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| Seifuku Densetsu Pretty Fighter X // Legendary Uniform Pretty Fighter X |
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| MiniFAQ / version 0.0 / Japanese Saturn / By Shouji /
[email protected] |
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| .. no cool ascii in this one. |
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Copyright 2oo4 `Shouji´
The following FAQ you are looking The most updated issue of the FAQ
through was made by me, `Shouji´. will be given to www.gamefaqs.com
<
[email protected] > D primarily. Unless denoted, if any
Made for the use of only personal I other location has it, then nine-
and/or private purposes. Whenever S times-outta-ten it was ripped out
reproduced, electronically is the C from there. If placed on a freely
way it must be done. However, the L assessable webpage/site, this FAQ
correctness and accuracy of any & A may be altered to fit any certain
all material listed with this FAQ I guidelines, but this disclaimer &
isn`t 100% guaranteed. Any errors M copyright info must remain in its
or omissions that inflict damages E original form and state. If there
or problems towards anything will R is any problem by now with any of
NOT be the author`s fault. That`s the preceding info, then maybe it
just how it works out. Comprende? would be best to try another FAQ.
For no reason should this FAQ be used for profitable and/or promotional
purposes (ie - published in guides, magazines, hint books, etc). Nor is
this document to be given away along with any purchases as a gift/extra
or the like. It isn`t my forte to write all this up to get others rich.
Anyone who has enough interest in this FAQ and would like to include it
on their site, please ask me first in a letter describing your page (do
include the URL) and I`ll get back to you ASAP. Don`t just take it. Ask
me. I`m normally pretty lenient about it if you take that approach. All
copyrights and trademarks associated with this FAQ are acknowledged. Do
give credit where it`s due as well. I`d hate to damn your soul to hell.
Plagiarism sucks. `Shouji´ has written, so it shall be spoken. =)
`Seifuku Densetsu Pretty Fighter X´ and its characters are copyright 1995
Imagineer Co., Ltd.
All rights reserved.
This FAQ is available at the following places :
--------------------------------------- Seifuku Densetsu Pretty Fighter X -
- GameFAQs gamefaqs.com/
A note to other sites: DO NOT rip off this document from GameFAQs.com and
just place it on your website. It becomes an annoyance to find my work at
other locations I KNOW I didn`t send it to. With that stated, I take this
moment to bitch out "Just the FAQs" <faqs.simplenet.com> that have stolen
my `Groove On Fight´ and `Bulleta´ FAQs in the past. If you`re that eager
to have this FAQ as an addition to your site, take a moment to write me a
damn letter and ask for it. Those that can`t do that, make your own FAQs.
--[ Table Of Contents ]--------- // -------------[ Pretty Fighter X ]--
_____________________________________________________________________________
-( b i s h o u j o u : 1 :: abbreviations + command notation
-( b i s h o u j o u : 2 :: character command list
x Ai Momoyama
x Jyuri (Juri) Akasaka
x Keiko (Kei) Konno
x Kris (Kurisu) Shiratori
x Maria Christel
x Marin Aoki
x Minami Midorikawa
x Ryouko (Oryou) Kiori
x Shizuka Minakami
x Sorami Shizaki
x Tokiko Tsuchiya
x Yawara Yamabuki
-( b i s h o u j o u : 3 :: miscellaneous info
x Secrets / Codes
x Revision History
[ Bishoujou 1 - Abbreviations + Command Notation ]------------------------|
=============================================================================
P / K - Press any Punch / Kick button.
PPP / KKK - Press all three Punch / Kick buttons simultaneouly.
+ - Stands for "and".
/ - Stands for "or".
qcf / qcb - Motion (d,df,f) or (d,db,b) on the joystick.
hcf / hcb - Motion (b,db,d,df,f) or (f,df,d,db,b) on the joystick.
360 - Rotate the joystick in a circle (f,df,d,db,b,ub,u,uf,f).
360s can start and end at any cardinal direction (If you
start at df, end at df.) Ultimately, 360-motions have been
reduced to a 270-motion in games. Thus you can start at f
and rotate (f,df,d,db,b,ub,u) (or the reverse) to get the
same effect.
.. rapidly - Repeat the listed command(s) in a swift succession. ("Press
Punch rapidly" means to swiftly hit any Punch button over
and over.)
Charge - Hold the primary indicated direction for a minimum of two
full seconds before performing the following command(s).
When close - Perform the following command(s) when player is near the
opponent.
When far - Perform the following command(s) when player is away from
the opponent.
(movename) - A special move that has no specific name, but is noted in
the character`s movelist for having unique principles or a
command to execute it. Although sometimes this notation
means that I don`t know the real name for the move yet.
* - Indicates additional/follow-up notes/information pertaining
to a specific move, command, or ability. (A "see below".)
[ Bishoujou 2 - Character Command List ]----------------------------------|
=============================================================================
-----------------------------------------------------------------------------
| + AI MOMOYAMA the gymnast |
-----------------------------------------------------------------------------
Bear Hug When close, b / f + MP / HP
Banana Tabe qcf + P
Radio Taisou b,d,db + K
Kamikami Crash When close, press PPP
(sliding stretch) Press HP
(slide) d + HK
- The Banana Tabe allows Ai to recover life. LP will restore about 1/4o of
her lifebar, MP will restore 1/2o, and HP will restore 1/14. Ai will only
gain HP when she goes into the animation of eating the banana. While
she`s holding it, she can be attacked to end the move before any HP is
recovered.
- While Ai is eating, she is unable to move or attack.
- Ai can immediately cancel into the Banana Tabe after throwing the
opponent with the Bear Hug or Kamikami Crash. She can do a MP version and
get away with enough time to recovery before being hit with a
counterattack. Though the window is small. If Ai`s about to throw them
into the corner, best to do an LP version.
- The MK Radio Taisou hits do not combo.
- If opponent is in the corner when Ai does this close with MK or HK Radio
Taisou, she will automatically slide backwards before the second kick.
Usually both hits of the HP version will still connect though.
- Ai is able to cancel most of her standing and crouching attacks into the
Kamikami Crash. As the attack is hitting, quickly press PPP and she will
immediately exit animation and perform her throw. Below are the only
exceptions:
- Standing Far HP (can`t interrupt first hit)
- Any Crouching Kick
-----------------------------------------------------------------------------
| + JYURI (JURI) AKASAKA the stage dancer |
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Ippon Seoinage When close, b / f + MP / HP
Jumping Hip Attack qcb + K
Guruguru Punch f,d,df + P
Jyuri Sen Fire hcf + P
(short slide) d + MK
(long slide) d + HK
- Even after the Jumping Hip Attack hits, Jyuri will continue to glide
forward until she lands. If opponent is in the corner, she will rebound
off their body instead.
- The MP and HP Guruguru Punch will only knockdown.
- Jyuri is able to cancel her (short slide) into any of her special moves.
-----------------------------------------------------------------------------
| + KEIKO (KEI) KONNO the policewoman |
-----------------------------------------------------------------------------
Back Roll When close, b / f / + MP / HP
Drink Nome Press Punch rapidly
Keibou Boomerang qcf + P
Reverse Kick qcb + K
Ushiro no Shoumen Dare- When close, b,f + K
Oshiri Penpen When close, f,d,df + P
(slide) d + HK
- The Drink Nome allows Keiko to recover life. LP will restore about 1/38
of her meter, MP will restore 1/25, and HP will restore 1/16. Keiko will
only gain HP when she goes into the animation of drinking the soda. While
she`s holding it, she can be attacked to end the move before any HP is
recovered.
- While Keiko is drinking, she is unable to move or attack.
- Keiko is able to cancel most of her standing and crouching attacks into
the Ushiro no Shoumen Dare- or Oshiri Penpen. As the attack is hitting,
quickly buffer in the throw command and she will immediately exit
animation and perform her throw. Below are the only exceptions:
- Standing MK (can`t interrupt second hit) *
- Any Crouching Kick
- Keiko`s close standing MK and HK are exactly the same animation, but
she`s unable to cancel the MK into the throw like she can with HK.
-----------------------------------------------------------------------------
| + KRIS (KURISU) SHIRATORI the nurse |
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Seoinage When close, b / f + MP / HP
Power Bomb When close, b / f + MK / HK
Medical Shower Press Punch rapidly
Choushinki Flash qcf + P
Oshiri Boo f,d,df + P
Hira Kick Charge b,f + K, move b / f
Pakkuri Senpuu Kyaku Charge d,u + K
- Kris can be moved back or forth during the Hira Kick. There is no
hesitation, so she can swiftly juggle either direction at will.
- The animations for the Hira Kick and the Pakkuri Senpuu Kyaku are nearly
the same. The differences mainly lie in the angle of Kris`s legs. For the
Hira Kick, the angle of her legs are more level. Thus it`s able to hit
crouching opponents better. The Pakkuri Senpuu Kyaku has Kris`s legs at a
higher angle.
- If opponent is in the corner when Kris does the P.S.K. close with MP or
HP, she will automatically slide backwards before the third kick.
-----------------------------------------------------------------------------
| + MARIA CHRISTEL the nun |
-----------------------------------------------------------------------------
Chop Thrust When close, b / f + MP / HP
Amen Press Punch rapidly
Cross Boomerang qcf + P
Sister Lariat f,d,df + P
Hair Neck Breaker Charge b,f + K
(lion spirit) d + HP
- The Amen allows Maria to recover life. LP will restore about 1/22 of her
meter, MP will restore 1/16, and HP will restore 1/12.
- While Maria is praying, she is unable to move or attack.
-----------------------------------------------------------------------------
| + MARIN AOKI the schoolgirl |
-----------------------------------------------------------------------------
Binta When close, b / f + MP / HP
Sailor Punch qcf + P
Blue Sailor Upper f,d,df + P
Pocket Bell Flasher When HP is 1/3 or less, 36o + K
(knockdown flip) d + HK
- Marin is 99.8% invincible from the beginning animation frame of the Blue
Sailor Upper and all through her ascension. Meaning she`ll pass through
projectiles (ala Shou Ryuu Ken in SFII), have advantage against other
physical attacks, and gain counterattack properties with ease. Where`s
that .2% vulnerability come from? If the opponent is close enough to
Marin, they can throw her in her beginning animation as she`s winding up
to uppercut. Normal and projectiles can`t hit her there, but she can be
thrown. Although it it a very small window between her stance and the
start of her ascension, so the throw has to be perfect.
- Once Marin reaches the peak of her uppercut and descends, she can be hit
normally again.
- The MP and HP Blue Sailor Upper do hit a maximum three times as listed,
but normally only two hits will register. Getting the third would need
Marin to catch the opponent when they are doing a move that stretches
their height a little, like Sorami`s Up Kick. However against Tokiko,
Marin will get all three hits to connect regardless.
- "burusera" is a term for child/lolita pornography, and shops which
specialize in selling young girl`s (used) underwear to perverts.
- The guy cannot be stopped or destroyed with attacks or projectiles.
- The guy comes out when Marin says the `.. Flasher!´ part of her speech.
Usually if Marin is hit during her speech, the guy will still appear. But
she must at least get the `Pokeberu ..´ part out.
- While the guy is on screen, Marin can`t do her Sailor Punch. However she
still can perform her Blue Sailor Upper.
-----------------------------------------------------------------------------
| + MINAMI MIDORIKAWA the private schoolgirl |
-----------------------------------------------------------------------------
Frankensteiner When close, b / f + MP / HP
Ashita Tenki Ninare- Press Kick rapidly
Biribiri Thank You f,d,df + K
Blazer Back hcf + K
Kekkou Kick Charge b,f + K
- The two Blazer Back hits do not combo. Minami will do one as she ascends,
then the other upon her descend.
-----------------------------------------------------------------------------
| + RYOUKO (ORYOU) KIORI the priestess |
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Back Roll When close, b / f + MP / HP
Quick Assembly f,f + K
Heart Ken Charge b,f + P
Katatataki Charge b,f + K
Itai Muchi Charge d,u + P
Naishobanashi When close, charge d,u + K
- As long as the opponent isn`t in the corner, Ryouko can continuously do
LK Quick Assembly. Each Quick Assembly will cancel out the previous one`s
recovery animation, thus you can combo the opponent across the screen.
Once they gets into the corner, Ryouko`s recovery animation returns. But
you can simply throw them or use the HK Katatataki to get on the other
side and continue all over.
- The HP Itai Muchi hits do not combo.
- Ryouko is able to cancel most of her standing and crouching attacks into
the Naishobanashi. As the attack is hitting, quickly buffer in the throw
command and she will immediately exit animation and perform her throw.
Below are the only exceptions:
- Crouching HP
- Crouching HK
-----------------------------------------------------------------------------
| + SHIZUKA MINAKAMI the teacher |
-----------------------------------------------------------------------------
Ippon Seoinage When close, b / f + MP / HP
Sokode Tattenasai Hold PPP / KKK, then release
Chalk Tornado Charge b,f + P
Teacher Attack Charge d,u + K
(roundhouse) When close, press HK
- The Sokode Tattenasai does no damage and can be blocked.
- There is no difference between the PPP and KKK version of the Sokode
Tattenasai.
- A majority of the opponent`s body must be in front of the door when it
appears. If it hits, the opponent will be made to hold two buckets of
water. This is a form of punishment sometimes used in Japanese schools.
- While the opponent is holding the water, they won`t be able to move or
attack for three seconds. Shizuka can move freely and attack the frozen
opponent, but she won`t be able to throw them.
- If the opponent is doing a special move when the door appears behind
them, they won`t be caught.
- If Shizuka is hit while the door is appearing, it won`t be able to freeze
the opponent. Even if they are fully in front of it.
- In theory, Shizuka can freeze the opponent forever. Since you only have
to hold PPP / KKK for at least a second, she`s able to summon another
door as soon as the previous one appears. In fact, before the `.. sai!´
of her speech is heard, she`ll be able to do the attack again.
- Even after the Teacher Attack hits, Shizuka will continue to glide
forward until she lands. If opponent is in the corner, she will rebound
off their body instead.
- The (roundhouse) attack is noted because of a fairly interesting property
behind it. The attack normally hits a total of two times. But against
most small- and medium-ranged opponents, only the first hit will connect.
The opponent will slide back from the first hit, putting them out of
range of the secondary one. Because of this, the game keeps the opponent
frozen in hit stun animation since it thinks that both hits of the
(roundhouse) should connect. Since they don`t, Shizuka will recover
faster than normal (since the second hit will whiff and she returns to
stance in the next frame) and can catch the opponent with a free attack!
This is especially powerful against opponents like Marin and Minami where
Shizuka can do the (roundhouse) and cancel immediately into the Sokode
Tattenasai as they`re in stun. Allowing Shizuka to walk up and repeat
this for an easy infinite. (Because of how small she is, this trick will
not work against Yawara. You won`t be able to hit her with the
(roundhouse) while she`s stunned.)
-----------------------------------------------------------------------------
| + SORAMI SHIZAKI the flight attendant |
-----------------------------------------------------------------------------
Back Roll When close, b / f + MK / HK
Niku ni shimasu ka? qcb + LK
Sakana ni shimasu ka? qcb + MK
Niku ni shimasu ka, sakana ni
shimasu ka? qcb + HK
Hip Flight Bomber f,d,df + K
Hurricane Kick hcb + K
Up Kick Charge b,f + K
(slide) d + HK
- The Niku ni shimasu ka?, Sakana ni shimasu ka?, and Niku ni shimasu ka,
sakana ni shimasu ka? are all the same attack, however Sorami says
something different with each. The stronger strength button used, the
higher Sorami leaps into the air.
-----------------------------------------------------------------------------
| + TOKIKO TSUCHIYA the waitress |
-----------------------------------------------------------------------------
Ippon Seoinage When close, b / f + MP / HP
Family Restaurant Kick qcb + K
Obon Smash hcf + P
(slide) d + HK
-----------------------------------------------------------------------------
| + YAWARA YAMABUKI the martial artist |
-----------------------------------------------------------------------------
Jumping Power Bomb When close, b / f + MP
Seoinage When close, b / f + HK
7nen Goroshi When close, charge d,u + P
Hamehame Driver When close, 36o + P
Megaton Hip When close, 36o + K
- Yawara is able to cancel most of her standing and crouching attacks into
the 7nen Goroshi, Hamehame Driver, or Megaton Hip. As the attack is
hitting, quickly buffer in the throw command and she will immediately
exit animation and perform her throw. Below are the only exceptions:
- Standing HK (can`t interrupt second hit)
- Crouching HK
- If you aren`t precise in the 360 motions when you do the Hamehame Driver
/ Megaton Hip with MP / HK (respectively) and end it with back or
forward, Yawara will instead do a normal throw. The game won`t register
the full 360 and only count the b / f motion and button.
[ Bishoujou 3 - Miscellaneous Info ]--------------------------------------|
=============================================================================
( Secrets / Codes ) -----------------------------------------------------|
- Play as Maria Christel in Story Mode
At the Title screen, hover over Story Mode. Hold X + Y + Z then press
Start to begin the game. Maria will be on the lower righthand corner.
- Alternate Color selection
At the character select screen, hold L shoulder or R shoulder and press
A. Each character has up to three different colors.
- Sapporo (Hokkaido) Timer
The large clock in Kris Shiratori`s stage shows the same time as the
internal clock setting on the Sega Saturn.
( Revision History ) ----------------------------------------------------|
v. o.o / o2 - 12 - o4
- Here`s the MiniFAQ, and probably going to be the only version of this
unless any new special moves appear out of the blue.
- `Shouji´ <
[email protected]>
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| `Women need a reason to have sex. Men just need a place.´ |
| - Billy Crystal |
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--------------------------------------- (c) Deal With It Productions 2oo4 ---