=========================================================================
********************** PROJECT JUSTICE: FAQ/MOVELIST ********************
=========================================================================

               Dreamcast Fighting Game released 2001 UK (PAL)

                  FAQ/MOVELISTS (Final Version) 12/07/2002

Author - falsehead (Sophie Cheshire). Contact me at falsehead@aol.com

Copyright stuff; If you wish to use this FAQ on your website, feel free to do
so under the following conditions. a) You email me first and let me know where
it will be appearing and b) you do not alter the content in anyway (if you need
to change the formatting slightly for display purposes that's OK).

If I find out that any part of this FAQ has been lifted and used without credit
to me, especially if you use it to earn money, then I will be annoyed. I didn't
type all this up for the good of my health you know.

========================================================================
********************************* CONTENTS *****************************
========================================================================

1) INTRODUCTION/CONTRIBUTORS/REVISION HISTORY

2) UNLOCKING THE SECRET CHARACTERS

3) DEFAULT CHARACTERS MOVELISTS
a) Akira
b) Batsu
c) Boman
d) Chair Person
e) Daigo
f) Edge
g) Gan
h) Hayato
i) Hideo
j) Hinata
k) Kyoko
l) Kyosuke
m) Momo
n) Nagare
o) Natsu
p) Ran
q) Roberto
r) Shomo
s) Yurika
t) Zaki

4) MAIN SECRET CHARACTERS MOVELISTS
a) Burning Batsu
b) Demon Hyo
c) Hyo Imawano
d) Kurow
e) Powered Akira
f) Roy Bromwell
g) Tiffany Rose
h) Vatsu
i) Wild Daigo


5) SECRET STUDENTS MOVELISTS
a) Alec
b) Barbara
c) Mark
d) Tony
e) Nancy
f) Eliza
g) Peter
h) Thelma
i) Claudia
j) David
k) Frank
l) Anna
m) Grace
n) Hillary
o) George
p) John

6) THE RIVAL SCHOOLS SERIES

=========================================================================
************************ INTRODUCTION/REVISIONS *************************
=========================================================================

INTRODUCTION - Project Justice is the sequel to the Playstation Game Rival
Schools: United By Fate.  While I'm aware there was a Rival Schools 2 released
on the psx I don't believe it made it to the west and I think that Project
Justice is a direct continuation of that first game.

It's a fantastic and fun game and comes highly recommended.  This FAQ was
written using the UK PAL version.  I am assuming it will have no differences to
the US version.  I have played Arcade Story mode thoroughly and believe I have
a full guide to all the secret characters and alternative scenarios. I have
tried to keep story spoilers to a minimum.  Each movelist includes the
characters special moves, Burning Vigour's, Team Up and Party Up Attacks.  Also
I have written a small comment on each character's worthiness.

Also in this FAQ I have chosen to include the "normal" student secret
characters that are unlocked as you progress though the game.  Unlike the more
colourful characters of the main Story mode these have not really had much
attention paid to them, but I have found that they are actually rather
effective fighters and well worth getting to grips with if you intend to master
this game.

***************************************************************************
CONTRIBUTORS - Big thank you to everyone who has sent me info!

Ryo Yamazuki - pointed out a few big howlers I made in the first version and
added some move info for Kurow.

Tig (deathangel182@hotmail.com) - contributed secret student team-up info.

Badidi71 - contributed secret student team-up info.

Dark Kyosuke - contributed secret student team-up info and move information for
Kurow.  Is also a fellow member of the Akira appreciation society!

Mr Swipes - contributed move info for Ran, Edge, Momo, Diago, Hideo,
Chairperson, Kurow, Roberto and Vatsu

Jason (drodzj@pdq.com) - contributed absolutely LOADS of info, basically move
info for every character, pointed out typos, incorrect move assignations and
other mistakes in the first version.  Also very helpfully listed all the throw
names when I was only about half way through doing the throws.  Big thanks
mate!!

Snuffkin - for P-Akira move info and combo's

Kurow3191 - for Vatsu move info and combo's

*************************************************************************

REVISIONS - Version 1. Started 11/05/01.  First version.  Contains unlocking
info and movelists.

20/05/2001- Version 1.5: Fixed a load of spelling errors and typo's. Also
changed Taiyen High to Taiyo High and changed move list command from df, d, f
to f, d, df.

10/07/01 - Version 2:  Well thanks to the combined efforts of my contributors
and my own research there's loads of new stuff in this versions.  I also want
to say that I went on holiday just after I had the FAQ posted and picked up a
lot of mail via "AOL Anywhere".  This is not a very good system and I lost a
few emails with info and also questions, so BIG apologies if you submitted
stuff or asked a question and did not get a response, I did lose quite a few
emails :(

Anyway, you'll find lots of new move info for all characters, I have corrected
the instances where I had incorrectly assigned moves to the air and vice versa.
I've added throw info and air throw info (mostly thanks to Jason, cheers
again).

The most popular submission was a lot of you noticed the secret student team
ups I couldn't place were from Rival Schools on the psx.  Thanks folks!

13/07/01 - Version 2.1: oops missed out all the air throws - that data has now
been added.

11/10/01 - Version 2.5:  Added some more combo data to several characters.
Also added some  background info on the previous psx games.

12/07/02 - Final Version: OK time to call it a day with this FAQ.  I ahd alot
of fun, but don;t play PJ much anymore to be able to carry it on.  As its
stands its a good basic guide.  Iwa sgoing to add lots of combo databut then
decided it wold spoils the flow of the FAQ.  This remains a more user friendly
FAQ and there are plenty of detailed combo lists in some fo the excellent
in-depth faqs posted.  Thanks to all who contributed and I am still prepared to
anwser emails re: this game.

==========================================================================
******************** 2) UNLOCKING ALL SECRET CHARACTERS ******************
==========================================================================
WARNING SPOILERS!!!!!

Project Justice like every other beat 'em up has plenty of secret characters to
unlock.  Unlike other beat 'em ups the Arcade mode requires you beat the Story
mode with each school, rather than individual Characters.  There are two kinds
of secret characters to unlock.  Firstly there are scenario specific
characters.  These are characters like Burning Batsu and Wild Daigo that only
become available if Story mode is completed with certain schools and under
certain conditions.  Then there are the secret students; these are normal
students who become selectable in Training and Versus modes (that includes the
Team Battle/Tournament modes).  They occupy the same square on the character
selection screen, but scrolling from side to side will allow different ones to
be picked.  Each time you complete Arcade Story mode and acquire one of the
main secret characters or complete an alternative scenario, a new secret
student will be added.

Secret Students can also be acquired simply by viewing the completed storylines
in the Extras section.  Once you have finished viewing check in the secret
students square in Training Mode and another should have been added!!

SECRET STUDENTS EXTRA!!!! If you are playing the Japanese version it appears
that these characters are not available.  Instead there is a "create a
character" mode which is not included in the UK/US version. BASICALLY IF YOU
HAVE THE JAPANESE VERSION YOU CANNOT USE THE SECRET STUDENTS.

These are the conditions for unlocking the main secret characters.

ROY BROMWELL and TIFFANY ROSE - finish Story mode with Pacific High School.

VATSU - Finish Story Mode with Gorin High School.

BURNING BATSU - Start the Taiyo High Story and in the fight against Akira,
Yurika and Zaki make sure Batsu loses one round against them.  He will run off.
When you go up against Vatsu he will return as Burning Batsu.  Complete the
Story and he is now selectable in training and versus modes.

WILD DAIGO - Start Gedo High Schools Scenario.  When you go up against Wild
Diago you MUST defeat him with a Party Up technique.  He will recover and
rejoin your team to fight Demon Hyo, when you have finished he is now
selectable.  If you don't use a Party Up technique you will not reach Demon Hyo
and only get the Sad Ending.

POWERED AKIRA - Play Seijyun High School scenario.  When you reach Wild Diago
DON'T use any Team Up or Party Up techniques to defeat him.  Now when you reach
Demon Hyo, Edge and Gan will turn up and give Akira her Biker Helmet.  When you
finish P-Akira is now selectable.

HYO IMAWANO - Finish story mode with all default schools (you only have to have
completed one scenario for each school for him to become available).

KUROW - First unlock the Darkside student Council by finishing Story mode with
all the default schools.  You don't have to get the good ending for Gedo High
to unlock this.  Now beat Story mode with the Darkside Council.

DEMON HYO - Beat Story mode and acquire ALL the possible paths to the endings.
Scenario list: (none means no story branches, it's a linear story)

Taiyo H.S - 1) Have Batsu lose one round to Akira et al.
            2) Make sure Batsu does not lose a round against Akira et al.

Gorin H.S - 1) Choose Momo and Shoma
            2) Choose Roberto and Natsu

Pacific H.S - None

Gedo H.S - 1) Defeat Wild Daigo with a Party-up technique
           2) Defeat Wild Daigo without Party-up technique

Justice H.S - none

Seijyun H.S 1) Beat Wild Daigo with a Party-up technique
            2) Defeat Wild Daigo without a Party-up Technique

Darkside Student Council - None

SECRET STUDENTS - Should be unlocked in the following order: Alec, Barbara,
Mark, Tony, Nancy, Eliza, Peter, Thelma, David, Claudia, Frank, Anna, Grace,
Hillary, George and John.  There may be ways to unlock more - I will confirm or
correct this assumption in the next revision

==========================================================================
********************* 3) DEFAULT CHARACTERS MOVELISTS ********************
==========================================================================

When discussing moves in detail I will use abbreviations like qcb and qcf.
These stand for d-pad or analogue stick moved a "quarter circle forward" or
"quarter circle back", - ie. From down, down-forward, forward (qcf) or down,
down-back, back (qcb). Hcf and hcb mean "half circle forward" and "half circle
back".  "Air also" means the move can be performed in the air.  "Air only"
means it can only be performed in the air.

When one of these instructions is followed by punch or kick, either type can be
used.

OH - is an abbreviation of overhead attack, this attack creates little stars
and will break a crouching characters block.

ACF = Air Combo Finisher.  These moves knock the opponent right away from you
character.

AIR THROW:  If both characters are in the air but level with each other you can
press the throw button/s and perform an air throw in the same way you would
throw an opponent on the ground.  This is in addition to any extra air throws a
character may have.

AIR LAUNCHER is a move that fires the opponent high into the air.  If you jump
after them immediately afterwards you can perform air combos on them as you
fall back to earth.

MINI AIR LAUNCHER is a move that knocks your opponent a short way into the air
and can be used to start Juggle Combos.

SWEEP is a basic low attack that knocks an opponent to the floor.

Both of these types of attack use either down or down-forward and Hard Punch or
Hard Kick. See individual characters movelists for more details.

Here is a lovely rendition of the analogue pad (same for d-pad).

 O   O   O
  \  |  /              --O means "forward"

 O--   --O             \
                        O  means "down-fowards"
  /  |  \
 O   O   O             O-- means "back" (etc.)


TEAM UP TECHNIQUES.
These are unique to each character and will be performed when you call that
character out for a team up attack.  Some character's attacks are defensive and
refill life or the team-up meter.  Others are offensive, the number in brackets
included after the name of the attack in the character info is the damage
rating of that attack.  This info was taken from practice mode, but is not a
percentage of damage done to the life bar(at least on default damage mode.)
It's still is useful when comparing which characters have the most damaging
Team Up attacks.

PARTY UP TECHNIQUES
Pupils and teachers of a particular school will all use the same Party Up
techniques when they are the MAIN fighter.  For example Edge, Gan and Daigo all
have the same Party Up technique because they all attend Gedo High School.  The
Party Up technique is always dependent on the active character.  Listed below
is a description of each Party Up technique.

TAIYO HIGH SCHOOL - (1) All three attack the opponent with a series of fast
punches culminating in a triple blow to the opponent's guts.

TAIYO HIGH SCHOOL - (2) The opponent is hoisted onto a platform carried by all
three and flung across the arena. (Only Chairperson and Hayato use this
variation)

GORIN HIGH SCHOOL - The three team mates leap into the air and form a circle.
They then roll over the opponent delivering multiple impact damage.

PACIFIC HIGH SCHOOL - The main fighters two team-mates hang onto his/her arms
and are spun around in a "Cross" shape, while rising high into the air.  As
they spin they whack the opponent many times.

GEDO HIGH SCHOOL - the opponent is spun round and fired high up into the air to
a waiting team mate, who, holding the final team mate spins him/her around and
fires them towards the flying opponent crashing into them half way between sky
and ground. Ouch

JUSTICE HIGH SCHOOL - Active fighter paralyses opponent, then one partner
punches the him/her up towards the other waiting partner high in the air who
slams him back down to the main fighter.

SEIJYUN HIGH SCHOOL - The two team mates rush on and grab the opponents arms
and legs. They jump high into the air then bring the unfortunate fighter down
hard on the waiting players fist.

DARKSIDE STUDENT COUNCIL - Only Kurow uses this Attack, he impales his
team-mates on his claws and uses them to batter the opponent high into the air.


So anyway that's the jargon dealt with, here are the fighters!

--------------------------------------------------------------------------
****************************** a) AKIRA **********************************
--------------------------------------------------------------------------
School: Seijyun High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 db + HP

THROWS
Front: Akido Flip (26)
Back: Leg Launcher (30)
Crouch: Back Roll Throw (32)
Air: Rolling Slam (34)

BASIC MOVES
Four punch combo                  b + LP, LP, LP, LP
Cartwheel Kick (OH)               f + HK
Cartwheel Kick and Spin           f + HK, HK
Triple Kick                       hold d + LK, LK, HK
Cartwheel Kick and Sweep          f + HK, d+ HK
Sweep                             d + HK
ACF                               f + HK

SPECIAL MOVES
Gate Elbow                        qcf + punch
Leaping Smash                     qcb + punch
Dancing Cyclone Kick              qcf + kick
Houbu                             qcb + kick

BURNING VIGOURS
Kikou Kai                         qcf, qcf + punch (air also)
Reflex Barrage                    qcb, qcb + punch
Aerial Barrage                    qcb, qcb + kick
Haten Mueishu                     qcf, qcf + kick

Team Up - Cart wheeling Juggle and Energy Blast (47)
Party Up - Seijyun High School.

RUMINATIONS
- Akira is definitely my favourite character in the game. She is beautiful and
strong and she hasn't been given huge bosoms or anything to make her more
appealing to shallow people.
- She is also very fast and has a nice array of easily combo-able kicks and
punches.
- Houbu can be used as a juggle starter
- If you can get the Haten Mueisha to connect all hits it does MASSIVE damage.
- Perform Gate Elbow with HP and she will side step.
- Dancing Cyclone can be performed three times on the trot, LK makes her sweep
and HK makes her leap.  These can be mixed up.
- The Leaping Smash mush be followed up with LK or HK to actually do damage.

--------------------------------------------------------------------------
****************************** b) BATSU **********************************
--------------------------------------------------------------------------
School: Taiyo High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 df + HK

THROWS
Front: Shove Down (29)
Back: German Suplex (42)
Crouch: Headbutt and Beat up (32)
Air: Head Drop (39)

BASIC MOVES
Triple jab punches                LP, LP, LP
One-two-elbow                     HP, f + HP
Downward Leg Slice (OH)           b + HK
Downward Punch (OH)               b + HP
Triple Kick                       LK, LK, LK
Sweep                             d + HK
ACF                               f + HP or f + HK

SPECIAL MOVES
Guts Bullet                       qcf + punch (air also)
Guts Upper                        f, d, df + punch
Crescent Star Kick                qcb + kick
Shooting Star Kick                qcf + kick (air only)

BURNING VIGOURS
Maximum Guts Bullet               qcf, qcf + punch (air also)
Maximum Guts Upper                qcb, qcb + punch
Maximum Shooting Star Kick        qcf, qcf + kick (air only)

Team Up - Double Fireball/Laser (48)
Party Up - Taiyo High School (1)

RUMINATIONS
- The Guts Bullet is a short ranged energy blast/projectile attack.
- We-ell, he's easy to use and pretty effective.  A tad dull though.

--------------------------------------------------------------------------
****************************** c) BOMAN **********************************
--------------------------------------------------------------------------
School: Pacific High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 df + LP

THROWS
Front: Samoan Drop (37)
Back: German Suplex (43)
Crouch: Beat Down and Knee (39)
Air: Power Slam (42)

BASIC MOVES
One-two-smash (OH)                db + HP
Boxing Punch Combo                LP, LP, LP, f + HP
Triple Kick                       LK, LK, HK
Sweep                             df + HK
ACF                               f + HP

SPECIAL ATTACKS
Great Rush                        qcf + punch
Great Offence                     qcf + kick
Great Defence                     qcb + kick
Great Hook                        qcb + punch
Great Lariat                      qcb + punch (air only)

BURNING VIGOURS
Great Slash                       qcf, qcf + punch
Great Cross                       qcb, qcb + punch (air also)

Team Up - Aerial Groin Breaker (55)
Party Up - Pacific High School

RUMINATIONS
- Yeah.  This guy punches and punches HARD (I like punchers!).  The major
downside is that his specials and vigour's seem to come out relatively slowly.
- If you perform the Great Rush with LP, Boman will perform three hits to the
gut, depending on how close you are the first may knock your opponent flying so
further hits do not connect.  Pretty useless then really.
- Perform the Great Rush with HP and Boman will start with a downward smash
making it impossible for the rest of the combo to be blocked, it will now also
consist of 6 hits.
- Great Offence and Great Defence can be followed with LP (straight) and HP
(Uppercut)

---------------------------------------------------------------------------
**************************** d) CHAIR PERSON ******************************
---------------------------------------------------------------------------
School: Justice High School

AIR LAUNCHER                      none
MINI AIR LAUNCHER                 df + HP or df + HK

THROWS
Front: DDT (27)
Back: Bulldog (39)
Crouch: Shoulder Throw (32)
Air: 360 Throw (30)

BASIC MOVES
Overhead Smash (OH)               b + HP
Punch Combo                       LP, LP, HP, HP f + HP
Sweep                             d + HK

SPECIAL MOVES
Wind Stance                       qcf + punch
Dragon Stance                     f, d, df + punch
Lightning Stance                  qcf + kick
Rock Breaker Stance               qcb + punch
Front Stance                      qcb + kick

BURNING VIGOURS
Demonstrations                    qcf, qcf + punch
Lecture Attack                    qcf, qcf + kick

Team Up - Point to Diagram (Fills Team Up meter and replenishes a small amount
of energy)
Party Up - Taiyo High School (2)

RUMINATIONS
- A great character to have as a partner, the life bar replenishment is pretty
small but is a good bonus on top of having your Team Up meter filled by four
levels.
- The Lecture Attack is pretty handy to, as the first hit is a low sweep which
trips the opponent up making it trickier than usual to defend against. Her main
downside is her lack of special air attacks.
- If the third part of Demonstrations connects it stuns the opponent making it
impossible to avoid the rest of the attack.
- Dragon Stance and Lightning Stance, can be delayed up too about four or five
seconds by holding the button.  The longer the move is held, the more times it
hits.  If you manage to connect with the move after holding that long, it does
massive damage. Dragon can be held for 6 seconds gaining 69 max damage.
Lightening can be held for 6 seconds for a max damage of 46.
- Perform Wind Stance with LP for a sweep, HP for a straight.

--------------------------------------------------------------------------
******************************* e) DAIGO *********************************
--------------------------------------------------------------------------
School: Gedo High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 b + HK

THROWS
Front: Shake and Throw (32)
Back: German Suplex (39)
Crouch: Beat down and Knee (39)
Air: Rolling Slam (39)

BASIC MOVES
One-two-smash (OH)                b + HP
Punch Combo                       LP, LP, HP, HP, f + HP
Sweep                             d + HK
ACF                               f + HP

SPECIAL MOVES
Phoenix Fist                      qcf + punch
Phoenix Back fist                 f, d, df + punch
Phoenix Fire                      qcb + punch
Phoennix Kick                     qcb + kick
Skull Aura                        qcf + punch (air only)

BURNING VIGOURS
Phoenix Fury                      qcf, qcf + punch
Super Phoenix Fire                qcf, qcf + kick
Super Skull Aura                  qcf, qcf + punch (air only)

Team Up - Counter Uppercut (55)
Party Up - Gedo High School

RUMINATIONS
- Plays much like a bigger, slower Batsu. His Burning Vigour's come out pretty
fast and are highly damaging.  Plus he looks damn cool in that long coat.
- The Phoenix Fire is a very cheesy move.  No matter how far away an opponent
is it will still knock them over if they don't jump in time.  It's great for
interrupting attacks that are being activated at long range. It can however be
blocked low.
- The Super Phoenix Fire needs to be activated at VERY close range or it will
miss entirely.
- Skull Aura if performed with LP aims downward, HP aims it straight.

--------------------------------------------------------------------------
******************************* f) EDGE **********************************
--------------------------------------------------------------------------
School: Gedo High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 df + HK

THROWS
Front: Vertical Suplex (27)
Back: German Suplex (39)
Crouch Throw: Beat down and Knee (33)
Air: Rolling Slam (32)

BASIC MOVES
Cartwheel Kick                    f + HK
Triple Punch                      LP, LP,
Kick - Triple Spin Kick           HK, hold b, HK, HK, HK
Four Kick combo                   b + HK, HK, f + HK, b + HK

SPECIAL MOVES
Reversing Blade Strike            qcf + punch (air also)
Anti Air Reversing Blade Strike   qcb + punch
Cheap Shot                        qcf + kick
Low Blow                          qcb + kick (air also)

BURNING VIGOURS
Stake Out                         qcf, qcf + punch (air also)
Slash Out                         qcb, qcb + punch
Team Up - Dashing Blade (48)
Party Up - Gedo High School

RUMINATIONS
- Edge remains one of the better characters in the game.  His flexibility in
the air is his major plus point, as are his fast and easily chained kicks.
- If you use LP when performing the Reversing Blade Strike you will remain
facing you opponent and it will strike low.
- If you use HP when performing the Reversing Blade Strike it will hit high and
you will end up with your back to your opponent.
- Edge can chain up to four reversing blade strikes together.  Just perform it
twice with light punch, then twice with heavy punch.
- In more detail - Reverse Blade Strike: This has many possibilities. It can be
repeated... in certain orders for two, three, or four strikes. Note, these
won't count as a combo, although they should.
- 2 strikes: QCF+LP, QCF+LP; or QCF+HP, QCF+HP; or QCF+LP, QCF+HP (ends with
back to opponent)
- 3 strikes: QCF+LP, QCF+HP, QCF+HP
- 4 Strikes: QCF+LP, QCF+LP, QCF+HP, QCF+HP
- The Anti-Air version can also be repeated, well, twice: QCB+LP, QCB+HP
- Perform Cheap Shot with HK and you end up with your back turned to your
opponent.
- The HK Low blow will stun the opponent, but puts Edges back to him. However,
quickly pressing QCF+HP and Edge should get in a Reverse Blade Strike before
the opponent recovers. It still won't combo.
- LK Low Blow hits low. HK Low Blow hits midsection. In the Air, LK Low Blow
has a steep angle, HK Low Blow has a 45 degree angle.

-------------------------------------------------------------------------
******************************* g) GAN **********************************
-------------------------------------------------------------------------
School: Gedo High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 df + LP

THROWS
Front: Headbutt and Slam (34)
Back: Bulldog (39)
Crouch: Pile Driver (42)
Air: Power Bomb (42)

BASIC MOVES
Triple Punch                      LP, LP, HP
Overhead Chop                     b + HP
Palm Strike                       f + HP
Overhead Smash (OH)               b + HK
ACF                               f + HP or d + HK

SPECIAL MOVES
Gun Stabbing                      qcb + punch
Clapping Hand Destruction         f, d, df + punch
Rough Wave Stomping               qcf + kick
Gedo Tackle                       qcb + kick
Giant Storm                       hcb + punch
The Rock                          qcf + kick (air only)
Giant Cyclone                     qcf + punch (air only)

BURNING VIGOURS
Super Gun Stabbing                qcf, qcf + punch
Concrete Smash                    qcb, qcb + punch
Helicopter Smash                  qcf, qcf + punch (air only)

Team Up - The Bumps (60)
Party Up - Gedo High School

RUMINATIONS
- The hugest fighter in the game by miles and is thus a pretty obvious target.
However he does have quite a decent amount of specials to make up for this and
his Burning Vigour's are very damaging.
- Giant Storm is an unblockable throw (reminiscent of one of Panda/Kuma's
throws in Tekken 3)
- The Clapping Hands will stun opponents if it isn't blocked.
- The HK Rough Wave Stomping can be repeated a second time for another hit.
- The HK Gedo Tackle is a Launcher, and can start an air combo.
- LK Rock causes Gan to fall in a seated position; HK is head down. LK does
less damage, but is easier to hit with. HK, if it successfully hits a standing
opponent, will automatically dizzy him or her.
- The Giant Cyclone can NOT be used in an air combo! It can only grab an
opponent that is upright (i.e. in control of him/herself) in the air. This
   makes it basically useless. The same holds true for the Helicopter Smash BV.
- Because of his size, some universal moves are changed:
- Dash+LK: Body slide. Gan is knocked down after this.
- Dash+HK: Butt Slam - Gan rams his backside into the opponent. There is a
recovery time from this move, but not as bad as from his body slide.

--------------------------------------------------------------------------
******************************* h) HAYATO ********************************
--------------------------------------------------------------------------
School: Taiyen High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 df + HK

THROWS
Front: Power Punch (27)
Back: German Suplex (42)
Crouch: Beat Down and Headbutt (35)
Air: Head Drop (37)

BASIC MOVES
Cart wheel smash (OH)             b + HK
Slash                             b + HP
Triple Punch                      LP, LP, HP
Sweep                             d + HP
ACF                               f + HP

SPECIAL MOVES
Scolding Smash                    qcf + punch
Devastation Kick                  f, d, df + kick
Counter Thrust                    qcb + punch
Second Kick                       qcb + kick
Rolling Smash                     qcf + kick (air only)

BURNING VIGOURS
Burning Push-Ups                  qcf, qcf + punch
Burning Cross Counter             qcb, qcb + punch
Burning Windmill                  qcf, qcf + kick
Burning Stoic                     qcb, qcb + kick

Team Up - Ass Whacking Energy Charger (48)
Party Up - Taiyo High School (2)

RUMINATIONS
- Hayato is very fast and his pokey stick (kendo practice sword) gives him some
great range. But he's a P.E teacher so he must DIE!!!!!!
- Successfully performing the Second Kick will leave you with your back to the
opponent
- The Scolding Smash will hit grounded opponents.
- LP Devastation kick goes straight up, HK at an angle.
- During the warm up phase of the Counter Thrust, Hayato looks vulnerable, but
he isn't. While attacks that hit will damage, the damage is reduced, and he
WILL finish the attack, no matter what he is hit with.
- Hayato ends up on the ground after a Second Kick.
- The Burning Cross Cutter can be delayed, and the longer held, the more damage
it does. It can be held for up to six seconds. Max damage is 95!!
- The Burning Stoic is a defensive ability. It makes Hayato nearly invulnerable
for about 6 seconds.
- Some people have pointed out that Hayato is hitting the back and not the ass
in his Team-Up, well it sure looks like the ass to me.  Maybe they changed it
for the US versions :P

-------------------------------------------------------------------------
******************************* i) HIDEO ********************************
-------------------------------------------------------------------------
School: Justice High School

AIR LAUNCHER                      df + HK
MINI AIR LAUNCHER                 df + HP

THROWS
Front: Shoulder Throw (30)
Back: German Suplex (42)
Crouch: Back Roll Throw (35)
Air: Rolling Slam (39)

BASIC MOVES
Slash Kick (OH)                   b + HK
Overhead Smash (OH)               b + HP
ACF                               f + HP

SPECIAL MOVES
Seihaken                          qcf + punch (air also)
Air Seihaken                      qcb + punch
Jicchokuken                       f, d, df + punch
Shinenkyaku                       qcb + kick
Raieishuu                         qcf + kick (air only)

BURNING VIGOURS
Shimazu Seihaken                  qcb, qcb + punch
Shimazu Shin Jicchokuken          qcf, qcf + punch
Shimazu Raieishuu                 qcf, qcf + kick (air only)

Team Up - Shimazuruu Shin Seihaken (50)
Party Up - Justice High

RUMINATIONS
- Seihaken is a mid-ranged energy ball. In the Air, the HP Seihaken can be done
a second time by immediately tapping HP again.

-------------------------------------------------------------------------
******************************* j) HINATA *******************************
-------------------------------------------------------------------------
School: Taiyo High School

AIR LAUNCHER                      df + HK
MINI AIR LAUNCHER                 df + HP

THROWS
Front: Shoulder Throw (27)
Back: German Suplex (40)
Crouch: Leap Frog and Kick (34)
Air: 360 Throw (29)

BASIC MOVES
Slash Kick (OH)                   b + HK
Triple Punch                      LP, LP, HP
ACF                               f + HP or f + HK

SPECIAL MOVES
Kikou Shoutei                     qcf + punch
Shouyouken                        f, d, df + punch
Enbukyaku                         qcb + kick (air also)
Renyakudan                        qcf + kick (air only)

BURNING VIGOURS
Hisshou Rengekiken                qcf, qcf + punch
Rasen Enbukyaku                   qcb, qcb + kick (air also)

Team Up - Cheer Up (Fills Team Up meter)
Party Up: Taiyo High School (1)

RUMINATIONS
- The Renyakudan is a short ranged energy blast.   Quickly tapping K will add
two extra projectiles to the attack.

-------------------------------------------------------------------------
******************************* k) KYOKO ********************************
-------------------------------------------------------------------------
School: Justice High School

AIR LAUNCHER                      df + HK
MINI AIR LAUNCHER                 none

THROWS
Front: Double Blow (30)
Back: Arm Bar (41)
Crouch: Leg Bar (37)
Air: 360 Throw (30)

BASIC MOVES
Turning Kick (OH)                 b + HK
Triple Punch                      LP, LP, HP
Sweep                             d + HK
ACF                               f + HK

SPECIAL MOVES
Shokushin                         qcf + punch
Syusseki Kakunin                  qcb + punch
Kaishin                           qcb + kick (air also)
Shouten Sekkai                    f, d, df + kick (air also)
One Wing Stance                   qcf + kick

BURNING VIGOURS
Final Prescription                qcf, qcf + punch
Stairway to Sky                   qcf, qcf + kick (air also)
Path to Doom                      qcb, qcb + kick

Team Up - Vigorous Massage (restores some energy bar)
Party Up - Justice High

RUMINATIONS
- mmm wish my teachers had looked like this...and many of you seem to agree
with me.
- The Shokushin is a dash that will counter non-energy blast/projectile
attacks.
- The Shouten Sekkai can be used as a Mini Air Launcher for setting up juggles.
_ B+KK will cause Kyoko to do a fast vertical flip over her opponent.
- The Shokushin can hit several times. Once it connects, keep tapping LK or HK
for up to 6 hits.
- The LP Syusseki Kakunin is a sweep. The HP is an uppercut.
- The LK Shouten Sekkai hits once and can be used as a mini-launcher. The HK
version hits twice and cannot be used as a launcher.
- The One Winged Stance is a counter move.

-------------------------------------------------------------------------
******************************* l) KYOSUKE ******************************
-------------------------------------------------------------------------
School: Taiyo High School

AIR LAUNCHER                      df + HK
MINI AIR LAUNCHER                 none

THROWS
Front: Hurricaranna (29)
Back: Leg Launcher (42, can be used as an air launcher)
Crouch: Back Roll Throw (35)
Air: Head Drop (35)

BASIC MOVES
Turning Slice Kick (OH)           b + HK
Spinning Backfist                 b + HP
Triple Punch                      LP, LP, LP
Sweep                             d + HK
ACF                               f + HP or f + HK

SPECIAL MOVES
Cross Cutter                      qcf + punch
Shadow Cut Kick                   qcf + kick (air also)
Shadow Breaker                    qcb + punch
Lightning Upper                   f, d, df + punch
Shadow Wave                       qcf + punch (air only)

BURNING VIGOURS
Super Cross Cutter                qcf, qcf + punch
Super Shadow Cut Kick             qcf, qcf + kick (air also)
Super Lightning Upper             qcb, qcb + punch

Team Up - Double Right Good Kicking (or Dance of Death if you want to be
pedantic) (44)
Party Up - Taiyo High School (1)

RUMINATIONS
- Oddly Kyosuke has the second-least damaging team-up attack of all. He looks
so hard as well.
- The Lightning Upper also functions as a Mini Air Launcher.
- The Super Lightning Upper also Functions as an Air Launcher
- The Cross Cutter will hit twice when performed at close range, only once from
further away.  Is less damaging at long range as well.
- The super cross cutter is MORE effective from further away.
- The shadow cut kick only does about half damage when performed in the air.

-------------------------------------------------------------------------
******************************* m) MOMO *********************************
-------------------------------------------------------------------------
School: Gorin High School/Darkside Student Council

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 f + HK

THROWS
Front: Headbutt and Racket to throat. (30)
Back: Leg Launcher (32, can be used to start air combos.)
Crouch: Pile Driver (37)
Air: Rolling Slam (34)

BASIC MOVES
Overhead Smash (OH)               b + HP
Triple Punch                      LP, LP, LP
Racket Sweep                      d + HP
One-Two Kick and Foot-stomp       LK, LK, LK
Sweep                             d + HK
ACF                               f + HP

SPECIAL MOVES
Whale Serve                       qcf + punch
Racket Rocket                     f, d, df + punch
Spin Smash                        qcf + kick
Giant Swing                       hcb + punch
Flip Flap Rocket                  qcf + punch (air only)

BURNING VIGOURS
Wham Slam                         qcf, qcf + punch
Momo Crush                        qcb, qcb + punch (air also)

Team Up - Tennis Practice (60)
Party Up - Gorin High School

RUMINATIONS
- Arrgh!! She may look cute, but she's a brute!  One of the fastest characters
in the game, her range is longer than you would think armed with the tennis
racket.  She also has a well-balanced armoury of projectiles and in-close
pokes.
- Follow up the Whale Serve with QCF+P - Momo will race forward and smash your
opponent with her racket.
- Keep pressing P during the Flip Flap Rocket for up to six hits
- Her Team Up attack is one of the highest damaging ones in the game.  It also
hits low initially and as it is triggered by a low dive can be activated
further away than normal.  It also seems to have AWESOME priority.  Many times
when playing with her either in my team or the opponents and we have both
triggered team-up attacks at the same time, hers always seems to win.  GAH!
- Basically, she rocks.
-------------------------------------------------------------------------
******************************* n) NAGARE *******************************
-------------------------------------------------------------------------
School: Gorin High School

AIR LAUNCHER                      df + HK
MINI AIR LAUNCHER                 df + HP

THROWS
Front: Thrusting Kick (32)
Back: German Suplex (43)
Crouch: Boston Crab (39)
Air: 360 Throw (33)

BASIC MOVES
Low Flipper Kicks (hits 4 times)  d + HK
Flipper Face Slap                 b + HK
Turning Punch (OH)                b + HP
ACF                               f + HP

SPECIAL MOVES
Concrete Dive                     qcf + punch
Artificial Respiration            qcb + punch
Breast Stroke Kick                qcf + kick

BURNING VIGOURS
Underwater Dash                   qcf, qcf + punch (air also)
Super Splash Kick                 qcf, qcf + kick

Team UP - Synchronised Swim (42)
Party Up - Gorin High

RUMINATIONS
- This guy is WEIRD! None of his attacks are hugely damaging.  Both his Burning
Vigour's come out at the lower ends of the damage spectrum and his Team Up is
the weakest in the game.  Yet he can be effective as his long arms and legs
give him awesome poking and keep out abilities.  He can interrupt slower
attacks with ease and his range lets him keep out shorter ranged characters.
Ultimately though his lack of damaging specials and vigour's means he is
probably not one of the better fighters in the game.
- That said, I usually pick him as a partner because the Synchronised Swim Team
Up is so awesomely funny :)
- His normal throw is slightly more effective than normal as he takes a dive
towards the opponent and doesn't need to be at such close range.
- The air versions of the Concrete Dive do less damage than their ground based
counterparts.
- LK Breast Stroke Kick hits twice. HK hits three times. Both will knock the
opponent down.
- LP Underwater Dash heads straight across the screen. HP goes up at an angle.
- In The air, LP still goes straight, HP goes down at an angle.

-------------------------------------------------------------------------
******************************* o) NATSU ********************************
-------------------------------------------------------------------------
School: Gorin High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 none

THROWS
Front: Slap up (32)
Back: Bulldog (42)
Crouch: Pile Driver (34)
Air: Rolling Slam (40)

BASIC MOVES
Overhead Smash (OH)               b + HP
Triple Punch                      LP, LP, LP
ACF                               f + HP or f + HK

SPECIAL MOVES
Serve Spike                       qcf + punch (air also)
Sliding Receive                   f, d, df + punch
Rolling Receive                   qcb + punch
Top Block                         df, d, f + punch (air only)
Tokkun Spike                      qcb + punch (air only)

BURNING VIGOURS
Blazing Serve                     qcf, qcf + punch (air also)
Orbit Serve                       qcb, qcb + punch

Team Up - Pep Talk (fills Team Up Meter)
Party Up - Gorin High School

RUMINATIONS
- I haven't really gotten to grips with Natsu.  When fighting the CPU versus
Natsu it takes great delight in destroying me with volleyballs all over the
place.  This happened so many times on the trot one time that I think I just
subconsciously can't play as her now.  It's too painful....
- Well I sure got my emails after saying that!  Seems Natsu has a few fans out
there ^_^
- LP and HP Serve Spikes are at slightly different angles.
- Sliding Receive can be used as a mini-launcher.
- Rolling Receive can be used as a Launcher.
- The Tokkun Spike is an (apparently) excellent way to finish an air combo.
The Blazing Serve uses the same angles as the Serve Spike so plan accordingly.
You don't want to miss your opponent completely.
- Placement is tricky for the Orbit Serve. Too close, or too far, and it will
do rather little damage. Try and get it so that the opponent is right
between two of the landing balls (8 hits, 61 damage, nice.) Note, the LP
version
the balls will land closer to Natsu than the HP version.

-------------------------------------------------------------------------
******************************* p) RAN **********************************
-------------------------------------------------------------------------
School: Justice High School

AIR LAUNCHER                      df + HK
MINI AIR LAUNCHER                 df + HP

THROWS
Front: Two Kicks and Photo (29)
Back: German Suplex (40)
Crouch: Straddle Photo (34)
Air: 360 Throw (32)

BASIC MOVES
Overhead Slice Kick               b + HK
Triple Kick                       (hold f) LK, LK, LK
ACF                               f + HP or f + HK

SPECIAL MOVES
Flash Attack                      qcf + punch (air also)
Extra Edition                     qcb + punch (air also)
Change Film                       qcb + kick (air also)

BURNING VIGOURS
Super Flash Attack                qcf, qcf + punch (air also)
Exclusive Interview               qcb, qcb + punch

Team Up - Photo Shoot (45)
Party Up - Justice High School

RUMINATIONS
- If you use the Flash Attack more than 6 times Ran will have run out of film
and will perform the Change Film move automatically.
- Extra Edition will travel at different angles depending on the button used.
LP is lower, HP higher and travels further.
- If you can pull of the Exclusive Interview it does an OUTRAGEOUS amount of
damage.. I'm not certain, but it might be one of the most powerful B.V's in the
game.
- The Flash Attack also incorporates a side dodge. Ran only does the side dodge
with her Flash Attack if you use HP.  She does not move in the light version.
- Ran doesn't seem to be a very popular character, but I'm not sure why.  She
is pretty fast and her attacks are decently damaging.  She is one of my
favourites to use.

-------------------------------------------------------------------------
***************************** q) ROBERTO ********************************
-------------------------------------------------------------------------
School: Gorin High School

AIR LAUNCHER                      df + HK
MINI AIR LAUNCHER                 db + HK

THROWS
Throw: Slam and Overhead (30)
Back: Headbutt and Rump Kick (2 hits, 45)
Crouch: Knee and Headbutt (2 hits, 38)
Air: Mundane Save (25)

BASIC MOVES
Overhead Slice Kick (OH)          b + HK
Triple Kick                       LK, LK, LK
Dodge around Back                 f or b + sidestep
ACF                               f + HK or f + HP

SPECIAL MOVES
Long Shot                         qcf + kick
Shining Save                      qcf + punch (air also)
Shining Clutch                    qcb + punch
Thrust Kick                       f, d, df + kick
Bicycle Kick                      qcf + kick (air only)
Sliding Kick                      qcb + kick

BURNING VIGOURS
Blazing Strikers                  qcf, qcf + kick (air also)
Blazing Juggle                    qcb, qcb + kick

Team Up - Pass and Shoot (50)
Party Up - Gorin High School

RUMINATIONS
- If you hold forward or backward while sidestepping, Roberto will do a nifty
dodge around to the opponents rear.
- The Shining Save should be activated at a reasonable range otherwise it will
miss by miles as Roberto goes flying over his opponent's head. Roberto's
Shining Save is much more effective if it catches the opponent in the air.
Roberto will catch them and slam them to the ground (good for ending an air
combo).
- The Shining Clutch catches fireballs.
- The Thrust Kick will end with Roberto's back to his opponent.
- The Blazing Strikers does not have the same angles as the Long Shot. It has
a single angle that will hit opponents across the screen.
- Roberto is AWESOME.  I always keep him in my team. If I get my ass kicked in
the first round I bring him out to save my pride.

-------------------------------------------------------------------------
****************************** r) SHOMA *********************************
-------------------------------------------------------------------------
School: Gorin High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 HP, HP

THROWS
Front: Grounder Hit (32)
Back: German Suplex (35)
Crouch: Pile Driver (30)
Air: Rolling Slam (34)

BASIC MOVES
Overhead Bat Smash                b + HP
Bat Combo                         LP, LP, HP, HP
Slide Kick                        df + HK
Step Kick                         f + HK
Sweep                             d + HK
ACF                               f + HP

SPECIAL MOVES
Fast Ball                         qcf + punch (air also)
Grand Slam Smash                  f, d, df + punch
Fishing Swing                     qcb + punch
Base Stamp                        qcb + kick

BURNING VIGOURS
Illusion Ball                     qcf, qcf + punch (air also)
Home Run Hitter                   qcb, qcb + punch
Home Run Slide                    qcf, qcf + kick

Team Up - Swing For the Fences (60)
Party Up - Gorin High School

RUMINATIONS
- Hold forward or backward while sidestepping, Shoma will start shuffling
sideways with his arms outstretched.. it looks very odd.  If you press HK or LK
he will perform a kick from this stance.
- The Home Run Hitter needs abit of practice. If the opponent is too far
away, the attack will only do about 16. If the opponent is too close, then
the attack will only do 31. You need to catch the opponent at the critical
distance, then the damage will be 58 (60 if they don't manage a safe fall!) The
critical distance is about one step away from the opponent.
- Shoma is another of my favourites, his bat gives him great range and he has
another of the highest damaging Team Up Attacks

-------------------------------------------------------------------------
****************************** s) YURIKA ********************************
-------------------------------------------------------------------------
School: Seijyun High School/Darkside Student Council

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 none

THROWS
Front: Dancing Trip (27)
Back: Throat Slash (39)
Crouch: Flipping Back Stab (34)
Air: Twirl and Smash (34)

BASIC MOVES
Double Bow Slash                  b + HP
Cartwheel Kick (OH)               b + HK
Triple Punch                      LP, LP, LP
Sweep                             d + HK
ACF                               f + HP or f + HK

SPECIAL MOVES
Tragic Serenade                   qcb + punch (air also)
Tragic Waltz                      qcf + punch
Tragic Minuet                     f, d, df + punch
Tragic Lullaby                    qcb + kick

BURNING VIGOURS
Fatal Nocturne                    qcf, qcf + punch
Fatal Requiem                     qcb, qcb + punch
Fatal Rondo                       qcf, qcf + kick (air also)

Team Up - Violin Solo (Fills Team Up meter)
Party Up - Seijyun High School

RUMINATIONS
- The Fatal Rondo needs to be performed at very close range or it will totally
miss.
- The HP Tragic Waltz also functions as a Mini Air Launcher, LP version as a
sweep.
- The LP Tragic Minuet hits twice, and the second hit must be blocked low. The
HP version hits three times, all at the same level.
- This character brings back terrible memories of when my sister attempted to
learn the violin........eek!

COMBOS
100 DAMAGE: b + HP, QCB QCB + Punch, Jump LP, LK, LP, LK, LP, LK, QCB QCB +
kick

-------------------------------------------------------------------------
****************************** t) ZAKI ********************************
-------------------------------------------------------------------------
School: Seijyun High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 df + HK

THROWS
Front: Slap-U-Silly (27)
Back: German Suplex (42)
Crouch: Beat Down and Knee (35)
Air: 360 Throw (32)

BASIC MOVES
Overhead Smash (OH)               b + HP
Triple Kick                       (hold forward) LK, LK, HK
Triple Punch                      LP, LP, LP
Sweep                             db + HK
ACF                               f + HK or f + HP

SPECIAL MOVES
Hakai no Tessa                    qcf + punch (air also)
Dokuhebi no Tessa                 qcb + punch
Kuuha no Tessa                    f, d, df + punch
Gankou Geri                       qcb + kick
Lonesome Pride                    qcf + kick

BURNING VIGOURS
Hissata Denkou Tessa              qcf, qcf + punch (air also)
Hissata Inazuma Gankou Geri       qcb, qcb + kick

Team Up - Evil Eye (50)
Party Up - Seijyun High School

RUMINATIONS
- Oh yes.
- Sorry..erm.  Lonesome Pride is a crouching stance from which she can perform
a sliding kick (LK) or a high kick (HK)
- The Hakai no Tessa, Doheki no Tessa and Kuuha no Tessa can be powered up,
hold HP and then release when ready.  The more times Zaki swings her arm around
the more powerful it becomes, this can be done a max of 8 swings round.
- The LP versions will hit straight away but only once.
- The air versions cannot be charged.  HP version come out straight, LP travel
downwards.
- The LK version of Gankou Geri hits twice at close range.  The HK version will
hit 3 times but Zaki will taunt after the HK version and so will be vulnerable
to attack.

==========================================================================
******************* 4) MAIN SECRET CHARACTERS MOVELISTS ******************
==========================================================================
See section 2 for unlocking information.

-------------------------------------------------------------------------
************************* a) BURNING BATSU ******************************
-------------------------------------------------------------------------
School: Taiyo High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 df + HK

THROWS
Front: Shove down (29)
Back: German Suplex (42)
Crouch: Headbutt and Beat Down (38)
Air: Head Drop (39)

BASIC MOVES
One-two-elbow                     LP, LP
Downward Leg Slice (OH)           b + HK
Overhead Smash (OH)               b + HP
Triple Kick                       LK, LK
Sweep                             d + HK
ACF                               f + HP or f + HK

SPECIAL MOVES
Guts Bullet                       qcf + punch (air also)
Burning Elbow                     f, d, df + punch
Crescent Star Kick                qcb + kick
Shooting Star Kick                qcf + kick (air only)

BURNING VIGOURS
Burning Guts Bullet               qcf, qcf + punch (air also)
Burning Guts Upper                qcb, qcb + punch
Burning Shooting Star Kick        qcf, qcf + kick (air only)
Imowano mozu Otoshi               qcf, qcf + kick (air also)

Team Up - Double Fireball/Laser (44)
Party Up - Taiyo High School (1)

RUMINATIONS
- Oooh, it's Batsu in a string vest..ew.
- Oddly B-Batsu's Team Up is less powerful than Batsu's.
- Imowano is an unblockable Throw.
- LP Burning Elbow is a basic Dragon Punch like manoeuvre. It hits three times.
-HP Burning Elbow, Batsu will perform a second Dragon Punch right after the
first, for six hits total.
- Like the Giant Cyclone or Helicopter Smash, the Imowano mozu Otoshi cannot
grab an opponent who is prone in the air. However, since it CAN be used on
the ground, it is infinitely more useful.
- He's still really dull....

-------------------------------------------------------------------------
*************************** b) DEMON HYO ********************************
-------------------------------------------------------------------------
School: Justice High

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 df + HK

THROWS
Front: Double Slash (2 hits, 28)
Back: Bulldog (42)
Crouch: Back Roll Throw (37)
Air: Head Drop (40)

BASIC MOVES
Turning Sword Slash               b + HP
Turning Kick (OH)                 b + HK
Triple Sword Slash                HP, HP, HP
Alternate Triple Sword Slash      f +HP, HP, HP
Quadruple Sword Slash             HP, f +HP, HP, HP
Sweep                             db + HK
ACF                               f + HP

SPECIAL MOVES
Satsujin                          qcf + punch (air also)
Shouzon                           f, d, df + punch
Geneishuu                         qcb + kick (air also)
Sikku                             qcb + punch

BURNING VIGOURS
Mugen Shunsattsu Huon             qcb, qcb + punch
Mugen Ankoku Shougekizan          qcf, qcf + punch
Mugeb Yami Hubuki                 qcf, qcf + kick (air also)

Team Up - Multiple Sword Slash (50)
Party Up - Justice High

RUMINATIONS
- Demon Hyo is hands down one of the best fighters in the game.  Mixing
incredible speed with power and reach.  However this does make him a bit
cheesy.
- Sikku is a dash attack that can be performed three times consecutively.  This
is especially good for disorientating novice opponents, heh heh.
- D-Hyo's Team Up attack will slightly damage your active character and leave
them lying down.
- He DOES look a lot like Sephiroth at the end of Final Fantasy VII don't yah
think?
- D-HYO's "Impaler" ..this is a nasty energy draining move that a lot of you
were keen to know how to do. Contributor "Baymy1" gave me his method of pulling
it off. I haven't been able to do it myself, but the rest of you may have more
nimble fingers ..so I have included it.
- Qcb, qcb + punch, then move the stick/d-pad a full circle clockwise from
forward (if facing right, anti-clock if facing left) then press Punch.
- Good Luck!
-------------------------------------------------------------------------
*************************** c) HYO IMAWANO ******************************
-------------------------------------------------------------------------
School: Justice High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 df + HK

THROWS
Front: Shoulder Throw (29)
Back: Bulldog (42)
Crouch: Back Roll Throw (35)
Air: Head Drop (39)

BASIC MOVES
Turning Kick                      b + HK
Triple Kick                       (hold forward) LK, LK, HK
Sweep                             d + HK or d + HP

SPECIAL MOVES
Iai Giri                          qcb + punch
Juumanji Giri                     qcf + punch
Ocryuuzan                         f, d, df + punch
Geneishuu                         qcb + kick (air also)
Tenraizan                         qcf + punch (air only)

BURNING VIGOURS
Ankoku Geneijin                   qcf, qcf + kick
Ankoku Geneishuu                  qcb, qcb + kick
Ankoku Shippuzan                  qcf, qcf + punch

Team Up - Multiple Sword Slash (50)
Party Up - Justice High

RUMINATIOMS
- Hyo's Team Up attack will slightly damage your active character and leave
them lying down.
- Press P after the Iai Giri for a second hit. LP does an upward slash, HP
does a reverse slash.
- Press P after the Juumanji Giri for a second hit. Both do the same thing.
- The LP Ocryuuzan hits once. The HP hits twice.
- The Tenraizan does more damage if you hit an aerial opponent with it.

-------------------------------------------------------------------------
***************************** d) KUROW **********************************
-------------------------------------------------------------------------
School: Darkside Student Council

AIR LAUNCHER                      df + HK
MINI AIR LAUNCHER                 d + HP

THROWS
Front: Double Slash (28)
Back: Circle Slash (44)
Crouch: Head Dance (40)
Air: Frankensteiner (39)

BASIC MOVES
Turning Slice Kick (OH)           b + HK
Overhead Smash (OH)               b + HP
Triple Punch                      LP, LP, LP
Triple Kick                       (hold forward)LK, LK, HK
Sliding Kick                      d + HK
ACF                               f + HK

SPECIAL MOVES
Yani Kagura                       qcf + punch
Kuukan Saki                       qcb + punch
Rokuhu Tsuki                      f, d, df + punch
Yasha Guruma                      qcf + kick (air also)
Yami Kake                         qcb + kick

BURNING VIGOURS
Kirishima Kyoujuu Reppa           qcf, qcf + punch
Kirishima Shinkuu Yamiarashi      qcb, qcb + punch

Team Up - Double Kick Assult (44)
Party Up - Darkside Student Council

RUMINATIOMS
- Ah is it the law now that every fighting game have a slightly creepy man with
metal claws on their hands???
-The Yani Kagura can be repeated for up to three hits. The LP and HP versions
are slightly different, and can be mixed up.
-The Kuken Saki is a defensive move. If the opponent touches the slash before
it fades, they take damage. The HP version is done above Kurow's head, and
is an excellent air-counter.
-The Rokuhu Tsuki can be charged by holding down the appropriate button. It
can be charged for up to seven hits
- The Yami Kake counters any non-energy blast/projectile attack and will
teleport Kurow behind the opponent.  If you use HK it will be far behind, LK
will be up close.
- Kurow's Kirishima Shinkuu Yamiarashi can be performed twice in a row- If you
do it once, and you have an energy meter still, you can do it again. This
chains it for up to 8 hits, and if your usingthis move, then there's no reason
to not use it twice.
- The HP Rohuku Tsuki can be chained into a Burning Vigor attack by doing QCF,
QCF + Punch. He drains his opponent's life and adds it to his own.
- You can control the way the Yasha Guruma floats, and it can be repeated a
second time, for 6 hits total.
- His BV Kirishima Shinkuu Yamiarashi can be repeated, if you do the QCB,
QCB+P motion quick enough. Once again, LP will be right in front of Kurow,
HP will be about two steps away. Yes, this will use up another level of
GUTS, and raises the attack damage to 31 (from 19). Still not very good, but
both versions can be used as mini-launchers.
- I am told that Kurow resembles K and Krizald from KOF Evolution...

COMBOS
1ST: LP LK HP QCF, QCF + P
2ND: LP LK HP QCB, QCB + LP (x2) JUMP LP LK HP QCF + K
-------------------------------------------------------------------------
************************* e) POWERED AKIRA ******************************
-------------------------------------------------------------------------
School: Seijyun High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 b + HP

THROWS
Front: Power Shove (32)
Back: Leg Launcher (30, can be used to start an air combo.)
Crouch: Back Roll Throw (35)
Air: Rolling Slam (37)

BASIC MOVES
One-two-three punches             LP, LP
Cartwheel Kick (OH)               f + HK
Cartwheel Kick and Spin           f + HK, HK
Triple Kick                       hold d + LK, LK, HK
Cartwheel Kick and Sweep          f + HK, d+ HK
Sweep                             d + HK
ACF                               f + HK

SPECIAL MOVES
Gate Elbow                        qcf + punch
Gate Shoulder                     f, d, df + punch
Reflex Stance                     qcb + punch
Dancing Cyclone Kick              qcf + kick
Houbu                             qcb + kick

BURNING VIGOURS
Skull Slice                       qcf, qcf + punch (air also)
Aerial Barrage                    qcb, qcb + kick
Destructive Barrage               qcb, qcb + punch

Team Up - Double Punch Up (57)
Party Up - Gedo High School.

RUMINATIONS
- P-Akira's Team Up Attack is more powerful than normal Akira's
- When in the Reflex Stance pressing HK will initiate a powerful cartwheel kick
that also functions as an Air Launcher, automatically sending P-Akira in the
air with the opponent.
- Her HK flip can be used to do her qcb *2 + k super, but it can also be
extended into by switching between 2 LK followed by a HP and constantly going
back between the two, finishing with a f+HK or a qcf*2 +p super.
-Reflex Stance opens up a whole new set of standard moves to P-Akira. Here
are some Reflex Stance Combos:

LP, HP, HK, LK (LK, LK)
LK, LP, HP, HK
HP, LP, LK, HK
HK, LK, LK, LK, LP, HP

- Here are some more spectacular combo's for P-Akira:
From the Reflex Stance: RS, HP, LP, LK, HP then either F+HP, Destructive
Barrrage or B+HP then air combo to Super skull fire or
F+HK.

-------------------------------------------------------------------------
************************* f) ROY BROMWELL *******************************
-------------------------------------------------------------------------
School: Pacific High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 d + HP

THROWS
Front: Pummel (4 hits, 34)
Back: Leg Launcher (32, can start an air combo)
Crouch: Power Suplex (39)
Air: Toss Back (42)

BASIC MOVES
Cartwheel Kick                    b + HK
Overhead Smash                    b + HP
Triple Kick                       (hold forward) LK, LK, HK
Triple Punch                      LP, LP, LP
Triple Power Punches              HP, f + HP, f + HP
ACF                               f + HP, or f + HK


SPECIAL MOVES
Dynamite Straight                 qcf + punch
Twister Upper                     f, d, df + punch
Touchdown Wave                    qcb + punch
Air Dynamite                      qcf + punch (air only)

BURNING VIGOURS
Triple Twister                    qcf, qcf + punch
Super Touchdown                   qcb, qcb + punch
Dynamite Justice                  qcf, qcf + kick

Team Up - Air Corkscrew Punch Up (54)
Party Up - Pacific High School.

RUMINATIONS
- Another good all-round character, and thus, extremely dull.
-The LP Touchdown Wave travels a short distance, making it easier to hit
with. It only hits once, however, as compared to the HP that hits three
times. The LP version can be used as a mini-launcher.

-The LP Air Dynamite is aimed downward... HP is aimed forward. Both are great
Air Combo Finishers.
- Ok..I thake back what I said about him being dull, he has actually proved
very popular with my mates in our regular beat 'em up gaming sessions.  I think
he is pretty good, but very cheesy.

-------------------------------------------------------------------------
************************* g) TIFFANY ROSE *******************************
-------------------------------------------------------------------------
School: Pacific High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 df + HK

THROWS
Front: Chest Thrusting *coff coff* (27)
Back: German Suplex (39)
Crouch: Beat Down and Knee (35)
Air: Rolling Slam (35)

BASIC MOVES
Butt Smash (OH)                   b + HK
Overhead Smash                    d + HP
Straight Punch                    b + HP
Double Punch                      f + HP
Sweep                             db + HP
ACF                               f + HP or f + HK

SPECIAL MOVES
Groovy Knuckle                    qcf + punch
Groovy Punch                      qcb + punch
Exciting Kick                     qcf + kick (air also)
Beautiful Spin                    f, d, df + kick
Groovy Wheel                      qcf + kick

BURNING VIGOURS
Groovy Special                    qcf, qcf + punch
Wonderful Kick                    qcf, qcf + kick
Groovy Time                       qcb, qcb + kick

Team Up - Kiss of Life
Party Up - Pacific High School

RUMINATIONS
- Hooray! The Bimbo is back! Jason, one of the contributors amusingly dubbed
her "The Fan Service Character" and said that it could be worse - Chest
Thrusting could hit twice!!
- The Kiss of Life will restore some energy to your active character.
- The Groovy Knuckle can be powered up, simply hold down Punch until it is
powerful enough and then release.  The more times Tiffany swings her arm around
the stronger it becomes. When it sparkles it is fully charged.
- HP Groovy Knuckle involves a side dodge.
- LK and HK Exciting Kicks travel at different angles
- LK Beautiful Spin only hits twice. HK will hit up to five times. There is no
noticeable difference in their start up time or recovery time. So only use HK
version is the moral today kiddies.
- It is much easier to hit with the LK version of Groovy Time than the HK.
- For some reason Tiffany reminds me of Tekken's Roger and Alex, must be the
way she bounces around with the huge boxing gloves...

-------------------------------------------------------------------------
***************************** h) VATSU **********************************
-------------------------------------------------------------------------
School: Taiyo High/Darkside Student Council

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 df + HK

THROWS
Front: Shove Down (29)
Back: German Suplex (42)
Crouch: Headbutt and Beat Down (35)
Air: Head Drop (39)

BASIC MOVES
Triple jab punches                LP, LP, LP
One-two-elbow                     HP, f + HP
Downward Leg Slice (OH)           b + HK
Downward Punch (OH)               b + HP
Triple Kick                       LK, LK, LK
Sweep                             d + HK
ACF                               f + HP or f + HK

SPECIAL MOVES
Guts Bullet                       qcf + punch (air also)
Yami Kagura                       qcb + punch
Yasha Guruma                      qcf + kick
Rokuhu Tsuki                      f, d, df + punch

BURNING VIGOURS
Ankoku Kiaiden                    qcf, qcf + punch (air also)
Ankohu Yami Kagura                qcb, qcb + punch

Team Up - Double Laser (48)
Party Up - Taiyo High School (1)

RUMINATIONS
- Vatsu fights like a mixture of Kurow and Batsu.  Doesn't make him any less
dull though :D
- To get multiple hits out of Vatsu's Yami Kagura does not require putting in
the code again, just keep tapping punch.
- The Yama Guruma can be repeated for a total of six hits. You can control how
he flies.
- While Vatsu has the Rokuhu Tsuki, he cannot use the Vampire Drain. Further,
his Rokuhu Tsuki will not knock the opponent back or down. It still can be
charged for up to seven hits.  It can also stun an opponent.
-Here is a 17 hit and 20 hit combo for Vatsu:

LP,LP,HP, df + HK(launcher),(in air)LP,LK,HP, then either end with - Ankoku
Guts Bullet, (17-19 hits), Or the Yasha Guruma (qcf+K,uf+K) for 20 hits.

-------------------------------------------------------------------------
************************** i) WILD DAIGO ********************************
-------------------------------------------------------------------------
School: Gedo High/Darkside Student Council

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 b + HK

THROWS
Front: Ground Pound and Toss (31)
Back: German Suplex (43)
Crouch: Beat Down and Knee (39)
Air: Rolling Slam (39)

BASIC MOVES
One-two-smash (OH)                b + HP
Punch Combo                       LP, LP, HP, HP, f + HP
Sweep                             d + HK
ACF                               f + HP

SPECIAL MOVES
Phoenix Fist                      qcf + punch
Phoenix Back fist                 f, d, df + punch
Phoenix Fire                      qcb + punch
Phoennix Kick                     qcb + kick
Skull Aura                        qcb + punch (air only)

BURNING VIGOURS
Wild Phoenix Fury                 qcf, qcf + punch
Wild Phoenix Fire                 qcf, qcf + kick
Wild Air Rebel Aura               qcf, qcf + punch (air only)

Team Up - Big Block and Counter Punch Up (60)
Party Up - Gedo High School

RUMINATIONS
- W-Daigo's Team Up attack is more powerful than Diago's but will deal a small
amount of damage to you active character.  It will also leave them lying prone.
- I personally prefer W-Diago to Diago because the heat coming off him is cool
and I love the way he lurches off screen after performing the Team Up attack!

==========================================================================
********************** SECRET STUDENTS MOVELISTS *************************
==========================================================================
All the secret students have a mixture of other characters special moves and
Burning Vigour's as well as a few unique ones.  What makes them surprisingly
effective is they often possess MORE specials and Vigour's than the regular
crew.  Each one also has a Team Up attack of another person in their school and
will also perform their schools Party Up technique.  A few students appear to
have Unique Team Up Attacks, where this occurs I have noted it.

Unless there are significant differences, I have not generally rewritten
detailed move info that already exists above for the previous characters.

Thanks to all the peeps who sent emails informing me the Team-up attacks I
could not place were from Rival Schools on the psx!
-----------------------------------------------------------------------
****************************** a) ALEC ********************************
-----------------------------------------------------------------------
School: Taiyo High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 df + HK

THROWS
Front: Shoulder Throw (32)
Back: Bulldog (42)
Crouch: Back Roll Throw (35)
Air: 360 Throw (32)

BASIC MOVES
One-two-elbow                     LP, LP, LP
Downward Leg Slice                b + HK
Triple Kick                       LK, LK, LK
Sweep                             d + HK

SPECIAL MOVES
Guts Bullet                       qcf + punch (air also)
Dynamite Straight                 qcb + punch
Jicchokuken                       f, d, df + punch
Screw Pile Driver                 hcb + kick
Shadow Cut Kick                   qcf + kick (air also)
Exciting Kick                     qcb + kick (air only)
Sliding Kick                      qcb + kick

BURNING VIGOURS
Maxium Guts Bullet                qcf, qcf + punch (air also)
Super Lightening Upper            qcb, qcb + punch
Dynamite Justice                  qcf, qcf + kick
Double Screw Pile Driver          qcb, qcb + kick

Team Up Attack - Batsu's Energy Bolt Attack (48)
Party Up Attack - Taiyen High School. (1)

RUMINATIONS
Alec is a pretty decent character, he plays much like a faster but less
damaging Batsu.

-----------------------------------------------------------------------
**************************** b) BARBARA *******************************
-----------------------------------------------------------------------
School: Taiyo High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 df + HK

THROWS
Front: Two Blows (30)
Back: Bulldog (42)
Crouch: Boston Crab (39)
Air: 360 Throw (32)


BASIC MOVES
Triple Punch                      LP, LP, LP
Turning Slice (OH)                b + HK
Triple Kick                       LK, LK, LK
Sweep                             d + HK
ACF                               f + HK

SPECIAL MOVES
Cross Cutter                      qcf + punch
Syusseki Kakunin                  qcb + punch
Shadow Cut Kick                   qcf + kick (air only)
Hyakuretsu Kayaku                 qcf + kick
Kaisen                            qcb + kick (air also)
Rising Kick                       f, d, df + kick (air also)
Shadow Wave                       qcf + punch (air only)

BURNING VIGOURS
Shinkou Hadouken                  qcf, qcf + punch (air also)
Shinkou Tengyo Hadouken           qcb, qcb + punch
Senretsu Kyaku                    qcf, qcf + kick
Rasen Enbukyaku                   qcb, qcb + kick (air also)
Shinmazu Raieitsu                 qcf, qcf + kick (air only)

Team Up Attack - Cheer Up (Hinatu)
Party Up Attack - Taiyo High School. (1)

RUMINATIONS
- Her Cross Cutter does the same amount of damage regardless of range.
- The LP Syusseki Kakunnin is a sweep, the HP an uppercut.
- Keep tapping kick to get more hits out of the Hyakuretsu Kayaku.
- The Kaisen can be repeated for up to three hits.
-The LK Rising kick hits once. HK hits twice.

-----------------------------------------------------------------------
****************************** c) MARK ********************************
-----------------------------------------------------------------------
School: Gorin High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 df + HK

THROWS
Front: Pummel (34)
Back: Bulldog (42)
Crouch: Back Roll Throw (35)
Air: 360 Throw (32)

BASIC MOVES
One-two-elbow                     LP, LP, LP
Downward Leg Slice (OH)           b + HK
Triple Kick                       LK, LK, LK
Sweep                             d + HK
ACF                               f + HK

SPECIAL MOVES
Yami Kagura                       qcf + punch
Touchdown Wave                    qcb + punch
Guts Upper                        f, d, df + punch
Front Stance                      qcf + kick
Exciting Kick                     qcb + kick (air also)
Rising Kick                       f, d, df + kick (air also)
Air Dynamite                      qcf + punch (air only)

BURNING VIGOURS
Shimazu Shin Jicchokuken          qcf, qcf + punch
Maximum Guts Upper                qcb, qcb + punch
Ankoku Yami Kagura                qcf, qcf + kick
Rasen Enbukayu                    qcb, qcb + kick (air also)

Team Up Attack - Pass and Shoot (Roberto) (50)
Party Up Attack - Gorin High School

RUMINATIONS
- The Yami Kagura can be repeated for up to three hits. There are differences
between the HP and LP versions of each blow, and they can be mixed.
- The LK version of the rising kick hits once. The HK hits twice.
- LP Air Dynamite is aimed down. HP is aimed straight.
- Nice moustache...
-----------------------------------------------------------------------
****************************** d) TONY ********************************
-----------------------------------------------------------------------
School: Gedo High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 none

THROWS
Front: Shoulder Throw (32)
Back: Bulldog (42)
Crouch: Back Roll Throw (35)
Air: Rolling Slam (34)

BASIC MOVES
Downward Leg Slice (OH)           b + HK
Overhead Stick Smash              b + HP
Sweep                             db + HP

SPECIAL MOVES
Scolding Slash                    qcf + punch (air also)
Shinki Giri                       qcb + punch
Ouryuuzan                         f, d, df + punch
Spin Smash                        qcf + kick
Dancing Cyclone Kick              qcb + kick (air also)
Rolling Smash                     qcf + kick (air only)

BURNING VIGOURS
Mugen Ankoku Shougekizan          qcf, qcf + punch
Fatal Requiem                     qcb, qcb + punch
Burning Windmill                  qcf, qcf + kick
Ankoku Geneishuu                  qcb, qcb + kick

Team Up Attack - Dashing Blade (Edge) (48)
Party Up Attack - Gedo High School

RUMINATIONS
- LP Shinki Giri throws one slash. HP throws two. The second slash
will hit twice.
- Tony wields a boken, or bokuto - a Kendo practice sword made of wood.

-----------------------------------------------------------------------
****************************** e) NANCY *******************************
-----------------------------------------------------------------------
School: Gorin High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 none

THROWS
Front: Shoulder Throw (32)
Back: Bulldog (42)
Crouch: Back Roll Throw (35)
Air: 360 Throw (35)

BASIC MOVES
Leaping Bat Smash                 b + HP
Sweep                             db + HP or d + HK
ACF                               f + HP

SPECIAL MOVES
Fast Ball                         qcf + punch (air also)
Shining Clutch                    qcb + punch
Sliding Receive                   df, d, f + punch
Hyakuretsu Kayatu                 qcf + kick
Base Stomp                        qcb + kick
Thrust Kick                       f, d, df + kick
Bicycle Kick                      qcf + kick (air only)

BURNING VIGOURS
Illusion Balls                    qcf, qcf + punch (air also)
Momo Crush                        qcb, qcb + punch (air also)
Blazing Striker                   qcf, qcf + kick (air also)
Super Diving                      qcb, qcb + kick (air also)

Team Up Attack - Double Aerial Bat Attack (55)
Party Up Attack - Gorin High School

RUMINATIONS
- Nancy's Team Up technique appears to be unique to her.  It looks a little
like Shoma's Team Up, but both fighters leap in the air and wallop the
unfortunate opponent.  This is in fact Natsu 2's team-up from Rival Schools on
the psx, she was a secret character and wore a gym outfit.
- The Sliding Receive can be used as a mini-launcher.

-----------------------------------------------------------------------
****************************** f) ELIZA *******************************
-----------------------------------------------------------------------
School: Pacific High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 none

THROWS
Front: Slam and Overhead (30)
Back: Bulldog (42)
Crouch: Back Roll Throw (35)
Air: 360 Throw (32)

BASIC MOVES
Triple Punch                      LP, LP, LP
Triple Kick                       LK, LK, LK
Cartwheel Kick                    b + HK
Overhead Smash (OH)               b + HP
Dodge around back                 tap f or b while sidestepping.
ACF                               f + HK

SPECIAL MOVES
Shining Save                      qcf + punch (air also)
Rolling Receive                   qcb + punch
Sliding Receive                   f, d, df + punch
Great Offence                     qcf + kick
Great Defence                     qcb + kick
Top Block                         qcb + punch (air only)

BURNING VIGOURS
Blazing Serve                     qcf, qcf + punch (air also)
Midore Sakura                     qcb, qcb + punch
Super Splash Kick                 qcf, qcf + kick
Home Run Slide                    qcb, qcb + kick

Team Up Attack - Kiss of Life (Tiffany)
Party Up Attack - Pacific High School

RUMINATIONS
- Eliza can perform Roberto's dodge manoeuvre by tapping forward or backward
while sidestepping.
- Shining Save is an air throw;
- Sliding receive can be used as a mini-launcher
- Great Offense and Great Defense can be followed by LP (Straight) or HP
(Upper)
- The Midare Sakura is from Sakura (Rival Schools psx version), and is a basic
triple uppercut.

-----------------------------------------------------------------------
**************************** g) PETER *******************************
-----------------------------------------------------------------------
School: Gorin High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 d + HP

THROWS
Front: Vertical Suplex (27)
Back: German Suplex (42)
Crouch: Power Suplex (39)
Air: Power Bomb (42)

BASIC MOVES
Triple Punch                      LP, LP, LP
Overhead Smash (OH)               b + HP
Sweep                             db + HP
Jumping Smash                     u, d + KK
ACF                               f + HP

SPECIAL MOVES
Grapple Beat                      qcf + punch
Double Lariat                     qcb + punch
Screw Piledriver                  hcb + punch
Gedo Tackle                       qcf + kick
Giant Cyclone                     qcf + punch (air only)

BURNING VIGOURS
Fire Grapple Beat                 qcf, qcf + punch
Double Screw Piledriver           qcb, qcb + punch
Helicopter Smash                  qcf, qcf + kick (air only)
Burning Stoic                     qcb, qcb + kick

Team Up Attack - Pep Talk (Natsu)
Party Up Attack - Gorin High School

RUMINATIONS
- While jumping press d + KK to perform a basic attack on the way down.  If the
attack misses Peter will punch hard into the ground, which interrupt the
opponent if they are attacking (slightly).
- Burning Stoic produces about 6 seconds of invulnerability.
- I find Peter's baldness disturbing.. quick run!!!!!!!!!!!

-----------------------------------------------------------------------
***************************** h) THELMA *******************************
-----------------------------------------------------------------------
School: Taiyo High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 df + HK

THROWS
Front: Aikido Throw (26)
Back: Leg Launcher (32, can be used to start Air combos)
Crouch: Back Roll Throw (35)
Air: 360 Throw (32)

BASIC MOVES
Triple Punch                      LP, LP, LP
Triple Kick                       LK, LK, LK
Overhead Smash (OH)               b + HP
Sweep                             d + HK
ACF                               f + HK

SPECIAL MOVES
Shokushin                         qcf + punch
Shining Save                      qcf + punch (air only)
Shadow Breaker                    qcb + punch
Sliding Receive                   f, d, df + punch
Giant Swing                       hcb + punch
One Wing Stance                   qcf + kick
Yani Kake                         qcb + kick

BURNING VIGOURS
Final Prescription                qcf, qcf + punch
Imawano mozu Otoshi               qcb, qcb + punch (air also)
Super Groovy Wheel                qcf, qcf + kick (air also)
Groovy Time                       qcb, qcb + kick

Team Up Attack - Dance of Death (Kyosuke) (44)
Party Up Attack - Taiyo High School (1)

RUMINATIONS
- Thelma has lots of counter-type moves, one for the more thoughtful, turtle
player I think.

-----------------------------------------------------------------------
**************************** i) CLAUDIA *******************************
-----------------------------------------------------------------------
School: Pacific High School

AIR LAUNCHER                      df + HK
MINI AIR LAUNCHER                 none

THROWS
Front: Aikido Throw (26)
Back: Bulldog (42)
Crouch: Back Roll Throw (35)
Air: 360 Throw (29)

BASIC MOVES
Cartwheel Kick (OH)               b + HK
Sweep                             db + HP
Somersault Assault                hold b while sidestepping
ACF                               f + HK

SPECIAL MOVES
Groovy Knuckle                    qcf + punch
Tragic Serenade                   qcb + punch (air also)
Sliding Receive                   f, d, df + punch
Dancing Cyclone Kick              qcf + kick
Houbu                             qcb + kick

BURNING VIGOURS
Super Cross Cutter                qcf, qcf + punch
Fatal Nocturne                    qcb, qcb + punch
Wonderful Kick                    qcf, qcf + kick
Lecture Attack                    qcb, qcb + kick

Team Up Attack - Double Chest Press (50)
Party Up Attack - Pacific High School

RUMINATIONS
- Holding backward while sidestepping while enable Claudia to perform a
somersault attack. If she is at very close range she will somersault over the
opponents head and land facing their back.  Good set-up for a back throw!
- Claudia's Team Up attack appears to be unique to her.  She and the active
fighter leap high in the air before slamming down hard on the prone body of the
opponent.  This is in fact Tiffany 2's team-up from Rival Schools on the psx,
she was a secret character and wore a business suit.

-----------------------------------------------------------------------
***************************** j) DAVID ********************************
-----------------------------------------------------------------------
School: Gedo High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 df + HK

THROWS
Front: Shoulder Throw (32)
Back: Bulldog (42)
Crouch: Back Roll Throw (35)
Air: 360 Throw (29)

BASIC MOVES
Triple Punch                      LP, LP, LP
Downward Leg Slice (OH)           b + HK
Overhead Smash (OH)               b + HP
Sweep                             db + HK
ACF                               f + HP

SPECIAL MOVES
Reversing Blade Strike            qcf + punch (air also)
Phoenix Fire                      qcb + punch
Kuuha no Tessa                    f, d, df + punch
Lonesome Pride                    qcf + kick
Low Blow                          qcb + kick (air also)

BURNING VIGOURS
Stake Out                         qcf, qcf + punch (air also)
Fire Grapple Beat                 qcb, qcb + punch
Hissatsu Inazuma Gankou Geri      qcf, qcf + kick
Super Phoenix Fire                qcb, qcb + kick

Team Up Attack - Counter Uppercut (Daigo) (55)
Party Up Attack - Gedo High School

RUMINATIONS
- If you use LP when performing the Reversing Blade Strike you will remain
facing you opponent and it will strike low.
- If you use HP when performing the Reversing Blade Strike it will hit high and
you will end up with your back to your opponent
- Lonesome Pride is a crouching stance from which he can perform a sliding kick
(LK) or a high kick (HK)

-----------------------------------------------------------------------
***************************** k) FRANK ********************************
-----------------------------------------------------------------------
School: Pacific High School

AIR LAUNCHER                      df + HP
MINI AIR LAUNCHER                 df + HK

THROWS
Front: Headbutts and Slam (34)
Back: Bulldog (42)
Crouch: Back Roll Throw (35)
Air: 360 Throw (37)

BASIC MOVES
Triple Punch                      LP, LP, LP
Downward Leg Slice (OH)           b + HK
Sweep                             d + HK
ACF                               f + HP

SPECIAL MOVES
Gun Stabbing                      qcf + punch
Counter Thrust                    qcb + punch
Phoenix Backfist                  df, d, f + punch
Base Stomp                        qcb + kick
Devastation Kick                  f, d, df + kick
Great Lariat                      qcb + punch (air only)

BURNING VIGOURS
Super Gun Stabbing                qcf, qcf + punch
Great Cross                       qcb, qcb + punch (air also)
Super Skull Aura                  qcf, qcf + kick (air only)
Stairway to Sky                   qcb, qcb + kick (air also)

Team Up Attack - Double Groin Smash (Boman) (55)
Party Up Attack - Pacific High School

RUMINATIONS
- A powerful combination of Gan and Diago.  Without the size disadvantages.

-----------------------------------------------------------------------
****************************** l) ANNA ********************************
-----------------------------------------------------------------------
School: Seijyun High School

AIR LAUNCHER                      none
MINI AIR LAUNCHER                 df + HK

THROWS
Front: Chest Thrusting (27)
Back: Bulldog (42)
Crouch: Back Roll Throw (35)
Air: 360 Throw (32)

BASIC MOVES
Triple Punch                      (hold f) LP, LP, LP
Cartwheel Kick (OH)               f + HK
Jumping Smash                     u, d + KK

SPECIAL MOVES
Concrete Dive                     qcf + punch (air only)
Shockwave                         qcf + punch
Extra Edition                     qcb + punch (air only)
Leaping Smash                     qcb + punch
Lightning Stance                  qcf + kick
Sliding Kick                      qcb + kick
Breaststroke Kick                 f, d, df + kick
The Rock                          qcf + kick (air only)

BURNING VIGOURS
Super Shockwave                   qcf, qcf + punch
Orbit Serve                       qcb, qcb + punch
Underwater Dash                   qcf, qcf + kick (air also)
Burning Stoic                     qcb, qcb + kick

Team Up Attack - Big Heart (48)
Party Up Attack - Seijyun High School

RUMINATIONS
- While jumping, press d + KK to perform a basic attack on the way down.  If
the attack misses Peter will punch hard into the ground, which interrupt the
opponent if they are attacking (slightly
- Anna's Team Up attack appears to be unique to her. She and the active fighter
will join hands and fire a gigantic heart at the opposing fighter.  This is
actually Kyoko 2's team-up from Rival Schools on the psx, she was a secret
character and wore a dressing gown.
- Heh heh, she seems to be disturbing some of you.. the Chest Thrust with NO
CHEST TO THRUST, the Shockwave "sneeze" attack and finally the Breaststroke
Kick in a short skirt... snicker.

-----------------------------------------------------------------------
***************************** m) GRACE ********************************
-----------------------------------------------------------------------
School: Justice High School

AIR LAUNCHER                      df + HK
MINI AIR LAUNCHER                 df + HP

THROWS
Front: Shoulder Throw (32)
Back: Bulldog (42)
Crouch: Back Roll Throw (35)
Air: Head Drop (39)

BASIC MOVES
Triple Punch                      LP, LP, LP
Triple Kick                       LK, LK, LK
Cartwheel Kick                    b + HK or f + HK
Overhead Stick Smash (OH)         b + HP
Sweep                             db + HK
ACF                               f + HP

SPECIAL MOVES
Reversing Blade Strike            qcf + punch
Sikku                             qcb + punch
Rokuhu Tsuki                      f, d, df + punch (air also)
Yasha Kake                        qcb + kick
Tenraizan                         qcf + punch (air only)

BURNING VIGOURS
Stake Out                         qcf, qcf + punch (air also)
Kirishima Shinkuu Yamiarashi      qcb, qcb + punch
Kirishima Kyoujuu Reppa           qcf, qcf + kick
Imowano mozu Otoshi               qcb, qcb + kick

Team Up Attack - Refreshing Massage (Kyoko)
Party Up Attack - Justice High School

RUMINATIONS
- Grace cannot perform the vampire drain, however her versions of Kurows
Attacks are actually more damaging than Kurows.  However she takes more damage
to balance things out.

-----------------------------------------------------------------------
**************************** n) HILARY *******************************
-----------------------------------------------------------------------
School: Seijyun High School

AIR LAUNCHER                      df + HK
MINI AIR LAUNCHER                 df + HP

THROWS
Front: Two Blows (30)
Back: German Suplex (42)
Crouch: Beat Down and Knee (33)
Air: Rolling Slam (34)

BASIC MOVES
Triple Punch                      LP, LP, LP
Turning Slice Kick (OH)           b + HK
Overhead Smash (OH)               b + HP
Sweep                             db + HK
ACF                               f + HP or f + HK

SPECIAL MOVES
Hadouken                          qcf + punch
Tengyo Hadouken                   qcb + punch
Shououken                         f, d, df + punch
Enbuyaku                          qcb + kick (air also)
Soukuu Hadouken                   qcf + punch (air only)

BURNING VIGOURS
Shinkou Hadouken                  qcf, qcf + punch
Shinkou Soukuu Hadouken           qcf, qcf + punch (air only)
Shinkou Tengyo Hadouken           qcb, qcb + punch
Midare Sakura                     qcf, qcf + kick
Haru Ichiban                      qcb, qcb + kick

Team Up Attack - Cartwheel Juggle and energy blast (Akira)
Party Up Attack - Seijyun High School

RUMINATIONS
- Sakura in all but name...why didn't they put her in?
- Her Hadoken can be charged, the longer you charge it, the bigger it gets.
This increases its damage, while decreasing its range.

-----------------------------------------------------------------------
***************************** o) GEORGE *******************************
-----------------------------------------------------------------------
School: Taiyo High School

AIR LAUNCHER                      none
MINI AIR LAUNCHER                 df + HP or df + HK

THROWS
Front: Shove Down (29)
Back: Leg Launcher (32, can be used to start an air combo)
Crouch: Leapfrog and Kick (34)
Air: Toss Back (42)

BASIC MOVES
Triple Punch                      LP, LP, LP
Triple Kick                       LK, LK, LK
Butt Smash (OH)                   b + HK
Turning Punch (OH)                b + HP
ACF                               f + HP

SPECIAL MOVES
Wind Stance                       qcf + punch
Groovy Punch                      qcb + punch
Cheap Shot                        qcf + kick

BURNING VIGOURS
Stake Out                         qcf, qcf + kick
Groovy Time                       qcb, qcb + kick

Team Up Attack -Human Cannon Ball (Raizo's from Rival Schools on the psx)(55)
Party Up Attack - Taiyo High School (1)

RUMINATIONS
- George has a surprising lack of moves compared to the others, odd.
- George's team Up Attack Appears to be unique to him and John (see below).
The Active character is picked up by the Teammate, whirled around their head
and flung at the opposing fighter.  This is in fact Raizo's Team Up from Rival
Schools on the psx.  Raizo being Batsus father apparently.
- George is a pretty lame character, the strength of his attacks are
pathetically weak... why??

-----------------------------------------------------------------------
****************************** p) JOHN ********************************
-----------------------------------------------------------------------
School: Justice High School

AIR LAUNCHER                      df + HK
MINI AIR LAUNCHER                 df + HP

THROWS
Front: Shove Down (29)
Back: Bulldog (42)
Crouch: Back Roll Throw (35)
Air: Frankensteiner (39)

BASIC MOVES
Triple Punch                      LP, LP, LP
Triple Kick                       LK, LK, LK
Cartwheel Kick (OH)               b + HK or f + HK
Overhead Stick Smash              b + HP
Sweep                             db + HK
ACF                               f + HK

SPECIAL MOVES
Shinkou Hadouken                  qcf + punch
Dynamite Justice                  qcb + punch
Super Lightning Upper             f, d, df + punch
Super Shadow Cut Kick             qcf + kick
Rasen Enbukyaku                   qcb + kick (air only)
Final Prescription                qcb + kick
Shinkuu Soukuu Hadouken           qcf + punch (air only)
Maximum Shoting Star Kick         qcf + kick (air only)

BURNING VIGOURS
Denjin Hadouken                   qcf, qcf + punch (air only)
Concrete Smash                    qcb, qcb + punch
Haru Ichiban                      qcf, qcf + kick
Burning Stoic                     qcb, qcb + kick

Team Up Attack - Human Cannon Ball (Raizo's from Rival Schools on the psx))
Party Up Attack - Justice High School

RUMINATIONS
- Eh? You're having a laugh?  This is probably the most powerful fighter in the
game.  Look at his movelist.  Notice anything? Yup, ALL his basic attacks are
high damage Burning Vigour's!  As are his Burning Vigour's!  As all those B.V's
are listed as just Special Moves, I don't think they incur the same charge up
penalties or fill opponents Team Up Gauge in the same way as other B.V's.  But
I need to experiment with this.... If it's true then he is nasty
- Nah he ain't so bad.  Basically he needs at least one guts level to perform
any specials or B.Vs (although he does start with meter fully charged) and he
is WEAK.  He takes about double damage when he gets hit.


==========================================================================
*********************** THE RIVAL SCHOOLS SERIES *************************
==========================================================================

Not everyone realises it but Project Justice is actually the third game in the
Rival Schools Series.  There have been two previous PlayStation releases.
Rival Schools: United by Fate (1998) and Rival Schools 2(1999).  Rival Schools:
UBF introduced many of the characters in Project Justice, which continued the
story along.  Rival Schools 2 was only released in Japan and appears to have
been an update of the RPG elements of the Japanese version of Rival Schools:UBF

Rival Schools: UBF kicked off a plot involving corruption and evil taking over
behind the scenes of some of Japan's top High Schools.  The students from each
school had to learn to put aside their differences to find out who or what was
behind the strange goings on.

"Recently, mysterious and unexplainable incidents have taken place that have
rocked the country. In high schools all over, students have been mysteriously
disappearing with no clue as to their whereabouts. Furthermore, it appeared
that these unspeakable acts were occurring in direct defiance of the school
system. These disappearances were taking place in many different locations
simultaneously and many thought that they were being staged by an organized
crime ring.

It was also rumoured throughout the country that these acts were being plotted
by either school officials, or agents of a rogue foreign government. All
government agencies cooperated with each other in the investigation to stop
these mysterious events. Despite their good intentions, all of the blame fell
onto school officials and nothing was ever resolved. "We will protect our
schools," they cried. Yet, the uneasiness still remains. Will the students get
to the bottom of these strange occurrences and bring true justice? The great
fight begins..."

(courtesy www.capcom.com)

Hyo, Batsu, Hinata, Kyosuke, Roy, Tiffany, Boman, Shoma, Natsu, Roberto, Edge,
Akira/P-Akira, Gan, Hideo, Kyoko, Hayato and Diago all appeared in Rival
Schools: UFB.  A further character - Raizo - also appeared and was the only
character not to make the transition to Project Justice.

The story is a little complicated, but basically Raizo (Batsu's father) had
created Justice High School to train students to be Japan's brightest and best
leaders.  His son estranged son Batsu resents him, believing that he is using
the School to terrorise and gain power over the other schools.

However, Raizo and the other staff and students have been brainwashed by Hyo
Imowano (who in turn is under the control of his father Mugen Imowano, Raizo's
older brother).  Mugen wants Hyo to use the school to cleanse Japan of the
evils of money and rule under martial law.

The influence of Mugen Imowano can be challenged by the strength of love and
friendship and the spell over Justice High School is broken when various
students from the other schools in the area converge there investigating the
disappearances of fellow students blamed on Justice High.

Batsu's strong bonds with his friends help to break Raizo free of his mind
control.  Kyosuke, who turns out to be Hyo's older twin is able to defeat Hyo
and Mugens malign influence over him.  Justice High School returns too normal.

But one year later it seems the influence of the evil Imowano clan has not been
entirely erased and once again Justice High School becomes the source of
bizarre goings on and conflict between the other schools...

My time with Rival Schools is over for now.. but you can find info, pics and
lots of extra stuff here: http://www.projectjustice.com/

I'll see you all when Rival Schools comes back aagin! Peace out people.

-----------------------------------------------------------------------
***********************************************************************
-----------------------------------------------------------------------
Feel fee to email me about any aspect of this guide, any contributions you
would like to make will be fully credited if used and are more than welcome. 
Please inform me of any errors, typos etc so I can rectify them immediately
My email is falsehead@aol.com

(Blatant plug: check out my games website at www.kungfuhamster.cjb.net for
loads of info on Martial Arts, Beat 'em Ups, Kung Fu Movies and Pokemon!)

Thanks to all at www.gamefaqs.com for being such a laugh, and giving me the
push to actually start contributing my own work.

Special thanks go out to: BillyKane, Magus747, Pat Uhler, Andy78787,
fakeplasticmanatree, bloomer, sashanan, ASchultz, MaxH, Vegita and
Ken Masters. For inspiration, encouragement, suggestions and being the people
who make gaming even more fun than it is.

=======================================================================
***************************** THE END *********************************
=======================================================================