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_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Copyright 2oo5 `Shouji´
The following FAQ you are looking The most updated issue of the FAQ
through was made by me, `Shouji´. will be given to www.gamefaqs.com
<
[email protected] > D primarily. Unless denoted, if any
Made for the use of only personal I other location has it, then nine-
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reproduced, electronically is the C from there. If placed on a freely
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correctness and accuracy of any & A may be altered to fit any certain
all material listed with this FAQ I guidelines, but this disclaimer &
isn`t 100% guaranteed. Any errors M copyright info must remain in its
or omissions that inflict damages E original form and state. If there
or problems towards anything will R is any problem by now with any of
NOT be the author`s fault. That`s the preceding info, then maybe it
just how it works out. Comprende? would be best to try another FAQ.
For no reason should this FAQ be used for profitable and/or promotional
purposes (ie - published in guides, magazines, hint books, etc). Nor is
this document to be given away along with any purchases as a gift/extra
or the like. It isn`t my forte to write all this up to get others rich.
Anyone who has enough interest in this FAQ and would like to include it
on their site, please ask me first in a letter describing your page (do
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. =)
`Ranma Nibunnoichi: Chouji Ranbu Hen´ and its characters are copyright 1994
Rumic Soft, Ltd.
All rights reserved.
This FAQ is available at the following places :
--------------------------------------- Ranma Nibunnoichi: Chouji Ranbu Hen -
- GameFAQs gamefaqs.com/
A note to other sites: DO NOT rip off this document from GameFAQs.com (or
any of the other listed sites) and just place it on your website. It is a
real pain in the ass to find all my hard work at other locations I KNOW I
didn`t send it to. With that said, I would like to take a moment to bitch
"Just the FAQs" <faqs.simplenet.com> who have stolen my `Groove On Fight´
and `Bulleta´ FAQs in the past. If anyone`s that eager to incorporate any
of my FAQs to their site, then take a moment to write me a damn letter to
ask me for them. Those that find that difficult to do, make your own FAQ.
.. Alright, I`m through ranting. Have a nice day. ^_^
Table Of Contents ]--------------|------------------------------------------
|
------------------------------------|
Jyusenkyou 1 : Story
- Japanese
- English
Jyusenkyou 2 : FAQ Notation
- Controller Notation
- Button Notation
- Abbreviations + Command Notation
- Attack Info + Canceling Chart
Jyusenkyou 3 : Basic Commands
Jyusenkyou 4 : Game Modes Explanation
- Story
- VS. Mode
- Tag Match
- Option
Jyusenkyou 5 : ??
- Akane Tendou
- Genma Saotome (panda)
- Herb
- Hinako Ninomiya-sensei
- Kodachi Kunou
- Mariko Konjyou
- Mousse / Mu Tsu
- Ranma Saotome (male)
- Ranma-chan Saotome (female)
- Ryouga Hibiki
- Shampoo / Xian Pu
- Tatewaki Kunou
- Ukyou Kuonji
Jyusenkyou 6 : System Dissection
- Movement: Walking / Dashing / jumping
- Attacking
- Guarding
- Throwing
- Life Gauge
- Taunting / Super Gauge
- Combos
Jyusenkyou 7 : Miscellaneous Info
- Special Thanks
- Secrets / Codes
- Stages
- Revision History
- Final Note
This FAQ is in compilation with the following: `Ranma Nibunnoichi: Chouji
Ranbu Hen MiniFAQ´ and `Ranma Nibunnoichi: Chouji Ranbu Hen ComboFAQ´; which
are also located at the sites above. The MaxFAQ breaks the game and its
characters down to base terms and layout, giving all the essential info such
as complete movelists, characters` infomation, key notes, and complete system
breakdown. For a small and compact version of this, get the MiniFAQ.
Jyusenkyou 1 ]-------------------|------------------------------------------
| Story
------------------------------------|
1.o1 - Japanese ]-----------------------------------------------------------
1.o2 - English ]------------------------------------------------------------
Jyusenkyou 2 ]-------------------|------------------------------------------
| FAQ Notation
------------------------------------|
2.o1 - 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 left and right if you`re on the right side of screen.
- Directions that are capitalized indicate to hold that specific position.
2.o2 - Button Notation ]----------------------------------------------------
L-shoulder R-shoulder Kiai/Chouhatsu Ougi
X Button Hard Punch (HP)
Y Button A Button Weak Punch (WP) Hard Kick (HK)
B Button Weak Kick (WK)
- Button notation can be changed at the Custom Control menu in the Option
screen. This FAQ utilizes the default setup shown above.
- You can program the R-shoulder button to be a quick attack/Ougi, allowing
one of the character`s special moves to easily be done. (All attacks are
noted in character move sections with a star (*) before the name.)
2.o3 - Abbreviations + Command Notation ]-----------------------------------
P / K - Press any Punch / Kick button.
+ - 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.
.. 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.
x~x - Anything within that range of directions/buttons will work.
(movename) - A special move that has no specific name, but is noted in the
character`s movelist for having unique principles or command
to execute it. Although sometimes this notation means that I
don`t know the offical name for the move yet.
(?) - Indicates information that I am not 1oo% sure on at the
moment. Most times this shows up for translations or moves
I haven`t gathered the full properties of yet.
2.o4 - Attack Info + Canceling Chart ]--------------------------------------
All of the character`s normal attacks (ie - regular punches and kicks) are
listed within a chart like the one below. Akane Tendou`s is shown:
STANDING STAND CLOSE CROUCHING JUMPING UP JUMP DIAG.
-------------- -------------- -------------- -------------- --------------
| Slap | | Low Punch | Elbow Drop | |
LP | | <--- | | | <--- |
| 1 O h | | 1 O h | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| Downward | | Low Kick | Knee Drop | |
LK | Kick | <--- | | | <--- |
| 1 O h | | 1 O l | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| Schoolbag | Schoolbag | Low Schoolbag| Overhead | |
HP | Slam | Uppercut | Slam | Schoolbag | <--- |
| 1 X h | 2 O hh #1 | 1 O h | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| High Kick | Skyscraper | Sweep | Upward | Downward |
HK | | Kick | | Sidekick | Thrust Kick |
| 1 X h | 1 X h | 1 X l #2 | 1 - m | 1 - m |
-------------- -------------- -------------- -------------- --------------
1) Can`t be canceled on the second hit.
2) Knockdown attack.
The top row shows the position of the character for the attack: STANDING
(away from the opponent), STAND CLOSE (near the opponent), CROUCHING (hold
down), JUMPING UP (jumping vertical), and JUMP DIAG (jumping diagonal).
Along the left side are the four attack strengths. As the chart is read from
left to right, you`ll come in contact with information and symbols for each
attack type:
--------------
| Schoolbag | <-- Attack name/description
HP | Slam |
| 1 X h |
--------------
/ | \
# of hits | Attack level(s)
Canceling
The first part is the amount of hits the attack will do in full. Unless noted
otherwise, a multi-hit attack will combo.
The second part indicates the attack`s canceling properies.
O : The attack can be canceled (into a Oowaza or Ougi) after it hits.
X : The attack can`t be canceled at any time.
- : The attack has nothing it can be canceled into. This only is used with
Jumping Up/Jump Diagonal attacks for characters that have no aerial
special moves.
The third part is the attack`s level(s): High (h), Mid (m), or Low (l).
Arrows ( <--- ) inside of fields indicate that particular attack is exactly
the same as the one to the left. (For the above, Akane`s Standing LK is the
same attack as her Standing Close LK.) This includes damage, hits, and cancel
properties.
If there`s a note pertaining to that specific normal attack, a "#1" will be
listed along the right side of that attack info box. Underneath the chart
are notes that coorespond to the numbered "see belows" listed.
Jyusenkyou 3 ]-------------------|------------------------------------------
| Basic Commands
------------------------------------|
The following list are moves that most characters overall possesses.
Standing Guard Hold b when attacked
Crouching Guard Hold db when attacked
Nage (throw) When close, b / f + HP
Ground Recovery Normally stand after knockdown
Kiai/Chouhatsu (taunt) Press L-shoulder button
Dizzy Hit opponent repeatedly
Dizzy Recovery Tap buttons and motion pad when dizzy
Oowaza 1 Press LP + LK
Oowaza 2 Press HP + HK
Jyusenkyou 4 ]-------------------|------------------------------------------
| Game Modes Explanation
------------------------------------|
4.o1 - Story ]--------------------------------------------------------------
Arcade mode. Select one of the thirteen characters (Herb included with the
code; see "Secrets / Codes" in "Jyusenkyou 7" section) to go through the
game. Eleven opponents must be defeated in 2-out-of-3 rounds: the first ten
will are selected randomly, followed by Herb.
Losing against an opponent will bring up the Continue screen. You will have
an infinite amount of time to decide on whether or not you wish to continue.
With the cursor on "Tsudzukeru" ("Continue" on the left), pressing a button
will activate the continue, allowing you to start the stage over against the
opponent that defeated you. Selecting "Owaru" ("End" on the right) will
deactivate the continue and end the game.
Scores made here are added toward the HI at the top. If you continue from a
loss, the score you last had will be retained.
4.o2 - VS. Mode ]-----------------------------------------------------------
Vs. Mode is made for anywhere between 0- to 2-players. There are four modes
to choose from (selected in Options): "HUMAN vs. HUMAN", "HUMAN (1P) vs.
CPU", "CPU vs. HUMAN (2P)", or "CPU vs. CPU". In each mode, a character is
selected to fight 2-out-of-3 rounds.
After characters are chosen, a screen comes up to allow you to alter the
player`s colors, attack power, and defense handicap. Finally, you will get
to select a stage.
4.o3 - Tag Match ]----------------------------------------------------------
4.o4 - Option ]-------------------------------------------------------------
The Option screen allows you to change the settings of the game. The modes
are as follows (listed from top to bottom):
- GAME LEVEL
Select the difficulty of the CPU opponents on a scale of three units: 1 =
Lo (weak), 3 = Hi (hard). "2" is the default.
(Effects: Story, VS. Mode)
- TIME LIMIT
Select the amount of time for each round in seconds; 5o, 1oo, or Infinite.
"1oo" is the default.
(Effects: Story, VS. Mode, Tag Battle)
- PLAYER COLOR
Select the default color of your character out of four choices. (If you
alter this, the color can be changed when you pick your character in VS.
Mode. However in Story and Tag Mode, your character will be this selected
color by default instead of always "1".)
(Effects: Story, VS. Mode, Tag Battle)
- SOUND
Select the sound output for the game: Stereo or Mono.
- PLAYER SELECT
Select how you want "VS. Mode" battles to happen: "HUMAN vs. HUMAN", "HUMAN
(1P) vs. CPU", "CPU vs. HUMAN (2P)", or "CPU vs. CPU".
(Effects: VS. Mode)
- CUSTOM CONTROL
Change the button configuration of the punch and kick buttons. The last
option will trigger the "Ougi" (R-shoulder) to be on or off.
Jyusenkyou 5 ]-------------------|------------------------------------------
| ??
------------------------------------|
The following section is a listing of all characters in alphabetical order
(by first name) in addition to detailed information about each. Sections are
listed in the following order:
- Mini Movelist
A brief listing of all the character`s special moves, throws, and super.
- Poses
Character`s win, lose, and taunt poses and speech.
- Colors
Character`s pallete swaps. Each character has four colors to choose from.
- Quotes + Ending
A listing of quotes the character says after beating an opponent. The
complete translation of the character`s ending dialouge is also listed.
- Basic Attack Info
A chart of all the character`s normal attacks and canceling properties (see
section 2.o4).
The following sections will take every throw, command, and special move, and
break them down to simpliest terms to note all properties and key elements
that pertain to each. Attacks are listed in five catagories showing their
information:
jp: Name of the special move in Japanese, as it`s written out Roumaji.
en: The English translation of the move.
sp: Speech the character says during the attack.
cm: Joystick command and button input needed to perform the move.
ht: Total number of hits the move scores. It`s divided into two parts
depending on the button strength: Weak 1 / Strong 2. (Weak is LP/LK,
Strong is HP/HK.) The number that follows is the amount of hits for
that version. ("Weak 1 / Strong 2" would be the attack does 1 hit with
the LP button, and 2 hits with HP.) If there is a plus sign between
numbers (ie - 1+1), that means the hits do not combo. If the attack
doesn`t hit at all, an "n/a" will be present.
ds: Description of the move.
"-": Notes and additional information about the move. Any special effects
or qualities that effect the character or the opponent would be
listed here.
-------------------------------------------------------------------------------
5.o1 - AKANE TENDOU
"Despite her appearance (?), she has tremendous rush power! One would best
engage her in close combat!"
-------------------------------------------------------------------------------
(back roll) When close, b / f + HP
Dash Oufuku Binta Press LP + LK
Kaban Daisharin Press Punch rapidly, move b / f
* Dash Kidzuchi Charge b,f + P
Mou Shou Gekitsui Charge d,u + K
Tsukami Upper When close, press HP + HK
Dash Tsukioshi After Kiai/Chouhatsu, f,f + HP
Colors //
1 : White blouse, blue uniform
2 : White blouse, pink uniform
3 : Blue blouse, dark blue uniform
4 : Red blouse, yellow uniform
( Poses ) ------------------------------------------------------------------
Win : Raises an arm in victory and winks, "Yatta!" ("I did it!")
Lose : Turns away from opponent with an angry look.
Taunt : Grows angry with a flaming aura surrounding her.
( Quotes + Ending ) --------------------------------------------------------
- "Akimahen~e.
("??.")
( Basic Attack Info ) ------------------------------------------------------
STANDING STAND CLOSE CROUCHING JUMPING UP JUMP DIAG.
-------------- -------------- -------------- -------------- --------------
| Slap | | Low Punch | Elbow Drop | |
LP | | <--- | | | <--- |
| 1 O h | | 1 O h | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| Downward | | Low Kick | Knee Drop | |
LK | Kick | <--- | | | <--- |
| 1 O h | | 1 O l | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| Schoolbag | Schoolbag | Low Schoolbag| Overhead | |
HP | Slam | Uppercut | Slam | Schoolbag | <--- |
| 1 X h | 2 O hh #1 | 1 O h | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| High Kick | Skyscraper | Sweep | Upward | Downward |
HK | | Kick | | Sidekick | Thrust Kick |
| 1 X h | 1 X h | 1 X l #2 | 1 - m | 1 - m |
-------------- -------------- -------------- -------------- --------------
1) Can`t be canceled on the second hit.
2) Knockdown attack.
( Nage / Normal Throws ) ---------------------------------------------------
en: (back roll)
sp: "Hey!"
cm: When close, b / f + HP
ht: Strong 1
ds: Akane grabs opponent and rolls back on her back with a back toss.
- Unblockable attack.
- Knockdown attack.
( Oowaza / Bold Moves ) ----------------------------------------------------
jp: dasshu oufuku binta
en: Dash Round Trip Slap
sp: "Haa!"
cm: Press LP + LK
ht: Weak 2
ds: Akane advances pair of slaps.
jp: tsukami appa-
en: Catch Upper
sp: "Hey!"
cm: When close, press HP + HK
ht: Strong 1
ds: Akane grabs opponent by their collar and uppercuts them.
- Unblockable attack.
- Knockdown attack.
- Akane can`t be right next to the opponent else she won`t catch. She
has to stand a half-character distance away.
- I don`t know if it`s random, but more times than usual Akane will
knock the opponent dizzy with this move. Especially if you hit them
with an HP or HK attack before it.
( Ougi / Secret Moves ) ----------------------------------------------------
jp: kaban daisharin
en: Bag Giant Swing
sp: "Yaaa~!"
cm: Press Punch rapidly, move b / f
ht: Weak 1 / Strong 1
ds: Akane spins around with her schoolbag extended.
- Knockdown attack.
- Akane can be moved back or forth during the Kaban Daisharin.
jp: dasshu kidzuchi
en: Dash Wooden Hammer
sp: "Yaaa~!"
cm: Charge b,f + P
ht: Weak 1 / Strong 1
ds: Akane advances, swinging a large wooden hammer downward.
- Knockdown attack.
jp: mou shou gekitsui
en: Fierce Flying Shooting Down
sp: "Hey!" (only when catching)
cm: Charge d,u + K
ht: Weak 1 / Strong 1
ds: Akane leaps upward. If she catches an airborne opponent, she`ll grab
them and slam them down to the ground.
- Unblockable attack.
- Knockdown attack.
- Akane`s able to catch most characters out of their aerial attacks with
the Mou Shou Gekitsui. It can be done against Mousse`s Higi: Takadzume
Ken, Ryouga`s Tanuki Otoshi, and Kunou`s Tenchi Raimei Giri to catch
him before his second attack (even if the first hit Shampoo.) Even
more surprisingly, she can catch Ranma/Ranma-chan out of their Hiryuu
Kourin Dan, despite them being covered in energy.
( Hissatsu Waza / Certain Kill Art ) ---------------------------------------
jp: dasshu tsukioshi
en: Dash (Sumo) Shove Technique
sp: "Iku yo!" ("Here I come!")
cm: After Kiai/Chouhatsu, f,f + HP
ht: Power 1
ds: Akane advances with a double palm shove.
- Knockdown attack.
-------------------------------------------------------------------------------
5.o2 - GENMA SAOTOME (panda)
"His strong point is the powerful close combat with his panda body! His
weakness is his slow movement."
-------------------------------------------------------------------------------
(panda suplex) When close, b / f + HP
Kaeru Rekishi Tai Press LP + LK / HP + HK
Xiongmao Mou Hon Geki Charge b,f + K
* Xiongmao Nouten Ki Charge d,u + P
Mukiryoku Otoshi In air, d + HK
Panda Jigoku Meguri After Kiai/Chouhatsu, f,f + HP
Colors //
1 : Black & white fur
2 : Dark brown & brown fur
3 : Blue & white fur
4 : Dark green & green fur
( Poses ) ------------------------------------------------------------------
Win : Holds up a sign reading "Fu fu fu." (sound of chuckling)
Lose : Sits on ground and exhales with a sweatdrop on the side of his head.
Taunt : Holds up two signs reading "Ya-i" ("Hey!") on the left and "Kakatte
ko-i" ("Come on!") on the right.
( Quotes + Ending ) --------------------------------------------------------
- "Akimahen~e.
("??.")
( Basic Attack Info ) ------------------------------------------------------
STANDING STAND CLOSE CROUCHING JUMPING UP JUMP DIAG.
-------------- -------------- -------------- -------------- --------------
| Claw Stab | | Low Claw | Butt Bomb | |
LP | | <--- | Stab | | <--- |
| 1 O h | | 1 X h | 1 X m | |
-------------- -------------- -------------- -------------- --------------
| Claw Kick | | Low Kick | Butt Bomb | |
LK | | <--- | | | <--- |
| 1 O h | | 1 O l | 1 X m | |
-------------- -------------- -------------- -------------- --------------
| Downward | Hip Spin | Claw Thrust | Air Claw | |
HP | Claw | | | Thrust | <--- |
| 1 X h | 1 O h | 1 O h | 1 X m | |
-------------- -------------- -------------- -------------- --------------
| Reverse Kick | Hip Spin | Sliding | Air Claw | |
HK | | | | Thrust | <--- |
| 2 X hh | 1 O h | 1 X l #1 | 1 X m | |
-------------- -------------- -------------- -------------- --------------
1) Knockdown attack.
( Nage / Normal Throws ) ---------------------------------------------------
en: (panda suplex)
sp: "Aho!"
cm: When close, b / f + HP
ht: Strong 1
ds: Genma grabs opponent and then pulls them over in a suplex.
- Unblockable attack.
- Knockdown attack.
- Genma can`t be right next to the opponent else he won`t catch. He has
to stand a half-character distance away.
( Oowaza / Bold Moves ) ----------------------------------------------------
jp: kaeru rekishi tai
en: "Frog At A State Of Death From Being Run Over"
sp: "Aho!"
cm: Press LP + LK / HP + HK
ht: Weak 1 / Strong 1
ds: Genma bows to the ground, then swings a paw upward.
- Knockdown attack.
( Ougi / Secret Moves ) ----------------------------------------------------
jp: xiongmao mou hon geki
en: "Giant Panda Attacking With A Fierce Run"
sp: "Aho-ho~!"
cm: Charge b,f + K
ht: Weak 1 / Strong 1
ds: Genma advances with a shoulder ram.
- Knockdown attack.
- The HK version moves faster than the LK, and goes full-screen.
- "Xiongmao" is Chinese for "giant cat bear," or "panda."
jp: xiongmao nouten ki
en: "Giant Panda Raising Up With The Crown Of His Head"
sp: "Aho-ho~!"
cm: Charge d,u + P
ht: Weak 1 / Strong 2
ds: Genma ascends with a headbutt.
- Knockdown attack.
- Genma is invincible during his ascension.
- The "raising up" means "waking up" rather than "ascension." I believe
it`s suppose to be a pun.
jp: mukiryoku otoshi
en: Lassitude Drop
sp: "Aho!"
cm: In air, d + HK
ht: Strong 1
ds: Genma falls down while lying on his back.
- Knockdown attack.
- Must be blocked high.
( Hissatsu Waza / Certain Kill Art ) ---------------------------------------
jp: panda jigoku meguri
en: Panda Hell Round
sp: "?? Aho-ho~!"
cm: After Kiai/Chouhatsu, f,f + HP
ht: Power 3
ds: Genma advances. If he hits opponent, he performs two suplexes, then
throws the opponent into the air to juggle them with a Xiongmao Nouten
Ki.
- Unblockable attack.
- Knockdown attack.
-------------------------------------------------------------------------------
5.o3 - HERB
-------------------------------------------------------------------------------
(one hand throw) When close, b / f + HP
Ryuu Ha Kyaku Press LP + LK / HP + HK
Ryuu Zan Ha Charge b,f + P
Ki Hou Charge b,f + K
* Ki Ryuu Tou Retsu Kuu Zan Charge d,u + P
Ryuu Sei Hishou After Kiai/Chouhatsu, hcf + HP
Colors //
1 : White & red armor, gold platings, pink hair
2 : White & blue armor, red platings, blue hair
3 : White & purple armor, dark green platings, pink hair
4 : White & blue armor, blue platings, blue hair
( Poses ) ------------------------------------------------------------------
Win : Stands tall and crosses his arms over his chest while chuckling.
Lose : Stands with his arms at his sides, looking away from opponent.
Taunt : Crosses his arms out as he flares up to charge energy.
( Quotes + Ending ) --------------------------------------------------------
- "Akimahen~e.
("??.")
( Basic Attack Info ) ------------------------------------------------------
STANDING STAND CLOSE CROUCHING JUMPING UP JUMP DIAG.
-------------- -------------- -------------- -------------- --------------
| Upward Chop | | Low Palm | Double Palm | |
LP | | <--- | Thrust | Thrust | <--- |
| 1 O h | | 1 O h | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| Sidekick | Knee Thrust | Low Kick | Downward | |
LK | | | | Sidekick | <--- |
| 1 O h | 1 O h | 1 X l | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| Palm Thrust | Elbow Thrust | Strong Low | Strong Double| |
HP | | | Palm Thrust | Palm Thrust | <--- |
| 1 X h | 1 O h | 1 O h | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| Strong | Strong Knee | Strong Low | Strong Dw. | |
HK | Sidekick | Thrust | Kick | Sidekick | <--- |
| 1 X h | 1 X h | 1 X l #1 | 1 - m | |
-------------- -------------- -------------- -------------- --------------
1) Knockdown attack.
( Nage / Normal Throws ) ---------------------------------------------------
en: (one hand throw)
sp: "Ha!"
cm: When close, b / f + HP
ht: Strong 1
ds: Herb grabs opponent and picks them up with one hand, then throws them to
the ground.
- Unblockable attack.
- Knockdown attack.
- Herb can`t be right next to the opponent else he won`t catch. He has
to stand a half-character distance away.
( Oowaza / Bold Moves ) ----------------------------------------------------
jp: ryuu ha kyaku
en: Dragon Edge Leg
sp: "Ha!"
cm: Press LP + LK / HP + HK
ht: Weak 1 / Strong 1
ds: Herb leaps back into the air, then descends with a kick with his leg
engulfed in a cone of energy.
- Knockdown attack.
( Ougi / Secret Moves ) ----------------------------------------------------
jp: ryuu zan ha
en: Dragon Kill Break
sp: "Ryuu Zan Ha!"
cm: Charge b,f + P
ht: Weak 1 / Strong 1
ds: Herb swings his arm upward, throwing out an arc of energy.
jp: ki hou
en: Spirit Cannon
sp: "Ha!"
cm: Charge b,f + K
ht: Weak 1 / Strong 1
ds: Herb thrusts his glowing palm downward, creating a burst of energy on
the ground.
- Knockdown attack.
- Must be blocked low.
- The palm thrust or the blast can hit the opponent.
jp: ki ryuu tou retsu kuu zan
en: Spirit Dragon Sword Fissure Sky Kill
sp: "Ki Ryuu Tou!"
cm: Charge d,u + P
ht: Weak 1 / Strong 1
ds: Herb ascends while slashing his arms out, creating energy blades.
- Knockdown attack.
- Herb is invincible during his ascension.
( Hissatsu Waza / Certain Kill Art ) ---------------------------------------
jp: ryuu sei hishou
en: Dragon Spirit Flight
sp: "Ha! Ryuu Sei Hishou!"
cm: After Kiai/Chouhatsu, hcf + HP
ht: Power 1+1
ds: Herb leaps back into the air, then dives in an arc with his arm forward,
while accompanied by a ball of energy.
- Knockdown attack (energy ball only).
- Depending where the opponent is on the screen can alter how this hits.
Normally Herb will fly through the opponent and leave them in stun
while the energy ball hits second. But the ball will not hit at the
same time as Herb. If Herb and the ball are right on top each other,
only Herb will hit them (since his arm is out and he strikes further)
and the ball will pass right through. In fact, I think the ball _only_
hits when it`s arcing back upward. The ball has a further arc than
Herb, so if the opponent is over half-screen away, Herb will miss, but
the ball can still hit.
-------------------------------------------------------------------------------
5.o4 - HINAKO NINOMIYA-SENSEI
"She can change from a child into an adult! When her form changes, so does her
techniques!! The usage of too much 'Tsurisen Gaeshi' is prohibited."
-------------------------------------------------------------------------------
Child Form
(head punch) When close, b / f + HP
Totsugeki Tentou Diving Press LP + LK
Totsugeki Tentou Sliding Press HP + HK
Happou Go-en Satsu qcf + LP
Joudan Happou Go-en Satsu qcf + LK
* Happou Gojyuu-en Satsu qcf + HP
Joudan Happou Gojyuu-en Satsu qcf + HK
(transform to adult) Press L-trigger
Adult Form
(ground throw) When close, b / f + HP
Heel Sobat Press LP + LK / HP + HK
Happou Go-en Satsu qcf + LP
* Happou Gojyuu-en Satsu qcf + HP
Happou Tsurisen Gaeshi qcf + K
(transform to child) (see "Happou Tsurisen Gaeshi" notes)
Happou Tsurisen Bai-gaeshi After Kiai/Chouhatsu, qcb + HP
Colors //
1 : Light yellow sweater, black mini-skirt
2 : Pink sweater, black mini-skirt
3 : Dark yellow sweater, brown mini-skirt
4 : Purple sweater, black mini-skirt
( Poses ) ------------------------------------------------------------------
Win : (child) Places her arms in upside-down "L" shapes, "??"
Lose : (child) Squats with her index fingers hooked at the corner of her
mouth, pulling it while sticking out her tongue.
(adult) Flinches with a pained expression on her face.
Taunt : (child) Grows into her adult form.
(adult) Places her hands on her hips, "Hmph!"
( Quotes + Ending ) --------------------------------------------------------
- "Akimahen~e.
("??.")
( Basic Attack Info ) ------------------------------------------------------
Child Form //
STANDING STAND CLOSE CROUCHING JUMPING UP JUMP DIAG.
-------------- -------------- -------------- -------------- --------------
| Slap | | Low Slap | Flail Punch | |
LP | | <--- | | | <--- |
| 1 O h | | 1 O h | 2 - mm #1 | |
-------------- -------------- -------------- -------------- --------------
| High Kick | | Low Kick | Downward | |
LK | | <--- | | Double Kick | <--- |
| 1 O h | | 1 O l | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| Overhead | | Strong Slap | Strong Flail | |
HP | Punch | <--- | | Punch | <--- |
| 1 X h | | 1 O h | 2 - mm #1 | |
-------------- -------------- -------------- -------------- --------------
| Flail Kick | | Low Double | Air Flail | |
HK | | <--- | Kick | Kick | <--- |
| 3 X hhh | | 1 X l #2 | 2 - mm #1 | |
-------------- -------------- -------------- -------------- --------------
1) Unless it`s against Genma, Hinako won`t get both hits on her descent. You
have to press the attack as she`s ascending to get the first hit, then the
second will hit on her descent.
2) Knockdown attack.
Adult Form //
STANDING STAND CLOSE CROUCHING JUMPING UP JUMP DIAG.
-------------- -------------- -------------- -------------- --------------
| Low Backfist | | Low Slap | Chop | |
LP | | <--- | | | <--- |
| 1 O h | | 1 O h | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| High Kick | Knee Thrust | Low Kick | Knee Drop | |
LK | | | | | <--- |
| 1 O h | 1 O h | 1 O l | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| Slap | Elbow Thrust | Strong Slap | Strong Chop | |
HP | | | | | <--- |
| 1 X h | 1 O h | 1 O h | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| Shin Kick | Strong Knee | Strong Low | Downward | |
HK | | Thrust | Kick | Sidekick | <--- |
| 1 X h | 1 O h | 1 X l #1 | 1 - m | |
-------------- -------------- -------------- -------------- --------------
1) Knockdown attack.
( Nage / Normal Throws (child) ) -------------------------------------------
en: (head punch)
sp: "Aho!"
cm: When close, b / f + HP
ht: Strong 1
ds: Hinako leaps onto the opponent and punches them at the top of the head.
- Unblockable attack.
- Knockdown attack.
- Hinako can`t be right next to the opponent else she won`t catch. She
has to stand a half-character distance away.
( Nage / Normal Throws (adult) ) -------------------------------------------
en: (ground throw)
sp: "Haa!"
cm: When close, b / f + HP
ht: Strong 1
ds: Hinako grabs opponent and throws them to the ground.
- Unblockable attack.
- Knockdown attack.
- Hinako can`t be right next to the opponent else she won`t catch. She
has to stand a half-character distance away.
( Oowaza / Bold Moves (child) ) --------------------------------------------
jp: totsugeki tentou daibingu
en: Assault Tumbling Diving
sp: "Aho!"
cm: Press LP + LK
ht: Weak 1
ds: Hinako advances then trips, flipping over upside-down with a kick.
- Must be blocked high.
jp: totsugeki tentou suraidingu
en: Assault Tumbling Sliding
sp: "Aho!"
cm: Press HP + HK
ht: Strong 1
ds: Hinako advances then trips, sliding along the ground on her front.
- Knockdown attack.
- Must be blocked low.
( Oowaza / Bold Moves (adult) ) --------------------------------------------
jp: hi-ru sobatto
en: Heel Sobat
sp: "Haa!"
cm: Press LP + LK / HP + HK
ht: Weak 1 / Strong 1
ds: Hinako leaps forward with a reverse high kick.
( Ougi / Secret Moves (child) ) --------------------------------------------
jp: happou go-en satsu
en: Eight Treasures Five Yen Kill
sp: "Go-en Satsu!"
cm: qcf + LP
ht: Weak 1
ds: Hinako holds out a coin between her fingers, creating a burst of pink
energy.
- Knockdown attack.
jp: joudan happou go-en satsu
en: Upper Level Eight Treasures Five Yen Kill
sp: "Go-en Satsu!"
cm: qcf + LK
ht: Weak 1
ds: Hinako holds out a coin between her fingers, creating a burst of pink
energy upward.
- Knockdown attack.
jp: happou gojyuu-en satsu
en: Eight Treasures Fifty Yen Kill
sp: "Gojyuu-en Satsu!"
cm: qcf + HP
ht: Strong 1
ds: Hinako holds out a coin between her fingers, creating a burst of pink
energy.
- Knockdown attack.
jp: joudan happou gojyuu-en satsu
en: Upper Level Eight Treasures Fifty Yen Kill
sp: "Gojyuu-en Satsu!"
cm: qcf + HK
ht: Strong 1
ds: Hinako holds out a coin between her fingers, creating a burst of pink
energy upward.
- Knockdown attack.
- There is no real significant differences between the above four
attacks save for what Hinako says and the position of the blast. The
Punch Happou techniques are generally done to grounded opponents,
while Kick attacks are for anti-air. The Gojyuu-en Satsu techniques
also last about a half-second longer.
en: (transform to adult)
cm: Press L-Trigger
ht: n/a
ds: Hinako changes into her Adult form.
( Ougi / Secret Moves (adult) ) --------------------------------------------
jp: happou go-en satsu
en: Eight Treasures Five Yen Kill
sp: "Haa!"
cm: qcf + LP
ht: Weak 1
ds: Hinako holds out a coin between her fingers, creating a burst of pink
energy.
jp: happou gojyuu-en satsu
en: Eight Treasures Fifty Yen Kill
sp: "Haa!"
cm: qcf + HP
ht: Strong 1
ds: Hinako holds out a coin between her fingers, creating a burst of pink
energy.
- There is no real significant differences between the above two attacks
in themselves, but unlike Child Hinako, Adult Hinako`s versions do not
knock the opponent down. The Gojyuu-en Satsu technique lasts about a
half-second longer.
jp: happou tsurisen gaeshi
en: Eight Treasures Change Return
sp: "Tsurisen Gaeshi!"
cm: qcf + K
ht: Weak 1 / Strong 1
ds: Hinako forms a circle with her hands, throwing a pink energy blast.
- With this move, Hinako releases the aura energy that makes her change
into an Adult, thus this is the only way to personally make her a
Child again. However, from a lot of trial and error with this, I`ve
come to the conclusion there is no way to control it. There is no set
number of blasts it takes for Hinako to resort into a Child; it`s
apparently _random_. (If anyone later wants to correct me, I`ll gladly
be interested in finding out how to purposely change her.) It does
seem that that the more energy Hinako has, the more blasts she can do
before changing back. For the record I`ve been able to get a maximum
of seven blasts (at full strength) before she changes. Though there`s
been times where she has changed back after only two or three blasts!
- If Hinako changes back, the blast she shot will disappear. Though this
only really happens when the screen is fully scrolled out.
en: (transform to child)
cm: n/a
ht: n/a
ds: Hinako changes into her Child form.
- Hinako can only change back into a Child after performing X-amount of
Happou Tsurisen Gaeshi, or when she is knocked dizzy.
( Hissatsu Waza / Certain Kill Art ) ---------------------------------------
jp: happou tsurisen bai-gaeshi
en: Eight Treasures Change Double Return
sp: "Tsurisen Gaeshi!"
cm: After Kiai/Chouhatsu, qcb + HP
ht: Power 1
ds: Hinako forms a circle with her hands, throwing a large pink and yellow
energy blast.
- Knockdown attack.
-------------------------------------------------------------------------------
5.o5 - KODACHI KUNOU
"Contrary to her graceful movement, her (unfair?) pride is to attack the enemy
unprepared."
-------------------------------------------------------------------------------
(ribbon toss) When close, b / f + HP
Senju Konbou Midare Uchi Press LP + LK / HP + HK
Under(hand) Club Throw Charge b,f + LP
Over(hand) Club Throw Charge b,f + HP
Ribbon Ashibarai Charge b,f + K
* Shibire Hanataba Charge d,u + P
Kuro Bara Fubuki After Kiai/Chouhatsu, hcb + HP
Colors //
1 : Dark blue & violet leotard, dark blue hair
2 : Purple & red leotard, purple hair
3 : Black & red leotard, black hair
4 : Red & yellow leotard, red hair
( Poses ) ------------------------------------------------------------------
Win : Stand on a leg and spins while spinning her ribbon overhead in a
spiral and laughing.
Lose : Sits up on the ground looking away, biting on her ribbon.
Taunt : Raises upon her toes with a rose extended toward the opponent and her
clubs outward, "??"
( Quotes + Ending ) --------------------------------------------------------
- "Akimahen~e.
("??.")
( Basic Attack Info ) ------------------------------------------------------
STANDING STAND CLOSE CROUCHING JUMPING UP JUMP DIAG.
-------------- -------------- -------------- -------------- --------------
| Club Poke | | Low Club | Downward | |
LP | | <--- | Poke | Club Poke | <--- |
| 1 O h | | 1 O h | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| Hop Back | | Low Double | Upward Club | |
LK | Ribbon Whip | <--- | Club Poke | Poke | <--- |
| 1 X h | | 1 X l | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| Ribbon Whip | Club | Strong Low | Ribbon Snap | |
HP | | Uppercut | Club Poke | | <--- |
| 1 X h | 1 O h | 1 O h | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| Kidzuchi | | Kidzuchi | Air Kidzuchi | |
HK | Spin | <--- | Sweep | Spin | <--- |
| 1 X h | | 1 X l #1 | 1 - m | |
-------------- -------------- -------------- -------------- --------------
1) Knockdown attack.
( Nage / Normal Throws ) ---------------------------------------------------
en: (ribbon toss)
cm: When close, b / f + HP
sp: "Oho!"
ht: Strong 1
ds: Kodachi uses her ribbon to fling the opponent over her head in a high
arc.
- Unblockable attack.
- Knockdown attack.
- Sends opponent across screen.
- Kodachi can`t be right next to the opponent else she won`t catch. She
has to stand a half-character distance away.
( Oowaza / Bold Moves ) ----------------------------------------------------
jp: senju konbou midare uchi
en: Thousand Hand Club Disorder Strike
sp: "(swift waving sound)"
cm: Press LP + LK / HP + HK
ht: Weak 5 / Strong 5
ds: Kodachi stands on one foot and strikes a club rapidly before her.
( Ougi / Secret Moves ) ----------------------------------------------------
jp: anda- kurabu suru-
en: Under(hand) Club Throw
sp: "Oho!"
cm: Charge b,f + LP
ht: Weak 1
ds: Kodachi swings her arms upward, throwing out two clubs in an arc.
jp: o-ba- kurabu suru-
en: Over(hand) Club Throw
sp: "Oho!"
cm: Charge b,f + HP
ht: Strong 1
ds: Kodachi swings her arms downward, throwing out two clubs.
jp: ribon ashibarai
en: Ribbon Tripping Up
sp: "Oho!"
cm: Charge b,f + K
ht: Weak 1 / Strong 1
ds: Kodachi crouches, sending out her ribbon.
- Knockdown attack with HK.
- Must be blocked low.
jp: shibire hanataba
en: Numbness Bouquet
sp: "Haaaa~ ha ha ha!"
cm: Charge d,u + P
ht: Weak 1 / Strong 1
ds: Kodachi removes a bouquet of flowers spewing purple paralysis smoke.
- Knockdown attack.
( Hissatsu Waza / Certain Kill Art ) ---------------------------------------
jp: kuro bara fubuki
en: Black Rose Snowstorm
sp: "Kuro Bara Fubuki!"
cm: After Kiai/Chouhatsu, hcb + HP, move b / f
ht: Power 1 (2)
ds: Kodachi stand on a leg and spins while spinning her ribbon overhead in a
spiral, with black rose petals flying.
- Knockdown attack.
- Kodachi can be moved back or forth during the Kuro Bara Fubuki.
- If blocked, it will hit two times.
-------------------------------------------------------------------------------
5.o6 - MARIKO KONJYOU
"Magnificent movement, and the certain kill 'Flying Baton Cutter,' are her 'go-
go' offense pride!"
-------------------------------------------------------------------------------
Baton Smash When close, f + LP
(overhead throw) When close, b / f + HP
Hurdle Jump Kick Press LP + LK / HP + HK
Baton Cutter qcf + P
* Tumbling Kick qcb + K
Flying Baton Cutter In air, b,ub,u + P
Hiten Pompom Uni Bomber After Kiai/Chouhatsu, hcb + HP
Colors //
1 : Blue & yellow outfit, pink pompoms, yellow hair
2 : White & pink outfit, blue pompoms, pink hair
3 : Red & yellow outfit, yellow pompoms, yellow hair
4 : Purple & orange outfit, purple pompoms, pink hair
( Poses ) ------------------------------------------------------------------
Win : Mariko twirls her baton upward, "Yatta!" ("Alright!")
Lose : Sits up on the ground looking at opponent with a hand to her cheek.
Taunt : Cheers as she kicks her leg four times, "Go! Go! Mariko!"
( Quotes + Ending ) --------------------------------------------------------
- "Akimahen~e.
("??.")
( Basic Attack Info ) ------------------------------------------------------
STANDING STAND CLOSE CROUCHING JUMPING UP JUMP DIAG.
-------------- -------------- -------------- -------------- --------------
| Baton Tap | | Baton Poke | Downward | |
LP | | <--- | | Baton Tap | <--- |
| 1 O h | | 1 O h | 1 X m | |
-------------- -------------- -------------- -------------- --------------
| Snapkick | | Hip Slide | Split Kick | Double Knee |
LK | | <--- | | | Drop |
| 1 O h | | 1 X l | 1 X m | 1 X m |
-------------- -------------- -------------- -------------- --------------
| Baton Twirl | | Strong Baton | Strong Dw. | |
HP | | <--- | Poke | Baton Tap | <--- |
| 3 X hhh | | 1 O h | 1 X m | |
-------------- -------------- -------------- -------------- --------------
| Handstand | Axe Kick | Strong Hip | Dropkick | |
HK | Split Kick | | Slide | | <--- |
| 1 X h | 2 X hh | 1 X l #1 | 1 X m | |
-------------- -------------- -------------- -------------- --------------
1) Knockdown attack.
( Nage / Normal Throws ) ---------------------------------------------------
jp: baton sumasshu
en: Baton Smash
sp: "Hey!"
cm: When close, f + LP
ht: Weak 4
ds: Mariko hits opponent with her baton four times.
- Unblockable attack.
en: (overhead throw)
sp: "Hey!"
cm: When close, b / f + HP
ht: Strong 1
ds: Mariko grabs opponent and crouches, throwing them over her head.
- Unblockable attack.
- Knockdown attack.
- Sends opponent across screen.
- Mariko can`t be right next to the opponent else she won`t catch. She
has to stand a half-character distance away.
( Oowaza / Bold Moves ) ----------------------------------------------------
jp: ha-doru janpu kikku
en: Hurdle Jump Kick
sp: "Hey!"
cm: Press LP + LK / HP + HK
ht: Weak 1 / Strong 1
ds: Mariko advances with a hopping split kick.
- This attack has two hit properties. If Mariko is more than a character
distance away, the end of her leg/foot will only hit the opponent for
a small amount of damage. If she`s close, it`ll become a knockdown
attack.
( Ougi / Secret Moves ) ----------------------------------------------------
jp: baton katta-
en: Baton Cutter
sp: "Baton Cutter!"
cm: qcf + P
ht: Weak 1 / Strong 1
ds: Mariko throws a spinning baton.
jp: tanburingu kikku
en: Tumbling Kick
sp: "Hey!"
cm: qcb + K
ht: Weak 2 (3) / Strong 2 (3)
ds: Mariko hops, then advances with a cartwheel kick.
- Knockdown attack.
- If blocked, each will hit three times.
- The LK version will have Mariko hop backwards before the kick. The HK
version has her hop forward to increase the distance.
- Mariko is invincible during her hop, and during her handstand. There`s
only a small gap in between where Mariko can be hit by an attack.
jp: furaingu baton katta-
en: Flying Baton Cutter
sp: "Baton Cutter!"
cm: In air, b,ub,u + P
ht: Weak 1 / Strong 1
ds: Mariko throws a spinning baton downward.
( Hissatsu Waza / Certain Kill Art ) ---------------------------------------
jp: hiten ponpon uni bomba-
en: Flying Heaven Pompom Urchin Bomber
sp: "Hey! Uni Bomber!"
cm: After Kiai/Chouhatsu, hcb + HP
ht: Power 1 (3)
ds: Mariko jumps upward, throwing both her pompoms downward to drift and
hover in the air.
- Knockdown attack.
- If blocked, it will hit three times.
-------------------------------------------------------------------------------
5.o7 - MOUSSE / MU TSU
"Various long range weapons are hidden on his body!!"
-------------------------------------------------------------------------------
(bombing hold) When close, b / f + HP
Higi Hakuchou Ken Press LP + LK
Oki Bakudan Press HP + HK
* Tantou Nage qcf + P
Higi Taka Zume Ken In air, u,d + K
Higi Keiran Ken After Kiai/Chouhatsu, hcb + HP
Colors //
1 : White & yellow outfit, black pants, black hair
2 : Purple & violet outfit, purple pants, purple hair
3 : Green & purple outfit, black pants, black hair
4 : Yellow & red outfit, black pants, brown hair
( Poses ) ------------------------------------------------------------------
Win : Holds his arms out with weapons coming out the sleeves, "Ore o ??!"
("??")
Lose : Flinches with a pained expression on his face.
Taunt : Holds his arms out with weapons coming out the sleeves, "Ore o nameru
na yo!" ("You can`t put me down!")
( Quotes + Ending ) --------------------------------------------------------
- "Akimahen~e.
("??.")
( Basic Attack Info ) ------------------------------------------------------
STANDING STAND CLOSE CROUCHING JUMPING UP JUMP DIAG.
-------------- -------------- -------------- -------------- --------------
| Claw Slash | Sword Slash | Sai Stab | Downward | |
LP | | | | Knife Stab | <--- |
| 1 O h | 1 O h | 1 O h | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| Toe Kick | | Low Kick | Knee Drop | |
LK | | <--- | | | <--- |
| 1 O h | | 1 O l | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| Multi-weapon | Strong Sword | Strong Sai | Downward | |
HP | Extend | Slash | Stab | Claw Extend | <--- |
| 1 X h | 1 O h | 1 X h | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| Axe Kick | | Sweep | Straight | |
HK | | <--- | | Sidekick | <--- |
| 1 X h | | 1 X l #1 | 1 - m | |
-------------- -------------- -------------- -------------- --------------
1) Knockdown attack.
( Nage / Normal Throws ) ---------------------------------------------------
en: (bombing hold)
sp: "Ha!"
cm: When close, b / f + HP
ht: Strong 1
ds: Mousse leaves a bomb in opponent`s hand as he leaps back, leaving it to
explode.
- Unblockable attack.
- Knockdown attack.
- The blast doesn`t send the opponent across the screen, but Mousse does
leap back full-screen distance.
- Mousse can`t be right next to the opponent else he won`t catch. He has
to stand a half-character distance away.
( Oowaza / Bold Moves ) ----------------------------------------------------
jp: higi hakuchou ken
en: Secret Technique: Swan Fist
sp: "Ha!"
cm: Press LP + LK
ht: Weak 2
ds: Mousse swings a child`s duckie training toilet downward.
jp: oki bakudan
en: Placement Bomb / Leave Behind A Bomb
cm: Press HP + HK
ht: Strong 1
ds: Mousse leaves a bomb on the ground, then leaps back to take cover as it
explodes.
- Knockdown attack.
( Ougi / Secret Moves ) ----------------------------------------------------
jp: tantou nage
en: Dagger Throw
sp: "Ha!"
cm: qcf + P
ht: Weak 1 / Strong 1
ds: Mousse throws three daggers.
jp: higi taka zume ken
en: Secret Technique: Hawk Talon Fist
sp: "Taka Zume Ken!"
cm: In air, u,d + K
ht: Weak 1 / Strong 1
ds: Mousse flips, then descends with a kick having claws in his shoes.
- Knockdown attack with HK.
- The HK version has a steeper slope.
- You can roll the command motion to make this less of an effort to do.
If you have Mousse jump up-forward or up-back, roll the D-pad up, then
down to execute the move. You don`t have to let your thumb leave the
pad that way and press each direction manually.
( Hissatsu Waza / Certain Kill Art ) ---------------------------------------
jp: higi keiran ken
en: Secret Technique: Hens Egg Fist
sp: "Keiran Ken!"
cm: After Kiai/Chouhatsu, hcb + HP
ht: Power 1
ds: Mousse holds out a hen and four eggs, then hurls the eggs across the
screen to each explode.
- Knockdown attack.
-------------------------------------------------------------------------------
5.o8 - RANMA SAOTOME (male)
"Offence, defence, speed, a completely balanced character. His secret technique
'Hiryuu Shouten Ha' is invincible!"
-------------------------------------------------------------------------------
(leg throw) When close, b / f + HP
Zenten Missile Kick Press LP + LK / HP + HK
Kachuu Tenshin Amaguri Ken Press Punch rapidly
Mouko Takabisha qcf + P
* Hiryuu Shouten Ha qcb + P
Zujyou Kyuushuu Kyaku In air, d + HK
Hiryuu Kourin Dan After Kiai/Chouhatsu, d,u + HP
Colors //
1 : Red mianzi, black pants, black hair
2 : Dark blue mianzi, black pants, black hair
3 : Pink mianzi, purple pants, purple hair
4 : Yellow mianzi, dark blue pants, dark blue hair
( Poses ) ------------------------------------------------------------------
Win : Places his arms in upside-down "L" shapes, "Yatta ze!" ("Alright!")
Lose : Sits on the ground indian-style with his face resting in his palm.
Taunt : Leaps back and places his hands around his mouth to taunt, "Ya ya!"
( Quotes + Ending ) --------------------------------------------------------
- "Akimahen~e.
("??.")
( Basic Attack Info ) ------------------------------------------------------
STANDING STAND CLOSE CROUCHING JUMPING UP JUMP DIAG.
-------------- -------------- -------------- -------------- --------------
| Jab | Hook Punch | Low Punch | Downward | |
LP | | | | Punch | <--- |
| 1 O h | 1 O h | 1 O h | 1 X m | |
-------------- -------------- -------------- -------------- --------------
| Floor Slide | | Low Kick | Knee Drop | |
LK | Kick | <--- | | | <--- |
| 1 O l | | 1 O l | 1 X m | |
-------------- -------------- -------------- -------------- --------------
| Strong Punch | Strong Hook | Strong Low | Strong Dw. | |
HP | | Punch | Punch | Punch | <--- |
| 1 X h | 1 O h | 1 O h | 1 X m | |
-------------- -------------- -------------- -------------- --------------
| Reverse Heel | Handstand | Sweep | Straight | |
HK | Crescent | Kick | | Sidekick | <--- |
| 1 X h | 1 X h | 1 X l #1 | 1 X m | |
-------------- -------------- -------------- -------------- --------------
1) Knockdown attack.
( Nage / Normal Throws ) ---------------------------------------------------
en: (leg throw)
sp: "Huu!"
cm: When close, b / f + HP
ht: Strong 1
ds: Ranma grabs opponent with his legs and turns on his back, throwing them
to the ground.
- Unblockable attack.
- Knockdown attack.
- Ranma can`t be right next to the opponent else he won`t catch. He has
to stand a half-character distance away.
( Oowaza / Bold Moves ) ----------------------------------------------------
jp: zenten misairu kikku
en: Forward Roll Missile Kick
sp: "Huu!"
cm: Press LP + LK / HP + HK
ht: Weak 1 / Strong 1
ds: Ranma advances with a roll, kicking downward with his legs.
- Knockdown attack.
- Must be blocked low.
( Ougi / Secret Moves ) ----------------------------------------------------
jp: kachuu tenshin amaguri ken
en: Broiled Sweet Chestnuts Changing Position In The Fire Fist
sp: "Huu!"
cm: Press Punch rapidly
ht: Weak # / Strong #
ds: Ranma punches forward with one arm rapidly.
- As a pun, this can be called the "Chestnuts Roasting On An Open Fire
Fist".
jp: mouko takabisha
en: Fierce Tiger Domineering
sp: "Huu!"
cm: qcf + P
ht: Weak 1 / Strong 1
ds: Ranma punches his arms forward, creating a sphere of blue energy.
jp: hiryuu shouten ha
en: Flying Dragon Ascension Defeat
sp: "Hiryuu Shouten Ha!"
cm: qcb + P
ht: Weak 1 / Strong 1
ds: Ranma drops to a knee then stands with an arm raised, creating a tornado
around his body.
- Knockdown attack.
- The full range that the Hiryuu Shouten Ha hits is actually as far as a
character`s distance away from the blast.
- Regardless of what the profile of Ranma says, the Hiryuu Shouten Ha
isn`t 100% invincible. Though Ranma is unable to be hit from the start
up until the tornado disappears, stopping most physical attacks and
projectiles. But there are some attacks that can knock Ranma out of it
even _while_ the wind is spinning. As long as the opponent is out the
full range of the blast. Most of them are long range attacks that use
a character`s weapon or projectile (ie - Mousse`s Standing HP), rather
than any part of the character`s body itself.
Akane: Standing HP
Genma: n/a
Herb: n/a
Hinako (A): Happou Go-en Satsu, Happou Gojyuu-en Satsu
Hinako (C): Happou Go-en Satsu (1)
Kodachi: Standing LK, Standing HP, Crouching HP, Crouching HK,
Jumping HP, Ribbon Ashibarai, Shibire Hanataba
Kunou: Standing LP, Standing LK (1), Standing HP, Standing HK,
Crouching LP, Crouching LK, Crouching HP, Crouching HK,
Jumping HP, Jumping HK, Fumikomi-men Ippon (2), Tenchi
Raimei Giri (3), Daikaiten Ha Ma Suika Satsu (2)
Mariko: Flying Baton Cutter (4)
Mousse: Standing LP, Standing HP, Crouching LP, Crouching HP,
Jumping HP, Higi Keiran Ken
Ranma: Mouko Takabisha
Ranma-chan: Mouko Takabisha
Ryouga: Standing HP (5), Shishi Houkou Dan, Bakusai Tenketsu
Shampoo: n/a
Ukyou: Standing LP, Standing LK (1), Standing HP (6), Standing
HK, Crouching HK (6), Merikenko Bakudan, Oobera Fuusha
Giri
(1) Though they can hit Ranma, the range on the attack is smaller than
it seems. So you`d have to be at the tip of the blast to hit him.
(2) Since Kunou moves forward with each of these attacks, he can be
hit. However if you catch Ranma while Kunou is swinging his sword,
they will hit Ranma through the tornado.
(3) Kunou has to hit Ranma as he`s descending with the lightning.
(4) The baton will only go through the tornado if the Hiryuu Shouten
Ha was done first. If the tornado was used to counter the baton,
obviously it will win out. But if the to tornado is present, the
baton will go through it to hit Ranma.
(5) I`m not entirely sure how he can do this, but Ryouga`s Standing HP
can go through the tornado to snuff it out. But it`s still a short
ranged attack, so he has to be at the edge of the tornado to hit.
(6) For her Standing HP, Ukyou has to stand half-screen distance away
from Ranma, else she`ll be hit. Her reach with the attack is long,
but much of the spatula itself "counts as Ukyou," and can be hit
and be used to damage her. Only the very end of it is safe. The
same goes for Crouching HK, but she has to be about a character`s
distance closer for that to hit.
- I`m not entirely sure, but I think this can translate into "Flying
Dragon That Defeats Death".
jp: zujyou kyuushuu kyaku
en: Overhead Descent Leg
sp: "Huu!"
cm: In air, d + HK
ht: Strong 1
ds: Ranma dives at a diagonal with a both feet.
( Hissatsu Waza / Certain Kill Art ) ---------------------------------------
jp: hiryuu kourin dan
en: Flying Dragon Descent Bullet
sp: "Hiryuu Kourin Dan!"
cm: After Kiai/Chouhatsu, d,u + HP
ht: Power 1
ds: Ranma drops to a knee then stands with an arm raised, creating a tornado
around his body. He leaps into it and comes down over the opponent while
engulfed in a cone of blue energy.
- Knockdown attack.
- Must be blocked high.
- This will track the opponent no matter where they are on the screen.
- Both the Hiryuu Shouten Ha and the downward punch will hit. Unlike the
normal Hiryuu Shouten Ha, it will not knock the opponent down. It will
put them in enough stun where Ranma can sometimes combo in the
downward punch. However if it hits a crouching opponent, they`ll
recover fast enough to block the downward punch.
-------------------------------------------------------------------------------
5.o9 - RANMA-CHAN SAOTOME (female)
"Very agile! Her secret technique 'Hiryuu Shouten Ha", like male Ranma`s
posseses invincible strength!"
-------------------------------------------------------------------------------
Body Kick When close, f + LP
(leg throw) When close, b / f + HP
Back Blow Press LP + LK
Rolling Elbow Press HP + HK
Kachuu Tenshin Amaguri Ken Press Punch rapidly
Mouko Takabisha Charge b,f + P
* Hiryuu Shouten Ha Charge d,u + K
Zujyou Kyuushuu Kyaku In air, d + HK
Nidan Jump Jump ub / uf, then ub~uf
Hiryuu Kourin Dan After Kiai/Chouhatsu, hcf + HP
Colors //
1 : Orange & blue bikini, red hair
2 : Pink bikini, red hair, tan skin
3 : Black bikini, brown hair
4 : White bikini, yellow hair, tan skin
( Poses ) ------------------------------------------------------------------
Win : Places her arms out to either side in a pose, "Yatta!" ("Alright!")
Lose : Sits on the ground facing away from opponent with her hands on her
bent knees, looking angry.
Taunt : Hooks her index fingers at the corner of her mouth, pulling it while
sticking out her tongue.
( Quotes + Ending ) --------------------------------------------------------
- "Akimahen~e.
("??.")
( Basic Attack Info ) ------------------------------------------------------
STANDING STAND CLOSE CROUCHING JUMPING UP JUMP DIAG.
-------------- -------------- -------------- -------------- --------------
| Jab | | Low Punch | Downward | |
LP | | <--- | | Punch | <--- |
| 1 O h | | 1 O h | 1 X m | |
-------------- -------------- -------------- -------------- --------------
| Sidekick | Vertical | Low Kick | Hip Drop | |
LK | | Kick | | | <--- |
| 1 O h | 2 O hh #1 | 1 O l | 1 X m | |
-------------- -------------- -------------- -------------- --------------
| Underhand | Hop Double | Strong Low | Strong Dw. | |
HP | Punch | Chop | Punch | Punch | <--- |
| 1 X h | 1 O h | 1 O h | 1 X m | |
-------------- -------------- -------------- -------------- --------------
| Reverse Heel | Handstand | Sweep | Downward | |
HK | Crescent | Double Kick | | Sidekick | <--- |
| 1 X h | 2 X h | 1 X l #2 | 1 X m | |
-------------- -------------- -------------- -------------- --------------
1) Can`t be canceled on the second hit.
2) Knockdown attack.
( Nage / Normal Throws ) ---------------------------------------------------
jp: bodi- kikku
en: Body Kick
sp: "Hu-ya!"
cm: When close, f + LP
ht: Weak 1
ds: Ranma-chan leaps and kicks opponent in their chest.
- Unblockable attack.
en: (leg throw)
sp: "Hu-ya!"
cm: When close, b / f + HP
ht: Strong 1
ds: Ranma-chan grabs opponent with her legs and turns on her back, throwing
them to the ground.
- Unblockable attack.
- Knockdown attack.
- Ranma-chan can`t be right next to the opponent else she won`t catch.
She has to stand a half-character distance away.
( Oowaza / Bold Moves ) ----------------------------------------------------
jp: bakku buro-
en: Back Blow
sp: "Huu!"
cm: Press LP + LK
ht: Weak 1
ds: Ranma-chan spins back, swinging her arm back to elbow (or backfist).
- This attack has two hit properties. If Ranma-chan is more than a
character distance away, she`ll perform a backfist to reach further.
If she`s close, it`ll become an elbow attack.
jp: ro-ringu erubo-
en: Rolling Elbow
sp: "Huu!"
cm: Press HP + HK
ht: Strong 1
ds: Ranma-chan advances with a roll, striking out with an elbow.
- Knockdown attack.
( Ougi / Secret Moves ) ----------------------------------------------------
jp: kachuu tenshin amaguri ken
en: Broiled Sweet Chestnuts Changing Position In The Fire Fist
sp: "Huu!"
cm: Press Punch rapidly
ht: Weak # / Strong #
ds: Ranma-chan punches forward with one arm rapidly.
- As a pun, this can be called the "Chestnuts Roasting On An Open Fire
Fist".
jp: mouko takabisha
en: Fierce Tiger Domineering
sp: "Huu!"
cm: Charge b,f + P
ht: Weak 1 / Strong 1
ds: Ranma-chan punches her arms forward, creating a sphere of yellow energy.
jp: hiryuu shouten ha
en: Flying Dragon Ascension Defeat
sp: "Hiryuu Shouten Ha!"
cm: Charge d,u + K
ht: Weak 1 / Strong 1
ds: Ranma-chan crouches low then stands with an arm raised, creating a
tornado around her body.
- Knockdown attack.
- The full range that the Hiryuu Shouten Ha hits is actually as far as a
character`s distance away from the blast.
- Regardless of what the profile of Ranma-chan says, the Hiryuu Shouten
Ha isn`t 100% invincible. Though Ranma-chan is unable to be hit from
the start up until the tornado disappears, stopping most physical
attacks and projectiles. But there are some attacks that can knock
Ranma-chan out of it even _while_ the wind is spinning. As long as the
opponent is out the full range of the blast. Most of them are long
range attacks that use a character`s weapon or projectile (ie -
Mousse`s Standing HP), rather than any part of the character`s body
itself.
Akane: Standing HP
Genma: n/a
Herb: n/a
Hinako (A): Happou Go-en Satsu, Happou Gojyuu-en Satsu
Hinako (C): Happou Go-en Satsu (1)
Kodachi: Standing LK, Standing HP, Crouching HP, Crouching HK,
Jumping HP, Ribbon Ashibarai, Shibire Hanataba
Kunou: Standing LP, Standing LK (1), Standing HP, Standing HK,
Crouching LP, Crouching LK, Crouching HP, Crouching HK,
Jumping HP, Jumping HK, Fumikomi-men Ippon (2), Tenchi
Raimei Giri (3), Daikaiten Ha Ma Suika Satsu (2)
Mariko: Flying Baton Cutter (4)
Mousse: Standing LP, Standing HP, Crouching LP, Crouching HP,
Jumping HP, Higi Keiran Ken
Ranma: Mouko Takabisha
Ranma-chan: Mouko Takabisha
Ryouga: Standing HP (5), Shishi Houkou Dan, Bakusai Tenketsu
Shampoo: n/a
Ukyou: Standing LP, Standing LK (1), Standing HP (6), Standing
HK, Crouching HK (6), Merikenko Bakudan, Oobera Fuusha
Giri
(1) Though they can hit Ranma-chan, the range on the attack is smaller
than it seems. So you`d have to be at the tip of the blast to hit
her.
(2) Since Kunou moves forward with each of these attacks, he can be
hit. However if you catch Ranma-chan while Kunou is swinging his
sword, they will hit Ranma-chan through the tornado.
(3) Kunou has to hit Ranma-chan as he`s descending with the lightning.
(4) The baton will only go through the tornado if the Hiryuu Shouten
Ha was done first. If the tornado was used to counter the baton,
obviously it will win out. But if the to tornado is present, the
baton will go through it to hit Ranma-chan.
(5) I`m not entirely sure how he can do this, but Ryouga`s Standing HP
can go through the tornado to snuff it out. But it`s still a short
ranged attack, so he has to be at the edge of the tornado to hit.
(6) For her Standing HP, Ukyou has to stand half-screen distance away
from Ranma-chan, else she`ll be hit. Her reach with the attack is
long, but much of the spatula itself "counts as Ukyou," and can be
hit and be used to damage her. Only the very end of it is safe.
The same goes for Crouching HK, but she has to be about a
character`s distance closer for that to hit.
- I`m not entirely sure, but I think this can translate into "Flying
Dragon That Defeats Death".
jp: zujyou kyuushuu kyaku
en: Overhead Descent Leg
sp: "Huu!"
cm: In air, d + HK
ht: Strong 1
ds: Ranma-chan dives at a diagonal with a both feet.
jp: nidan jump
en: Two Step Jump
cm: Jump ub / uf, then ub~uf
ht: n/a
ds: Ranma-chan jumps twice.
- Note that you can`t do this if you have Ranma-chan jump straight up.
She has to jump either up-back or up-forward to be able to double
jump.
- Unlike Shampoo, Ranma-chan`s second jump can`t be controlled. Once you
jump, pressing any of the upward directions will have Ranma-chan jump
only in that same direction. So if she jumps up-back, the double jump
will also be up-back. The only aspect that can be controlled is how
far Ranma-chan jumps. For example, if you jump up-forward from the
corner and press up-back to double jump, her arc will be a bit steep
(about 45% distance). However if you press up-forward to double jump,
it will carry Ranma-chan further (about 65% distance).
( Hissatsu Waza / Certain Kill Art ) ---------------------------------------
jp: hiryuu kourin dan
en: Flying Dragon Descent Bullet
sp: "Hiryuu Kourin Dan!"
cm: After Kiai/Chouhatsu, d,u + HP
ht: Power 1+1
ds: Ranma-chan crouches low then stands with an arm raised, creating a
tornado around her body. She leaps into it and comes down over the
opponent while engulfed in a cone of yellow energy.
- Knockdown attack.
- Must be blocked high.
- This will track the opponent no matter where they are on the screen.
- Both the Hiryuu Shouten Ha and the downward punch will hit. Unlike the
normal Hiryuu Shouten Ha, it will not knock the opponent down. It will
put them in enough stun where Ranma-chan can sometimes combo in the
downward punch. However if it hits a crouching opponent, they`ll
recover fast enough to block the downward punch.
-------------------------------------------------------------------------------
5.1o - RYOUGA HIBIKI
"High strength, can be an all-around fighter but has his weakness in love."
-------------------------------------------------------------------------------
(hip toss) When close, b / f + HP
Tobikomi Nidan Zutsuki Press LP + LK
Sliding Press HP + HK
Shishi Houkou Dan qcf + P
* Bakusai Tenketsu qcb + P
Tanuki Otoshi In air, d + HK
Shishi Houkou Dan Kansei Kata After Kiai/Chouhatsu, d,u + HP
Colors //
1 : Yellow top, yellow bandanna, black pants, black hair
2 : Green top, green bandanna, dark blue pants, dark blue hair
3 : White top, white bandanna, black pants, black hair
4 : Red top, red bandanna, purple pants, purple hair
( Poses ) ------------------------------------------------------------------
Win : Arches back a little with his hands as fists and a tear in his eye,
"??"
Lose : Flinches with a pained expression on his face.
Taunt : Crosses his arms to place wrists at his chest while charging energy.
( Quotes + Ending ) --------------------------------------------------------
- "Fun, baka me. Tenbatsu da."
("Hmph, dummy. This is heaven`s punishment.")
- "Ore ga .. tsuyoku nari sugita no ga ike nee n da."
("??")
- "A-a-akane-san .. Ore to~ .. tsu~ tsu~ daaa~~. Dooshite mo ie~~~~n!!"
(after defeating Akane)
("A-akane .. I .. eh heh ahh~~. By any means, I will return!.") (?)
( Basic Attack Info ) ------------------------------------------------------
STANDING STAND CLOSE CROUCHING JUMPING UP JUMP DIAG.
-------------- -------------- -------------- -------------- --------------
| Chop | | Low Chop | Downward | |
LP | | <--- | | Chop | <--- |
| 1 O h | | 1 O h | 1 X m | |
-------------- -------------- -------------- -------------- --------------
| Downward | Low Double | Low Kick | Downward | |
LK | Kick | Kick | | Kick | <--- |
| 1 O h | 2 O hh #1 | 1 O l | 1 X m | |
-------------- -------------- -------------- -------------- --------------
| Grab Cross | Uppercut | Strong Low | Strong Dw. | |
HP | | | Chop | Chop | <--- |
| 1 X h | 1 O h | 1 O h | 1 X m | |
-------------- -------------- -------------- -------------- --------------
| Roundhouse | Hopping Knee | Sweep | Straight | |
HK | | | | Sidekick | <--- |
| 1 X h | 1 X h | 1 X h #2,#3 | 1 X m | |
-------------- -------------- -------------- -------------- --------------
1) Can`t be canceled on the first hit.
2) Knockdown attack.
3) Unlike everyone else`s Crouching HK, Ryouga`s isn`t low. It can be blocked
by standing. His Sliding Oowaza makes up for this (Which is still stupid
since Ranma`s Crouching HK is low as is his Zenten Missile Kick).
( Nage / Normal Throws ) ---------------------------------------------------
en: (hip toss)
sp: "He-yeah!"
cm: When close, b / f + HP
ht: Strong 1
ds: Ryouga grabs opponent and throws them over his shoulder.
- Unblockable attack.
- Knockdown attack.
- Ryouga can`t be right next to the opponent else he won`t catch. He has
to stand a half-character distance away.
( Oowaza / Bold Moves ) ----------------------------------------------------
jp: tobikomi nidan zutsuki
en: Jumping Two Step Headbutt
sp: "He-yeah!"
cm: Press LP + LK
ht: Weak 2
ds: Ryouga leaps forward, swinging his head downward.
jp: suraidingu
en: Sliding
sp: "He-yeah!"
cm: Press HP + HK
ht: Strong 1
ds: Ryouga slides along the ground.
- Knockdown attack.
- Must be blocked low.
( Ougi / Secret Moves ) ----------------------------------------------------
jp: shishi houkou dan
en: Lion Roar Bullet
sp: "Shishi Houkou Dan!"
cm: qcf + P
ht: Weak 1 / Strong 1
ds: Ryouga thrusts his palms forward, creating a sphere of green energy.
jp: bakusai tenketsu
en: Blasting Pressure Points
sp: "Bakusai Tenketsu!"
cm: qcb + P
ht: Weak 1 / Strong 2
ds: Ryouga strikes his finger to the ground, creating an upward explosion of
rocks.
- Knockdown attack.
- The full range that the Bakusai Tenketsu hits is actually as far as a
character`s distance away from the blast.
jp: tanuki otoshi
en: tanuki drop
sp: "He-yeah!"
cm: In air, d + HK
ht: Strong 1
ds: Ryouga descends while sitting on a large tanuki statue.
- A "tanuki" is a raccoon dog.
( Hissatsu Waza / Certain Kill Art ) ---------------------------------------
jp: shishi houkou dan kansei kata
en: Lion Roar Bullet Complete Style
sp: "Shishi Houkou Dan!"
cm: After Kiai/Chouhatsu, d,u + HP
ht: Power 1+1
ds: Ryouga yells out as he`s surrounded by a column of green energy, then
lowers his head as a large wave of energy falls back down over him.
- Knockdown attack (wave only).
- The downward wave must be blocked high.
-------------------------------------------------------------------------------
5.11 - SHAMPOO / XIAN PU
"She dazzles her opponent with amazing speed! Her sex appeal also cannot be
ignored!!"
-------------------------------------------------------------------------------
(flipping heel crush) When close, f + LP
(hopping shoulder throw) When close, b / f + HP
Ryuubi Kyaku Press LP + LK
Ten Shuu Raku Press HP + HK
Raku Hou Ha qcf + P
* Tenshou Kyaku hcf + K
Ryuusei Kyaku In air, d + HK
Nidan Jump Jump ub / uf, then ub~uf
Raku Ryuu Geki After Kiai/Chouhatsu, in air, d + HP
Colors //
1 : Red cheongsam, purple hair
2 : Blue cheongsam, orange hair
3 : Purple cheongsam, green hair
4 : Pink cheongsam, purple hair
( Poses ) ------------------------------------------------------------------
Win :
Lose : Squats with her hands over her eyes while crying.
Taunt : Poses while holding out an open fan toward opponent, "??"
( Quotes + Ending ) --------------------------------------------------------
- "Akimahen~e.
("??.")
( Basic Attack Info ) ------------------------------------------------------
STANDING STAND CLOSE CROUCHING JUMPING UP JUMP DIAG.
-------------- -------------- -------------- -------------- --------------
| Finger Jab | | Knife Hand | Downward | |
LP | | <--- | | Finger Jab | <--- |
| 1 O h | | 1 O h | 1 X m | |
-------------- -------------- -------------- -------------- --------------
| Downward | | Low Kick | Knee Drop | |
LK | Kick | <--- | | | <--- |
| 1 O h | | 1 O l | 1 X m | |
-------------- -------------- -------------- -------------- --------------
| Double Palm | Palm | Strong Knife | Strong Dw. | |
HP | Shove | Uppercut | Hand | Finger Jab | <--- |
| 1 X h | 1 O h | 1 O h | 1 X m | |
-------------- -------------- -------------- -------------- --------------
| Spinning | | Sweep | Straight | |
HK | Roundhouse | <--- | | Sidekick | <--- |
| 1 X h | | 1 X l #1 | 1 X m | |
-------------- -------------- -------------- -------------- --------------
1) Knockdown attack.
( Nage / Normal Throws ) ---------------------------------------------------
en: (flipping heel crush)
sp: "Aiya!"
cm: When close, f + LP
ht: Weak 1
ds: Shampoo leaps and comes down on opponent`s head with a heel kick.
- Unblockable attack.
en: (hopping shoulder throw)
sp: "Aiyaa~!"
cm: When close, b / f + HP
ht: Strong 1
ds: Shampoo grabs opponent and jumps, throwing them over her shoulder.
- Unblockable attack.
- Knockdown attack.
- Shampoo can`t be right next to the opponent else she won`t catch. She
has to stand a half-character distance away.
( Oowaza / Bold Moves ) ----------------------------------------------------
jp: ryuubi kyaku
en: Dragon Tail Leg
sp: "Aiya!"
cm: Press LP + LK
ht: Weak 1+1
ds: Shampoo advances with a roundhouse, then turns and does a side kick.
jp: ten shuu raku
en: Revolving Heel Drop
sp: "Aiya!"
cm: Press HP + HK
ht: Strong 1
ds: Shampoo leaps forward while flipping, then comes down with a heel kick.
- Knockdown attack.
( Ougi / Secret Moves ) ----------------------------------------------------
jp: raku hou ha
en: Falling Phoenix Break
sp: "Aiyaa~!" (only when catching)
cm: qcf + P
ht: Weak 1 / Strong 1
ds: Shampoo leaps upward. If she catches an airborne opponent, she`ll grab
them and slam them down to the ground.
- Unblockable attack.
- Knockdown attack.
- Shampoo`s able to catch most characters out of their aerial attacks
with the Raku Hou Ha. It can be done against Mousse`s Higi: Takadzume
Ken, Ryouga`s Tanuki Otoshi, and Kunou`s Tenchi Raimei Giri to catch
him before his second attack (even if the first hit Shampoo.) Even
more surprisingly, she can catch Ranma/Ranma-chan out of their Hiryuu
Kourin Dan, despite them being covered in energy.
jp: tenshou kyaku
en: Heavenly Soaring Leg
sp: "Aiyaa~!"
cm: hcf + K
ht: Weak 2 / Strong 2
ds: Shampoo advances in the air. Is she hits opponent, she`ll attack with
two kicks.
- Knockdown attack.
jp: ryuusei kyaku
en: Falling Star Leg
sp: "Aiya!"
cm: In air, d + HK
ht: Strong 1
ds: Shampoo dives at a diagonal with a kick.
jp: nidan jump
en: Two Step Jump
cm: Jump ub / uf, then ub~uf
ht: n/a
ds: Shampoo jumps twice.
- Note that you can`t do this if you have Shampoo jump straight up. She
has to jump either up-back or up-forward to be able to double jump.
However her second jump can be straight upward.
( Hissatsu Waza / Certain Kill Art ) ---------------------------------------
jp: raku ryuu geki
en: Falling Dragon Attack
sp: "Raku Ryuu Geki!"
cm: After Kiai/Chouhatsu, in air, d + HP
ht: Power 1
ds: Shampoo dives vertically with a kick while engulfed in the spirit of a
golden dragon.
- Knockdown attack.
-------------------------------------------------------------------------------
5.12 - TATEWAKI KUNOU
"On account of his bokutou, his reach is long. His damage power is strong, but
because of the weight, his sword is somewhat slow."
-------------------------------------------------------------------------------
(bokutou fling) When close, b / f + HP
Tobinoki Tsuki Press LP + LK
Fumikomi-men Ippon Press HP + HK
Ko Kuu Zan qcf + P
Tenchi Raimei Giri qcf + K
Daikaiten Ha Ma Suika Satsu After Kiai/Chouhatsu, hcb + HP
Colors //
1 : White keiko-gi, dark blue hakama
2 : Blue keiko-gi, black hakama
3 : Red keiko-gi, black hakama
4 : Black keiko-gi, brown hakama
( Poses ) ------------------------------------------------------------------
Win : Places his hands atop the end of his standing up bokutou with his
eyes closed, "Watashi no kachi da." ("My victory.")
Lose : Faces forward with his head down and hand covering his face.
Taunt : Places his hands atop the end of his standing up bokutou with his
eyes closed, "?? owari da."
( Quotes + Ending ) --------------------------------------------------------
- "Akimahen~e.
("??.")
( Basic Attack Info ) ------------------------------------------------------
STANDING STAND CLOSE CROUCHING JUMPING UP JUMP DIAG.
-------------- -------------- -------------- -------------- --------------
| Bokutou Tap | Hilt Club | Bokutou Poke | Downward | |
LP | | | | Bokutou Stab | <--- |
| 1 O h | 1 O h | 1 O h | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| Downward | Side Slash | Low Slash | Downward | |
LK | Slash | | | Bokutou Stab | <--- |
| 1 O h | 1 O h | 1 O l | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| Stab | Strong Hilt | Up. Bokutou | Air Bokutou | |
HP | | Club | Slash | Stab | <--- |
| 1 O h | 1 O h | 1 O h | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| Overhead | Strong Side | Strong Low | Air Bokutou | |
HK | Strike | Slash | Slash | Slash | <--- |
| 1 O h | 1 O h | 1 X l #1 | 1 - m | |
-------------- -------------- -------------- -------------- --------------
1) Knockdown attack.
( Nage / Normal Throws ) ---------------------------------------------------
en: (bokutou fling)
sp: "Huu~!"
cm: When close, b / f + HP
ht: Strong 1
ds: Kunou uses his bokutou to fling the opponent over his head in a high
arc.
- Unblockable attack.
- Sends opponent across screen.
( Oowaza / Bold Moves ) ----------------------------------------------------
jp: tobinoki tsuki
en: Jump Back Stab
cm: Press LP + LK
ht: Weak 1
ds: Kunou hops backward, stabbing his bokutou downward.
jp: fumikomi-men ippon
en: Stepping In Face Blow
sp: "Yaru!"
cm: Press HP + HK
ht: Strong 1
ds: Kunou advances with a slash.
- Knockdown attack.
- When fully scrolled out, Kunou will dash 1/2 screen distance before
attacking.
- The "fumikomi-men" is a real kendo technique, where the attacker steps
in and slashes the moment their foot stomps the ground.
( Ougi / Secret Moves ) ----------------------------------------------------
jp: ko kuu zan
en: Arc Air Slash
sp: "Ko Kuu Zan!"
cm: qcf + P
ht: Weak 1 / Strong 1
ds: Kunou slashes upward, creating an arced air blast.
- The LP version flies faster than the HP, but the HP version is larger.
- Kunou`s Ko Kuu Zan dissipates after a small distance. When fully
scrolled out, the LP version will travel 1/2 screen and the HP version
will travel 1/4 screen.
jp: tenchi raimei giri
en: Heaven And Earth Thunder Cut
sp: "Huu~!"
cm: qcf + K
ht: Weak 1+1 / Strong 1+1
ds: Kunou ascends with an upward slash, then slashes downward with an
electrified bokutou.
- Knockdown attack (second hit only).
- Kunou is invincible during his ascension.
( Hissatsu Waza / Certain Kill Art ) ---------------------------------------
jp: daikaiten ha ma suika satsu
en: Great Rotation Defeat Demon And Watermelon Kill
sp: "Da da da da da daaa~!"
cm: After Kiai/Chouhatsu, hcb + HP
ht: Power 2+3+2
ds: Kunou advances while spinning and slashing his bokutou around him.
- Knockdown attack.
- The placement of Kunou during this attack will alter the damage done
to the opponent. During the attack, Kunou`s slashes wildly in three
directions: downward, horizontal, and upward. In order he slashes:
downward, upward, horizontal, downward, upward, horizontal, downward.
The second and fifth slashes (both upward) will knock the opponent
down, thus Kunou will miss the rest of his attack. For the most
damage, either the middle three hits or the last two must connect.
- Sometimes though, Kunou`s upward slashes will automatically miss to
allow him to hit with all five normal slashes for the most amount of
damage. There`s no specific positioning required, but against some
opponents like Ranma-chan and Shampoo, the upward slashes will swing
right in front of them while they are in hit animation.
- I`m not entirely sure, but I think this can translate into "Great
Rotations Which Destroy Demons and Watermelons Kill". This comes from
the beach game "suika-wari" where a blindfolded person tries to break
open a watermelon with a stick.
-------------------------------------------------------------------------------
5.13 - UKYOU KUONJI
"It`s hard to approach her swinging her oobera. Her range is her strong point."
-------------------------------------------------------------------------------
Yakiire Kohera Uchi When close, f + LP
(oobera fling) When close, b / f + HP
Merikenko Bakudan Press LP + LK
Oobera Fuusha Giri Press HP + HK
Kohera Nage qcf + P
Tenkasu Kanshakudama Mix qcf + K
Yakiire Shippuu Dotou After Kiai/Chouhatsu, f,f + HP
Colors //
1 : Red top, red bow, black leggings, black hair
2 : Yellow top, yellow bow, dark blue leggings, dark blue hair
3 : Orange top, pink bow, black leggings, black hair
4 : Dark orange top, orange bow, purple leggings, purple hair
( Poses ) ------------------------------------------------------------------
Win : Stands tall while holding her oobera behind her, "Juu-nen hayai de."
("You`re 10 years too early.")
- The opponent could only beat her in ten years.
Lose :
Taunt : Stands tall while holding her oobera behind her, "Kakugo ."
("??")
( Quotes + Ending ) --------------------------------------------------------
- "Akimahen~e.
("??.")
( Basic Attack Info ) ------------------------------------------------------
STANDING STAND CLOSE CROUCHING JUMPING UP JUMP DIAG.
-------------- -------------- -------------- -------------- --------------
| Kohera Stab | | Low Kohera | Air Downward | |
LP | | <--- | Stab | Kohera Stab | <--- |
| 1 O h | | 1 O h | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| Upward | | Downward | Double | |
LK | Kohera Stab | <--- | Kohera Stab | Kohera Stab | <--- |
| 1 O h | | 1 X l | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| Oobera Slash | Oobera | Low Oobera | Air Oobera | |
HP | | Uppercut | Uppercut | Slash | <--- |
| 1 O h | 1 O h | 1 O h | 1 - m | |
-------------- -------------- -------------- -------------- --------------
| Oobera Swat | Handle Club | Low Oobera | Oobera Slam | |
HK | | | Slash | | <--- |
| 1 X h | 1 O h | 1 O l #1 | 1 - m | |
-------------- -------------- -------------- -------------- --------------
1) Knockdown attack.
( Nage / Normal Throws ) ---------------------------------------------------
jp: yakiire kohera uchi
en: Tempering Small Spatula Strike
cm: When close, f + LP
ht: Weak 1
ds: Ukyou grabs opponent and stabs them in the top of their head with a
small spatula.
- Unblockable attack.
- "Yakiire" is a stage of metal/sword forging.
en: (oobera fling)
cm: When close, b / f + HP
ht: Strong 1
ds: Ukyou uses her oobera to fling the opponent over her head in a high arc.
- Unblockable attack.
- Sends opponent across screen.
( Oowaza / Bold Moves ) ----------------------------------------------------
jp: merikenko bakudan
en: Flour Bomb
cm: Press LP + LK
ht: Weak 1
ds: Ukyou throws a flour to the ground, that erupts into a dust cloud.
- If the opponent is hit, they will be stunned. (They will be put into
dizzy animation.) However they can rapidly move the control pad to
recover from the stun faster. In full, the stun lasts three seconds.
- This does no damage and can be blocked.
jp: oobera fuusha giri
en: Giant Spatula Windmill Cut
cm: Press HP + HK
ht: Strong 1+1
ds: Ukyou swats with her large spatula, then spins and slashes with it
horizontally.
- Knockdown attack (second hit only).
- Sends opponent across screen.
( Ougi / Secret Moves ) ----------------------------------------------------
jp: kohera nage
en: Small Spatula Throw
cm: qcf + P
ht: Weak 1 / Strong 1
ds: Ukyou throws a spatula. With HP, she will throw three spatulas.
- The LP version flies faster than the HP.
- Though she throws three spatulas with HP, the attack only hits once.
jp: tenkasu kanshakudama mikkusu
en: Tenkasu Firecracker Mix
cm: qcf + K
ht: Weak 2 / Strong 3
ds: Ukyou throws a combustable cloud in the air in front of her.
- The hits send the opponent backwards in an elongated stun which they
can`t recover from. They are in it long enough where Ukyou can attack
with Standing HP or Oobera Fuusha Giri to combo (and possibly dizzy)
the opponent.
- "Tenkasu" is bits of tenpura batter that is usually thrown in as an
okonomiyaki ingredient.
( Hissatsu Waza / Certain Kill Art ) ---------------------------------------
jp: yakiire shippuu dotou
en: Tempering Hurricane Waves
cm: After Kiai/Chouhatsu, f,f + HP
ht: Power 15
ds: Ukyou advances with a spatula swing. If she hits opponent, she continues
to strike them with her spatula to either side of the stage.
- Knockdown attack.
- When fully scrolled out, Ukyou will dash more than 1/2 screen distance
before attacking. However since Ukyou`s reach is so long, even if the
opponent is in the corner, sometimes Ukyou will still hit them.
- If Ukyou doesn`t hit during her advance or it`s blocked, she`ll still
attack with a Standing HK, then an Oobera Fuusha Giri.
- "Yakiire" is a stage of metal/sword forging.
Jyusenkyou 6 ]-------------------|------------------------------------------
| System Dissection
------------------------------------|
Jyusenkyou 7 ]-------------------|------------------------------------------
| Miscellaneous Info
------------------------------------|
7.o1 - Special Thanks ]-----------------------------------------------------
- Rumic Soft
This might be the best of the three Ranma 1/2 games. Very nice to have a
fighting game dedicated to the cast though. Hope that another 2D one can
one day come out.
- Jeff "CJayC" Veasey + GameFAQs
http://gamefaqs.com/
Long live his FAQ shrine.
- Michael "MLo" Lo
His old FAQ was the first thing I read when I bought this game some years
ago. And I used it again to help clear up a few things, and get a couple of
quotes.
(GameFAQS :
http://www.gamefaqs.com/features/recognition/550.html)
7.o2 - Secrets / Codes ]----------------------------------------------------
- Play As Herb
At the Title screen, highlight either "Story" or "Vs. Battle" and hold the
L- and R-shoulder buttons. Then press Start. Herb will be at the center of
the bottom row of characters between Akane and Ryouga.
7.o3 - Stages ]-------------------------------------------------------------
------------ ------------ ------------ ------------
| Waikiki | | American | | Niagara | | Trevi no |
| Beach | | FT Stadium | | no Taki | | Izumi |
------------ ------------ ------------ ------------
------------ ------------
| Nankyoku | | Kiyomizu- |
| | | deru Budai |
------------ ------------
------------ ------------
| New York | | Ness-ko |
| | | |
------------ ------------
------------ ------------ ------------ ------------
| Amazon | | Parthenon | | Savanna | | Taj Mahal |
| Mitsurin | | Shinden | | | | |
------------ ------------ ------------ ------------
- Amazon Mitsurin / Amazon Jungle (Genma Saotome`s stage)
Destination : Brazil, South America
Genma`s stage is set inside of the vastly dense Amazon Rainforest beside
the Amazon River. Among the twisted trees are an iguana, crocodile, swan,
butterflies, and cheetah.
- American Football Stadium (Mariko Konjyou`s stage)
Destination : Unknown (This is the only stage with no specific geological
location.)
Mariko`s stage is set on the field of a generic crowded football stadium.
(However there are "Furinkan" banners against the back walls, which is the
name of the high school Akane, Kunou, and Ranma attend in Japan.) Players
from each team and a referee are either standing or sitting watching the
fight. Four cheerleaders wave their pompoms at the center of the stage.
- Kiyomizudera Budai (Shampoo`s stage)
Destination : Kyoto, Japan
Shampoo`s stage is set upon the wooden porch of the famous Kiyomizudera
("Pure Water Temple") in Kyoto at sunset. (Kiyomizudera is one of the most
celebrated temples of Japan. It was founded in 780 and remains associated
with the Hosso sect, one of the oldest sects within Japanese Buddhism. In
1994, the temple was added to the list of UNESCO world heritage sites.) A
large arrange of people are leaning over the terrace, overlooking Kyoto.
- Nankyoku / Antarctica (Ryouga Hibiki`s stage)
Destination : Antarctica / South Pole
Ryouga`s stage is set in Antarctica. Frozen water and layers of mountainous
icebergs rest in the background.
- Ness-ko / Loch Ness (Ukyou Kuonji`s stage)
Destination : Soctland, United Kingdom
Ukyou`s stage is set on a pier atop Loch Ness, the famous lake in Scotland
known for being the home of Nessie, the fabled "Loch Ness Monster." A man
eating a sandwich beside a bait house is on the left, while two girls are
sitting on the edge of the pier on the right. A boat rocks on the lake,
where at times you can see the shadow of the Loch Ness Monster swim by on
the surface. In the background are the Highlands, along with the remains of
Urquhart Castle.
- New York (Mousse`s stage)
Destination : Liberty Island, New York City, New York, United States
Mousse`s stage is set on Liberty Island at night in New York Harbor, off
the southwest coast of Manhattan. The Statue Of Liberty is seen standing
amidst the waters, with the illuminated skyline of New York behind it. The
World Trade Center towers and Empire State Building are easily noted too.
- Niagara no Taki / Niagara Falls (Tatewaki Kunou`s stage)
Destination : Ontario, Canada + New York, United States border
Kunou`s stage is set on a vantage point overlooking Niagara Falls, the huge
waterfalls between the US/Canada border. Steam is seen rising from where
the water is crashing into the rocks below. Tourists are lined up along the
fence watching the falls, or cheering on the fight. The Rainbow Bridge is
seen on the left side of the stage.
- Parthenon Shinden / Parthenon Temple (Herb`s stage)
Destination : Athens, Greece
Herb`s stage is set in front of the ancient ruins of the Parthenon (a Doric
peripteral temple). Rocks and pieces of broken columns line the ground.
- Savanna (Hinako Ninomiya`s stage)
Destination : Africa
Hinako`s stage is set on the African savanna. The ground is covered in
yellow dry grass, with only some scarce thin trees. A herd of wildebeest
are relaxing and grazing on the plains.
- Taj Mahal (Kodachi Kunou`s stage)
Destination : Agra, India
Kodachi`s stage is set at the foot of the reflecting pool in front of the
Taj Mahal at sunrise. (Taj Mahal was built by a Muslim, Emperor Shah Jahan
in the memory of his dear wife and queen Mumtaz Mahal at Agra, India. It is
an "elegy in marble" or some say an expression of a "dream." Taj Mahal
("Crown Palace") is a Mausoleum that houses the grave of queen Mumtaz Mahal
at the lower chamber. The grave of Shah Jahan was added to it later.)
People are either standing or sitting watching the fight.
- Trevi no Izumi / Fontana di Trevi / Trevi Fountain (Akane Tendou`s stage)
Destination : Rome, Italy
Akane`s stage is set in front of the Fontana di Trevi. (The fountain was
built by the architect Salvi (1735) in the time of Clement XII, and
decorated by several artists of Bernini's school. It is the front of a
large palace (Palazzo Poli) decorated with statues and bas-reliefs on heaps
of rocks. The fountain is not only celebrated for its excellent water but
for the legend that whoever drinks it or throws a coin in the fountain,
will assure his return to Rome.) People sit upon the edge of the fountain
watching, while two girls and a black cat lean looking in the water. A
flock of birds is sitting between the people pecking the ground.
- Waikiki Beach (Ranma Saotome`s + Ranma-chan Saotome`s stage)
Destination : Honolulu, Oahu, Hawaii, United States
Ranma`s stage is set on the beaches of Hawaii, right outside from the city
of Honolulu. Behind the city in the back is Diamond Head State Monument.
Principal Kunou reclines in a lawn chair under some palm trees, surrounded
by a pair of dancing hula girls. Nabiki, Kasumi, and Cologne/Ko Lon are
reclining on the beach beside an umbrella, while Soun is buried up to his
head in the sand. To the far left is a surfer holding a board, while a
plane randomly passes overhead.
7.o4 - Revision History ]---------------------------------------------------
Version o.o : August 9, 2oo5
- The FAQ`s initial creation and launch. All move information is available, as
well as proper translations. I have to deal with the system dissection, the
story, winnign quotes, and what Ukyou says during her attacks. Her voice is
too grumbled, so I hopefully can find out through ZSNES for sure.
7.o5 - Final Note ]---------------------------------------------------------
Oss`!
A game I got back in high school and fell in love with since I thought that
"Ranma 1/2" was the best anime ever to happen. It was my first exposure to it
after all. It`s still good, but sadly there`s never been a good game about it
that`s ever come out. At least for fighting games. The first SNES one that
came out in the US with Ranma sounding like a 35-year old virgin was horrible.
This one was a step better due to the bootleg SF2 engine in it, but it was
just slow. The PS version, Renaissance, wasn`t even all that good either. So
until Capcom decides to make one, I`ll have to settle with this one.
Have something to say about the game or this FAQ you want me or others to
know? Find any of the posted infomation 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]>
_________________________________________________________________________
| `Gonna send you out on Knuckle Airlines. Fist Class!´ |
| - Mr. T; `The A-Team´ |
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----------------------------------------- (c) Deal With It Productions 2oo5 ---