[ 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 Unpublished work Copyright 2001 John Nguyen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
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 etc., with a purchase, as this creates incentive to buy and is therefore
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 editors, employees or associates, etc. of any company, group, business,
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 It cannot be used in magazines, guides, books, etc. or in any other form
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 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