FAQ will be located at my webpage
     Puar's Place <puar.cjb.net> when time permits.  Okay, enough of my
     endless banterings and on with the FAQ already!
    
     -----------------------------------------------------------------------
     BASIC COMMANDS
     -----------------------------------------------------------------------
    
     This section outlines the basic controls for all characters:
    
     (controller directions and results)
    
      ub  u  uf      Jump Up-Back             Jump Up       Jump Up-Forward
        \ | /
     b -- n -- f     Walk Back / Block        Neutral       Walk Forward
        / | \
      db  d  df      Crouch / Low Block       Crouch        Offensive Crouch
    
    
     (button layout and effect)
    
     LP  HP          Light Punch         Hard Punch
                
     LK  HP          Light Kick          Hard Kick
    
    
     (FAQ abbreviations)
    
      qcf / qcb  -  Press d,df,f or d,db,b on the joystick.
      dp / rdp   -  Press d,d,df or b,d,db on the joystick
      hcf / hcb  -  Press b,db,d,df,f or f,df,d,db,b on the joystick.
      PP         -  Press all two Punch buttons.
      KK         -  Press all two Kick buttons.
      (air)      -  The move can be performed while on the ground, or while
                    in the air (during a jump or after an air recovery).
      (close)    -  This move is a throw and should be performed close
                    to or near your opponent.
      (hold)     -  The move can be altered by holding down the button used
                    to perform it.
      (in air)   -  This move can only be performed in the air.
      (overhead) -  This move must be blocked while standing.
      (rapidly)  -  The move can be altered by rapidly tapping the button
                    used to perform it.
      x~x        -  All possible ranges are allowed (for example, ub through
                    uf, or LP through HP).
    
     (Textbook Combo abbreviations)
    
      ()         -  Optional, can be skipped over in a Textbook Combo
      *          -  Premature end to a Textbook Combo, but required in order
                    to cancel into Special Move or Burning Vigor Attack.
      !          -  Last hit in the string, able to cancel into a Special
                    Move or Burning Vigor Attack.
      ^          -  Premature end to a Textbook Combo, but will launch the
                    opponent in the air for an Aerial Rave Combo.
      #          -  Last hit in the string for that particular Textbook
                    Combo.  You are either unable to or not recommeneded to
                    try cancelling into a Special Move or Burning Vigor
                    Attack.
    
     -----------------------------------------------------------------------
     GENERAL MOVELIST
     -----------------------------------------------------------------------
    
     Standing Block                 Hold b when attacked
     Crouching Block                Hold db when attacked
     Mid-Air Block                  Hold b / db when attacked while in air
     Jump                           Press ub~uf
     Taunt                          Press the button assigned to "Taunt"
    
     Dash                           Tap f,f / b,b
     Run                            Tap and hold f,f
     Dash Tackle                    Press P while dashing or running
     Dash Slide                     Press LK while dashing or running
     Dash Jump Kick                 Press HK while dashing or running
     High Jump                      Tap db~df,ub~uf
     Get Up                         While getting up, tap b / f / d / u
     Get Up Attack                  While getting up, press P / K
     Defensive Fall                 Press any attack button while falling
     Ditch (Away)                   Press u + KK / KK
     Ditch (Towards)                Press d + KK
    
     Throw                          Press PP
     Low Throw                      Press d + PP
     Rival Launcher                 Depends on the charater (see Section 2)
     Mini-Rival Launcher            Depends on the charater (see Section 2)
    
     Tardy Counter                  Perform any attack while blocking
     Burning Vigor Attack           Depends on the character (see Section 2)
     2 Person Team Up Technique     Press same strength P + K
     Team Up Technique Counter      Press same strength P + K
     3 Person Team Up Technique     Press any three attack buttons
     Attack Cancel                  Attack your foe as they attack you
    
      - Taunting increases your Burning Vigor gauge by one-third.
      - Dash Tackles and Dash Jump Kicks are easy ways to get in a quick
        overhead attack.
      - Throws are unblockable, and will always catch your opponent if they
        have started a Team Up Technique.
      - Burning Vigor Attacks cost 1 Burning Vigor level.
      - 2 Person Team Up Techniques cost 2 Burning Vigor levels.  Pressing
        LP + LK will result in calling out Partner A, pressing HP + HK will
        result in calling out Partner B.  The type of Team Up Technique that
        you perform is dependent on the incoming character.
      - Team Up Techniqe Counters can only be performed against 2 Person
        Team Up Techniques.  They must be performed during the beginning of
        your opponent's 2 Person Team Up Techniques to take effect. When
        countering, you will enter a five second sudden death match and will
        be able to use only normal moves during this time period.
      - 3 Person Team Up Techniques cost 5 Burning Vigor levels.  The type 
        of Team Up Technique performed is dependent on the active character.
      - Doing an Attack Cancel gives both characters 1 full level on their
        Burning Vigor gauge.
    
    =========================================================================
      2.  CHARACTER MOVELIST
    =========================================================================
    
     Characters are listed in the alphabetical order with the exception of
     alternate versions of characters who appear below their normal version.
     Characters bios were taken from the old Rival Schools site at Capcom
     USA that is now defunct and dismantled.  Move names were taken from 
     both Kao Megura's Rival Schools Mini-FAQ and the Rival Schools Network.
     If there's a move that I either don't have a name for or an unsure of
     the name, it appears in brackets.  Names for command attacks are
     fabricated by myself due to failure to locate any official names.
       
     Movelists are arranged in this order; command attacks, special moves,
     then Burning Vigor Attacks, followed by Team Up Techniques, and
     finally Textbook Combos.  For more information about and how to read
     the Textbook Combo charts in this FAQ, see Section 4.
    
     -----------------------------------------------------------------------
     AKIRA KAZAMA                                      [ Seijyun Syogakuen ]
     -----------------------------------------------------------------------
    
     Birthdate:             March 3
     Blood Type:            AB
     Height:                160 cm
     Weight:                Unknown
     3-Size:                81-62-83
     Relationship:          Daigo Kazama (brother)
     Likes:                 Bikes, her older brother Daigo, 
                            her friends
     Dislikes:              Chatting
     Special Talent:        Chinese martial arts, cooking
     Subject(s) Good At:    Japanese, Social Studies, English
     Subject(s) Bad At:     Physical education, music
     Club:                  None
     Part-time Job:         Maintaining motorcycles at a motorcycle store
    
     Overhead Attack                f + HK
     Rival Launcher                 df + HP
     Mini-Rival Launcher            b + HP
     Aerial Rave Finisher           f + HP
     Rapid Punches                  b + WP, WP, WP, WP
     Double Somersault              f + HK, HK
    
     Ura Rimon                      qcf + P
     Senpuu-bu                      qcf + K
     Houbu                          qcb + K
     Haten Rengeki                  qcb + P, P / K
    
     Kikou Kai                      qcf,qcf + P  (air)
     Ha no Renbu                    qcb,qcb + P
     Haten Bueishuu                 qcf,qcf + K
     Ten no Renbu                   qcb,qcb + K
    
     2 Person Team Up Technique     Kyousou Rengekishuu
     3 Person Team Up Technique     Seijo no Tettsuchi 
    
       LP    =>   (LP)   =>    HP    =>  f HP!
     d LP                      HK        b HP^
                             d HP
                             f HP!
                             b HP^
                             d HK#
    
       LK    =>    HP    =>  f HP!
     d LK          HK        b HP^
                 d HP
                 f HP!
                 b HP^
                 d HK#
    
       LP    =>  d LP    =>  d HK#
     d LP
    
       LK    =>    LK    =>  d HK#
     d LK        d LK        
    
      - The new Akira is missing her Haten no Kamae stance moves from 
        the previous game.  If you're nostalgic or wanting the old Akira,
        like I am, there is an alternatve version available.
      - The Senpuu-bu can be performed three times in a row.  You can use
        intermixing kicks, such as qcf + LK, qcf + HK, qcf + LK.
      - The Kikou Kai travels at a 45 degree angle downward when performed
        with LP and straight when performed with HP.
      - The LP Ura Rimon, Senpuu-bu, and Ha no Renbu can be performed from
        a Textbook Combo.
    
     -----------------------------------------------------------------------
     POWERED AKIRA                                           [ Gedo Koukou ]
     -----------------------------------------------------------------------
    
     Birthdate:             March
     Blood Type:            AB
     Height:                160 cm
     Weight:                Unknown
     3-Size:                81-62-83
     Relationship:          Daigo Kazama (older brother)
     Likes:                 Bikes, her older brother Daigo, 
                            her friends
     Dislikes:              Chatting
     Special Talent:        Chinese martial arts, cooking
     Subject(s) Good At:    Japanese, Social Studies, English
     Subject(s) Bad At:     Physical education, music
     Club:                  None
     Part-time Job:         Maintaining motorcycles at a motorcycle store
    
     Overhead Attack                f + HK
     Rival Launcher                 df + HP
     Mini-Rival Launcher            b + HP
     Aerial Rave Finisher           f + HP
     Double Somersault              f + HK, + HK
    
     Ura Rimon                      qcf + P
     (Head Butt)                    dp + P
     Senpuu-bu                      qcf + K
     Houbu                          qcb + K
     Haten no Kamae                 qcb + P
      Launch Pad                    LP,HP,HK,LK from Haten no Kamae
      Bully Beater                  LK,LP,HP,HK from Haten no Kamae
      Sen'en Shippuubu              HP,LP,LK,HK from Haten no Kamae
      Tenhou no Kyaku               HK,LK,LK,LK,LP,HP from Haten no Kamae
    
     Kikou Kai                      qcf,qcf + P  (air)
     Ha no Renbu                    qcb,qcb + P
     Ten no Renbu                   qcb,qcb + K
    
     2 Person Team Up Technique     Kyousou Rengeki Shuu
     3 Person Team Up Technique     Gedou Koma
     
       LP    =>   (LP)   =>    HP    =>  f HP!
     d LP                      HK        b HP^
                             d HP
                             f HP!
                             b HP^
                             d HK#
    
       LK    =>    HP    =>  f HP!
     d LK          HK        b HP^
                 d HP
                 f HP!
                 b HP^
                 d HK#
    
       LP    =>  d LP    =>  d HK#
     d LP
    
       LK    =>    LK    =>  d HK#
     d LK        d LK        
    
      - Powered Akira is more or less a carbon copy of the original Akira
        in the previous game that dons her brother Daigo's biker helmet.
      - The Senpuu-bu can be performed three times in a row.  You can use
        intermixing kicks, such as qcf + LK, qcf + HK, qcf + LK.
      - During the Haten no Kamae, press any button to attack.  Or, press
        in any direction to cancel the move.
      - The Kikou Kai travels at a 45 degree angle downward when performed
        with LP and straight when performed with HP.
      - The LP Ura Rimon, Senpuu-bu, and Ha no Renbu can be performed from
        a Textbook Combo.
    
     -----------------------------------------------------------------------
     BATSU ICHIMONJI (IMAWANO)                              [ Taiyo Gakuen ]
     -----------------------------------------------------------------------
    
     Birthdate:             January 1
     Blood Type:            O
     Height:                171 cm
     Weight:                64 kg
     3-Size:                95-72-80
     Relationship:          Raizo Imawano (father), Shizuku Imawano (mother)
                            Kyosuke Kagami (cousin), Hyo Imawano (cousin)
     Home Life:             Lives with his mother
     Likes:                 Straight things, ninja, his mother
     Dislikes:              Dogs, "not straight" things, unfair things
     Special Talent:        Eating fast
     Subject(s) Good At:    Physical Education
     Subject(s) Bad At:     Anything else except Physical Education
     Club:                  He has not joined any club yet.
     Part-Time Job:         A part time job is prohibited at Taiyo,
                            but he reviously sold newspapers
                            and milk in order to help out his mother.
    
     Overhead Attack                b + HP / + HK
     Rival Launcher                 df + HP
     Mini-Rival Launcher            df + HK
     Aerial Rave Finisher           f + HP / f + HK
    
     Ryuusei Kick                   qcf + K  (in air)
     Kiai Dan                       qcf + P  (air)
     Guts Upper                     dp + P
     Mikazuki Kick                  qcb + K
    
     Zenkai Ryuusei Kick            qcf,qcf + K  (in air)
     Zenkai Kiai Dan                qcf,qcf + P  (air)
     Zenkai Guts Upper              qcb,qcb + P  
     
     2 Person Team Up Technique     Double Kiai Dan
     3 Person Team Up Technique     Final Symphony
    
       LP    =>   (LP)   =>    HP    =>  f HP!
     d LP         (LK)         HK       df HK^
                             d HP        f HK#
                            df HK^
                             f HK#
                             d HK#
    
       LK    =>    HP    =>  f HP!
     d LK          HK       df HK^
                 d HP        f HK#
                df HK^
                 f HK#
                 d HK#
    
       LK    =>    LK    =>  f HK#
     d LK        d LK
    
       LP    =>  d LP    =>  f HK#
     d LP
    
      - The Zenkai Guts Upper acts as a Rival Launcher and can be followed
        up with an air combo.
      - The Kiai Dan, Guts Upper, Mikazuki Kick, and Zenkai Kiai Dan can
        all be performed from a Textbook Combo.
    
     -----------------------------------------------------------------------
     BURNING BATSU                                          [ Taiyo Gakuen ]
     -----------------------------------------------------------------------
    
     Birthdate:             January 1
     Blood Type:            O
     Height:                171 cm
     Weight:                64 kg
     3-Size:                95-72-80
     Relationship:          Raizo Imawano (father), Shizuku Imawano (mother)
                            Kyosuke Kagami (cousin), Hyo Imawano (cousin)
     Home Life:             Lives with his mother
     Likes:                 Straight things, ninja, his mother
     Dislikes:              Dogs, "not straight" things, unfair things
     Special Talent:        Eating fast
     Subject(s) Good At:    Physical Education
     Subject(s) Bad At:     Anything else except Physical Education
     Club:                  He has not joined any club yet.
     Part-Time Job:         A part time job is prohibited at Taiyo,
                            but he reviously sold newspapers
                            and milk in order to help out his mother.
    
     Overhead Attack                b + HP / + HK
     Rival Launcher                 df + HP
     Mini-Rival Launcher            df + HK
     Aerial Rave Finisher           f + HP / f + HK
    
     Ryuusei Kick                   qcf + K  (in air)
     Kiai Dan                       qcf + P  (air)
     (Guts Upper)                   dp + P
     Mikazuki Kick                  qcb + K
    
     Zenkai Ryuusei Kick            qcf,qcf + K  (in air)
     Zenkai Kiai Dan                qcf,qcf + P  (air)
     Zenkai Guts Upper              qcb,qcb + P  
     (Zenkai Throw)                 qcf,qcf + K  (in air)
     
     2 Person Team Up Technique     (Double Kiai Dan)
     3 Person Team Up Technique     Final Symphony
    
       LP    =>   (LP)   =>    HP    =>  f HP!
     d LP         (LK)         HK       df HK^
                             d HP        f HK#
                            df HK^
                             f HK#
                             d HK#
    
       LK    =>    HP    =>  f HP!
     d LK          HK       df HK^
                 d HP        f HK#
                df HK^
                 f HK#
                 d HK#
    
       LP    =>  d LP    =>  f HK#
     d LP
    
       LK    =>    LK    =>  f HK#
     d LK        d LK
    
      - The Zenkai Guts Upper acts as a Rival Launcher and can be followed
        up with an air combo.
      - The Kiai Dan, (Guts Upper), Mikazuki Kick, and Zenkai Kiai Dan can
        all be performed from a Textbook Combo.
    
     -----------------------------------------------------------------------
     BOMAN DELGADO                                   [ Pacific High School ]
     -----------------------------------------------------------------------
    
     Birthdate:             July 30
     Blood Type:            A 
     Height:                200 cm
     Weight:                101 kg
     3-Size:                138-90-95
     Relationship:          None
     Home Life:             Lives alone in the Pacific dorms
     Likes:                 Praying
     Dislikes:              Violence
     Special Talent:        Cooking
     Subject(s) Good At:    Theology, philosophy
     Subject(s) Bad At:     Math, science
     Club:                  Chorus
     Part-Time Job:         Volunteers at church on Sunday
    
     Overhead Attack                b + HP / f + HK
     Rival Launcher                 df + HP
     Mini-Rival Launcher            None
     Aerial Rave Finisher           f + HP
    
     God Lariat                     qcb + P  (in air)
     God Rush                       qcf + P
     God Hook                       qcb + P
     God Defense                    qcf + K / qcb + K
      God Straight                  LP from God Defense
      God Upper                     HP from God Defense
    
     Heaven's Rush                  qcf,qcf + P
     Heaven's Cross                 qcb,qcb + P
    
     2 Person Team Up Technique     Double Power Buster
     3 Person Team Up Technique     Triple Heaven's Cross
    
       LP    =>   (LP)   =>    HP!   =>  f HP#
     d LP       (d LP)       f HP#
    
       LK    =>   (LK)   =>  d HK    => df HK#
     d LP       (d LK)
    
       LK    =>   (LK)   =>    HK!
     d LP       (d LK)
    
      - The God Rush, God Hook, and Heaven's Cross can all be performed
        from a Textbook Combo.
    
     -----------------------------------------------------------------------
     DAIGO KAZAMA                                            [ Gedo Koukou ]
     -----------------------------------------------------------------------
    
     Birthdate:             September 15
     Zodiac:                Virgo
     Blood Type:            AB
     Height:                190 cm
     Weight:                89 kg
     3-Size:                100-88-95
     Relationship:          Akira Kazama (younger sister)
     Home Life:             Lives with younger sister, Akira
     Likes:                 Enka, straight things, heroic movies
     Dislikes:              Caterpillars, bent things
     Special Talent:        Telling people about what makes a man
     Subject(s) Good At:    Japanese language
     Subject(s) Bad At:     None
     Club:                  None
     Part-Time Job:         None 
    
     Overhead Attack                b + HP
     Rival Launcher                 df + HP
     Mini-Rival Launcher            b + HK
     Aerial Rave Finisher           f + HP
    
     Kikou Kai                      qcf + P  (in air)
     Musou Tsuki                    qcf + P
     Daichizuki                     qcb + P
     Musouriken                     dp + P
     Musou-geri                     qcb + K
    
     Kou Kikou Kai                  qcf,qcf + P  (in air)
     Musou Seiken Tsuki             qcf,qcf + P
     Shin Otoko no Senaka           qcb,qcb + K
    
     2 Person Team Up Technique     Nan no Naka no Otoko
     3 Person Team Up Technique     Gedou Koma
    
       LP    =>   (LP)   =>    HP    =>  f HP!
     d LP                      HK        b HK^
                             d HP        f HK#
                             b HK^
                             d HK#
    
       LK    =>    HP    =>  f HP!
     d LK          HK        b HK^
                 d HP        f HK#
                 b HK^
                 d HK#
    
       LP    =>  d LP    =>  f HK#
     d LP
    
       LK    =>    LK    =>  f HK#
     d LK        d LK
    
      - The HP Musou Tsuki can be performed three times in a row.
      - The Kikou Kai and Kou Kikou Kai travel at a 45 degree angle downward
        when performed with LP and straight when performed with HP.
      - The Musou Tsuki, Daichizuki, Musouriken, Musou-geri, Musou Seiken
        Tsuki, and Shin Otoko no Senaka can all be performed from a
        Textbook Combo.
    
     -----------------------------------------------------------------------
     WILD DAIGO                                              [ Gedo Koukou ]
     -----------------------------------------------------------------------
    
     Birthdate:             September 15
     Zodiac:                Virgo
     Blood Type:            AB
     Height:                190 cm
     Weight:                89 kg
     3-Size:                100-88-95
     Relationship:          Akira Kazama (younger sister)
     Home Life:             Lives with younger sister, Akira
     Likes:                 Enka, straight things, heroic movies
     Dislikes:              Caterpillars, bent things
     Special Talent:        Telling people about what makes a man
     Subject(s) Good At:    Japanese language
     Subject(s) Bad At:     None
     Club:                  None
     Part-Time Job:         None 
    
     Overhead Attack                b + HP
     Rival Launcher                 df + HP
     Mini-Rival Launcher            b + HK
     Aerial Rave Finisher           f + HP
    
     Kikoukai                       qcf + P  (in air)
     Musou Tsuki                    qcf + P
     Daichizuki                     qcb + P
     Musouriken                     dp + P
     Musou-geri                     qcb + K
    
     Kou Kikoukai                   qcf,qcf + P  (in air)
     (Musou Seiken Tsuki)           qcf,qcf + P
     (Shin Otoko no Senaka)         qcb,qcb + K
    
     2 Person Team Up Technique     (Nan no Naka no Otoko)
     3 Person Team Up Technique     Gedou Koma
    
       LP    =>   (LP)   =>    HP    =>  f HP!
     d LP                      HK        b HK^
                             d HP        f HK#
                             b HK^
                             d HK#
    
       LK    =>    HP    =>  f HP!
     d LK          HK        b HK^
                 d HP        f HK#
                 b HK^
                 d HK#
    
       LP    =>  d LP    =>  f HK#
     d LP
    
       LK    =>    LK    =>  f HK#
     d LK        d LK
    
      - Wild Daigo is a brainwashed Daigo being controlled via a mystical
        flute by Kurow and Yurika.
      - The HP Musou Tsuki can be performed three times in a row.
      - The Kikou Kai and Kou Kikou Kai travel at a 45 degree angle downward
        when performed with LP and straight when performed with HP.
      - The (Shin Otoko no Senaka) has autoblock.
      - The final hit of Wild Daigo's (Nan no Naka no Otoko) will hurt your
        active character for moderate damage, so be sure not to use it when
        your life is low.
      - The Musou Tsuki, Daichizuki, Musouriken, Musou-geri, and (Musou
        Seiken Tsuki) can all be performed from a Textbook Combo.
    
     -----------------------------------------------------------------------
     EDGE  (EIJI YAMADA)                                     [ Gedo Koukou ]
     -----------------------------------------------------------------------
    
     Birthdate:            April 1
     Blood Type:           AB
     Height:               173 cm
     Weight:               60 kg
     3-Size:               88-59-72
     Relationship:         None
     Home Life:            Lives with both parents and an older brother and 
                           older sister, both upstanding members of society
     Likes:                Army Knives
     Dislikes:             His name, Seriously hard work
     Subject(s) Good At:   Nothing
     Subject(s) Bad At:    Everything, especially math
     Club:                 None
     Part-time Job:        None.  He has tried several jobs, but none of
                           them have ever worked out.
    
     Overhead Attack                f + HK
     Rival Launcher                 df + HP
     Mini-Rival Launcher            df + HK
     Aerial Rave Finisher           f + HK
     Three Kick Chain               b + HK, b + HK, b + HK
     Four Kick Chain                b + HK, b + HK, HK, b / f + HK
    
     Ura-giri                       qcf + P  (air) 
     Taikuu Ura-giri                qcb + P
     Batou                          qcf + K
     Hakai                          qcb + K (air)
    
     Souzetsu na Uragiri            qcf,qcf + P
     Chi matsuri                    qcb,qcb + P
    
     2 Person Team Up Technique     Jigoku
     3 Person Team Up Technique     Gedou Koma
    
       LP    =>   (LP)   =>    HP!   => df HK^
     d LP         (LK)         HK!       f HP#    
                             d HP!
                             d HK!
                            df HK^
                             f HP#
    
       LK    =>    HP    =>  f HP!
     d LK          HK        b HK^
                 d HP        f HK#
                 b HK^
                 d HK#
    
       LP    =>  d LP    =>  f HP#
     d LP
    
       LK   =>  d LK    =>  f HP#
     d LK
                 
    
      - The Three Kick Chain and Four Kick Chain can be inserted in any
        Textbook Combo after or replacing a standing or crouching HK.
      - The ground version of the Ura-giri can be performed four times in a
        row by doing two LP versions and followed by two HP versions.  The
        second LP version can be omitted in the process.
      - The air version of the Ura-giri can be performed two times in a row
        by doing a LP version followed by a HP version.
      - The Taikuu Ura-giri can be performed two times in a row by doing a
        LP version followed by a HP version.
      - The Chi matsuri automatically side-steps when it is performed.
      - The Ura-giri, Taikuu Ura-giri, Batou, and Chi matsuri can all be
        performed from a Textbook Combo.
    
     -----------------------------------------------------------------------
     GAN ISHIDO
     -----------------------------------------------------------------------
    
     Birthdate:           January 3
     Blood Type:          O
     Height:              198 cm
     Weight:              115 kg
     3-Size:              170-159-165
     Relationship:        None
     Home Life:           Lives with both parents, three younger brothers, 
                          and three younger sisters.
     Likes:               Rice balls
     Dislikes:            Studying
     Special Talent:      Sumo wrestling, eating a lot, eating fast
     Subjects Good At:    Physical Education
     Subjects Bad At:     Almost anything except physical education
     Club:                Sumo club, though he never attends it
     Part-time Job:       Sometimes he does one-day jobs that require
                          physical strength (i.e.: road construction,
                          moving company, etc) 
    
     Overhead Attack                b + HK
     Rival Launcher                 df + HP
     Mini-Rival Launcher            Buchika Mashi
     Aerial Rave Finisher           f + HP / d + HK
    
     Ganseki Otoshi                 qcf + P  (in air, close)
     Ganseki Kudaki                 qcf + K  (in air)
     Teppou Tsuki                   qcf + P
     Kashiwade Yaburi               dp + P
     Aranami Shiko                  qcf + K
     Buchika Mashi                  qcb + K
     Oo Arashi                      hcb + P  (close)
    
     Nadare Otoshi                  qcf,qcf + P  (in air, close)
     Midare Teppou Tsuki            qcf,qcf + P
     Funka Zan                      qcb,qcb + P  (close)
    
     2 Person Team Up Technique     Kakka Zan
     3 Person Team Up Technique     Gedou Koma
     
       LP    =>   (LP)   =>    HP!
       LK         (LK)         HK!
     d LP       (d LP)       d HP!
     d LK       (d LK)       d HK!
                             f HP#
    
       HP    =>  f HP#
       HK
     d HP
     d HK
    
      - The HP Teppou Tsuki can be performed three times in a row.
      - The HK Aranami Shiko can be performed two times in a row.
      - The HK Ganseki Kudaki will dizzy a standing opponent.
      - The Buchika Mashi acts as a Rival Launcher and can be followed
        up with an air combo.
      - The Oo Arashi and Funka Zan are unblockable throws.
      - In my opinion, the Dai-senpuu and Nadae Otoshi are ineffective and
        not worth the time, effort, or use of the Burning Vigor Gauge.
      - The Teppou Tsuki, Aranami Shiko, and Nadare Otoshi can all be 
        performed from a Textbook Combo.
      - The Kashiwade Yaburi and Buchika Mashi can all be performed from a
        d HP in a Textbook Combo.
    
     -----------------------------------------------------------------------
     HAYATO NEKKETSU                                        [ Taiyo Gakuen ]
     -----------------------------------------------------------------------
    
     Birthdate:             August 15th
     Blood Type:            O
     Height:                191 cm
     Weight:                80 kg
     3-Size:                111-89-92
     Relationship:          None
     Home Life:             Not available
     Likes:                 Bright red jerseys, fighting spirit, sexy and
                            nice women
     Dislikes:              Disregarding manners, things his parents didn't
                            find important
     Special Talent:        Slapping things down with the shinai, 
                            putting in fighting spirit
     Subject(s) Good At:    Physical education
     Subject(s) Bad At:     Puzzling subjects
     Club:                  Not Applicable
     Job:                   Physical education teacher
    
     Overhead Attack                b + HK
     Rival Launcher                 df + HP
     Mini-Rival Launcher            df + HK
     Aerial Rave Finishers          f + HP
    
     Kaiten Shinai Otoshi           qcf + k (in air)
     Nekketsu Shinai                qcf + P  (air)
     Kiai Knuckle                   qcb + P
     Shidou Kick                    qcb + K
     Kiai Kick                      dp + K
    
     Nekketsu Udetatefuse           qcf,qcf + P
     Nekketsu Cross Counter         qcb,qcb + P (hold)
     Nekketsu Fuusha                qcf,qcf + K
     (Super Armor)                  qcb,qcb + K
    
     2 Person Team Up Technique     Nekketsu Kiai Hou
     3 Person Team Up Technique     Kiba Otoshi
    
       LP    =>   (LP)   =>    HP!   =>  d HP^
     d LP         (LK)         HK!       f HP!
                             d HP^
                             d HK#
    
       LK    =>    HP!   =>  d HP^
     d LK          HK        f HP!
                 d HP^
                 d HK#
    
       LP    =>  d LP    =>  f HP#
     d LP        d HK# 
    
       LP    =>  d LK    =>  f HP#
     d LK        d HK# 
    
      - The Kiai Knuckle and Nekketsu Cross Counter have autoblock.
      - The Nekketsu Cross Counter does more damage when delayed by holding
        P.  The damage bonus will automatically max out after six seconds
        and, if you are still holding P, Hayato will automatically attack
        when seven seconds pass by.  The time is real time and not game
        timer ticks.  The damage that results is listed in the chart below.
    
         Time Move is Charged       Damage
    
          0 - 1 seconds              46
          1 - 2 seconds              53
          2 - 3 seconds              60
          3 - 4 seconds              68
          4 - 5 seconds              75
          5 - 6 seconds              90 / 101
    
        The damage of the last attack level varies depending on whether or
        the opponent's back is turned to your ot not.  90 damage is done
        when the opponent is not facing you and 101 damage occurs when
        hitting head on.  You can keep track of time by counting the number
        of times Hayato's burning fist has bobbed up and down.
      - During the (Super Armor), Hayato will not go into hit-stun.
      - The Nekketsu Shinai, Kaiten Shinai Otoshi, Shidou Kick, Kiai Kick,
        Nekketsu Udetatefuse, and Nekketsu Fuusha can all be performed
        from a Textbook Combo.
    
     -----------------------------------------------------------------------
     HIDEO SHIMAZU                                        [ Justice Gakuen ]
     -----------------------------------------------------------------------
    
     Birthdate:             May 5
     Blood Type:            A
     Height:                165 cm
     Weight:                68 kg
     3-Size:                93-80-85
     Relationship:          Kyoko Minazuki (secret love interest)
     Home Life:             Left his home, lives alone in a dojo in Kyushu
     Likes:                 Japanese literature, Japanese-style meals,
                            students
     Dislikes:              Disputes, cowardly things
     Special Talent:        Karate, cooking, laundry, cleaning
     Subject(s) Good At:    Not Available
     Subject(s) Bad At:     Not Available
     Club:                  Not Applicable
     Job:                   Japanese language teacher
    
     Overhead Attack                b + HP / + HK
     Rival Launcher                 df + HP
     Mini-Rival Launcher            d + HP
     Aerial Rave Finishers          f + HP
    
     Raiei Shuu                     qcf + K  (in air)
     Seiha Ken                      qcf + P  (air)
     Taikuu Seiha Ken               qcb + P
     Jicchoku Ken                   dp + P
     Shin'en Kyaku                  qcb + K
    
     Shimazu-ryuu Raiei Shuu        qcf,qcf + K  (in air)
     Shimazu-ryuu Jicchoku Ken      qcf,qcf + P
     Shimazu-ryuu Seiha Ken         qcb,qcb + P
    
     2 Person Team Up Technique     Shimazu-ryuu Shin Seiha Ken
     3 Person Team Up Technique     Shakusei no Arashi 
    
       LP    =>   (LP)   =>    HP    =>  f HP#
     d LP                      HK  
                             d HP!
                             d HK#
    
       LK    =>    HP    =>  f HP#
     d LK          HK
                 d HP!
                 d HK#
    
       LK    =>    LK    =>  f HP#
     d LK        d LK
    
       LP    =>  d LP    =>  f HP#
     d LP
    
      - The Raiei Shuu can no longer be performed three times in a row, it
        has been turned into a Burning Vigor Attack
      - The Air Seiha Ken can be performed two times in a row.
      - The Seiha Ken, Jicchoku Ken, Shin'en Kyaku, Shimazu-ryuu Jicchoku
        Ken, and Shimazu-ryuu Seiha Ken can all be performed in a Textbook
        Combo.
    
     -----------------------------------------------------------------------
     HINATA WAKABI                                          [ Taiyo Gakuen ]
     -----------------------------------------------------------------------
    
     Birthdate:             April 12th
     Blood Type:            O
     Height:                155 cm
     Weight:                41 kg
     3-Size:                78-56-78
     Relationship:          Natsu Aihara, Sakura Kasugano (best friends) 
     Home Life:             Lives with both parents and older sister Asaka, 
                            a college student
     Likes:                 Cake, rare things, hand-to-hand fighting 
                            techniques
     Dislikes:              Dirty things, bugs
     Special Talent:        Moving her body, karaoke
     Subject(s) Good At:    Social studies, Japanese, physical education
     Subject(s) Bad At:     Calligraphy
     Club:                  She doesn't belong to one officially, but many 
                            people ask for her help in the clubs
     Part-Time Job:         A part time job is prohibited at Taiyo
    
     Overhead Attack                b + HK
     Rival Launcher                 df + HK
     Mini-Rival Launcher            d + HP
     Aerial Rave Finishers          f + HP / + HK
    
     Renkyaku Dan                   qcf + K (in air)
     Rengeki Ken                    qcf + P
     Shouyou Ken                    dp + P
     Enbu Kyaku                     qcb + K  (air)
    
     Hisshou Rengekiken             qcf,qcf + P
     Rasen Enbu Kyaku               qcb,qcb + K  (air)
    
     2 Person Team Up Technique     Guts Hyakubai
     3 Person Team Up Technique     Final Symphony
    
       LP    =>   (LP)   =>    HP    =>  f HP!
     d LP                    d HP       df HP^
                                         f HK#
    
       LK    =>    HK    =>  f HP!
     d LK        d HK       df HP^
                             f HK#
    
       LK    =>    LK    =>  f HK#
     d LK        d LK
    
       LP    =>  d LP
     d LP
    
      - You can tap K rapidly during the Renkyakyu Dan for two additional
        projectiles
      - The Enbu Kyaku now falls quickly and no longer travel horizontally
        when performed in the air.
      - Hinata's 2 Person Team Up Technique will give your active character
        five extra levels in their Burning Vigor Gauge.
      - The Rengeki Ken, Shouyou Ken, Enbu Kyaku, Hisshou Rengekiken, and
        Rasen Enbu Kyaku can all be performed from a Textbook Combo.
    
     -----------------------------------------------------------------------
     HYO IMAWANO                                          [ Justice Gakuen ]
     -----------------------------------------------------------------------
    
     Birthdate:             April 4
     Blood Type:            B
     Height:                183 cm
     Weight:                67 kg
     3-Size:                95-76-80
     Relationship:          Kyosuke Kagami (younger twin brother), Batsu
                            Ichimonjo (cousin), Raizo Imawano (uncle)
     Home Life:             A mystery...
     Likes:                 Political Power, Japanese swords
     Dislikes:              Love, friendship, willpower
     Special Talent:        The art of brainwashing 
     Subject(s) Good At:    Anything
     Subject(s) Bad At:     Nothing
     Club:                  Head of Student Council
     Part-Time Job:         None
    
     Overhead Attack                b + HK
     Rival Launcher                 df + HK
     Mini-Rival Launcher            d + HP
     Aerial Rave Finishers          f + HP / + HK
     Quick Stab                     f + LP, HP / b + HP
    
     Tenrai Zan                     qcf + P  (in air)
     Ichimonji-giri                 qcf + P
      Jyuumonji-giri                P from Ichimonji-giri
     Iai-giri                       qcb + P
      Iai-giri Kai                  P from Iai-giri
     Ouryuu Zan                     dp + P
     Gen'ei Shuu                    qcb + K  (air)
    
     (Sword Rush)                   qcf,qcf + P
     Ankoku Gen'ei Zan              qcf,qcf + K
     Ankoku Gen'ei Shuu             qcb,qcb + K
    
     2 Person Team Up Technique     Zankoku Zan
     3 Person Team Up Technique     Shakusei no Arashi 
    
       LP    =>   (LP)   =>    HP    =>    HK    =>  f HP!
     d LP         (LK)                              df HK^
                                                     f HK#
    
       LP    =>   (LP)   =>    HP    =>  f HP!
     d LP         (LK)         HK       df HK^
                            df HK^       f HK#
                             d HP#
                             d HK#
    
       LK    =>    HP    =>    HK    =>    f HP!
     d LK                                 df HK^
                                           f HK#
    
       LK    =>    HP    =>  f HP!
     d LK          HK       df HK^
                df HK^       f HK#
                 d HP#
                 d HK#
    
       LK    =>    LK    =>  f HK#
     d LK        d LK
    
       LP    =>  d LP    =>  f HK#
     d LP
    
      - The final hit of Hyo's Zankoku Zan will hurt your active character
        for moderate damage, so be sure not to use it when your life is
        low.
      - The Ichimonji-giri, Ouryuu Zan, Gen'ei Shuu, (Sword Rush), and
        Ankoku Gen'ei Shuu can all be performed from a Textbook Combo.
    
     -----------------------------------------------------------------------
     DEMON HYO                                            [ Justice Gakuen ]
     -----------------------------------------------------------------------
    
     Birthdate:             April 4
     Blood Type:            B
     Height:                183 cm
     Weight:                67 kg
     3-Size:                95-76-80
     Relationship:          Kyosuke Kagami (younger twin brother), Batsu
                            Ichimonjo (cousin), Raizo Imawano (uncle)
     Home Life:             A mystery...
     Likes:                 Political Power, Japanese swords
     Dislikes:              Love, friendship, willpower
     Special Talent:        The art of brainwashing 
     Subject(s) Good At:    Anything
     Subject(s) Bad At:     Nothing
     Club:                  Head of Student Council
     Part-Time Job:         None
    
     Overhead Attack                b + HK
     Rival Launcher                 df + HK
     Mini-Rival Launcher            d + HP
     Aerial Rave Finishers          f + HP / + HK
    
     (X Strike)                     qcf + P (air)
     (Sword Rush)                   qcb + P
     (Ouryuu Zan)                   dp + P
     Gen'ei Shuu                    qcb + K  (air)
    
     (Sword Ranbu)                   qcf,qcf + P
     (Energy Stream)                qcf,qcf + K
     (Preotective Sphere)           qcb,qcb + K (air)
    
     2 Person Team Up Technique     (Zankoku Zan)
     3 Person Team Up Technique     Shakusei no Arashi 
    
       LP    =>   (LP)   =>    HP!   =>    HP!   =>    HP#
     d LP                      HK!      df HK^
                             d HP!       b HP#
                            df HK^       f HK#
                             b HP#
                             f HK#
    
       LP    =>   (LP)   =>    HP!   =>  f HP!   =>    HP!   =>    HP#
     d LP                      HK!      df HK^
                             d HP!       b HP#
                            df HK^       f HK#
                             b HP#
                             f HK#
    
       LK    =>    HP!   =>    HP!   =>    HP#
     d LK          HK!      df HK^
                 d HP!       b HP#
                df HK^       f HK#
                 b HP#
                 f HK#
    
       LK    =>    HP!   =>  f HP!   =>    HP!   =>    HP#
     d LK          HK!      df HK^
                 d HP!       b HP#
                df HK^       f HK#
                 b HP#
                 f HK#
    
       LK    =>    LK    =>  b HP#
     d LK        d LK        f HK#
    
       LP    =>  d LP    =>  b HP#
     d LP                    f HK#
    
      - Demon Hyo is Hyo possessed by the spirit of his deceased father.
      - The (Sword Rush) may be performed three times in a row.
      - The final hit of Hyo's Zankoku Zan will hurt your active character
        for moderate damage, so be sure not to use it when your life is
        low.
      - All of Demon Hyo's Special Moves and Burning Vigor attacks can be
        comboed after any HP in a Textbook Combo that does not end the
        Textbook Combo.
    
     -----------------------------------------------------------------------
     IINCYO                                                 [ Taiyo Gakuen ]
     -----------------------------------------------------------------------
    
     Birthdate:             
     Blood Type:            
     Height:                
     Weight:                
     3-Size:                
     Relationship:          
     Home Life:             
     Likes:                 
     Dislikes:              
     Special Talent:        
     Subject(s) Good At:    
     Subject(s) Bad At:     
     Club:                  
     Part-Time Job:         
    
     Overhead Attack                b + HP
     Rival Launcher                 None
     Mini-Rival Launcher            df + HP / HK
     Aerial Rave Finishers          f + HP
    
     Shippuu no Kata                qcf + P
     Haiwa no Kata                  qcb + P
     Shouryuu no Kata               dp + p  (hold)
     Shiden no Kata                 qcf + K  (hold)
     Zenpou Tenshin no Kata         qcb + K
    
     Enbu Hirou                     qcf,qcf + P
     Sekkyou Kougeki                qcf,qcf + K
    
     2 Person Team Up Technique     Iincyo no One Point Advice 
     3 Person Team Up Technique     Kiba Otoshi
    
       LP    =>   (LP)   =>   (HP)   =>    HP    =>  f HP!
     d LP                                  HK       df HP^
                                         d HP       df HK^
                                         d HK        f HK#
                                         f HP!       b HK#
                                        df HP^
                                        df HK^
                                         f HK#
    
       LK    =>   (HP)   =>    HP    =>  f HP!
     d LK                      HK       df HP^
                             d HP       df HK^
                             d HK        f HK#
                             f HP!       b HK#
                            df HP^
                            df HK^
                             f HK#
    
       LK    =>    LK    =>  f HK#
     d LK        d LK        b HK#
    
       LP    =>  d LP    =>  f HK#
     d LP                    b HK#
    
      - Yes, I know I'm missing character information for Iincyo.
      - The Shouryuu no Kata does more damage and hits when delayed by
        holding P.  The damage bonus will automatically max out after six
        seconds and, if you are still holding P, Iincyo will automatically
        attack when seven seconds pass by.  The time is real time and not
        game timer ticks.  The damage that results is listed in the chart
        below.
    
         Time Move is Charged       Damage
    
          0 - 1 seconds              13
          1 - 2 seconds              25
          2 - 3 seconds              37
          3 - 4 seconds              48
          4 - 5 seconds              59
          5 - 6 seconds              67
    
        You can keep track of time by counting the number of times the
        spiral animation around Iincyo's hand has recycled.
      - The Shiden no Kata does more damage and hits when delayed by
        holding K.  The damage bonus will automatically max out after six
        seconds and, if you are still holding K, Iincyo will automatically
        attack when seven seconds pass by.  The time is real time and not
        game timer ticks.  The damage that results is listed in the chart
        below.
    
         Time Move is Charged       Damage
    
          0 - 1 seconds               8
          1 - 2 seconds              16
          2 - 3 seconds              24
          3 - 4 seconds              31
          4 - 5 seconds              38
          5 - 6 seconds              43
    
        You can keep track of time by counting the number of times the
        spiral animation beneath Iincyo has recycled.
      - The Zenpou Tenshin no Kata is roll that can place you on the other
        side of your opponent.  In general, you're better off just using
        the regular sidestep.
      - Iincyo's Team Up Technique will give your active character a
        little extra life if they have been damaged previously in addition
        to giving your active character four extra levels in their
        Burning Vigor Gauge.
      - The Shippuu no Kata, Shouryuu no Kata, and Shiden no Kata can all
        be performed in a Textbook Combo.  Because the Shouryuu no Kata and
        Shiden no Kata do not knock down the opponent or leave them
        stunned, it is recommended to use the Shippu no Kata.
      - For the life of me, I can't combo any of Iincyo's Burning Vigors...
    
     -----------------------------------------------------------------------
     KUROW                                                [ Justice Gakuen ]
     -----------------------------------------------------------------------
     
     Birthdate:             
     Blood Type:            
     Height:                
     Weight:                
     3-Size:                
     Relationship:          
     Home Life:             
     Likes:                 
     Dislikes:              
     Special Talent:        
     Subject(s) Good At:    
     Subject(s) Bad At:     
     Club:                  Head of the Dark Side Student Council
     Part-Time Job:         
    
     Overhead Attack                b + HP / HK
     Rival Launcher                 df + HK
     Mini-Rival Launcher            d + HP
     Aerial Rave Finishers          f + HK
    
     (Rushing Punches)              qcf + P
     (Roppu Tsuki)                  qcb + P
     (Kyoujuu Reppa)                dp + P  (hold)
     (Yasha-guruma)                 qcf + K  (air, rapidly)
     (Counter)                      qcb + K
    
     (Energy Drain)                 qcf,qcf + P from (Kyoujuu Reppa)
     (Rushing Attack)               qcf,qcf + P
     (Energy Pillar)                qcb,qcb + P
    
     2 Person Team Up Technique     (Double Flying Attacks)
     3 Person Team Up Technique     (Back Stabber)
    
       LP    =>   (LP)   =>    HP!   =>    HK!   => f HP#
     d LP         (LK)                   f HP#      f HK#
                                         f HK#
                                         d HK#
    
       LP    =>   (LP)   =>    HP!   =>  f HP#
     d LP         (LK)         HK!       f HK#
                             d HP^
                             d HK#
    
       LK    =>    HP!   =>    HK!   =>  f HP#
     d LK        d HP^       f HP#       f HK#
                             f HK#
                             d HK#
    
       LK    =>   HP!   =>  f HP#
     d LK         HK!      f HK#
                d HP^
                d HK#
    
       LK   =>    LK#
     d LK       d HK#
    
       LP   =>  d LP#
     d LP
    
      - Yes, I know I'm missing character information for Kurow.
      - The (Rushing Punches) can be performed three times in a row.  You
        can use intermixing punches, such as qcf + LP, qcf + HP, qcf + LP.
      - The Nekketsu Cross Counter does more damage and hits when delayed
        by holding P.  The damage bonus will automatically max out after
        six seconds and, if you are still holding P, Kurow will
        automatically attack when seven seconds pass by.  The time is real
        time and not game timer ticks.  The damage that results is listed
        in the chart below.
    
         Time Move is Charged       Damage
    
          0 - 1 seconds              16
          1 - 2 seconds              24
          2 - 3 seconds              31
          3 - 4 seconds              18
          4 - 5 seconds              43
          5 - 6 seconds              48
    
        You can keep track of time by counting the number of times Kurow
        has moved his open palm up and and down.
      - The (Yasha-guruma) can hit additionally by rapidly tapping K.  The
        direction can also be controlled during the additional attacks by
        holding any direction.
      - The (Counter) counters non-projectile attacks and teleports Kurow
        to the other side of his opponent, LK is near and HK is far.
      - The (Energy Drain) can only be performed from the (Kyoujuu Reppa)
        and allows Kurow to regain some life if he was previously damaged.
      - The LP (Energy Pillar) can be followed with a HP (Energy Pillar).
      - The (Energy Pillar) acts as a Mini-Rival Launcher and can be
        followed up with an air combo.
      - The (Rushing Punches) and (Yasha-guruma) can all be performed from
        any HP or HK in a Textbook Combo.
      - The (Energy Pillar) can be performed from any HP in a Textbook
        Combo.
      - My roommate and I think that Kurow looks remarkably similar to
        K' from the King of Fighters...
    
     -----------------------------------------------------------------------
     VATSU                                                  [ Taiyo Gakuen ]
     -----------------------------------------------------------------------
     
     Birthdate:             
     Blood Type:            
     Height:                
     Weight:                
     3-Size:                
     Relationship:          
     Home Life:             
     Likes:                 
     Dislikes:              
     Special Talent:        
     Subject(s) Good At:    
     Subject(s) Bad At:     
     Club:                  
     Part-Time Job:         
    
     Overhead Attack                b + HP / + HK
     Rival Launcher                 df + HP
     Mini-Rival Launcher            df + HK
     Aerial Rave Finisher           f + HP / f + HK
    
     Kiai Dan                       qcf + P  (air)
     (Rushing Punches)              qcb + P
     (Kyoujuu Reppa)                dp + P  (hold)
     (Yasha-guruma)                 qcf + K  (air, rapidly)
    
     Zenkai Kiai Dan                qcf,qcf + P  (air)
     (Imawano-ryuu Kyoujuu Reppa)   qcb,qcb + P  
     
     2 Person Team Up Technique     Double Kiai Dan
     3 Person Team Up Technique     Final Symphony
    
       LP    =>   (LP)   =>    HP!   => df HK^
     d LP         (LK)         HK!       f HP#
                             d HP!       f HK#
                            df HK^
                             f HK#
                             d HK#
    
       LK    =>    HP!   => df HK^
     d LK          HK!       f HP#
                 d HP!       f HK#
                df HK^
                 f HK#
                 d HK#
    
       LK    =>    LK    =>  f HP#
     d LK        d LK        f HK#
    
       LP    =>  d LP    =>  f HP#
     d LP                    f HK#
    
      - Vatsu is Kurow impersonating Batsu to stir up controversy.
      - Yes, I know I'm missing character information for Vatsu.
      - The (Rushing Punches) can be performed three times in a row.  You
        can use intermixing punches, such as qcb + LP, qcb + HP, qcb + LP.
      - The (Kyoujuu Reppa) does more damage and hits when delayed by
        holding P.
      - The (Yasha-guruma) can hit additionally by rapidly tapping K.  The
        direction can also be controlled during the additional attacks by
        holding any direction.
      - The Kiai Dan, (Rushing Punches), (Yasha-guruma), Zenkai Kiai Dan,
        and (Imawano-ryuu Kyoujuu Reppa) can all be performed in a
        Textbook Combo.
    
     -----------------------------------------------------------------------
     KYOKO MINAZUKI                                       [ Justice Gakuen ]
     -----------------------------------------------------------------------
    
     Birthdate:             June 7
     Blood Type:            B
     Height:                173 cm
     Weight:                Unknown
     3-Size:                87-56-89
     Relationship:          None
     Home Life:             Lives with both her parents
     Likes:                 Japanese sake, horse racing
     Dislikes:              All kinds of household duties
     Special Talent:        Orthopedics, surgery
     Subject(s) Good At:    Biology, chemistry
     Subject(s) Bad At:     None
     Club:                  Not Applicable
     Part Time Job:         Science teacher
    
     Overhead Attack                b + HK
     Rival Launcher                 df + HK
     Mini-Rival Launcher            LK Shouten Sekkai
     Aerial Rave Finisher           f + HK
    
     Shokushin                      qcf + P, K (rapidly)
     Shusseki Kakunin               qcb + P
     Kaishin                        qcb + K  (air)
     Katayoku no Kamae              qcf + K
     Shouten Sekkai                 dp + K
     Shinshin                       b + KK
    
     Shi no Kaigo                   qcf,qcf + P
     Tengoku he no Kaidan           qcf,qcf + K
     Naraku no Houdou               qcb,qcb + K
    
     2 Person Team Up Technique     Kyuukyoku no Kyousei Jutsu
     3 Person Team Up Technique     Shakusei no Arashi 
     
       LP    =>   (LP)   =>    HP    =>    HK    =>    f HP#
     d LP         (LK)       d HP        d HK#         f HK#
                             d HK#
    
       LP    =>   (LP)   =>    HP!   =>  f HP#
     d LP         (LK)         HK!       f HK#
                             d HP
                             d HK#
    
       LK    =>   HP    =>    HK    =>    f HP#
     d LK       d HP        d HK#         f HK#
                d HK#
    
       LK    =>   HP!   =>  f HP#
     d LK         HK!       f HK#
                d HP
                d HK#
    
       LK    =>    LK    =>  f HP#
     d LK        d LK        f HK#
    
       LP    =>  d LP    =>  f HP#
     d LK                    f HK#
    
      - The Kaishin can be performed three times in a row.
      - The Kaishin will counter non-projectile attack.
      - The LK Shouten Sekkai acts as a Mini-Rival Launcher and can be
        followed up with an air combo.
      - The HK Shouten Sekkai can be followed up with another HK.
      - The Shokushin and Shi no Kaigo are unblockable throws.
      - Kyoko's 2 Person Team Up Technique will give your active character
        a little extra life if they have been damaged previously.
      - The Kaishin, Shouten Sekkai, and Tengoku he no Kaidan can all be
        performed in a Textbook Combo.
    
     -----------------------------------------------------------------------
     KYOSUKE KAGAMI (IMAWANO)                               [ Taiyo Gakuen ]
     -----------------------------------------------------------------------
    
     Birthdate:             April 4th
     Blood Type:            B
     Height:                182 cm
     Weight:                66 kg
     3-Size:                95-75-79
     Relationship:          Hyo Imawano (brother), Batsu Ichimonji (cousin)
                            Raizo Imawano (uncle)
     Home Life:             Lives alone in a mansion near a college
     Likes:                 Chess, Shougi, Mirrors
     Dislikes:              Sweat, hard work
     Special Talent:        Calligraphy, Flower Arrangement
     Subject(s) Good At:    Math, science
     Subject(s) Bad At:     Nothing particular
     Club:                  Member of the moral committee
     Part-Time Job:         A part time job is prohibited at Taiyo
    
     Overhead Attack                b + HK
     Rival Launcher                 df + HK
     Mini-Rival Launcher            LK Shouten Sekkai
     Aerial Rave Finisher           f + HK
    
     Gen'ei Wave                    qcf + P  (in air)
     Cross Cutter                   qcf + P
     Gen'ei Breaker                 qcb + P  (overhead)
     Raijin Upper                   dp + P
     Gen'ei Kick                    qcf + K  (air)
    
     Kakusan Cross Cutter           qcf,qcf + P
     Super Raijin Upper             qcb,qcb + P
     Double Gen'ei Kick             qcf,qcf + K  (air)
     
     2 Person Team Up Technique     Last Symphony
     3 Person Team Up Technique     Final Symphony
    
       LP    =>   (LP)   =>    HP    =>    HK    =>    f HK!
     d LP         (LK)       d HP        d HK#         f HP#
                             d HK#
    
       LP    =>   (LP)   =>    HP    =>  f HK!
     d LP         (LK)         HK        f HK#
                             d HP
                             d HK#
    
       LK    =>   HP    =>    HK    =>    f HK!
     d LK       d HP        d HK#         f HP#
                d HK#
    
       LK    =>   HP    =>  f HK!
     d LK         HK        f HP#
                d HP
                d HK#
    
       LK    =>   LK    =>  f HP#
     d LP       d LK
     d LK
    
       LP    => c LP    =>  f HP#
    
      - Kyosuke can chain his Aerial Rave Finishes together.
      - The Raijin Upper acts as a Mini-Rival Launcher and can be followed
        up with an air combo.
      - The Super Raijin Upper acts as a Rival Launcher and can be followed
        up with an air combo.
      - The Cross Cutter, Gen'ei Breaker, Raijin Upper, Gen'ei Kick,
        Kakusan Cross Cutter, and Double Gen'ei Kick can all be performed
        in a Textbook Combo.
    
     -----------------------------------------------------------------------
     MOMO KARUIZAWA                                         [ Gorin Koukou ]
     -----------------------------------------------------------------------
     
     Birthdate:             
     Blood Type:            
     Height:                
     Weight:                
     3-Size:                
     Relationship:          
     Home Life:             
     Likes:                 
     Dislikes:              
     Special Talent:        
     Subject(s) Good At:    
     Subject(s) Bad At:     
     Club:                  
     Part-Time Job:         
    
     Overhead Attack                b + HP
     Rival Launcher                 df + HP
     Mini-Rival Launcher            df + HK
     Aerial Rave Finisher           f + HP
    
     Batabata Racket                qcf + P  (in air, rapidly)
     Hoeru Serve                    qcf + P
      Hoeru Volley                  qcf + P from Hoeru Serve
     Spin Smash                     qcf + K
     Giant Swing                    hcb + P  (close)
    
     Dadakko Attack                 qcf,qcf + P 
     Momo Crush                     qcb,qcb + P  (air)
     
     2 Person Team Up Technique     Ningen Kabeuchi
     3 Person Team Up Technique     Nekketsu Daisharin
    
       LP    =>   (LP)   =>    HP    =>  f HP!
     d LP         (LK)       d HP#       f HK^
    
       LK    =>   HK    =>  f HP!
     d LK        d HK#      f HK^
    
       LK    =>   LK    =>  d HK#
     d LK       d LK
    
       LP    => d LP    =>  d HP#
     d LP
    
      - Yes, I know I'm missing character information for Momo.
      - The Batabata Racket can hit additionally by rapidly tapping P.
      - Momo's Aerial Rave Finisher Racket deals the same amount of damage
        as the Batabata Racket, so the only real reason to use the Batabata
        Racket is to get more hits and look cooler. (;
      - The Hoeru Serve and Volley can be used with intermixing punches,
        such as qcf + LP, qcf + HP.
      - The Giant Swing is an unblockable throw.
      - The last hit of the Dadakko Attack is an overhead.
      - The Hoeru Serve, Spin Smash, Dadakko Attack, and Momo Crush can all
        be performed in a Textbook Combo.
    
     -----------------------------------------------------------------------
     NAGARE NAMIKAWA                                    [ Gorin University ]
     -----------------------------------------------------------------------
    
     Birthdate:             July 20
     Blood Type:            B
     Height:                187 cm
     Weight:                85 kg
     3-Size:                108-88-95
     Relationship:          Shoma Sawamura, Shuuichi Sawamura
                            (childhood neighborhood friends)
     Home Life:             Not Available
     Likes:                 Swimming, oceans, rivers
     Dislikes:              Caterpillars, bent things
     Special Talent:        Swimming, just about anything that has to do 
                            with water or the ocean
     Subject(s) Good At:    Physical education
     Subject(s) Bad At:     Subjects that don't have anything to do with
                            water or the ocean
     Club:                  Swimming club
     Part-Time Job:         None
    
     Overhead Attack                b + HP
     Rival Launcher                 None
     Mini-Rival Launcher            df + HP
     Aerial Rave Finisher           f + HP / HK
    
     Tobikomi                       qcf + P  (air)
     Jinkou Jikyuu                  qcb + P
     Hiraoyogi Kick                 qcf + K
    
     Kojin Medley                   qcf,qcf + P  (air)
     Chou Bata-ashi                 qcf,qcf + K
    
     2 Person Team Up Technique     Synchronized Attack 
     3 Person Team Up Technique     Nekketsu Daisharin
     
       LP    =>   (LP)   =>    HP*   =>  b HK!
     d LP         (LK)         HK       df HP^
                             d HP        f HK#
                             d HK
    
       LK    =>    HP*   =>  b HK!
     d LK          HK       df HP^
                 d HP        f HK#
                 d HK
    
       LK    =>   LK    =>   f HK#
     d LK       d LK
    
       LP    => d LP    =>   f HK#
     d LP
    
      - Nagare's regular throw has better range than other characters
        because he flips foward.  However, the trade-off is that the
        recovery time for a missed throw is increased as well.
      - The LP versions of the Tobikomi and Kojin Medly travel horizontally
        and the HP versions travel diagonally up.
      - The air LP versions of the Tobikomi and Kojin Medly travel
        horizontally and the air HP versions travel diagonally down.
      - The Jinkou Jikyuu is a blockable throw.
      - The Chou Bata-ashi acts as a Mini-Rival Launcher and can be
        followed up with an air combo.
      - The Tobikomi, Hiraoyogi Kick, and Chou Bata-ashi can be performed
        in a Textbook Combo.
      - The Jinkou Jikyuu and Kojin Medley can all be performed from a HP
        in a Textbook Combo.
    
     -----------------------------------------------------------------------
     NATSU AIHARA                                           [ Gorin Koukou ]
     -----------------------------------------------------------------------
    
     Birthdate:             February 14
     Blood Type:            B
     Height:                182 cm
     Weight:                Unknown
     3-Size:                92-59-83
     Relationship:          Hinata Wakaba (best friend), Shoma Sawamura 
                            (secret love interest)
     Home Life:             Lives with both parents and older brother Shun,
                            a first year college student; Natsu's father is
                            a former national superintendent 
     Likes:                 Cake, Effortful people 
     Dislikes:              People that bully the weak, liars, little bugs
     Special Talent:        Cooking, making sweets
     Subject(s) Good At:    Home economics, physical education, Japanese,
                            English
     Subject(s) Bad At:     Art
     Club:                  Volleyball club
     Part Time Job:         None
    
     Overhead Attack                b + HP
     Rival Launcher                 df + HP
     Mini-Rival Launcher            Sliding Recieve
     Aerial Rave Finisher           f + HP / HK
    
     Tokkun Spike                   qcb + P  (in air)
     Kanzen Block                   dp + P  (in air)
     Jumping Serve                  qcf + P  (air)
     Kaiten Receive                 qcb + P
     Sliding Receive                dp + P
    
     Senbon Spike                   qcf,qcf + P  (air)
     Makyuu Tenjou Serve            qcb,qcb + P
    
     2 Person Team Up Technique     Fight Hyakubai
     3 Person Team Up Technique     Nekketsu Daisharin
     
       LP    =>   (LP)   =>    HP*   =>  f HP#
     d LP         (LK)         HK*
                             d HP
                             d HK
    
       LK    =>    HP*   =>  f HP#
     d LK          HK*
                 d HP
                 d HK
    
       LK    =>   LK    =>   f HP#
     d LK       d LK
    
       LP    => d LP    =>   f HP#
     d LP
    
      - The Sliding Recieve must be blocked low.
      - The Kaiten Recive acts as a Rival Launcher and can be followed
        up with an air combo.
      - I have yet to find a practical use for the Kanzen Block
      - Natsu's 2 Person Team Up Technique will give your active character
        five extra levels in their Burning Vigor Gauge.
      - The Jumping Serve, LP Kaiten Receive, Sliding Receive, and
        Senbon Spike can all be performed in a Textbook Combo.
    
     -----------------------------------------------------------------------
     RAN HIBIKI                                             [ Taiyo Gakuen ]
     -----------------------------------------------------------------------
    
     Birthdate:             June 1
     Blood Type:            O
     Height:                163 cm
     Weight:                47 kg
     3-Size:                80-58-80
     Relationship:          None
     Home Life:             Not Available
     Likes:                 "Scoops", photographs
     Dislikes:              Unfairness, unreasonable things, talking about 
                            her romance life
     Special Talent:        Snapping a shot for a scoop, sneaking up on 
                            people
     Subject(s) Good At:    Japanese language, art
     Subject(s) Bad At:     Math, home economics
     Club:                  Newspaper club
     Part-Time Job:         A part time job is prohibited at Taiyo
    
     Overhead Attack                b + HK
     Rival Launcher                 df + HK
     Mini-Rival Launcher            d + HP
     Aerial Rave Finisher           f + HP / HK
    
     Flash Kougeki                  qcf + P  (air)
     Kougai!                        qcb + P  (air)
     Film Koukan                    qcb + K  (air)
    
     Super Flash Kougeki            qcf,qcf + P
     Totsugeki Interview            qcb,qcb + P
    
     2 Person Team Up Technique     Itadaki Scoop 
     3 Person Team Up Technique     Kiba Otoshi 
    
       LP    =>   (LP)   =>    HP*   =>  f HP!
     d LP                    d HP*      df HP^
                               HK        b HP#
                             d HK        f HK#
                            df HK^
    
       LK    =>    HP*   =>  f HP!
     d LK        d HP*      df HP^
                   HK        b HP#
                 d HK        f HK#
                df HK^
    
       LK    =>   LK    =>   b HP#
     d LK       d LK         f HK#
    
       LP    => d LP    =>   b HP#
     d LP                    f HK#
    
      - Ran can chain her Aerial Rave Finishes together.
      - The Film Koukan is used to refill Ran's camera after using the
        Flash Kougeki.  The Flash Kougeki can be used up to six times
        before it needs to be refilled.  If you attempt to perform another
        Flash Kougeki after six times, Ran will automatically perform the
        Film Koukan instead.
      - The Flash Kougeki, Kougai!, and Film Koukan can all be performed
        in a Textbook Combo.
      - The Super Flash Kougeki can be performed after any HP or d HP in a
        Textbook Combo.
    
     -----------------------------------------------------------------------
     ROBERTO MIURA                                          [ Gorin Koukou ]
     -----------------------------------------------------------------------
    
     Birthdate:             November 16th
     Blood Type:            A
     Height:                177 cm
     Weight:                73 kg
     3-Size:                101-82-88
     Relationship:          None
     Home Life:             Lives with both parents and two younger twin
                            brothers Nelson and Erton, both third year
                            elementary school students
     Likes:                 Soccer and everything related to it, guns
     Dislikes:              Gloomy things
     Special Talent:        Shooting a gun quickly
     Subject(s) Good At:    English, physical education
     Subject(s) Bad At:     Japanese, math
     Club:                  Soccer club
     Part-Time Job:         None
    
     Overhead Attack                b + HK
     Rival Launcher                 df + HK
     Mini-Rival Launcher            db + HK
     Aerial Rave Finisher           f + HP / HK
     Hackey Sack Combination        b + WK, WK, WK, WK
     Feint                          b / f + KK
    
     Bicycle Kick                   qcf + K  (in air)
     Shining Save                   qcf + P  (air)
     Perfect Catch                  qcb + P
     Long Shot                      qcf + K
     Sliding Kick                   qcb + K
     Rising Kick                    dp + K
    
     Bakuretsu Victory Goal         qcf,qcf + K
     Bakuretsu Lifting              qcb,qcb + P
    
     2 Person Team Up Technique     Trap Double Shoot
     3 Person Team Up Technique     Nekketsu Daisharin
    
       LP    =>   (LP)   =>    HP    =>    HK!   => db HK^
     d LP                    d HP        d HK!       f HK#
                            db HK^      db HK^
    
       LP    =>   (LP)   =>    HP    => db HK^
     d LP                      HK        f HK#
                             d HP
                             d HK
                            db HK^
    
       LK    =>    HP    =>    HK!   => db HK^
     d LK        d HP        d HK!       f HK#
                db HK^      db HK^
    
       LK    =>    HP    => db HK^
     d LK          HK        f HK#
                 d HP
                 d HK
                db HK^
    
       LK    =>   LK    =>   f HK#
     d LK       d LK#
    
       LP    => d LP#
     d LP
    
      - The Shining Save in an unblockable air throw.  It grabs and tosses
        air-borne foes.  The Shining Throw does a small amount of damage to
        an opponent on the ground where the move is blockable.
      - The Perfect Catch negates projectiles.
      - The Sliding Kick automatically sidesteps when it is performed.
      - The Bakuretsu Lifting acts as a Rival Launcher and can be followed
        up with an air combo.
      - The Long Shot, Rising Kick, and Bakuretsu Victory Goal can all be
        performed in a Textbook Combo.
    
     -----------------------------------------------------------------------
     ROY BROMWELL                                    [ Pacific High School ]
     -----------------------------------------------------------------------
    
     Birthdate:             May 2
     Blood Type:            B
     Height:                181 cm
     Weight:                85 kg
     3-Size:                122-82-88
     Relationship:          Tiffany Rose (love interest)
     Home Life:             Lives alone in father's holiday villa;
                            in America, lives with both parents and two
                            older sisters
     Likes:                 Fashion, high-class brands
     Dislikes:              Japan, Japanese people, cowardly, foul things
     Special Talent:        Arm wrestling
     Subject(s) Good At:    Anything
     Subject(s) Bad At:     Nothing
     Club:                  Football club
     Part-Time Job:         None
    
     Overhead Attack                b + HP
     Rival Launcher                 df + HP
     Mini-Rival Launcher            d + HP
     Aerial Rave Finisher           f + HP / HK
     Flip Kick                      b + HK
     
     Air Dynamite                   qcf + P  (in air)
     Dynamite Straight              qcf + P
     Touchdown Wave                 qcb + P
     Twister Upper                  dp + P
    
     Triple Twister                 qcf,qcf + P (rapidly)
     Super Touchdown                qcb,qcb + P
     Dynamite Justice               qcf,qcf + K
    
     2 Person Team Up Technique     Double Rising Tornado
     3 Person Team Up Technique     Triple Heaven's Cross 
     
       LP    =>   (LP)   =>    HP    =>  f HP!
     d LP         (LK)         HK        f HK#
                             d HK        b HK#
                             d HP^
    
       LK    =>    HP    =>  f HP!
     d LK          HK        f HK#
                 d HK        b HK#
                 d HP^
    
       LK    =>   LK    =>   f HK#
     d LK       d LK#        b HK#
    
       LP    => d LP    =>   f HK#
     d LP                    b HK#
    
      - The Triple Twister can hit for additional damage by tapping P.
      - The Super Touchdown acts as a Rival Launcher and can be followed up
        with an air combo.
      - The Dynamite Straight, LP Touchdown Wave, Twister Upper,
        Triple Twister, and Dynamite Justice can all be performed in a
        Textbook Combo.
    
     -----------------------------------------------------------------------
     SHOMA SAWAMURA                                         [ Gorin Koukou ]
     -----------------------------------------------------------------------
    
     Birthdate:             October 10th
     Blood Type:            O
     Height:                162 cm
     Weight:                57 kg
     3-Size:                92-78-80
     Relationship:          Shuuichi Sawamura (brother), Natsu Aihara
                            (secret love interest)
     Home Life:             Lives with both parents, brother, and grandfather
                            (on his father's side); Shuuichi is currently
                            in Yakyuu Sparta training
     Likes:                 Pro baseball, baseball video games
     Dislikes:              Big and strong people, basketball, volleyball
     Special Talent:        Baseball
     Subject(s) Good At:    Physical education
     Subject(s) Bad At:     Music, English
     Club:                  Baseball Club
     Part-Time Job:         None
    
     Overhead Attack                b + HP
     Rival Launcher                 df + HP
     Mini-Rival Launcher            HP, HP in Textbook Combo
     Aerial Rave Finisher           f + HP
    
     Chou Gousoku Kyuu              qcf + P  (air) 
     Ippon Zuri Dapou               qcb + P
     Dai Kaiten Dapou               dp + P
     Goukai Lead                    b + KK
      Goukai Sliding                LK
      Goukai Kick                   HK
      Goukai Cancel                 Any direction
    
     Bunshin Makyuu                 qcf,qcf + P  (air)
     Homerun Dapou                  qcb,qcb + P
     Chou Satsujin Sliding          qcf,qcf + K
    
     2 Person Team Up Technique     Grand Slam
     3 Person Team Up Technique     Nekketsu Daisharin
    
       LP    =>   (LP)   =>    HP    =>  f HK!
     d LP         (LK)         HK        f HP#
                             d HP 
                             d HK
    
       LP    =>   (LP)   =>    HP    =>    HP^
     d LP         (LK)                   f HK!
                                         f HP#
    
       LK    =>    HP    =>  f HK!
     d LK          HK        f HP#
                 d HP 
                 d HK
    
       LK    =>    HP    =>    HP^
     d LK                    f HK!
                             f HP#
    
       LK    =>   LK    =>   f HP#
     d LK       d LK
    
       LP    => d LP    =>   f HP#
     d LP
    
      - The Ippon Zuri Dapou will reflect projectiles.  Up close, it is
        blockable throw attack.
      - During the Goukai Lead, press LK to slide, HK to do a flying
        kick, or press in any direction to cancel the move.
      - The damage that the Homerun Dapou does varies with your distance
        from the opponent.  Maximum damage is done at one step back from
        your opponent.  Minimul damage is done right next to the opponent
        and far away from the opponent.
      - The Chou Satsujin Sliding must be blocked low.
      - The Chou Gousoku Kyuu, Dai Kaiten Dapou, Bunshin Makyuum, and 
        Chou Satsujin Sliding can all be performed in a Textbook Combo.
    
     -----------------------------------------------------------------------
     TIFFANY ROSE                                    [ Pacific High School ]
     -----------------------------------------------------------------------
    
     Birthdate:             December 23
     Blood Type:            B
     Height:                164 cm
     Weight:                Unknown
     3-Size:                93-56-86
     Relationship:          Roy Bromwell (love interest)
     Home Life:             Lives alone in the Pacific High dorms
     Likes:                 Roy, dancing, her family, ice cream
     Dislikes:              Nattou
     Special Talent:        Expressing lively love
     Subject(s) Good At:    Music, physical education
     Subject(s) Bad At:     Japanese
     Club:                  Cheerleader club
     Part-Time Job:         None
    
     Overhead Attack                b + HK
     Rival Launcher                 df + HP
     Mini-Rival Launcher            df + HK
     Aerial Rave Finisher           f + HP / HK
     Stamp Kick                     d + K  (in air, rapidly)
    
     Groovy Knuckle                 qcf + P  (hold)
     Groovy Punch                   qcb + P  (hold)
     Exciting Kick                  qcb + K  (air)
     Beautiful Spin                 dp + K
    
     Groovy Screw                   qcf,qcf + P
     Groovy Special                 qcb,qcb + P
     Wonderful Kick                 qcf,qcf + K
    
     2 Person Team Up Technique     Love and Peace
     3 Person Team Up Technique     Triple Heaven's Cross 
     
       LP    =>   (LP)   =>    HP    =>    HK    =>  f HP!
     d LP         (LK)       d HP        d HK       df HK^
                            df HK^      df HK^       b HP#
                                                     f HK#
    
       LP    =>   (LP)   =>    HP    =>  f HP!
     d LP         (LK)         HK       df HK^
                             d HP        b HP#
                             d HK        f HK#
                            df HK^
    
       LK    =>    HP    =>    HK    =>  f HP!
     d LK        d HP        d HK       df HK^
                df HK^      df HK^       b HP#
                                         f HK#
    
       LK    =>    HP    =>  f HP!
     d LK          HK       df HK^
                 d HP        b HP#
                 d HK        f HK#
                df HK^
    
       LK    =>    LK   =>   b HP#
     d LK        d LK
    
       LP    =>  d LP   =>   b HP#
     d LP
    
      - The Groovy Knuckle does more damage when delayed by holding
        P.  The damage bonus will automatically max out after three seconds
        and, if you are still holding P, Tiffany will automatically attack
        when three seconds pass by.  The time is real time and not game
        timer ticks.  The damage that results is listed in the chart below.
    
         Time Move is Charged       Damage
    
          0 - 1 seconds              14
          1 - 2 seconds              22
          2 - 3 seconds              28
    
        You can keep track of time by counting the number of times Tiffany
        has rotated while she is in her crouching position.
      - The Groovy Knuckle can be delayed by holding P.
      - The Groovy Punch does more damage and hits when delayed by
        holding P.  The damage bonus will automatically max out after four
        seconds, though you can continue to hold down the button to further
        delay the attack. The time is real time and not game timer ticks.
        The damage that results is listed in the chart below.
    
         Time Move is Charged       Damage
    
          0 - 1 seconds              22
          1 - 2 seconds              25
          2 - 3 seconds              29
          3 - 4 seconds              30 / 43
    
        The damage of the last attack level varies depending on whether or
        the opponent's back is turned to your ot not.  30 damage is done
        when the opponent is not facing you and 43 damage occurs when
        hitting head on.  You can keep track of time by counting the number
        of times that Tiffany's arm has winded.
      - The Groovy Punch does more damage when delayed by holding P.
      - Tiffany's Team Up Technique will give your active character a
        little extra life if they have been damaged previously.
      - The Groovy Knuckle, Groovy Punch, Beautiful Spin, Groovy Screw, 
        Groovy Special, and Wonderful Kick can all be done in a Textbook
        Combo.
      - I'm not going to even comment on the name "Groovy Screw"... (;
    
     -----------------------------------------------------------------------
     YURIKA KIRISHIMA                                  [ Seijyun Syogakuen ]
     -----------------------------------------------------------------------
    
     Birthdate:             
     Blood Type:            
     Height:                
     Weight:                
     3-Size:                
     Relationship:          
     Home Life:             
     Likes:                 
     Dislikes:              
     Special Talent:        
     Subject(s) Good At:    
     Subject(s) Bad At:     
     Club:                  
     Part-Time Job:         
    
     Overhead Attack                b + HK
     Rival Launcher                 df + HP
     Mini-Rival Launcher            HP Miwaku No Waltz
     Aerial Rave Finisher           f + HP / HK
     (Mad Dash)                     b + HP
    
     Hiren no Serenade              qcb + P  (in air)
     Miwaku no Waltz                qcf + P
     Shinen no Minuet               dp + P
     Rakujitsu no Lullaby           qcb + K (air)
    
     Meifu no Nocturne              qcf,qcf + P 
     Jiai no Requiem                qcb,qcb + P
     Shiyobu no Rondo               qcf,qcf + K  (air)
     
     2 Person Team Up Technique     Hagirei no Concerto 
     3 Person Team Up Technique     Seijo no Tettsuchi 
    
       LP    =>   (LP)   =>    HP*   =>  f HP#
     d LP         (LK)         HK        f HK#
                             d HP
                             d HK
    
       LK    =>    HP*   =>  f HP#
     d LK          HK        f HK#
                 d HP
                 d HK
    
       LK    =>    LK    =>  f HK#
     d LK        d LK
    
       LP    => d LP    =>   f HK#
     d LP
     
      - Yurika can chain her Aerial Rave Finishes together.
      - Yes, I know I'm missing character information for Yurika.
      - The Miwaku no Waltz acts as a Mini-Rival Launcher and can be
        followed up with an air combo.
      - The Jiai no Requiem acts as a Rival Launcher and can be followed
        up with an air combo.
      - Yurika's 2 Person Team Up Technique will give your active character
        five extra levels in their Burning Vigor Gauge.
      - The Shinen no Minuet and Shiyobu no Rondo can be performed in a
        Textbook Combo.
    
     -----------------------------------------------------------------------
     ZAKI (AOI HIMEZAKI)                               [ Seijyun Syogakuen ]
     -----------------------------------------------------------------------
    
     Birthdate:             
     Blood Type:            
     Height:                
     Weight:                
     3-Size:                
     Relationship:          
     Home Life:             
     Likes:                 
     Dislikes:              
     Special Talent:        
     Subject(s) Good At:    
     Subject(s) Bad At:     
     Club:                  
     Part-Time Job:         
    
     Overhead Attack                b + HP / HK
     Rival Launcher                 df + HP
     Mini-Rival Launcher            df + HK
     Aerial Rave Finisher           f + HP / HK
    
     Hakai no Tekkusari             qcf + P  (hold, air)
     Dokuja no Tekkusari            qcb + P  (hold)
     (Taikuu no Tekkusari)          dp + P  (hold)
     Gankougeri                     qcb + K  (overhead)
     Kokou no Pride                 qcf + K, K
    
     Hissatsu Raikou Tekkusari      qcf,qcf + P  (air)
     Hissatsu Inazuma Gankougeri    qcb,qcb + K
     
     2 Person Team Up Technique     Gantsuke 120%  
     3 Person Team Up Technique     Seijo no Tettsuchi 
    
       LP    =>   (LP)   =>    HP    =>    HK    =>  f HP!
     d LP         (LK)       d HP        d HK       df HK^
                            df HK^      df HK^       f HK#
    
       LP    =>   (LP)   =>    HP    =>  f HP!
     d LP         (LK)         HK       df HK^
                             d HP        f HK#
                             d HK
                            df HK^
    
       LK    =>    HP    =>    HK    =>  f HP!
     d LK        d HP        d HK       df HK^
                df HK^      df HK^       f HK#
    
       LK    =>    HP    =>  f HP!
     d LK          HK       df HK^
                 d HP        f HK#
                 d HK
                df HK^
    
       LK    =>    LK    =>  f HK#
     d LK        d LK
    
       LP    => d LP    =>   f HK#
     d LP
    
      - Yes, I know I'm missing character information for Zaki.
      - The Air Hakai no Tekkusari travels at a 45 degree angle downward
        when performed with LP and straight when performed with HP.
      - The Hakai no Tekkusari, Dokuja no Tekkusari, and (Taikuu no 
        Tekkusari) all do more damage and hits when delayed by holding P.
        The damage bonus will automatically max out after six seconds,
        though you can continue to hold down the button to further
        delay the attack. The time is real time and not game timer ticks.
        The damage that results is listed in the chart below.
    
         Time Move is Charged       Damage
    
          0 - 1 seconds              20
          1 - 2 seconds              26
          2 - 3 seconds              32
          3 - 4 seconds              36
          4 - 5 seconds              40
          5 - 6 seconds              44
    
        The damage bonus is the same for all of the moves and you can
        cancel your attack at any time by pressing K.  You can keep track
        of time by counting the number of times that Zaki has spun her
        chain around.
      - The Air Hissatsu Raikou Tekkusari trvaels at a 45 degree
        angle downward when performed with LP and straight when performed
        with HP.  It also becomes soley a projectile attack when done in
        the air.
      - The Kokou no Pride initially sets Zaki in a crouching position, then
        you can either tap LK for a low slide, HK for an upwards kick, or
        tap any direction to cancel the move.
    
    =========================================================================
      3.  SECRETS AND TRICKS
    =========================================================================
    
     -----------------------------------------------------------------------
     ENABLE BURNING BATSU
     -----------------------------------------------------------------------
    
     Play as Taiyo Gakuen in Story Mode and have Batsu lose one round to
     Seijyun Syogakuen (Akira, Yurika, Zaki).  After the match, Batsu will
     run away and Iincyo will be your temporary replacement.  When you reach
     the match against Vatsu, Batsu will return as Burning Batsu.  He will
     now be playable in Arcade Free Mode, Versus Mode, and Training Mode.
    
     -----------------------------------------------------------------------
     ENABLE VATSU
     -----------------------------------------------------------------------
    
     Finish the Story Mode with Gorin Koukou.  Vatsu will now be playable
     in Arcade Free Mode, Versus Mode, and Training Mode.
    
     -----------------------------------------------------------------------
     ENABLE ROY BROMWELL AND TIFFANY ROSE
     -----------------------------------------------------------------------
    
     Finish the Story Mode with Pacific High School.  Roy and Tiffany will
     now be playable in Arcade Free Mode, Versus Mode, and Training Mode.
    
     -----------------------------------------------------------------------
     ENABLE WILD DAIGO
     -----------------------------------------------------------------------
    
     Finish the Story Mode with Gedo Koukou by defeating Demon Hyo.  Wild
     Daigo will now be playable in Arcade Free Mode, Versus Mode, and
     Training Mode.
    
     -----------------------------------------------------------------------
     ENABLE POWERED AKIRA
     -----------------------------------------------------------------------
    
     Play as Seijyun Syogakuen in Story Mode and DO NOT use a Team Up
     Technique to defeat Wild Daigo.  When you reach the match against
     Demon Hyo, Edge and Gan will appear with Akira's biker helmet.
     Powered Akira will now be playable in Arcade Free Mode, Versus Mode,
     and Training Mode.
    
     -----------------------------------------------------------------------
     ENABLE HYO IMAWANO AND DARK SIDE STUDENT COUNCIL
     -----------------------------------------------------------------------
    
     Finish the Story Mode with each of the default schools.  Hyo will now
     be playable in Arcade Free Mode, Versus Mode, and Training Mode.
     The Dark Side Student Council will now also appear in the Story Mode.
    
     -----------------------------------------------------------------------
     ENABLE KUROW
     -----------------------------------------------------------------------
    
     Finish the Story Mode with the Dark Side Student Council.  Kurow will
     now be playable in Arcade Free Mode, Versus Mode, and Training Mode.
    
     -----------------------------------------------------------------------
     ENABLE DEMON HYO
     -----------------------------------------------------------------------
    
     Finish all the story branches for all the schools in Story Mode.  In
     other words, defeat the game with every school while completing each of
     their possible paths.  This means you will have to beat the game more
     than once for schools with multiple paths, or Story Branches, whereas
     you will only need to beat the game once with schools that follow a
     single and linear path.  After that, Demon Hyo will now be playable in
     Arcade Free Mode, Versus Mode, and Training Mode.
    
     -----------------------------------------------------------------------
     RAMDOM SELECT
     -----------------------------------------------------------------------
    
     Not really a secret, but the Random Select that appears in the Versus
     Mode and Training Mode has a type and is displayed as 'Ramdom Select'.
    
    =========================================================================
      4.  GAMEPLAY NOTES
    =========================================================================
    
     Here are some notes on the new addition to the Rival Schools engine
     as well annotations of modifications of the old system. 
    
     -----------------------------------------------------------------------
     ATTACK CANCELS
     -----------------------------------------------------------------------
    
     Attack Cancels are tricky in that both your opponent's attack and your
     attack have to land at the same time.  When this happens, a lighting
     bolts flashes between the point of impact and there's a sizzling sound.
     Both players gain one Burning Vigor Level unless the action they
     performed for the Attack Cancel required the use of the Burning Vigor
     Gauge (i.e.: Burning Vigor Attack, Team Up Technique). Probably the
     easiest thing to Attack Cancel is a projectile since you can see it
     coming a mile away.  Practice Attack Cancel with these first.  A
     special note,  projectiles may be reflected by performing an Attack
     Cancel with a character that has a weapon using an attack that involves
     that characters weapon (i.e.: Shoma's bat, Hayato's stick).  Also note
     that any two attacks can cancel, even a standing LK against a Team Up
     Technique or a Burning Vigor Attack.  One of the ways to frantically
     try to get out of being hit with a Team Up Technique in days of yore
     would be to throw out a ton of standing LPs in hopes of an Attack
     Cancel.  Worked okay then, not so hot now.  
    
     -----------------------------------------------------------------------
     HOW TO READ TEXTBOOK COMBOS IN THIS FAQ
     -----------------------------------------------------------------------
    
     It's not too hard, really it isn't, and it's the most logical way I
     could think of to represent this.  The chain progresses from left to
     right and has the following notations:
    
     [ ( ) ] ---------------------------------------------------------------
    
      This marks an optional attack that can be skipped over in the chain.
    
     [ * ] -----------------------------------------------------------------
    
      Not the last attack in the string, you could continue on afterwards,
      but you should stop here if you want to nail someone with a Special
      Move or Burning Vigor Attack as every attack in the rest of the chain
      won't be able to!
    
     [ ! ] -----------------------------------------------------------------
    
      The last attack in the string that you can tack on a Special Move or
      Burning Vigor attack to.  Since it's the final one, it's usually the
      recommended on to use in order to dish out the most damage.  For
      instances where that's not the case, special notice is made.
    
     [ ^ ] -----------------------------------------------------------------
    
      This attack will end the Textbook combo and send your opponent up and
      away into the air so you can start an Aerial Rave.  The name for this
      is taken from the Capcom vs. Series.  See above for further notes
      about Aerial Raves.
    
     [ # ] -----------------------------------------------------------------
    
      This attack will end the Textbook combo and you will be unable to add
      any attacks afterwards or it is not recommended that you try to
      because you probably have other better options you should be trying.
    
     Now, with this fresh in our heads, let's take a look at Zaki's first
     Textbook Combo line and see if we can decipher what it means.
    
       LP    =>   (LP)   =>    HP    =>    HK    =>  f HP!
     d LP         (LK)       d HP        d HK       df HK^
                            df HK^      df HK^       f HK#
    
     We start out with either a LP / d + LP and move on to the right to our
     next list of options.  We can do a standing LP / LK or move on.  We
     decided to go to the next bracket of attacks.  Our choices are HP /
     d + HP / df + HK.  We choose to perform a standing HP.  Now, as we
     move further along the chain, we get to pick HK / d + HK / df  + HK.
     The ^ on the df + HK tells us that if we perform this move, our chain
     will end, but we will be moved into an Aerial Rave!  However, we do
     not feel the need to at the time and instead do d + HK.  Our last
     list of attack options is f + HP / df + HK / f + HK.  Since the # on
     the f + HK lets us know that our combo will end without any more
     extra hits, we pass up this option and choose f + HP instead.  The !
     on the f + HP tells us that we can add on a Special Move or Burning
     Vigor Attack to this and so our final combo could be something like:
    
     LP, HP, d + HK, f + HP, qcb + K
    
     Get the idea?  It's not that hard and you just keep moving from left
     to right until you hit a snag that stops you.  Combos listed in this
     FAQ cover all possible options and by using these listings you should
     be able to come up with the longest combos possible.  The universal
     combos of LP, LP, LP and LK, LK (and in some cases, a third LK) are not
     listed since every fighter has this combo and because you are unable to
     combo anything in addition to it.
    
     -----------------------------------------------------------------------
     TEXTBOOK COMBOS, RIVAL LAUNCHERS, AND AERIAL RAVES
     -----------------------------------------------------------------------
    
     Rival Schools' name for Chain Combos, the old system essentially
     remains intact with the string of:
    
      LP / LK    =>    LP / LK    =>    HP / HK    =>    f + HP / f + HK
    
     The old system was a lot more lenient and less stringent than the new
     one though.  In the previous game, there was a lot more leeway in what
     could be comboed from the standing HP / HK and that led to some nice
     and long combos that racked up the high hits and damage.  Changes made
     to cut down on the psycho long combos, such as my personal favorite
     LP, LP, HK, b + HP, qcb,qcb + HP with Shoma, include the inability to
     combo overhead attacks and include Rival Launchers in long strings of
     attacks.  In place of the mid-Textbook Combo Rival Launchers we get
     what I've termed the Mini-Rival Launcher.  It vaults the opponent into
     the air, just not quite as high as the regular Rival Launcher would.
     In addition, you can only cycle through your attacks once during a
     Mini-Rival Launcher.  That is, you can go along the normal string:
    
      LP / LK    =>    LP / LK    =>    HP / HK    =>    f + HP / f + HK
    
     But can only do so once.  You can not go back to a LP after throwing
     out your HP.  However, during a Rival Launcher, you can still hop back
     and forth in the chain, provided that your character is quick enough
     to recover and you are still close enough to your opponent to do so.
     Try a to do this combo with Batsu after setting your dummy up with a
     nice Rival Launcer: LP, HP...  LP, LP, HP...  LP, LP, HP, qcf,qcf + P.
     The name given to air combos in this FAQ is the Aerial Rave, taken
     from the Capcom VS. series.  Aerial Raves follow the same pattern as
     Textbook Combos and can be finished with what are called Aerial Rave
     Finishers in this FAQ.  These are moves that send the opponent
     spiralling downward and are done in the place of Special Moves or
     Burning Vigor Attacks.  A sample combo could be as follows: Rival
     Launcher, LP, LP, HP, HK, f + HP.  Some characters are able to combo
     their Aerial Rave Finishers together, in which case the aforementioned
     combo would go as follows: Rival Launcher, LP, LP, HP, HK, f + HP,
     f + HK.  Aerial Rave Finishers always combo from f + HP to f + HK
    
     -----------------------------------------------------------------------
     TWO PERSON, THREE PERSON, AND TEAM UP TECHNIQUE COUNTERS
     -----------------------------------------------------------------------
    
     Team Up Techniques use to be the sure fire, safe counter and win in so
     many situations.  They had high priority, a decent amount of auto-
     blocking, and could be thrown in the face of any oncoming attacker
     without much fear in anticipation of a big reward!  Sure, it might be
     a waste of 2 Burning Vigor Levels, but when you had 9 to boot, who
     really cared?  In Project Justice, the Burning Vigor Levels now have
     a maximum of 5 and 2 Person Team Up Techniques can be countered,
     decreasing the number of times you can call on your attack and also
     hampering its effectivness in battle.  2 Person Team Up Techniques can
     be countered by a player at the cost of just 1 Burning Vigor Level!
     During a counter, the two players will engage in a five second sudden
     death match where they will only be able to use their normal attacks.
     If the person being attacked hits the person attacking, then the
     Team Up Technique is canceled.  If the person attacking hits the
     person being attacked or if the person being attacked fails to hit the
     person attacking within five seconds, then the Team Up Technique
     proceeds.  There is one exception to the Team Up Technique Counter that
     exists against two player CPU controlled teams in Arcade Story Mode.
     A team with no third member is able to performa Team Up Technique
     Counter themselves, but you will not be able to perform a Team Up
     Technique Counter on them.  It's a one-sided win-win situation for the
     bastardly CPU.  Wish I could just pick two people and get away with
     that, too!  3 Person Team Up Techniques can not be countered and can be 
     used as this incarnation's full proof road to victory.  However, the
     damage dealt by a 3 Person Team Up Technique is relative to the
     recipient's health bar, the most damage is done when the opponent has
     full life and the least damage is done near death.  The damage in a 2
     Person Team Up Technique remains consistent and can be slighlty upped
     by rapidly tapping any of the attack buttons.
     
    =========================================================================
      5.  MISCELLANEOUS
    =========================================================================
    
     -----------------------------------------------------------------------
     STORY BRANCHES AND ENDINGS                  [ Caution! Spoilers Ahead ]
     -----------------------------------------------------------------------
    
     Here are the story branches for each of the schools.  Some of the
     schools have variable paths in which case taking an alternate route
     can lead to the unlocking of a secret character.  The completion
     of all story branches is necessary to unlock the final boss of the
     game, Demon Hyo.  Regardless of which path you take, your ending will
     not change based on the decisions you make with the exception of Gedo
     Koukou.  Branch offs are listed side by side so you can compare and
     contrast what happens down one road and the other.  Chapters that are
     the same between branches have one listing instead of two.  The
     listing is as follows: Chapter number, your roster of characters for
     the fight, followed by the roster of the team you will be fighting
     against.  Further explanations and details are listed below that.  
    
     [ Taiyo Gakuen ] ------------------------------------------------------
    
      CHAPTER 1
       - Batsu, Hinta, Kyosuke
       - Wild Daigo, Kurow
    
      CHAPTER 2
       - Batsu, Hinta, Kyosuke
       - Akira, Zaki, Yurika
    
      CHAPTER 3                          CHAPTER 3
       - Batsu, Hinta, Kyosuke            - Iincyo, Hinta, Kyosuke
       - Momo, Yurika                     - Shoma, Momo
    
      CHAPTER 4                          CHAPTER 4
       - Batsu, Kyosuke                   - Burning Batsu, Hinta, Kyosuke
       - Hyo                              - Vatsu
    
      CHAPTER 5                          CHAPTER 5
       - Batsu, Kyosuke                   - Burning Batsu, Hinta, Kyosuke
       - Kurow                            - Kurow, Momo, Yurika
    
      CHAPTER 6                          FINAL CHAPTER
       - Batsu, Hinta, Kyosuke, Roy,      - Burning Batsu, Hinta, Kyosuke
         Tiffany                          - Demon Hyo
       - Kurow, Momo, Yurika
    
      FINAL CHAPTER
       - Batsu, Hinta, Kyosuke, Roy, Tiffany
       - Demon Hyo
    
     The Taiyo branch off occurs at the Seijyun Syogakuen battle.  During
     this battle, Batsu is automatically selected as your main character.
     If you lose a round as Batsu, then you will continue down the right
     chain and also unlock Burning Batsu in the process as Batsu runs away
     and Iincyo becomes your temporary replacement until the Chapter 4
     Vatsu Fight.  The Chapter 4 fights against Hyo and Vatsu take place
     inside of a Taiyo school room.  Here, You are unable to call upon your
     Team Up Techniques to aid you in your battle.  You can lose the
     Chapter 5 fight against Kurow and still progress with the story.  I
     am unsure what happens if you defeat Kurow as I've not tried to yet.  
    
      ENDING
       - Shortly after he has been exorcised, Hyo passes away in the arms
         of Kyosuke.  A scene shows Batsu, Hinata, Ran, and Iincyo all
         sitting inside of a Taiyou classroom thinking about Kyosuke who
         has taken a leave of absence.
    
     [ Gorin Koukou ] ------------------------------------------------------
    
      CHAPTER 1
       - Shoma, Natsu, Roberto
       - Vatsu
    
      CHAPTER 2                          CHAPTER 2
       - Shoma, Momo                      - Natsu, Roberto
       - Natsu, Roberto                   - Shoma, Momo
    
      CHAPTER 3                          CHAPTER 3
       - Shoma, Momo                      - Natsu, Roberto, Nagare
       - Hinata, Kyosuke, Iincyo          - Edge, Gan, Daigo
    
      CHAPTER 4                          CHAPTER 4
       - Shoma, Momo                      - Natsu, Roberto, Nagare
       - Boman, Ran, Roy                  - Momo, Yurika
    
      CHAPTER 5                          CHAPTER 5
       - Shoma, Natsu, Roberto, Nagare,   - Shoma, Natsu, Roberto, Nagare,
       - Kurow, Momo, Yurika              - Kurow, Momo, Yurika
    
      FINAL CHAPTER                      FINAL CHAPTER
       - Shoma, Natsu, Roberto,           - Shoma, Natsu, Roberto,
         Nagare, Momo                       Nagare, Momo
       - Demon Hyo                        - Demon Hyo
    
     The Gorin branch off obviously occurs at the quarrel between Shoma and
     Natsu.  At that point in Chapter 2 you are forced to pick between the
     teams of Shoma and Momo or Natsu and Roberto.  Shoma and Momo continue
     down the left chain and Natsu and Roberto pick up Nagare and go down
     the right chain.  Regardless, you will end up eventually having all
     five Gorin members for the final fight against Demon Hyo.  By beating
     the game, you will now have unlocked Vatsu, Kurow in disguise.
    
      ENDING
       - Shoma and Natsu are sitting alone on a hill side and are about to
         engage in a discussion when Momo pops out of nowhere and tackles
         Shoma!  Shoma takes off with Momo tailing him and Natsu not too
         far behind.  Meanwhile, Roberto and Nagare are there for color
         commentary.
    
     [ Pacific High School ] -----------------------------------------------
    
      CHAPTER 1
       - Boman, Iincyo
       - Hayato
    
      CHAPTER 2
       - Boman, Ran, Iincyo
       - Edge, Gan, Daigo
    
      CHAPTER 3
       - Boman, Ran, Roy, Tiffany
       - Vatsu, Momo, Yurika
    
      CHAPTER 4
       - Boman, Ran, Roy, Tiffany
       - Shoma, Momo
    
      CHAPTER 5
       - Boman, Ran, Roy, Tiffany
       - Kurow, Momo, Yurika
    
      FINAL CHAPTER
       - Boman, Ran, Iincyo, Roy, Tiffany
       - Demon Hyo
    
     Pacific High School is one of two teams without a story branch off...
     Yawn.  Then again, I don't think I could take any more of having to
     play as Boman anyhow.  Roy and Tiffany will re-join Boman during
     Chapter 3 and doing so will also allow them to be playable in all of
     the other modes once you beat the game.  For some odd reason, Iincyo
     disappears with Roy and Tiffany's appearance only to re-appear for the
     final bout against Hyo.
    
      ENDING
       - Roy and Boman are about to tear each other to shreds when Tiffany
         steps in at the very last split second before their fists meet
         each other's face.  Tiffany, Ran, and Iincyo counsel the two and
         they mend together their relationship.  Boman, Ran, and Iincyo
         accompany Roy and Tiffany to the airport where they leave, once
         again, for the United States of America.
    
     [ Gedo Koukou ] -------------------------------------------------------
    
      CHAPTER 1
       - Edge, Gan, Daigo
       - Hideo, Kyoko
    
      CHAPTER 2
       - Edge, Gan, Daigo
       - Boman, Ran, Iincyo
    
      CHAPTER 3
       - Edge, Gan, Daigo
       - Natsu, Roberto, Nagare
    
      CHAPTER 4
       - Edge, Gan, Akira, Zaki
       - Wild Daigo
    
      CHAPTER 5                          FINAL CHAPTER
       - Edge, Gan, Daigo, Akira, Zaki    - Edge, Gan, Akira, Zaki
       - Kurow, Momo, Yurika              - Wild Daigo, Kurow, Momo
    
      FINAL CHAPTER
       - Edge, Gan, Daigo, Akira, Zaki
       - Demon Hyo
    
     The Gedo branch off occurs all the way at Chapter 4 during the Wild
     Daigo match.  If you do not defeat Daigo with a Team Up Technique
     during any round, you will veer off to the right, the game will end
     prematurely and you will get the only sad ending in the game.  You will
     only unlock Wild Daigo if you complete the game by defeating Demon Hyo
     and recieve the Gedo group's good ending.
    
      ENDING (BAD)
       - Edge, Gan, Akira, and Zaki are unable to remedy Daigo from his
         Wild Status, but are unsuccessful and inadvertantly kill the poor
         guy.  The screen pans over a fallen Daigo with Edge and Gan
         looking on as Akira kneels and weeps over her brother's body.
    
      ENDING (GOOD)
       - Daigo leaves the Gedo Koukou in the hands of his younger sister
         Akira and walks away and into the sunset...
    
    [ Justice Gakuen ] ------------------------------------------------------
    
      CHAPTER 1
       - Hideo, Kyoko
       - Edge, Gan, Daigo
    
      CHAPTER 2
       - Hideo, Kyoko, Hayato
       - Hyo
    
      CHAPTER 3
       - Hideo, Kyoko, Hayato
       - Akira, Zaki, Yurika
    
      CHAPTER 4
       - Hideo, Kyoko, Hayato
       - Vatsu, Momo
    
      CHAPTER 5
       - Hayato
       - Vatsu
    
      CHAPTER 6
       - Hideo, Kyoko, Hayato
       - Kurow, Momo, Yurika
    
      FINAL CHAPTER
       - Hideo, Kyoko, Hayato
       - Demon Hyo
    
     Justice Gakuen only has one story line to follow.  During the Chapter 4
     Fight against Vatsu and Momo, you will be fighting in a Taiyo classroom.
     Here, you are unable to call upon your Team Up Techniques during battle.
     The Chapter 5 bout between Hayato and Vatsu can be won by surviving the
     short battle which only lasts a few seconds.  Time will expire and the
     story will progress onward.  I've never had either Hayato or Kurow win
     this match since you don't seem able to do the amount of damage needed
     to off someone in this short amount of time.  Maybe if I changed the
     damage levels...  
    
      ENDING
       - Kyoko and Hayato watch over a recovering Hideo in the hospital.
         You'll notice that Raizo is recuperating in the bed next to him.
         When Hideo comes to, he suffers through an emberassing moment
         and Hayato has a laugh at his expense.
    
     [ Seijyun Syogakuen ] --------------------------------------------------
    
      CHAPTER 1                          CHAPTER 1
       - Akira / Yurika                   - Zaki
       - Zaki                             - Akira
    
      CHAPTER 2
       - Akira, Zaki, Yurika
       - Vatsu, Momo
    
      CHAPTER 3
       - Akira, Zaki, Yurika
       - Hideo, Kyoko, Hayato
    
      CHAPTER 4
       - Akira, Zaki, Edge, Gan
       - Wild Daigo
    
      CHAPTER 5                          CHAPTER 5
       - Akira, Zaki, Yurika              - Akira, Zaki, Edge, Gan, Daigo
       - Kurow, Momo, Wild Daigo          - Kurow, Momo, Yurika
    
      FINAL CHAPTER                      FINAL CHAPTER
       - Akira / Powered Akira,           - Akira, Zaki, Yurika, Daigo
         Zaki, Yurika                     - Demon Hyo
       - Demon Hyo
    
     The Seijyun Syogakuen story starts off with you either playing as Zaki
     and battling Akira or choosing to take the reigns of Akira or Yurika to
     give Zaki a beat down.  The actual branch off doesn't occur until
     Chapter 4 when you face Wild Daigo.  Defeating him with a Team Up
     Technique in any of the rounds will knock you into the right bracket
     while not beating him by any other means will unlock Powered Akira and
     steer you to the left.
    
      ENDING
       - Akira and Zaki are sitting on a park bench discussing the events
         that have occured as of late.  During their conversation, Yurika
         appears and Akira welcomes her with open arms.
    
    [ Dark Side Student Council ] -------------------------------------------
    
      CHAPTER 1
       - Kurow
       - Hyo
    
      CHAPTER 2
       - Kurow, Momo, Yurika
       - Boman, Ran, Iincyo
    
      CHAPTER 3
       - Vatsu, Momo, Wild Daigo
       - Hideo, Hayato
    
      CHAPTER 4
       - Kurow, Momo, Wild Daigo
       - Akira, Yurika, Zaki
    
      CHAPTER 5
       - Kurow, Momo, Wild Daigo, Yurika
       - Batsu, Kyosuke
    
      CHAPTER 6
       - Kurow
       - Hyo
    
      FINAL CHAPTER
       - Kurow, Momo, Wild Daigo, Yurika
       - Demon Hyo
    
     The Dark Side Student Council is an organization of the Justice Gakuen.
     The Chapter 1 fight against Hyo takes place inside of a Taiyou class
     room and the announcement that you are unable to use your Team Up
     Techniques flashes by, nevermind the fact that neither of you have any
     teammates to aid you in this fight...  Bah, whatever.  Completing story
     mode will now allow you to access Kurow in all of the other play modes.  
    
      ENDING
       - Kurow sits inside of his secret headquarters as one of his
         mindless servents brings him a status report.  The camera turns
         and Kurow's army of brainwashed students is revealed and includes
         a good chunk of the Project Justice cast!  Kurow admires his
         little puppets, best of all his sister Yurika.
    
    =========================================================================
      6.  AUTHOR'S NOTE
    =========================================================================
    
     If you've seen this FAQ in a magazine, I'd appreciate it if you'd drop
     me a line at <puar@i.am> and tell me a little more about it, so that I
     can take appropriate action against whatever losers are trying to make
     a quick buck off of me. 
    
     -----------------------------------------------------------------------
     SPECIAL THANKS
     -----------------------------------------------------------------------
    
     Josh Macey
      - My roommate, for helping to talk me in to importing this early.
    
     Justin Harms and Karin Hom
      - My friends, for letting me neglect them while I obssessed over this.
    
     Kelly Smith
      - My friend, for saying that she'd look at this FAQ even though I
        know that there is no possible way that she could be even half-way
        interested with its contents.
    
     Mom
      - For making me stay at her place so I was bored and had nothing
        better to do than write this piece of...
    
     Kao Megura                                                   <i.am/kao>
      - For providing the template from which I derived my FAQ.  The 
        majority of the move names were also taken from his previous
        Rival Schools Mini-FAQ.  You can consider this an upgrade of that.
    
     Gouki (Alan Boyd)                                  <rockman109@home.com>
      - For correcting me on how to enable Wild Daigo.
    
     Rival Schools Network                     <www.rivalschoolsnetwork.com>
      - For the new move names that I didn't have before!
    
     Capcom of America                                      <www.capcom.com>
      - The profiles were taken off of the old Rival Schools site there.
        Unfortunately, Capcom has since crap-dified their site and all
        that remains of that site I speak of are memories.
    
     Capcom of Japan                                      <www.capcom.co.jp>
      - When I make the graphical version of this FAQ, most of the pictures
        will probably come from there.
    
     National Console Support                                 <www.ncsx.com>
      - Store where I imported my copy from.  Great site to order off of.
        Note to everyone: Please do not buy from Buy-Rite <www.buyrite.net>
        or Game Cave <www.gamecave.com>.  Buy-Rite has screwed my friends
        and myself numerous times and Game Cave is just plain overpriced.
        I give my full support to NCS and if they don't have what you need,
        also try Tronix <www.tronixweb.com>
    
     -----------------------------------------------------------------------
     REVISION HISTORY
     -----------------------------------------------------------------------
    
     FUTURE REVISIONS
      - I'll put in a list of combos, both high hitting and high damaging,
        and how to work each special or super into actual gameplay... when
        I'm bored enough. (;  Any other suggestions? Oh, and if anyone has
        any character information for the profiles on the new characters,
        please don't hesitate and send it in!  If you don't like how I don't
        have any ASCII art work at the top, then you too can be bored and
        send that in as well.  Okay, now I'm off!  I need to pee... again.
    
      - Ever since I moved to California, I haven't been able to play the
        dag-blasted game.  My Dreamcast was left behind in Arizona with The
        Boys!  Any updates made will have to be after I move back on
        September 30 and post getting settled in again.  Sorry!
    
     VERSION 0.5  (September 25, 2001)
      - Cleared confusion regarding how to get Wild Daigo's.  Thanks to
        everyone for pointing this out, I lost the list of all the people
        who nagged at me about this.
    
     VERSION 0.4  (January 05, 2001)
      - Corrected information regarding Daigo and Wild Daigo's Daichizuki.
        Added in note concerning Team Up Technique Counters against teams
        consisting of only two people.
    
     VERSION 0.3  (December 23, 2000)
      - Added in the notation that Kyosuke's Gen'ei Breaker and Zaki's
        Gankougeri are overhead attacks.  Fixed two errors in the FAQ
        regarding how to unlock Wild Daigo and a mix up in the Gorin story
        branch off.  Added in a damage chart for Tiffany's Groovy Punch.
        Other minor changes in addition to, at least, an Introduction!
        First outside contribution for the FAQ made by Gouki, noted the
        further need for clarity in the Story Branches section and spotted
        the Wild Daigo mishap!  Thanks for the heads up, dude!
    
     VERSION 0.2  (December 19, 2000)
      - Haven't slept since the last revision and have been working on it
        ever since.  Added a list of normal command attacks and combo
        strings for everyone.  Included endings in the storyline branches.
        Ramdom select was noted and the Gameplay Notes went up commenting
        on Textbook Combos, Rival Launchers, Aerial Raves, Team Up
        Techniques, and Attack Cancels.  Many minor changes to move lists
        and typographical errors fixed.  Included damage charts for all
        character who have moves that can be altered by charging.
    
     VERSION 0.1  (December 18, 2000)
      - Movelists have been filled out, story branches covered, secret
        characters.  Missing some bios.  Don't know when I'll be able to
        fill them in with the right information.  Oh, well.  All done on a
        sleepless and boring night between getting my car re-aligned and
        now I need to pee really bad...
    
     Unpublished work Copyright 2001 John Nguyen

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