PL77:
    (  Asuka 120% LIMITED : BURNING Fest. LIMITED  )     .,   .:L.
    (  Japanese Sega Saturn / ComboFAQ issue 1.00  )     ;J7iLsxsx12.
    (  FAQ + ascii : shouji / GameFAQsID : shouji  )     Jx   ::::::sX;:.
    (  [email protected] / schoolgirls = sexy!!  )      :7;;,:::::iv cF
      ( psn : shouji-kun / gamertag : afroshouji )          iHv;:::::rFJ.
                                                          .UOLJJ::::;L;
                       ::.                               ;  ;7r:,,;ur
                   ,ruLi;7v.                            iB:   xr;iv,
                 2W:;x :PH1r.                          HBMBP: .:xK
                s7H;:xrrSS,:E:                       cMBGEGMMWUJc
             r  Jvi;U0J;: .P. :;,                  :BMR0EK0ZBMOi
            sUr:u: :scr;,vJc..  .i                DBMZZZKKZBB;
           c7:;.c3GDU:.rLr;,;;i; .x             JMBEZKZKZMBR
          ,K:..:  :..,v7,.:::;:;i..7         .EBMMHKHZOBMB:
         ;7r:       ..iir,.,::::;: J         MBD0SGBBMBWs
        .H; .i.:L:.:iB1;0Xui,:,:::;F       LMZXGPMMBMx
         ;X:;1x7rMB1 FSJKH:;uXc;:;HH     :MMK1KXBMBs
          LRKri;r ,. ,i:rE;..Lvs21      :BR0SZEMMB
           .;vrSZr. rGDc7sR0c3Fr.      iBOGPWMBMB;      ( cathy wild )
            :Pi::v3REBv:,,.FM         7B7   ;L7RM
           :S     :K.        ;        BH  ..  .Lu
         7HW. ....i1L     ,. s        7..::..:;U
      :i:.u0U:..:;SF:7. ..:JBW       J7 ,..:1SUS1MBMBRWBr;, ,
   :JHcS7  .FRu2PWL;v2S7:LXBRc;   iFLr.iL7xW;J1xPRRBGi:J0BMBMM7:i
 :L::.:r17i.iMBL:si :UBEKEBL  .7OMMS2PSx1::  PEHS21uF2c7KZWDRMRr xF.J7i;iuZs:
:Lr        FF;,,..::77rPBOMs   iRMW;;;:.     ,BSF3132EBRXPG0E0WMB  KW37     u2;
UW,      iEP7    .Gs :;7MBBE;:rBE:.....,.. ..:GPPRMBMBMBMBOWGMMBc 7:Px1    .U;r
:Sr:... 777  ::;LcH7    :7MZrPMBi:,,.:,:::,:;HMBMB;r.  ZMBMBUH, ;RcSJ.   :7;.7
  vJxcSH:   ::vsi7r           ...;7ccrrivcJs;uL          .:xi;uu7;scr;L11c::c;
    ::::XS::;s7vv.                 .::::.                  .72x7r7,:,:;Frv7s:
         7SX1;7
_______________________________________________________________________________
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 Copyright 2014 Khris "shouji" Gaines

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                      .. Alright, I`m through ranting. Have a nice day. ^_^


===============================================================================
 TABLE OF CONTENTS
===============================================================================

- Festival 1    . . .  INTRODUCTION

- Festival 2    . . .  CONTROLLER + BUTTON NOTATION

- Festival 3    . . .  COMBO LISTING NOTATION

- Festival 4    . . .  HOW TO READ THE COMBOS

- Festival 5    . . .  CHARACTER COMBOS

    - Asuka Honda           - Cathy Wild            - Gen`ichirou Shindou
    - Karina Toyota         - Kiyoko Mitarai        - Kumi Ookubo
    - Megumi Suzuki         - Nana Owada            - Ryuuko Yamazaki
    - Shinobu Kawasaki      - Tamaki Shindou        - Tetsuko Ougigaya
                            - Torami Houjyou

- Festival 6    . . .  SPECIAL THANKS

- Festival 7    . . .  REVISION HISTORY

- Festival 8    . . .  FINAL NOTE


================================
 Festival 1 : INTRODUCTION     | ---------------------- ( Asuka 120% Limited )
================================

I first was introduced to the `Asuka 120%´ series by seeing it on a vendor`s
table at the very first Anime Central convention back in 1998. It was the
`Excellent´ version and I didn`t end up buying it. But I do remember later on
using my amazing 56k dial-up connection, I looked up as much about the series
back on good ol` America Online. Reading reviews, seeing screen shots, and
finding out that this game was supposed to be some insanely spastic and combo-
filled orgy of fun. With all the main characters being teenage schoolgirls. It
wasn`t until about two years later that I managed to play `Limited,´ then went
back to pick up `Excellent´ shortly after. Sure enough, it was spastic, the
game is easy to pick up, and had some of the craziest combos I had ever seen
during that time. It was a lot of fun and quite a surprising change of pace
from the norm of `Street Fighter III´ and the Marvel games.

Limited`s learning curve is not a hard one at all. You literally can pick it
up and pull off some amazing combos within ten minutes. I think that`s what
makes it fun because you don`t have to put that much work into learning crazy
combos like one might in other fighting games. There isn`t too many situations
that call for strict timing and input, and rather it can turn into a button-
mashing, spam-fest, free-for-all in a matter of rounds. That`s not to say that
it can`t be played more at a high level, but don`t expect this to headline at
an EVO or SBO tournament either.

Despite having such a loose combo engine, `Limited´ is not plagued with issues
like stun lock loops and infinites (Shinobu`s doesn`t count since it doesn`t
work in the corner). The meat of the game centers around juggling the opponent
around the screen, causing as much damage as possible before they fall. This
FAQ will list some of the more complicated combos and juggles, but even they
shouldn`t take too long to master after a few attempts.

The `Asuka 120%´ series is not meant to be taken seriously, which is a good
thing. It is on the completely other side of the fence from games like SFIV
or UMvC3——in fact, it`s in a completely different tax bracket. I`m hoping the
series will make a return since it is a fun title, but maintain its rather
insane gameplay style that it is known for.


================================================
 Festival 2 : CONTROLLER + BUTTON NOTATION     | ------ ( Asuka 120% Limited )
================================================

----------------------------------------------------------------------  ( .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.


----------------------------------------------------------------------  ( .02 )
 BUTTON NOTATION
-------------------------------------------------------------------------------

   L     R                           n/a             High Jump

X     Y     Z              n/a                n/a                n/a

A     B     C         Light Attack (A)   Heavy Attack (B)   A + B Attack (C)
                                                            Counter Attack

- Button notation can be changed at the Controller Type menu in the Config
  Mode > Option screen. This FAQ utilizes the default setup shown above.


==========================================
 Festival 3 : COMBO LISTING NOTATION     | ------------ ( Asuka 120% Limited )
==========================================

>    indicates the following attack will chain from the previous attack.
       -  Light > Light > Light > Heavy > Heavy

XX   indicates 2-in-1s or Cancels (basic attacks into special moves/supers).
       -  Heavy XX Enshin Hasai Ken

/\   indicates that you jump or rise in air after previous move or command.
       -  Launcher /\ Light > Light > Heavy > Counter

\/   indicates that you land to the ground after previous move or command.
       -  Light > Heavy \/ Light > Light > Heavy

,    indicates that no special combo method is needed between the two moves.
     typically used to denote links or post-stun mechanics.
       -  Triple Headbutt, Counter

( )  indicates a move that can be added into the combo, but not necessary.
     normally used when a certain move may alter the combo`s outcome.
     (moves/attacks in parenthesis aren`t included in posted hit number)
       -  Light > Light (> Light) > Heavy > Counter

[ ]  indicates the number of times a move must hit before continuing combo.
       -  Light > Light > Heavy [2 hit] > Counter

+    stands for "and"
       -  df + Light

/    stands for "or"
       -  Light > Light > Heavy/Counter

TC ( )
     stands for a Target Combo; the moves listed within the parenthesis are
     all done as part of a unique chain sequence.


s.    stands for STANDING           sj.   stands for SUPER JUMPING
c.    stands for CROUCHING          dj.   stands for DOUBLE JUMPING
j.    stands for JUMPING            d.    stands for DASHING
jc.   stands for JUMP CANCEL        (otg) stands for OFF THE GROUND


==========================================
 Festival 4 : HOW TO READ THE COMBOS     | ------------ ( Asuka 120% Limited )
==========================================

This is the format that all combos are listed in for this FAQ:


   o--- A    o--- B      o--- C      o--- D
  /         /           /           /
o2  ::  16 RUSH  ::  shouji        /
    c.Light > s.Heavy [1 hit] > d.Light [2 hit], Itekomashi Special
    (c.A > s.B > f,f + A, d,d + AB)
                   \
                    o--- E


A  --  Combo Number
       The number of the combo. All the combos are listed in descending order
       by the amount of hits it does. (Unfortunately there is no in-game way
       to properly calculate damage.) The highest combos are at the top and go
       down to the smaller ones.

B  --  RUSH Counter / Combometer
       The number of hits the combo will do.

C  --  Source / Acknowledgment
       If the combo wasn`t created or discovered by me, credit is listed here
       where the source was from. A person`s name, magazine, or even gamertags
       (in addition to the forum) can be used here.

D  --  The Combo
       The full combo, from the first hit to the last. Buttons are denoted by
       the 2-button method: Light and Heavy. ('Counter' is the A + B, or the
       C-button.) Specific and signature moves are cited with their proper
       Japanese names (ie - Banchou Bazooka, Lob Otoshi, etc.) and used within
       most of the combos.
       Some combos possess button-specific moves in them, such as a `Heavy Bio
       Impact´. The `Heavy´ means to use that strength button when doing the
       move. Thus, d,d + Heavy. The use of a certain button can deal with
       things such as move principles and/or damage. Since Karina attacks
       differently with each Bio Impact, the Heavy version will offer the best
       overall results for that particular combo. There are other times where
       it doesn`t matter what strength button you use, like for this Asuka
       combo: c.Heavy XX Enshin Hasai Ken. If you performed the Enshin Hasai
       Ken with Light or Heavy, the combo would be exactly the same.
       Each combo listed in this FAQ was performed on Shinobu Kawasaki unless
       otherwise stated. However in `Asuka 120% Limited,´ the sizes of all the
       characters are all virtually the same, give or take a few pixels. So
       combos should work on all the characters.

E  --  The Shorthand Combo
       This is all the motions you have to do to pull off the combo that`s
       above it, but just written in shortened notation. Also useful if people
       don`t know the motion of a move by its name.


There is normally a bunch of notes at the end of the combo listings. Above a
note is the number pertaining to whichever combo(s) it`s for. The notes are
there to give insight on complex maneuvers, timing, or any aspects that may
prove to cause confusion.


====================================
 Festival 5 : CHARACTER COMBOS     | ------------------ ( Asuka 120% Limited )
====================================

----------------------------------------------------------------------  ( .01 )
 ASUKA HONDA
-------------------------------------------------------------------------------

o1  ::  14 RUSH
    c.Light > c.Light > c.Heavy XX Light Phenomenon Crash [2 hit], (dash
    forward) c.Heavy /\ jc.Light > j.Heavy [2 hit] \/ c.Heavy /\ jc.Light >
    j.Light > j.Heavy > j.Counter
    (c.A > c.A > c.B XX qcb + A, (f,f) c.B /\ jc.A > B \/ c.B /\ jc.A > A > B
    > AB)

o2  ::  10 RUSH
    Throw, s.Heavy XX Heavy Chemical Impact [1 hit] \/ s.Heavy, c.Heavy >
    d.Heavy, (dash forward)(wall slam) /\ j.Heavy [2 hit] \/ Heavy Chemical
    Impact
    (When close, b / f + B, s.B XX d,d + B \/ s.B, c.B > f,f + B, (f,f, uf)
    /\ Jump B \/ d,d + B)

o3  ::  8 RUSH
    c.Light > c.Light > TC (f + Light > Light > c.Heavy) XX Heavy Chemical
    Impact
    (c.A > c.A > TC (f + A (hold f) > A > c.B) XX d,d + B)

[ Xtra ]
- Combo o1
  This can be performed either in the corner or out in the open. In the open
  it is slightly harder because after you juggle with the Light Phenomenon
  Crash, you have to dash after the flying opponent to catch with the c.Heavy.
  It must be timed right because you have to wait until Asuka recovers from
  the Phenomenon Crash, then run and catch them just before they hit the
  ground. Jump cancel and hit with the jc.Light, then wait a moment before
  doing the j.Heavy. You want to be close to landing so you hit with those two
  hits, then land and immediately hit with the c.Heavy to pop the opponent
  back up a little. Allowing you to jump cancel again with the last air chain.

- Combo o2
  A lot of this combo involves specific timing to pull it off correctly. There
  is a WALL SLAM portion involved, so a knowledgeable opponent can quick
  recover out of the last part easily. After throwing, wait until the opponent
  begins to fall before hitting with the s.Heavy XX Heavy Chemical Impact. It
  pops the opponent up high enough so that only the last hit of the Chemical
  Impact`s ascension will connect, sending them up higher. Asuka lands to the
  ground as the opponent starts to descend, allowing her to catch them with a
  s.Heavy for another small pop-up. Juggle with c.Heavy right before they hit
  the ground, chaining into the d.Heavy to activate the FLYING SCREEN. This is
  much easier if near the corner, else Asuka has to dash further to catch them
  with the j.Heavy juggle.


----------------------------------------------------------------------  ( .02 )
 CATHY WILD
-------------------------------------------------------------------------------

o1  ::  21 RUSH
    c.Light > s.Heavy [1 hit] > d.Light [2 hit], Itekomashi Special [12 hit],
    d.Light [1 hit] /\ jc.Light > j.Light > j.Light > j.Counter
    (c.A > s.B > f,f + A, d,d + AB, f,f + A /\ jc.A > A > A > AB)

o2  ::  17 RUSH
    Itekomashi Special [12 hit], d.Light [1 hit] /\ jc.Light > j.Light >
    j.Light > j.Counter
    (d,d + AB, f,f + A /\ jc.A > A > A > AB)

o3  ::  16 RUSH
    c.Light > s.Heavy [1 hit] > d.Light [2 hit], Itekomashi Special
    (c.A > s.B > f,f + A, d,d + AB)

o4  ::  11 RUSH
    c.Light > s.Heavy [2 hit] > d.Light [1 hit] /\ jc.Light > j.Light > j.f +
    Light > j.Heavy > j.Heavy \/ d.Heavy
    (c.A > s.B > f,f + A /\ jc.A > A > f + A (hold f) > B > B \/ f,f + B)

o5  ::  7 RUSH
    Shoulder Crash, d.Light [2 hit] /\ j.Light > j.Light > j.Heavy > j.Counter
    (qcb + A, d.A /\ j.A > A > B > AB)

o6  ::  6 RUSH
    j.Heavy [2 hit] \/ c.Light > c.Heavy > d.Heavy
    (Jump B \/ c.A > c.B > f,f + B)

o7  ::  6 RUSH
    Triple Headbutt [3 hit], c.Heavy > d.Heavy
    (qcb + B (press A / B rapidly), c.B > f,f + B)

[ Xtra ]
- Combo o1,o2
  Cathy has about a 5f window after the Itekomashi Special to allow her to
  juggle with the d.Light, which is about 1/6 second. As soon as she does the
  final power bomb hit, it bounces the opponent off the ground. The d.Light
  has to be done immediately to catch them off this bounce, but only the first
  hit. If Cathy hits with both hits, it launches the opponent high, but Cathy
  will be unable to juggle them as they are falling. (It more or less causes a
  faux SPINNING KNOCKDOWN.) Jump cancel after the first hit of the d.Light to
  be in range to air combo with the rest of the chain.

- Combo o1,o3
  The d.Light causes a launch, but since it`s chained after the s.Heavy that
  pops the opponent into the air, it won`t knock them very high. However, it
  still makes them unable to air recover, allowing Cathy to catch them with
  the Itekomashi Special.

- Combo o4
  Don`t hesitate after the jump cancel to air combo. You want to be hitting
  the opponent as both Cathy and them are ascending. Sometimes the opponent
  may pop up a little higher after the j.f + Light, so you might want to have
  Cathy double jump before continuing with the j.Heavys. It can be tricky to
  time it so you have enough time to dash and catch with the d.Heavy; much
  easier closer to the corner.

- Combo o5
  It`s easier if you only have the d.Light hit once, and jump cancel into the
  aerial chain. Either way, the combo does virtually the same damage.


----------------------------------------------------------------------  ( .03 )
 GEN`ICHIROU SHINDOU
-------------------------------------------------------------------------------

o1  ::  11 RUSH
    j.Heavy \/ c.Light > c.Heavy > s.Counter, d.Heavy [1 hit] /\ jc.Light >
    j.Heavy \/ d.Heavy [1 hit] /\ jc.Light > j.Heavy > j.Counter
    (Jump B \/ c.A > c.B > s.AB, f,f + B /\ jc.A > B \/ f,f + B /\ jc.A > B >
    AB)

o2  ::  8 RUSH
    Opponent in corner. c.Light > c.Light > c.Light > c.Heavy XX Light
    Shippuudotou [3 hit], Heavy Shitsujitsugouken
    (c.A > c.A > c.A > c.B XX qcb + A, d,d + B)

o3  ::  6 RUSH
    c.Light > c.Light > c.Light > c.Heavy > d.Heavy
    (c.A > c.A > c.A > c.B > f,f + B)


----------------------------------------------------------------------  ( .04 )
 KARINA TOYOTA
-------------------------------------------------------------------------------

o1  ::  19 RUSH
    Opponent in corner. c.Light > c.Light > c.Light > TC (f + Light > f +
    Light [2 hit]) XX Kerokero Mega Heat [2 hit], f + Light XX Kerokero Mega
    Heat [2 hit], f + Light XX Kerokero Mega Heat [2 hit], s.Heavy XX Heavy
    Bio Impact
    (c.A > c.A > c.A > TC (f + A > f + A) XX qcf + AB, f + A XX qcf + AB, f +
    A XX qcf + AB, s.B XX d,d + B)

o2  ::  17-20 RUSH
    Opponent in corner. c.Heavy XX Heavy Kerokero Heat Press [4-6 hit] /\
    j.Light > j.Light > j.Heavy > j.Heavy \/ s.Heavy /\ jc.Light > j.Light >
    j.Heavy > j.Heavy \/ Heavy Bio Impact
    (c.B XX qcb + B /\ j.A (hold f) > A > B > B \/ s.B /\ jc.A (hold f) > A >
    B > B \/ d,d + B)

o3  ::  12 RUSH
    Opponent in corner. c.Light > c.Light > c.Heavy /\ jc.Light > j.Heavy >
    j.Heavy > j.Heavy \/ s.Heavy XX Heavy Bio Impact
    (c.A > c.A > c.B /\ jc.A (hold f) > B > B > B \/ s.B XX d,d + B)

o4  ::  9-11 RUSH
    Throw, Bio Impact \/ s.Heavy, c.Heavy > d.Heavy [1-2 hit] /\ jc.Light >
    j.Light > j.Counter
    (When close, b / f + B, d,d + A / B \/ s.B, c.B > f,f + B /\ jc.A > A >
    AB)

o5  ::  9 RUSH
    s.Light > s.Light > s.Light > TC (f + Light > Light > c.Heavy) XX Heavy
    Bio Impact
    (s.A > s.A > s.A > TC (f + A (hold f) > A > c.B) XX d,d + B)

o6  ::  9 RUSH
    Kerokero Angler [7 hit], Kerokero Mega Heat
    (qcb + AB, qcf + AB)

[ Xtra ]
- Combo o1
  Hit with each f + Light just as Kerokero slams the opponent into the ground.

- Combo o2
  While the Kerokero Heat Press has the opponent pinned against the wall, jump
  and attack with the j.Lights. It`s actually better if the Heat Press does a
  less amount of hits, else it`ll be harder to juggle with the Bio Impact at
  the end.

- Combo o3
  Jump cancel and hit the opponent on Karina`s ascension. The three j.Heavys
  should be done in a rather fast succession, but you want to time it so that
  the last hits just as Karina lands, allowing her to easily catch with the
  follow-up s.Heavy.

- Combo o4
  After the second hit of Karina`s throw, immediately do the Bio Impact. The
  version strength is dependent on the opponent more or less based on their
  character weight:

   A: Cathy, Ryuuko, Torami
   B: Asuka, Kiyoko
   Either: Karina, Kumi, Megumi, Nana
   None: Gen`ichirou, Shinobu, Tamaki, Tetsuko

  For the A-version opponents, typically you want to wait until the opponent
  starts to descend before doing the Bio Impact, which then allows Karina to
  get two rising hits instead of one. You don`t want them to be too low, else
  Karina will hit with the flipkick to send the opponent back to the ground.
  For the B-version opponents, do the Bio Impact immediately after Karina
  recovers from the throw, so that the rising knee pops them up higher. Karina
  lands first with enough time to turn and recover. Typically she lands on the
  other side of the opponent, so the rest of the combo is done in the opposite
  direction. During her d.Heavy, you want to make sure that either one or two
  hits only connect. If all three, Karina won`t be able to jump cancel and
  catch with the air combo.

- Combo o6
  To get this to work, you have to make Kero-pyon flip forward during the
  activation of the Angler. To do this, either have Karina backdash or switch
  positions with the opponent with a dash, then perform the Angler as soon as
  Karina lands. As the Angler hits, Kero-Pyon will begin to come in on-screen
  near the opponent to be in range for the Mega Heat.


----------------------------------------------------------------------  ( .05 )
 KIYOKO MITARAI
-------------------------------------------------------------------------------

o1  ::  17 RUSH
    c.Light > c.Light > c.Heavy > d.Heavy [1 hit] /\ jc.Light > j.Heavy >
    j.Heavy > j.Heavy \/ d.Heavy [1 hit] /\ jc.Light > j.Heavy > j.Heavy >
    j.Heavy \/ s.Heavy XX Heavy Shin Tsuutenkaku Dahou
    (c.A > c.A > c.B > f,f + B /\ jc.A (hold f) > B > B > B \/ f,f + B /\ jc.A
    (hold f) > B > B > B \/ s.B XX d,d + B)

o2  ::  9 RUSH
    c.Light > c.Light > c.Heavy > d.Heavy [1 hit] /\ jc.Light > j.Light >
    j.Heavy > j.Counter \/ s.Counter
    (c.A > c.A > c.B > f,f + B /\ jc.A > A > B > AB \/ s.AB)

o3  ::  8-9 RUSH
    c.Light > c.Light > c.Light > c.Heavy XX Heavy Dai-League Softball 8-gou
    (c.A > c.A > c.A > c.B XX qcf + B)

o4  ::  8 RUSH
    c.Light > c.Light > c.Light > c.Heavy XX Illusion Out
    (c.A > c.A > c.A > c.B XX qcf + AB)

o5  ::  7 RUSH
    c.Light > s.Heavy XX Heavy Gettsuu Striker
    (c.A > s.B XX qcb + B)

o6  ::  7 RUSH
    TC (f + Heavy > f + Heavy [2 hit]) XX Illusion Out
    (TC (f + B > f + B) XX qcb + AB)

[ Xtra ]
- Combo o1
  Each d.Heavy pops the opponent up a little higher, allowing Kiyoko to jump
  cancel and perform the aerial chain. Perform the j.f + Heavys not too fast,
  because you want the third one to hit just before Kiyoko lands so she can
  dash and juggle. The s.Heavy XX Heavy Shin Tsuutenkaku Dahou should be done
  late else the opponent will be knocked out of range of the special.

- Combo o6
  The final kick from the Illusion Out will not connect.


----------------------------------------------------------------------  ( .06 )
 KUMI OOKUBO
-------------------------------------------------------------------------------

o1  ::  23 RUSH
    c.Light > df + Light [1 hit] > c.Heavy > d.Heavy [2 hit] /\ jc.Heavy [2
    hit] \/ d.Heavy [2 hit] XX Ribbon Slicer
    (c.A > df + A > c.B > f,f + B /\ jc.B \/ f,f + B XX d,d + AB)

o2  ::  20 RUSH
    c.Light > df + Light [1 hit] > c.Heavy > d.Heavy [2 hit] /\ jc.Light >
    j.Counter [2 hit] \/ Ribbon Slicer
    (c.A > df + A > c.B > f,f + B /\ jc.A > AB \/ d,d + AB)

o3  ::  17 RUSH
    c.Light > c.Light > c.Light > c.Heavy XX Ribbon Slicer
    (c.A > c.A > c.A > c.B XX d,d + AB)

o4  ::  12 RUSH
    c.Light > df + Light [1 hit] > c.Heavy > d.Heavy [3 hit] XX Ribbon Slicer
    (c.A > df + A > c.B > f,f + B XX d,d + AB)

o5  ::  11 RUSH
    c.Light > df + Light [1 hit] > c.Heavy > d.Heavy [2 hit] /\ jc.Light >
    j.Counter [2 hit] \/ Heavy Ribbon Cutter
    (c.A > df + A > c.B > f,f + B /\ jc.A > AB \/ d,d + B)

o6  ::  9 RUSH
    c.Light > c.Light > c.Light > c.Heavy XX Heavy Ribbon Cutter
    (c.A > c.A > c.A > c.B XX d,d + B)

[ Xtra ]
- Combo o1,o2,o4,o5
  Having the opponent close to the corner ensures to get the most amount of
  hits for the Heavy Ribbon Cutter/Ribbon Slicer as the opponent is pinned
  against the wall.


----------------------------------------------------------------------  ( .07 )
 MEGUMI SUZUKI
-------------------------------------------------------------------------------

o1  ::  20 RUSH
    c.Light > c.Light > c.Light > c.Heavy > d.Heavy [3 hit] /\ jc.Light >
    j.Light > j.Light > j.Light > j.Light > j.Light /\ dj.Light > dj.Light >
    dj.Light > dj.Light > dj.Light > dj.Heavy
    (c.A > c.A > c.A > c.B > f,f + B /\ jc.A > A > A > A > A > A /\ dj.A > A >
    A > A > A > B)

o2  ::  14 RUSH
    c.Light > s.Heavy /\ jc.Heavy [1 hit] > j.d + Heavy \/ s.Heavy /\ jc.Heavy
    [1 hit] > j.d + Heavy \/ s.Heavy /\ jc.Light > j.Light > j.Heavy [2 hit]
    /\ dj.Light > dj.Counter
    (c.A > s.B /\ jc.B > d + B \/ s.B /\ jc.B > d + B \/ s.B /\ jc.A > A > B
    /\ dj.A > AB)

o3  ::  5 RUSH
    c.Light > c.Heavy [1 hit] XX Megumi Kerikeri Punch
    (c.A > c.B XX qcb + A / B)

[ Xtra ]
- Combo o2
  Megumi`s j.d + Heavy seemingly has the opponent float back down toward the
  ground when hitting them out the air. Giving Megumi enough time to land and
  re-juggle them with each s.Heavy. Getting the j.Heavy /\ dj.Light jump link
  can be done in the open, but you have to immediately hit Light upon doing
  the jump.


----------------------------------------------------------------------  ( .08 )
 NANA OWADA
-------------------------------------------------------------------------------

o1  ::  12 RUSH
    Throw, TC (f + Heavy [1 hit], f + Heavy [1 hit]) /\ jc.Light > j.Heavy >
    j.Heavy > j.Heavy > j.Heavy \/ Heavy Ouka Ren Geki [3 hit], Heavy Ushiwaka
    no Mai
    (When close, b / f + B, TC (f + B, f + B) /\ jc.A (hold f) > B > B > B > B
    \/ Press B rapidly, d,d + B)

o2  ::  11 RUSH
    c.Light > c.Heavy XX Light Ushiwaka no Mai [3 hit], Bu Tou Souen Jin: Ni
    (c.A > c.B XX d,d + A, d,d + AB, u,u + AB)

o3  ::  8 RUSH
    c.Light > c.Heavy XX Light Ushiwaka no Mai [3 hit], Bu Tou Souen Jin: Ichi
    (c.A > c.B XX d,d + A, d,d + AB)

o4  ::  7 RUSH
    c.Light > c.Heavy XX Light Ushiwaka no Mai [3 hit], Heavy Ushiwaka no Mai
    (c.A > c.B XX d,d + A, d,d + B)

o5  ::  7 RUSH
    c.Light > s.Heavy /\ jc.Light > j.Light > j.Heavy > j.Heavy > j.Heavy
    (c.A > s.B /\ jc.A (hold f) > A > B > B > B)

o6  ::  7 RUSH
    c.Light > c.Light > c.Light > c.Heavy XX Heavy Ushiwaka no Mai
    (c.A > c.A > c.A > c.B XX d,d + B)

o7  ::  5 RUSH
    TC (f + Light > Heavy) XX Heavy Ushiwaka no Mai
    (TC (f + A > B) XX d,d + B)

o8  ::  2 RUSH
    df + Light /\ jc.Counter
    (df + A /\ jc.AB)

[ Xtra ]
- Combo o1
  The hardest part is to get the Heavy Ushiwaka no Mai after the Heavy Ouka
  Ren Geki juggle. There is really no real trick to it, except not to exceed
  three hits from the Ouka Ren Geki, and immediately catch with the Ushiwaka
  no Mai before they hit the ground.


----------------------------------------------------------------------  ( .09 )
 RYUUKO YAMAZAKI
-------------------------------------------------------------------------------

o1  ::  20 RUSH
    j.Counter \/ c.Heavy > c.Heavy XX Heavy Quick Driver [2 hit], c.Heavy >
    c.Heavy XX Heavy Quick Driver [2 hit], d.Heavy [2 hit] /\ jc.Light >
    j.Light > j.Light > j.Light > j.Heavy [2 hit] > j.Counter \/ Hyper Tackle
    (j.AB \/ c.B > c.B XX qcb + B, c.B > c.B XX qcb + B, f,f + B /\ jc.A > A >
    A > A > B > AB \/ qcf + AB)

o2  ::  20 RUSH
    Throw, c.Heavy > c.Heavy XX Heavy Quick Driver [2 hit], c.Heavy > c.Heavy
    XX Heavy Quick Driver [2 hit], s.Heavy > f + Heavy [1 hit] > d.Heavy [2
    hit] /\ jc.Light > j.Light > j.Light > j.Light > j.Light > j.Light >
    j.Counter
    (When close, b / f + B, c.B > c.B XX qcb + B, c.B > c.B XX qcb + B, s.B >
    f + B, f,f + B /\ jc.A > A > A > A > A > A > AB)

o3  ::  11 RUSH
    c.Light > c.Heavy XX Heavy Tatsumaki Receive [2 hit] \/ s.Heavy, d.Heavy
    [2 hit] /\ jc.Light > j.Light > j.Heavy > j.Counter
    (c.A > c.B XX qcf + B \/ s.B, f,f + B /\ jc.A > A > B > AB)

o4  :: 10 RUSH
    j.Counter \/ d.Light [2 hit], TC (f + Light > c.Heavy) > db + Heavy,
    d.Heavy [2 hit] XX Hyper Tackle
    (Jump AB \/ f,f + A, TC (f + A > c.B) > db + B, f,f + B XX qcf + AB)

o5  ::  9 RUSH
    s.Counter, s.Counter XX Heavy Quick Driver [2 hit], s.Counter /\ jc.Light
    > j.Light > j.Heavy > j.Counter
    (s.AB, s.AB XX qcb + B, s.AB /\ jc.A > A > B > AB)

[ Xtra ]
- Combo o1,o2
  Ryuuko`s c.Heavy can rapid fire, allowing it to chain into itself. Wait for
  the opponent to fall low to the ground before attacking with the c.Heavys,
  which then pops the opponent up to be caught by the Heavy Quick Driver. The
  number of c.Heavys is typically two on most opponents. Against Gen`ichirou
  you will need to use three, which changes up the combo to one repetition.
  Kumi cannot be hit with more than one due to her odd hurtbox.

- Combo o1
  You want to hit the opponent with the j.Counter low to the ground, so that
  Ryuuko lands soon after. Leaving the opponent still in the air, providing
  enough time to juggle with the Hyper Tackle. The first hit will vacuum the
  opponent and "freeze" them in place so that the second hits. In the corner,
  the opponent can quick recover off the wall and avoid the second hit of the
  Hyper Tackle, which will leave Ryuuko vulnerable to counterattack.

- Combo o2
  The chain combo after the second Quick Driver can be a little tricky, but
  immediately hit with s.Heavy the moment Ryuuko releases them.


----------------------------------------------------------------------  ( .10 )
 SHINOBU KAWASAKI
-------------------------------------------------------------------------------

**  ::  Pseudo-Infinite
    c.Light > f + Heavy [2 hit], c.Light > f + Heavy [2 hit], c.Light > f +
    Heavy [2 hit], etc ..
    (c.A > f + B, c.A > f + B, c.A > f + B, etc ..)

o1  ::  16 RUSH
    Opponent in corner. Heavy Banchou Striker [2 hit], j.Heavy \/ s.Light > TC
    (f + Light > f + Light) /\ jc.Light > j.Heavy \/ Hissatsu Megaton Dynamite
    (In air, qcf + B, j.B \/ s.A > TC (f + A > f + A) /\ jc.A > B \/ d,d + AB)

o2  ::  15 RUSH
    Opponent in corner. Heavy Banchou Striker [2 hit], j.Heavy \/ s.Light > TC
    (f + Light > f + Light) /\ jc.Light > j.Light > j.Counter \/ Hissatsu
    Megaton Bazooka
    (In air, qcf + B, j.B \/ s.A > TC (f + A > f + A) /\ jc.A > A > AB \/ qcf
    + AB)

o3  ::  14 RUSH
    c.Light > c.Light > c.Heavy > d.Heavy [3 hit], Hissatsu Megaton Dynamite
    (c.A > c.A > c.B > f,f + B, d,d + AB)

o4  ::  13 RUSH
    c.Light > c.Light > c.Heavy > d.Heavy [1 hit] /\ jc.Light > j.Light >
    j.Heavy XX Heavy Kuuchuu Banchou Tornado [1 hit] \/ Heavy Banchou Dynamite
    (c.A > c.A > c.B > f,f + B /\ jc.A > A > B XX qcb + B \/ d,d + B)

o5  ::  12-14 RUSH
    c.Light XX Heavy Banchou Tornado [3 hit] \/ Heavy Banchou Tornado [2 hit]
    \/ Hissatsu Megaton Dynamite
    (c.A XX qcb + B \/ qcb + B \/ d,d + AB)

o6  ::  12 RUSH
    c.Light > c.Light > c.Light > c.Light > c.Light > c.Heavy XX Hissatsu
    Megaton Bazooka
    (c.A > c.A > c.A > c.A > c.A > c.B XX qcf + AB)

o7  ::  11 RUSH
    c.Light XX Heavy Banchou Tornado [3 hit] \/ Heavy Banchou Tornado [2 hit]
    \/ Heavy Banchou Dynamite
    (c.A XX qcb + B \/ qcb + B \/ d,d + B)

o8  ::  10 RUSH
    Opponent in corner. c.Light > c.Light > c.Heavy XX Light Banchou Tornado
    [2 hit] \/ Light Banchou Dynamite [2 hit], s.Heavy /\ jc.Light > j.Counter
    (c.A > c.A > c.B XX qcb + A \/ d,d + A, s.B /\ jc.A > AB)

o9  ::  8 RUSH
    c.Light > c.Light > c.Light > c.Light > c.Light > c.Heavy XX Heavy Banchou
    Bazooka
    (c.A > c.A > c.A > c.A > c.A > c.B XX qcf + B)

1o  ::  4 RUSH
    f + Heavy [2 hit], f + Heavy
    (f + B, f + B)

[ Xtra ]
- Combo **
  Shinobu carries the opponent coast to coast with this "infinite," but it
  eventually becomes impossible once in the corner. Shinobu`s f + Heavy won`t
  hit early enough due to corner pushback, and thus they will be able to guard
  it. End the combo with either a Banchou Tornado or Super beforehand.

- Combo o1,o2
  You want to hit the opponent high enough with the Heavy Banchou Striker so
  that Shinobu pops up and has enough time to catch with the aerial Heavy.

- Combo o3
  After the d.Heavy, Shinobu usually passes underneath the juggled opponent.
  Not that it matters much for the execution of the Hissatsu Megaton Dynamite,
  but still wait until they are close to hitting the ground to get the max
  amount of hits. In the corner it`s much easier.

- Combo o5
  More hits register if you carry the opponent into the corner.

- Combo o6,o9
  Getting all five c.Lights is easy, but doing it fast enough so that Shinobu
  can still catch with the c.Heavy is not. Pretty much the tip end of her leg
  will catch them, but it`s a very strict range of the attack itself.

- Combo 1o
  A 1-frame link that Shinobu can perform either in the open or corner.


----------------------------------------------------------------------  ( .11 )
 TAMAKI SHINDOU
-------------------------------------------------------------------------------

o1  ::  25 RUSH
    Opponent in corner. Dynamite Serve [8 hit], s.heavy /\ jc.Light > j.Light
    > j.Heavy > j.Heavy > j.Heavy \/ s.Heavy XX Dynamite Serve
    (qcf + AB, s.B /\ jc.A (hold f) > A > B > B > B \/ s.B XX qcf + AB)

o2  ::  22 RUSH
    TC (f + Light > Light), df + Light > c.Heavy XX Kougeki V [4 hit], s.Heavy
    XX Dynamite Serve
    (TC (f + A (hold f) > A), df + A > c.B XX qcb + A, s.B XX qcf + AB)

o3  ::  20-25 RUSH
    c.Light > c.Light > c.Light > c.Heavy XX Kougeki V [3 hit], s.Heavy XX
    Dynamite Serve
    (c.A > c.A > c.A > c.B XX qcb + A, s.B XX qcf + AB)

o4  ::  16 RUSH
    c.Light > c.Heavy > d.Heavy [1 hit] /\ jc.Light > j.Light > j.Heavy >
    j.Heavy > j.Heavy > j.Heavy \/ c.Heavy > d.Heavy [1 hit] /\ jc.Light >
    j.Light > j.Heavy > j.Counter \/ Heavy Lob Otoshi
    (c.A > c.B > f,f + B /\ jc.A (hold f) > A > B > B > B > B \/ c.B > f,f + B
    /\ jc.A > A > B > AB \/ d,d + B)

o5  ::  9-10 RUSH
    c.Light > c.Light > c.Light > c.Heavy XX Kougeki V [3 hit], s.Heavy XX
    Heavy Lob Otoshi
    (c.A > c.A > c.A > c.B XX qcb + A, s.B XX d,d + B)

o6  ::  9 RUSH
    c.Light > c.Light > TC (f + Light > Light > c.Heavy) XX Heavy Lob Otoshi
    (c.A > c.A > TC (f + A (hold f) > A > c.B) XX d,d + B)

[ Xtra ]
- Combo o5
  If the Heavy Lob Otoshi manages to CLEAN HIT, the combo will do a 9 RUSH and
  cause a SPINNING KNOCKDOWN.


----------------------------------------------------------------------  ( .12 )
 TETSUKO OUGIGAYA
-------------------------------------------------------------------------------

o1  ::  30+ RUSH
    j.Heavy \/ c.Light > c.Heavy XX Heavy Chemical Impact [4 hit], d.Heavy [1
    hit] /\ jc.Light > j.Heavy > j.Counter \/ d.Heavy [1 hit] /\ jc.Light >
    j.Heavy > j.Counter \/ d.Heavy [1 hit] /\ jc.Light > j.Heavy > j.Counter,
    etc ..
    (j.B \/ c.A > c.B XX qcb + B, f,f + B /\ jc.A > B > AB \/ f,f + B /\ jc.A
    > B > AB \/ f,f + B /\ jc.A > B > AB, etc ..)

o2  ::  17 RUSH
    c.Light > df + Light > c.Heavy XX Heavy Chemical Impact [4 hit] /\ j.Light
    > j.Counter \/ Enshin Ren Satsu Ken
    (c.A > df + A > c.B XX qcb + B /\ j.A > AB \/ qcf + AB)

o3  ::  11 RUSH
    c.Light > df + Light > c.Heavy XX Enshin Ren Satsu Ken
    (c.A > df + A > c.B XX qcf + AB)

o4  ::  5 RUSH
    c.Light > df + Light > c.Heavy > d.Heavy
    (c.A > df + A > c.B > f,f + B)

[ Xtra ]
- Combo o1
  This is known as Tetsuko`s "Dustloop" combo, in honor of the same type of
  wall combo that Sol Badguy has in `Guilty Gear XX´. However, it essentially
  is not a true combo in that it can be escaped by advanced players if the
  timing is off. The structure behind the combo is that Tetsuko`s Jumping
  Counter causes WALL SLAM, which stuns the opponent for a few frames. If it
  is done at a low altitude, Tetsuko can land and catch with d.Heavy again to
  perform the air chain repeatedly. Because of the WALL SLAM, the opponent can
  quick recover if they are fast. This is why Tetsuko should hit them low to
  the ground so she can recover and hit with the d.Heavy so it links. This
  combo causes a great deal of dizzy potential, and can easily inflict the
  opponent in the middle of the juggle.

- Combo o2
  After the blast, jump and perform the j.Light early, but hesitate to catch
  with the j.Counter until just before Tetsuko lands.


----------------------------------------------------------------------  ( .13 )
 TORAMI HOUJYOU
-------------------------------------------------------------------------------

o1  ::  10 RUSH
    c.Light > c.Heavy > d.Heavy [1 hit] XX Rairyuu Shougeki Ken [4 hit],
    Rairyuu Shougeki Ken
    (c.A > c.B > f,f + B XX d,d + AB, d,d + AB)

o2  ::  9 RUSH
    c.Heavy /\ Heavy Kuuchuu Shinkuu Tobi Ashi Tou [2 hit] \/ s.Heavy XX Heavy
    Sou Ryuu Ken
    (c.B /\ d,d + B \/ s.B XX d,d + B)

o3  ::  9 RUSH
    c.Heavy /\ Heavy Kuuchuu Shinkuu Tobi Ashi Tou [2 hit], j.Heavy XX Heavy
    Sou Ryuu Ken
    (c.B /\ d,d + B, j.B XX d,d + B)

o4  ::  9 RUSH
    c.Light > c.Light > c.Light > c.Heavy XX Heavy Sou Ryuu Ken
    (c.A > c.A > c.A > c.B XX d,d + B)

o5  ::  6 RUSH
    c.Light > c.Heavy > d.Heavy [1 hit] /\ jc.Light > j.Light > j.Heavy
    (c.A > c.B > f,f + B /\ jc.A > A > B)

[ Xtra ]
- Combo o2,o3
  Both combos are the same thing, it`s just a difference on where you have
  Torami do her Heavy attack. For the ground version (combo o2), you have to
  jump cancel her c.Heavy and perform the Kuuchuu Shinkuu Tobi Ashi Tou rather
  fast after leaving the ground. So that Torami doesn`t recoil after the kick
  back into the air. You rather want her to dive down through the opponent and
  land, allowing an easy s.Heavy juggle. The alternate method (combo o3) is to
  instead have Torami recoil after the Kuuchuu Shinkuu Tobi Ashi Tou, and hit
  with her aerial Heavy before she lands.


==================================
 Festival 6 : SPECIAL THANKS     | -------------------- ( Asuka 120% Limited )
==================================

- Family Soft / Fill In Cafe                             ( familysoft.co.jp/ )
  Another installation in this chaotic and combo-filled, schoolgirl fight fest
  that has been around for years. Hope they make a PS3 version of this with an
  updated, yet still over the top, combo engine.

- Jeff "CJayC" Veasey + GameFAQs                             ( gamefaqs.com/ )
  The man and his FAQ-emporium lives on as the best site out there for all-
  game information.
  (GameFAQs : http://www.gamefaqs.com/users/CJayC)

- Harold "Kageh" Hess                              ( [email protected] )
  My TMChi bro who bought this for me when he was over in Japan.
  (GameFAQs : http://www.gamefaqs.com/users/!H+Bomb)


====================================
 Festival 7 : REVISION HISTORY     | ------------------ ( Asuka 120% Limited )
====================================

v. 1.0  //  2014.12.25
- Combos added for Ryuuko, Tamaki, and Tetsuko.

v. 0.0  //  2014.01.13
- FAQ initial creation.


==============================
 Festival 8 : FINAL NOTE     | ------------------------ ( Asuka 120% Limited )
==============================

Oss`!
Every fighting game, despite how rare, deserves a combo FAQ.

  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]>
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 | `Hi Lisa. Hi Super Nintendo Chalmers.´                                  |
 |                                          - Ralph Wiggum; `The Simpsons´ |
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