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    Combo FAQ by RivalMatt

    Version: 0.3 | Updated: 09/27/98 | Printable Version | Search This Guide

    Date: Sun, 27 Sep 1998 14:01:44 EDT
    
    Rival Schools:United by Fate Move and Combo FAQ V0.3
    
    Written by Matthew Madahar and Andrew Gatting 27th September 1998.
    
    For EGM and plagurists:
    
    Copyright Andrew Gatting and Matthew Madahar 21st Spectember 1998. All rights 
    reserved.
    Neither the whole or any part of this guide may be reproduced in any way shape 
    or form. It may not be transmitted by any means electronic or manual. This 
    includes over phone lines (digital or analogue), by fax, by photocopier, by 
    magnetic tape (i.e. video tape) or by digital video.
    
    Look what we're basically trying to say is that if you wanna borrow something 
    from our FAQ then just email us at either CMmadahar@aol.com or 
    Grasswidow@aol.com
    
    This FAQ is by no means finished yet. We are going to do all of the characters 
    in later versions. At the moment this FAQ contains guides for the best 
    characters, in our opinion, and the characters to stay away from. This means 
    that the characters that we have not done are in the middle somewhere. 
    
    We will try to get these out as soon as possible so check back regularly. If you 
    are looking for a specific character then e-mail either Jman916970@aol.com or 
    RivalMatt@aol.com. We will then put more effort into that character for you. 
    Isn't that service?. If there is anything you wish to add to this guide then by 
    all means e-mail us and you will be given full credit for it.
    
    New in this version:
    
    Sakura Infinite corrected
    Hinata Infinite deleted
    How to do infinites on Playstation and/or practise infinites for arcade (no need 
    to change settings)
    
    <<Legend>>
    
    f = forward
    b = back
    d = down
    u = up
    d/f = down/forward
    d/b = down/backward
    u/f = up/forward
    u/b = up/back
    
    qcf = d, d/f, f
    qcb = d, d/b, b
    dpm = f, d, d/f, f
    + = press at same time
    [=53] = the maximum damage from a move or combo
    () = or
    
    1 = Light Punch (Square)
    2 = Heavy Punch (Triangle)
    3 = Light Kick ( X )
    4 = Heavy Kick (Circle)
    
    <<Basic Concepts you must understand>>
    
    <Text Book Combos>
    
    Rival Schools incorporates what is known as a 'text book combo' system which 
    involves you doing two light attacks, a heavy attack, then usually f+heavy 
    attack or a special move.
    
    e.g. 1, 1, 2, f+2
    
    But this does not work for all characters and their specific 'text book combos 
    will be listed in their section.
    
    
    <Tardy Countering>
    
    When blocking an opponent's attack it is possible to counter them with a tardy 
    counter. You can either counter with a regular move, special move or a Burning 
    Vigour Attack. While blocking just press the button or do the motion of the move 
    you want to do. Simple.
    
    A thing on Tardy Counter. You can Tardy Counter into anything EXCEPT:
    	1) Team Supers.
    	2) Punches or Kicks ONLY (no direction held)
    	3) D + Punches or Kicks ONLY
    	4) Holding a direction + button that your character doesn't 	    
    have.
    5) Moves that is considered a grab (Gan's swinging hand,                                                           
    Kyoko's Massage, Edit Character's Final Atomic Buster, and even Hyo's Image 
    Kick)
    
    Thanks to Gouki (Rolento@geocities.com) of "Gouki's Page of Whatever" for the 
    above info about Tardy Countering.
    
    <Team-up Attacks>
    
    This involves your partner coming to your aid and help attack your opponent. To 
    do a team-up move simply press 1+3 or 2+4.
    
    <<The Move List, Combo List and Strategy>>
    
    The number of stars beside the moves is the score out of five. One star being 
    shite, Five stars being excellent!!
    
    THE NUMBERS AFTER THE COMBOS ARE THE DAMAGE POINTS. We believe that the energy 
    bar is made up of 200 points possibly 250.
    
    ##Roy##:
    
    <Special Moves>:
    
    Dynamite Straight: qcf+1 (2) (****)
    Medium range non projectile punch which is extremely powerful. Use to counter 
    attack or in combos but not on its own. 
    
    Twister Upper: dpm+1(2) (*****)
    Very high priority move, the classic Capcom dragon punch and in this case Ken 
    comes to mind. Turns good combos into great ones and excellent to counter with. 
    Do not use it on its own against
    good opponents only on scrubs.
    
    Touchdown Wave: qcb+1(2) (**) 
    Compared to other characters projectiles in the game this is poor but it does 
    its job by keeping
    your enemy at bay when in trouble if used with 1 and also is useful if you enemy 
    has a habit of
    jumping in when used with 2. If you do not have a high enough super bar use this 
    to hit enemies
    while lying on the ground instead of its burning vigour equivalent.
    
    <Burning Vigour attacks>:
    
    Super Twister Upper: qcf, qcf+1(2) (*****)
    This super dragon punch clone is excellent to counter-attack and tardy counter 
    with and in combos. Tap buttons (extremely fast) to do more damage.
    
    Super Touchdown Wave: qcb, qcb+1(2) (****)
    Useful move at the end of knockdown combos and hits opponents lying on the 
    floor, do not treat this as a super-fireball like Batsu and Ryu in Street 
    Fighter. Use solely in combos.
    
    <Text Book Combos>
    
    1, 1 - 2(4), b+2 = 42
    1, 3 -	"   
    3, 1 -	"
    3, 3 -	"
    
    
    1, 1 - 2(4), f+2 = 42
    1, 3 -	"   
    3, 1 -	"
    3, 3 -	"
    
    
    1, 1 - 2(4), f+4 = 42
    1, 3 -	"   
    3, 1 -	"
    3, 3 -	"
    
    <Special Move Combos>
    
    1, 1 - 2 (4), qcf+1(2) =49
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1 - 2 (4), qcb+1(2) =49
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1 - 2 (4), dpm+1(2) = 50
    1, 3 -		"
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1 - 2 (4), f+2, qcf+1(2) = 68
    1, 3 -			"
    3, 1 -			"
    3, 3 -			"
    
    
    1, 1 - 2 (4), f+2, dpm+1(2) = 68
    1, 3 -			"
    3, 1 -			"
    3, 3 -			"
    
    
    1, 1 - 2 (4), f+2, qcb+1(2) = 68
    1, 3 -			"
    3, 1 -			"
    3, 3 -			"
    
    
    1, 1 - 2 (4), qcb qcb+1(2) = 79
    1, 3 -			"
    3, 1 -			"
    3, 3 -			"
    
    
    1, 1 -  2 (4), qcf qcf+1(2) = 87
    1, 3 -			"
    3, 1 -			"
    3, 3 -			"
    
    d+4, f+2 - qcf, qcf+2 (must be done very quickly) = 108
             - qcf+1(2) = 62
    	 - dpm+1(2) = 64
    	 - qcb+1(2) = 62
    	 - qcb, qcb+1(2) = 94
    
    1, 1 - 2 (4), f+2, qcb qcb+1(2) = 93
    1, 3 -			"
    3, 1 -			"
    3, 3 -			"
    
    
    1, 1 - 2 (4), f+2, qcf qcf+1(2) = 107
    1, 3 -			"
    3, 1 -			"
    3, 3 -			"
    
    
    <Air Combos>
    
    1, 1 - 2 (4), d/f+2, u, 1, 3, b+4 = 57
    1, 3 -			"
    3, 1 -			"
    3, 3 -			"
    
    
    1, 1 - 2 (4), d/f+2, u, 3, 1, 1, b+4 = 60
    1, 3 -			"
    3, 1 -			"
    3, 3 -			"
    
    <Strategy>
    
    Roy is a counter-attacker. When counter attacking with Roy, use the 3,1 combos 
    rather than anything else because the low blow puts off your opponent. Against 
    opponents who like to use slow characters (such as Gan, Boman and sometimes Hyo) 
    or characters with projectiles and burning vigour equivalents (such as Batsu, 
    Hideo and Natsu) use the Super Twister Upper. This move ducks under projectiles 
    and super projectiles and has high priority. I like to use this move to Tardy 
    Counter with and also the normal Twister Upper. When playing against a character 
    with long range such as Hyo, I use the dynamite straight because the range of 
    this move is very deceptive and can surprise your opponent when you pull one off 
    from half away across the screen and it is very powerful. If you are too far 
    away from your opponent to counter attack with a combo also do a Dynamite 
    Straight. His Touchdown Wave is average and should be used on opponents on the 
    ground (2 version) or ones who like to jump in (1 version) and his Super 
    Touchdown is a good move to hit the opponents on the ground which adds more 
    damage to your combos. One thing we have found with Roy is that he was one of 
    the few characters that can land his d+4 to f+4. This move IMO is similar to the 
    "Hangover", for Paul Phoenix in Tekken 3. When going up against expert opponents 
    who block most of your combos just use the d+4 combos. You must do the f+2 
    straight after the d+4 or your opponent will not block it. But do not over use 
    this move as most expert players will learn to block it after you have used it a 
    few times. I personally use theses combos when my opponent has little energy and 
    is blocking all my moves and combos. Most of the time the player will not know 
    what hit him. If you are extremely lucky and your opponent does not "quick roll" 
    then you can add a touchdown wave or even a touchdown wave to do even more 
    damage. Roy's b+4 is very good against players who like to jump in a lot to try 
    and pull off a team super. Basically Roy is one of the best characters in the 
    game. If you want to win more games than you lose (usually with Roy hardly any) 
    and you do not want to use a character because you like his/her clothes or 
    his/her stances then use Roy. Definitely a tournament winner (if there are any 
    Rival Schools tournaments out there!?!?!?!?) a must character to use.
    
    ##Hideo##:
    
    <Special Moves>
    
    Seihaken (fireball): On the ground or in the air qcf+1(2) (*****) = 35
    This has to be the best projectile in the game!! There is no range limit and it 
    does not fade away when it gets to the other side of the screen. It is also does 
    more damage than any other projectile. 37 points of damage!!! Use this move to 
    tardy counter, in combos or when you far away from your opponent.
    
    Anti-Air Seihaken (air fireball): qcf+1(2) in the air (****) = 13 per fireball
    Useful move to keep your enemy at bay from distance. Just tap the button three 
    times for three fireballs in a row. This is also a very good move in air combos 
    also.
    
    Jicchokuken (dragon punch): dpm+1(2) (****) = 30
    A high priority move which should be used to tardy counter with or in combos. Do 
    not use this move on its own or you will face the consequences of being comboed 
    by your opponent. Compared to Roy's it is faster but less powerful. 
    
    Shinenkyaku (hurricane kick): qcb+3(4) (***) = 28
    Good move to use in combos but do not use on its own because when this move 
    misses it leaves you w i d e  o p e n.
    
    Raieishuu (flying kick): (In the air) qcf+3(4) (****) = 21
    Useful to surprise your opponent and also to finish air combos. Try jumping back 
    and then doing it.  
    
    <Burning Vigor Attacks>
    
    Super Fireball: qcb, qcb+1(2) (***) = 55
    This move should be use in combos only because like all super projectiles it can 
    be easily side-stepped.
    
    Super Dragon Punch: qcf, qcf+1(2) (*****) = 73
    This move is extremely useful in tardy countering and in combos.
    
    <Combos>:
    
    1, 1, 2, qcb+3(4) = 45
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1, 2, dpm+1(2) = 49
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1, 4, qcf+1(2) = 53
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1, 2, f+2, qcb+1(2) = 63
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1, 2, qcb, qcb+1(2) = 67
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1, 2, f+2, dpm+1(2) = 68
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1, 2, f+2, qcf+1(2) = 72
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1, 2, f+2, qcb, qcb+1(2) = 83
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1, 2, qcf, qcf+1(2) = 87
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1, 2, b+2, qcf, qcf+1(2) = 97
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1, 2, f+2, qcf, qcf+1(2) = 102
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    d+4, f+2 - qcb, qcb+1(2) (must be done very quickly) = 83
             - qcf+1(2) = 67
    	 - dpm+1(2) = 62
    	 - qcb+3(4) = 60
    	 - qcf, qcf+1(2) = 103
    
    <Air Combos>
    
    1, 1, 4, d/f+2, u
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    		   - 3, 1, 2 = 55
    		   - 3, 1, qcf+3(4) = 60
    
    <Strategy>
    
    Hideo is one of the best characters in the game. Always counter attack with 
    combos which involving Burning Vigour Attacks and tardy counter using his super 
    dragon punch or normal dragon punch. But beware unlike Roy Hideo's super dragon 
    punch unfortunately does not go underneath projectiles but most of the time this 
    does not matter. Hideo's strong fireball enables him to wait for opponents to 
    come to him and, punish them for a whiffed attack when they do come forward, 
    with one of his combos. But this tactic should not be overused otherwise you 
    will be branded a scrub. Only do this when you are in trouble or when your 
    opponent is doing nothing. In other words be on the offensive most of the time. 
    Basically follow similar strategy for Roy with Hideo. One point to note though 
    when trying to play like Roy, remember that he is not quite as fast. Follow 
    Roy's strategy for any extra tips they are practically the same character 
    anyway.
    
    
    ##Hyo##
    
    <Special Moves>
    
    Double Cross Slash: qcf+1(2) (****) = 12
    The range of this can be deceptive and much greater than what meets the eye. It 
    has the range of a Hideo's projectile and should be used to counter-attack with 
    and in combos only. A whiffed one of these could mean your defeat. A good way to 
    surprise your opponent with this move is to walk back and then quickly do the 
    move. They will most definitely be surprised by its range!!
    
    Star Slice: dpm+1(2) (***) = 26
    A slower version of Hideo's Dragon Punch which should only be used in combos and 
    to counter-attack with.
    
    Somersault Kick: qcb+3(4) (****)
    This move does a fair amount damage and is pulled off very quickly which can 
    surprise your opponent. Also should be used in counter attacks and combos.
    
    Side Stepping Double Cross Slash: qcb+1+2 (2+2) (****)
    The side stepping version of the Double Cross Slash is more delayed but more 
    powerful than the other version. It cannot be linked into a combo which is a 
    same but it is good to tardy counter with.
    
    <Combos>
    
    1, 1, 2, qcf+1(2) = 29
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1, 2, qcb+4 = 38
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1, 2, dpm+1(2) = 42
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1, 2, b+4, qcf+1(2) = 42
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1, 2, f+2, qcf+1(2) = 43
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1, 2, b+4, qcb+3(4) = 51
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1, 2, b+4, dpm+1(2) = 54
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1, 2, f+2, dpm+1(2) = 55
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1, 2, qcb, qcb+3(4) = 69
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1, 2, b+4, qcb, qcb+3(4) = 78
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    7
    
    1, 1, 2, f+2, qcb, qcb+1(2) = 79
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1, 2, qcf, qcf+3(4) = 90
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1, 2, b+4, qcf, qcf+3(4) = 104
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    
    1, 1, 2, f+2, qcf, qcf+3(4) = 105
    1, 3 -		"   
    3, 1 -		"
    3, 3 -		"
    
    d+4, b+4 - qcf, qcf+3(4) = 96
    - qcb, qcb+3(4) = 79
    
    <Air Combos>
    
    1, 1, 2, d/f+2(4), u, 
    1, 3 -	"   
    3, 1 -	"
    3, 3 -	"
    			- 1, 3, qcb+3(4) = 53
    			- 3, qcf+1(2) = 54
    			- 3, 1, 2, qcf+1(2) = 55
    			- 3, 1, 2, qcb+3(4) = 57
    
    
    1, 1, 2, f+2, d/f+2, u,
    1, 3 -          "   
    3, 1 -	     "
    3, 3 -	     "
    
    			- 1, qcf+1(2) = 62
    			- 1, 3, qcb+3(4) = 64
    			- 3, 1, 2, qcf+1(2) = 66 
    			- 3, 1, 2, qcb+3(4) = 67
    
    
    qcb, acb+2, 2, f+2, d/f+2, u, (wait until above opponent) 3, 1, 1, 3, f+2, qcf+2 
    = 90
    
    qcb, acb+2, 2, f+2, d/f+2, u, (wait until above opponent) 3, 1, 1, 3, f+2, qcb+4 
    = 91
    
    
    <Strategy>
    
    To play with Hyo you should use a round by round strategy. In the first round 
    size up the skill of the opponent and test out whether or not you can catch him 
    with the qcb+2, 2, in preparation for that massive combo but DO NOT do that 
    combo in the first round or he might block it in the second round (which is 
    where matches are won and lost). You should try to use his air combo(s) to get 
    your opponent down to about half energy and then use a burning vigour combo but 
    not one that starts with qcb+2, 2,(that devastating combo shown below). If you 
    are playing against an inexperienced player then in the second round try this: 
    First of all do this air combo: 
    
    qcb+2, 2, f+2, d/f+2, u, 3, 1, 2, qcb+3(4)= 89 
    
    qcb+2, 2, f+2, qcf, qcf+3(4) = LETHAL 
    
    Unless they hit you between the moves the score is Hyo 200 opponent :paying for 
    another match in terms of p.o.d left. 
    
    I have done this in a match at the Namco Arcade in London and have killed my 
    opponent, with two combos!!. They always say it is quality not quantity that 
    counts. 
    
    Another tip is even if your opponent is blocking your combos, complete them 
    because most of the time your opponent does not realise Hyo's range and will try 
    to Tardy Counter you, 90% of the time you will hit them!!!
    
    ##Sakura##
    
    <Special Moves>
    
    Fireball: qcf+1(2) (***) = 12
    Sakura's fireball is average and covers three quarters of the screen. Has 
    limited use.
    
    Upward Fireball: qcb+1(2) in the air (**) = 22
    The only use I can think to use this move is if your opponent jumps which is a 
    rarity.
    
    Dragon Punch: dpm+1(2) (***) = 38
    When compared to Hideo's, Roy's and even Batsu's this is a poor dragon punch. It 
    is stronger than theirs but it is delayed and misses easily. Only use it to 
    tardy counter and in combos.
    
    Hurricane Kick: qcb+3(4) (*) = 21
    Not as good as Hideo's or Hinata's this is a very poor move. You can't combo 
    with effectively, tardy counter with it effectively, it's crap!!!
    
    Air Hurricane Kick: qcb+3(4) (*) = 21
    Just as crap as its ground counterpart. Only use in air combos!!
    
    <Burning Vigour Attacks>
    
    Super Fireball: qcf, qcf+1(2)  (**) = 55
    Little use except in combos and in air combos.
    
    Super Upward Fireball: qcb, qcb+1(2) (*) = 61
    NO USE!!!!!!!!
    
    Super Dragon Punch: qcf, qcf+3(4) (****) = 74
    At last a decent Burning Vigour Attack for Sakura!! Use in combos.
    
    Super Trip Thingy: qcb, qcb+3(4) (***) = 59
    A good use for this is to catch a running in opponent off their guard.
    
    <Combos>
    
    1, 1, 2, f+2, qcf+1(2) = 41
    1, 3 -          "   
    3, 1 -	     "
    3, 3 -	     "
    
    
    1, 1, 2, f+2, qcb+3(4) = 47
    1, 3 -          "   
    3, 1 -	     "
    3, 3 -	     "
    
    
    1, 1, 2, dpm+1(2) = 49
    1, 3 -          "   
    3, 1 -	     "
    3, 3 -	     "
    
    
    1, 1, 2, f+2, dpm+1(2) = 59
    1, 3 -          "   
    3, 1 -	     "
    3, 3 -	     "
    
    
    1, 1, 2, f+2, qcb, qcb+1(2) = 69
    1, 3 -          "   
    3, 1 -	     "
    3, 3 -	     "
    
    
    1, 1, 2, f+2, qcf, qcf+1(2) = 72
    1, 3 -          "   
    3, 1 -	     "
    3, 3 -	     "
    
    
    1, 1, 2, f+2, qcf, qcf+1(2) = 72
    1, 3 -          "   
    3, 1 -	     "
    3, 3 -	     "
    
    
    1, 1, 2, qcf, qcf, 3(4) = 79
    1, 3 -          "   
    3, 1 -	     "
    3, 3 -	     "
    
    
    1, 1, 2, f+2, qcf, qcf+3(4) = 88
    1, 3 -          "   
    3, 1 -	     "
    3, 3 -	     "
    
    <Air Combos>
    
    1, 3, 4, d/f+4, u,
    
    		- 3, 1, qcb+3(4) = 49
    		- 3, 1, qcf, qcf+1(2) = 70
    
    
    <Infinite>
    
    launch the opponent with d/f+4 then in the air do:
    
    3, 1, 1, 3 d/f+2 (repeat)
    
    make sure you press 3 immediately after the d/f+2 or you will miss.
    
    <Strategy>
    
    Use the infinite!! Use the infinite!!
    
    #Kyosuke#
    
    <Special Moves>
    
    Cross Cutter: qcf+1(2) (***) = 23 or 30 
    This is an interesting special move because it splits into 2 and then rejoins 
    allowing it to perform a dual purpose. It can be used to repel an opponent that 
    jumps in. It does not really have that bad a range but the problem is that to 
    get the full 30 p.o.d out of this move it needs to hit the opponent when it has 
    joined together. Otherwise it will only do 23 if both hit separately. 
    
    Shadow Wave: qcf,+1(2) (***) = 13 in the air 
    This move cannot be used own its own at all so do not even try it!! Can be 
    tacked on to the end of some air combos as though. 
    
    Shadow Cutter Kick: qcf+3(4) (****) = 15 
    Although the damage done by this move is minimal it can be attached to the end 
    of almost any combo Kyosuke can pull off!!! To add to that it can also be used 
    in the aircombos as well. A very versatile move one of his better ones. 
    
    Lightning Upper: dpm+1(2) (***) = 22 
    Very fast move and can be used in some combos but when it comes to using it on 
    its own it is a bit crap. Although it is quite quick it has no real range like 
    Roy's Twister Upper and certainly does not go under projectiles. If you ever do 
    catch an opponent with one always follows with a Shadow Cutter Kick. 
    
    Shadow Breaker: qcb+1(2) (***) = 22 
    Very Strange move indeed. Is very slow so cannot be linked on to the end of 
    combos. Not especially powerful but has a good range however. Try not to use 
    this very often, and really only to surprise your opponents. One bad thing is 
    that it is easily blocked because it takes so long to connect. Try using it 
    against a jumping opponent maybe? (if it works well send us a note) 
    
    
    <Burning Vigour Attacks> 
    
    Wide-Spread Double Cross Cutter: qcf, qcf+1(2) = 55 
    This move, like all other super projectiles is very easy to dodge and therefore 
    I would advise against using it. Simple! 
    
    Double Shadow Cutter Kick: qcf x 2 + kick (air) = 70 
    This move does reasonably good damage and is good in combos because of it's 
    power making this one his best move. 
    
    <Combos> 
    
    1, 1, 2, dpm+1(2), qcf+3 (this hits in air) = 52 
    
    1, 1, 2, qcf+1(2) = 30 (bit crap) 
    
    1, 1, 2, f+4, dpm+1(2), qcf+3(4) (this hits in air) = 69 
    
    1, 1, 2, f+4, qcf+3(4) = 52 
    
    1, 1, 2, qcf+3(4) = 32 (bit crap) 
    
    
    <Burning Vigour Combos>
    
    1, 1, 2, qcf, qcf+1(2) = 57 
    
    1, 1, 2, qcf, qcf+3(4) = 87 
    
    1, 1, 2, f+4, qcf, qcf+1(2) = 73 
    
    
    <Air combos>
    
    Most of Kyosuke's better air combos are similar to Roy's so check his out. 
    
    <Strategy> 
    
    Kyosuke is an interesting character to play with. I personally don't play with 
    him much because of his annoying projectiles and some very slow special moves. 
    He has similar air combos to Roy (who has very good air combos) so he is pretty 
    strong there as well. Unfortunately he lacks versatility in my view, or in other 
    words his combos are not really that flexible. Like I said I do not play with 
    him much so maybe a few comments on anything I have missed? 
    
    #Hinata# 
    
    <Special Moves> 
    
    Continuous Punch: qcf+1(2) must tap punch for more hits afterwards. (***) = 52 
    I do not particularly like this move. It does not really count as a projectile 
    as it only has quite a short range which is where it lost two stars. Much less 
    than Roy's Dynamite Straight. Only really good in combos because of the range 
    still a powerful move though. %2 p.o.d is only obtainable using the 2 button. 
    
    Side-stepping Dragon Punch - dpm+1(2) (***) = 30 
    This move is good apart from one thing that brings it down 2 stars. You cannot 
    put it in a combo because of the side-step. This is the one major downfall of 
    this move. Can be used side-step a projectile at close range if timed well but 
    other than that I cannot say (e-mail if you find a use for it) 
    
    Flaming Hurricane Kick: qcb+3(4) (***) = 28 
    Again this is a good move which you can out in combos but I feel that it lacks a 
    bit in the power side of things. I can't give it more than three stars 
    unfortunately. Again another average move!!! (If used with 3 she only spins 
    once) 
    
    Air Hurricane Kick: qcb+3(4) in air (***) = various 
    The damage this move does changes with every combo you do since you cannot use 
    this move on its own. You can only use it in combos so the damage changes 
    depending on how many hits you get with it. Cannot say this much for this move 
    either apart from AVERAGE!!! 
    
    <Burning Vigour Attacks> 
    
    Fire Hurricane Kick: qcb, qcb+3(4) can be done in the air (***) = 55. 
    Again this move has been given three stars a occurrence becoming common for 
    Hinata. It lost one star for its lack or power only registering a average 55 
    p.o.d. It looses the second star for total lack of range. You would think you 
    would think that you would move somewhere while doing this move judging by her 
    normal hurricane kick. 
    
    Air Buster: qcb, qcb+1(2) (**) = 56 
    This is a poor move which has little range or use. If you can get the extra hits 
    then fine but even scrubs will know to press two buttons and hold back to block 
    the rest of it. A poor, poor, move. 
    
    <Text Book Combos>
    She does not have many because she has no b+2 and her f+2 cannot be linked nor 
    can her b+4. So she is limited to combos ending in f+4, which is about 4. 
    
    <Special Move Combos>
    
    1, 1, qcf+1(2) = 53 
    
    1, 1, d+4, qcb+3(4) = 39 
    
    1, 1, 2, qcf+1(2) = 61 
    
    <Burning Vigour Combos>
    
    1, 1, 2, qcb, qcb+1(2) = 72 
    
    
    Air Combos! 
    
    1, 1, 4, d/f+4, u, 1, 3, qcb, qcb+3(4) = 73 
    
    
    <Strategy> 
    
    If you play with Hinata you will loose to put it bluntly. You cannot even stand 
    there and use a projectile to kill your opponent!!! I got fed up with working 
    out her combos and this resulted in only having a few anyway. I really would not 
    advise playing with her and if you come up against her you cannot loose. 
    One interesting thing I did find out with Hinata was when I first got the game 
    and did not realise what the menus meant I had accidentally turned of autoblock 
    and did this move:
    
    3, 1, 2, d/f+2, u/f, 3, 1, 2, f+2, (when bouncing) d/f4, (u, 3, 1, 2, f+2, 
    d/f+4) (when bouncing), and repeat what is in brackets. It is an infinite if 
    your opponent does not press 2 buttons together and break out of it. Use against 
    scrubs!!
    
    ##Batsu## 
    
    <Special Moves>
    
    Guts Bullet: qcf+1(2) (***) = 22 
    
    This is actually quite bad for a projectile. In my opinion Roy's Dynamite 
    straight is better than this. It does little damage and fizzles out after quite 
    a short distance. You really should forget this move unless in a combo. 
    
    Guts Upper: dpm+1(2) (***) = 29 
    
    Again not a very impressive dragon punch when placed next to Roy's or Hideo's. 
    It is slow to pull off making it only possible to use in large combos. Even 
    though there is quite a delay between you doing the motion and it coming out, 
    when it does come out it happens quite quickly allowing it to surprise an unwary 
    opponent (only really crap ones though). It will not bother most decent players 
    though. The damage it does is again pretty poor. 
    
    Crescent Star Kick: qcb+3(4) (**) = 29 
    
    I do not actually think it is even worth using this move. It is so slow to pull 
    off that you cannot even link it in a combo!!. You can see it coming a mile of 
    because of Batsu's change of pose prior to it so it can't be used to surprise 
    your opponent. 
    
    Shooting Star Kick: qcf+3(4) (*) = 33 
    
    Pretty useless move apart from in a couple of air combos. Stupidly enough this 
    is most powerful move!!!. You work it out? Dangerous to use on its own because 
    if you miss you will be left with a sign on your forehead saying "beat the crap 
    out of me while I recover from this crap move". 
    
    <Burning Vigour Attacks>
    
    Full-Force Guts Bullet: qcf, qcf+1(2) (*) = 55 
    
    Nothing special when it comes to damage. It is too slow to be used in combos and 
    like all projectile supers you might find the lowliest of scrubs side-stepping 
    it! I would avoid using it if I were you. 
    
    Air-Buster: qcb, qcb+1(2) (***) = 53 (69 if your opponent has never heard of air 
    blocking) 
    
    Again this move is more worth of a name like 'Freezing Vigour' attack because it 
    is so crap. The only decent thing it can be used for is at the end of 1 or 2 
    combos. Use it regularly, I don't think so. 
    
    <Text Book Combos>
    
    General note for Batsu's textbook combos is that 3, 1 does more damage than 1, 1 
    does. 
    
    1, 1, 2, f+2(4) = 34 
    
    1, 3 - " 
    
    3, 1 - " 
    
    3, 3 - " 
    
    
    1, 1, 4, b+2 = 34 
    
    1, 3 - " 
    
    3, 1 - " 
    
    3, 3 - " 
    
    <Special Move Combos>
    
    1, 1, 2, f+2, qcf+2 = 51 
    
    1, 3 - " 
    
    3, 1 - " 
    
    3, 3 - " 
    
    
    1, 1, 2, f+2, dpm+2 = 55 
    
    1, 3 - " 
    
    3, 1 - " 
    
    3, 3 - " 
    
    
    1, 1, 4, b+2, qcf+2 = 49 
    
    1, 3 - " 
    
    3, 1 - " 
    
    3, 3 - " 
    
    
    1, 1, 4, b+2, dpm+2 = 52 
    
    1, 3 - " 
    
    3, 1 - " 
    
    3, 3 - " 
    
    
    1, 1, 2, qcf+2 = 39 
    
    1, 3 - " 
    
    3, 1 - " 
    
    3, 3 - " 
    
    <Burning Vigour Combos> 
    
    1, 1, 2, qcb, qcb+2 = 74 or 84 if opponent does not air block 
    
    1, 3 - " 
    
    3, 1 - " 
    
    3, 3 - " 
    
    
    1, 1, 4, b+2, qcb, qcb+2 = 68 
    
    1, 3 - " 
    
    3, 1 - " 
    
    3, 3 - " 
    
    
    <Air combos>
    
    (unfortunately Batsu can only use 3, 1, 4, to launch his opponent because 3, 4, 
    don't follow in a combo 
    
    
    3, 1, 4, d/f+2, u, 3, 1, 2, f+2 = 59 
    
    
    3, 1, 4, d, f, 2, u, 3, 1, qcf+2 = 60 
    
    
    3, 1, 4, d, f, 2, 3, 1, f, 4 = 54 
    
    
    3, 1, 4, d, f, 2, u, 1, qcf, qcf+2 = 75 
    
    
    <Strategy>
    
    If I were you I would avoid this character at all costs. If you want a Ryu clone 
    you are knocking on the wrong door. I would use Hideo instead. His burning 
    vigour attacks and low number of good combos really sums this character up. He 
    has no variation in his combos because of his lack of linker moves. I would not 
    even recommend a beginner using this character. I could go on and on. I say 
    again he should be AVOIDED AT ALL COSTS. A true scrub.
    
    <Advanced Strategy>
    
    In our experience we have found that combos are extremely difficult to do 
    against experienced players who know how to successfully tardy counter and get 
    out of air combos. This is why in my opinion (RivalMatt) Kyoko is the best 
    character against expert characters. Why!!! Well she has a throw move which is 
    unblockable and this means that you can successfully counterattack or even 
    attack because it is unblockable. Her throw super move is also one of the best 
    in the game!!! For those who are frustrated about those scrubs at the arcade who 
    just crouch all the time until you make a mistake and start doing the scrub like 
    infinities then also use Kyoko because her Burning Vigour throw move hits even 
    if your opponent is crouching!! Personally I would choose Kyoko and Hinata 
    because Hinata's team move fills your Burning Vigour Bar and this allows you to 
    easily pull of her infinite!!! Basically do her throw super move from about a 
    half a screen away. After the move is finished, it turns your opponent away from 
    you and you can simply do the Throw Burning Vigour Move again and again and 
    again!!!! But please do not change character to Hinata by mistake!!! Otherwise 
    you will be beaten.