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NEKKETSU KAKUTOU DENSETSU - CHARACTER CREATION GUIDE
by hmsong
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Do you remember River City Ransom? You know, that really awesome beat'em up
game for the NES? Well, it had many spin-off games in Japan (beat'em ups,
soccer, ice hockey, arena fights, etc). They were called the "Nekketsu" series
(translation: Hot-Blood). Sadly, only few made to the West (River City Ransom,
Super Dodge Ball, Nintendo World Cup, and Crash n the Boys Street Challenge).
The Nekketsu series deserved WAY more love than they got.
This is one of the Nekketsu games that never made to the West. This game is an
arena fighter, where two teams of two fighters (so four fighters) beat each
other up until one team wins. Compared to the previous games, this game is
significantly faster. It also prevents most of the spamming techniques from
the previous games. As a result, the fight is much harder (but in good way).
Table of Contents
1. Basics About My Guide ...................................... <BAS>
2. Name Letters ............................................... <NAME>
2a. Stats ..................................................... <N-STA>
2b. Fighter Types ............................................. <N-FIG>
2c. Sample Names .............................................. <N-SAM>
3. Date Of Birth .............................................. <DOB>
3a. Special Techs ............................................. <B-SPT>
3b. Zodiac Compatability ...................................... <B-ZOD>
4. Blood Types ................................................ <BLOD>
5. Allies ..................................................... <ALLY>
6. Double Tiger Brothers ...................................... <BOS>
7. Useful Bugs ................................................ <BUG>
8. Final Notes / Credits / Legal Info ......................... <FIN>
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1. Basics About My Guide ...................................... <BAS>
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Before reading my guide, read dammit9x's guide (posted on GameFAQs.com). It
has all the basic knowledge about the game. There's no tutorials in this game,
so you'll probably lose often if you try to "figure things out by playing".
My guide is specifically about the character creation and the related subjects
(most of these were not covered in dammit9x's guide). I will assume you know
most of the basic mechanics of the game.
The game does not have a competent English translation patch, so I will assume
you're playing the Japanese game. That means, I am going to assume you can at
least read Hiragana. Or at least, read the Hiragana table (available on
google). A very large portion of character creation is based on that.
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2. Name Letters ............................................... <NAME>
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The first part of character creation is the 5-letter name. The name decides
three things:
1. Initial Stat
2. Stat Growth per Level Up
3. Fighter Type
Here's the English phonetic table, as shown in the game:
A I U E O HA HI HU HE HO " °
KA KI KU KE KO MA MI MU ME MO -
SA SI SU SE SO YA YU YO
TA TI TU TE TO RA RI RU RE RO Forward
NA NI NU NE NO WA WO N Back
a i u e o tu ya yu yo END
I know the correct pronounciation is actually different than what I listed for
some letters (SI is SHI, TI is CHI, and TU is TSU), but I just put the table
that way, because it's easier for the English viewers.
In addition, some letters can be combined with symbols (" or °). These are
pronounced differently, such as TA" is actually DA.
There are 6 different stats:
HP: Health Point (Max: 255)
Punch: Punch power (Max: 99)
Kick: Kick power (Max: 99)
Throw: Grapple and Throw power (Max: 99)
Speed: Walking and Dashing power (Max: 99)
Defense: Ability to reduce the damage taken (Max: 99)
There are almost a billion combinations, so obviously, I will not be listing
the stats for each combination. However, the general rule is:
The letters with the biggest growth rate (+8) are:
1st: KE DA HU MI MO -
2nd: KA TA DA HO RA a u e -
3rd: KA TA DA HO RA a u e -
4th: KA TA DA HO RA a u e -
5th: KA TA DA HO RA a u e -
There are four different fighter types -- Free Style, Martial Arts, Kung Fu,
and Judo. The biggest difference is the initial stats. In addition, the
normal attacks differ for each type (as noted below), although the commands for
these attacks are the same.
The stat differences cease to matter by the time you fight the Double Tigers.
Specifically, most of your stats probably would have reached the cap.
I am not entirely sure which letter in which section decides the fighter type,
but I do know that it's the combination of 3rd, 4th, and 5th letter. If anyone
figured out the specifics, please let me know, and I'll update the guide and
give you the due credit.
Note 1: The higher power in Punch/Kick means standing hits can stun with less
number of hits.
Note 2: - Higher number means higher power/faster/longer/etc (Scale: 1-3).
- All Punches have LV2 range/rapid rate.
- All Kicks and dash hits low, except one.
- Throws (err, Grapples) with Kick button uses Irish Whip.
FREE STYLE
Initial Stat: Punch: 2 Kick: 2 Throw: 2
Punch: Jab
Kick: Side Kick (Range: 2, Rapid: 3)
Powerblow: Straight Punch
Dash Punch: Shoulder Charge (Range: 1)
Dash Kick: Knee Charge (Range: 2)
Dash-Jump Punch: Belly Flop (High Priority) (Range: 1)
Dash-Jump Kick: Flying Kick (Range: 2)
Front Throw: Power Bomb (Powre: 2, Speed: 1)
Back Throw: Suplex (Power: 2, Speed: 2)
Pro: + Only style with LV3 Rapid Kick, which is almost Mach Kick.
+ Only style with Belly Flop, which is a very safe move.
+ Belly Flop hits directly below as well as the front.
Con: - Slow Throw.
- None of the stats are very high.
MARTIAL ARTS
Initial Stat: Punch: 3 Kick: 1 Throw: 1
Punch: Jab
Kick: Knee (Range: 1, Rapid: 2)
Powerblow: Uppercut
Dash Punch: Clothline (Does not hit low) (Range: 2)
Dash Kick: Knee Charge (Range: 3)
Dash-Jump Punch: Jump Punch
Dash-Jump Kick: Jump Knee (Range: 2)
Front Throw: Neckbreaker Slam (2 hits) (Power: 3, Speed: 2.5)
Back Throw: Backbreaker (2 hits) (Power: 3, Speed: 2)
Pro: + Starts with high level Punch.
+ Strong, fast throw, which also does double damage on some opponents.
Con: - Short range kick.
- Dash punch does not hit low.
- Front Throw can be interrupted.
KUNG FU
Initial Stat: Punch: 1 Kick: 3 Throw: 1
Punch: Backhand
Kick: High Kick (Range: 2, Rapid: 2)
Powerblow: Double Kick
Dash Punch: Elbow Charge (Range: 3)
Dash Kick: Slide Kick (Range: 2)
Dash-Jump Punch: Jump Punch
Dash-Jump Kick: Flying Kick (Range: 1)
Front Throw: Jumping Piledriver (Power: 1, Speed: 1)
Back Throw: Jumping Backbreaker (Power: 1, Speed: 2)
Pro: + Starts with high level Kick.
+ Powerblow may hit twice.
Con: - Weak, slow Throw.
- Throws can be interrupted.
JUDO
Initial Stat: Punch: 1 Kick: 1 Throw: 3
Punch: Karate Punch
Kick: Low Kick (Range: 3, Rapid: 1)
Powerblow: Back Kick
Dash Punch: Roll (Range: 1)
Dash Kick: Roll (Range: 1)
Dash-Jump Punch: Jump Punch
Dash-Jump Kick: Jump Kick (Range: 3)
Front Throw: Shoulder Throw (Hits others) (Power: 2, Speed: 3)
Back Throw: Shoulder Launch (Throws very far) (Power: 2, Speed: 2)
Pro: + Longest Kick.
+ Fastest throw.
+ Front Throw damages others around him.
Con: - Starts with low hitting stats (Throw stat isn't very useful).
- Slow Kick.
- Front Throw may damage self if cornered.
Here are some of the names that I found to be the best:
HP Punch Kick Throw Speed Defense
Free-Style:
MO RA DA TA/RA HO 193 +8 52 +8 44 +8 49 +8 90+ 60 +8
MO RA a TA/RA a 193 +8 52 +8 55 +8 58 +8 90+ 49 +8
Martial Arts:
MO RA DA TA/RA e 193 +8 72 +8 34 +8 32 +8 90+ 60 +8
Kung Fu:
MO YA a TA/RA DA 208 +8 42 +8 73 +6 35 +8 90+ 49 +8
MO YA a - TA 208 +8 36 +8 73 +6 45 +8 90+ 49 +8
MO RA a TA/RA DA 193 +8 42 +8 75 +8 35 +8 90+ 49 +8
MO RA a - TA 193 +8 36 +8 75 +8 45 +8 90+ 49 +8
Judo:
MO RA DA TA/RA a 193 +8 42 +8 34 +8 78 +8 90+ 60 +8
MO RA a HO/u a 193 +8 39 +8 45 +8 78 +8 90+ 49 +8
There are other names with better initial stats, but I prioritized the growth
rates.
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3. Date Of Birth .............................................. <DOB>
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After inputting the name, you must decide the DOB. This decides two things:
1. Special Techs
2. Zodiac Compatability
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3a. Special Techs ............................................. <B-SPT>
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Characters can get different set of Special Techs (ST), depending on their DOB.
Before listing the set, here are the STs:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Mach Punch Does three fast punches.
Command: (during non-dashing state) Punch
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Mach Kick Does three fast kicks.
Command: (during non-dashing state) Kick
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Mach Fumifumi Does a twirl, damaging anyone nearby.
Command: (at the tip of a fallen enemy) Punch
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Jump Elbow Does a wide attack below the user.
Command: (while coming down from a normal jump) Punch
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Jump Guillotine Does a wide attack below the user.
Command: (while coming down from a normal jump) Kick
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Stone Guard Dodges instead of guards (takes lower damage?).
Command: (replaces the normal guard)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Spin Attack Does a forward rolling attack.
Command: (during crouch) Punch
Bounce Bounces off with a Spin Attack.
Command: (when Spin Attack hits) hold Left/Right
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Bomb Kick Does a forward-jumping knee attack.
Command: (during crouch) Kick
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Tornado Attack Bounces off with a Spin Attack.
Command: (when dash-jump kick hits) hold Left/Right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
High Spin Kick Does an upward rolling attack, then does a dive kick.
Command: (during dash-jump) Down
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Here are the predetermined sets of STs (no, you cannot make your own set).
In order to figure out which set you get, use the following formula:
ST# = Birth month + Birth day - 1
If the ST# is 21 or greater, then subtract 20 and take the remainder.
In the Story mode, you can initiate the Combi Techs (CT) with the following
commands:
Hold A button: Ally Rolling Attack
Hold B button: Team Element Spin
The Team Level (L1~L9) decides the duration of the CTs. The higher the level,
the longer the duration. The Team Level increases over time, but it decreases
when the teammates hit each other.
In order to successfully perform the CTs, you need to first get into one of the
CT positions by doing one of the CT commands, then press a button when the CT
cursor is in the red spot of the Team Bar (below the HP bar).
The cursor speed depends on the Zodiac Compatability between the two teammates.
Zodiac Compatabilty of the team is represented by the outfit's color. The
colors from best to worst are Red (A), Blue (B), White (C), Green (D), and
Yellow (E). The table below shows the team color that results from matching
any two fighters.
1P | 1 2 3 4 5 6 7 8 9 10 11 12
|-----------------------------------------------
1 | C ? C C E B B D B A C E
|
2 | E ? B C B B B C B D A B
|
3 | C ? C C A D A B D B D C
|
4 | B ? C B B C D C D B B A
|
5 | D ? A B B C B B D E D A
|
6 | B ? D C C A C D C B B C
|
7 | B ? A D B C B C E A C C
|
8 | D ? B C B D C D C C C A
|
9 | B ? E D D C E C B C C A
|
10 | A ? B B E B A C C D B C
|
11 | C ? D B D B C C C B B E
|
12 | D ? C A A C C A A C E E
Kunio (12) works well with: Aries, Taurus, Leo, and Virgo.
For whatever reason, the vast knowledge of the internet failed to find out what
Blood Type does. Well, I found it. And here it is.
As stated before, the Team Level (L1~L9) decides the duration of the CTs. The
higher the level, the longer the duration. The Team Level increases over time,
but it decreases when the teammates hit each other.
The Blood Type compatability of your team decides how fast the Team Level
increases. The higher the compatability, the faster the Team Level increases
(and the initial Team Level for the first fight).
1P | A B O AB
|----------------
A | 5 7 8 6
|
B | 7 5 6 8
|
O | 8 6 7 5
|
AB | 6 8 5 7
Other guides have plenty of Ally information, but they all seem to lack one of
the most important factors -- the growth rate. So I made the following list
with the stat growth information.
Considering the growth rate, Ebihara is the strongest ally in the game -- He'll
reach the maximum stats by Level 12. In comparason, Kunio won't reach his
maximum stats until Level 22 (his weakest stat is Kick, ironically).
Double Tiger Brothers are the final boss of this game. And oh boy, are they
tough. Let's go over what these guys are capable of:
Stats: Despite what the actual screen stats say, their Punch, Kick, and Throw
are 112. And Defense is... 160, which is just ridiculous.
STs: Both brothers have Mach Punch, Mach Kick, Mach Fumifumi, Stone Guard,
and Spin Attack. In addition, Toraichi has Jump Elbow and Bomb Kick,
while Toraji has Jump Guillotine and Tornado Attack.
Team: Team Level is locked at L9. And naturally, their team attacks do
insane amount of damage.
Throw: Their grapples (front and back) are some kind of high-jump spinning
piledriver. And they do a lot of damage.
Dash Punch: This is their signature attack. Double Dragon brothers have
Dragon Tornado Kick. Well, these guys have Tiger Spinning Lariot. And
they are absurd. Lots of priority, range, and width. And it is immune
to the Reversal Throw. Yes, I've seen Reversal Throw against the
Tigers, but that was against Tiger's Dash Kick (Shoulder Charge), not
Dash Punch.
In addition to their overwhelming advantage, there's another thing that really
cripples you -- your dumbass ally. Unlike in the previous fights, their
hinderance really affects your fight, because you can't cover their mistakes
due to you being too busy fighting one of them. Your ally will just get his
ass kicked right from the start, and worse, may actually bother you when you
are beating one of Tigers (by hitting YOU, no less). When they inevitably get
killed, they mostly end up leaving health recovery item for one of the Tigers
to pick up (you'll be too busy fighting to get a chance to pick up the item).
And once that happens, it'll be quite hard to beat them. Worse, if they start
spamming Ally Rolling Attack, then it's pretty much game over for you.
Here are some suggestons on how to beat them (these work against any enemies):
1. Spam Spin Attack and/or Bomb Kick. If your ally gets in your way, beat him
up too, since he's not worth saving.
2. Use the "Useful Bug" in the section 7.
3. Have Mach Punch or Mach Kick, then make them fall on the wall (throwing
their downed body usually works). Then, while staying out of the range of
auto-Jump Elbow or stomp but enough for your standing attacks to hit, spam
Mach Punch or Mach Kick. They'll struggle to get out of that. At least,
until your stupid ally screws things up.
If you want to taste what it's like to use these brothers, then you can use
them in the Battle Mode! Here's how:
1. Select the Battle Mode (instead of the Story Mode).
2. Select the player number.
3. Choose "No" for the player edit.
4. In the character selection screen, hold Select + Right + A button to choose
Toraichi, and Select + Left + A button to choose Toraji.
In the story mode, if you have what you need (ex: player password), then you
can skip to the final battle against the Double Tiger brothers: On the title
screen, hold Select + Right and press A button. Then select the story mode.
There was only one useful bug in the game. I'll add more if I find some.
1. During the Irish Whip (grapple with the Kick button), run into the victim
from the back. That will do an INSANE amount of damage. This is one of
the easiest ways to beat the Double Tiger brothers.
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8. Final Notes / Credits / Legal Info ......................... <FIN>
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I enjoyed this game greatly, just like most Nekketsu games. It had its fair
share of flaws, such as occasional flickers and the stupid AI Ally. Also, the
final boss, Double Tiger brothers, was a bit too hard (although that makes
beating them all the more satisfying). This game felt like a cross of the
arena section of Nekketsu Koushin Kyoku and Super Smash Brothers.
Here's are the credits:
dammit9x (the mechanics guide)
If anyone has any questions/suggestions, feel free to let me know:
hmsong01 AT gmail DOT com
This may be not be reproduced under any circumstances, unless you have my
permission. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
Sites with my permission:
www.gamefaqs.com
If you want permission to use this guide on other sites, just email me. If you
see this guide on any other site besides the ones listed, feel free to tell me
about it.