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    FAQ/Move List by JHsu

    Version: 1.0 | Updated: 02/15/98 | Printable Version | Search Guide | Bookmark Guide

    Date: Sun, 15 Feb 1998 22:24:51 -0600 (CST)
    
    RIVAL SCHOOLS : United By Fate ver 1.0
    
    By: Jeffrey Hsu, aka CHINAMAN 
    email: harper@uclink4.berkeley.edu
    
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    Introduction
    
    Rival Schools: United By Fate is a 3D polygonal fighter.  The basic gameplay
    consists of doing team supers, combinations on the air and the ground, 
    throwing, and tardy countering into moves.  The game also incorporates 
    sidesteps, running, and jumping into the overall gameplay.  
    
    This faq's sole purpose is to list some offensive attacks of ALL the 
    characters.  I will go character by character listing the moves and then 
    the offensive chain attacks that can be done.  As far as gameplay, I will
    tell you what little I know and what seems to work for me.  I am by no means
    an expert at this game, but I can impart some of my knowledge.  If you find 
    something missing, or can enlighten me with any information, please do so.  
    I am positive this faq will be missing lots of things so please bare with me. 
    
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    Basic Gameplay
    
    1.   Move Conventions:
    
    The move conventions will be "Tekken style."
    Since Rival Schools has 4 buttons I will list them as 1,2,3,4:
    
    1 = left punch         2 = right punch
    3 = left kick          4 = right kick
    
    As with any game, the 2 left buttons are light moves, and the 2 right moves 
    are heavy. 
    
    The conventions to the joystick will be:
    
    up = u                        down back = db                                      
    up, forward = uf              quarter circle forward = qcf
    forward = f                   quarter circle back = qcb  
    down, forward = df            forward, down to down forward = fdf 
    down = d                      half circle back(forward): hcb, hcf
    
    2. General Moves 
    
    Combo Sytem : light, light, strong, special move (button and joystick motion) 
    This is the basic combo system used both on the ground and in the air.  
    Every character has simple jabs and kicks as well as their individual 
    special moves.  You can basically chain together any attack any way you want.
    This does not mean you are restricted to only doing light, light, heavy, 
    strong, special move.  You can set people up by just doing light moves over 
    and over till they bite on it and then go into the heavy attacks.  You can 
    stop anywhere you choose along the combo or tack on even more moves.  You 
    arent just restricted to 4 hits on the ground.  
    
    example with Roy: 1,1,2,f+2,qcf+2
    As you can see there is a total of 5 moves.
    After the special move, another special move (qcf+2) was added on.
    As you can see you could also have done:
    
    3, 1, 2, f+2, qcf+2
    d+1, 1, 4, f+2, qcf+2
    d+3, 1, 2, f+2, qcf+2
    1, 3, d+4, f+2, qcf+2
    etc etc etc etc etc...
    3, 1, stop, d+3, d+3, stop, 3, 1, d+4, throw attempt if the d+4 hits them 
    
    Basically, mixing up attack levels and using attacks of different ranges and
    speeds can still end up all with the same result.  In the last string above,
    you could have attempted a throw a team super, or a normal super, or even a 
    special move of your chacarter at anytime.  As always, PRACTICE will help 
    your instincts and enable you react correctly.     
    
    Tips: I have found 3,1 into a throw works very well.  Also versus people 
    who like to attack by jumping, run behind them and hit them when they are 
    backturned. If you have a better way, be sure to tell me!  Anytime someone
    does a b+punch or kick, hit your team super or do a burning vigor attack.  
    If someone whiffs any move, be sure to counter attack and make them pay.         
         
    Team Super (1+3 or 2+4) : This move requires that your power bar on the 
    bottom be at least at level 2.  Each team super takes 2 levels to execute. 
    This move causes the player you are using to suddenly glow and release 
    energy around his/her body.  The opponent will be hit out of most any normal 
    attack they are doing at that time.  However, if your opponent immediately 
    team supers right after you do, he will take priority and hit with his team 
    super.  There are several possible scenarios to the team super. Sometimes 
    you can be thrown out of them, sometimes you might be punched or kicked out 
    of it as well. After a while you will know when and when not to use your 
    teamsuper.  All the male characters and Akira do damage on Team Supers. 
    The female characters either fill up your power bar or give back some life
    to you. 
    
    Sidestepping (3+4 into screen, d+3+4 out): Sidesteps work very well in this
    game.  Like Tekken 3, it can lead to huge advantages.  Often times you can 
    sidestep between your opponents 2nd or 3rd moves and end up behind your 
    opponent.  Sidesteps are also good for dodging such things as fireballs and
    burning vigor attacks as well.
    
    Taunts (select button): Every character in this game has a taunt.  
    Taunts charge up your power meter at the bottom of the screen.  However, 
    you cannot block during a taunt.    
    
    Burning Vigor Attacks :  These are also knows as "supers." Every character 
    has burning vigor attacks.  They are performed by doing double qcf or qcb 
    motions and pushing the punch or kick depending on the character.  Team 
    supers have priority over these attacks in most cases.   
     
    Standing Throw (1+2), escape using 1+2 :  Throw as much as you possibly can. 
    Its great to use on turtlers and to attempt if nothing seems to be hitting
    your opponent.      
                            
    Crouch Throw (d+1+2), escape using 1+2 :  This works extremely well on people
    who love to duck and block low.  
    
    Juggle Starters : Everyone has a juggle starter with either df+2 or df+4. 
    Its usually best to do it as the special move of your combination.  Some 
    characters are better in the air than other so its up to you.  Several 
    players I have encountered often do this as their second move after such 
    attack chains like d+4, df+2(4) depending on the character.
    
    Basic Mid and Low moves: Most characters in this game either have a b+2, 
    db+2, db+4, or b+4 that will hit as a mid.  That means it will hit ducking 
    opponents.  These moves can be followed by such things as juggle starters 
    or almost any move for that matter.  Low moves(d+4, d+1, d+3, d+2) must be 
    blocked low.  These moves can be used in any sequence and allow you to 
    create what works for you.
    
    Tardy Counters : Tardy counters are done by imputing a counter move
    immediately after blocking another characters special move ( joystick and button).
    All moves except throws can be tardy countered but only special moves and 
    moves at the end of your opponents combination should be countered.  It is 
    necessary to tardy counter an opponents special move with one of your own. 
    That means you must tardy counter with a move that requires joystick motion
    and a button.  You must keep in mind that you still can be hit even if you 
    tardy countered your opponents special move if he intended to follow that
    move with another one that chains on smoothly.  It is also possible for you
    to have successfully tardy countered but have your opponent ready for it and 
    hitting his team super which will take priority over your special move in 
    most cases.  There are also other possible scenarios but keep in mind, you
    are almost guaranteed an easy retaliation if you counter your opponents final
    special move of his combination.      
    
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    The Characters
    
    This game is not complex.  The gameplay is simple yet fun.  Therefore I am 
    simply going to list the names of the moves followed by its conventions. 
    In some cases I dont even know the official name for the move but I think 
    you guys can figure that out once you get to the arcades.  Remember, you can
    start and alter the combos any way you want! For example, the punches I have
    listed could be low punches, kicks, or low kicks.  These combos listed are
    just some examples of what you can do.  Hold down on start button to pick 
    characters in a different color.  Burning vigor attacks in the chain combo 
    sections will be listed as A, B, C etc etc... 
    
    note: chacacters listed in groups as Team 1,2,etc.... 
            * denotes move can be done in air
            ( ) shows button can also be used in place
            # means move must be done in air
    ---------------------------------------------------------------------------------------------------------
    
    Team I  
     
    1. BATSU
    
    Guts Bullet:           qcf+1(2)  *
    Guts Upper:            fdf+1(2)
    Crescent Star Kick     qcb+3(4)
    Shoooting Star Kick:   qcf+3(4)   #
    
    Burning Vigor Attacks: A. qcf,qcf+1(2)  
                           B. qcb,qcb+1(2)
    
    Chained Combos
    
    -1, 1, 2, df+4
    -1, 1, 4, f+4
    -1, 1, 2, b+2, qcf+1(2) or fdf+1(2)
    -1, 1, 4, f+2, qcf+1(2) or fdf+1(2)
    -1, 1, 4, df+2, U, 1, 3, 3, 1,  A
    -1, 1, 4, df+2, U, 3, 1, 1, 3, 2, f+2
     
    
    2. HINATA
    
    Rengekiken:            qcf+1(2) 
    Shouyouken:            fdf+1(2) 
    Enbukyaka:             qcb+3(4)  
    Renkyakudan:           qcf+3(4)  # 
    
    Burning Vigor Attacks: A. qcb,qcb+3(4) *
                           B. qcb,qcb+1(2) 
    
    Chained Combos
    
    -1, 1, 4, f+4
    -b+4, fdf+1(2) or qcb+3(4) or A
    -df+4, U, 3, 1, 1, 3, f+2 or A
    -1, 1, 4, df+4    
    
    3. Kyosuke
    
    Cross Cutter:          qcf+1(2)
    Shadow Cut Kick:       qcf+3(4) *
    Lighting Upper:        fdf+1(2) 
    Shadow Wave:           qcf+1(2) #
    Lurking Hitter:        qcb+1(2) 
    
    Burning Vigor Attacks: A. qcf,qcf+1(2)
                           B. qcf,qcf+3(4) *
    
    Chained Combos
    
    -1, 1, 2, f+2 or b+2
    -1, 1, 2, b+4, f+4, A
    -d+4, fdf+1(2), qcf+3(4)
    -d+4, qcf+3(4) or B
    -1, 1, 2, b+4, f+4, fdf+1(2), qcf+3(4)
    -1, 1, 2, b+4, B 
    -1, 1, 2, b+4, df+4, U, 3, 1, 1, 3, qcf+1(2) or B 
    -1, 1, 2, b+4, df+4, U, 1, 2, B  
    
    Team II
    
    1. Shoma
    
    Fast Ball:             qcf+1(2)  *
    Grand Slam Smash:      fdf+1(2) 
    Homicide Slide:        qcf+3(4) 
    Baseline Shuffle:      b+3+4  (move may be incorrect)
    Big Swing:             hcb+1(2)  
    
    Burning Vigor Attacks: A. qcf,qcf+1(2) *
                           B. qcb,qcf+1(2)   
    
    Chained Combos
    
    -1, 1, 4, f+2
    -1, 1, 4, f+4
    -1, 1, 2, b+2  	
    -1, 1, 4, df+2, U, 1, 3, qcf+1(2) or A
    -1, 1, 2, df+2, U, 1, 1, 3, 2, f+2
    
    2. Natsu 
    
    Jump Serve:            qcf+1(2)  *
    Sliding Serve:         fdf+1(2) 
    Rolling Serve:         qcb+1(2)  
    Tokkun Spike:          qcb+1(2)  # 
    Big Slider:            hcb+3(4)
    
    Burning Vigor Attacks: A. qcf,qcf+1(2) * 
    
    Chained Combos
    
    -1, 1, 2, f+2, qcf+1(2) or A
    -1, 1, 2, b+4, qcf+1(2) or A
    -1, 1, 2, b+2, qcb+1, U, 1, 3, b+4, 1, 3, b+4, 1, 3, A
    -1, 1, 2, df+2, U, 1, 3, b+4, 1, 3, 1, 3, b+4, 1, 3, b+4, f+2 
    
    3. Roberto
    
    Punch Move:            qcf+1(2) 
    Long Shot:             qcf+3(4)
    Rising Kick:           fdf+3(4) 
    Sliding Kick:          qcb+3(4)
    Bicycle Kick:          qcf+3(4)  #
    Another Kick:          b+3+4 (move may be incorrect)
    
    Burning Vigor Attacks: A. qcf, qcf+3(4)
                           B. qcb,qcb+3(4)
    
    Chained Combos
    
    -1, 1, 4, df+4, U, 1, 3, 3, 1, qcf+1(2) or fdf+3(4) or qcf+3(4)
    -1, 1, 4, b+4, qcf+3(4) or fdf+3(4) or A
    -1, 1, 4, df+4, U, 1, 3, 3, 1, 2, f+4
    -2, f+4
    
    Team III
    
    1. Roy
    
    Dynamyte Straight:     qcf+1(2)   *  
    Twister Upper:         fdf+1(2)
    Touchdown Wave:        qcb+1(2)
    
    Burning Vigor Attacks: A. qcf,qcf+1(2) 
                           B. qcb,qcb+1(2)
    
    Chained Combos
    
    -f+2, qcf+1(2) or qcb+1(2) or A or B or fdf+1(2)
    -1, 1, 4, f+4
    -1, 1, 4, b+4
    -1, 1, 2, f+2, any finisher listed above in top combo
    -1, 1, 2, df+2, U, 3, 1, 1, 3, 2, f+2
    
    2. Tiffany
    
    Beautiful Spin:        fdf+3(4)
    Groovy Punch:          qcb+1(2)
    Exciting Kick:         qcb+3(4)  * 
    Stomp Kick:            d+3(4)      # 
    
    Burning Vigor Attacks: A. qcf,qcf+3(4)
                           B. qcb,qcb+1(2)
    
    Chained Combos
    
    -qcf+1(2), 1
    -d+4,df+4 
    -1, 1, 4, f+4
    -1, 1, f+1, 2, b+2 or f+2
    -1, 1, 4, A or B
    -1, 1, f+1, 2, df+2, U, 1, 3, 1, 3, 2
    -1, 1, f+1, 2, fdf+1(2) or A or B
    -1, 1, f+1, 4, b+4, qcb+1(2) or fdf+3(4) or B
    -1, 1, 2, f+2, A
    
    3. Boman
    
    Great Upper:           qcf+1(2)               
    Haymaker Straight:     qcf+1(2), must be done during great upper
    Great Rush:            fdf+1(2)
    Great Lariat:          qcb+1(2)
    
    Burning Vigor Attacks: A. qcf,qcf+1(2)  
                           B. qcb,qcb+1(2)
    
    Chained Combos
    
    -1, 1, 4, df+2, U, 3, 1, 3, 4, qcb+1(2)
    -1, 1, 2, f+2, fdf+1(2), A or B
    -1, 1, 2, df+2, U, 3, 3, 1, 2, f+2
    -1, 1, 2, f+4, qcf+1(2), qcf+1(2)
      
    
    Team IV
    
    1. Edge 
    
    Reversing Blade Strike: qcf+1(2)  *
    Back Strike:            qcb+1(2)
    Destructive Kick:       qcb+3(4)                   
    Rising Blade Abuse:     qcf+3(4)
    
    Burning Vigor Attacks:  A. qcf,qcf+1(2)
                            B. qcb,qcb+1(2) or 3+4 when in air
    
    Chained Combos
    
    -1, 1, 2, b+4, b+4, f+4, f+4
    -1, 1, 4, f+2
    -1, 1, 2, df+2, U, 1, 3, 1, 3, f+4
    -1, 1, 2, df+2, U, 3, B, df+2
    
    2. Akira
    
    Gate Elbow:            qcf+1(2)  
    Dancing Punch:         qcf+3(4)
    Reflex Stance:         qcb+3(4) 
    Reflex Pickup(RP)      qcb+1(2), follow with 1,2,4,3,3,3
       
    Burning Vigor Attacks: A. qcb,qcb+1(2)
                           B. qcb,qcb+3(4) 
                           C. qcf,qcf+1(2)  *
    
    Chained Combos
    
    -1, 1, 2, f+2
    -1, 1, 2, df+2, U, 3, 1, 1, 3, C
    -1, 1, 2, df+2, U, 1, 3, 3, 1, 4 or f+4 or 2
    
    3. Gan
    
    Gun Stabbing:          qcf+1(2)  *          
    Rough Stomping:        qcf+3(4)   *
    Rock Smashing:         fdf+1(2)            
    Clapping Hand:         qcb+1(2)
    Crack Move:            hcb+1(2)
    
    Burning Vigor Attacks: A. qcf,qcf+1(2)
                           B. qcb,qcb+1(2)
    
    Chained Combos
    
    -1, 1, d+2, f+2, qcb+1(2), 3, 3
    -1, 1, 2, df+2, U, 1, 3, qcf+4
    -1, 1, 4, qcf+1(2) or A
    -1, 1, d+2, qcf+1(2) or A
      
    Team V
    
    1. Kyoko
    
    Shussekikakunin:       qcb+1(2)  
    Kaishin:               qcb+3(4)
    Killing Kick:          fdf+3(4), 4 
    Shokushin:             qcf+1(2), follow with rapid 3 or 4's 
    One wing Stance:       qcf+3(4), follow with 1(2) or 3(4), then rapid 3 or 4's
    Another Kick:          b+3+4 ( move may be incorrect) 
    
    Burning Vigor Attacks: A. qcf,qcf+1(2)
                           B. qcf,qcf+3(4) 
    
    Chained Combos
    
    -1, 1, 2, f+2, fdf+3(4) or B
    -1, 1, 4, df+4, U, 1, 1, 1, 3, 2, qcb+3(4)
    -1, 1, 4, df+4, U, 1, 3, f+4, 3, 1, 2, qcb+3(4)
    -1, 1, 4, b+4, qcb+3(4) or fdf+3(4) or B
    
    2. Hideo
    
    Seihaken:               qcf+1(2)  *
    Half Back punch:        qcb+1(2)
    Jicchokuken:            fdf+1(2)
    Shinenkyaku:            qcb+3(4) 
    Raieishu:               qcf+3(4)   #
    
    Burning Vigor Attacks:  A. qcb,qcb+1(2)
                            B. qcf,qcf+1(2)
    
    Chained Combos
    
    -1, 1, 2, df+2, U, 3, 1, 1, 2, f+2
    -1, 1, 2, b+2, qcb+3(4) or fdf+1(2) or B
    -1, 1, 2, df+2, U, 1, 1, 2, qcf+1(2)
    -1, 1, 2, f+2, A or B or qcb+3(4) 
    
    3. Raizo
    
    Spinner:               qcf+1(2) 
    Flying Upper:          fdf+1(2)
    Back Hitter:           qcb+1(2)
    Earth Mover:           qcf+3(4)   *        
    Shaker:                hcb+3(4) 
    
    Burning Vigor Attacks: A. qcf,qcf+1(2)
                           B. qcb,qcb+1(2)
    
    Chained Combos
    
    -1, 1, 2, qcf+1(2) or B or fdf+1(2)
    -1, 1, 2, b+2
    -1, 1, 4, f+4
    -1, 1, 2, df+2, U, 3, 1, 1, 3, qcf+1(2)
    
    4. Hyo
    
    Slicer:                qcf+1(2)  *
    Knifing Upper:         fdf+1(2)
    Double Cut:            qcf+1(2), follow with another 1 or 2
    Back Spinner:          qcb+2
    Flip Kick:             qcb+3(4) 
    
    Burning Vigor Attacks: A. qcb,qcb+3(4)   
                           B. qcf,qcf+3(4)
    
    Chained Combos:
    
    -1, 1, 2, f+2, A or B or qcb+3(4) or fdf+1(2) or qcf+1(2)
    -1, 1, 2, f+2, b+2 or fdf+1(2) or qcb+3(4) or qcf+1(2)
    -1, 1, 2, f+2, df+2, U, 3, 1, 1, 3, 2, qcf+1(2) or qcb+3(4)
    -1, 1, 2, b+4, f+2, {qcf+1(2), qcf+1(2),1} or fdf+1(2) or qcb+3(4) or A
    
    5. Sakura
    
    Fireball:              qcf+1(2)
    Upwards Fireball:      qcb+1(2)
    Air Hitter:            qcf+1(2)  #
    Uppercut:              fdf+1(2)
    Hurricane Kick:        qcb+3(4)  *
    
    Burning Vigor Attacks: A. qcf,qcf+1(2) *
                           B. qcb,qcb+1(2)
                                        C. qcf,qcf+3(4)
                                        D. qcb,qcb+3(4) 
                                      
    Chained Combos
    
    -1, 1, 2, f+2, C or qcf+1(2) or qcb+3(4) or A
    -1, 1, 4, f+4 or df+2
    -1, 1, 4, df+4, U, 1, 3, 3, 1, qcf+1(2) or qcb+3(4) or A
    -1, 1, 4, df+4, U, 3, 1, 3, 1, f+4
    
    ======================================================================================================================================================
    
    Credits
    
    Mike Nappi aka MIC:     Invaluable help with all the moves and combos.
    
    Ben Cureton aka TRAGIC: All gameplaying ability I have is due to this guy. 
                            Told me combos of Roy as well as basics of the game.                                                                                                                                                                                   
                                                                                                                                                                                                                     
                            Enabled me to understand what and when to do things.                                                                                                                                                                                   
                                                
                            A top player at the game. 
    
    Capcom:                 For making a Capcom game I can play finally.