=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
           SHIRITSU JUSTICE GAKUEN NEKKETSU SEISYUN NIKKI 2
                   (RIVAL SCHOOLS FIGHTING DIARY 2)
                         FAQ/MOVE LIST v. 4.0
                By: Gino Caparas ([email protected])
                      Copyright 1999 Gino Caparas
                 Last modified on Novermber 22, 1999
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Table of Contents
  I. Disclaimer
  II. Introduction
  III. Version History
  IV. Legend
  V. Information every fighter should know
  VI. Schools
  VII. Characters
  VIII. Move list
  IX. Extra stuff I threw in
        A. Minigames
        B. Victory Symbols
        C. Fun things to do
  X. Acknowledgements
  XI. Conclusion

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 I. DISCLAIMER

This unpublished work is Copyright (c) 1999 Gino Caparas. All rights
reserved.

This FAQ is for private and personal use. It is not to be used for
profitable purposes unless you asked for permission. This includes being
incorporated, reprinted, or otherwise used by magazines (like EGM),
books, guides, etc., in ANY way unless approved by the author. When
using this FAQ in your site, remember that everything, and I mean
EVERYTHING should be here. Proper credit is a must. I worked hard for
this big hunk of text, you know.

Remember, If you're thinking about plagiarizing this work, then don't.
Plagiarism is a crime, you know. My FAQ is also not responsible for
damages or abnormalities in your PC, PlayStation and especially for the
creatures in this game. (Corny joke there... CORNY...) This FAQ is also
not responsible for any form of damage done to the fighters in this game
(oh no..... not another corny joke!).

Rival Schools Fighting Diary 2, Legion of Heroes and all the characters
in the game are trademarks of Capcom 3D Development Team. All rights
reserved. The Playstation and the Playstation logos are registered
trademarks of Sony Computer Entertainment Inc. All rights reserved.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 II. INTRODUCTION

  When Rival Schools: United by Fate was released in the US, it became
an instant hit among many gamers, Japanese and non-Japanese alike. It
sported swell 3D graphics (not the best in the trade, though), nice
sounds, cheesy names (well, a lot of fighting games have fighters with
cheesy names, too) and a resemblance to Street Fighter (as if this the
first). Come to think of it, you MIGHT say that this game is pretty
mediocre in all sorts, but what makes Rival Schools a winner is the
tight controls, fast gameplay, an excellent Japan-only RPG-type Story
Mode (I never understood a thing in this part since mine both of my
Rival School games were Japanese and I only have small knowledge about
their language, but nevertheless, it's good) and something that most
fighters don't have: a storyline that doesn't involve a tournament.
Here's how the story goes:

Recently, mysterious and unexplainable incidents have taken place that
have rocked the country. In high schools all over, students have been
mysteriously disappearing with no clue as to their whereabouts.
Furthermore, it appeared that these unspeakable acts were occurring in
direct defiance of the school system. These disappearances were taking
place in many different locations simultaneously and many thought that
they were being staged by an organized crime ring. It was also rumored
throughout the country that these acts were being plotted by either
school officials, or agents of a rogue foreign government. All
government agencies cooperated with each other in the investigation to
stop these mysterious events. Despite their good intentions, all of the
blame fell onto school officials and nothing was ever resolved. "We will
protect our schools," they cried. Yet, the uneasiness still remains.
Will the students get to the bottom of these strange occurrences and
bring true justice? The great fight begins.

Now on to the FAQ. This FAQ is mainly a movelist containing a few extra
"goodies" just like how the minigames work, a list of super moves, some
extra moves, etc. I hope this will help you!

BTW, thanks to Eric Sanchez aka Velian for the tips he gave me. ^_^

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 III. VERSION HISTORY

  v. 1.0 - First version. Already contains the moves, combos, etc.

  v. 3.0 - Man, I've made a LOT of additions to this FAQ. I've added
    the real story of Rival Schools, the last names plus a lot more
    extra info and even descriptions of the Simulation and Omake modes.
    I also got two new victory symbols and new combos for Akira thanks
    to Velian, and even some new combos for the other characters from
    me. It should be a lot longer (and hopefully better) than the first
    version now (duuuuuuuh).

  v. 3.5 - Yet another update for us to worship. More sites have gotten
    the FAQ, so rejoice. More info added as well.

  v. 4.0 - Man, this feels great! Added a few bits of information like
    more character combos and some interesting tidbits. Check out what
    I found out about Helmetless Akira's Team-up Technique attack.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 IV. LEGEND

    These abbreviations will be used in the FAQ. Remember what they
  mean so that I won't have a hard time in writing this whole file. It
  also makes the FAQ look neater. Anyway, start memorizing these:

       F   - Forward               B   - Back
       U   - Up                    D   - Down
       DF  - Down-forward          DB  - Down-back
       P   - Any punch             K   - Any kick
       LP  - Light punch           HP  - Hard Punch
       LK  - Light Kick            HK  - Hard Kick

       QCF - Quarter Circle Forward (D, DF, F)
       QCB - Quarter Circle Back (D, DB, B)
       FDF - Uppercut Attack Motion (F, D, DF)
       HCF - Half Circle Forward (B, DB, D, DF, F)
       HCB - Half Circle Back (F, DF, D, DB, B)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 V. INFORMATION EVERY FIGHTER SHOULD KNOW

   Winning a fight doesn't mean beating your opponent using cheap,
 unstrategic attacks. Winning a fight while mashing buttons isn't a
 real victory. Winning a fight using a tactic so cheap, dirty,
 low-down, shameful, unconstitutional, and despicable the other
 player will probably kill you isn't a TRUE victory. To win, you gotta
 win FAIRLY. Don't cheat. Anyway, here are some special tricks you can
 use so that you can wipe the floor with your enemy. Once you master
 these and all the moves, you're guaranteed to be a winner. The only
 person you won't win against is someone who has a GameShark. ^_^

  1> Air Block
      A basic technique. Pressing back while on the air will execute
    an aerial block.

  2> Air Throw
      Pressing the two punch buttons simultaneously or R2 while your
    opponent is right in front of you will result in an air throw.

  3> Backstep
      Press back twice to backstep out of the enemy's attack. Best for
    evading short-ranged attacks.

  4> Burning Vigor Attacks
      Burning Vigor attacks are simply the "super attacks" in the game.
    Motioning a quarter circle movement on the pad/joystick and
    pressing a punch/kick button will often result in a Burning Vigor
    attack. Each character has at least 2 B.V. Attacks. On the lower
    left or right of the screen, there is a meter that fills up when
    you do an attack or a Lightning Crush (see below). That is the
    Burning Vigor meter. Each BV Attack uses up 1 full bar, while a
    Team-Up Technique Attack (see below) uses 2 bars.

  5> Burning Vigor Counterattack
      A Burning Vigor conter is simply a Tardy Counter (see below) done
    using a B.V. Attack.

  6> Ditching (sidestepping)
      Press the two kick buttons or R1 to sidestep away from the
    screen. To sidestep towards the screen, press the 2 Kick buttons or
    R1 while crouching. To quickly sidestep behind the enemy tap the 2
    Kick buttons or R1 while the enemy is in the middle of his/her
    attack.

  7> Forward dash
      Press forward twice to quickly dash toward the enemy. Holding the
    forward will result in a run (see below).

  8> Get up
      To get up after a fall, simply press up. If you want to get up
    away from the enemy, press back. To get up near the enemy, simply
    press forward. Pressing down will execute a rolling get up. If you
    do an attack while getting up, you will do a get up attack.

  9> High Jump
      To do a high jump, press down and then up. You will then jump
    twice as high as your normal jump.

  10> Mid-air recover
      To regain your balance after getting hit, press any 2 buttons
    or tap B + HP or HK and you will be back on your feet in no time.

  11> Rival Launcher
      A Rival Launcher is a move that launches your rival (duh) in the
    air. This is a good way to make an textbook or aerial combo.

  12> Running
      As stated above, holding forward after pressing the first forward
    motion will result in a run. To do a tackle, run, and then press
    any punch button. To do the slide kick, press LK while running.
    Pressing HK will result in a flying kick.

  13> Tardy Counter
      This is simply the Alpha Counter with a different name. To
    execute this, wait for the enemy to attack, and while your
    character is doing his blocking animation, do an attack. The green
    shield-like thing that appears everytime someone blocks will
    shatter, and then your attack will follow.

  14> Team-Up Technique
      Press a punch and a kick button simultaneously to execute a Team-
    Up technique with your sub character. You need 2 full Burning Vigor
    gauges to use a Team-Up Technique attack.

  15> Textbook Combo (aerial combo)
      After launching your enemy in the air using a Rival Launcher (see
    above), quickly press up and do attacks in mid-air in order to do a
    textbook combo. The best way to use an aerial combo is to press two
    light attacks first, one heavy attack and then a Burning Vigor
    attack (if available).

  16> Throwing
      Press the 2 punch buttons or R2 to make a throw. To do a throw on
    a crouching opponent, press the 2 punch buttons or R2 while
    crouching. Pressing the 2 P buttons or R2 behind your opponent will
    execute a Reverse Throw. You have to be very near your opponent in
    order for the throw to work.

  17> Throw Escape
      To do a throw escape, you have to do a throw at the exact time
    your enemy does one. If you do this, both characters will stagger,
    not able to do a throw.

     That's it. Remember to practice these so that your fighting skills
   will be honed and sharpened.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 VI. SCHOOLS

    The cream of every fighting game crop is always the characters.
  Since all of the characters are from a certain school, I've put in
  a list of schools and the students in them.

--  TAIYO HIGH SCHOOL --
   Representatives:
       Batsu
       Hinata
       Kyosuke
       Hayato
       Ran (new)

    Taiyo High School is your normal, everyday Japanese school. The
  only thing special about them is that the students are good in
  Martial Arts and other fighting techniques. Batsu is the primary
  character in this school, while Hayato is definitely the eldest among
  the 5. The newest addition to the lineup is Ran.

--  GORIN HIGH SCHOOL  --
   Representatives:
       Shoma
       Natsu
       Roberto
       Nagare (new)

    Gorin High School specializes in sports like baseball, volleyball,
  soccer and swimming. The 3 classmates, namely Shoma, Natsu and
  Roberto, have joined forces to find out who injured their fellow
  schoolmates. Nagare, the other new character, was added to their team
  simply because he is very good in swimming.

--  PACIFIC HIGH SCHOOL  --
   Representatives:
       Roy
       Tiffany
       Boman

    The third school, Pacific High School, is something like an
  international school based in Japan. This is so because Roy, Tiffany
  and Boman are all American (bad English for Americans, though). Among
  the 6 schools, they have the second least number of fighters in their
  lineup.

--  GEDO HIGH SCHOOL  --
   Representative:
       Edge
       Akira
       Gan
       Daigo

    Gedo High School is the most twisted and weirdest academy among
  all. It is where gangs assemble and study. Once, Gedo HS was peaceful
  thanks to Daigo. Suddenly, he disappered, and then the gangs return
  and the story goes on. The lineup hasn't changed a bit since the
  first Rival Schools game.

--  JUSTICE HIGH SCHOOL  --
   Representatives:
       Hideo
       Kyoko
       Raizo
       Hyo

    The Justice High School is somewhat a school for the elite. Their
  leader is the beast-like Raizo. He started the school so that he can
  conquer the world through education. Hyo then usurps his throne
  after Raizo gets beaten and then he becomes the new principal. All of
  the fighters are adults, except for the extra characters. All of them
  have been brainwashed (including Kyoko and Hideo) by either Raizo or
  Hyo using the infamous Imawano Clan technique. The lineup has never
  changed a bit.

--  TAMAGAWA MINAMI HIGH SCHOOL  --
   Representative:
       Sakura

    This is the only school that has one representative. For all you
  fighter-heads out there, Sakura is certainly a well-known figure for
  this game. She has been around in the Street Fighter Alpha games, the
  Vs. Street Fighter games (like Marvel vs. Street Fighter) and the
  Street Fighter EX games. I don't know if her school is a serious part
  of the battle, but the fact of the matter is this: Sakura is in the
  game. In the Japan-only Story Mode, she suddenly shows up to fight
  you on several occasions, and when you do beat her, you'll be given
  some stat increases.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 VII. THE CHARACTERS

   ***  TAIYO HIGH SCHOOL  ***

1>  BATSU ICHIMONJI "Hot-blooded transfer student"
     Birthdate: January 1st
     Blood Type: O
     Height: 171 cm
     Weight: 64 kg
     Vital Statistics (cm): 95-72-80
     Likes: Straight things, ninjas, his mother
     Dislikes: Dogs, "unstraight" things, unfair things
     Good at: Eating fast
     Subjects good at: Physical education
     Subjects bad at: Everything except physical education

      Batsu is an emotional, hot-blooded young student of Taiyo HS.
  His father, Raizo, left him and his mother, Shizuku, to join the
  Imawano Clan when he was still a baby. One day, Shizuku, working as
  a clerk in Taiyo HS, disappears mysteriously. Batsu transfers to
  Taiyo to investigate his mother's disappearance.

2>  HINATA WAKANA "Whirlwind schoolgirl"
     Birthdate: April 12th
     Blood Type: O
     Height: 155 cm
     Weight: 41 kg
     Vital Statistics (cm): 78-56-78
     Likes: Cake, rare things, martial arts
     Dislikes : Filthy things, insects
     Good at : Anything that uses her body, karaoke
     Subjects good at : Social studies, Japanese, physical education
     Subjects bad at : Calligraphy (she cannot stay still)

      Hinata is a bright, spirited, curious high school girl who is
  good at all kinds of sports. She can never sit tight and is always
  running around after school. She has tagged along Batsu and Kyosuke
  in their investigation on the mysterious attacks. She is also Natsu's
  childhood friend, and is also a good friend of Sakura.

3>  KYOSUKE KAGAMI "Mysterious comittee of discipline"
     Date of Birth: April 4th
     Blood Type: B
     Height: 182 cm
     Weight: 66 kg
     Vital Statistics (cm): 95-75-79
     Likes: Chess, mirror (He looks at it at least 30 minutes everyday)
     Dislikes: Sweat, effort
     Good at: Calligraphy, flower arrangements
     Subjects good at: Math, science
     Subjects bad at: Nothing particular

      A quiet man, Kyosuke is a cool person, much unlike Batsu. He is
  Hyo's brother, although it isn't too obvious in the Japanese version
  of the game. Among the two, Kyosuke is the "weaker one" while Hyo
  seems to be stronger than him. Kyosuke also joined Batsu because it
  was his duty as the head of the comittee of discipline to find out
  who was attacking his schoolmates and who kidnapped Shizuku.

4>  HAYATO NEKKETSU "Burning teacher"
     Date of Birth : ???
       Blood Type : ???
       Height : ???
       Weight : ???
       Vital Stats (cm) : ???
       Likes : ???
       Dislikes : ???
       Good at : ???
       Subjects good at : ???
       Subjects bad at : ???

      The eldest in the Taiyo team, Hayato is both quick and agile. A
  teacher in physical education, he likes to chew some kind of grass
  during a fight. Using his bamboo sword, he can easily win a match in
  no time. He somehow likes Kyoko, although he simply laughs at this
  fact.

5>  RAN "Scoop girl"
     Date of Birth : ???
     Blood Type : ???
     Height : ???
     Weight : ???
     Vital Stats (cm) : ???
     Likes : Cameras (?)
     Dislikes : ???
     Good at : Photography
   Subjects good at : ???
       Subjects bad at : ???

      A newcomer in the game, Ran is a journalist-turned-fighter. She
  has this special camera that, when wielded, damages the enemy with
  an invisible shot of light (maybe). She has no other elements, but
  she has an unlimited supply of newspapers in her vest that can
  damage the enemy when thrown ^_^.

   ***  GORIN HIGH SCHOOL  ***

1>  SHOMA SAWAMURA "Explosive slugger"
     Date of Birth : October 10th
     Blood Type : O
     Height : ???
     Weight : 57 kg
     Vital Statistics (cm): 92-78-80
     Likes : Pro-baseball, Baseball videogames
     Dislikes : Big and strong things, basketball, volleyball
     Good at : Baseball
     Subjects good at : Physical education
     Subjects bad at : Music, English

      My personal favorite, Shoma is a batter/pitcher that is only 5"
  something tall. He is trying to take revenge from the people who have
  injured his brother, Syuichi's, right arm, therefore preventing him
  from being a pitcher. He carries his bat around as a weapon against
  those who try to stop him. Among all the other fighters, Shoma seems
  to be the favorite of a lot of players. He argues with Natsu most of
  the time, but he has a secret liking for her.

2>  NATSU AYUHARA "Powerful attacker"
     Date of Birth : February 14th
     Blood Type : B
     Height : 182cm
     Weight : ??kg
     Vital Statistics (cm): 92-59-83
     Likes : Cakes, hard-working persons
     Dislikes : Bullies, liars, small insects
     Good at : cooking, making cakes
     Subjects good at : Homemaking, P.E., Japanese, English
     Subjects bad at : Art

      Natsu is a very tall volleyball player in Gorin HS. She has a
  club for little volleyball players, or "juniors," in which she is a
  teacher. She tries to avenge the injured juniors by defeating the one
  who did all this. She is Hinata's childhood friend. She likes to
  quarrel with Shoma, but she likes him secretly.

3>  ROBERTO MIURA "Talented goalkeeper"
       Date of Birth : November 16th
       Blood Type : A
       Height : 177cm
       Weight : 73kg
       Vital Stats (cm): 101-82-88
       Likes : Everything related to soccer, guns
       Dislikes : Gloomy things
       Good at : Shooting a gun quickly
       Subjects good at : English, physical education
       Subjects bad at : Japanese, math

      Roberto is both a goalkeeper and a forward in their soccer team
  in Gorin HS. He simply tags along Shoma and Natsu and acts as a
  mediator between the two. He is very quick and agile, therefore
  making him a great close-range attacker.

4>  NAGARE "Sleeping fish"
     Date of Birth : ???
       Blood Type : ???
       Height : ???
       Weight : ???
       Vital Stats (cm) : ???
       Likes : ???
       Dislikes : ???
       Good at : Swimming
       Subjects good at : Physical Education
       Subjects bad at : ???

      A talented swimmer, Nagare, whose name means "wave" in Japanese,
  is a character who doesn't seem to mind others. He is very quiet,
  although too quiet on many occasions. He only says at least one or
  two words as a response to what someone says. For some strange
  reason, he has this ability to swim in mid-air. ^_^ I don't know the
  reason why he tagged along with Shoma and the others for now, but
  when the American version gets released, I'll be sure to add it.

   *** PACIFIC HIGH SCHOOL ***

1>  ROY BROMWELL "Stouthearted american"
       Date of Birth : May 2nd
       Blood Type : B
       Height : 181cm
       Weight : 85kg
       Vital Stats (cm) : 122,82,88
       Likes : Fashion, high-class brands
       Dislikes : Japan, Japanese, foul things
       Good at : Arm wrestling (Boman is a good rival)
       Subjects good at : Everything
       Subjects bad at : Nothing

      Roy is an American student in Pacific High School. Being a
  straight-A student and a Q.B. of Pacific HS football team, he is an
  object of every girl student's affection. He hates Japan very much
  because his grandfather lost one leg in the Pacific War and has been
  told the story again and again since childhood.

2>  TIFFANY LORDS "Flamboyant cheerleader"
       Date of Birth : December 23rd
       Blood Type : B
       Height : 164cm
       Weight : ??kg
       Vital Stats (cm) : 93-56-86
       Likes : Roy, dancing, her family, ice cream
       Dislikes : Natto
       Subjects good at : Physical education, Music
       Subjects bad at : Japanese

      Tiffany is very well-endowed cheerleader in the Pacific High
  School. She is very cheerful, but she can also be sensitive. Roy is
  very close to her, and the two consider each other as brother and
  sister. In fact, they have been schoolmates with Roy when the two
  were studying in the US. Among all the other females in the game, she
  has the largest bust size with 93 cm, just a cm larger than Natsu's.


3>  BOMAN DELGADO "Fighting clergyman"
       Date of Birth : July 30th
       Blood Type : A
       Height : 200cm
       Weight : 101kg
       Vital stats (cm) : 138-90-95
       Likes : Praying
       Dislikes : Violence
       Good at : Cooking
       Subjects good at : Theology, Philosophy
       Subjects bad at : Math, Science

      Boman is a man who is gentle, well-behaved and grown-up. He is a
  pious Christian and never fails to go to Mass on Sunday. After each
  inevitable fight, he prays to God to forgive him. When he fights
  well, he clasps his pendant tightly to thank God.

   *** GEDO HIGH SCHOOL ***

1>  EIJI YAMADA (or Edge) "Bloody knife"
       Date of Birth : April 1st
       Blood Type : AB
       Height : 173cm (excluding his hair)
       Weight : 60kg
       Vital Stats (cm) : 88-59-72
       Likes : His army knife, winning
       Dislikes : His real name, making an effort
       Good at : Throwing a knife
       Subjects good at : Nothing
       Subjects bad at : Almost everything especially math

      Foul and irresponsible, Edge can become extremely violent once he
  gets angry. His nick name is "Army knife's edge" because he always
  fights with his army knife. He is very careful about his attire and
  it is his habit to adjust his clothes when they get even barely
  wrinkled. He hates his real name and gets angry if someone calls him
  by it.

  NOTE: Edge is NOT a killer. This was an error I put when I did
         version 1.0. This is the real info on Edge.

2>  AKIRA KAZAMA "Kung-fu rider"
       Date of Birth : March 3rd
       Blood Type : AB
       Height : 160cm
       Weight : 45kg
       Vital Stats (cm) : 81-62-83
       Likes : Motorcycle, Daigo, friends at Gedo HS
       Dislikes : Talking
       Good at : Chinese martial arts (Taikyoku-ken), cooking
       Subjects good at : Japanese, Social studies, English
       Subjects bad at : Physical education, music

      Shy and quiet, Akira's personality changes when she takes off her
  helmet. She is normally tender, but once she puts on her helmet, she
  turns into a strong minded rider.

3>  GAN SEKIDOU "Powerful juvenile gang leader"
       Date of Birth : January 3rd
       Blood Type : O
       Height : 198cm
       Weight : 115kg
       Vital Stats (cm) : 170-159-165
       Likes : Rice balls
       Dislikes : Studying
       Good at : Sumo Wrestling, eating a lot and fast
       Subjects good at : Physical education
       Subjects bad at : Anything but Physical education

      Gan is a man who has extraordinary power, the only thing he can
  be proud of. He is ignorant and always made fun of by other students.
  What he loves more than anything is eating and he never fails to eat
  5 bowls of rice at every meal.

4>  DAIGO KAZAMA "The man of men"
     Date of Birth : ???
       Blood Type : ???
       Height : ???
       Weight : ???
       Vital Stats (cm) : ???
       Likes : ???
       Dislikes : ???
       Good at : ???
       Subjects good at : ???
       Subjects bad at : ???

      Daigo is a mysterious but powerful man. He is Akira's older
  brother who restored peace and unity in Gedo High School. When he
  suddenly disappeared, the peace and unity disappeared as well. Akira
  then goes on a search for his brother.

   *** JUSTICE HIGH SCHOOL ***

1>  HIDEO SHIMAZU "Mobile teacher"
       Date of Birth : May 5th
       Blood Type : A
       Height : 165cm
       Weight : 68kg
       Vital Stats (cm) : 93-80-85
       Likes : Japanese literature, Japanese dishes, his students
       Dislikes : Fighting, foul things
       Good at : Karate, cooking, washing, cleaning
       Subjects good at : Japanese
       Subjects bad at : ------

      Hideo is a teacher of Japanese. He is gentle and has a strong
  sense of justice, but is shy and afraid of socializing. He does not
  smoke or drink. He is single, in his 40s and is looking for a future
  wife. He doesn't look very good, but he is a karate master and used
  to be the heir of Shimazu-style karate. After his father's death, he
  was involved in the fight by successors, but he dropped out because
  he got disgusted.

2>  KYOKO MINAZUKI "Devillish school nurse"
       Date of Birth : June 7th
       Blood Type : B
       Height : 173cm
       Weight : ??kg
       Vital Stats (cm) : 87-56-89
       Likes : Sake (a Japanese alcoholic drink), horseracing
       Dislikes : Any kind of housework
       Good at : Massage, surgery
       Subjects good at : Biology, chemistry
       Subjects bad at : ------

      Kyoko is a teacher in personal hygiene and Japanese, and is also
  a nurse in Justice High School. A genius surgeon and expert masseuse,
  she is very attractive and a very talented doctor. She is an
  intellectual, energetic doctor at work, but outside of work she is
  careless, loose and drinks a lot of alcohol. She is also a terrible
  cook.

3>  RAIZO "Fierce principal"
       Date of Birth : October 3rd
       Blood Type : O
       Height : 188cm
       Weight : 124kg
       Vital Stats (cm) : 165-163-170
       Likes : Sirloin steak
       Dislikes : Telling a lie, crabs, lobsters
       Good at : Conquering Japan

      A very grotesque figure, Raizo is Batsu's father and the
  president/principal of the Justice High School. He left Batsu and his
  mother when he was still a baby to join the ninja clan called the
  Imawano Clan. His moves are rip-offs from Wolverine. Such is the
  Berserker Barrage which he adapts as the Kyoujyuu-Reppa. His
  Sekisaiga grab is also a rip-off of Wolverine's normal grab wherein
  he stabs the opponent a couple of times. His Yasha-Guruma is also
  similar to the Drill Claw.

4>  HYO IMAWANO "Detestable madness"
       Date of Birth : April 4th
       Blood Type : B
       Height : 183cm
       Weight : 67kg
       Vital Stats (cm) : 95-76-80
       Likes : Power (?), Japanese swords
       Dislikes : Love, friendship
       Good at : Brain-washing
       Subjects good at : All subjects
       Subjects bad at : nothing

      Hyo is the man who is in charge of student affairs. He is a very
  sinister man who plans on usurping Raizo's throne. He does anything
  to achieve his goal. He has inherited his aggressive personality from
  his "father" Mugen Imawano. He controls others by brain-washing, but
  he has really been brain-washed by his "father" during his childhood.

   *** TAMAGAWA MINAMI HIGH SCHOOL ***

1> SAKURA "Fighting Schoolgirl"
     Date of Birth : ???
       Blood Type : ???
       Height : ???
       Weight : ???
       Vital Stats (cm) : ???
     Likes : Ryu
       Dislikes : ???
       Good at : Street fighting
       Subjects good at : ???
       Subjects bad at : ???

      Sakura is a very popular name in streetfighting. She is one of
  those characters who have been introduced in the Street Fighter Alpha
  series. Since then, she has appeared on a lot of other fighting games
  like this one and Street Fighter Alpha 2-3, Marvel Super Heroes Vs.
  Street Fighter and Street Fighter EX 1 & 2. She has a crush on Ryu
  and dreams of fighting him someday.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 VIII. MOVE LIST

    Here are the moves for (almost) every fighter in the game. The only
moves that aren't here are for the edited characters. Remember, these
have been taken from the in-game Move List of the Arcade Disc of Rival
Schools 1. Some of the new characters' moves may sound incorrect and
funny, but I tell you: I tried!

  ( * = Usable in both mid-air and ground )

------------------------------------------------------------------------

 1. Batsu
    * Guts Bullet: QCF + P
      Guts Upper: FDF + P
      Crescent Star Kick: QCB + K
      Shooting Star Kick: QCF + K (in air)

    Burning Vigor Attacks:
    * Super Guts Bullet: QCF, QCF + P
      Super Guts Upper: QCB, QCB + P
      Super Shooting Star Kick: QCF, QCF + K (in air)

    Team-Up Attack: Double Guts Bullet

------------------------------------------------------------------------

 2. Hinata
      Rengekiken: QCF + tap P rapidly
      Shouyouken: FDF + P
    * Enbukyaku: QCB + K
      Renkyakudan: QCF + K (in air, can be done 3x in succession)

    Burning Vigor Attacks:
    * Fire Senpuu-Kyaku: QCB, QCB + K
      Super Rengekiken: QCF, QCF + P

    Hinata Team-Up Attack: Guts & Power
    Hinata2 Team-Up Attack: Crossfire Kick

 NOTE: Make use of the Fire Senpuu-Kyaku's sucking power. It will suck
        in an unwary opponent trying to do an attack.

------------------------------------------------------------------------

 3. Kyosuke
      Cross Cutter: QCF + P
    * Shadow Cut Kick: QCF + K
      Lightning Upper: FDF + P
      Shadow Wave: QCF + P (in air)
      Lightning Strike: QCB + P
      Stun Prod: F + HP
      Spin Fist: B + HP

    Burning Vigor Attacks:
      Super Cross Cutter: QCF, QCF + P
    * Double Shadow Cut Kick: QCF, QCF + K, then tap K for 1 extra hit
      Super Lightning Upper: QCB, QCB + P

    Team-Up Attack: Last Symphony

 NOTE: Use Kyosuke's Cross Cutter as an offensive against enemies who
        like to fight up close. The great splitting effect hits
        fistfighters most of the time.

------------------------------------------------------------------------

 4. Shoma
    * Fast Ball: QCF + P
      Grand Slam Smash: FDF + P
      Homicide Slide: QCF + K
      Catcher: HCB + P
      Baseline Shuffle: B + LK + HK, then tap HK for Homicide Slide
        or LK for a short sliding kick

    Burning Vigor Attacks:
    * Hundred Balls: QCF, QCF + P
      Homerun Hitter: QCB, QCB + P
      Super Homicide Slide: QCF, QCF + K

    Team-Up Attack: Grand Slam

 NOTE: Use Shoma's Fast Ball as an attack from far away. It won't
        disintegrate, and it's very fast, too. Best used against Hyo.
 NOTE: Use the Baseline Shuffle in a 2-Player match to intimidate your
        opponent. Shoma's "nyenyenyenye" speech should really get to
        his/her nerves ^_^. It's also good enough for a laugh or two.

------------------------------------------------------------------------

 5. Natsu
    * Jumping Serve: QCF + P
      Rolling Recieve: QCB + P
      Sliding Recieve: FDF + P
      Tokkun Spike: QCB + P (in air)
      Set N' Spike: HCB + P

    Burning Vigor Attacks:
      Thousand Spikes: QCF, QCF + P
      Blazing Spike: QCF, QCF + P (in air)

    Natsu Team-Up Attack: Praise & Spirit
    Natsu2 Team-Up Attack: Final Spike

------------------------------------------------------------------------

 6. Roberto
    * Shining Save: QCF + P
      Long Shot: QCF + K
    * Rising Kick: FDF + K
      Sliding Kick: QCB + K
      Bicycle Kick: QCF + K (in air)
      4-hit body juggle: F + K, K, K, K

    Burning Vigor Attacks:
    * Victory Goal: QCF, QCF + K
      Super Bicycle Kick: QCB, QCB + K

    Team-Up Attack: Double Shot

    Other Special Combos:
      LK, LP, HP, 4-hit Body Juggle, Up, LK, LP, HP, F + HP,
            Shining Save (max 13 hit)
      LK, LP, HP, 4-hit Body Juggle, Up, LK, LP, HK, Bicycle Kick
            (max 12 hit)

 NOTE: The Shining Save is mainly an aerial attack. If an opponent gets
        hit by the Shining Save on the ground, s/he'll just get
        stunned, but not get hurt.
 NOTE: When you execute the Sliding Kick, you can move Roberto around
        while he is circling the opponent. This will confuse the enemy,
        leaving him open for the attack.
 NOTE: The 4-hit Body Juggle is a good Rival Launcher since it starts
        the Textbook Combo with an extra 4 hits. However, this is
        harder to pull off than simply pressing DF + HK.

------------------------------------------------------------------------

 7. Roy
      Dynamite Straight: QCF + P
      Twister Upper: FDF + P
      Touchdown Wave: QCB + P
      Fist Slam: QCF + P (in air)

    Burning Vigor Attacks:
      Triple Twister: QCF, QCF + Rapidly press P (normally, it does
         9 hits. If you do it correctly, it can get up to 18 hits!)
      Super Touchdown: QCB, QCB + P

    Team-Up Attack: Double Rising Tornado

 NOTE: The Super Touchdown Wave was actually ripped off Magneto's
        Magnetic Shockwave super attack. You knew that, didn't you?

------------------------------------------------------------------------

 8. Tiffany
      Beautiful Spin: FDF + P
      Groovy Punch: QCB + hold P
      Groovy Knuckle: QCF + hold P
    * Exciting Kick: QCB + K
      Head Stomp: D + K (in air)

    Burning Vigor Attacks:
      Wonderful Kick: QCF, QCF + K
      Groovy Combo: QCF, QCF + P

    Tiffany Team-Up Attack: Love & Peace
    Tiffany2 Team-Up attack: Bridge Drop

------------------------------------------------------------------------

 9. Boman
      Great Upper: QCF + P
      Haymaker Straight: QCF + P (during Great Upper)
      Haymaker Straight: HCB + P
      Great Rush: FDF + P
      Great Lariat: QCB + P (in air)

    Burning Vigor Attacks:
      Best Rush: QCF, QCF + P
    * Great Cross: QCB, QCB + P

    Team-Up Attack: Double Power Buster

 NOTE: Just in case nobody noticed, the Great Cross B.V. Attack is
        actually similar to Zangief's Siberian Blizzard super move.

------------------------------------------------------------------------

 10. Edge
    * Reversing Blade Strike: QCF + P (can be done 3x on ground)
      Vertical Reversing Blade Strike: QCB + P
    * Destructive Kick: QCF + K
      Rising Blade Abuse: QCB + K

    Special Reversing Blade Strike Combos:
      Continuous Blade Strikes: QCF + LP, QCF + LP, QCF + HP, QCF + HP
      3-Way Blade Strike Combo: QCB + P, QCF + P, QCF + P
      Supreme Blade Strikes:
            QCB + P, QCF + LP, QCF + LP, QCF + HP, QCF + HP

    Burning Vigor Attacks:
      Bloody Festival: QCF, QCF + P
      Super Destructive Kicks: QCF, QCF + K (in air)

    Team-up attack: Bloody Nightmare

 NOTE: Try to use the strong Reversing Blade Strike (QCF + P) sparingly
        since Edge will have to turn around, leaving you open for an
        attack.

------------------------------------------------------------------------

 11. Akira
      Gate Elbow (Gate Upper for Akira2): QCF + P
      Dancing Cyclone Kick: QCF + K (can be done 3x in a row)
      Leg Up: QCB + K
      Reflex Stance: QCB + K

         (From Reflex Stance)
      Launch Pad: LP HP, HK, LK
      Bully Beater: LK, LP, HP, HK
      Falter Bash: HP, LP, LK, HK
      Air Feast: HK, LK, LP, HP

    Burning Vigor Attacks:
    * Skull Aura: QCF, QCF + P
      Reflex Barrage: QCB, QCB + P
      Aerial Barrage: QCB, QCB + K

    Akira Team-up attack: Gang Buster
    Akira2 Team-up attack: Neo Synchronous Attack

    Other Special Combos:
      (from Reflex Stance) LP, HP, LP, LP, HP, DF+HP (Rival Launcher),
                             LP, LK, Aerial Skull Aura (13 hit)
      (from Reflex Stance) LP, Reflex Barrage (6 hit)

 NOTE: Akira2's Team-up Technique attack was (surprisingly) ripped-off
        from a scene in Episode 9 of the popular Japanese Anime series,
        Evangelion. It's the part wherein Asuka and Shinji (or the EVA-
        01 and -02) teamed up to defeat the creature (forgot the name).
        You guessed it, the attack they used was the Neo Synchrounous
        Attack. Cute, huh?

------------------------------------------------------------------------

 12. Gan
      Gun Stabbing: QCF + P (can be done 6x in a row)
      Rough Wave Stomping: QCF + K
      Rock Smashing: FDF + P
      Clapping Hand Destruction: QCB + P
      Thunder Clap: HCB + P
      Double Pound: QCF + P (in air)
      Cannonball: QCF + K (in air)

    Burning Vigor Attacks:
      Super Gun Stabbing: QCF, QCF + P
      Concrete Smash: QCB, QCB + P

    Team-up attack: Active Volcano

------------------------------------------------------------------------

 13. Kyoko
      Shussekikakunin: QCB + P
    * Kaishin: QCB + K
      Shokushin: QCF + P then K rapidly
      One Wing Stance: QCF + K then tap P once or tap K rapidly
      Pop Quiz: B + LK + HK
      Knee Check: FDF + K

    Burning Vigor Attacks:
      Final Prescription: QCF, QCF + P
      Class Curve Kicks: QCF, QCF + K

    Kyoko Team-up attack: Rest & Relax
    Kyoko2 Team-up attack: Heart attack

 NOTE: Use the Shussekikakunin's sidestepping ability to escape from
        most attacks.
 NOTE: The Pop Quiz attack will usually make you get to the back of
        your opponent with ease. This is better than ditching.

------------------------------------------------------------------------

 14. Hideo
    * Seihaken: QCF + P (aerial Seihaken can be done 3x in a row)
      Anti-air Seihaken: QCB + P
      Jicchokuken: FDF + P
      Shinenkyaku: QCB + K
      Raieishuu: QCF + K (in air, can be done 3x in a row)

    Burning Vigor Attacks:
      Shimazu Seihaken: QCF, QCF + P
      Shimazu Jicchokuken: QCB, QCB + P

    Team-up attack: Shin Seihaken

------------------------------------------------------------------------

 15. Raizo
   *  Horizontal Yasha-Guruma: QCF + P
      Vertical Yasha-Guruma: QCF + K
      Downwards Yasha-Guruma: QCF + K (in air)
      Double Yasha-Guruma: QCF + P or K then tap any direction + P or K
      Kyoujyuu-reppa: FDF + P
      Roppu-zuki: QCB + P
      Sekisaiga: HCB + K

    Burning Vigor Attacks:
      Imawano Kyoujyuu-Reppa: QCF, QCF + P
      Imawano Roppu-Zuki: QCB, QCB + charge P

    Team-up attack: Ningen-Taihou

 NOTE: The Charged Imawano Roppu-Zuki takes a lot of time to execute.
        Use it only when you are sure that it will hit the enemy.

------------------------------------------------------------------------

 16. Hyo
      Ichimonji-Giri: QCF + P
      Jyumonji-Giri: QCF + P then P
      Iai-Giri: QCB + P
      Kogetsu: When enemy is behind you, press P
      Ouryou-Zan: FDF + P
      Tenrai-Zan: QCF + P (in air)
    * Genei-Shuu: QCB + K

    Burning Vigor Attacks:
      Ankoku-Genei-Shuu: QCB, QCB + K
      Ankoku-Tenrai-Zan: QCF, QCF + K

    Team-up attack: Zankoku-Zan

 NOTE: The Kogetsu move is simply a counterattack for an enemy who is
        behind Hyo. You'll only see a vertical slash. Don't expect it
        to be something fancy.

------------------------------------------------------------------------

 17. Sakura
      Hadoken: QCF + P (or hold P)
      Soukuu-Hadoken: QCF + P (in air)
      Tengyou-Hadoken: QCB + P
    * Shunpuu-Kyaku: QCB + K
      Shouou-ken: FDF + P

    Burning Vigor Attacks:
      Shinkuu Hadoken: QCF, QCF + P
      Shinkuu Soukuu-Hadoken: QCF, QCF + P (in air)
      Shinkuu Tengyou-Hadoken: QCB, QCB + P
      Haru Ichiban: QCB, QCB + K
      Midare Zakura: QCF, QCF + K

    Team-up Attack: Shungokusatsu

------------------------------------------------------------------------

 18. Ran
    * Straight Camera Shot: QCF + HP (can be done 3x in a row on land)
      Diagonal Camera Shot: QCF + LP
    * Newspaper throw: QCB + P

    Burning Vigor Attacks:
    * Super Camera Shots: QCF, QCF + P
      Front Cover Shot: QCB, QCB + P

    Team-up attack: Say cheese!

------------------------------------------------------------------------

 19. Daigo
      Phoenix Punch: QCF + P (can be done 5x in succession)
      Phoenix Kicks: QCF + K
      Phoenix Fire: QCB + P (LP for wide-area, HP for vertical)
      Skull Aura: QCF + P (in air)

    Burning Vigor Attacks:
      Phoenix Fury: QCF, QCF + P
      Super Phoenix Fire: QCB, QCB + P
      Air Rebel Aura: QCF, QCF + P (in air)

    Team-up attack: Super Parry

 NOTE: Using the Phoenix Fire or the Super Phoenix Fire is a very bad
        idea on fast and furious fights. Since Daigo has to turn
        around, he'll be beaten up by the time he even executes the
        attack. Think wisely when using it.

------------------------------------------------------------------------

 20. Hayato
    * Scolding Slash: QCF + P
      Counter Thrust: QCB + P
      Devastation Kick: QCF + K (LK for vertical, HK for diagonal)
      Second Kick: QCB + K

    Burning Vigor Attacks:
      P.E. Smack: QCF, QCF + P
      Super Counter Thrust: QCB, QCB + P
      Super Devastation Kick: QCF, QCF + K

    Team-up attack: Sphere of Confidence

    Other Special Combos:
      LK, LP, HP, F + HP, Scolding Slash (max 9 hit)
      LK, LP, HP, DF + HP, Up, LK, LP, HP, Scolding Slash
           (max 12 hit)
      LK, LP, HP, F + HP, Vertical Devastation Kick, Scolding Slash
           right after the Devastation Kick (max 10-13 hit?)

 NOTE: During the Counter Thrust or Super Counter Thrust attack, Hayato
        will seem immune to any form of attack. He gets damaged, but
        the effects are not very visible.

------------------------------------------------------------------------

 21. Nagare
      Race dive attack: QCF + P
      High dive attack: QCF + P (in air)
      Butterfly takedown: QCB + P
      Frog Kick: QCB + K
      Flutter Kick: F + K (in air)

    Burning Vigor Attacks:
    * Swimmer's Combo : QCF, QCF + P
      Super Flutter Kick: QCB, QCB + K

    Team-up attack: Sychronized Swimming Dance

 NOTE: The Swimmer's Combo is best done in air since it does more
        hits instead of just 5, normally.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 IX. EXTRA STUFF I THREW IN

   A. THE SIMULATION MODE

    One of the special modes in this game is the Simulation mode
(extremely rough translation). It's the very first option in the Main
Menu. In this game, you can control a schoolboy (or a schoolgirl) as you
play yourself through a whole schoolyear. There have been a lot of
problems regarding errors when accessing this with a non-modified
Playstation while some don't understand a thing. Still, you'll still
have some fun in here.

    The first thing you'll see is an option whether to start the game
or load your previously saved game. When you start the game, you will
see Inccho (is that right?) and you can ask her a few questions.
Afterwards, you'll choose your first and last name, and then your alias.
For those of you who can't understand Katakana or Hiragana, there is an
option wherein you can use the American letters (the 3rd option in the
left sidebar). Anyway, you'll also choose your gender, your school, your
birthdate and some other things that I can't quite make out. After that,
you'll modify your own face and hair.

    Now for the game. From here on, it's up to you to choose whatever
you want to do and choose, since I don't feel like adding this section
anyway. You can always check out the other FAQ, right? (plug-in
intended ^_^)

 TIP: When choosing options between characters, try to see their name
     in the choices. For example, when choosing between Roy, Tiffany
     and Boman, try to see which choice has each characters name in
     Katakana.
 TIP: Look at the Katakana and Hiragana characters in the name
     selection screen and try to memorize as much characters as
     possible. For example, what looks like a square to us means Ro,
     or what is Hi (as in Hinata) to the Japanese may look like a weird
     U-shaped thing.

------------------------------------------------------------------------

   B. THE OMAKE OPTION

     The Omake option is a special option wherein you can buy bonus
stuff. You can access it by pressing Circle on the 3rd to the last
option in the Main Menu. There, you'll see three more options. The
first option is where you "buy" the extra stuff using the points you
have acquired by fighting, playing minigames, etc. Either Shizuku or an
old woman will show up to guide you in this part. The things you can
buy are posters, the extra costumes for some characters, cards and even
the endings for the characters you have finished. The second option is
where you'll get to see the things you have just bought. Pretty self-
explanatory. The third one is the Exit Menu option. This puts you back
to the Main Menu.

------------------------------------------------------------------------

   C. MINIGAMES

     Rival Schools 2 has 6 minigames all in all. 4 of them came from
    the first game, while the new ones are Doki-Waku-Dance and the
    Track-and-Field mode. Here are some descriptions and tips on the
    minigames:

 -----------------------------
   1. Shoma's Home Run Derby
 -----------------------------

        In this game, you control the real Shoma as the batter, while
     another Shoma is the pitcher. Naturally, you have to get Home Runs
     as much as possible. You will be given 10 tries. The 5 highest
     scores will be tallied and will be your final score.

        TIP: Watch out for Shoma's fastball! It's pretty tricky!
        TIP: Don't try to move Shoma unless you know what you're doing!

 ----------------------------
   2. Roberto's Target Game
 ----------------------------

        The cheesiest of all minigames. You control Roberto as you try
     to take down tags with scores on them. Pressing the D-pad will
     change the direction and angle of the ball. Press X to make
     Roberto kick the ball weakly, or Circle for a strong kick. Just
     before Roberto sends the ball flying, you can adjust the arc of
     the ball by pressing on the D-pad. This might sound easy, but it's
     not!

        TIP: Try to hit the tags as a group. That way, you can kill a
            lot of birds with one stone!
        TIP: An Artistic Hit is a hit with the ball's arc adjusted.
            You can get more points if you hit a tag using this trick.
        TIP: You can score the most points when you hit 4 tags using
            an Artistic Hit!
        TIP: Just before Roberto kicks the ball, you have a chance to
            press a few buttons. I forgot what it's called, but if you
            do it right, the ball will suddenly make a turn in mid-air!
            You'll also get more points this way.

 ----------------------------------
   3. Roberto's Penalty Kick game
 ----------------------------------

        Now this is my favorite. You control the real Roberto as you
     guard and score against the other Roberto, while he also does the
     same. You take turns on the offense / defense, while the Roberto
     with the most goals wins. Just like in the Target game, you
     control the ball the same way (see above). You will also be given
     3 shining attacks. They can make the ball fire up and damage the
     opponent, or on defense, make Roberto do a Shining Save.

        TIP: See that small screen on your lower-right hand corner?
            Take a look at the left meter. The middle part of it is
            obviously stouter. That signifies the top bar of the goal.
            Always remember to get the ball lower than that!
        TIP: When on offense, point the arrow on the left meter just
            below the middle part (see above), and the other arrow in
            the middle-left or right. If you do it right, the Roberto
            on defense won't be able to get the ball and you will score
            a goal!
        TIP: Just before Roberto kicks the ball, you have a chance to </pre><pre id="faqspan-2">
            press a few buttons. I forgot what it's called, but if you
            do it right, the ball will suddenly make a turn in mid-air!
            This should surprise your enemy!

 ---------------------------
   4. Natsu's Service game
 ---------------------------

      In this minigame, you control Natsu as she tries to take down
     some icons with equivalent scores. A Raizo icon is worth -200 pts,
     a Roberto icon 100, a Natsu icon 300, a Hinata icon 500 while a
     Shoma icon is worth 1000 pts. To serve the volleyball, hold the
     Circle button when the gauge gets filled up to the desired level
     and the altitude meter will rise. Release the button when the
     desired altitude is met. You will be given 7 tries. All your
     scores will be added and will be your final score.

        TIP: Hit the icons as a group to rake in major points!

 ----------------------
   5. Track-and-Field
 ----------------------

        For this game, you control any custom student from any school
     as you pit yourself against either Gan, Boman, Batsu, Shoma or
     Hyo. There is a meter that signifies your speed. For every beat,
     that meter will increase very fast, and will also decrease. To
     run fast, press Circle or X when the meter gets filled up. Your
     speed will rely mainly on this. The one who reaches the end of the
     line first wins.

        TIP: The best way to win is to tap the Circle or X button using
            your index finger. For some reason, the game is pressure
            sensitive, meaning each strike of the button must be done
            strong enough to advance further.
        TIP: Everytime the Speed Bar gets filled up, you will hear a
            "bleep" sound. Try to tap the beat in your mind to make it
            easier so that your taps would be near-perfect.
        TIP: Another fast way to win is to race against Gan. (Corny...)

 ----------------------
   6. Doki-Waku-Dance
 ----------------------

        In this game, you control a student from a school while you
     square off against the character of your choice. There will be a
     meter in the top-middle part of the screen in the shape of a
     heart. The idea is to get the arrow point from left to right. To
     do that, you have to follow what the other guy presses on the
     D-Pad. Every correct set raises the meter by a notch. You win
     when the arrow points to the required area of the heart at the end
     of the song.

        TIP: To get the arrow move a bigger notch, imitate the
            opponent's actions exactly, including the time each button
            is pressed. If you do it right, you'll see the message
            "Great!" instead of "Good!"

------------------------------------------------------------------------

   C. VICTORY SYMBOLS

     Whenever you win, you'll see those little icons just below your
    character's life gauge. Here's a small compilation of what they
    stand for.

      V - Normal victory. Includes victories from a normal attack,
           special attack, grab or a Tardy Counter.
      P - Perfect victory. This means that you won the match without a
           single damage.
      BV - Burning Vigor attack victory. This means you won using a
           Burning Vigor attack.
      2 - Team-up technique victory. Definitely, when you win with this
           symbol, you finished the match with a team-up attack.
      T (?) - Time Over victory. When the time expires, the one with a
           higher lifebar is the winner.
      D - Draw. Both of you get knocked-out at the same time, leaving
           nobody as the winner.

    (Draw and Time Over symbols contributed by Velian)

     That's all so far. If you guys know something that I've forgotten
    in this section, please tell me. Now on to the next part...

------------------------------------------------------------------------

   D. FUN THINGS TO DO

 1. Moving the camera during the victory taunts
     To move the camera when a character is doing his victory taunt,
   mingle on the D-Pad to move the camera.

 2. Taunting
     Simply press SELECT to do a taunt.

 3. Getting the bad ending
     To get a bad ending, finish Chapter 7 with a normal victory or a
   Burning Vigor attack.

 4. Getting the good ending
     To get a good ending, you have to finish the second battle of
   Chapter 7 (the fight with Raizo and another guy) using a Team-Up
   Technique attack. If you do this, you will fight Hyo alone or with
   a teammate in the Final Chapter. Beat him/them to see the good
   ending.

  So far, this is all that I know. Please send any additions and
comments regarding this to [email protected].

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 X. ACKNOWLEDGEMENTS

   Thanks go to these happy campers in the list:

  - www.gameFAQs.com and Jeff "CJayC" Veasey for publishing this work.
  - www.capcom.com for the information on the characters that I got
  - Eric Sanchez a.k.a. Velian ([email protected]) for the 2 extra
      victory symbols and 2 new combos for Akira.
  - My folks for the Playstation and the game.
  - My brother for fixing the computer a thousand times.
  - My dog for moral support.
  - Everyone who E-Mails me for the sake of an FAQ
  - You for reading this FAQ

   Once again, THANK YOU VERY MUCH!!!!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 XI. CONCLUSION

  How'd you like it? Contact me or send your comments, questions and
other feedback to my E-Mail address, [email protected]. As for my
ICQ number, it's 43204398. I prefer the E-Mail address better, though.
Well, that's all! Thanks!

                    BURUGUDUNSTUYSTUNSTUGUDUNSTUY