Kunio Kun no Nekketsu Soccer League (Japan)
FAQ/Walkthrough guide
August 31, 2008 v1.0
dammit9x at hotmail dot com
Copyright 2008
This document may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this guide on
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prohibited and a violation of copyright.
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TABLE OF CONTENTS
1. Gameplay
1a. Introduction
1b. Game modes
1c. Scoring goals
1d. Strategy screen
1e. Weather and terrain
2. Controls
2a. Explanation
2b. General controls
2c. Special moves
3. Team Nekketsu
3a. Stats
3b. Team meeting
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1. Gameplay
1a. Introduction
"Kunio Kun no Nekketsu Soccer League" is a soccer game in the Kunio-kun
Nekketsu High School series, best known for River City Ransom. It is the sequel
to "Nekketsu Koukou Dodgeball-bu Soccer-hen", known as "World Cup Soccer" in
English versions. The sequel was never ported overseas, so this guide uses the
PentarouZero v1.2 English ROM patch for naming terms with the original Japanese
in parentheses.
1b. Game modes
N.League (Nekketsu League)
Team Nekketsu, representing Japan, plays against 12 teams from various
countries. You may choose which teams to play against. Some are stronger than
others. When Japan has at least 16 wins and 70 points, you may advance to the
playoffs. Win four more games, culminating in the finals vs. Italy, and Nekketsu
takes the Technos Cup.
Games consist of two 2-minute halves. Before every half, you may adjust the
team strategy, check the weather forecasts, meet with the players, check the
team standings, view the profile of the currently assigned team captain, and
change the background music.
Between every game, but not during the tournament, a password is given that
represents the team's wins and losses. League mode may be played solo or with a
second player controlling the goalkeeper. Ties are resolved by penalty kick
overtime.
Match (Taisen Play)
Two to four players choose from the six best teams, including Nekketsu, and
play a single versus match. If players 3 or 4 are present, they control the
goalies. Player 1 chooses the continent, ground type, and ground condition of
the field.
There is no team captain profile, team stats, meeting mode or items. In
strategy mode, there are only six players to assign--no reserve players. Other
aspects, including music select and weather forecast, are the same as in League
mode.
Penalty (PK Play)
The teams alternate taking penalty kicks, with each player getting a try. In
each turn, a lone player is at the goal line and has 8 seconds to score a goal
while the other player controls the team's default goalie.
The PK game is for 1 player against the computer or 2 player versus. As in
match mode, player 1 chooses the playfield conditions.
1c. Scoring goals
Goalkeepers are immune to direct attacks and always send attackers flying.
They are also stronger than other players at withstanding shots and super shots.
Goalies are also the only players who can catch the ball by touching it.
The simplest way to score a goal is to overwhelm the goalie with a powerful
shot. Both the goalie and the ball may be knocked away as he tries to catch it,
or the ball may pass right through the goalie. This won't work if the shooter is
too weak or the goalie has strong defense.
Another method is to force the goalie to jump or dive to block the ball by
aiming it high or off to the side. A goalie can't be knocked over during a block
attempt, but a quick follow up shot by the same or different shooter can get in
the goal before the goalie has a chance to recover.
1d. Strategy screen
At the strategy screen (sakusen kaegi) you may change the player formation,
reassign the player positions among the 12 players, and set the computer AI for
offense and defense.
When assigning player positions, the expression on the player's face shows how
suited the player is for the position. This indicator only appears in League
mode. The first MF position is always the team captain, who is controlled by
player 1. In multiplayer games, the other player controls the GK.
In AI control, the top two options determine passing and shooting frequency.
The third option determines how much defenders spontaneously attack opponents
with slides and tackles. The last option determines how much the GK attempts to
play the ball outside of his box. In all cases, left is more. Passing, shooting
and tackling can also be commanded from the field with the A and B buttons.
1e. Weather and terrain
Wind blows around players and the ball, affecting movement speed. Lightning
strikes, which come without warning, stun and knock over players and electrify
the ball. An electrified ball shocks players while airborne, so must be kept on
the ground. Tornados move around the field, drawing in players and the ball.
Whatever gets sucked in is tossed skyward and put out of play temporarily.
There are three terrain types: grass, dirt and sand. The ground may also have
wet spots where movement is slower. Wet ground may turn the ball blue, which
slows it down. In Match or PK mode, the player may choose any condition from
Good (bacchiri), with all dry ground, to Wors (saiaku), all wet. With sand, it's
always slow regardless of condition.
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2. Controls
2a. Explanation
f b u d A B forward, backward, up, down, button A, button B
D-pad Any direction
(1)/(2) Press (1) or (2)
(1),(2) Press (1) then (2)
(1)+(2) Press (1) and (2) simultaneously
2b. General controls: Actions for all characters
Basic movement
A+B Jump
D-pad Walk (8 directions)
A+B Jump in direction pressed
D-pad x2 Dash (run) in direction pressed
A+B Dashing jump
u or d Move upwards or downwards while dashing
D-pad x2 Hustle (run fast) in direction pressed
A+B Fast dashing jump
Crouch Land from a jump or get up after a fall
While you have the ball
A Pass
B Shoot
Jump
A Aerial pass
B Aerial shot
f/u/d + B Aerial header shot
b + B Flip kick shot
A+B Float the ball straight up (lose control)
f/b + A+B Float the ball left or right (lose control)
Float the ball
A Continue floating the ball straight up
f/b + A Continue floating the ball left or right
u/d + A+B Jump with the ball (keep control)
Dash + A+B Dashing jump with the ball (keep control)
Dash + u,u/d,d Defensive dribbling attack
While no one has the ball
A Pass
B Shoot
Jump
A Aerial pass
B Aerial shot
f/u/d + B Aerial header shot
b + B Flip kick shot
Crouch + B Diving header (attack and shoot)
f/b + B Diving header (attack and shoot)
Hold D-pad Continue rolling
While teammate has the ball
A Order a pass
B Order a shot
While opponent has the ball
A Sliding tackle (steal the ball directly)
B Shoulder tackle (attack the opponent)
Jump + A Drop kick (attack the opponent)
Hold A Order teammate to slide tackle
Hold B Order teammate to shoulder tackle
While the ball is being passed
Dash jump
B Tornado kick (attack and shoot)
u/d/b + B Tornado kick (attack and shoot)
f + B Flip kicks (attack and shoot)
f/b + B Diving header (attack and shoot)
Hold D-pad Continue rolling
After jumping on the ball
A/B Nothing
A+B Jump up
u/d + A+B Jump off
f/b + A+B Float the ball left or right (lose control)
Dash + u,u/d,d Jink and turn around
After jumping on a teammate, without the ball
A Pass
B Doubleteam flip kick (attack and shoot)
A+B Jump apart
After jumping on a teammate, with the ball
A Pass
B Shoot
A+B Jump and pass the ball to the upper member
Goalie controls
A/B Shoulder tackle
u/d + A/B Diving block
f/b + B Jumping block
Jump + A/B Jumping block
2c. Special moves
To do a special shot, jump and kick the ball with the correct timing. The kick
should come out near the peak of the jump and the ball should be hit immediately
when the kick comes out. If done correctly, the ball glows red and takes on a
characteristic motion. Other factors such as stats and items may also affect the
chance of success.
A regular special shot is done while pressing B without the D-pad. The
alternate shot is done by pressing B with any direction. (The alternate shot may
also be done by hitting the ball with a doubleteam flip kick at the peak of the
kick.) Each character has a specific special shot but they all have the same
alternate shot.
The alternate shot arcs slowly and lands near the opposing goalie if done at
long distance. If done at medium or near distance, it quickly travels to the
ground and bounces, possibly over the goalie.
Each Nekketsu member has one special shot and up to two other moves from the
list below. (Only the moves used by team Nekketsu are shown. Each other team has
a unique special shot.)
No. Translated Japanese How to perform
----------------------------------------------------
00 MortalDrible hissatsu doriburu Dash + u,u/d,d while holding ball
01 ExplosiveAtk bakuretsu atakku Crouch + B while opp. has ball and is near
02 Tornado Kick toruneedo kikku All characters can already do this (?)
03 TornadoPunch toruneedo panchi f/b + B while goalie
04 Drill Attack doriru attack Dash + A/B while opponent has ball
05 TsubameRetrn tsubame gaeshi Jump while holding ball
06 Triple Accel toripuru akuseru Jump while opponent has ball
07 MegaDriveSht mega doraibu shoot Special shot
08 MolePrncsSht hime mogura shoot Special shot
09 UnstpbleShot dokanhou shoot Special shot
0A Bitter Shot urameshiya shoot Special shot
0B AccurateShot kicchiri shoot Special shot
0C Boring Shot gariben shoot Special shot
0D TosaMoonShot tosa gatsu wo shoot Special shot
0E Ninja Shot ninjya shoot Special shot
0F Nuts Shot nattsu shoot Special shot
10 Wheelie Shot uirii shoot Special shot
11 BnanAlgtrSht banana wani shoot Special shot
12 OmegaDrvShot omega doraibu shoot Special shot
FF Nothing
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3. Team Nekketsu
3a. Stats
Every player has four stats and two or three special moves (hissatsu). The
precise function of the stats is currently unknown but it's not hard to guess.
Translated Japanese Displayed as
-----------------------------------------
Power tai ryoku multiples of 5
Shoot shoot ryoku multiples of 3
Defense bougyo ryoku multiples of 5
EnrgyTyp sou ryoku* type rank A-D
* Likely to mean running speed
Player Pos No.|Pow Sht Def Spd| Special 1 Special 1 Special 3
------------------+---------------+-----------------------------------------
Kunio MF 9 | 55 21 25 B | Nuts Shot ExplosiveAtk
Yoritsune FW 8 | 50 24 20 A | Ninja Shot TsubameRetrn
Saji FW 10 | 55 27 15 B | Wheelie Shot Tornado Kick
Horibata DF 2 | 60 24 20 D | MolePrncsSht ExplosiveAtk
Iwakabe DF 3 | 45 24 20 B | UnstpbleShot Drill Attack
Genei GK 1 | 60 21 20 C | MegaDriveSht MortalDrible TornadoPunch
Ugajin DF 4 | 45 15 20 D | Bitter Shot Triple Accel
Onitake MF 5 | 50 15 15 B | AccurateShot MortalDrible
Kumon DF 6 | 50 27 15 C | Boring Shot ExplosiveAtk
Kaizuki MF 7 | 45 21 15 D | TosaMoonShot ExplosiveAtk
Tsunewo FW 11 | 65 21 20 B | BnanAlgtrSht MortalDrible
Carlos GK 12 | 65 24 25 D | OmegaDrvShot TornadoPunch Triple Accel
3b. Team meeting
In the meeting screen, you may view info on the team members and prepare them
for the next half. Meeting mode is only available in League mode.
Every member has a mood index (at RAM address 0x05d0) which ranges from 0-15
and has some effect on the player's performance.
Mood Appearance
------------------
0xc-f Ecstatic
0xa-b Smiling
0x6-9 Indifferent
0x4-5 Frowning
0x0-3 Outraged
Talk (hanasu) randomly raises or lowers the player's mood.
Item (aitemu) affects mood depending on what item is given to whom.
| ScrtVid IdolBom TdyBear AnimeVd DryPlum DrySlmn MskoLve
----------+--------------------------------------------------------------
Kunio | . . . . ++ ++ .
Yoritsune | . -- . . ++ . .
Saji | . -- . ++ . . .
Horibata | . . . . . . ++
Iwakabe | -- . ++ . . . .
Genei | . . . . ++ . .
Ugajin | . ++ . . -- ++ .
Onitake | ++ . -- . . . .
Kumon | -- . ++ ++ . -- .
Kaizuki | . . . . . ++ --
Tsunewo | . ++ . -- . . .
Carlos | ++ . ++ . -- -- .
Phne (denwa) affects the mood of all players simultaneously.
| Misako Takashi Technos DngrDial
----------+------------------------------------
Kunio | . . . .
Yoritsune | . . . --
Saji | . -- . .
Horibata | ++ . . --
Iwakabe | . ++ ++ --
Genei | . . . .
Ugajin | . . . .
Onitake | . . . ++
Kumon | . . . --
Kaizuki | -- . . .
Tsunewo | . . . .
Carlos | . . . .
Special items become available as the League games progress. Ask Takashi for a
basic explanation of what they do. These items affect the first bit of the mood
byte of each player.
Item Effect
---------------
NewTowl +0x30
RubrBts +0x40
SpcDrnk +0x20
SpcSprt +0x10
SpcShoe +0x80
Possibly more to come later.
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This document is my own work. If you've played the game and used the FAQ, feel
free to drop me a line and tell me what you think.
For info on other Kunio/Nekketsu games, check out a comprehensive listing at:
http://hg101.classicgaming.gamespy.com/kunio/kunio.htm
Other Kunio/Nekketsu games for which I have written guides at gamefaqs:
Crash 'n the Boys: Street Challenge
Downtown Special: Kunio-kun no Jidaigeki Dayo Zenin Shuugou!
Nekketsu Kakutou Densetsu
Nekketsu! Street Basket: Ganbare Dunk Heroes
Any questions, comments, corrections or complaints should be addressed to
the address below, with clear indication in the subject line that the email is
concerning this FAQ.
dammit9x at hotmail dot com