Rival Schools:United by Fate
				
Introduction:  A few weeks ago I was going to the mall to play Marvel vs. 
Capcom;  when I got to the machine it was totally packed with about 10 quarters 
riding that ridge above the controls.  I put my quarter up, and while waiting, 
saw another group of players crowding a machine called "Rival Schools".  The 
machine had only 2 people waiting to play so I put a quarter up and waited.  
Well, I was very impressed.  The game had pretty good graphics, sound, and 
animation, but more importantly, it had great 2d play mechanics and insane, 
anime-style effects (I am referring mainly to the launching, jumping the height 
of 3 stories, and the totally crazy team-up attacks).  Anyway, there were no 
faqs released for this game(which is rare for any game, I mean friggin 
Dragonball GT the fighter has a faq) so I decided to make one for all the 
little people out there.  This is my first attempt at a faq, so the format and 
pretty much everything else is kind of retarded.  If anyone has any tactics, 
combos, official move names, corrections, secrets, or anything else that a faq 
needs please send it to me at mikepyrich@sprynet.com.  I don't get a chance to 
play this game very much and with the help of others I can make this faq a lot 
more complete a lot faster.

Legend:
F: forward
B: back
U: up
D: down
QCF: quarter-circle forward(from down to forward)
QCB: quarter-circle back(from down to back)
DP: dragon punch motion(Forward, Down, Down-forward)
HCF: half-circle forward(Back, Down, Forward)
HCB: half-circle back(Forward, Down, Back)
X2: repeat once before pushing the attack button
LP: Light punch		HP: Heavy punch
LK: Light Kick		HK: Heavy Kick

Basics:

B: block
DB: low block
U: jump
D: duck
F: moves forward
B: moves back
F,F: dash
B,B: hop back
D,U: super jump
LP+HP or D+LP+HP: throw
LK+HK: evades by dodging away from the screen

D+LK+HK: evades by dodging towards the screen
Any 2 buttons while stunned in the air:  gives a quick recovery after falling or 
	being stunned in the air

Combos:

From what I scan see cancelling into super  moves, launchers, and burning vigor 
	attacks is possible.
The basic pattern for most combos is:
LPx2 or LKx2, HK or HP, HK or HP(while moving the joystick), any special move.
You can also do jump-ins and many of the other combo techniques popular in 2d 
	fighters.
Pushing DF+HP or for some characters DF+HK you will launch your opponent into 
	the air,pushing U on the joystick makes you jump up after them and you can 
	combo them from there.  I am not sure on how air combos work, but they 
	seem to be performed very similar to the basic pattern shown above.  If an 
	air combo is performed on you, jam on all of the buttons and you will 
	probably get out with less hits.
From my experience you cannot combo into Team up attacks.

Burning Vigor Attacks:

Almost exactly like any super combo in a Capcom fighter.  Most of them are 
	performed by just 2 quarter circle movements and then a punch or kick; 
	they do decent damage and some of them are comboable.  I am not going to 
	get into any detail about these moves as if you are reading this faq, 
	you have performed a super combo before in your life.

Tardy Counters:

While blocking virtually any move, perform a special move or launcher while the 
	crystal-looking hit indicator is on screen.  The crystal will break and 
	you will immediately execute your special move on your opponent.  From 
	what I've seen, this is the cheapest part about Rival Schools. You may be 
	able to block or counter after someone retaliates with a tardy counter on 
	you, but when I play, the people usually just eat my counter for 
	breakfast.  I'm sure there's something you can do to evade someone 
	countering your moves but I haven't found any.  These are some-what like 
	alpha counters any time you want.

Team-up Attacks:

Pushing LP+LK or HP+HK will make your character do some kind of wuss looking 
	attack; If it hits your partner and you will come out onto the screen and 
	beat the living crap out of the victim in different styles depending on 
	who your "illegal man" is.  If you're partner is a female, you will make 
	an aura erupt around you and if your opponent is hit, they will fly a 
	couple yards and be knocked out for a few seconds while your partner comes 
	out and does things to your character.  She will kiss you, pat your back, 
	etc., and your character then gets pumped up and gains about 4 Guts bars.  
	If your partner is Kyoko she will come out and adjust your back instead, 
	giving you about 15-20 percent of your health back. 

Taiyo School
Batsu
	QCF+P(also in air)
	DP+P
	QCB+K
	QCF+K(air only)
	QCFx2+P(also in air)
	QCBx2+P
Hinata
	QCF+P
	DP+P
	QCB+K(also in air)
	QCF+K(air only)
	QCBx2+K(also in air)
	QCBx2+P
Kyosuke
	QCF+P
	QCF+K(also in air)
	DP+P
	QCF+P(in air)
	QCB+P
	QCFx2+P
	QCFx2+K
Gorin School
Shoma
	QCF+P(also in air)
	DP+P
	QCF+K
	B+LK+HK
	QCFx2+P(also in air)
	QCBx2+P
Natsu
	QCF+P
	QCB+P
	DP+P
	QCB+P(in air)
	HCB+K
	QCFx2+P
	QCFx2+P(in air)
Robert
	QCF+P
	QCF+K
	QCB+K
	DP+K
	QCF+K(in air)
	QCFx2+K
	QCBx2+K
Pacific School
Roy
	QCF+P
	QCB+P
	DP+P
	QCFx2+P
	QCBx2+P
Boman
	QCF+P
		Then QCF+P
	DP+P
	QCB+P
Tiffany
	DP+K
	QCB+P
	QCF+P
	QCB+K(in air)
	QCFx2+K
	QCBx2+P
Gedo School
Edge
	QCF+P(repeat)
	QCF+P(air)
	QCB+K
	QCF+K
	QCFx2+P
	QCBx2+P
Akira
	QCF+P
	QCB+P
	QCF+K
	QCFx2+P(also in air)
	QCBx2+P
	QCBx2+K
Gan
	QCF+P
	QCF+K
	DP+P
	QCB+P
	HCB+P
	QCFx2+P
	QCBx2+P
Justice School
Kyoko
	QCB+P
	QCB+K
	QCF+P(then push kick repeatedly)
	QCF+K(then push either punch or kick)
	QCF+P
	QCF+K
Hideo
	QCF+P
	QCB+K
	DP+P
	QCF+K(air only)
	QCFx2+P
	QCBx2+P

Bosses
Raizo
	Nothing yet
Hyo
	Nothing yet
Secret Characters
Sakura
	Nothing yet
Akira(helmetless)
	Nothing yet(maybe just regular Akira's moves)