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RIVER CITY SUPER SPORTS CHALLENGE
(aka Kunio-Kun no Chou Nekketsu! Daiundoukai)
v1.2
by hmsong
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Table of Contents
1. Introduction ............................................... [INT]
2. Basics ..................................................... [BAS]
3. Tournament Mode ............................................ [TOR]
4. Teams ...................................................... [TEM]
5. Special Skill List ......................................... [SKI]
6. Tutorial / Challenge Mode .................................. [CHA]
7. Free Battle Mode ........................................... [FRE]
8. Team Edit Mode ............................................. [EDI]
9. Final Notes / Credits / Legal Info ......................... [FIN]
I wrote few partial guides before, but this is my first complete guide. I hope
you readers like it. I may be posting partial guides for this game in the
future. If you find any mistakes, or you just want me to add some more info,
send me an email.
Do you remember River City Ransom? You know, that really awesome beat'em up
game for the NES? Well, it had many spin-offs in Japan (beat'em ups, soccer,
ice hockey, basketball, numerous multi-sports-events, etc). They were called
the "Nekketsu" series (translation: Hot-Blood), and oh boy, most of them were
REALLY great games. Sadly, only few came 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 game is the remake of one of those spin-off games, Downtown Nekketsu
Koushinkyoku (translation: Nekketsu Marching Song). For those of you who
played the NES version (like me), this game will work up your nostalgia.
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Control
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Before I get to the details, the game provides two control mechanics: The new
NDS style that uses many buttons, or the classic NES style which uses 2 buttons
(ex: A+B = Jump). Sadly, the NES style has many bugs, so I will make the guide
under the assumption of using the NDS style.
Now, most of the necessary basic information (such as what each buttons do) is
covered in the tutorial of the game, so I will skip that. Here is the info
that is not covered in the tutorial:
Quick Recovery: Keep tapping any button while knocked down.
Rolling Recovery: D-Pad + any button while knocked down.
Lift Enemy: Y near downed enemy.
Enemy Weapon: Y after lifting an enemy.
Throw Enemy: X after lifting an enemy.
Fast Swim: (Underwater) D-Pad + B button - uses lots of air.
There are two general parts of the game: racing and fights. In the racing
events, the characters cannot do the standing 3 hit combos nor use their
special skills.
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Stats
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Stamina: Max Health. If your health becomes 0, you die.
Punch: Punch power. Higher means you do more damage with punches.
Kick: Kick power. Higher means you do more damage with kicks.
Speed: Walking/running speed. Higher means faster.
Flex: Jump height. Higher means jumping higher.
Endurance: Ability to take damage. Higher means you take less damage.
Weapon: Weapon power. Higher means you do more damage with weapons.
Throw: Throw power. Higher means you do more damage with throws.
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Weapons
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There are numerous weapons you can use. Remember, when you hold a weapon, it
does not mean it will be stronger than your punch/kick. However, weapons
usually have the advantage in range and/or width, and they can all be thrown.
Some weapons also have special properties (ex: grenade explodes upon impact).
Note that some weapons are unlocked only by beating the preliminary tournaments
by specific teams.
Kicked weapons (2-Hand weapons) do no damage, but they do KA.
[1-Hand - Non-Staff]: Melee: 7,9,11; Throw: 30
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Soda Can
Melee +0; Throw +0
Dumbbell
Melee +3; Throw +2
Grenade - Causes an explosion (^49) on contact if thrown.
Melee +2; Throw +2
Battle Ring - Enables Self Torpedo skill during the battle events.
Melee +2; Throw +0
Rock
Melee +0; Throw +1
Brass Knuckles
Melee +1; Throw +1
[1-Hand - Staff]: Melee: 7,9,11; Throw: 31
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Magic Wand - Does something during the first swing?
Melee +0; Throw +0
Sake Bottle
Melee +2; Throw +0
Metal Bat
Melee +2; Throw +2
Wooden Sword
Melee +1; Throw +0
Boomerang - Enables Boomerang skill during all events.
Melee +2; Throw +0
Hockey Stick
Melee +2; Throw +1
[2-Hands]: Melee: 9,9,9; Throw: 32
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Tire
Melee +0; Throw +0
Cardboard Box
Melee +0; Throw +0
Wooden Box
Melee +0; Throw +0
Metal Box
Melee +0; Throw +2
Trash Can
Melee -1; Throw +0
CRT-based TV
Melee +0; Throw +3
Beer Pack
Melee +0; Throw +0
Missile - Launches up and explodes (^49) on a random target if thrown.
Melee +0; Throw +4 (the launched missile cannot hit the target directly)
[Special]
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Vitamin Drink (recovers random amount of Health energy)
There are three tournaments (Prelim, Main, and Final), and each tournaments has
two sets of four events (cross country, obstacle room, treasure scramble, and
tournament fight). You first choose a team, then you select the tournament
(you start with the Prelim tournament if you never beat any tournaments), then
you select the order of the events, and then you select a member before each
events.
After each events, the teams receive points for their performance (first place
receives the most points, 2nd place receives a little less, etc). After all
eight events finish, the judges give extra points to the members (therefore the
teams) that stood out. After adding up all the points, the team with the most
points wins. If you win the tournament, you unlock something (I listed them)
and get to move on to the next tournament. If you win the Finals, you have
beaten the game for that specific team.
Remember, any damage the members receive during the events stay with them
throughout the entire set of the tournament, although they recover a little
before the next event. On the plus side, if these members are holding a weapon
when they finish an event, they get to keep the weapon.
Now, let's go over the detail. There are four events to each sets:
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Cross Country
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In this event, the idea is to race to the finish line within the time limit.
There are many "rooms" in the stage, and they are mostly straight forward
running courses, although there are few obstacles. When you finish a room
before others, you get a head start in the next room.
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Obstacle Room
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This event is quite similar to Cross Country, except the rooms are smaller and
there are more obstacles.
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Treasure Scramble
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This event is all about earning points in a fighting area. And as a fighting
event, it enables you to use all the skills and combos. There are two ways to
earn points. One, opening treasure boxes (3 points), and two, stealing points
from other players with points by beating them up (some attacks do not earn you
points). Whoever with the most points at the end of the time limit wins. You
can technically win the first place even if your character dies, assuming you
have more points than anyone else when the time runs out.
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Tournament Fight
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Well, this is the event that everyone likes. A death-match in the arena. The
last man standing wins (although there is a time limit). Obviously, you can
use all the skills and combos.
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4. TEAMS [TEM]
===============================================================================
You have access to the first four teams in the beginning, but beating the game
with a specific team unlocks another team. There are total of 13 teams.
The game does not represent the character stats very well. In fact, they are
quite misleading (ex: Gouda seems like he only has medium power, but Gouda has
a high Punch stat and a low Kick stat, so Gouda is in fact a very powerful
character if he mainly uses Punch). It also does not list Weapon stats at all.
So, I took the time to find out and listed the details of each characters.
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Nekketsu
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Uniform: Grey top, White bottom, Red stripe
Unlock: Prelim: Vitamin Drink
Main: NPCs in [Town - Cross Country]
Final: Avalanche
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Reihou
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Uniform: Grey top/bottom, Yellow stripe
Unlock: Prelim: Metal Bat (the game says Wooden Sword, but it's not)
Main: NPCs in [Town - Tournament Fight]
Final: Dodge Master
Ryuichi Ryuji Hayasaka
Power Type Power Type Balance Type
Stam: 240 Stam: 230 Stam: 200
Punch: 100 Punch: 108 Punch: 27
Kick: 109 Kick: 100 Kick: 54
Speed: 75 Speed: 75 Speed: 50
Flex: 100 Flex: 100 Flex: 75
Endur: 75 Endur: 75 Endur: 25
Weapon: 90 Weapon: 90 Weapon: 72
Throw: 90 Throw: 90 Throw: 45
DT Storm Kick DT Storm Kick Mach Strike
D. Bomb Kick H. Dragon Accel. Drop
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Athletics
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Uniform: Green top/bottom, Red stripe
Unlock: Prelim: Wooden Sword (the game says Metal Bat, but it's not)
Main: NPCs in [Town - Treasure Scramble]
Final: Hattori
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5. SPECIAL SKILL LIST [SKI]
===============================================================================
The damage is based on 127 for all stats (Balanced), and against Ryuichi in the
Tournament Fight. For the base weapons, I used the Magic Wand for the 1-hand
weapon, and the Tire for the 2-hand weapon.
Some of the skill descriptions in the game (especially Stats used to calculate
the damage) is wrong. I tested them out. What I put here is correct. In
addition, for techs that uses two stats, having 127 in one stat and 0 in the
other actually does less than half the damage. I do not know why, but my guess
is enemy's Endurance has something to do with it. If you find any mistakes or
more info, let me know.
I will also be listing the top increments (Inc) of the tech's power (lowest for
that particular group). That will be useful in distributing the stats when
creating your own team. However, I am not going to be listing the increments
of the techs that I do not care about (due to me being lazy). I will be
labeling them with "???".
(W): While holding a weapon
(A): While jumped
(C): While crouching (moment after landing)
(R): While running
[G]: Does a grab motion (Invincible during the throw tech animation)
These are the only attacks that pierces guards.
These cannot hit airborne enemies (so you cannot hit falling enemies)
KD: Knock Down (opponent falls over) (does not get points in Treasure Scramble)
KA: Knock Away (opponent flies away, then falls)
KB: Knock Back (opponent flies away far, then falls)
^ = does this damage regardess of offense stat (enemy's endurance alters this)
* [D-Pad + Attack] attacks (like Mach Punch or Head-Butt) also replace running
attacks, unless you have special running techs.
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Normal Attack Damage Chart
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Punch/Kick Combo: 5,7,10
Jump Punch/Kick: 10
Dash Punch/Kick: 12
Human throw: ^14 to the one being thrown
Mach Punch
Desc: Does 3 quick auto-punches in a row. +KA
Dmg: 11,11,12
Stat: Punch
Move: D-Pad + Punch
Cost: 20
Inc: 120, 112, 100, 92,...
Rate: **
Faster and stronger than normal 3 hit combo, and it's cheap. But not
all 3 hits may hit, and if you miss, you are wide open.
Mach Kick
Desc: Does 3 quick auto-kicks in a row. +KA
Dmg: 11,11,12
Stat: Kick
Move: D-Pad + Kick
Cost: 20
Inc: 120, 112, 100, 92,...
Rate: **
Faster and stronger than normal 3 hit combo, and it's cheap. But not
all 3 hits may hit, and if you miss, you are wide open. This is the
fastest Mach tech.
Mach Chop
Desc: Does automatic 2 quick chops, then does a both hand chop. +KA or +KB
Dmg: 12,12,12(+12)
Stat: Punch
Move: D-Pad + Punch
Cost: 70
Inc: 120, 112, 100, 92,...
Rate: ***
This looks like 3 hits, but the last hit can hit twice (both hands).
When it does, it does extra damage and KB. It beats other Mach techs
since it is significantly stronger, wider, and has KB, but it is also
significantly more expensive. If you miss, you are wide open.
Mach Strike (Mach Weapon)
Desc: Does 3 quick weapon attacks in a row. +KA
Dmg: (1-hand) 16,16,17; (2-hands) 12,12,14
Stat: Weapon
Move: (W) D-Pad + Punch
Cost: 50
Inc: 120, 112, 100, 92,...
Rate: ***
This works with all weapons, and it can work quite well since weapons
generally have longer range and/or wider width. This especially stands
out with 2-hand weapons, due to the combination of their great range
and width with the speed increase from the tech. 1-hand weapons, on
the other hand, get a huge boost in their power. Like all Mach techs,
not all 3 hits may hit, and if you miss, you are wide open.
Bomb Punch (Exploding Punch)
Desc: Does a forward leaping punch. +KA
Dmg: 39
Stat: Punch
Move: (C) Punch
Cost: 80
Inc: 124, 120, 116, 112, 108, 104, 100, 96,...
Rate: **** (+ Skull Chop, then add *)
The strongest crouching tech (more than x2 other crouching techs),
hence making this one of the most lethal techs. One downside is that
it has a bit of recoil, so you will be vulnerable if it misses or is
blocked.
Charge Punch (Tame Punch)
Desc: Does a powerful punch after a charge. +KA
Dmg: 63
Stat: Punch
Move: Hold Punch, then release (you can move around slowly)
Cost: 30
Inc: ???
Rate: *
I never found this useful since it requires you to almost stay still
AND is short ranged. You can't even attack mid-charge for less power;
You have to charge all the way, or it does nothing. Don't expect to
land a hit with this crap.
Aura Punch
Desc: Charges, then does a stationary long distance invisible punch that
makes the enemies KB to the foreground. The aim can be changed. +KB
Dmg: ^14
Stat: ---
Move: Hold Punch, then release (cannot move around)
Cost: 40
Inc: ---
Rate: *
This looks like a nice tech, but you must stay still for a while. And
like Charge Punch, you have to charge all the way, or it does nothing.
It is tough to use this practically.
Skull Chop (Noten Chop)
Desc: Does a mid-air chop. It stops from going higher in the air.
Dmg: 15(+15)
Stat: Punch
Move: (A) Punch
Cost: 10
Inc: 120, 116, 108, 104, 96,...
Rate: **** (+ crouching tech or grab tech, then add *)
It beats a jump punch, and if both hands hit, you hit twice. The real
use of this is that you can do fast follow up attacks - use this as
soon as you jump, then follow up with a powerful 1-hit tech (especially
useful with crouching techs or grab techs).
Double Chop
Desc: Does a mid-air chop. User does an aerial swim motion. +KA
Dmg: 16
Stat: Punch
Move: (A) Punch
Cost: 10
Inc: ???
Rate: *
This is a very inaccurate aerial tech. Rarely hits anyone on the
ground. Maybe it's useful against air enemies, but the AI almost never
jumps. Even 10 points is too expensive.
Head-Butt
Desc: Does a head-butt. +KA
Dmg: 20
Stat: Punch + Endurance
Move: D-Pad + Punch
Cost: 60
Inc: 240, 232, 216, 208,...
Rate: ***
Compared to Mach techs, this tech is weaker and has a slight delayed
start. However, it has better range, width, and is a one-hit attack.
Strangely, this is the only tech which Endurance affects the power.
Human Bomb (Human Torpedo)
Desc: The thrown enemy continuously head-drills in the thrown direction. +KB
Dmg: ^0
Stat: ---
Move: Throw fallen enemy
Cost: 70
Inc: ---
Rate: **
This is only useful if you're intending on throwing someone into the
pit during the Tournament Fights. Otherwise, this is horrible, as it
does not do any damage to the victim. If you intend on using the pit,
then this can be quite useful, although regular throw works quite well,
since the arenas are quite small.
Hurricane
Desc: Does a forward screw attack. +KA
Dmg: 11
Stat: Weapon
Move: (1-Hand weapon)(R) Punch
Cost: 10
Inc: ???
Rate: **
This is a bit weaker than normal running weapon attacks, but it has a
lot more speed, range, and width. Unfortunately, having the necessary
weapon when you need it is always tough.
Staff Special
Desc: After the initial swing, he does horizontal spins with the staff. You
can move around during the spins. +KA
Dmg: 26
Stat: Punch + Weapon
Move: (1-Hand Staff weapon) Punch, down, down
Cost: 40
Inc: ???
Rate: *
This looks cool, but it's crap for 2 reasons: First, the weapons are
limited to staff weapons (Magic Wand, Sake Bottle, Metal Bat, etc).
That's so few. Second, the "special" portion of the attack (aka spin)
won't even come out until you do the initial attack. By that time, you
already got your ass kicked (or dropped the weapon by getting hit).
H. Dragon (Dragon Heaven Punch) (Hyper Uppercut)
Desc: Does rising uppercuts, up to 3 times. +KA
Dmg: 18
Stat: Punch
Move: (C) Punch x3
Cost: 80
Inc: 120, 116, 108, 104, 96,...
Rate: *** (+ Skull Chop, then add *)
Decent crouching tech, but 80 is quite costly. Although it can attack
3 times, each of them is short ranged, and therefore cannot combo. It
is hard for enemies to counter this, though.
DT Storm Kick (Dragon Cyclone Kick)
Desc: Does an aerial stationary spinning kick. +KA
Dmg: 35
Stat: Kick + Flex
Move: (A) Kick
Cost: 90
Inc: 248, 240, 232, 224,...
Rate: *****
This comes out quick, and it can hit everyone around you. It can still
miss though (rarely). Also, Flex stat is totally useless in fighting
events, so for a custum character, you waste some points unnecessarly.
But it is easy to execute, is very wide, is ridiculously powerful, and
has very little recoil (you can also follow up with crouching techs).
Despite its high price, it is worth every point.
D. Bomb Kick (Dragon Exploding Kick) (Hyper Knee)
Desc: Does leaping knee attacks, up to 3 times. +KA
Dmg: 18
Stat: Kick
Move: (C) Kick x3
Cost: 99
Inc: 120, 116, 108, 104, 96,...
Rate: **** (+ DT Storm Kick or Whirlwind Kick, then add *)
This tech is probably the best crouching tech in the game, since it is
quick, long range, and can combo into itself. However, it is the most
expensive tech in the game. Is it worth it? I'd say so.
Jump Elbow
Desc: Comes down fast with the elbow. +KA
Dmg: 11
Stat: Punch
Move: (A) Punch
Cost: 20
Inc: ???
Rate: *
It comes down fast, so you can throw off the timings of enemies trying
to counter your landing, but I'd say 20 points is too expensive for
this. Too bad you can't use this to start crouching techs.
Spin Attack
Desc: Does a forward screw attack. There is a slight delay. +KA
Dmg: 16
Stat: Speed
Move: (C) Punch
Cost: 30
Inc: 120, 116, 108, 104, 96,...
Rate: *** (+ Skull Chop, then add *)
The cheapest crouching tech. The reason? It has a start-up delay and
a small recoil. Good range and width though. This skill is based only
on Speed stat.
Explo. Kick (Exploding Kick)
Desc: Does a forward leaping knee attack. +KD
Dmg: 18
Stat: Kick
Move: (C) Kick
Cost: 40
Inc: 120, 116, 108, 104, 96,...
Rate: **
For some reason, this doesn't KA or KB. This is faster and has better
recoil time than Spin Attack. However, this has a very short range.
G. Punch (Gorgeous Punch)
Desc: [G] Throws the enemy straight up, then does a straight punch that makes
the victim and anyone else in front KB.
Dmg: 12+^14 (26)
Stat: Punch (Collateral is affected by Throw)
Move: D-Pad + Punch [G]
Cost: 30
Inc: Punch: 122, 112, 101, 90,...
Colla: 124, 120, 116, 112, 108, 104, 100, 96,...
Rate: *** (+ Skull Chop, then add *)
While this is the cheapest grab tech, I'd say this is the most useful
one since it causes a collateral damage. It also does a good damage.
Also, grab techs are great when combined with normal standing combos.
Ultimate Drop
Desc: [G] Does a jumping backbreaker, then tosses the victim forward.
Dmg: 32+12 (44)
Stat: Punch + Kick
Move: D-Pad + Punch [G]
Cost: 60
Inc: 1st: 248, 240, 232, 224,...
2nd: 244, 224, 204,...
Rate: ** (+ Skull Chop, then add *)
This is the strongest grab tech (x2 others). But unlike other throws,
it uses both Punch AND Kick for its power, so for a custum character,
you waste some points unnecessarly. Like most throws, you become
vulnerable after the throw motion.
Fireball Spike
Desc: [G] Throws the enemy straight up, then does a volleyball spike.
Dmg: 16
Stat: Punch + Flex
Move: D-Pad + Punch [G]
Cost: 40
Inc: ???
Rate: *
The weakest grab tech. I am sure it was supposed to have another part
of damage, but due to a bug, it got ignored. Looks cool, but it sucks.
Mr. Bear (Kuma-san)
Desc: The thrown weapon changes to look like a bear. Nothing more.
Dmg: Same
Stat: Throw
Move: (W) Throw the weapon.
Cost: 50
Inc: 124, 120, 116, 112, 108, 104, 100, 96,...
Rate: *
Absolutely uselsss. Either that, or I don't know the real effect.
Bmrng. Shot (Boomerang)
Desc: The thrown weapon comes back to you, unless it hits a wall. You can
catch the returning weapon if you are standing still, walking, or
running. The thrown weapon can pierce the enemies, but it has a
limited range.
Dmg: Same
Stat: Throw
Move: (W) Throw the weapon.
Cost: 50
Inc: 124, 120, 116, 112, 108, 104, 100, 96,...
Rate: **** (If Weapon types, then add *)
Very good, especially for Weapon types or you are using 2-hand weapons.
Just make sure you are not near the wall. And enemies can hit it back.
Warp Shot
Desc: The thrown weapon instantly teleports to the closest enemy.
Dmg: Same
Stat: Throw
Move: (W) Throw the weapon.
Cost: 60
Inc: 124, 120, 116, 112, 108, 104, 100, 96,...
Rate: *** (If Weapon types, then add **)
One of the best moves in the game for Weapon type. Just make sure
there are weapons to pick up.
Zig Zag Shot (Kakkun Shot)
Desc: The thrown weapon rises, then falls on top of the closest enemy.
Dmg: Same
Stat: Throw
Move: (W) Throw the weapon.
Cost: 30
Inc: 124, 120, 116, 112, 108, 104, 100, 96,...
Rate: ** (If Weapon types, then add *)
Not bad for its price. It can hit while going up too. Sadly,
retrieving it is a bit tough.
Pizza Shot
Desc: The thrown weapon changes to look like a pizza. Nothing more.
Dmg: Same
Stat: Throw
Move: (W) Throw the weapon.
Cost: 70
Inc: 124, 120, 116, 112, 108, 104, 100, 96,...
Rate: *
Absolutely uselsss. Either that, or I don't know the real effect.
Slap Special (Harite Special)
Desc: Does a spinning slap attack that hits anyone nearby. +KA
Dmg: 19
Stat: Punch
Move: (R) Punch
Cost: 50
Inc: 120, 116, 108, 104, 96,...
Rate: *****
This is a very nice tech. Quick, powerful, fast, short recoil, and it
hits everything nearby. It can also hit twice, although rarely. You
can even combo into another slap with a good timing.
SD Special (Seoi Special)
Desc: [G] Spins the enemy, then throws the enemy very high and very far.
Dmg: 18
Stat: Punch
Move: D-Pad + Punch [G]
Cost: 60
Inc: ???
Rate: *
This has the longest throw range among the grab techs. But it is
weaker than G. Punch and is twice the cost.
Accel. Drop (Speed Fall)
Desc: Does a jumping power bomb, and the enemy gets launched into the
background. Either that, or the down motion makes it that way.
Dmg: 8
Stat: Flex
Move: Hold the fallen enemy, jump, then press down, down.
Cost: 10
Inc: ???
Rate: *
This looks cool, but it is pretty useless as it does less damage than
the normal throw, and you can't throw enemies into the pit. You can
however follow it up with an attack if you can figure out where the
target will land. Unlikely.
Whirlwind Kick
Desc: Does an aerial stationary spinning kick. This does not KD.
Dmg: 16
Stat: Kick + Flex
Move: (A) Kick
Cost: 50
Inc: 240, 232, 216, 208,...
Rate: ** (+ crouching tech or grab tech, then add *)
Looks the same as DT Storm Kick, but it is not as good since it is much
weaker and can't KD. It also seems less accurate. But you can still
follow up, especially with crouching techs or grab techs.
S. Brat Punch (Spoiled Brat Punch)
Desc: Charges in while swinging the arms. Direction can be changed. +KA
Dmg: 14
Stat: Punch + Speed
Move: (R) Punch
Cost: 40
Inc: ???
Rate: **
It has a delayed start and end, so be careful when using it. Not as
powerful as Slap Special either.
WM Gun (Wave Cannon)
Desc: Shoots a projectile from the fist. Can be repeatedly fired if Punch is
pressed again, and the aim can be changed. It also makes the enemies
KB to the foreground. +KB
Dmg: ^39
Stat: ---
Move: (while standing still) Punch
Cost: 90
Inc: ---
Rate: *****
The most spam-ish tech in the game. The power, the speed, the range.
You kill everything so quickly, it is overwhelming. This can be jumped
over, though. This cannot open treasure chests nor can it net you
points in Treasure Scramble. Of course, it doesn't really matter since
all your enemies will die very quickly. Rock on.
Built-Up Kick (Tame Kick)
Desc: Does a powerful kick after a charge. +KA
Dmg: 63
Stat: Kick
Move: Hold Kick, then release (you can move around slowly)
Cost: 30
Inc: ???
Rate: *
I never found this useful since it requires you to almost stay still
AND is short ranged. You can't even attack mid-charge for less power;
You have to charge all the way, or it does nothing. Don't expect to
land a hit with this crap.
Suicide Bomb (Self Torpedo)
Desc: Does a continuous head-drill until Jump is pressed. +KB
Dmg: 19
Stat: Punch + Speed
Move: (A) Punch
Cost: 70
Inc: 240, 232, 216, 208,...
Rate: *****
You can actually use this move when you have a Battle Ring during the
fight events of the game. It has a delayed start, but it is great for
both offense (attack speed) and defense (getting away). This is
one of the most spammable attack in the game, since the enemies will
not be able to touch you for the most part.
There are 3 maps: Easy, Normal, and Hard. Easy map is essentially tutorials.
You learn all the basics using Kunio. Absolutely do this if this is your first
time. You also earn some stat points for the Team Edit mode (see Team Edit
Mode section below).
In Normal and Hard maps, completing missions rewards you stat points, skills,
and/or appearance customization parts (face/hair). Each missions grades you on
your performance and gives you a rank (B or A rank). For some missions,
getting A rank is necessary to move on to the next missions.
Tips:
1. In the racing events, you can actually damage enemies by making them cross
the starting line. Just push them from the back to make them cross the
line. Do this repeatly (the furthest enemy may be hard, but if you use the
map effectively, you can still do them), and you can kill them all in the
first few screens, hence making the A rank easier. I call this technique
"starting-line-kill".
2. In the racing events, doing air attacks makes you go further in the air.
Use this to go faster in the rough terrains. However, know that doing so
reduces the height of the jump.
3. In the fighting events, know everything about the character you are using
(stats, skills, etc). Form a strategy before tackling the event. Also, if
there are pits, focus on throwing enemies in there.
4. In the Treasure Scramble, try using dash attacks to earn points. While
they may not do too much damage, they are generally fast and can earn you
points quickly (as well as take away opponents' points).
5. In the Tournament Fight, you may have to do the kill blow on everyone
(instead of CPU killing others) to get the A rank.
6. In all events, killing enemies can be done with a relative ease when you
throw enemies over and over to the bottom screen. I call this
"wall-throw-kill".
For the rewards, I will be listing the total rewards (so if you get B rank the
first time but eventually get A rank, the total rewards will be what I listed).
Mission 8:
Objective: Do the Flying Attack and Slide.
Character: Kunio
Reward: +5 points
Mission 9:
Objective: Climb the wall, Wall Punch, and Wall Kick.
Character: Kunio
Reward: +5 points
Tip: Climb all the way to the top of the wall for the first part.
Mission 10:
Objective: Swim on the water surface.
Character: Kunio
Reward: +10 points
Tip: Keep swimming from one end to the other to pass.
Mission 11:
Objective: Swim underwater and take a breath underwater.
Character: Kunio
Reward: +5 points
Mission 1:
Objective: Defeat all enemies.
Character: Ryuichi
Reward: +10 points; Part 02~06
Mission 2:
Objective: Defeat all enemies using the weapons.
Character: Tobiyama
Reward: +10 points; Part 37~42
Tip: Pick up the Tire and focus on using Mach Strike. That is the
best damaging skill for this mission.
Mission 3:
Objective: Defeat all enemies using the pits.
Character: Raphael
Reward: +10 points; Mach Punch; Head-butt
Mission 7:
Objective: Defeat all enemies (everyone has low HP).
Character: Takaoka
Reward: +10 points; Mach Strike; Double Chop
Mission 8:
Objective: Defeat all enemies in an underwater battle.
Character: Kazutaka
Reward: +5 points; Mach Kick; D.Bomb Kick
Mission 9:
Objective: Win the Obstacle Room while holding an item.
Character: No.RK300-5
Reward: +10 points; Aura Punch; Hurricane
Mission 10:
Objective: Defeat all enemies.
Character: Ryuji
Reward: +15 points; Part 19~24
Note: This is one of the rooms from the original Downtown Nekketsu
Koushinkyoku game.
Mission 12:
Objective: Defeat all enemies using Weapon Throws (enemies have low HP).
Character: Hailman
Reward: +10 points; Part 61~66
Mission 13:
Objective: Win the Treasure Scramble.
Character: Hiromi
Reward: +10 points; Mr.Bear; Bmrng. Shot
Tip: Focus on killing enemies rather than getting the treasures.
Due to the long time limit, you have enough time to kill them
all. Use the wall-throw-kill.
Mission 14:
Objective: Defeat all enemies using the weapons.
Character: Steve
Reward: +10 points; Part 25~30
Tip: Like before, use Mach Strike with the weapons.
Mission 15:
Objective: Defeat all enemies.
Character: Kunio
Reward: +15 points; Part 13~18
Note: Wow, talk about nostalgia. You fight the Double Dragon Bros
(and Kobayashi) in the room where Kunio fought them in the
original River City Ransom game, with the Double Dragons theme
music.
----------------
Hard Map:
----------------
Mission 1:
Objective: Defeat all enemies (only you have low HP).
Character: Godai
Reward: +5 points; Part 31~36
Mission 2:
Objective: Defeat all enemies using the weapons.
Character: Kumada
Reward: +5 points; Part 49~54
Tip: This is a treasure hunt stage, but you only need to defeat all
of the enemies to clear the stage. You do not need to win in
points, so ignore the boxes. This is probably the toughest
mission, since Kumada sucks hard. Amongst all his attacks,
only his Weapon Throw stat is good. His Punch and Kick stats
suck, and his Weapon stat is only average. And above all, his
special skill, Human Torpedo, which doesn't even do any damage,
prevents you from using wall-throw-kill. Forget the treasures
and try to kill the enemies. Try throwing the tire to damage
the enemies. When you are unarmed, use kicks, since that does
more damage (even though it still sucks).
Mission 3:
Objective: Win the Obstacle Room while holding an item.
Character: Wasio
Reward: +5 points; Accel. Drop; Whirlwind Kick
Tip: Use the starting-line-kill.
Mission 4:
Objective: Defeat all enemies in the Cross Country event.
Character: Johnny
Reward: +5 points; Human Bomb; S. Brat Punch
Tip: Use the starting-line-kill.
Mission 5:
Objective: Defeat all enemies.
Character: Kunio
Reward: +5 points; G. Punch; Fireball Spike
Mission 6:
Objective: Win the Obstacle Room.
Character: Yuka
Reward: +10 points; Part 55~60
Tip: Use the starting-line-kill.
Mission 7:
Objective: Defeat all enemies in the Cross Country event.
Character: Toraji
Reward: +5 points; DT Storm Kick; Explo. Kick
Tip: Use the starting-line-kill. This is actually quite tough,
since each rooms do not give you much time. And if you go over
the time limit even once, you fail the mission.
Mission 8:
Objective: Win the Treasure Scramble.
Character: Hayami
Reward: +5 points; Part 43~48
Tip: Hayami's Hurricane isn't so bad. Use it. Interestingly, if
you kill everyone, you lose.
Mission 9:
Objective: Defeat all enemies (only you have low HP).
Character: Shibata
Reward: +5 points; Zig Zag Shot; Slap Special
Mission 10:</pre><pre id="faqspan-2">
Objective: Win the Obstacle Room (only you have low HP).
Character: Mochizuki; Part 67~72
Reward: +10 points
Tip: It seems you need to kill everyone for Rank A.
Mission 11:
Objective: Defeat all enemies using Weapon Throws (everyone has low HP).
Character: Lao Chen
Reward: +5 points; Pizza Shot; Mach Chop
Mission 12:
Objective: Defeat all enemies (only you have low HP).
Character: Kunio
Reward: +5 points; Warp Shot; SD Special
Mission 13:
Objective: Defeat all enemies.
Character: Kobayashi
Reward: +5 points; Staff Special; Ultimate Drop
Mission 14:
Objective: Win the Obstacle Room.
Character: Ichijou
Reward: +5 points; H.Dragon; Suicide Bomb
Tip: Use the starting-line-kill.
Mission 15:
Objective: Defeat all enemies.
Character: Kunio
Reward: +10 points; WM Gun; Part 73~78
You start with 250 points, and when you beat all missions, you should have 585
points. But if you get A rank on all missions, you receive 999 points.
Here, you get to practice with any teams you unlocked (well, you can also play
multi player battles, but I am guessing most of you lack the means to do so).
Pick the teams (1P for yourself, and 2~4P for CPU), pick the course (Town or
Island), pick the course length (longer means more rooms for the running
events), pick the order and number of each events, then pick the member to play
the event. You do not get rewards or anything, but it is fun to practice,
especially with your own team (see Team Edit Mode). Once you unlocked
everything, you will most likely find yourself playing only this mode.
===============================================================================
8. TEAM EDIT MODE [EDI]
===============================================================================
Using the points from the Challenge Mode, you can customize parts (appearance),
edit stats, and give special moves to a character. You can create your own
team with six characters.
The good news is each characters can use all of the points you've collected in
the Challenge Mode. Meaning, if you have 450 points, each of your characters
will have 450 points to distribute among their stats and skills.
The bad news is that the game has a balancing mechanism (aka Type) to punish
you (or rather, make you miss the bonus) for creating "ultimate" characters
with high stats in everything.
Here's the breakdown of the stats (higher means better):
Stamina: Max Health. If your health becomes 0, you die.
Punch: Ability to do damage with Punches.
Inc: See [SKI] section.
Kick: Ability to do damage with Kicks.
Inc: See [SKI] section.
Speed: Walking/running speed.
Inc: 127, 126, 124, 123, 122, 120,...
Flex: Jump height.
Inc: Not sure, but probably the same as Speed
Endurance: Ability to reduce damage.
Inc: 120, 112, 104, 96, 88,...
Weapon: Ability to do damage with Weapons.
Inc: See [SKI] section.
Throw: Ability to do damage with Weapon Throws.
Inc: 124, 120, 116, 112, 108, 104, 100, 96,...
Power stats are the combination of Punch and Kick stats.
Speed stats are the combination of Speed and Flex (Jump) stats.
Stamina stats are the combination of Stamina and Endurance stats.
Weapon stats are the combination of Weapon and Throw stats.
Points used for techs do not count in determining the Type.
The "Type" of character is determined by the Tier, which is determined by the
total points of dominant stats (including the mandatory 1 Stamina point).
Ex: You have 100 points in Punch and 85 points in Kick (aka 185 Power stat
points). At the same time, you have 93 points in both Stamina and
Endurance (aka 186 Stamina stat points). You will get Stamina Type,
because Stamina stats are in Tier 2, whereas Power stats are in Tier 3.
There are five types: Power, Speed, Stamina, Weapon, and Balanced.
You get Power Type if your Power stats have a better tier than other stats.
This type can KA his opponents with the unarmed standing 3-hit combo during the
battle events. You do NOT get extra boost in damage.
You get Speed Type if your Speed stats have a better tier than other stats.
This type gets extra boost in both Speed and Flex than the stats listed in all
events. You also recover faster from sudden stops.
You get Stamina Type if your Stamina stats have a better tier than other stats.
This type breathes under water longer, recovers from a down faster, and takes
less damage from everything, including the fixed damage from spikes and pits.
You get Weapon Type if your Weapon stats have a better tier than other stats.
This type can KA his opponents with the armed standing 3-hit combo and weapon
throws in all events. You do NOT get extra boost in damage.
You get Balance Type if 3 or more types are in the same top tier. This type
gets no extra bonus.
You can have up to two different types of stats (ex: Power and Speed stats)
higher than others, and still avoid getting Balance Type characters. If your
top 2 types of stats are in the same tier, the priority of type decides which
type you are. The order of priorities are: Power, Speed, Stamina, and Weapon.
Ex: You have 100 points in Punch and 86 points in Kick (aka 186 Power stat
points). At the same time, you have 120 points in both Stamina and
Endurance (aka 240 Stamina stat points). Now, you may have more Stamina
stat points, but both Power stats and Stamina stats are in Tier 2, hence a
tie. Therefore, you will get Power Type, since Power Type has the priority
over Stamina Type.
As for the character Rank (based on total points used), here's the breakdown:
However, points used for Stamina is x2, so if 113 points are used for Stamina
(counting the mandatory 1 Stamina point), it counts as 226 points used in the
Rank. So, what is the rank for? Absolutely nothing whatsoever, except for
personal challenge (like I did with my own C-Rank team). Yay.
------------------------
Tips / Opinion
------------------------
Genrally, you want to avoid getting Balance type. Yes, having high numbers in
every stat looks cool on paper, but not only will you not be using some of
those stats (ex: if you don't attack enemies with close range weapon, then you
do not need Weapon stat), you will not be getting that extra bonus that all
other types get. Besides, there is not enough points to maximize all stats.
You obviously want to avoid Balance type, but you may also want to avoid Power
type, since it pretty much does not give anything extra. In fact, you want to
be able to grab and throw enemies immediately after the standing combo KD, but
for Power type, KD turns into KA, which disables you from doing that. Also,
you want to build on either Punch OR Kick, not both, since they do the exact
same thing, except using different button. Same for the skill distribution.
Build attacks on either Punch or Kick, not both.
You should also avoid Weapon types, because the only useful bonus is that the
one-hand weapon throws do KA instead of simple stuns (the KA from the standing
weapon combo is useless). This can be useful in battle parts of the tournament
with the right skills (long range and allows easy retrieval), but there are 3
general problems:
1. Weapons are difficult to pick up due to bad camera angle and are extremely
easy to lose (being hit, even if you block, makes you lose the weapon).
2. Since I don't use Weapon stat (Only Throw stat is useful), any points used
on them are wasted. However, in order to get the Weapon Type, I probably
need a lot on Weapon stat.
3. Throws with 2-hand Weapon do exact same thing as Weapon Type throws, so the
overlapping possibility makes it waste its potential.
In the racing events, ability to jump over tall obstacles is critical. There
are many different heights, but I'm going to categorize into three - Min, Mid,
and Max. Min is what you need to jump over the most common shortcuts. Mid is
the low level of the Island Stage Country 11. Max is the first waterfall in
Island Cross Country 6. You don't need anything beyond Max, unless you are
doing it to increase the power of the techs.
Speed Others
Min 38 93
Mid 74 x
Max 99 x
Smart distribution of points determines how useful a character is. Depending
on the distribution, a C-rank character may have the advantage over a S-rank
character.
My favorite type is Speed type for the racing events, and Stamina type for the
battle events.
S-rank team is way too easy to make, so I will skip that. Remember I said that
a well-distributed C-rank character can beat an S-rank character? Well, here
is my team of C-rankers that can do just that (well, there are no S-rank teams
in the game, but there are few S-rank characters).
--------------
Shohoku
--------------
For those of you who read Slam Dunk manga, you know who these guys are.
Obviously, Miyagi and Mitsui are for the racing events. Kogure can be used for
the racing events, but given his low Stamina and Endurance, that would be a bad
idea. He is best suited for the Treasure Hunt event. Having said that, he is
a reserve who can be used in all events (jack of all events, master of none).
Actually, even C-rank characters with any ability is too strong, so let's make
few more rules:
1. All characters must have one ability - no more, no less.
2. No character-unique abilities. That means, none of the following:
Bomb Punch, Head-Butt, H. Dragon, DT Storm Kick, D. Bomb Kick, Bmrng. Shot,
Pizza Shot, Accel. Drop, Whirlwind Kick, S. Brat Punch, and WM Gun.
3. No weapon-unique abilities. That means no Bmrng. Shot and no Suicide Bomb.
===============================================================================
9. FINAL NOTES / CREDITS / LEGAL INFO [FIN]
===============================================================================
This game may not quite be one of the best games in NDS, but it is definitely
one of the underrated hidden gems in NDS. I enjoyed this game greatly, and I
hope you do too. If I could play this game online with other 3 players, this
would be quite fun. Sadly, I found about this game far too late.
There were so many elements that could have made the game so much better. For
one, the game could have included few things that made the original game funny,
like:
1. Being able to attack backwards with elbows in the racing events.
2. Getting hit on the back while running would make the victim move forward
slowly while drooling with a dazed face.
3. Having the ability to run on the rolling tires.
4. In the underwater parts, struggling to breathe makes them REALLY struggle.
Some new elements of the game could have used improvements, such as...
1. More weapons with different effects.
2. Better techniques -- too many useless skills.
3. Better stages in Tournament Fight events -- bigger stages, smaller pits,
water/ice/spike areas, etc.
I also wish I could choose the stage to have a Tournament Fight, at least in
Free Mode, kind of like how Mission Mode did. As mentioned above, the regular
arena stages have large pits, and those make the fights way too easy. Hell,
I can beat all enemies with ease, even with no attack power of any kind nor
skills by just doing regular attacks (no damage) and throwing the enemies into
the pit.
I would like to thank various people for contributing to this guide:
- A7thSteve - His guide got me interested in this game.
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.