Learning Mode -- Rival Schools FAQ, Version 1.0 Written by Tenjou Utena (These schools seemed ripe for a Revolution.. ^_^). Don't be a prick and call my stuff your own. Not to be used for profit. May be reproduced/copied if credit if given to the original author. General Rules: In learning mode, Your teacher will take you through 30 lessons to teach you various moves in the game. First you must select a lesson, then the teacher will tell you what to do. Then the teacher will yell the move, and you're expected to reproduce it. After you do the required number of exercises, The game will rate your preformance in three areas, all on a 0 - 100 scale, 100 being 'perfect'. Energy: This is how many buttons it took you to do themove. To get 100 here, minimise the number of keystrokes. NOTE: If you get 98 or 99 Energy instead of 100, Just try again, sometimes it 'thinks' there were too many moves, when there really were not. Accuracy: You will have 10:00 (or 20:00 on some) To complete each move yelled. If you fail to do so in that time period, this score will suffer. Agility: This is how much time it took you. There is a target time for each excersize, and if you're over it, this score will suffer. You will also recieve a letter grade, similar to what you would recieve in school. The Ratings are S, then A through E. S being all 100s. A, B, and C are 'passing' grades. D and E (F) are 'failing' grades. You will also see a 'Mastery Level' rating. This is what % of lessons you have recieved a 'S' on. Passing all of the trials doesn't seem to get you any extra bonuses. I don't know about 100% mastery level. I haven't beated 5-2, 5-5, 6-2, 6-4 (Any of the ones with Throw escapes in them). Some of the moves will leave you 'facing' the wrong way, but, as soon as you execute the move (i.e. after the big red circile appears over the screen) you can keep entering keystrokes, and it doesn't seem to negativly effect your score, so if you get yourself facing the right way for the next move during the current move, you can save yourself a few tics. The Jump command is.. fickle at times, I've found. If you execute it too quickly, you'll jump, but it won't score it. You need to wait a few tics before executing this move, in general. Summary Lessons: There are 9 lessons that are 'summary' lessons. That is, they are summaries of past moves. The teacher will shout a seemingly rndom set of previously executed moves out, and you are expected to execute them. In actuallity, each Summary lesson has 3 'sequences' that The teacher will choose from. Knowing what's coming is helpful (And, sometimes, vital) to gaining a 'S'. So, here are The Sequences and estimated times: Abreviations used: F - Forward B - Backward J - Jump C - Crouch LP - Light Punch HP - Heavy Punch LK - Light Kick HK - Heavy Kick HJ - High Jump ST - Standing Throw CT - Crouching Throw FS - Forward Step BS - Backward Step DO - Ditch Out of the Field DI - Ditch Into the Field SF - Safe Fall TC2 - Textbook Combo 2 hits TC3 - Textbook Combo 3 hits TC4 - Textbook Combo 4 hits TUT - Team Up Technique FGU - Forward Get up BGU - Backward Get up SGU - Sideways Get up RGU - Regular get up FGA - Forward Get up Attack BGA - Backward Get up Attack SGA - Sideways Get up Attack RGA - Regular Get up Attack RL - Rival Launcher TC - Tardy Counter BVA - Burning Vigor Attack TE - Throw Escape LC - Lightning Crush BVC - B.V. Attack Counter DS - Ditch 'n Spin Lesson 1-5 (Est. Time 5:00) HK - B - LP - J - LK - HP - F - J - LK - C C - HP - J - F - F - LK - B - LP - HP - C F - J - HK - LP - C - B - HP - J - LK - HK Lesson 2-5 (Est. Time 10:00) HJ - BS - ST - DO - DI - DO - HJ - CT - FS - FS BS - DI - DI - HJ - FS - ST - DO - HJ - CT - BS FS - HJ - DO - BS - CT - DI - ST - HJ - BS - ST Lesson 3-5 (Est. Time 15:00+) SF - TC2 - TUT - SGU - SF - TC4 - TUT - SF - BGU - TC3 TC2 - TUT - BGU - SF - TC3 - RGU - TUT - SF - SGU - TC4 TC3 - BGU - SF - TUT - FGU - TC2 - RGU - TC2 - TC4 - SF Lesson 4-5 (Est. Time 20:00+) RL - FGA - TC - BVA - RGA - TC - RL - BVA - TC - RL BGA - TC - RL - BVA - TC - BGA - RL - BVA - SGA - RL BVA - RL - BGA - TC - SGA - BVA - RL - TC - BVA - TC Lesson 5-5 (Est. Time ??????) LS - TE - DS - BVC - DS - BVC - LC - DS - LC - BVC BVC - LC - DS - BVC - LC - DS - LC - TE - BVC - LC DS - BVC - LC - TE - BVC - LC - BVC - LC - DS - BVC Lesson 6-1 (Est. Time 5:00) B - C - LP - HP - F - LK - J - LP - C - B F - B - HK - LP - J - C - B - J - HK - HP LP - B - J - F - LK - C - HP - J - LK - C Lesson 6-2 (Est. Time 10:00+?) TUT - DO - CT - SF - DI - TC3 - BS - BGU - SF - FS BS - ST - TC4 - DO - TUT - SF - DI - FS - HJ - TC2 ST - TUT - DI - SF - HJ - TC3 - BS - SF - SGU - CT Lesson 6-3 (Est. Time ?????) LC - BVA - BVC - BGA - FGA - TE - DS - DS - LC - BVC BGA - TE - LC - RL - BVA - DS - BVC - LC - DS - LC BVC - FGA - RL - BVA - LC - FGA - DS - RL - BVA - TE Lesson 6-4 (Est. Time ?????) TC3 - TUT - FGA - TC2 - BVA - DS - TE - F - TUT - C BGA - TE - BVA - BVC - TUT - BS - TC3 - LK - TC2 - SF F - HK - C - ST - DO - TUT - SF - BVA - TC2 - TE Other Lessons: Lesson ??? (THe Ditch Into/Out of one): The key to this one seems to be Executing a ditch in then a ditch out, as soon as you can start doing so. If you wait to find out Which one you need to do, you'll take too much time. Lesson 5-1: The key to getting 100 Engery instead of 99 all the time seems to be to forward step right *AFTER* The teacher has done his kick, and then Ditching, and it will count as a ditch and spin, the be 'perfect' on all the rest. Waiting for the forst kick, then positioning for the second seems to yield 99 consistently. Lesson 5-2: I can't seen to do A Throw Escape consistently. Can anyone help? Lesson 6-5: I'm sorry. What a joke. The trick is to get 30 hits in what seems to be under 20:00 (I won in it 15:10)? Well, you just pick a Sub that has a Team Up Attack that is many hits. I picked Sakura. Well, that's it. If you have any changes/corrections/questions/comments, E-Mail me: email@example.com. Thank you, and Happy fighting ^_^.