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Copyright 2oo9 `shouji´
The following FAQ you are looking The most updated issue of the FAQ
through was made by me, `shouji´. will be given to www.gamefaqs.com
<
[email protected] > D primarily. Unless denoted, if any
Made for the use of only personal I other location has it, then nine-
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correctness and accuracy of any & A may be altered to fit any certain
all material listed with this FAQ I guidelines, but this disclaimer &
isn`t 100% guaranteed. Any errors M copyright info must remain in its
or omissions that inflict damages E original form and state. If there
or problems towards anything will R is any problem by now with any of
NOT be the author`s fault. That`s the preceding info, then maybe it
just how it works out. Comprende? would be best to try another FAQ.
For no reason should this FAQ be used for profitable and/or promotional
purposes (ie - published in guides, magazines, hint books, etc). Nor is
this document to be given away along with any purchases as a gift/extra
or the like. It isn`t my forte to write all this up to get others rich.
Anyone who has enough interest in this FAQ and would like to include it
on their site, please ask me first in a letter describing your page (do
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me. I`m normally pretty lenient about it if you take that approach. All
copyrights and trademarks associated with this FAQ are acknowledged. Do
give credit where it`s due as well. I`d hate to damn your soul to hell.
Plagiarism sucks. `shouji´ has written, so it shall be spoken. =)
`Asuka 120% Burning Festival Excellent´ and its characters are copyright 1997
Family Soft Co., Ltd.
All rights reserved.
This FAQ is available at the following places :
--------------------------- Asuka 120% Burning Festival Excellent // MaxFAQ -
- GameFAQs gamefaqs.com/
A note to other sites: DO NOT rip off this document from GameFAQs.com (or
any of the other listed sites) and just place it on your website. It is a
real pain in the ass to find all my hard work at other locations I KNOW I
didn`t send it to. With that said, I would like to take a moment to bitch
"Just the FAQs" <faqs.simplenet.com> who have stolen my `Groove On Fight´
and `Bulleta´ FAQs in the past. If anyone`s that eager to incorporate any
of my FAQs to their site, then take a moment to write me a damn letter to
ask me for them. Those that find that difficult to do, make your own FAQ.
.. I`m through ranting now. Have a nice day. ^_^
===========================================
TABLE OF CONTENTS | --------- ( Asuka 120% Excellent )
===========================================
+ Festival 1 -- STORY
+ Festival 2 -- FAQ NOTATION
.01 - controller notation
.02 - button notation
.03 - abbreviations + command notation
.04 - arts info chart
+ Festival 3 -- GAME MODES EXPLANATION
.01 - story mode
.02 - vs mode
.03 - ranking mode
.04 - config
+ Festival 4 -- BASIC COMMANDS
+ Festival 5 -- MEGA FIGHT PARTICIPANTS
.01 - Asuka Honda
.02 - Cathy Wild
.03 - Karina Toyota
.04 - Kiyoko Mitarai
.05 - Kumi Ookubo
.06 - Megumi Suzuki
.07 - Nana Owada
.08 - Ryuuko Yamazaki
.09 - Shinobu Kawasaki
.10 - Tamaki Shindou
.11 - Torami Houjyou
+ Festival 6 -- SYSTEM DISSECTION
.01 - movement: walking / dashing / jumping
.02 - attacking
.03 - guarding / evasion
.04 - counters
.05 - deflections
.06 - throwing
.07 - life gauge
.08 - burning gauge
.09 - quick recovery
.10 - combos / chains
+ Festival 7 -- MISCELLANEOUS INFO
.01 - special thanks
.02 - secrets / codes
.03 - translations
.04 - seiyuu informaton
.05 - revision hitory
.06 - final note
===========================================
Festival 1 : STORY | --------- ( Asuka 120% Excellent )
===========================================
To be added.
===========================================
Festival 2 : FAQ NOTATION | --------- ( Asuka 120% Excellent )
===========================================
--------------------------------------------------------------------- ( 2.01 )
>> CONTROLLER NOTATION
-------------------------------------------------------------------------------
ub u uf Jump Up-Back Jump Up Jump Up-Forward
\ | /
b -- N -- f Retreat / Guard Neutral Advance
/ | \
db d df Crouch / Low Guard Crouch Offensive Crouch
- Reverse forward and back if you`re on the right side of screen.
- Directions that are capitalized indicate to hold that specific position.
--------------------------------------------------------------------- ( 2.02 )
>> BUTTON NOTATION
-------------------------------------------------------------------------------
L2 R2 n/a Evade
L1 R1 n/a Dash / Quick Command
Triangle f + X
Square Circle X + O Strong Attack
X Weak Attack
- "X + O" is the Weak and Strong Attack buttons pressed together. Uses 9-10%
Burning Gauge energy. This type of attack can still be performed even if you
have no Burning Gauge energy.
- Pressing R1 by itself will cause the character to dash. Alternatively,
pressing or holding forward, back, and/or down + R1 will make the character
perform one of their special moves. (In cases where a special move is done
with either the X or O button, the R1-version will copy the O-version.)
--------------------------------------------------------------------- ( 2.03 )
>> ABBREVIATIONS + COMMAND NOTATION
-------------------------------------------------------------------------------
X / O - Press the Weak Attack (X) / Strong Attack (O) button.
XO - Press the Square / X + O buttons simultaneously.
+ - Stands for "and".
/ - Stands for "or".
Dir. - Any of the eight directions can be used: u (up), d (down), b
(back), f (forward), ub (up-back), uf (up-forward), db (down-
back) or df (down-forward). (If there are any direction
exceptions, they are noted afterward.)
qcf / qcb - Motion (d,df,f) or (d,db,b) on the joystick.
.. rapidly - Repeat the listed command(s) in a swift succession. ("Press
Punch rapidly" means to swiftly hit any Punch button over and
over.)
(near) - Perform the following command(s) when player is near the
opponent.
(air,near) - Perform the following command(s) when player is near the
opponent while both are in the air.
x~x - Anything within that range of directions/buttons will work.
.. - Used after attack commands to indicate that another attack
can be used as a follow-up. All continuing attacks will be
listed immediately underneath in a tree-like method:
Attack 1 Command ..
- Attack 2a .. Command after Attack 1 ..
- Attack 3 .. Command after Attack 2a
- Attack 2b .. Command after Attack 1
(movename) - A special move that has no specific name, but is noted in the
character`s movelist for having unique principles or command
to execute it. Although sometimes this notation means that I
don`t know the official name for the move yet.
(otg) - Stands for "off the ground". The fighter can pop up the
opponent with an attack after a knockdown.
(?) - Indicates information that I am not 100% sure on at the
moment. Most times this shows up for translations or moves I
haven`t gathered the full properties of yet.
--------------------------------------------------------------------- ( 2.04 )
>> ARTS INFO CHART
-------------------------------------------------------------------------------
Each of the character`s basic arts (ie - regular attacks) and command arts are
listed within a structure like the one below:
Crouching X +3-4% C 1 OTG
f + O +15-16% S A 2
f,f + X +15-16% SCA 2 KD,[#1]
\ / | | |
a b c d e
a - Attack Command
The position of the character, or the command input for the attack.
b - Burning Gauge % Gain
The amount of Burning Gauge energy that is gained if the attack hits with
its full number of hits.
c - Guard Levels
The positions in which the attack can be guarded (S = Standing, C =
Crouching, A = Aerial). For example with the "f + O" attack, it can only
be guarded by standing or in the air, not crouching.
d - Hit Counter
The number of hits the attack will do in full.
e - Properties / Notes
Notable additions and details about the attack listed in shorthand:
T (throw) - attack is a/has properties of a throw technique.
P (projectile) - attack is a projectile.
KD (knockdown) - attack knocks opponent to the ground.
OTG (off the ground) - attack can be used as an "off the ground" and pop
opponent back into the air after a knockdown.
FS (flying screen) - attack sends opponent across the screen to slam
against the wall or ground for additional damage.
(noted if the opponent has afterimages)
[#] (note number) - extra notes corresponding to the numbers listed
below the attack listings.
===========================================
Festival 3 : GAME MODES EXPLANATION | --------- ( Asuka 120% Excellent )
===========================================
--------------------------------------------------------------------- ( 3.01 )
>> STORY MODE
-------------------------------------------------------------------------------
To be added.
--------------------------------------------------------------------- ( 3.02 )
>> VS MODE
-------------------------------------------------------------------------------
Vs Mode contains three playing modes, and a Result menu.
- 1P Vs COM
Select one of the eleven characters, then select a character that the CPU
will control to fight in a match. The stage is determined on which character
was selected first.
- 1P Vs 2P
Each player select one of the eleven characters to fight in a match. The
stage is determined on which character was selected first.
- Watch Mode
Select two of the eleven characters who will both be CPU controlled,
allowing you to only watch the fight. The stage is determined on which
character was selected first.
- Result
Stores a list of the character`s wins and losses, as well as their total
games played, largest RUSH combo, and highest Ranking Mode score. The list
only counts toward wins/losses done in "1P Vs 2P," and each character must
have fought a minimum of five times before wins/losses are stored.
--------------------------------------------------------------------- ( 3.03 )
>> RANKING MODE
-------------------------------------------------------------------------------
Ranking Mode doubles as a survival mode. Select one of the eleven characters
to fight your way through all eleven characters. The first ten are randomly
selected, but the 11th opponent will be a copy of whichever ever character you
chose. Each fight is only one round. Every time you win, your character gains
1/3 health added to however much health they have remaining.
Ranking Mode keeps score depending on the amount of damage you do. Combos also
award bonus points based on the amount of hits. The higher the combo, the more
points you gain to your ranking score.
Losing against an opponent will end Ranking Mode. The score made for that
character will be saved.
--------------------------------------------------------------------- ( 3.04 )
>> CONFIG
-------------------------------------------------------------------------------
The Config screen allows you to change the settings of the game. The modes are
as follows (listed from top to bottom):
- CPU Level
Select the difficulty of the CPU opponents from 1-3: 1 being the easiest, 3
being the hardest. 1 is default.
(Effects: Story Mode, Vs. Mode, Ranking Mode)
- Time
Select the amount of time for each round in seconds: 30, 60, 80, or
Infinite. 80 is default.
(Effects: Story Mode, Vs. Mode)
- Game Speed
Select the speed that the gameplay flows from 1-5: 1 being the slowest, 5
being the fastest. 2 is default.
(Effects: Story Mode, Vs. Mode)
- Win Count
Select the number of rounds needed to win the match: 1 or 2. 2 is default.
(Effects: Story Mode, Vs. Mode)
- Sound
Select the quality of sound for the game: Stereo or Mono. Stereo is default.
- Load
Load game settings and rankings from the Playstation memory card.
- Save
Save game settings and rankings to the Playstation memory card.
===========================================
Festival 4 : BASIC COMMANDS | --------- ( Asuka 120% Excellent )
===========================================
The following list are moves that most characters overall possess:
Standing Guard Hold b when attacked
Crouching Guard Hold db when attacked
Kuuchuu Guard (air defense) In air, hold ub~db when attacked
Dash Press f,f / Press R1
Dash Cancel Press b while dashing
Dash Jump Press uf while dashing
Backstep Press b,b / b + R2
2 Dan Jump (double jump) Press ub~uf, then press ub~uf in air
Nage (throw) When close, b / f + O
Kuuchuu Nage (air throw) When close in air, dir. (not u) + O
Throw Escape When thrown, b / f + O
Ground Recovery Normally stand after knockdown
Quick Ground Recovery Press u,u after bounce from hitting ground
Quick Aerial Recovery Press f,f after being hit into the air
Attack Counter Guard, press X + O / Press Square
Special Attack Counter Guard, b / f / d / u + R1
Dash Counter Guard, press f,f / Press R1
Backdash Counter Guard, press b,b / b + R2
Jump Counter Guard, press u,u
Evasion Counter Guard, b + X / b + Triangle
Advancing Evasion Counter Guard, b + O
Dizzy Hit opponent repeatedly
Dizzy Recovery Tap buttons and motion joystick when dizzy
===========================================
Festival 5 : MEGA FIGHT PARTICIPANTS | --------- ( Asuka 120% Excellent )
===========================================
The following section is a listing of all characters in alphabetical order (by
first name) in addition to detailed information about each. Sections are
listed in the following order:
- Personal Information
Stats about the character; from name meanings, measurements, favorite
subjects, and their charm points.
- Basic Arts / Command Arts
A brief listing of all the character`s normal and command attacks.
- Certain Kill Arts / Final Arts
A brief listing of all the character`s special and Final attacks.
--------------------------------------------------------------------- ( 5.01 )
>> ASUKA HONDA Kagaku-bu Daihyou
-------------------------------------------------------------------------------
Chemistry club representative. To understand the chemistry club`s secret
techniques, she has to pass the chemistry club head Tetsuko Ougigaya`s personal
super intensive training. Now she is the dark horse of the tournament.
+-- [ PERSONAL INFORMATION ] -----------------------------------------------+
Name Meaning : ASUKA = "flying bird"
HONDA = "main rice field"
Class : 1st Year / Section C / Attendance #26
Birthday : April 15; Ohitsujiza (Aries)
Blood Type : A type
Height : 151 cm. (4`11")
Weight : 44 kg. (97 lbs.)
Measurements : B/78 W/52 H/81 cm. (31/2o/32 in.)
Likes : Yukimi-daifuku ("snow-viewing daifuku" is a brand of mochi
ice cream with a ball of vanilla ice cream wrapped in a thin
layer of mochi)
Dislikes : Iou to tamago (sulfur and eggs)
Loved Subject : Kagaku (chemistry)
Hated Subject : Kokugo, tokuni kobun (Japanese language, especially ancient
writings)
Love History : 3 years without a boyfriend
Charm Point : Moku (her eyes)
Future Dream : Kagakusha (become a chemist)
Favorite Words : "Senri no michi mo ippo kara."
("Rome wasn`t built in a day.")
(lit - "Even the longest road starts with one step.")
+-- [ BASIC ARTS ] ---------------------------------------------------------+
Standing X +3-4% SCA 1
Standing O +7-8% SCA 1
Standing XO / Crouching XO -- SCA 2 KD,[#1]
Crouching X +3-4% C 1 OTG
Crouching O +7-8% C 1 KD,OTG
Jumping X +3-4% S A 1
Jumping O +15-16% S A 2 [#2]
Jumping XO +7% S A 1 KD,FS,[#1,3]
1 Knockdown attack only if opponent`s in the air.
2 Able to hit two times, but normally only one hit will connect. Getting the
other hit usually involves hitting a jumping opponent.
3 Asuka actually gains Burning Gauge energy with this particular XO-attack if
it hits.
+-- [ COMMAND ARTS ] -------------------------------------------------------+
f + X +4-5% SCA 1
f + O +15-16% S A 2
df + X +4-5% C 1 OTG
f,f + X +15-16% SCA 2
f,f + O +7-8% SCA 1 KD,FS,[#1]
In air, f + O +15-16% S A 2 KD,[#2,3]
1 If guarded, will hit two times.
2 Knockdown attack only if opponent`s crouching.
3 Able to hit two times, but normally only one hit will connect. Getting the
other hit usually involves hitting a jumping opponent.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
(side throw) +0% b / f + O (near) 1
(air side throw) +0% Dir. (not u) + O (air,near) 2
Mach Jab +7-8% Press X / O rapidly 3
Chemical Impact +23-24% d,d + X / O (d + R1) 4
Enshin Hasai Ken +7-8% qcf + X / O (f + R1) 5
Phenomenon Crash +15-16% qcb + X / O (b + R1) 6
Kuuchuu Phenomenon Crash +15-16% In air, qcb + X / O 7
(In air, qcb + R1)
1 Unblockable. Knockdown attack. Can (otg) after.
1 Deals no damage; however, it tosses the opponent into the air where they
are unable to recover. The throw itself can be escaped.
2 Unblockable. Knockdown attack. Can (otg) after.
3 Holding any direction while pressing X / O rapidly will allow Asuka to
perform normal attacks rather than doing the Mach Jab.
3 Asuka`s Burning Gauge fills +7-8% for each punch.
4 Knockdown attack.
4 The ascension can be used as an (otg).
5 --
6 Knockdown attack. Can (otg) after.
6 X throws the beaker downward; O throws the beaker in an arc.
6 Can be used as an (otg).
6 The beaker itself doesn`t hit, only the explosions it causes upon hitting
the ground does damage.
7 Knockdown attack. Can (otg) after (if opponent`s in corner).
7 X throws the beaker downward 20-degrees; O throws the beaker 45-degrees.
7 Can be used as an (otg).
7 Unlike the gronud Phenomenon Crash, the beaker actually hits and explodes.
+-- [ FINAL ARTS ] ---------------------------------------------------------+
Enshin Ren Satsu Ken qcf + XO 1
Chou Phenomenon Crash qcb + XO 2
1 Knockdown attack.
1 Can`t be guarded while in the air.
2 Knockdown attack.
2 Can`t be guarded while in the air.
--------------------------------------------------------------------- ( 5.02 )
>> CATHY WILD PURORESU Doukoukai Daihyou
-------------------------------------------------------------------------------
Professional wrestling fanclub representative. A foreign exchange student
that comes from a sister school in Florida. Now in the role of a special guest,
she participates in the tournament.
+-- [ PERSONAL INFORMATION ] -----------------------------------------------+
Class : 3rd Year / Section C / Attendance #8
Birthday : February 2o; Uoza (Pisces)
Blood Type : O type
Height : 176 cm. (5`9")
Weight : 56 kg. (123 lbs.)
Measurements : B/89 W/6o H/87 cm. (35/24/34 in.)
Likes : Karaoke
Dislikes : Seiza (a Japanese style of sitting by kneeling with the tops
of the feet flat on the floor, and sitting on the soles)
Loved Subject : Kokugo (national/Japanese language)
Hated Subject : Rekishi (history)
Love History : Konyakusha ari (has a fianceè)
Charm Point : Her breasts
Future Dream : WWWA ouja (become ruler of the WWWA [World Wide Wrestling
Alliance])
Favorite Words : "Icchiba~n!"
("Number one!")
+-- [ BASIC ARTS ] ---------------------------------------------------------+
Standing X +4-5% SCA 1
Standing O +15-16% SCA 2
Standing XO / Crouching XO -- SCA 1 KD,FS,[#1]
Crouching X +3-4% C 1 OTG
Crouching O +7-8% C 1 KD,OTG
Jumping X +3-4% S A 1
Jumping O +15-16% S A 2 [#2]
Jumping XO -- S A 2 KD,FS,[#3]
1 If it hits an opponent on the ground, will send them across the screen. If
it hits an opponent in the air, will send them down to the ground.
2 Able to hit two times, but normally only one hit will connect. Getting the
other hit usually involves hitting a jumping opponent.
3 Knockdown attack only if opponent`s in the air.
+-- [ COMMAND ARTS ] -------------------------------------------------------+
f + X +9-10% SCA 2
f + O +7-8% S A 1 KD
df + X +4-5% C 1
f,f + X +15-16% SCA 2 KD,[#1]
f,f + O +20-21% SCA 2 T,KD,[#2]
In air, f + X +4-5% S A 1
1 Knockdown attack with second hit only.
2 Can catch opponent in the air.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
(cathy buchikamashi throw) +12-13% b / f + O (near) 1
(air cathy buchikamashi throw) +12-13% Dir. (not u) + O (air,near) 2
Cathy Lariat +23-24% d,d + X / O (d + R1) 3
Dash Knee +15-16% qcf + X / O (f + R1) 4
Shoulder Crash +12-13% qcb + X 5
Triple Headbutt +12-13% qcb + O, press X / O x2 (b + R1) 6
Northern Light Bomb +0% f,d,df + X / O (near) 7
1 Unblockable. Knockdown attack. Can (otg) after.
2 Unblockable. Knockdown attack. Can (otg) after.
3 Knockdown attack. Can (otg) after (if opponent`s in corner).
3 Sends opponent across screen.
4 X makes Cathy punch upward; O makes her punch downward. Regardless of the
button used, the attack is high.
5 Unblockable. Knockdown attack. Can (otg) after.
6 Unblockable.
6 The Triple Headbutt alone only hits once. Rapidly pressing the X / O button
will make Cathy perform two additional headbutts. Cathy`s Burning Gauge
fills +12-13% for each headbutt.
6 Stuns opponent for one second. Doing all three headbutts doesn`t make the
stun last longer.
7 Unblockable. Knockdown attack. Can (otg) after. Throws opponent on opposite
side they were on prior.
7 This move was originally called the "Florida Ocean Suplex," due to where
Cathy is from.
+-- [ FINAL ARTS ] ---------------------------------------------------------+
Itekomashi Special d,d + XO 1
1 Knockdown attack.
1 Sends opponent across screen.
1 Sometimes the final kick can miss. This usually happens if you catch the
opponent in the air, or after an (otg).
--------------------------------------------------------------------- ( 5.03 )
>> KARINA TOYOTA Seibutsu-bu Daihyou
-------------------------------------------------------------------------------
Living things club representative. Her rival Asuka is a childhood friend. Her
pet black-spotted pond frog`s name is Kero-pyon.
+-- [ PERSONAL INFORMATION ] -----------------------------------------------+
Name Meaning : KARINA = "passable jasmine what?"
TOYOTA = "bountiful rice field"
Class : 1st Year / Section B / Attendance #22
Birthday : May 9; Oushiza (Taurus)
Blood Type : B type
Height : 151 cm. (4`11")
Weight : 45 kg. (99 lbs.)
Measurements : B/79 W/53 H/81 cm. (31/21/32 in.)
Likes : Kaeru (frogs)
Dislikes : Hebi (snakes)
Loved Subject : Seibutsu (living things/biology)
Hated Subject : Kagaku (science)
Love History : 16 years without a boyfriend
Charm Point : Okurege (her straggling hair)
Future Dream : Seibutsugakusha ninaru koto (become a biologist)
Favorite Words : "Issun no mushi nimo gobu no tamashii."
("Tread on a worm and it will turn.")
(lit - "There are five parts of a soul in one insect.")
+-- [ BASIC ARTS ] ---------------------------------------------------------+
Standing X +3-4% C 1
Standing O +7-8% SCA 1
Standing XO / Crouching XO -- SCA 1 KD,FS,[#1]
Crouching X +3-4% C 1 OTG
Crouching O +7-8% C 1 KD,OTG
Jumping X +3-4% S A 1
Jumping O +7-8% S A 1
Jumping XO -- S A 1 KD,FS,[#2]
1 If it hits an opponent on the ground, will send them across the screen. If
it hits an opponent in the air, will send them down to the ground.
2 Knockdown attack only if opponent`s in the air.
+-- [ COMMAND ARTS ] -------------------------------------------------------+
f + X +4-5% SCA 1
f + O +15-16% S A 2
df + X +4-5% C 1 OTG
f,f + X +15-16% SCA 2
f,f + O +23-24% SCA 3 KD,OTG,[#1]
1 Only the first kick can (otg), the other two will miss.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
(sidekick throw) +7-8% b / f + O (near) 1
(drop throw) +0% Dir. (not u) + O (air,near) 2
Bio Impact +23-24% d,d + X 3
+31% d,d + O (d + R1)
Kerokero Attack +7-8% qcf + X 4
Kerokero Heat Press +7-8% qcf + O (f + R1) 5
Kero-pyon Setup +12-13% qcb + X .. 6
+35-36% qcb + O .. (b + R1)
- (cancel) -- .. qcb + X / O after K.P. Setup 7
(b + R1)
Kuuchuu Kerokero Attack +7-8% In air, qcf + X 8
Kuuchuu Heat Press +7-8% In air, qcf + O (In air, f + R1) 9
1 Unblockable. Knockdown attack. Can (otg) after.
2 Unblockable. Knockdown attack. Can (otg) after.
3 Knockdown attack. Can (otg) after (if opponent`s in corner).
3 The ascension can be used as an (otg).
4 Can`t be guarded while in the air.
4 Can be used as an (otg).
5 Can be used as an (otg).
5 Karina`s Burning Gauge fills +7-8% for each time Kero-pyon hits.
6 Not an attack; charges up Karina`s Burning Gauge, even up to 120%.
6 Can follow with (cancel).
6 Kero-pyon remains in one spot while charging Karina`s meter, but Karina is
able to move around normally.
6 Doing either the (Kuuchuu) Kerokero Attack or (Kuuchuu) Kerokero Heat Press
from the Kero-pyon Setup makes that attack have further range. The Kerokero
Attack will go full-screen, and the Kerokero Heat Press will have a wider
arc. The damage and Burning Gauge energy gains remain the same as normal.
7 Prematurely ends the Kero-pyon Setup, and makes Kero-pyon flip forward. The
flip does no damage to the opponent. Karina can`t command Kero-pyon to do
any attack during the flip.
8 Can`t be guarded while in the air.
8 Can be used as an (otg).
9 Can be used as an (otg).
9 Karina`s Burning Gauge fills +7-8% for each time Kero-pyon hits.
* Kero-pyon becomes active during the Kerokero Attack, Kerokero Heat Press,
Kero-pyon Setup, and Kerokero Mega Heat, allowing him to be attacked. If
Kero-pyon is hit, it prematurely stops whatever attack/ability he is doing.
Hitting Kero-pyon does no damage to Karina herself.
* If Kero-pyon is left somewhere with the Kero-pyon Setup and the opponent is
between Karina and the frog, perform the motions for attacks from Karina`s
point of view.
+-- [ FINAL ARTS ] ---------------------------------------------------------+
Kerokero Mega Heat qcf + XO 1
Kerokero Angler qcb + XO 2
1 Knockdown attack.
1 Can`t be guarded while in the air.
1 Can be used as an (otg).
2 Knockdown attack.
2 Can`t be guarded while in the air.
--------------------------------------------------------------------- ( 5.04 )
>> KIYOKO MITARAI Softball-bu Daihyou
-------------------------------------------------------------------------------
Softball club representative. The next head of the student council, and is
the softball club team captain as the 4th batter at second base. Possesses a
strong complex with her real name, whenever she is called "Riot Girl KyonKyon."
+-- [ PERSONAL INFORMATION ] -----------------------------------------------+
Name Meaning : KIYOKO = "pure child"
MITARAI = "font of purifying water placed at the entrance of
a shrine"
Class : 2nd Year / Section A / Attendance #26
Birthday : August 18; Shishiza (Leo)
Blood Type : O type
Height : 157 cm. (5`2")
Weight : 47 kg. (1o4 lbs.)
Measurements : B/8o W/52 H/82 cm. (31/2o/32 in.)
Likes : Karada o ugokasu koto (moving her body)
Dislikes : Nayonayo shita danshi (weak young men)
Loved Subject : Gendaishi (contemporary history)
Hated Subject : Bijutsu (fine arts)
Love History : 4 years without a boyfriend
Charm Point : Dansei no dageki sense (innate batting sense)
Future Dream : Jyosei pro-yakyuusenshu ni natte all-star shutsujyou
(becoming a female professional baseball player, and
participate as an all-star)
Favorite Words : "Ikkyuu jikkon."
("Intimacy with one ball.")
+-- [ BASIC ARTS ] ---------------------------------------------------------+
Standing X +3-4% SCA 1
Standing O +15-16% SCA 2 OTG
Standing XO / Crouching XO -- SCA 1 KD,OTG
Crouching X +3-4% C 1 OTG
Crouching O +7-8% C 1 KD,OTG
Jumping X +3-4% S A 1
Jumping O +7-8% S A 1
Jumping XO -- SCA 2 KD,FS,[#1,2]
1 Able to hit two times, but normally only one hit will connect. Getting the
other hit usually involves hitting a jumping opponent.
2 Knockdown attack only if opponent`s in the air.
+-- [ COMMAND ARTS ] -------------------------------------------------------+
f + X +4-5% SCA 1
f + O +15-16% S 2 OTG
df + X +4-5% C 1 OTG
f,f + X +15-16% SCA 2 KD,[#1]
f,f + O +15-16% SCA 2 KD,FS,[#2,3]
In air, f + O +7-8% SCA 1 [#4]
1 Knockdown attack with second hit only.
2 Knockdown attack only if first hit connects.
3 If guarded, will hit three times.
4 Rapidly pressing the O button will make Kiyoko perform additional kicks.
Kiyoko`s Burning Gauge fills +7-8% for each kick.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
(double stomp throw) +12-13% b / f + O (near) 1
(air double stomp throw) +12-13% Dir. (not u) + O (air,near) 2
Shin Tsuutenkaku Dahou +15-16% d,d + X 3
+23-24% d,d + O (d + R1)
Dai-League Softball 8-gou +23-24% qcf + X / O (f + R1) 4
Gettsuu Striker +23-24% qcb + X 5
+31% qcb + O (b + R1)
Kuuchuu Gettsuu Striker +15-16% In air, qcb + X / O 6
(In air, b + R1)
1 Unblockable. Knockdown attack. Can (otg) after (if opponent`s in corner).
2 Unblockable. Knockdown attack. Can (otg) after (if opponent`s in corner).
3 Knockdown attack. Can (otg) after.
3 Can be used as an (otg).
4 Has two hit properties: Kiyoko`s arm and the ball itself. Kiyoko`s arm is
able to hit twice as she swings it around. The ball is able to hit an
additional time.
4 Knockdown attack only if Kiyoko`s arm swing connects. Can (otg) after (if
opponent`s in corner).
4 O-version has a higher arc.
5 Knockdown attack. Can (otg) after.
5 The ascension can be used as an (otg).
6 Knockdown attack only if opponent`s in the air. Can (otg) after.
+-- [ FINAL ARTS ] ---------------------------------------------------------+
Illusion Out qcf + XO 1
1 Knockdown attack. Can (otg) after (if opponent`s in corner).
1 Must be guarded high.
1 If the Illusion Out is guarded, Kiyoko will instead hit the opponent with
an unblockable kick. The kick can`t be jumped away from or Deflected, but
it is possible to Evade it.
--------------------------------------------------------------------- ( 5.05 )
>> KUMI OOKUBO Shintaisou-bu Daihyou
-------------------------------------------------------------------------------
Rhythmic sports gymnatics club representative. A quiet and shy girl that
happened across rhythmic sports gymnastics, and gained a place of self-
expression for the first time. A young lady with zeal for club activities, and
with the utmost effort will not be defeated by anyone.
+-- [ PERSONAL INFORMATION ] -----------------------------------------------+
Name Meaning : KUMI = "long time beauty"
OOKUBO = "large long time guarantee"
Class : 1st Year / Section A / Attendance #3
Birthday : September 7; Otomeza (Virgo)
Blood Type : AB type
Height : 158 cm. (5`2")
Weight : 42 kg. (93 lbs.)
Measurements : B/8o W/5o H/81 cm. (31/2o/32 in.)
Likes : Neko (cats)
Dislikes : Kowaimono (scary things)
Loved Subject : Kateika (home economics)
Hated Subject : Tokuninashi (nothing in particular)
Love History : Akogareteiru isei ari (attracted to one of the opposite sex)
Charm Point : Maegami (her bangs)
Future Dream : Sutekina dansei to kekkonshite takusan kodomo o tsukuritai
(getting married to a lovely man, and have many children)
Favorite Words : "Kandou."
("Deep emotion.")
+-- [ BASIC ARTS ] ---------------------------------------------------------+
Standing X +3-4% SCA 1
Standing O +7-8% SCA 1
Standing XO / Crouching XO -- SCA 3 KD
Crouching X +3-4% C 1 OTG
Crouching O +7-8% C 1 KD
Jumping X +3-4% S A 1
Jumping O +15-16% S A 2 [#1]
Jumping XO -- S A 2 KD,FS,[#2]
1 Able to hit two times, but normally only one hit will connect. Getting the
other hit usually involves hitting a jumping opponent.
2 Knockdown attack only if opponent`s in the air.
+-- [ COMMAND ARTS ] -------------------------------------------------------+
f + X +4-5% SCA 1
f + O +23-24% SCA 1~3 P,OTG,[#1]
df + X +9-10% C 2
f,f + X +15-16% SCA 2
f,f + O +23-24% SCA 3 KD,[#2]
1 Has two hit properties: Kumi`s arm and the ball itself. Kumi`s arm is able
to hit twice as she bends back and extends it out to throw the ball. The
ball is able to hit an additional time.
1 The first hit of Kumi`s arm can be guarded standing or crouching, but the
second hit is considered mid and must be guarded high. Either hit can be
guarded while in the air.
1 More than one ball can be on-screen simultaneously.
1 The ball is able to hit anytime until it reaches the apex after its first
bounce. After it will dissipate.
1 The ball itself can be used as an (otg), but Kumi has to be about a
character distance away for it to land on them.
2 Knockdown attack only if first hit connects.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
(kick flip throw) +7-8% b / f + O (near) 1
(air kick flip throw) +15-16% Dir. (not u) + O (air,near) 2
Ribbon Cutter +15-16% d,d + X 3
+31% d,d + O (d + R1)
Stick Shot +7-8% qcf + X / O (f + R1) 4
Spinning Swan Kick +23-24% qcb + X 5
+31% qcb + O (b + R1)
Kuuchuu Spinning Swan Kick +31% In air, qcb + X / O 6
(In air, b + R1)
1 Unblockable. Knockdown attack. Can (otg) after.
2 Unblockable. Knockdown attack.
2 Sends opponent across screen.
3 Knockdown attack with O-version.
3 Can be used as an (otg).
4 Knockdown attack. Can (otg) after.
4 X throws the stick low; O throws the stick high. The X-version can`t be
guarded while in the air.
5 Can hit while Kumi is both ascending and descending during her flip. The
opponent has to be close to Kumi (either on the ground or in the air) for
an ascending hit to connect, and it will cause a knockdown.
5 Without an ascending hit, the X-version descending kicks won`t knockdown.
However, the O-version kicks will.
5 The number of hits from the Spinning Swan Kick vary depending on how it
hits the opponent. The X-version is fully 3 hits, and the O-version is 4.
5 The descending kicks must be guarded high.
6 Knockdown attack only if opponent`s in the air. Can (otg) after (if
opponent`s in corner).
6 Sends opponent across screen if opponent`s in the air.
6 Must be guarded high.
6 If the opponent is in the air, the ascending two hits can`t be guarded.
However, the descending two hits can.
+-- [ FINAL ARTS ] ---------------------------------------------------------+
Ribbon Slicer d,d + XO 1
1 Knockdown attack.
1 The "spinning swan kick"-like attack at the end of the Ribbon Slicer must
be guarded high.
--------------------------------------------------------------------- ( 5.06 )
>> MEGUMI SUZUKI Ouen-bu Daihyou
-------------------------------------------------------------------------------
Cheering club representative. Not a rebellious girl, but a popular person
entrusted even from other schools who comes running to aid. She owns a cheerful
personality and doens`t make a fuss over trivial things.
+-- [ PERSONAL INFORMATION ] -----------------------------------------------+
Name Meaning : SUZUKI = "small bell tree"
Class : 2nd Year / Section B / Attendance #11
Birthday : October 27; Sasoriza (Scorpio)
Blood Type : B type
Height : 148 cm. (4`1o")
Weight : 43 kg. (95 lbs.)
Measurements : B/79 W/51 H/8o cm. (31/2o/31 in.)
Likes : Iidabashi`s Pumpkin Cake ("Iidabashi" is a district in
Chiyoda, Tokyo)
Dislikes : Mushi (bugs)
Loved Subject : Rekishi (no sensei) (history (mainly the teacher)
Hated Subject : Eigo (English language)
Love History : Kareshi ari (has a boyfriend)
Charm Point : Kuchimoto (yaeba) (her mouth (especially her double tooth))
Future Dream : Become an idol (singer)
Favorite Words : "Kahou wa nete mate."
("All things come to those who wait.")
(lit - "Good fortune sleeps and waits.")
+-- [ BASIC ARTS ] ---------------------------------------------------------+
Standing X +3-4% SCA 1
Standing O +15-16% SCA 2
Standing XO / Crouching XO -- SCA 2 KD
Crouching X +3-4% C 1 OTG
Crouching O +15-16% C 2 KD,OTG
Jumping X +3-4% S A 1
Jumping O +7-8% S A 1
Jumping XO -- S A 1 KD
+-- [ COMMAND ARTS ] -------------------------------------------------------+
f + X +4-5% S A 1
f + O +15-16% SCA 2 OTG
df + X +4-5% C 1 OTG
f,f + X +31% SC 4 OTG
f,f + O +15-16% SCA 2 OTG
In air, f + O +7-8% S A 1
In air, d + X +6-7% S A 2 OTG,[#1]
In air, d + O +7-8% S A 1 KD
1 Able to hit two times, but normally only one hit will connect. Getting the
other hit usually involves hitting a jumping opponent.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
(back drop) +6-7% b / f + O (near) 1
(air back drop) +6-7% Dir. (not u) + O (air,near) 2
Pompom Upper +23-24% d,d + X 3
+39% d,d + O (d + R1)
Fumifumi Nokkari -- d,u + X / O, move b / f .. 4
(u + R1)
- (triple attack) +23-24% .. Press X / O after F. Nokkari 5
- (air drop) +6-7% .. Press X / O after F. Nokkari 6
(near)
Pompom Attack +7-8% qcf + X / O (f + R1) 7
Megumi Kerikeri Punch +23-24% qcb + X / O (b + R1) 8
Flying Pompom Attack +7-8% In air, qcf + X / O 9
(In air, f + R1)
1 Unblockable. Knockdown attack. Can (otg) after. Throws opponent on opposite
side they were on prior.
2 Unblockable. Knockdown attack. Can (otg) after. Throws opponent on opposite
side they were on prior.
3 Knockdown attack.
4 Can follow with (triple attack) or (air drop).
4 O-version has a higher arc.
4 Move the joystick back or forward to alter the range of Megumi`s arc.
5 Knockdown attack.
5 Must be guarded high.
5 Megumi stops her arc and starts to descend the moment X / O is pressed. The
attack connects when it comes in contact with the opponent.
6 Unblockable. Knockdown attack. Can (otg) after. Throws opponent on opposite
side they were on prior.
6 Able to catch an opponent standing, crouching, or in the air.
7 The pompoms can hit either on their flight or return.
8 Knockdown attack with O-version.
9 X throws the pompoms downward; O throws the pompoms horizontal.
9 X-version can be used as an (otg).
9 The pompoms can hit either on their flight or return.
+-- [ FINAL ARTS ] ---------------------------------------------------------+
Megumi Kerikeri Dance d,d + XO 1
1 Knockdown attack.
1 Can`t be guarded while in the air.
--------------------------------------------------------------------- ( 5.07 )
>> NANA OWADA Nichibu Kenkyuukai Daihyou
-------------------------------------------------------------------------------
</pre><pre id="faqspan-2">
Japanese dancing research society representative. A gifted and sheltered girl
who has been receiving some special education since she was a child for women
who display the feminine virtues of old Japan, with origins from a strict
grandmother, who produced her eldest daughter Natori, head of the Owada family,
both notables within the world of the geisha.
+-- [ PERSONAL INFORMATION ] -----------------------------------------------+
Name Meaning : NANA = "what?"
OWADA = "little Japanese style rice field"
Class : 2nd Year / Section A / Attendance #2
Birthday : October 17; Tenbinza (Libra)
Blood Type : O type
Height : 152 cm. (5`o")
Weight : 42 kg. (93 lbs.)
Measurements : B/78 W/51 H/8o cm. (31/2o/31 in.)
Likes : Dentou (tradition)
Dislikes : Seiyou bunka (western culture)
Loved Subject : Kobun (classical literature)
Hated Subject : Eigo (English language)
Love History : Konyakusha ari (has a fianceè)
Charm Point : Kurokami (her black hair)
Future Dream : Sobo ya haha no ato o tsugi Owada-ryuu iemoto ni naru koto
(inherit the tracks of her grandmother and mother and become
the head of the Owada-style school of dance)
Favorite Words : "Kachou fuugetsu."
("The beauties of nature.")
+-- [ BASIC ARTS ] ---------------------------------------------------------+
Standing X +3-4% SCA 1
Standing O +7-8% SCA 1
Standing XO / Crouching XO -- SCA 1 KD
Crouching X +3-4% C 1 OTG
Crouching O +7-8% C 1 KD,OTG
Jumping X +3-4% S A 1
Jumping O +7-8% S A 1
Jumping XO -- S A 1 KD,FS,[#1]
1 Knockdown attack only if opponent`s in the air.
+-- [ COMMAND ARTS ] -------------------------------------------------------+
f + X +4-5% SCA 1
f + O +15-16% SCA 2
df + X +4-5% C 1
f,f + X +15-16% SCA 2
f,f + O +23-24% SCA 3 KD
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
(tatamigaeshi nage) +0% b / f + O (near) 1
(air tatamigaeshi throw) +0% Dir. (not u) + O (air,near) 2
Ouka Ren Geki +7-8% Press X / O rapidly 3
Ushiwaka no Mai +23-24% d,d + X 4
+31% d,d + O (d + R1)
Fuugetsu Sen +7-8% qcf + X / O (f + R1) 5
Resshuu Ha +7-8% qcb + X / O (b + R1) 6
1 Unblockable. Knockdown attack. Can (otg) after.
1 Deals no damage; however, it tosses the opponent into the air where they
are unable to recover. The throw itself can be escaped.
2 Unblockable. Knockdown attack. Can (otg) after.
2 Deals no damage; however, it tosses the opponent into the air where they
are unable to recover. The throw itself can be escaped.
3 Nana can infinitely perform the X-version.
3 Holding any direction while pressing X / O rapidly will allow Nana to
perform normal attacks rather than doing the Ouka Ren Geki.
3 Nana`s Burning Gauge fills +7-8% for each punch.
4 Knockdown attack.
5 X throws the fan horizontal; O throws the fan vertical.
6 Knockdown attack. Can (otg) after (if opponent`s in corner).
6 Sends opponent across screen.
6 Can be used as an (otg).
6 If guarded, the O-version will hit two times.
+-- [ FINAL ARTS ] ---------------------------------------------------------+
Bu Tou Souen Jin: Ichi d,d + XO .. 1
- Bu Tou Souen Jin: Ni .. u,u + XO after B.T.S.J: Ichi 2
1 Knockdown attack.
1 Can follow with Bu Tou Souen Jin: Ni.
1 Sends opponent across screen.
1 Can`t be guarded while in the air.
1 Can be used as an (otg).
2 Knockdown attack.
2 Can`t be guarded while in the air.
2 The command for this must be input before Nana catches the naginata.
--------------------------------------------------------------------- ( 5.08 )
>> RYUUKO YAMAZAKI Volleyball-bu Daihyou
-------------------------------------------------------------------------------
Volleyball club representative. A sports-minded robust girl with a great
explosion of boyish appeal. She became a driving force of her inter high
school`s overall victory with a severe serve and utilizing the spring of her
whole body.
+-- [ PERSONAL INFORMATION ] -----------------------------------------------+
Name Meaning : RYUUKO = "dragon child"
YAMAZAKI = "mountain cape"
Class : 2nd Year / Section B / Attendance #31
Birthday : August 9; Shishiza (Leo)
Blood Type : A type
Height : 168 cm. (5`6")
Weight : 48 kg. (1o6 lbs.)
Measurements : B/79 W/55 H/83 cm. (31/22/33 in.)
Likes : Washoku (Japanese-style meals)
Dislikes : Uso (lies)
Loved Subject : Hiruyasumi (lunch break)
Hated Subject : Zenbu (all of them)
Love History : No comment
Charm Point : Ganjyousa (her toughness)
Future Dream : Jitsugyoudan iri shite World Cup seiha
(get in the business corporation and conquer the World Cup)
Favorite Words : "Shishite kabane hirou mono nashi."
("After death, you won`t find a corpse.")
+-- [ BASIC ARTS ] ---------------------------------------------------------+
Standing X +3-4% SCA 1
Standing O +7-8% SCA 1
Standing XO / Crouching XO -- SCA 1 KD
Crouching X +3-4% C 1 OTG
Crouching O +7-8% C 1 KD,OTG
Jumping X +3-4% S A 1
Jumping O +7-8% S A 1 KD,FS,[#1]
Jumping XO -- S A 1 KD,FS,[#1]
1 Knockdown attack only if opponent`s in the air.
+-- [ COMMAND ARTS ] -------------------------------------------------------+
f + X +4-5% SCA 1
f + O +15-16% S A 2
df + X +4-5% C 1
f,f + X +7-8% SCA 1
f,f + O +15-16% SCA 2 KD,[#1]
In air, f + X +7-8% S A 1
1 Knockdown attack only if opponent`s in the air.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
(backbreaker) +6-7% b / f + O (near) 1
(air backbreaker) +6-7% Dir. (not u) + O (air,near) 2
Inazuma Serve +8-9% d,d + X / O (d + R1) 3
Tatsumaki Receive +15-16% qcf + X / O (f + R1) 4
Quick Driver +20-21% qcb + X / O (b + R1) 5
Kuuchuu Tatsumaki Receive +15-16% In air, qcf + X / O 6
(In air, f + R1)
1 Unblockable. Knockdown attack. Can (otg) after.
2 Unblockable. Knockdown attack. Can (otg) after.
3 X serves the volleyball 20-degrees; O serves the volleyball 45-degrees.
3 The volleyball itself can be used as an (otg).
3 Ryuuko gains 9-10% Burning Gauge energy for just serving the volleyball.
3 The volleyball is able to hit as long as it`s still sparkling, so it can do
damage after its first bounce.
3 If Ryuuko is close to the opponent, she will hit the opponent during her
leap to serve the incoming volleyball. The extra hit will gain 8-9% Burning
Gauge energy, and make the Inazuma Serve a knockdown attack, allowing an
(otg) after.
4 Knockdown attack with X-version. Can (otg) after.
4 X makes Ryuuko fly horizontal; O makes Ryuuko fly 45-degrees.
4 X-version sends opponent across screen.
4 Can be used as an (otg).
5 Knockdown attack.
5 Must be guarded high.
6 Knockdown attack with X-version. Can (otg) after.
6 X makes Ryuuko fly horizontal; O makes Ryuuko fly 45-degrees.
6 X-version sends opponent across screen.
6 O-version can be used as an (otg).
+-- [ FINAL ARTS ] ---------------------------------------------------------+
Hyper Tackle qcf + XO 1
1 Knockdown attack. Can (otg) after.
1 Sends opponent across screen.
1 Can`t be guarded while in the air.
1 The second shoulder rush is unblockable. It can`t be jumped away from,
Deflected, or Evaded.
--------------------------------------------------------------------- ( 5.09 )
>> SHINOBU KAWASAKI Nekketsu Kenka Banchou
-------------------------------------------------------------------------------
One year ago, she was defeated by Tamaki Shindou at the 99th contest of
"Obliteration! The Hot-Blooded Gang Leader Fighting Journey! The 100th Match of
Blazing Certain Victory," and in order to refresh herself and make up for that
loss, she appeared at Ryouran Jyogakuin. Her nickname is "Nekketsu Banchou."
+-- [ PERSONAL INFORMATION ] -----------------------------------------------+
Name Meaning : SHINOBU = "spy"
KAWASAKI = "river cape"
School : Shiritsu Touyou Harimadana Gakuin, Koutoubu, Shougyou-ka
(Private Touyou Harimadana Academy, Senoir High School,
Business Department)
Class : 2nd Year / Section F / Attendance #9
Birthday : April 4; Ohitsujiza (Aries)
Blood Type : B type
Height : 149 cm. (4`11")
Weight : 48 kg. (1o6 lbs.)
Measurements : B/75 W/51 H/79 cm. (3o/2o/31 in.)
Likes : "Guts" ga kanji rareru mono (those who can feel "guts")
Dislikes : "Guts" ga kanji rarenai mono (those who can`t feel "guts")
Loved Subject : Obentou (lunch)
Hated Subject : sansuu (arithmetic)
Love History : No comment
Charm Point : Ichigeki Hissatsu no punch chikara (one hit certain kill
with punch strength)
Future Dream : Nihon touitsu (to unify Japan)
Favorite Words : "Shippuu dotou."
("Raging billows of the hurricane.")
+-- [ BASIC ARTS ] ---------------------------------------------------------+
Standing X +3-4% SCA 1
Standing O +7-8% SCA 1
Standing XO / Crouching XO -- SCA 2 KD
Crouching X +3-4% C 1 OTG
Crouching O +7-8% C 1 KD,OTG
Jumping X +3-4% S A 1
Jumping O +7-8% S A 1
Jumping XO -- S A 1 KD,FS
+-- [ COMMAND ARTS ] -------------------------------------------------------+
f + X +4-5% SCA 1
f + O +15-16% S A 2
df + X +4-5% C 1 OTG
f,f + X +15-16% SCA 2
f,f + O +23-24% SCA 3 KD
In air, f + X +9-10% S A 2
In air, f + O +7-8% S A 1 KD,[#1]
1 Knockdown attack only if opponent`s crouching.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
(back roll throw) +0% b / f + O (near) 1
(air back roll throw) +12-13% Dir. (not u) + O (air,near) 2
Banchou Dynamite +15-16% d,d + X 3
+23-24% d,d + O (d + R1)
Banchou Bazooka +7-8% qcf + X / O (f + R1) 4
Banchou Tornado +24-24% qcb + X 5
+31% qcb + O (b + R1)
Kuuchuu Banchou Tornado +15-16% In air, qcb + X / O 6
(In air, f + R1)
1 Unblockable. Knockdown attack. Can (otg) after.
1 Deals no damage; however, it tosses the opponent into the air where they
are unable to recover. The throw itself can be escaped.
2 Unblockable. Knockdown attack.
3 Knockdown attack.
3 Can be used as an (otg).
4 --
5 Knockdown attack.
6 Knockdown attack.
* Shinobu purposely pays homage to the Shotokan fighters from the `Street
Fighter´ series, and shares many of the same special attacks. Her fighting
stance and attack poses mimic Ryuu`s, and her Jumping f + X attack is the
same as Ryuu`s Jumping Strong. The Hissatsu Megaton Dynamite is like
Gouki`s Messatsu Gou-Shouryuu.
+-- [ FINAL ARTS ] ---------------------------------------------------------+
Hissatsu Megaton Dynamite d,d + XO 1
Hissatsu Megaton Bazooka qcf + XO 2
1 Knockdown attack.
1 Can`t be guarded while in the air.
2 Knockdown attack only if opponent`s in the air.
2 Can`t be guarded while in the air.
--------------------------------------------------------------------- ( 5.10 )
>> TAMAKI SHINDOU Tennis-bu Daihyou
-------------------------------------------------------------------------------
Tennis club representative. In the preceding year, the champion for the past
year, was the child of academy chief Gen`ichirou Shindou, the daughter of a
high-class family who is the very picture of being gifted with both
intelligence and beauty. Now for this tournament, she is the first on the list
as the unanimous favorite for the championship.
+-- [ PERSONAL INFORMATION ] -----------------------------------------------+
Name Meaning : TAMAKI = "ring"
SHINDOU = "new hall"
Class : 3rd Year / Section A / Attendance #17
Birthday : April 11; Ohitsujiza (Aries)
Blood Type : O type
Height : 167 cm. (5`6")
Weight : 47 kg. (1o4 lbs.)
Measurements : B/82 W/54 H/83 cm. (32/21/33 in.)
Likes : Ongaku to tennis (music and tennis)
Dislikes : Kitanai mono to, urusai mono (dirty things, and loud things)
Loved Subject : Eigo (English language)
Hated Subject : Tokuninashi (none in particular)
Love History : No comment
Charm Point : Kami (her hair)
Future Dream : Kyoushi (become a classroom teacher)
Favorite Words : "Yasashisa to kibishisa."
("Kindness and strictness.")
+-- [ BASIC ARTS ] ---------------------------------------------------------+
Standing X +3-4% SCA 1
Standing O +7-8% SCA 1 KD
Standing XO / Crouching XO -- SCA 2 KD
Crouching X +3-4% C 1 OTG
Crouching O +7-8% C 1 KD,OTG
Jumping X +3-4% S A 1
Jumping O +7-8% S A 1
Jumping XO -- S A 1 KD,FS,[#1]
1 Knockdown attack only if opponent`s in the air.
+-- [ COMMAND ARTS ] -------------------------------------------------------+
f + X +4-5% S A 1
f + O +7-8% SCA 1
df + X +4-5% C 1 OTG
f,f + X +15-16% SCA 2
f,f + O +7-8% SCA 1 KD,OTG,FS,[#1]
1 If guarded or used as an (otg), will hit three times. (As an (otg), will
add 23-24% to Tamaki`s Burning Gauge.)
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
(wall serve) +7-8% b / f + O (near) 1
(air wall serve) +7-8% Dir. (not u) + O (air,near) 2
Lob Otoshi +7-8% d,d + X / O (d + R1) 3
Hyaku Retsu Serve +8-9% qcf + X / O (f + R1) 4
Kougeki V +31% qcb + X 5
Geigeki V +39% qcb + O (b + R1) 6
1 Unblockable. Knockdown attack. Can (otg) after.
1 Sends opponent across screen.
2 Unblockable. Knockdown attack. Can (otg) after.
2 Sends opponent across screen.
3 Knockdown attack with first hit only.
3 If guarded or used as an (otg), the X-version will hit two times and the O-
version will hit three times. (As an (otg), the X-version will add 15-16%
and the O-version will add 23-24% to Tamaki`s Burning Gauge.)
4 X serves the tennis ball low; O serves the tennis balls high.
4 Tamaki gains 1% Burning Gauge energy for just serving the tennis balls.
4 If guarded, will hit two times.
4 If Tamaki is close to the opponent, she will hit the opponent with her
racket to serve the tennis balls. The extra hit will gain 8-9% Burning
Gauge energy.
5 Knockdown attack. Can (otg) after.
5 Can be used as an (otg).
5 If guarded, will hit five times.
6 Knockdown attack.
6 Can be used as an (otg).
6 If guarded, will hit six times.
6 Depending on how it hits, the opponent will either be knocked to the ground
behind Tamaki, or will be knocked into the air.
+-- [ FINAL ARTS ] ---------------------------------------------------------+
Dynamite Serve qcf + XO 1
1 Knockdown attack.
1 Can`t be guarded while in the air.
1 If the flaming tennis balls hit the ground, they will explode and leave a
flame patch on the ground to rocket vertically. They can still hit during
that ascension. The flames do no damage to the opponent.
--------------------------------------------------------------------- ( 5.11 )
>> TORAMI HOUJYOU Karate-bu Daihyou
-------------------------------------------------------------------------------
Karate club representative. Last year`s runner-up for the tournament title.
An influential perso who halves the popularity of upperclassman Tamaki Shindou.
While holding the achievement of being undefeated during the regular games,
she is fired up to defeating Tamaki.
+-- [ PERSONAL INFORMATION ] -----------------------------------------------+
Name Meaning : TORAMI = "tiger beauty"
HOUJYOU = "north article"
Class : 3rd Year / Section C / Attendance #25
Birthday : July 22; Kaniza (Cancer)
Blood Type : A type
Height : 172 cm. (5`8")
Weight : 58 kg. (128 lbs.)
Measurements : B/86 W/6o H/83 cm. (34/24/33 in.)
Likes : Kakutou (fighting) games
Dislikes : Yowaii yatsu (weak guys)
Loved Subject : Taiiku (physical education)
Hated Subject : Suugaku (mathematics)
Love History : 6 years without a boyfriend
Charm Point : Nihonichi no geri (Japan`s best kick)
Future Dream : Nihon jyosei toshite hatsu no RINGS sansen (become the first
Japanese woman to participate in (Fighting Network) RINGS)
Favorite Words : "Hibi tanren."
("Train every day.")
+-- [ BASIC ARTS ] ---------------------------------------------------------+
Standing X +3-4% SCA 1
Standing O +7-8% SCA 1
Standing XO / Crouching XO -- SCA 2 KD,FS,[#1]
Crouching X +3-4% C 1 OTG
Crouching O +7-8% C 1 KD,OTG
Jumping X +3-4% S A 1
Jumping O +7-8% S A 1
Jumping XO -- S A 1 KD,FS
1 Knockdown attack only if opponent`s in the air.
+-- [ COMMAND ARTS ] -------------------------------------------------------+
f + X +4-5% SCA 1
f + O +15-16% S A 2
b + X +3-4% C 1 OTG
df + X +4-5% C 1
db + O +7-8% S 1 KD,OTG
f,f + X +15-16% SCA 2 KD,[#1]
f,f + O +15-16% SCA 2 KD,FS,[#1]
In air, f + O +7-8% S A 1 KD
1 Knockdown attack with second hit only.
+-- [ CERTAIN KILL ARTS ] --------------------------------------------------+
(face slam) +6-7% b / f + O (near) 1
(air face slam) +0% Dir. (not u) + O (air,near) 2
Sou Ryuu Ken +23-24% d,d + X 3
+39% d,d + O (d + R1)
Haou Ken +23-24% qcf + X / O (f + R1) 4
Tobi Hiza-Kakato Otoshi +23-24% qcb + X / O (b + R1) 5
Kuuchuu Shinkuu Tobi Soku Tou +7-8% In air, d,d + X / O 6
(In air, d + R1)
Kuuchuu Haou Ken +7-8% In air, qcf + X / O 7
(In air, f + R1)
Kuuchuu Tobi Hiza-Kakato Otoshi +23-24% In air, qcb + X / O 8
(In air, b + R1)
1 Unblockable. Knockdown attack. Can (otg) after.
2 Unblockable. Knockdown attack. Can (otg) after.
3 Knockdown attack.
3 If the opponent is in the air, the first fist swing hits can`t be guarded.
4 Knockdown attack only if opponent`s in the air.
4 X-version can be used as an (otg).
4 The energy spheres dissipate during flight. They lose their ability to do
damage about halfway through their duration. (The spheres remain onscreen,
but will not hit.)
5 Knockdown attack only if first hit connects. Can (otg) after.
6 Knockdown attack only if opponent`s in the air.
6 Can be used as an (otg).
7 Knockdown attack only if opponent`s in the air. Can (otg) after.
7 Can be used as an (otg).
8 Knockdown attack only if first hit connects. Can (otg) after.
+-- [ FINAL ARTS ] ---------------------------------------------------------+
Rairyuu Shougekiha d,d + XO 1
Rairyuu Haou Ken qcf + XO 2
Kuuchuu Rairyuu Haou Ken In air, qcf + XO 3
1 Knockdown attack.
1 Can`t be guarded while in the air.
2 Knockdown attack.
3 Knockdown attack.
===========================================
Festival 6 : SYSTEM DISSECTION | --------- ( Asuka 120% Excellent )
===========================================
--------------------------------------------------------------------- ( 6.01 )
>> MOVEMENT: WALKING / DASHING / JUMPING
-------------------------------------------------------------------------------
+-- [ Walking / Dashing ] --------------------------------------------------+
Each character can walk forward and backward on the playing field and jump in
any upward direction. Characters also are able to both dash (press f,f) and
backdash (press b,b), which increases the speed of movement in that direction.
Forward dashing also possess two properties: momentum and position switching.
- As you dash, the momentum will allow the character to get in "deeper"
against an opponent to attack. Allowing more hits to be scored than what
could be possible if the characters began standing next to each other.
- Position Switching is done when your character dashes and meets the
opponent. Your character will pass them with a "hop" to the other side of
the screen. ( See 6.07 - "POSITION SWITCH" section. )
Forward dashes can be halted by pressing back on the joystick.
Megumi Suzuki and Ryuuko Yamazaki both have forward dashes which have them
roll up into a ball. They are able to roll underneath some attacks.
+-- [ Jumping ] ------------------------------------------------------------+
Along with the normal jump, there are also two forms of special jumping: dan
(pronounced "daun") jumping and dash jumping.
- "Dan Jump" means "level jump". All characters have the ability to jump in
two levels. Or as it is commonly known: double jump. This is when a normal
jump is done from the ground, then a secondary jump while the character is
in mid-air. Both jumps can be done in any upward direction and can differ.
So for example, the first jump can be forward, while the second one can go
backward.
- Dash jumps are done during the character`s forward dash. Pressing up-forward
as you dash will cause the jump to stretch further across the screen than
what a normal jump would. Due to the momentum of a dash, you can press up or
up-back to jump, but the character will still leap forward at a much smaller
distance.
--------------------------------------------------------------------- ( 6.02 )
>> ATTACKING
-------------------------------------------------------------------------------
`Asuka 120% Excellent´ utilizes two buttons: Weak Attack (X-button) and Strong
Attack (O-button).
On the ground, each button has two forms of attack. There`s the standard
attack that is done by just pressing the button. Additionally, you can hold
forward as you press a button to perform a "center attack". Center attacks are
usually slightly stronger they normal attacks. Some are also mid-ranged, and
can`t be guarded while crouching. Others advance, causing the character to
slide forward as they attack.
By default, the Triangle button is the f + X attack.
Overall, jumping attacks have the Weak Attack being a punch and the Strong
Attack being a kick, but that is not always the case. Most characters also
have alternate attacks if a direction is held.
Pressing the Weak and Strong buttons together will perform a Power Attack. The
character will glimmer a second as sparkles surround them while they attack. A
Power Attack subtracts 9-10% of your character`s Burning Gauge energy, but you
are able to perform it even if you have 0% energy. Energy will be taken away
even at 100%.
Power Attacks can be performed while standing or jumping. Pressing the buttons
while crouching will instead perform a standing Power Attack.
By default, the Square button is the X- and O-button together.
--------------------------------------------------------------------- ( 6.03 )
>> GUARDING / EVASION
-------------------------------------------------------------------------------
+-- [ Guarding ] -----------------------------------------------------------+
Ground-based attacks are able to be guarded in two ways. Holding back on the
joystick as your character is being attacked will have them take up a
defensive stance and guard standing attacks. Crouching, or low-level, attacks
are guarded by holding down-back. Mid-ranged attacks and jumping attacks must
also be guarded as the character is standing, as they can`t be defended with a
low guard.
In the air, you can guard by holding any of the back positions (b, ub, or db)
as you are being attacked.
Throwing attacks - normal throws (done when close by pressing b / f + O), air
throws, and command throws (ie - Cathy`s Triple Headbutt) - can`t be guarded.
Kiyoko Mitarai and Ryuuko Yamazaki both have Final Art attacks which have an
unblockable property. Details are given in each of their specific sections.
Guard damage isn`t taken away from defending against normal attacks. Guarding
special attacks and Final Arts, however, will tick away at the character`s
life bar. You lose 1 point of energy for every hit that is guarded.
Unlike most fighting games, a character can`t lose a match from guard damage
in `Asuka 120%.´ So if a character has no energy left in their life gauge,
throwing out special attacks to try and "cheese" a victory won`t work. The bar
will remain at "0" and only a direct hit must be scored to win.
+-- [ Evasion ] ------------------------------------------------------------+
Evasion is a method of your character weaving themselves into the background,
causing attacks to pass right by them. When you press R2, your character will
be surrounded in sparkles as they dodge off to the side. Any attack will pass
across them - physical, projeciles, even throws. An Evasion subtracts 9-10% of
your character`s Burning Gauge energy, but you are able to perform it even if
you have 0% energy. Energy will be taken away even at 100%.
Evasion has absolutely no delay time, meaning you can perform it indefinitely.
The character is unable to be hit the moment the button is pressed, and can
re-Evade as soon as it ends. Even against Asuka Honda`s Mach Jab, a character
can continuously Evade and never get hit by a single punch. The rate and
effectiveness of an Evasion is based on how fast the R2 button is pressed.
Evasion can`t be performed in the air.
--------------------------------------------------------------------- ( 6.04 )
>> COUNTERS
-------------------------------------------------------------------------------
Counters are a category of techniques character can do while they are guarding
against attacks. They are a means to either counterattack or manuever after a
defense has been taken to help put you back on the offensive. There are seven
types that are available while defending from any nonthrowing attack:
- Attack Counter (Guard, press X + O / Press Square)
Your character will counterattack with their Standing X + O attack.
Subtracts 9-10% Burning Gauge energy.
(It is possible to press X + O , but seems the attack comes out much easier
by using the Square button.)
- Special Attack Counter (Guard, b / f / d / u + R1)
Your character will counterattack with one of their Certain Kill Arts.
(Check the character`s move section for their attack quick commands.)
- Dash Counter (Guard, press f,f / Press R1)
Your character will advance forward with a dash.
Adds 5% Burning Gauge energy.
(If done close to the opponent, will pass them to their other side.)
- Backdash Counter (Guard, press b,b / b + R2)
Your character will hop backward.
- Jump Counter (Guard, press u,u)
Your character will leap upward.
(The command must be upward, making the first jump straight vertical. But
you can double jump into any other upward direction.)
- Evasion Counter (Guard, b + X / b + Triangle)
Your character will evade.
Subtracts 9-10% Burning Gauge energy.
(There is no difference between this and a normal Evasion.)
- Advancing Evasion Counter (Guard, b + O)
Your character will slide forward.
Subtracts 9-10% Burning Gauge energy.
(Unlike the Dash Counter, this is only a short slide. It will still pass the
opponent if done close. Your character slides forward while in Evasion
animation, making them invincible to any additional attack that may follow.)
The Attack, Evasion, and Advancing Evasion counters will all subtract energy
from your character`s Burning Gauge when used. However, the Dash Counter will
actually add 5% energy to the gauge.
--------------------------------------------------------------------- ( 6.05 )
>> DEFLECTIONS
-------------------------------------------------------------------------------
When attacks collide into one another, they can usually cancel one another
out. This goes for both physical and projectile attacks. Meaning if two
characters standing near each another attack at the same time with a punch, a
*clash!* sound will be heard upon impact. Each attack will have stopped the
other, resulting in no damage caused by either.
Deflections work in a similar precursor fashion to the blocking/parrying
system from `Street Fighter III,´ except it requires the character to be
offensive rather than defensive.
Regardless of the attack`s strength, it can be Deflected. A Weak Attack can
stop another Weak Attack, or it can be used to stop a Strong Attack. Power
Attacks can even be Deflected by a normal attack. The only limitation to the
use of Deflections mainly is the attack`s height - high vs. high, low vs. low.
Jumping attacks can be Deflected with another jumping attack or a standing
high attack. (Using Setup Mode can help determine the heights of attacks.)
Special Attacks can also be Deflected by the same methods. Normally if a
projectile is thrown, one would have to throw one in return to cancel it out.
While that still holds true in `Asuka 120%,´ that also isn`t the only way to
deal with them. A character can literally attack the projectile with a
physical attack which would nullify the damage it would do.
Like with Counters, throwing techniques can`t be Deflected.
Unlike the aforementioned `Street Fighter III´ blocking/parrying system, the
flaw with Deflections center around the lack to control the speed in which you
can perform them. The characters` attack speeds vary, so each Deflection will
not always be flawless or planned. Also it`s hard to Deflect multi-hitting
attacks (ie - Asuka`s Mach Jab) with a series of chained normal attacks.
--------------------------------------------------------------------- ( 6.06 )
>> THROWING
-------------------------------------------------------------------------------
Throws (Nage) are unblockable moves that each character possesses at least one
of. There are two types: ground throw and kuuchuu (air) throw.
- When close to an opponent on the ground, press forward or back + Strong
Attack (O button).
- When close to an opponent in the air, press any direction (except up) +
Strong Attack (O button).
Throwing in Asuka 120% Excellent is a bit different than other games. Whereas
in most fighting games, you`re allowed to throw the opponent consecutively,
Asuka 120%`s engine negates that. You are disallowed from chain throwing an
opponent, perhaps put in as a mechanic to prevent "cheap" gameplay. After a
throw has been performed, a hidden five second window counts down. During
those five seconds, any sort of throw-type move cannot be used (both normal
or command). After the five seconds is over, you are allowed to connect with
another throwing technique. However, the catch is each time you attack the
opponent (regardless of the attack hitting or being guarded), the five seconds
-start over-. Meaning you can`t even touch the opponent for five seconds if
you want to throw them again.
However, the five second throw lockout does not apply to kuuchuu throws.
Normal throws can be escaped from by pressing forward or back + Strong Attack
(O button) during the first frame of being thrown. Command throws (ie -
Cathy`s Triple Headbutt) can`t be escaped.
Asuka Honda, Nana Owada, and Shinobu Kawazaki all have throws that inflict no
damage. However, they throw the opponent into the air in which they are unable
to recover, allowing a free attack to follow. (Nana`s air throw works in the
same manner.)
Megumi Suzuki and Cathy Wild both have more than normal and air throws. Megumi
has an ender to her Fumifumi Nokkari which can throw the opponent. Cathy has
four command throws that all share the five second break in between throws.
Ryuuko Yamazaki`s Quick Driver can be consided a throw, but it can be guarded.
--------------------------------------------------------------------- ( 6.07 )
>> LIFE GAUGE
-------------------------------------------------------------------------------
The life ("tairyoku") bars are both placed at the top of the screen on either
side of the round timer - Player 1`s is on the left side and Player 2`s is the
right. Each player`s life gauge bar begins with a full 176 units of health.
During battle, each attack takes away a certain amount of life units. The red
area is how much life has been lost thus far. Once the entire meter is red,
that means all the life points are gone and the character is defeated. The
round goes to the winner.
If the time expires, the character with the most life wins the round. If the
bars are equal, the match is considered a draw and another round will begin.
--------------------------------------------------------------------- ( 6.08 )
>> BURNING GAUGE
-------------------------------------------------------------------------------
The Burning Gauges are both located at the bottom of the screen, parellel to
the life bars - Player 1`s on the left side and Player 2`s on the right side.
Burning Gauge energy is gained whenever a character performs an attack that
hits the opponent, is hit by an opponent`s attack, or blocks an opponent`s
attack. (Karina Toyota is the only character who can fill her Burning Gauge
meter without the use of attacks by using the Kero-pyon Setup.)
Once the Burning Gauge has been filled, a "100%" will appear within the bar.
That enables the character to perform one Final Art attack. Once the Final
Art is used, the bar will drop back to 0%.
However, the Burning Gauge can be filled past the 100% mark. While it is not
visibly seen, the gauge can hold an additional 20% energy. This will cause
the Burning Gauge to reach a "120%" mark, which ignites the bar into flames
with a shaking bluish fist in the middle. During this time, you are able to
perform unlimited Final Arts until the Burning Gauge dissipates. On average,
the 120% mark will last ten seconds. (The time seems to vary.) When the 120%
is about to expire, the fist flickers before the gauge finally empties.
Burning Gauge energy does transcend rounds, even when filled to 100% and 120%.
--------------------------------------------------------------------- ( 6.09 )
>> QUICK RECOVERY
-------------------------------------------------------------------------------
Quick Recovery is the act of "safe falling," where instead of hitting the
ground or wall, the character springs back to their feet. There are two types:
ground recovery and kuuchuu (air) recovery.
- When hitting the ground, press up twice (u,u).
- When hitting the wall, press forward twice (f,f).
Quick recoveries not only omit the animation frames of standing up, but it
stops additional damage caused when the character is hit with "flying screen"
attacks (ie - Cathy Wild`s Standing XO). During a recovery, the character will
flash green for a second, which makes them invincible to an attack until they
are back to their feet.
--------------------------------------------------------------------- ( 6.10 )
>> COMBOS / CHAINS
-------------------------------------------------------------------------------
The `Asuka 120%´ combo engine is very loose, and offers players the ability to
perform combos with a bit of insanity. Due to the characters recovering fast
and being able to cancel many of their attacks, it`s possible to link together
strings of moves with relative ease. There is also little weight behind how
you can link these attacks. For example, you are able to do a Light Attack,
then chain into a Strong Attack, then go back with another Light Attack. This
is where dashing for momentum plays into combos, allowing more hits to be able
to be executed while on the assault.
Juggles and air combos are the ability to combo the opponent while they are in
the air. There is a difference: a "juggle" is when the opponent is in the air,
but your character is on the ground, whereas an air combo is where both are in
the air.
Like with ground combos, both juggles and air combo have leniency as well, but
to a slightly lesser degree. When the opponent is in the air, as long as their
body is rising upward or remaining level, they can be hit. As soon as they
begin to fall after reaching the peak of their launch, they won`t be able to
be hit any longer.
===========================================
Festival 7 : MISCELLANEOUS INFO | --------- ( Asuka 120% Excellent )
===========================================
--------------------------------------------------------------------- ( 7.01 )
>> SPECIAL THANKS
-------------------------------------------------------------------------------
+-- [ Companies / Sites ] --------------------------------------------------+
- Family Soft ( familysoft.co.jp/ )
There`s a multitude of versions out there, ranging over many of the early
gaming platforms. I own three of the variations. I say go out with a bang
and make one more `Arcana Heart´-style one for the arcade. Just a thought.
- PS-X-Change
Whoever made up this little gadget to bypass the little region codes of the
import and domestic Playstations, thank you!
+-- [ Individual People ] --------------------------------------------------+
- Jeff "CJayC" Veasey + GameFAQs ( gamefaqs.com/ )
Still one of the best sites out there for all-game information.
(GameFAQS :
http://www.gamefaqs.com/features/recognition/300.html)
- Dr. Batsu (
[email protected] )
His extensive FAQ giving the characters` detailed background information.
--------------------------------------------------------------------- ( 7.02 )
>> SECRETS / CODES
-------------------------------------------------------------------------------
- Enable Character`s Second Color
Hold the Select button, then press O.
- Enable Setup Mode and Slow Motion
At the Title Screen where it says "Press Start," press Up, Up, Down, Down,
Left, Right, Left Right, X, O three times. A chirp sound will confirm after
the first entry of the code, and a chime sound after the third entry. Yes,
this is the famous Konami code.
- Activate Setup Mode
After the above code has been entered, press L1 during gameplay. Both
characters will become surrounded in boxes.
- Blue boxes: these denote areas where the character can be hit.
- Yellow boxes: these denote areas of an attack that will do damage. For
example: throwing a projectile will outline it in a yellow box. Most areas
which are surrounded by yellow boxes also are surrounded by blue ones. It
means that that attack can also be Deflected by another attack.
- Transparent boxes: these denote the full size of the character during that
animation frame.
To turn off Setup Mode, press L1 again.
- Activate Slow Motion
After the above code has been entered, press L2 during gameplay. The game
will slow down to about 30% speed. To turn off Slow Motion, press L2 again.
--------------------------------------------------------------------- ( 7.03 )
>> TRANSLATIONS
-------------------------------------------------------------------------------
> [ ASUKA HONDA ]
Kagaku-bu Daihyou Chemistry Club Representative
Chou Phenomenon Crash Super Phenomenon Crash
Enshin Hasai Ken Centrifuge Smashing Fist
Enshin Ren Satsu Ken Centrifuge Group Kill Fist
Kuuchuu Phenomenon Crash Air Phenomenon Crash
> [ CATHY WILD ]
PURORESU Doukoukai Daihyou Professional Wrestling Fanclub
Representative
(Air) Cathy Buchikamashi Throw ("buchikamashi" is the heavy collision of
two rikishi (sumo wrestlers) during the
tachiai (the initial charge) at the start
of a sumo bout)
Itekomashi Special Going For It Special
> [ KARINA TOYOTA ]
Seibutsu-bu Daihyou Living Things Club Representative
Kerokero Angler Ribbit Angler
Kerokero Attack Ribbit Attack
Kerokero Heat Press Ribbit Heat Press
Kerokero Mega Heat Ribbit Mega Heat
Kuuchuu Kerokero Attack Air Ribbit Attack
Kuuchuu Kerokero Heat Press Air Ribbit Heat Press
> [ KIYOKO MITARAI ]
Softball-bu Daihyou Softball Club Representative
Dai-League Softball 8-gou Major League Softball Number 8
Gettsuu Striker Double Play Striker (lit - "get two")
Kuuchuu Gettsu Striker Air Double Play Striker
Shin Tsuutenkaku Dahou True Reaching Heaven Batting Form
(the "Tsuutenkaku" is a 103-meter high
tower/antennae made by the Hitachi Co. that
resides off of the Ebisuchou Station. It`s
equivilent to the Eiffel Tower in Paris. It
can be translated as a few things: "Tower
Which Reaches Heaven," "Heading To The
Palace Of Heaven," or "Reaching Heaven".)
> [ KUMI OOKUBO ]
Shintaisou-bu Daihyou Rhythmic Sports Gymnastics Club
Representative
Kuuchuu Spinning Swan Kick Air Spinning Swan Kick
> [ MEGUMI SUZUKI ]
Ouen-bu Daihyou Cheering Club Representative
Fumifumi Nokkari Stomp-Stomp Hop-On
Megumi Kerikeri Dance Megumi Kick-Kick Dance
Megumi Kerikeri Punch Megumi Kick-Kick Punch
> [ NANA OWADA ]
Nichibu Kenkyuukai Daihyou Japanese Dancing Research Society
Representative
Bu Tou Souen Jin: Ichi Dancing Sword Blue Flame Position: One
Bu Tou Souen Jin: Ni Dancing Sword Blue Flame Position: Two
Fuugetsu Sen Nature`s Beauty (Folding) Fan
Ouka Ren Geki Cherry Blossom Group Attack
Resshuu Ha Fissure Attack Wave
Ushiwaka no Mai Dance Of Ushiwaka
(Air) Tatamigaeshi Nage Tatamigaeshi Throw
("tatamigaeshi" is a ninja technique where
floorboards of a house are lifted up and
used as a shield)
> [ RYUUKO YAMAZAKI ]
Volleyball-bu Daihyou Volleyball Club Representative
Inazuma Serve Lightning Flash Serve
Kuuchuu Tatsumaki Receive Air Tornado Receive
Tatsumaki Receive Tornado Receive
> [ SHINOBU KAWASAKI ]
Nekketsu Kenka Banchou Hot-Blooded Fighting Gang Leader
Banchou Bazooka Gang Leader Bazooka
Banchou Dynamite Gang Leader Dynamite
Banchou Tornado Gang Leader Tornado
Hissatsu Megaton Bazooka Certain Kill Megaton Bazooka
Hissatsu Megaton Dynamite Certain Kill Megaton Dynamite
Kuuchuu Banchou Tornado Air Gang Leader Tornado
> [ TAMAKI SHINDOU ]
Tennis-bu Daihyou Tennis Club Representative
Geigeki V Counter Attack Victory
Hyaku Retsu Serve Hundred Fissure Serve
Kougeki V Attack Victory
Lob Otoshi Lob Drop
> [ TORAMI HOUJYOU ]
Karate-bu Daihyou Karate Club Representative
Haou Ken Supreme King Fist
Kuuchuu Haou Ken Air Supreme King Fist
Kuuchuu Shinkuu Tobi Soku Tou Air Vacuum Flying Foot Sword
Kuuchuu Tobi Hiza Kakato Otoshi Air Flying Knee-Heel Drop
Rairyuu Haou Ken Thunder Dragon Supreme King Fist
Rairyuu Shougekiha Thunder Dragon Shock Wave
Sou Ryuu Ken Paired Dragon Fist
Tobi Hiza Kakato Otoshi Flying Knee-Heel Drop
--------------------------------------------------------------------- ( 7.04 )
>> SEIYUU INFORMATION
-------------------------------------------------------------------------------
The following is a listing of each character`s seiyuu (voice actress), along
with other characters they have given voice to (if applicable). The titles
listed are from series/games that are some of their better known roles. Each
seiyuu is all listed in alphabetical order by their surname:
- ARAKI KAE (voice of "Karina Toyota")
Felicia (Vampire, Super Puzzle Fighter II X)
Lei Lei (Super Puzzle Fighter II X)
Manami Kusunoki (Advanced Variable Geo 2)
Minnie May (Gunsmith Cats)
Usagi Tsukino/Sailormoon (Bishoujou Senshi Sailormoon [episodes 44-50])
- HIDAKA NORIKI (voice of "Kiyoko Mitarai")
Akane Tendou (Ranma 1/2 [1989-1992])</pre><pre id="faqspan-3">
Domina (Black/Matrix, Black/Matrix AD)
Kikyou (Inuyasha [2000])
Reiko Hinomoto (Rumble Roses)
Yatsuha Imano (Samurai Champloo)
- HOKUJYOU SHIZUKA (voice of "Megumi Suzuki")
Reika Maeda (Hatsukoi Valentine)
- ITOU MIO (voice of "Torami Houjyou")
n/a
- KATSUKI MASAKO (voice of "Tamaki Shindou")
Arcee (Transformers: 2010)
Emeraldas (Harlock Saga: The Ring of the Nibelung)
Hotaru (Samurai Champloo)
Michiru Kaiou/Sailorneptune (Bishoujou Senshi Sailormoon)
Natsume (Ranma 1/2 [OAV "An Akane To Remember"])
- MORIMOTO AKI (voice of "Ryuuko Yamazaki")
n/a
- NAGASAWA MIKI (voice of "Kumi Ookubo")
Cammy (Capcom v. SNK 2 E.O.)
Judy (Cowboy Bebop [episode 9])
Maki Genryuusai (Capcom v. SNK 2 E.O.)
Sara (One Piece)
Shurinda (Final Fantasy X, Final Fantasy X-2)
- NISHIZAWA HIROKA (voice of "Shinobu Kawasaki")
Kikuka (Shadow)
Momoka Nishizawa (Sergeant Keroro)
- SAYAMA RIKO (voice of "Asuka Honda")
Miyuki Takase (Comic Party)
- TAKANO URARA (voice of "Cathy Wild")
Ken (Ehrgeiz)
Maria Tachibana (Sakura Taisen)
Ms. Sara Bellum (Power Puff Girls)
Raichuu (Pocket Monsters)
Tiger (Saber Marionette J)
- TAKAHASHI MIKI (voice of "Nana Owada")
Azusa (Pocket Monsters [episode 139])
Mifuyu Mikagami (Recca no Honoo)
Mine Kuramae (Fruits Basket)
--------------------------------------------------------------------- ( 7.05 )
>> REVISION HISTORY
-------------------------------------------------------------------------------
Version 1.o ( 2009.o8.o2 )
- I woke this FAQ up from its eight year sleep to redo its structure. Almost a
LoLFAQ, but there is more substance to it. Chances are no one in hell plays
this version of the game anymore, but here it is anyway. The Limited version
will follow soon. Story translation, and the Story Mode explanation still to
be added.
Version o.o ( 2001.o6.26 )
- FAQ initial creation.
--------------------------------------------------------------------- ( 7.06 )
>> FINAL NOTE
-------------------------------------------------------------------------------
Oss`!
No FAQ was out for this version of the game ("Because it sucks!"), so I just
had to go ahead and do it. Out of some crazy desire I might have had. The
entire FAQ originally began with the format from my Asuka 120% Limited FAQ.
But as you can see, I redid the damn thing entirely. Like the other games,
this version`s now out of circulation. So your best bet is to find this at an
anime convention, Japan, or eBay.
Have something to say about the game or this FAQ you want me or others to
know? Find any of the above information wrong or misleading? Or maybe you
have info or extras to add onto what`s posted. Whatever the case is, feel
free to send it! Anything that is posted within the FAQ, you not only get
full credit. Oh no no! You also receive unauthorized bragging rights that
give you the Almighty-given gift of annoying the hell out of people with.
.. By the way, thanks for reading!
Sayounara, adios, ciao, xie xie, au revoir, and all that other crap. ^_^
- `shouji´ <
[email protected]>
_________________________________________________________________________
| `An encyclopedia is a system for collecting dust in alphabetical order.´|
| - Mike Barfield |
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