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  LLv7vvv77::,i@  ZO
 rB@B@B@B@O@B@B@2EGi
           J@BM
           @B@
          vB@u ,@B. @B7 @@@@@BG         OB@@MB@B.          B@B. @BGO@@,
          B@B  @Bk SB@  PSu1Pq               uBZ          L@Bv @B  NBi
U@r      G@@v 5@@  B@  X@5kG@i  rB@F         [email protected]@.   r@BY JBO:vBr
@B@B7    L@@P  ::  L@k  O5@BFY  Z@@.         Z@v    @B   P@B  0B: ZBu @B@B@B@B@
@M,    .@BM      .@B    iBi 77@Bu    .@B   0@5  SUjB7.EB@q       B@
L@   rE@BS ,.   X@B    7@F  :qBF  @@ ,B@. P@L .7B@E,  .@B:BE   .@@
 :OZ@BBj   i@kFEO:  @YUBU    B5   ;r   ZF5X  :@Mi     PM   72PFMX

   [ S E I F U K U    D E N S E T S U   :   P R E T T Y    F I G H T E R ]
   [ Legendary Uniform Pretty Fighter LoLFAQ  //  Japanese Super Famicom ]
   [ ver. 6.0  //  faq + ascii : shouji  //  email : [email protected] ]
               [ psn : shouji-kun  //  gamertag : afroshouji ]
_______________________________________________________________________________
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 Copyright 2009 - 2015 Khris "shouji" Gaines

 The following FAQ you are looking         The most updated issue of the FAQ
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 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
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      Plagiarism sucks. shouji has written, so it shall be spoken.   =)

`Seifuku Densetsu: Pretty Fighter´ and its characters are copyright 1994
Imagineer Co., Ltd.
All rights reserved.

This FAQ is available at the following places :
--------------------------------  Seifuku Densetsu: Pretty Fighter // LoLFAQ  -
- GameFAQs                                                       gamefaqs.com/

  A note to other sites: DO NOT rip off this document from GameFAQs.com (or
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  real pain in the ass to find my work posted on other websites when I know
  that I didn`t send it to them. If any other gaming or FAQ hub is so eager
  to incorporate any of my FAQs to their site, then that`s great. But first
  take a moment and send me an email to ask me properly for them. For those
  that find that so difficult to do, then go forth and write your own FAQs.

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


--[  Table Of Contents  ]--------------------------------[  Pretty Fighter  ]--
_______________________________________________________________________________

-( bishoujou 1 : story

-( bishoujou 2 : faq notation
   +  Controller Notation
   +  Button Notation
   +  Abbreviations + Command Notation
   +  Arts Info Chart
   +  Frame Data

-( bishoujou 3 : game modes explanation
   +  Story Mode
   +  V.S Mode
   +  Option Mode

-( bishoujou 4 : basic commands

-( bishoujou 5 : the pretty fighters
   +  Ai Momoyama
   +  Juri Akasaka
   +  Keiko (Kei) Konno
   +  Kris (Kurisu) Shiratori
   +  Marin Aoki
   +  Minami Midorikawa
   +  Ryouko (Oryou) Kiori
   +  Yawara Yamabuki

-( bishoujou 6 : system dissection
   +  Movement: walking / jumping
   +  Attacking
   +  Guarding
   +  Throwing
   +  Projectiles & Durability
   +  Life Gauge
   +  Hitstun / Hitstop / Hit States / Knockdown Gauge
   +  Combo / Links
   +  Tier Listing

-( bishoujou 7 : miscellaneous info
   +  Special Thanks
   +  Translations
   +  Stages
   +  Allusions
   +  Seiyuu Information
   +  Revision History
   +  Final Note


--[  Bishoujou 1 - Story  ]------------------------------[  Pretty Fighter  ]--
_______________________________________________________________________________

To be added in next update.


--[  Bishoujou 2 - FAQ Notation  ]-----------------------[  Pretty Fighter  ]--
_______________________________________________________________________________

(  Controller Notation  )  ------------------------------------------  ( 2.01 )

 ub   u   uf     Jump Up-Back            Jump Up           Jump Up-Forward
   \  |  /
b --  N  -- f    Retreat / Guard         Neutral           Advance
   /  |  \
 db   d   df     Crouch / Low Guard      Crouch            Offensive Crouch

- Reverse forward and back if you`re on the right side of screen.


(  Button Notation  )  ----------------------------------------------  ( 2.02 )

L-shoulder        R-shoulder        Heavy Punch (HP)         Heavy Kick (HK)

         X Button                               Medium Punch (MP)

Y Button          A Button          Light Punch (LP)        Medium Kick (MK)

         B Button                               Light Kick (LK)

- Button notation can be changed at the "KII SETTEI" (Key Setup) menu in the
  Option Mode screen. This FAQ utilizes the default setup shown above.


(  Abbreviations + Command Notation  )  -----------------------------  ( 2.03 )

P / K         -  Press any Punch / Kick button.
PPP / KKK     -  Press all three Punch / Kick buttons simultaneously.
+             -  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.
360º          -  Rotate the joystick in a circle (f,df,d,db,b,ub,u,uf,f). 360s
                 can start and end at any cardinal direction (If you start at
                 df, end at df.)
.. 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 on the joystick for a
                 minimum of X-amount of frames before performing the following
                 command(s). Typically a minimum of 60 frames.
When close    -  Perform the following command(s) when player is near the
                 opponent.
(move name)   -  A special move that has no specific name, but is noted in the
                 character`s movelist for having unique principles or command
                 to execute it. Although sometimes this notation means that I
                 don`t know the official name for the move yet.
1,2,3,4       -  Note numbers, listed along the side of the FAQ alongside the
                 attack/command to correspond to the information numbers
                 listed below. Some attacks may have multiple notes.
f             -  Stands for "frame/frames," used in conjunction with numbers
                 (7f) to explain frame data. (Can be read as either "frame 7"
                 or "7 frames".) An additional letter——S, A, R——may follow to
                 differentiate between a move`s startup, active, and recovery
                 periods, respectively. ('7fS' means '7 frame startup'.)
**            -  Indicates special notes or additional information pertaining
                 mainly to the character in general.


(  Arts Info Chart  )  ----------------------------------------------  ( 2.04 )

Each of the character`s basic attack techniques are listed within a structure
like the one below:

----------------------+-----+------------+-----+--------+-----+-----+--------
| Command              | Grd |   Damage   | Sta | Active | Rec | +Ht | Notes  |
----------------------+-----+------------+-----+--------+-----+-----+--------
Crouching HK          |  L  | 50         | 10  | 8      | 0   | -1  | KND
---+------------------+-----+------------+-----+--------+-----+-----+--------
3  | Radio Taisou     |  M  | 70/90/110  | 16  | 7(8)7  | 7   | -22 | -7 if
   |                  |     |            |     |        |     |     | 2nd hits
---+------------------+-----+------------+-----+--------+-----+-----+--------
          |              |        |         |      |       |     |      |
          a              b        c         d      e       f     g      h

a  - Attack Command
     The position of the character, or the command input for the attack. Some
     characters have alternate attacks when Standing Close to the opponent as
     opposed to being far away, as well as Jumping Diagonal rather than just
     straight vertically. Only these new attacks are added if they differ.

b  - Guard
     The position in which the attack can be guarded.
     M / MID               - attack can be guarded standing or crouching
     H / HIGH              - attack must be guarded while standing
     L / LOW               - attack must be guarded while crouching

c  - Damage
     The amount of damage the move does when it connects with the opponent for
     its full amount of hits. Plus signs separate damage between hits if the
     amount changes from the previous (eg - 20+25), but these hits combo after
     one another. Else the damage will be followed by the amount of hits it
     does if each hit does the same (eg - 70x2). If an attack`s hits do not
     combo, damage is separated by a comma between hits instead (eg - 10,10).
     For throws and special attacks, damage is separated into three sections
     to denote each button press: Light/Medium/Heavy. Throws do not have a
     Light version, so damage will then be separated into only two sections.
     This shorthand only appears for attacks where only damage is different,
     but the frame data remains the same regardless of button strength.

d  - Startup Frames
     The number of frames that initiate at the beginning of an attack. (This
     also includes the first active frame of the move.)

e  - Active Frames
     The number of frames when it is possible for an attack to connect and
     deal damage.

f  - Recovery Frames
     The number of frames after the attack has finished, and the character is
     disallowed to do another action.

g  - +Hit / Advantage on Hit
     The difference in the number of frames between when both characters will
     return to neutral stance after an attack has successfully hit. (Positive
     numbers mean that the player can act first; negative means the opponent
     can act first.)

h  - Notes
     Notable additions and details about the attack listed in shorthand:
     KND                   - KNOCKDOWN: attack knocks opponent to the ground.
     PRJ                   - PROJECTILE: attack either appears as or creates
                             an independent object on screen; must be able to
                             negate another PROJECTILE`s durability points.


(  Frame Data  )  ---------------------------------------------------  ( 2.05 )

The idea of "frame data" can be a bit intimidating to new players. It is one
of the best and scariest ways to help improve your game, but only if you fully
understand what you are looking at——and why you are looking at it. Many expert
players in the fighting game community will talk about 'advantage' and moves
that are 'unsafe,' and this is where it all stems from. Frame data is the most
accurate way to measure events and timing in fighting games. This area will
help to break down what a lot of this information means, to help you grasp the
concepts better in order to use it throughout your gameplay.

+-- [  Frames  ] -------------------------------------------------------------+

A 'frame' is a game`s unit of time measurement. `Pretty Fighter´ (PF) runs at
60 frames per second like most modern games do. Which means in a span of one
full second, there are 60 frames of sprite animation that takes place. Not all
of it is noticeable or easy to recognize, but it`s there.

Frame data allow for discussions of given moves to be taken to a deeper, more
useful level. The actual utility and effectiveness for a given move becomes
more apparent when looking at the frame data. Visually, there is little
difference between and attack that hits in 4 frames versus one that hits in 8
frames. It`s the difference between "just under a tenth of a second" and "just
over a tenth of a second." But in the terms of the game itself, this minuscule
and brief variation in timing can equal quite a significant deal.

Like many older 2D games, PF`s animation is built on "trailing sprites". That
means that each movement and attack frame is not a unique sprite; instead,
one sprite can last anywhere from 2-8 frames` worth of animation. So to the
naked eye, an attack can appear to be only four frames because that`s how many
different sprite animations there are, but in actuality the move is lasting
far longer due to the span of the frame. For example, with Kris`s Standing HK,
it carries out like this:

  Sprite 1 (4f), Sprite 2 (3f), Sprite 3 (8f), Sprite 4 (4f), Sprite 5 (5f)
  |__________________________|  |___________|  |__________________________|
             Startup                Active               Recovery

The entire attack only has five -different- sprites of animation, so one might
believe the attack hits on its 3rd frame, but that`s not correct. The first
sprite lasts for 4 frames (1/15 of a second), then the next sprite lasts for 3
frames, and so on. So in full, Kris`s Standing HK is 24 frames long——not 5.

This was a very common practice in early 2D game making because drawing new
sprites can be both expensive and weigh on the graphics engines. So instead,
sprite durations were just stretched out and drawn in a way to not have the
game appear too blocky.

Many SNES/SFC fighting games are programmed so that attacks hit on their 2nd
active frame rather than the first. As if the first one is to check to see if
the attack is guarded or not, and then the second executes the damage. In the
above example for Kris, it is actually her 9th frame that connects for damage,
not the 8th——even though her limb is extended out. In all of the frame data
listed below in the character sections, this is all taken into account and the
startup frames count until the attack frame which actually deals damage.

+-- [  Startup Frames  ] -----------------------------------------------------+

The number of frames before the attack reaches its first active frame, which
is capable of hitting the opponent, after the command for the move has been
correctly input. In simplest terms: the lower the number is, the faster the
attack is able to execute. Startup frames naturally include the first frame
of the active period. This is for ease of looking for links under +Hit (frame
advantage): if something lists an advantage of +4, then any attack with a
startup of 4 frames or lower works. This does mean that is you add up the
startup, active, and recovery frames, the sum is actually 1 frame longer than
the real duration of the attack.

For PROJECTILES, these are the number of frames until the character releases
the attack.

+-- [  Active Frames  ] ------------------------------------------------------+

The number of frames the attack is capable of striking. Basic attacks tend to
have a small amount of active frames——typically around 3-7 frames. Attacks
with a high number of active frames should be worth noting. Numbers listed in
parenthesis are inactive frames in between the active ones for multi-hitting
attacks. An active of 'Ground' means an aerial attack will remain able to
strike until the character lands to the ground.

Most PROJECTILE attacks are a bit of a special case, since the active part of
the animation is (usually) completely separate from the character`s animation.
So the character only actually has startup and recovery animations. In which
case projectiles have an active period listed as " —— " due to how their time
on screen is determined by the positions of the characters.

+-- [  Recovery Frames  ] ----------------------------------------------------+

The number of frames in which the attack is recovering and no longer active,
where the character transitions back to their neutral stance so they can act
again. Characters can`t guard or perform other actions while recovering, so
they are left vulnerable. The recovery period is the portion that is
circumvented when using any kind of cancel into other moves. For PROJECTILE
attacks, recovery begins the frame after the projectile is actually released.

'Ground' (or 'Gnd') signifies that the character remains in recovery animation
until they land on the ground.


+-- [  Advantage on Hit  ] ---------------------------------------------------+

After an attack strikes an opponent, two things occur: the attacking character
will go through their recovery animation, and the defending character either
goes into hitstun or guardstun (depending on if the move was blocked or not).
Different attacks go through different recovery periods and inflict different
amounts of guardstun or hitstun. After these times, both the attacker and the
defender will eventually leave those animations and be allowed to act again.
The discrepancy between when the character and the opponent both return to
neutral stance and can perform another action is expressed with the concept of
frame advantage (listed as '+Hit' or 'On Hit' in this FAQ). A frame advantage
of "+7" means the character can act a full 7 frames before the opponent can do
anything——a rather sizable advantage! A frame advantage of "-3" means that the
opponent instead has 3 frames to act before the character does. Whereas having
"0" advantage means both characters return to neutral at the exact same time.

For PROJECTILE attacks, the +Hit is based upon if the attack hits on its very
first active frame; typically point-blank range.

Another special case are aerial/jumping attacks. This FAQ does not include any
frame advantage from jumping attacks simply because the numbers will always
differ depending on when the grounded opponent is struck. The greatest amount
of frame advantage is typically when the aerial attack hits on its very first
active frame, like with projectiles, and then the character landing as soon as
they possibly can——usually on the next frame. However, that seldom will ever
occur. Whether it is air-to-air, or air-to-ground, aerial attacks generally do
not ever hit on their first active frame unless they are used in an air combo.
(PF has no aerial combos.) In addition, where on the opponent`s body they are
hit is also a factor. Kris attacking Marin with a Jumping HK that hits at the
top of her head will give Kris a much different frame advantage than if she
hits Marin much deeper in the chest region. (Character sprite sizes would also
be a factor.)

There is no real significant degree of guardstun in PF like other fighting
games, so this FAQ does not include tables to show "advantage on guard."


--[  Bishoujou 3 - Game Modes Explanation  ]-------------[  Pretty Fighter  ]--
_______________________________________________________________________________

(  Story Mode  )  ---------------------------------------------------  ( 3.01 )

Select one of the eight characters to go through the game. You must defeat the
other seven opponents in 2-out-of-3 rounds. Both Minami Midorikawa and Marin
Aoki round out the last two opponents for every character except Minami and
Marin themselves——that character will not fight their duplicate during their
paths. Each character has a set order in which they fight their opponents, but
there are separate branches it can follow. The order always remains the same;
read left to right:

                1st      2nd      3rd      4th      5th      6th      7th
              +--------+--------+--------+--------+--------+--------+--------+
              | Kris   | Juri   | Ryouko |        | Keiko  |        |        |
              +--------+--------+--------+ Yawara +--------+        |        |
              | Ryouko | Kris   | Keiko  |        |        |        |        |
Ai            +--------+--------+--------+--------+ Juri   | Minami | Marin  |
              | Yawara |        | Kris   |        |        |        |        |
              +--------+ Keiko  +--------+ Ryouko +--------+        |        |
              | Juri   |        | Yawara |        | Kris   |        |        |
              +--------+--------+--------+--------+--------+--------+--------+

              +--------+--------+--------+--------+--------+--------+--------+
              | Kris   | Ryouko |        | Yawara | Keiko  |        |        |
              +--------+--------+        +--------+--------+        |        |
              | Ryouko | Kris   | Ai     | Keiko  | Yawara |        |        |
Juri          +--------+--------+        +--------+--------| Minami | Marin  |
              | Yawara | Keiko  |        |        | Ryouko |        |        |
              +--------+--------+--------+ Kris   +--------+        |        |
              | Keiko  | Yawara | Ryouko |        | Ai     |        |        |
              +--------+--------+--------+--------+--------+--------+--------+

              +--------+--------+--------+--------+--------+--------+--------+
              | Juri   | Yawara |        | Kris   | Ai     |        |        |
              +--------+--------+ Ryouko +--------+--------+        |        |
              | Kris   | Juri   |        | Ai     | Yawara |        |        |
Keiko         +--------+--------+--------+--------+--------+ Minami | Marin  |
              | Ryouko | Kris   | Ai     | Yawara |        |        |        |
              +--------+--------+--------+--------+ Juri   |        |        |
              | Yawara | Ai     | Kris   | Ryouko |        |        |        |
              +--------+--------+--------+--------+--------+--------+--------+

              +--------+--------+--------+--------+--------+--------+--------+
              | Juri   | Ryouko | Ai     |        | Keiko  |        |        |
              +--------+--------+--------+ Yawara +--------+        |        |
              | Ryouko | Ai     | Keiko  |        |        |        |        |
Kris          +--------+--------+--------+--------+ Juri   | Minami | Marin  |
              | Yawara |        | Ai     |        |        |        |        |
              +--------+ Keiko  +--------+ Ryouko +--------+        |        |
              | Juri   |        | Yawara |        | Ai     |        |        |
              +--------+--------+--------+--------+--------+--------+--------+

              +--------+--------+--------+--------+--------+--------+--------+
              | Juri   | Keiko  | Yawara | Ryouko | Kris   | Ai     |        |
              +--------+--------+--------+--------+--------+--------+        |
              | Kris   | Juri   | Ryouko | Ai     |        | Keiko  |        |
Marin         +--------+--------+--------+--------+ Yawara +--------+ Minami |
              | Ryouko | Kris   |        | Keiko  |        |        |        |
              +--------+--------+ Ai     +--------+--------+ Juri   |        |
              | Yawara | Keiko  |        | Kris   | Ryouko |        |        |
              +--------+--------+--------+--------+--------+--------+--------+

              +--------+--------+--------+--------+--------+--------+--------+
              | Kris   | Juri   | Ryouko | Ai     |        | Keiko  |        |
              +--------+--------+--------+--------+ Yawara +--------+        |
              | Ryouko | Kris   |        | Keiko  |        |        |        |
Minami        +--------+--------+ Ai     +--------+--------+ Juri   | Marin  |
              | Yawara |        |        | Kris   | Ryouko |        |        |
              +--------+ Keiko  +--------+--------+--------+--------+        |
              | Juri   |        | Yawara | Ryouko | Kris   | Ai     |        |
              +--------+--------+--------+--------+--------+--------+--------+

              +--------+--------+--------+--------+--------+--------+--------+
              |        | Ai     | Keiko  |        | Juri   |        |        |
              | Kris   +--------+--------+ Yawara +--------+        |        |
              |        | Juri   | Ai     |        | Keiko  |        |        |
Ryouko        +--------+--------+--------+--------+--------+ Minami | Marin  |
              | Juri   |        | Yawara |        | Ai     |        |        |
              +--------+ Keiko  +--------+ Kris   +--------+        |        |
              | Yawara |        | Ai     |        | Juri   |        |        |
              +--------+--------+--------+--------+--------+--------+--------+

              +--------+--------+--------+--------+--------+--------+--------+
              | Juri   | Keiko  |        | Kris   | Ai     |        |        |
              +--------+--------+ Ryouko +--------+--------+        |        |
              | Kris   | Juri   |        | Ai     | Keiko  |        |        |
Yawara        +--------+--------+--------+--------+--------+ Minami | Marin  |
              | Keiko  | Ai     | Kris   | Ryouko |        |        |        |
              +--------+--------+--------+--------+ Juri   |        |        |
              | Ryouko | Kris   | Ai     | Keiko  |        |        |        |
              +--------+--------+--------+--------+--------+--------+--------+

Beating the game on difficulty Level 1-3 gives only a text ending reading:
"Congratulations! Level o agete, ganbatte ne!" ("Congratulations! Raise the
level, and good luck!")

Once the last opponent is defeated on difficulty Level 4-7, you are treated
with still images of your character and text for their ending.

Losing against an opponent brings up a Continue screen, showing a picture of
your beaten character. You have ten seconds to decide on whether or not you
wish to continue. Pressing Start activates the continue, allowing you to start
the stage over against the opponent that defeated you. Pressing the buttons
will speed up the time. Once the timer reaches 0, continuing is disabled and
the game is over.

Scores made here are added toward the Top 8 ranking screen. If you continue
from a loss, the score you last had will be retained. Even if you change your
character after continuing, you will keep your score.


(  V.S Mode  )  -----------------------------------------------------  ( 3.02 )

V.S Mode is made for 2-players. Any of the 8 characters can be selected to
fight in a 2-out-of-3 round match.

Stages can be selected after choosing your characters.

Following each match will being up a Ranking screen, which displays a win/loss
chart based on characters chosen.


(  Option Mode  )  --------------------------------------------------  ( 3.03 )

The Option Mode screen allows you to change the settings of the game. The
modes are as follows (listed from top to bottom):

- REBERU SETTEI (Level Setup)
  Select the difficulty of the CPU opponents from 1-7: 1 being easiest, 7
  being hardest. 4 is default.
  (Effects: Story Mode)

- TAIMU SETTEI (Time Setup)
  Select the amount of time for each round in seconds: 30, 60, 90, or
  Infinite. 60 is default.
  (Effects: Story Mode, Vs. Mode)

- HANDIKYAPPU (Handicap)
  Select the damage multiplier of that player`s characters from 1-8: 1 makes
  the character do 50% less damage, 8 makes the character do 50% more damage.
  4 is default.
  (Effects: Vs. Mode)

- KII SETTEI (Key Setup)
  Change the configuration of the attack buttons. There is also a "Reset"
  option at the top to set the buttons back to default. In order, the list
  reads as follows:

   RISETTO (Reset)
   Jaku Panchi (Weak Punch) - Y
   Chuu Panchi (Medium Punch) - X
   Kyou Panchi (Strong Punch) - L
   Jaku Kikku (Weak Kick) - B
   Chuu Kikku (Medium Kick) - A
   Kyou Kikku (Strong Kick) - R

- SAUNDO (Sound)
  Select the sound output: SUTEREO (Stereo) or MONORARU (Monaural).

- SUPIIDO SETTEI (Speed Setup)
  Select the speed of gameplay from 1-8: 1 being slowest, 8 being fastest. 4
  is default.
  (Effects: Story Mode, Vs. Mode)

(Pressing "START" will exit back out to the title screen.)


--[  Bishoujou 4 - Basic Commands  ]---------------------[  Pretty Fighter  ]--
_______________________________________________________________________________

The following list are moves and attacks that most characters overall possess.

Standing Guard                     Hold b when attacked
Crouching Guard                    Hold db when attacked

Nage (throw)                       When close, b / f + MP / MK / HP / HK

Ground Recovery                    Normally stand after knockdown


--[  Bishoujou 5 - The Pretty Fighters  ]----------------[  Pretty Fighter  ]--
_______________________________________________________________________________

===============================================================================
 >> AI MOMOYAMA                                             the gymnast / PINK
                                                        "Wakasa ga saiko- yo!"
===============================================================================

(  Personal Information  )  ---------------------------------------------------

Name Meaning   :  AI = "love"
                  MOMOYAMA = "peach/mountain"
Birthplace     :  Hiroshima
Birthday       :  November 15, 1980 (Saturday)
Constellation  :  Sasoriza (Scorpio)
Age            :  14 years
Occupation     :  Chuugakusei/Seno Chuugakkou
                  (junior high school student at Seno Junior High School)
Blood Type     :  AB type
Height         :  147 cm. (4`10")
Weight         :  40 kg. (88.18 lbs.)
Measurements   :  B/72 W/55 H/74 cm. (28/22/29 in.)
Hobbies        :  Kame no sanpo (walking turtles; like walking a dog)
Favorite Food  :  Bananas
Dislikes       :  Camera-kozou (amateur male photographers who like to take
                  pictures of models and presenter ladies in exhibitions (eg -
                  panty shots))

(  Colors  )  -----------------------------------------------------------------

Player 1       :  Pink (shirt, pads, shoes, ribbon), blue (bloomers, pads),
                  yellow (hair)
Player 2       :  Green (shirt, pads, shoes, ribbon), blue (bloomers, pads),
                  yellow (hair)

(  Quotes + Ending  )  --------------------------------------------------------

- Victory
"Ichiban wa wa-ta-shi!" ("I am the best!")
"Watashi katta!" ("I won!")
"Yowai yo!" ("Weakling!")
"Zenzen dame!" ("You`re no good at all!")

- Defeat
"Anata ga No.1." ("You are number one.")
"Kono mama jya .." ("Not like this ..")
"Magure yo ma-gu-re!" ("That was a fluke, a fluke!")
"Tsuyoi n dakara, anata." ("Only because you`re so strong.")

- Ending
Ai-chan, doing her best with such a small body ..
I wonder if she`ll become more beautiful when she grows up.
"Uu-n, now I`m angry!"

(  Data Arsenal  )  -----------------------------------------------------------

Pre-jump Frames                        :  6 frames
Jump Duration                          :  42 frames

----------------------+-----+------------+-----+--------+-----+-----+--------
| Command              | Grd |   Damage   | Sta | Active | Rec | +Ht | Notes  |
----------------------+-----+------------+-----+--------+-----+-----+--------
Standing LP           |  M  | 10         | 5   | 3      | 2   | +2  |
Standing MP           |  M  | 20         | 6   | 4      | 4   | -1  |
Standing HP           |  M  | 40         | 8   | 6(7)6  | 4   | -16 | -3 if
                      |     |            |     |        |     |     | 2nd hits
Standing LK           |  M  | 20         | 5   | 3      | 2   | +2  |
Standing MK           |  M  | 30         | 6   | 4      | 4   | -1  |
Standing HK           |  M  | 50         | 12  | 7      | 0   |  0  |
Standing Close LP     |  M  | 10         | 5   | 3      | 2   | +2  |
Standing Close MP     |  M  | 20         | 6   | 4      | 4   | -1  |
Standing Close HP     |  M  | 40         | 9   | 7      | 9   | -9  |
Standing Close LK     |  M  | 20         | 5   | 3      | 2   | +2  |
Standing Close HK     |  M  | 50         | 12  | 7      | 0   |  0  |
Crouching LP          |  L  | 10         | 5   | 3      | 2   | +2  |
Crouching MP          |  L  | 20         | 6   | 4      | 4   | -1  |
Crouching HP          |  L  | 40         | 8   | 7      | 7   | -7  |
Crouching LK          |  L  | 20         | 5   | 3      | 2   | +2  |
Crouching MK          |  L  | 30         | 6   | 4      | 4   | -1  |
Crouching HK          |  L  | 50         | 10  | 8      | 0   | -1  |
Jumping LP            |  H  | 10         | 6   | Ground | ——  | ——  |
Jumping MP            |  H  | 20         | 7   | 11     | Gnd | ——  |
Jumping HP            |  H  | 40         | 7   | 7      | Gnd | ——  |
Jumping LK            |  H  | 20         | 6   | Ground | ——  | ——  |
Jumping MK            |  H  | 30         | 7   | 11     | Gnd | ——  |
Jumping HK            |  H  | 50         | 7   | 7      | Gnd | ——  |
Jump Diagonal HP      |  H  | 40         | 12  | 7      | Gnd | ——  |
Jump Diagonal HK      |  H  | 50         | 7   | 11     | Gnd | ——  |
---+------------------+-----+------------+-----+--------+-----+-----+--------
1  | Bear Hug         | Thw | 160/200    | 1   | 1      | ——  | ——  | KND
2  | Banana Tabe      | ——  | ——         | 5   | ——     | 76  | ——  |
3  | Radio Taisou     |  M  | 70/90/110  | 16  | 7(8)7  | 7   | -22 | -7 if
   |                  |     |            |     |        |     |     | 2nd hits
4  | Kamikami Crash   | Thw | 130        | 1   | 1      | ——  | ——  | KND
---+------------------+-----+------------+-----+--------+-----+-----+--------

(  Movelist  )  ---------------------------------------------------------------

1  (bear hug)                      When close, b / f + MP / HP

2  Banana Tabe                     qcf + P
3  Radio Taisou                    b,d,db + K
4  Kamikami Crash                  When close, press PPP

(  Notes  )  ------------------------------------------------------------------

1  Unblockable.
2  Restores 100 (12.5%) life. Each button restores the same amount of health.
3  Ai kicks twice, but she only hits once. The attack just has two separate
   hitboxes (like her Standing HP).
4  Unblockable.


===============================================================================
 >> JURI AKASAKA                                         the club dancer / RED
                                                "Number 1 no za wa yuzurenai!"
===============================================================================

(  Personal Information  )  ---------------------------------------------------

Name Meaning   :  JURI = "wood/village"
                  AKASAKA = "red/hill"
Birthplace     :  Tokyo/Toukyou
Birthday       :  June 30, 1975 (Monday)
Constellation  :  Kaniza (Cancer)
Age            :  19 years
Occupation     :  Bou-shoukengaisha OL/FV Shouken
                  (certain brokerage office lady at FV Securities)
Blood Type     :  O type
Height         :  164 cm. (5`5")
Weight         :  47 kg. (103.62 lbs.)
Measurements   :  B/88 W/57 H/88 cm. (35/22/35 in.)
Hobbies        :  Discos (furnished with otachidai)
                  ("otachidai" are small, usually circular dancing platforms
                  inside of discos for women to stand on and dance, typically
                  making them the center of attention)
Favorite Food  :  B-kyuu gourmet (B-grade gourmet: cheap everyday food that
                  most people enjoy (eg - ramen, curry)), nabemono (stew)
Dislikes       :  Muchi (kamadouma-kei no mono zenbu)
                  (insects (all of the Rhaphidophoridae family))

(  Colors  )  -----------------------------------------------------------------

Player 1       :  Red (dress, boots), yellow (bracelets, arm bands), brown
                  (hair)
Player 2       :  Black (dress, boots), yellow (bracelets, arm bands), brown
                  (hair)

(  Quotes + Ending  )  --------------------------------------------------------

- Victory
"Denaoshi toide!" ("Come back when you`re good enough!")
"Koshi no hineri ga amai wa ne!" ("Such a sweet twist of the hips!")
"Otachidai ni wa 10-nen hayai wa!" ("On the otachidai, I`m 10 years too fast
 for you!")
  * It would take 10 years before the opponent gets to her dancing level.
"Queen no michi wa kibishii no!" ("The path of a Queen is strict!")

- Defeat
"Anata ni makaseru wa .." ("I`ve been defeated by you ..")
"Anata, sasuga ne .." ("You`re quite good ..")
"Konna hazu jya katta no ni .." ("I didn`t expect you to win like this ..")
"Kuyashii-!" (How mortifying!")

- Ending
Congratulations, Juri ..
Your great dancing is amazing.
Once more, I want you to tell me those words ..
"The last dream to everyone!"

(  Data Arsenal  )  -----------------------------------------------------------

Pre-jump Frames                        :  6 frames
Jump Duration                          :  46 frames

----------------------+-----+------------+-----+--------+-----+-----+--------
| Command              | Grd |   Damage   | Sta | Active | Rec | +Ht | Notes  |
----------------------+-----+------------+-----+--------+-----+-----+--------
Standing LP           |  M  | 10         | 5   | 3      | 2   | +2  |
Standing MP           |  M  | 30         | 7   | 4      | 4   | -1  |
Standing HP           |  M  | 40         | 9   | 7      | 13  | -13 |
Standing LK           |  M  | 20         | 5   | 3      | 2   | +2  |
Standing MK           |  M  | 30         | 9   | 4      | 8   | -5  |
Standing HK           |  M  | 50         | 9   | 7      | 13  | -13 |
Standing Close LP     |  M  | 10         | 5   | 3      | 2   | +2  |
Standing Close MP     |  M  | 30         | 6   | 4      | 3   |  0  |
Standing Close HP     |  M  | 40         | 10  | 7      | 11  | -11 |
Standing Close LK     |  M  | 20         | 5   | 3      | 2   | +2  |
Standing Close MK     |  M  | 30         | 6   | 4      | 3   |  0  |
Standing Close HK     |  M  | 50         | 9   | 7      | 13  | -13 |
Crouching LP          |  L  | 10         | 5   | 3      | 2   | +2  |
Crouching MP          |  L  | 30         | 7   | 4      | 4   | -1  |
Crouching HP          |  L  | 40         | 9   | 7      | 13  | -13 |
Crouching LK          |  L  | 20         | 5   | 3      | 2   | +2  |
Crouching MK          |  L  | 30         | 6   | 4      | 3   |  0  |
Crouching HK          |  L  | 50         | 10  | 7      | 9   | -9  |
Jumping LP            |  H  | 10         | 9   | Ground | ——  | ——  |
Jumping MP            |  H  | 30         | 9   | 11     | Gnd | ——  |
Jumping HP            |  H  | 40         | 9   | 7      | Gnd | ——  |
Jumping LK            |  H  | 20         | 7   | Ground | ——  | ——  |
Jumping MK            |  H  | 30         | 11  | 11     | Gnd | ——  |
Jumping HK            |  H  | 50         | 9   | 7      | Gnd | ——  |
Jump Diagonal LP      |  H  | 10         | 5   | Ground | ——  | ——  |
Jump Diagonal MP      |  H  | 30         | 5   | 14     | Gnd | ——  |
Jump Diagonal HP      |  H  | 40         | 5   | 10     | Gnd | ——  |
Jump Diagonal LK      |  H  | 20         | 7   | Ground | ——  | ——  |
Jump Diagonal MK      |  H  | 30         | 8   | 11     | Gnd | ——  |
Jump Diagonal HK      |  H  | 50         | 8   | 7      | Gnd | ——  |
---+------------------+-----+------------+-----+--------+-----+-----+--------
1  | Shoulder Throw   | Thw | 90         | 1   | 1      | ——  | ——  | KND
2  | Jumping Hip      |  H  | 80,70/     | 13  | 38     | 1   | -32 |
   |  Attack          |     | 90,80/     |     |        |     |     |
   |                  |     | 110,110    |     |        |     |     |
3  | LP Guruguru Punch|  M  | 70         | 7   | 14     | 0   | -7  |
   | MP Guruguru Punch|  M  | 80,80      | 7   | 34     | 0   | -27 |
   | HP Guruguru Punch|  M  | 100,100,100| 7   | 54     | 0   | -47 |
4  | Juri-sen Fire    |  M  | 50/80/100  | 18  | ——     | 30  | -24 | PRJ
---+------------------+-----+------------+-----+--------+-----+-----+--------

(  Movelist  )  ---------------------------------------------------------------

1  (shoulder throw)                When close, b / f + HP

2  Jumping Hip Attack              qcb + K
3  Guruguru Punch                  f,d,df + P
4  Juri-sen Fire                   hcf + P

(  Notes  )  ------------------------------------------------------------------

1  Unblockable.
2  Able to hit twice; both on its ascension and descent. This only occurs if
   the opponent is in the corner.
3  ——
4  1 durability point.
 - Characters who can crouch to avoid the Juri-sen Fire: Ai, Juri, Marin,
   Minami, Ryouko, Yawara.


===============================================================================
 >> KEIKO (KEI) KONNO                              the policewoman / NAVY BLUE
                                            "Hora, watashi ga ichiban deshou?"
===============================================================================

(  Personal Information  )  ---------------------------------------------------

Name Meaning   :  KEIKO = "commandment/child"
                  KONNO = "navy blue/field"
Birthplace     :  Nagoya
Birthday       :  August 16, 1973 (Wednesday)
Constellation  :  Shishiza (Leo)
Age            :  21 years
Occupation     :  Fujinkeikan/Nagoya Kenkei 36-Bunsho
                  (policewoman at Nagoya Prefecture Police Branch Office 36)
Blood Type     :  A type
Height         :  170 cm. (5`7")
Weight         :  53 kg. (116.84 lbs.)
Measurements   :  B/93 W/59 H/90 cm. (37/23/35 in.)
Hobbies        :  Kanmiya no hashigo (barhopping to sweet houses)
Favorite Food  :  Soft-serve ice cream
Dislikes       :  Tabasco kankei no karakuchi ryouri (spicy cooking connected
                  with tabasco sauce)

(  Colors  )  -----------------------------------------------------------------

Player 1       :  Navy blue (uniform, hat, boots), white (stockings), brown
                  (hair)
Player 2       :  Blue green (uniform, hat, boots), white (stockings), brown
                  (hair)

(  Quotes + Ending  )  --------------------------------------------------------

- Victory
"Ihan-tekina yowasa ne!" ("A violation-like weakness!")
  * Basically saying that their weakness is so bad, it should be illegal.
"Mada yaru no?" ("Want to try again?")
"Taiho shitai gurai!" ("You`re about to get arrested!")
"Watashi no kachi ne!" ("My victory!")

- Defeat
"Chikara ga nakatta no .." ("I don`t have the strength ..")
"Ichiban ne, anata." ("You`re the best.")
"Nante koto!" ("What a disaster!/My goodness!")
"Tsuki ga nakatta no ne .." ("That wasn`t luck ..")

- Ending
Bravo-!
Kei, you`re wonderful! A super police!
I would like to be arrested by Kei.
"Get arrested quietly, please."

(  Data Arsenal  )  -----------------------------------------------------------

Pre-jump Frames                        :  6 frames
Jump Duration                          :  45 frames

----------------------+-----+------------+-----+--------+-----+-----+--------
| Command              | Grd |   Damage   | Sta | Active | Rec | +Ht | Notes  |
----------------------+-----+------------+-----+--------+-----+-----+--------
Standing LP           |  M  | 10         | 2   | 3      | 2   | +2  |
Standing MP           |  M  | 20         | 6   | 4      | 3   |  0  |
Standing HP           |  M  | 40         | 13  | 7      | 9   | -9  |
Standing LK           |  M  | 20         | 5   | 3      | 2   | +2  |
Standing MK           |  M  | 30         | 7   | 4      | 4   | -1  |
Standing HK           |  M  | 50         | 9   | 7      | 9   | -9  |
Standing Close MP     |  M  | 20         | 6   | 4      | 3   |  0  |
Standing Close HP     |  M  | 40         | 7   | 7      | 6   | -6  |
Standing Close LK     |  M  | 20         | 5   | 3      | 2   | +2  |
Standing Close HK     |  M  | 50         | 9   | 7      | 9   | -9  |
Crouching LP          |  L  | 10         | 5   | 3      | 2   | +2  |
Crouching MP          |  L  | 20         | 6   | 4      | 3   |  0  |
Crouching HP          |  L  | 40         | 9   | 7      | 7   | -7  |
Crouching LK          |  L  | 20         | 5   | 3      | 2   | +2  |
Crouching MK          |  L  | 30         | 7   | 4      | 4   | -1  |
Crouching HK          |  L  | 50         | 15  | 8      | 0   | -1  |
Jumping LP            |  H  | 10         | 2   | Ground | ——  | ——  |
Jumping MP            |  H  | 20         | 2   | 11     | Gnd | ——  |
Jumping HP            |  H  | 40         | 7   | 7      | Gnd | ——  |
Jumping LK            |  H  | 20         | 2   | Ground | ——  | ——  |
Jumping MK            |  H  | 30         | 2   | 11     | Gnd | ——  |
Jumping HK            |  H  | 50         | 7   | 7      | Gnd | ——  |
Jump Diagonal LK      |  H  | 20         | 2   | Ground | ——  | ——  |
---+------------------+-----+------------+-----+--------+-----+-----+--------
1  | Back Roll        | Thw | 80/90      | 1   | 1      | ——  | ——  | KND
2  | Drink Nomi       | ——  | ——         | 10  | ——     | 49  | ——  |
3  | Keibou Boomerang |  M  | 50/80/100  | 18  | ——     | 27  | -21 | PRJ
4  | Reverse Kick     |  M  | 80/90/100  | 11  | 11     | 11  | -15 |
5  | Ushirono Shoumen | Thw | 150/170/200| 1   | 1      | ——  | ——  | KND
   |  Dare-           |     |            |     |        |     |     |
6  | Oshiripenpen     | Thw | 160/180/210| 1   | 1      | ——  | ——  | KND
---+------------------+-----+------------+-----+--------+-----+-----+--------

(  Movelist  )  ---------------------------------------------------------------

1  (back roll)                     When close, b / f + MP / HP

2  Drink Nomi                      Hold f + press Punch rapidly
3  Keibou Boomerang                qcf + P
4  Reverse Kick                    qcb + K
5  Ushirono Shoumen Dare-          When close, b,f + K
6  Oshiripenpen                    When close, f,d,df + P

(  Notes  )  ------------------------------------------------------------------

1  Unblockable. Throw switches sides.
2  Restores 60 (7.5%) life. Each button restores the same amount of health.
 - Luckily there`s no point to do any other than the LP-version because trying
   to execute it with MP is ridiculously difficult, and almost impossible with
   HP. I had to use a turbo-controller to execute the HP-version, just to see
   if the gain was the same.
3  1 durability point.
 - Characters who can crouch to avoid the Keibou Boomerang: Ai, Juri, Marin,
   Minami, Ryouko, Yawara.
4  ——
5  Unblockable.
6  Unblockable.


===============================================================================
 >> KRIS (KURISU) SHIRATORI                                  the nurse / WHITE
                                   "Kurisu wa yasashii dake janai n dakara .."
===============================================================================

(  Personal Information  )  ---------------------------------------------------

Name Meaning   :  SHIRATORI = "white swan"
Birthplace     :  Sapporo
Birthday       :  September 13, 1974 (Friday)
Constellation  :  Otomeza (Virgo)
Age            :  20 years
Occupation     :  Kangofu (shounika)/Aramata Daini Sougoubyouin
                  (female nurse (pediatrics) at Aramata II General Hospital)
Blood Type     :  A type
Height         :  158 cm. (5`2")
Weight         :  48 kg. (105.82 lbs.)
Measurements   :  B/83 W/58 H/84 cm. (33/23/33 in.)
Hobbies        :  Osentaku (laundry)
Favorite Food  :  Jumbo franks (hot dogs)
Dislikes       :  Horror and splatter ("blood-and-gore") things

(  Colors  )  -----------------------------------------------------------------

Player 1       :  White (uniform, gloves, hat, heels), pink (hair, stockings),
                  brown (belt)
Player 2       :  White (uniform, gloves, hat, heels), aqua (hair, stockings),
                  brown (belt)

(  Quotes + Ending  )  --------------------------------------------------------

- Victory
"Hontoni yowai pi-?" ("Are you really that weak?")
"Kattappi-!" ("I won~!")
"Mada mada .." ("You still have a long way to go ..")
"Ochuusha shichau wa!" ("Time for your injection!")

- Defeat
"Anata, tsuyoi pi- .." ("You`re so strong ..")
"Iya-n .." ("No~ ..")
"Mata ichi kara denaoshi ne." ("Alright, let`s start over.")
"Nande?" ("How?")
  * Kris ends many of her quotes with a 'pi-' sound rather than a typical
    particle like 'yo' or 'ne'. It doesn`t mean anything specifically, it`s
    just a cute sound that is similar to a "peep" sound a bird makes. This
    could be because Kris is childish in personality, or that her name means
    "white swan".

- Ending
You did it, Kris.
The next aim is to be Japan`s number one tender nurse.
"It`s hard, but I`ll give the injections."

(  Data Arsenal  )  -----------------------------------------------------------

Pre-jump Frames                        :  3 frames
Jump Duration                          :  49 frames

----------------------+-----+------------+-----+--------+-----+-----+--------
| Command              | Grd |   Damage   | Sta | Active | Rec | +Ht | Notes  |
----------------------+-----+------------+-----+--------+-----+-----+--------
Standing LP           |  M  | 10         | 5   | 3      | 2   | +2  |
Standing MP           |  M  | 20         | 7   | 4      | 7   | -4  |
Standing HP           |  M  | 40         | 9   | 7      | 9   | -9  |
Standing LK           |  M  | 20         | 5   | 3      | 2   | +2  |
Standing MK           |  M  | 30         | 7   | 4      | 7   | -4  |
Standing HK           |  M  | 50         | 9   | 7      | 9   | -9  |
Standing Close MP     |  M  | 20         | 7   | 4      | 7   | -4  |
Standing Close HP     |  M  | 40         | 9   | 7      | 9   | -9  |
Standing Close MK     |  M  | 30         | 7   | 4      | 7   | -4  |
Crouching LP          |  L  | 10         | 5   | 3      | 2   | +2  |
Crouching MP          |  L  | 20         | 7   | 4      | 7   | -4  |
Crouching HP          |  L  | 40         | 9   | 7      | 9   | -9  |
Crouching LK          |  L  | 20         | 5   | 3      | 2   | +2  |
Crouching MK          |  L  | 30         | 7   | 4      | 7   | -4  |
Crouching HK          |  L  | 50         | 9   | 7      | 9   | -9  |
Jumping LP            |  H  | 10         | 6   | Ground | ——  | ——  |
Jumping MP            |  H  | 20         | 7   | 11     | Gnd | ——  |
Jumping HP            |  H  | 40         | 7   | 7      | Gnd | ——  |
Jumping LK            |  H  | 20         | 6   | Ground | ——  | ——  |
Jumping MK            |  H  | 30         | 7   | 11     | Gnd | ——  |
Jumping HK            |  H  | 50         | 7   | 7      | Gnd | ——  |
Jump Diagonal MP      |  H  | 20         | 2   | 16     | Gnd | ——  |
Jump Diagonal LK      |  H  | 20         | 2   | Ground | ——  | ——  |
Jump Diagonal MK      |  H  | 30         | 7   | 11     | Gnd | ——  |
Jump Diagonal HK      |  H  | 50         | 7   | 7      | Gnd | ——  |
---+------------------+-----+------------+-----+--------+-----+-----+--------
1  | Shoulder Throw   | Thw | 90         | 1   | 1      | ——  | ——  | KND
2  | Power Bomb       | Thw | 170/200    | 1   | 1      | ——  | ——  | KND
3  | Medical Shower   |  M  | 80/90/100  | 17  | 15     | 0   | -8  |
4  | Choushinki Flash |  M  | 80/90/100  | 12  | 7      | 0   |  0  |
5  | LP Oshiri Boo    |  H  | 80         | 18  | 16     | 1   | -10 |
   | MP Oshiri Boo    |  H  | 90         | 18  | 24     | 1   | -17 |
   | HP Oshiri Boo    |  H  | 110,110    | 18  | 33     | 1   | -27 | -4 if
   |                  |     |            |     |        |     |     | 2nd hits
6  | LK Hira Kick     |  M  | 80,70      | 10  | 55     | 8   | -56 | -27 if
   |                  |     |            |     |        |     |     | 2nd hits
   | MK Hira Kick     |  M  | 90,80,90   | 10  | 55     | 8   | -56 | -8 if
   |                  |     |            |     |        |     |     | 3rd hits
   | HK Hira Kick     |  M  | 100,100,100| 10  | 55     | 8   | -56 | -16 if
   |                  |     |            |     |        |     |     | 3rd hits
7  | LK Pakkuri Senpuu|  M  | 80,70      | 10  | 55     | 8   | -56 | -27 if
   |  Kyaku           |     |            |     |        |     |     | 2nd hits
   | MK Pakkuri Senpuu|  M  | 90,80,90   | 10  | 55     | 8   | -56 | -28 if
   |  Kyaku           |     |            |     |        |     |     | 2nd hits
   | HK Pakkuri Senpuu|  M  | 100,100,100| 10  | 55     | 8   | -56 | -14 if
   |  Kyaku           |     |            |     |        |     |     | 3rd hits
---+------------------+-----+------------+-----+--------+-----+-----+--------

(  Movelist  )  ---------------------------------------------------------------

1  (shoulder throw)                When close, b / f + MP / HP
2  (power bomb)                    When close, b / f + MK / HK

3  Medical Shower                  Press Punch rapidly
4  Choushinki Flash                qcf + P
5  Oshiri Boo                      f,d,df + P
6  Hira Kick                       Charge b,f + K
7  Pakkuri Senpuu Kyaku            Charge d,u + K

(  Notes  )  ------------------------------------------------------------------

1  Unblockable.
2  Unblockable.
3  It is ridiculously difficult to do this with MP, and almost impossible with
   HP. I had to use a turbo-controller to execute the HP-version. The best way
   to pull it off is to alternate pressing MP and HP as fast as possible, with
   emphasis on HP.
4  ——
5  The HP-version is able to hit twice; both on its ascension and descent.
6  ——
7  Against a cornered opponent, Kris will be pushed back nearly to the other
   end of the screen. The LP- and MP-versions will only hit once, but HP has a
   chance to hit twice.


===============================================================================
 >> MARIN AOKI                                           the schoolgirl / BLUE
                                                             "Makenai wa yo-!"
===============================================================================

(  Personal Information  )  ---------------------------------------------------

Name Meaning   :  MARIN = "true/jewel"
                  AOKI = "live tree"
Birthplace     :  Aomori
Birthday       :  May 17, 1977 (Tuesday)
Constellation  :  Oushiza (Taurus)
Age            :  17 years
Occupation     :  Koukousei/Aomori-ken Ritsukou Koukou
                  (senior high school student at Aomori Prefecture Ritsukou
                  Senior High School)
Blood Type     :  A type
Height         :  155 cm. (5`1")
Weight         :  46 kg. (101.41 lbs.)
Measurements   :  B/85 W/56 H/84 cm. (34/22/33 in.)
Hobbies        :  Shougi (Japanese chess)
Favorite Food  :  Sukiyaki (beef cooked with vegetables in a cast-iron pan)
Dislikes       :  Kurage (jellyfish), tako (octopus)

(  Colors  )  -----------------------------------------------------------------

Player 1       :  Blue (skirt, uniform), white (uniform, gloves, boots), red
                  (erimaki, uniform, ribbons), brown (hair)
Player 2       :  Dark green (skirt, uniform), white (uniform, gloves, boots),
                  red (erimaki, uniform, ribbons), brown (hair)

(  Quotes + Ending  )  --------------------------------------------------------

- Victory
"Hahaha ..!" (laughter)
"Jaku sugite hanashi ni naranai wa!" ("You must be too weak to talk!")
"Mada yaru tsumori?" ("What do you plan to do now?")
"Watashi no kachi ne!" ("I won!")

- Defeat
"Anata ni wa maketa wa .." ("I lost to you ..")
"Kuyashii-!" (How mortifying!")
"Shoubu wa toki no un .." ("Victory depends on the luck of the day ..")
"Watashi ga makeru nante .." ("How did I lose like that ..")

- Ending
Congratulations!
Marin was the neighborhood bully.
But, that was not always a constant.
There`s no dignity in bullying the weak.
"I`ll punish those bad guys!"

(  Data Arsenal  )  -----------------------------------------------------------

Pre-jump Frames                        :  6 frames
Jump Duration                          :  47 frames

----------------------+-----+------------+-----+--------+-----+-----+--------
| Command              | Grd |   Damage   | Sta | Active | Rec | +Ht | Notes  |
----------------------+-----+------------+-----+--------+-----+-----+--------
Standing LP           |  M  | 10         | 5   | 3      | 2   | +2  |
Standing MP           |  M  | 30         | 7   | 4      | 4   | -1  |
Standing HP           |  M  | 40         | 19  | 9      | 9   | -11 |
Standing LK           |  M  | 10         | 5   | 3      | 2   | +2  |
Standing MK           |  M  | 30         | 6   | 4      | 4   | -1  |
Standing HK           |  M  | 50         | 12  | 7      | 12  | -12 |
Standing Close LP     |  M  | 10         | 5   | 3      | 2   | +2  |
Standing Close MP     |  M  | 30         | 6   | 4      | 3   |  0  |
Standing Close HP     |  M  | 40         | 9   | 7      | 9   | -9  |
Standing Close LK     |  M  | 10         | 5   | 3      | 2   | +2  |
Standing Close MK     |  M  | 30         | 7   | 4      | 7   | -4  |
Crouching LP          |  L  | 10         | 5   | 3      | 2   | +2  |
Crouching MP          |  L  | 30         | 6   | 4      | 4   | -1  |
Crouching HP          |  L  | 40         | 9   | 7      | 9   | -9  |
Crouching LK          |  L  | 10         | 5   | 3      | 2   | +2  |
Crouching MK          |  L  | 30         | 7   | 4      | 7   | -4  |
Crouching HK          |  L  | 50         | 10  | 7      | 11  | -11 |
Jumping LP            |  H  | 10         | 6   | Ground | ——  | ——  |
Jumping MP            |  H  | 30         | 7   | 11     | Gnd | ——  |
Jumping HP            |  H  | 40         | 7   | 7      | Gnd | ——  |
Jumping LK            |  H  | 10         | 8   | Ground | ——  | ——  |
Jumping MK            |  H  | 30         | 9   | 11     | Gnd | ——  |
Jumping HK            |  H  | 50         | 13  | 7      | Gnd | ——  |
Jump Diagonal LP      |  H  | 10         | 6   | Ground | ——  | ——  |
Jump Diagonal MP      |  H  | 30         | 23  | 7      | Gnd | ——  |
Jump Diagonal HP      |  H  | 40         | 2   | 12     | Gnd | ——  |
Jump Diagonal LK      |  H  | 10         | 6   | Ground | ——  | ——  |
Jump Diagonal MK      |  H  | 30         | 10  | 11     | Gnd | ——  |
Jump Diagonal HK      |  H  | 50         | 8   | 7      | Gnd | ——  |
---+------------------+-----+------------+-----+--------+-----+-----+--------
1  | Sailor Punch     |  M  | 50/80/100  | 27  | ——     | 21  | -15 | PRJ
2  | LP Burusera Upper|  M  | 70         | 9   | 21     | 15  | -29 |
   | MP Burusera Upper|  M  | 80         | 9   | 25     | 20  | -38 |
   | HP Burusera Upper|  M  | 100        | 9   | 29     | 25  | -47 |
3  | Pocket Bell      |  M  | 50/80/100  | 25  | ——     | 35  | -26 | PRJ
   |  Flasher         |     |            |     |        |     |     |
---+------------------+-----+------------+-----+--------+-----+-----+--------

(  Movelist  )  ---------------------------------------------------------------

1  Sailor Punch                    qcf + P
2  Burusera Upper                  f,d,df + P
3  Pocket Bell Flasher             When 1/3 life, 360º + K

(  Notes  )  ------------------------------------------------------------------

1  1 durability point.
 - Characters who can crouch to avoid the Sailor Punch: Juri, Marin, Minami,
   Yawara.
2  The MP- and HP-versions can hit an additional time, but normally only one
   hit connects. Getting the second hit involves hitting a jumping opponent.
3  Infinite durability points.
 - Technically Marin`s life has to be at 250, which is a little less than 1/3
   HP (31.25%).
 - The 360º motion becomes more strict the stronger the strength button used.
   With LK you can do a 270º, but MK needs at least 300º. Performing this with
   HK requires a full 360º motion, and even still it is iffy. You might as
   well just perform a 720º to increase the chances of it executing.
 - The running guy cannot be stopped with attacks or projectiles (including
   Ryouko`s Itai~ Muchi). He comes out when Marin places her cell phone to her
   ear. It is possible to interrupt her before that with an attack.
** Marin has no throws.


===============================================================================
 >> MINAMI MIDORIKAWA                           the private schoolgirl / GREEN
                                           "Naniwa no dokonjyou misetaru de-!"
===============================================================================

(  Personal Information  )  ---------------------------------------------------

Name Meaning   :  MIDORIKAWA = "green/river"
Birthplace     :  Osaka/Oosaka
Birthday       :  December 20, 1977 (Tuesday)
Constellation  :  Iteza (Sagittarius)
Age            :  17 years
Occupation     :  Koukousei/Sei-Blume Jyo-gakuen
                  (senior high school student at St. Blume Girl Academy)
Blood Type     :  O type
Height         :  160 cm. (5`3")
Weight         :  45 kg. (99.21 lbs.)
Measurements   :  B/82 W/55 H/83 cm. (32/22/33 in.)
Hobbies        :  Hanshin no ouen (supporting Hanshin)
                  ("Hanshin" refers to the Hanshin Tigers (previously known
                  as the Osaka Tigers) baseball team)
Favorite Food  :  Takoyaki (octopus dumplings)
Dislikes       :  Okama (gay men); when she sees them, she gets irritated

(  Colors  )  -----------------------------------------------------------------

Player 1       :  Green (seifuku, skirt), brown (skirt, hair, shoes, bow),
                  white (socks)
Player 2       :  Orange (seifuku, skirt, socks), purple (skirt, shoes, bow),
                  brown (hair)

(  Quotes + Ending  )  --------------------------------------------------------

- Victory
"Kitaete kii ya!" ("You`ve been trained!")
"Naniwa ga ichiban ya!" ("Naniwa is the best!")
"Shibireru de-!" ("Go to sleep!")
"Yowakute waratte mau." ("Such weak and laughable prancing.")

- Defeat
"Akan .." ("No good ..")
"Kan`nin shite, kousa nya .." ("Please forgive me for crossing you .."
"Naze nan ya .." ("How did you ..")
"Sasuga ni tsuyoi!" ("Truly strong!")

- Ending
The girl from Naniwa gets the last laugh.
Thank you, Minami.
Naniwa`s utter gutsiness!
"The tiger`s anger sleeps!"

(  Data Arsenal  )  -----------------------------------------------------------

Pre-jump Frames                        :  5 frames
Jump Duration                          :  50 frames

----------------------+-----+------------+-----+--------+-----+-----+--------
| Command              | Grd |   Damage   | Sta | Active | Rec | +Ht | Notes  |
----------------------+-----+------------+-----+--------+-----+-----+--------
Standing LP           |  M  | 10         | 5   | 3      | 2   | +2  |
Standing MP           |  M  | 20         | 5   | 8      | 3   | -4  |
Standing HP           |  M  | 40         | 17  | 7      | 16  | -16 |
Standing LK           |  M  | 20         | 5   | 3      | 2   | +2  |
Standing MK           |  M  | 30         | 7   | 6      | 7   | -6  |
Standing HK           |  M  | 50         | 15  | 7      | 0   |  0  |
Standing Close LP     |  M  | 10         | 5   | 3      | 2   | +2  |
Standing Close MP     |  M  | 20         | 6   | 4      | 4   | -1  |
Standing Close HP     |  M  | 40         | 9   | 7      | 9   | -9  |
Standing Close MK     |  M  | 30         | 8   | 4      | 5   | -2  |
Standing Close HK     |  M  | 50         | 11  | 7      | 12  | -12 |
Crouching LP          |  L  | 10         | 5   | 3      | 2   | +2  |
Crouching MP          |  L  | 20         | 7   | 4      | 5   | -2  |
Crouching HP          |  L  | 40         | 9   | 7      | 7   | -7  |
Crouching LK          |  L  | 20         | 5   | 3      | 3   | +1  |
Crouching MK          |  L  | 30         | 9   | 4      | 3   |  0  |
Crouching HK          |  L  | 50         | 12  | 7      | 4   | -4  |
Jumping LP            |  H  | 10         | 6   | Ground | ——  | ——  |
Jumping MP            |  H  | 20         | 7   | 11     | Gnd | ——  |
Jumping HP            |  H  | 40         | 9   | 14     | Gnd | ——  |
Jumping LK            |  H  | 20         | 7   | Ground | ——  | ——  |
Jumping MK            |  H  | 30         | 8   | 11     | Gnd | ——  |
Jumping HK            |  H  | 50         | 9   | 7      | Gnd | ——  |
Jump Diagonal MP      |  H  | 20         | 8   | 11     | Gnd | ——  |
Jump Diagonal HP      |  H  | 40         | 9   | 7      | Gnd | ——  |
Jump Diagonal LK      |  H  | 20         | 2   | Ground | ——  | ——  |
---+------------------+-----+------------+-----+--------+-----+-----+--------
1  | Frankensteiner   | Thw | 90/100     | 1   | 1      | ——  | ——  | KND
2  | Ashita Tenki ni  |  M  | 70/80/100  | 18  | ——     | 34  | -27 | PRJ
   |  Nare-           |     |            |     |        |     |     |
3  | LP Blazer Back   |  M  | 70         | 9   | 7(8)7  | 7   | -22 |
   | MP Blazer Back   |  M  | 80         | 9   | 7(8)7  | 7   | -22 |
   | HP Blazer Back   |  M  | 100,100    | 9   | 7(8)7  | 7   | -22 | -2 if
   |                  |     |            |     |        |     |     | 2nd hits
4  | Kekkou Kick      |  M  | 70/90/110  | 18  | 15     | 18  | -26 |
---+------------------+-----+------------+-----+--------+-----+-----+--------

(  Movelist  )  ---------------------------------------------------------------

1  (frankensteiner)                When close, b / f + MP / HP

2  Ashita Tenki ni Nare-           Press Kick rapidly
3  Blazer Back                     hcf + P
4  Kekkou Kick                     Charge b,f + K

(  Notes  )  ------------------------------------------------------------------

1  Unblockable. Throw switches sides.
2  1 durability point.
 - Characters who can crouch to avoid the Ashita Tenki ni Nare-: Ai, Juri,
   Marin, Minami, Yawara.
 - It is ridiculously difficult to do this with MK, and almost impossible with
   HK. I had to use a turbo-controller to execute the HK-version. The best way
   to pull it off is to alternate pressing MK and HK as fast as possible, with
   emphasis on HK.
3  Minami kicks twice, but she only hits once with the LP- and MP-versions.
   The attack just has two separate hitboxes. The HP-version can hit twice.
4  ——


===============================================================================
 >> RYOUKO (ORYOU) KIORI                                the priestess / YELLOW
                                             "Onago wa, kyou ni kagirimasu .."
===============================================================================

(  Personal Information  )  ---------------------------------------------------

Name Meaning   :  RYOUKO = "refreshing/child"
                  KIORI = "yellow/weave"
Birthplace     :  Kyoto/Kyouto
Birthday       :  February 5, 1976 (Wednesday)
Constellation  :  Mizugameza (Aquarius)
Age            :  18 years
Occupation     :  Nibu Daigakusei/Hinata Bijyutsudaigaku
                  (second section college student at Hinata College of Arts)
Blood Type     :  B type
Height         :  166 cm. (5`5")
Weight         :  47 kg. (103.62 lbs.)
Measurements   :  B/83 W/57 H/85 cm. (33/22/34 in.)
Hobbies        :  Ichiou sadou, kadou (tea ceremony and flower arrangement,
                  for the time being)
Favorite Food  :  Suppon, getemono ippan (Chinese soft-shelled turtle and
                  other general strange things)
Dislikes       :  Anko iri no kashi ippan (pastries with anko (red bean jam)
                  filling generally)

(  Colors  )  -----------------------------------------------------------------

Player 1       :  Yellow (kimono), blue (obi, hair), red (ribbons)
Player 2       :  Purple (kimono), black (obi, hair), red (ribbons)

(  Quotes + Ending  )  --------------------------------------------------------

- Victory
"Mata oideyasu .." ("And welcome ..")
"Okyaku-han do~o suna!" (For the customers!")
"Taishita koto nai wa ne!" ("It`s no big deal!")
"Watashi no kachi ne!" ("I won!")

- Defeat
"Anata, tsuyoi oasmu." ("My you are strong.")
"Katto, kure nase." ("You succeeded in arriving to victory.")
"Kuyashii-!" (How mortifying!")
"Wakarimahen wa .." ("I don`t understand it ..")

- Ending
Dynamite, Oryou!
Only you, super lady!
But, you really are a ladylike girl.
"Please don`t be late for your chastisement~"

(  Data Arsenal  )  -----------------------------------------------------------

Pre-jump Frames                        :  9 frames
Jump Duration                          :  45 frames

----------------------+-----+------------+-----+--------+-----+-----+--------
| Command              | Grd |   Damage   | Sta | Active | Rec | +Ht | Notes  |
----------------------+-----+------------+-----+--------+-----+-----+--------
Standing LP           |  M  | 10         | 5   | 3      | 2   | +2  |
Standing MP           |  M  | 20         | 6   | 4      | 4   | -1  |
Standing HP           |  M  | 40         | 9   | 7      | 9   | -9  |
Standing LK           |  M  | 20         | 5   | 3      | 2   | +2  |
Standing MK           |  M  | 30         | 7   | 4      | 5   | -2  |
Standing HK           |  M  | 50         | 21  | 4      | 0   | +3  |
Standing Close MP     |  M  | 20         | 7   | 4      | 5   | -2  |
Standing Close HP     |  M  | 40         | 12  | 7      | 11  | -11 |
Standing Close LK     |  M  | 20         | 5   | 3      | 2   | +2  |
Standing Close MK     |  M  | 30         | 7   | 4      | 5   | -2  |
Standing Close HK     |  M  | 50         | 12  | 7      | 0   |  0  |
Crouching LP          |  L  | 10         | 5   | 3      | 2   | +2  |
Crouching MP          |  L  | 20         | 7   | 4      | 5   | -2  |
Crouching HP          |  L  | 40         | 12  | 7      | 11  | -11 |
Crouching LK          |  L  | 20         | 5   | 3      | 2   | +2  |
Crouching MK          |  L  | 30         | 7   | 4      | 5   | -2  |
Crouching HK          |  L  | 50         | 12  | 7      | 12  | -12 |
Jumping LP            |  H  | 10         | 6   | Ground | ——  | ——  |
Jumping MP            |  H  | 20         | 7   | 11     | Gnd | ——  |
Jumping HP            |  H  | 40         | 7   | 7      | Gnd | ——  |
Jumping LK            |  H  | 20         | 6   | Ground | ——  | ——  |
Jumping MK            |  H  | 30         | 7   | 11     | Gnd | ——  |
Jumping HK            |  H  | 50         | 7   | 7      | Gnd | ——  |
Jump Diagonal MP      |  H  | 20         | 7   | 11     | Gnd | ——  |
Jump Diagonal LK      |  H  | 20         | 7   | Ground | ——  | ——  |
Jump Diagonal MK      |  H  | 30         | 9   | 11     | Gnd | ——  |
Jump Diagonal HK      |  H  | 50         | 2   | Ground | ——  | ——  |
---+------------------+-----+------------+-----+--------+-----+-----+--------
1  | Back Roll        | Thw | 70/90      | 1   | 1      | ——  | ——  | KND
2  | Quick Assembly   |  M  | 80/90/110  | 18  | 7      | 0   |  0  |
3  | Heart Ken        |  M  | 50/80/100  | 17  | ——     | 25  | -19 | PRJ
4  | LK Katatataki    |  H  | 80         | 17  | 16     | 1   | -10 |
   | MK Katatataki    |  H  | 90         | 17  | 23     | 1   | -17 |
   | HK Katatataki    |  H  | 110        | 17  | 35     | 1   |  0  |
5  | Itai~ Muchi      |  M  | 50/80/100  | 23  | 10     | 4   | -7  |
6  | Naishobanashi    | Thw | 130/170/200| 1   | 1      | ——  | ——  | KND
---+------------------+-----+------------+-----+--------+-----+-----+--------

(  Movelist  )  ---------------------------------------------------------------

1  (back roll)                     When close, b / f + MP / HP

2  Quick Assembly                  f,f + K
3  Heart Ken                       Charge b,f + P
4  Katatataki                      Charge b,f + K
5  Itai~ Muchi                     Charge d,u + P
6  Naishobanashi                   When close, charge d,u + K

(  Notes  )  ------------------------------------------------------------------

1  Unblockable. Throw switches sides.
2  ——
3  1 durability point.
 - Characters who can crouch to avoid the Heart Ken: Juri, Marin, Yawara.
 - If Ryouko is right next to the opponent, her arm may pass through them and
   the projectiles will be thrown behind them.
4  None of the characters are tall enough to be hit with the HK-version during
   Ryouko`s ascension if they are on the ground. She only ends up hitting them
   if they are in the air, or as she is descending.
5  Can negate 1 durability projectiles.
6  Unblockable.


===============================================================================
 >> YAWARA YAMABUKI                                      the grappler / ORANGE
                                                          "Ossu! Makasenasai!"
===============================================================================

(  Personal Information  )  ---------------------------------------------------

Name Meaning   :  YAWARA = "softness"
                  YAMABUKI = "gold coin"
Birthplace     :  Fukuoka
Birthday       :  September 29, 1978 (Thursday)
Constellation  :  Tenbinza (Libra)
Age            :  16 years
Occupation     :  Koukousei/Chikuzen Minami Koutougakkou
                  (senior high school student at Chikuzen South Senior High
                  School)
Blood Type     :  B type
Height         :  152 cm. (5`0")
Weight         :  44 kg. (97.00 lbs.)
Measurements   :  B/80 W/56 H/80 cm. (32/22/32 in.)
Hobbies        :  Buntsuu (exchanging letters)
Favorite Food  :  Hakumai + Misoshiru + Tsukemono
                  (white rice + miso soup + Japanese pickled vegetables)
Dislikes       :  Gaikokujin (foreigners)

(  Colors  )  -----------------------------------------------------------------

Player 1       :  Orange (karategi), blue (hair, steel), red (guards)
Player 2       :  Red (karategi), blue (hair, steel), brown (guards)

(  Quotes + Ending  )  --------------------------------------------------------

- Victory
"Dou suru no?" ("What can I do for you?")
"Gahahaha!" (laughter)
"Kitae-kata ga tarinai ze!" ("You don`t have quite enough training!")
"Ossu!" ("Hey!")

- Defeat
"Anata, saiko- ssu." ("You`re surpreme.")
"Ganbatte!" ("Good luck!")
"Koko made tsuyoi to wa .." ("I was strong until now ..")
"Kono mama de wa!" ("Not like this!")

- Ending
You did it, Yawara!
Next, an Olympic gold medal!
"Everyone altogether strike!"

(  Data Arsenal  )  -----------------------------------------------------------

Pre-jump Frames                        :  6 frames
Jump Duration                          :  42 frames

----------------------+-----+------------+-----+--------+-----+-----+--------
| Command              | Grd |   Damage   | Sta | Active | Rec | +Ht | Notes  |
----------------------+-----+------------+-----+--------+-----+-----+--------
Standing LP           |  M  | 10         | 5   | 3      | 2   | +2  |
Standing MP           |  M  | 20         | 7   | 4      | 5   | -2  |
Standing HP           |  M  | 40         | 16  | 7      | 15  | -15 |
Standing LK           |  M  | 20         | 5   | 3      | 2   | +2  |
Standing MK           |  M  | 30         | 7   | 4      | 5   | -2  |
Standing HK           |  M  | 40,40,40   | 6   | 41     | 4   | -38 | +2 if
                      |     |            |     |        |     |     | 3rd hits
Standing Close LP     |  M  | 10         | 5   | 3      | 2   | +2  |
Standing Close MP     |  M  | 20         | 7   | 4      | 5   | -2  |
Standing Close HP     |  M  | 40         | 9   | 7      | 9   | -9  |
Standing Close MK     |  M  | 30         | 7   | 4      | 5   | -2  |
Standing Close HK     |  M  | 40         | 9   | 7      | 9   | -9  |
Crouching LP          |  L  | 10         | 5   | 3      | 2   | +2  |
Crouching MP          |  L  | 20         | 7   | 4      | 5   | -2  |
Crouching HP          |  L  | 40         | 9   | 7      | 9   | -9  |
Crouching LK          |  L  | 20         | 5   | 3      | 2   | +2  |
Crouching MK          |  L  | 30         | 7   | 4      | 5   | -2  |
Crouching HK          |  L  | 40         | 12  | 7      | 10  | -10 |
Jumping LP            |  H  | 10         | 6   | Ground | ——  | ——  |
Jumping MP            |  H  | 20         | 7   | 11     | Gnd | ——  |
Jumping HP            |  H  | 40         | 7   | 7      | Gnd | ——  |
Jumping LK            |  H  | 20         | 6   | Ground | ——  | ——  |
Jumping MK            |  H  | 30         | 9   | 11     | Gnd | ——  |
Jumping HK            |  H  | 40         | 9   | 7      | Gnd | ——  |
Jump Diagonal MP      |  H  | 20         | 7   | 11     | Gnd | ——  |
Jump Diagonal MK      |  H  | 30         | 7   | 11     | Gnd | ——  |
Jump Diagonal HK      |  H  | 40         | 9   | 7      | Gnd | ——  |
---+------------------+-----+------------+-----+--------+-----+-----+--------
1  | Jumping Slam     | Thw | 180        | 1   | 1      | ——  | ——  | KND
2  | Shoulder Throw   | Thw | 100        | 1   | 1      | ——  | ——  | KND
3  | Hamehame Driver  | Thw | 70/90/110  | 1   | 1      | ——  | ——  | KND
4  | LK Megaton Hip   |Thw/H| 70         | 16  | 20     | 1   | -13 |
   | MK Megaton Hip   |Thw/H| 80,80      | 16  | 27     | 1   | -21 | +3 if
   |                  |     |            |     |        |     |     | 2nd hits
   | HK Megaton Hip   |Thw/H| 100,100    | 16  | 31     | 1   | -25 | -7 if
   |                  |     |            |     |        |     |     | 2nd hits
5  | LP Shichinen     |Thw/M| 80         | 27  | 24     | 1   | -17 |
   |  Goroshi         |     |            |     |        |     |     |
   | MP Shichinen     |Thw/M| 90         | 27  | 29     | 1   | -17 |
   |  Goroshi         |     |            |     |        |     |     |
   | HP Shichinen     |Thw/M| 110        | 27  | 33     | 1   | -17 |
   |  Goroshi         |     |            |     |        |     |     |
---+------------------+-----+------------+-----+--------+-----+-----+--------

(  Movelist  )  ---------------------------------------------------------------

1  (jumping slam)                  When close, b / f + MP
2  (shoulder throw)                When close, b / f + HK

3  Hamehame Driver                 When close, 360º + P
4  Megaton Hip                     When close, 360º + K
5  Shichinen Goroshi               When close, charge d,u + P

(  Notes  )  ------------------------------------------------------------------

1  Unblockable.
2  Unblockable. Throw switches sides.
3  Unblockable. Throw switches sides.
 - The 360º motion becomes more strict the stronger the strength button used.
   With LP you can do a 270º, but MP needs at least 300º. Performing this with
   HP requires a full 360º motion, and even still it is iffy. You might as
   well just perform a 720º to increase the chances of it executing.
4  The Megaton Hip has the property of a throw as that Yawara can`t perform it
   if the opponent is holding back. However after it is executed, the opponent
   can then guard Yawara`s aerial attacks HIGH.
 - The 360º motion becomes more strict the stronger the strength button used.
   With LK you can do a 270º, but MK needs at least 300º. Performing this with
   HK requires a full 360º motion, and even still it is iffy. You might as
   well just perform a 720º to increase the chances of it executing.
 - The MK- and HK-versions are able to hit twice; both on their ascension and
   descent.
5  The Shichinen Goroshi has the property of a throw as that Yawara can`t
   perform it if the opponent is holding back. However after it is executed,
   the opponent can then guard Yawara`s attack MID.
 - Yawara drops to her knees and performs a "kanchou". (This is a game played
   by kids 12 or younger where they sneak up on someone and poke their fingers
   into someone`s butt. It`s similar in spirit to a wedgie.)


--[  Bishoujou 6 - System Dissection  ]------------------[  Pretty Fighter  ]--
_______________________________________________________________________________

The following sections help to break down the game system and mechanics which
are involved in `Seifuku Densetsu: Pretty Fighter´ (PF), and assist both new
and veteran players to further understand the game`s inner workings. I would
say that PF plays similar to `Street Fighter II,´ but that would be an insult
to Capcom. There is really no comparison that I can think of off the top of my
head. PF feels and plays like an unfinished game; as if the budget ran out and
Imagineer just went with that was complete. The game engine has a number of
flaws in it, and there is hardly any value in playing this at a competitive
level. It`s only for fun, if that.

Descriptions concerning movement, controls, and motions should be taken as if
the character is on the 1P (left) side of the screen.

(  Movement: Walking / Jumping  )  ----------------------------------  ( 6.01 )

+-- [  Walking  ] ------------------------------------------------------------+

- Hold forward ( ——> ) or back ( <—— )

Each character can walk forward and backward on the playing field by holding
the joystick. As your character is moving backward, it doubles as a standing
guard which will protect them against any incoming MID and HIGH attacks.

With the inability to dash, PF is not as fast-paced as other fighting games.
Walking is the only ground-based method of mobility to get around the playing
field. Unlike with special move frame data, there is no unit of measurement to
calculate walking speeds. Characters walk at different paces, and some move
much faster than others.

Yawara walks the fastest both forward and backward, so her walking speed is
set as a benchmark to compare everyone else against her:

- FORWARD WALK SPEED (expressed as a percentage of Yawara`s forward speed)
  Yawara                           - 100% speed (1.41s to cross stage)
  Ai, Juri                         - 84% speed (1.68s to cross stage)
  Marin, Minami                    - 82% speed (1.71s to cross stage)
  Kris                             - 77% speed (1.84s to cross stage)
  Keiko                            - 76% speed (1.85s to cross stage)
  Ryouko                           - 71% speed (1.98s to cross stage)

- BACKWARD WALK SPEED (expressed as a percentage of Yawara`s backward speed)
  Yawara                           - 100% speed (1.84s to cross stage)
  Marin, Minami                    - 86% speed (2.15s to cross stage)
  Ai, Keiko, Juri, Kris            - 81% speed (2.26s to cross stage)
  Ryouko                           - 68% speed (2.69s to cross stage)

+-- [  Jumping  ] ------------------------------------------------------------+

- Normal Jump: Tap any upward direction while grounded

Jumping is the direct way to get a character airborne. There is only one type
of jump: normal jumps. After input, the character goes into a pre-jump state
for a number of frames before they leave the ground. Characters are vulnerable
to attacks during the pre-jump frames. If they are hit during, they will go
into standing hitstun.

Jumping either vertically or diagonally lasts the same amount of frames.

After landing from a jump, characters go into landing recovery. These only
last for one frame. It isn`t noticeable because there is no type of different
animation associated with it; characters just land in their normal stance.
During this landing frame the character cannot attack, move, or guard.

- JUMP DURATIONS (expressed in frames; in order by fastest normal jump)
 ------------------+------------------+------------------+------------------
  Character        | Pre-jump         | Normal Jump      | Landing Frames
 ------------------+------------------+------------------+------------------
  Ai, Yawara                 6                 42                  1
  Keiko                      6                 45                  1
  Ryouko                     9                 45                  1
  Juri                       6                 46                  1
  Marin                      6                 47                  1
  Kris                       3                 49                  1
  Minami                     5                 50                  1


(  Attacking  )  ----------------------------------------------------  ( 6.02 )

- Press one of the six attack buttons: LP, MP, HP, LK, MK, or HK

`Pretty Fighter´ utilizes six attack buttons: Light, Medium and Heavy Punch,
and Light, Medium and Heavy Kick. Stereotypically, the 'Light' attacks are
very fast to execute, but do minimum damage. Whereas the 'Heavy' attacks are
powerful, but much slower. 'Medium' is more or less the average of the two.

Basic attacks (sometimes called "normals" or "buttons") are every character`s
standard form of offense. They require no special or complex inputs to execute
(eg - Standing Heavy Punch). These types of attacks vary on their properties
depending on if the character is standing (s), standing close (cl), crouching
(c), jumping (j), or jumping diagonally (jd). Not every attack has alternate
properties when used up close to the opponent as opposed to far away, or while
the character is jumping vertically versus jumping diagonally, but many do.

Button priority when two or more buttons are pressed simultaneously goes as
follows, in this order:
  - Punch has priority over Kick.
  - Light has priority over Medium, which has priority over Heavy.

So if you press Heavy Punch + Light Kick together, you get Heavy Punch. If you
press Medium Kick + Heavy Kick together, you get Medium Kick. If you press all
three Kicks together, you get Light Kick.


(  Guarding  )  -----------------------------------------------------  ( 6.03 )

Guarding is the art of defense, and a highly fundamental part of any fighting
game. Learning to guard properly can make or break a player, and should be one
of, if not the most important tactic to master in the beginning. Guarding an
attack negates most or all of its potential damage.

Characters are able to guard against attacks in two ways:

 ------------------+------------------+------------------+------------------
  Guard Type       | Defensive Input  | Guards Against   | Vulnerable To
 ------------------+------------------+------------------+------------------
  Standing Guard     Hold back          HIGHs & MIDs       LOWs
  Crouching Guard    Hold down-back     LOWs & MIDs        HIGHs

Guarding is accomplished by holding a backward direction (away from opponent)
while your character is not otherwise occupied performing an attack or action.
Guarding correctly places your character in a state called 'guardstun'. The
length of guardstun is irrelevant in PF because it always ends the moment the
character begins their recovery frames after their attack. So if Marin guards
Kris`s Standing Close HP, Marin remains in guardstun for the duration of the
attack`s active frames. As soon as Kris begins her recovery, Marin`s guardstun
ends. Unless an attack has no recovery frames (eg - Keiko`s Crouching HK), the
defending character is at frame advantage after successfully guarding.

Holding back on the joystick as your character is being attacked has them take
up a standing defensive stance which protects them against both MID- and HIGH-
level attacks. (HIGH attacks typically included all jumping/aerial attacks and
overhead-type moves.)

Alternately, holding down-back on the joystick as your character is being
attacked has them take up a crouching defensive stance, which protects them
against both MID- and LOW-level attacks. (This is typically the way you want
to guard most of the time while on the ground.)

Characters are unable to aerial guard in PF.

Odd, but throwing attacks——normal throws, and command throws (eg - Yawara`s
Hamehame Driver)——can be guarded (see section 6.04).

While guarding is a way to protect your character from taking a lot of damage,
there are attacks which will still tick away at the character`s life bar. Most
special moves deal damage even when guarded——this is called 'chip damage'.
Chip damage amounts to about 25% of the damage an attack would have caused if
it wasn`t guarded. Typically basic attacks do not chip. It is possible to
defeat an opponent through chip damage.

PF has 'remote guarding,' meaning that characters take up a defensive stance
whenever the opponent attacks——up to 3/4 screen distance——if they are holding
back on the joystick. Ryouko can be on one side of the screen, and Kris on
the other, and Ryouko will put up a guard every time Kris performs an attack.


(  Throwing  )  -----------------------------------------------------  ( 6.04 )

- When close to an opponent on the ground, b / f + MP / MK / HP / HK

Throws (Nage) are unblockable close range moves that each character (except
Marin) possesses at least one of. Throws can`t be used against opponents who
are caught in either guardstun or hitstun, or actively guarding something.
However as soon as the opponent goes back to neutral stance, they can be
thrown. There are two different types: ground throws, and commnad throws.

All characters are able to perform a ground throw by either pressing back or
forward on the joystick as MP / HP or MK / HK is pressed. (Some characters
have two throws.) You can`t alter the direction in which an opponent is thrown
by pressing back; throws are always done in the direction the character is
facing. (Some characters have throws that automatically switch sides.)

Command throws are throwing techniques that instead have a specific joystick
command rather than just pressing one direction. Ai, Keiko, Ryouko, and Yawara
all have command throws.

Unlike practically every other fighting game, throws in PF can be guarded. In
that if the opponent is holding back/down-back on the joystick——regardless of
if they are guarding something or not——they are unable to be thrown. This
includes both normal throws and command throws. Yes, one of the main reasons
to throw is to break a guard, but that is not possible in `Pretty Fighter´.

Normal throws can`t be escaped. Once a character is grabbed, the damage they
suffer is guaranteed.

- CHARACTER NORMAL THROWS (in order from strongest to weakest)
 ------------------------+------------------------+-------------------------
  Character              | Throw Input            | Damage
 ------------------------+------------------------+-------------------------
  Kris                     Close, b / f + MK / HK   170 / 200
  Ai                       Close, b / f + MP / HP   160 / 200
  Yawara                   Close, b / f + MP        180
  Yawara                   Close, b / f + HK        100
  Minami                   Close, b / f + MP / HP   90 / 100
  Juri                     Close, b / f + HP        90
  Kris                     Close, b / f + MP / HP   90
  Keiko                    Close, b / f + MP / HP   80 / 90
  Ryouko                   Close, b / f + MP / HP   70 / 90

- CHARACTER COMMAND THROWS (in order from strongest to weakest)
 ------------------------+------------------------+-------------------------
  Character              | Throw Input            | Damage
 ------------------------+------------------------+-------------------------
  Keiko                    Close, f,d,df + P        160 / 180 / 210
  Keiko                    Close, b,f + K           150 / 170 / 200
  Ryouko                   Close, charge d,u + K    130 / 170 / 200
  Ai                       Close, press PPP         130
  Yawara                   Close, charge d,u + P    80 / 90 / 110
  Yawara                   Close, 360º + P          70 / 90 / 110
  Yawara                   Close, 360º + K          70 / 80,80 / 100,100

Kris and Ai both have the most damaging normal throws in the game by 20
damage, while Keiko possesses the strongest command throw.


(  Projectiles & Durability  )  -------------------------------------  ( 6.05 )

Projectiles have their own unique value check that occurs whenever different
projectiles collide into one another: durability points.

Durability points (DP) are the hidden amount of strength that projectiles will
carry with them. All projectiles have their own worth that determines how much
power is needed to cancel it. For projectiles in PF, their durability is equal
to the amount of hits they do. Whenever two projectiles collide, they will
mutually deplete durability according to their DP ratings. As durability is
taken away, it also decreases the amount of hits the projectile does in full.
Aside from Marin`s Pocket Bell Flasher, which has infinite durability, all
projectiles in PF only have 1 durability point, so they will always cancel one
another out.

Ryouko`s Itai~ Muchi is unique in that while it is not a projectile itself, it
can nullify projectiles that have 1 durability point.


(  Life Gauge  )  ---------------------------------------------------  ( 6.06 )

The Tairyoku ("vitality") Gauges are the yellow bars placed at the top of the
screen on either side of the round timer——Player 1`s is on the left side and
Player 2`s is the right. Each player`s life gauge begins with a full 800 units
of health. During battle, attacks take away certain amount of life units based
on how they hit the opponent. The red area is how much stamina a character has
lost thus far. Once the entire meter is red, that means all their life points
are gone and the character is defeated. The round goes to the winner.

Ai and Keiko are able to regain life through special abilities.

If the time expires, the character with the most life wins the round. If the
bars are equal, the match is considered a draw and another round will begin.

PF does not follow the typical fighting game rule of thumb of having the
bulkier characters take less damage, and smaller characters take more damage.
All the characters have the exact same amount of 800 vitality, and take the
same amount of damage from attacks.


(  Hitstun / Hitstop / Hit States / Knockdown Gauge  )  -------------  ( 6.07 )

+-- [  Hitstun  ] ------------------------------------------------------------+

'Hitstun' is the counterpart to guardstun: a state that happens to a character
when they are successfully struck with an attack. During this time a character
will reel from an attack after being hit, leaving them vulnerable. Victimized
characters in hitstun cannot do anything. Hitstun length is dependent on the
attack that caused it; stronger attacks tend to inflict a longer hitstun
duration. For example, Juri`s Standing Light Punch causes 8 frames of hitstun,
but her Standing Heavy Kick inflicts 17 frames. Hitting a character while they
are stuck in hitstun results in creating a combo.

The time it takes between when an opponent recovers from hitstun and when your
character recovers from their attack is what develops frame advantages.

+-- [  Hitstop  ] ------------------------------------------------------------+

It usually goes unnoticed, but there is a brief period that happens whenever a
character is hit that causes the game to momentarily freeze for a small number
of frames. This happens in just about every fighting game (except the earlier
`Mortal Kombat´ games), and it is used as an aesthetic to emphasize the force
of the attacks. It is known as 'hitstop,' or sometimes called 'impact freeze'.
This occurs both on hits or guards, but the freeze is longer when a character
takes damage. It can be a minor factor when it comes to timing and execution,
but typically does not effect gameplay too much.

+-- [  Hit States  ] ---------------------------------------------------------+

There are several types of reactions that occur whenever a character is hit
by an attack, whether on normal or counterhit. Most attacks just cause the
character to reel, while others inflict a special effect called a 'hit state'.

PF has only one type of hit state:

- KNOCKDOWN (KND)
  Attacks that send the opponent to the ground. After a moment, characters who
  are knocked down simply rise in place.

+-- [  Knockdown Gauge  ] ----------------------------------------------------+

You may notice in each character`s arts info chart that no basic attacks cause
a KNOCKDOWN hit state. So sweep-type LOW attacks (eg - Crouching Heavy Kick)
will not take the opponent off their feet. Throwing attacks are the only thing
that a player has control over which will send the opponent to the ground.

However, there is another factor which also causes a KNOCKDOWN. There is a
special gauge, which isn`t seen, that depletes whenever a character is hit by
an attack——both normals and special moves. The attack that brings this gauge
to empty will knock the opponent down regardless of how it hits. It can be a
Standing Light Kick, or a Crouching Heavy Punch, or Kris`s Oshiri Boo, for
example——all of which are attacks that would normally not knock an opponent
off their feet. But because of this "knockdown gauge," now it is possible.

The Knockdown Gauge (KDG) is 10 Units long, which applies to all characters.
This is where it gets a little interesting: Regardless of character, special
attack, or button strength, it removes 2 Units from the bar. So a Light Punch
impacts the KDG the same as Marin`s Burusera Upper. However, throwing attacks
(basic and command) do not take away from the KDG since they always cause a
KNOCKDOWN anyway. (Yawara`s Megaton Hip and Shichinen Goroshi each have throw
properties but are not technically throws, so they do lower the KDG.)

A character`s KDG refills over time if no actions are performed. 1 Unit is
replenished every second (60 frames), but -only- if the attacked character is
standing still, and is not stuck in hit- or guardstun. If the character is
moving, crouching, jumping, attacking, or performing special attacks, their
KDG does not fill back up.

In saying that, the Gauge keeps track of the character`s inactive frames that
happen throughout play so that it can refill between the gaps of a character`s
actions. Once 60 of these frames has transpired, the KDG fills that Unit. So
if Marin is standing still for 30 frames, crouches for a while, then stands up
again for another 30 frames, her KDG then fills one Unit.


(  Combos / Links  )  -----------------------------------------------  ( 6.08 )

Combos are created by hitting the opponent with attacks in a succession while
they are caught in hitstun, in such a manner where it is inescapable. While
combos are a solid technique to do guaranteed damage, they should not be
thought of to be the be-all end-all method on defeating the opponent. There`s
a balancing act between solid gameplay and performing efficient and effective
combos to score opportunities against the opponent. Understanding the combo
system is a way to improve being able to unleash stylish and damaging combos.

While that`s all well and good, `Pretty Fighter´ doesn`t believe in combos.
There are pretty much none in the game. Besides the "jumping attack \/ ground
basic attack" ones, there is no solid ways to link together hits and special
moves. The only attacks that give any frame advantage are Light attacks, and
those are only +2. (Minami`s Crouching LK gives +1, and Ryouko`s Standing HK
offers a +3.) Keiko is the absolute -only- character who has a fast enough
attack to link: Standing LP > Standing LP. That`s all you get.

Canceling, you ask? Oh, no no. Technically, yes, you can cancel some normals
into special moves, but it won`t matter. Struck opponents recover so quickly
that there is no way special moves execute in time to catch while in hitstun.


(  Tier Listing  )  -------------------------------------------------  ( 6.09 )

[ - S Tier - ]  [ - A Tier - ]  [ -  B Tier - ]  [ - C Tier - ]  [ - D Tier - ]
Ai Momoyama     Kris Shiratori  Juri Akasaka     Keiko Konno     Yawara Y.
                Minami M.       Ryouko Kiori     Marin Aoki

Popular fighting games sites like Shoryuken.com have not yet, to my knowledge,
gotten around to breaking apart this game. I don`t even believe the `Pretty
Fighter´ games have come up, but if so, I can assume what many has thought
about them. This SNES version is quite bad in comparison to many of the other
great fighters that came out on that platform. Take it for what it is as only
a fun fighter; something that can be played in a "poverty" tournament. Other
than that, if you want to play a somewhat better version of this series, look
up `Pretty Fighter X´ on the Sega Saturn.

Remember: Tier lists are not set in stone and are constantly evolving as new
tech is developed through gameplay. They should simply be looked at as a basic
layout on how some characters stack against others, but by no means are they
undisputed in their rankings. Tier lists also do not take into account certain
character matchups.

[S] AI MOMOYAMA: Standing (Far) HP has insane reach and hitbox, able to hit
from 1/2 screen and counter aerial attacks. Depending on where the opponent is
from Ai, it can arbitrarily switch sides with them, creating a completely
random mix-up on which side Ai will appear on. After it hits and Ai is close,
easily cancel into a Kamikami Crash or throw, allowing for a free Banana Tabe
for life gain.

[A] KRIS SHIRATORI: Oshiri Boo covers a great deal of range, and counters a
lot of jumping attack attempts. Canceling into a Hira Kick on landing gives
Kris a lot of uninterruptible pressure to get in close, which then leads into
a Power Bomb that does twice as much damage as her Shoulder Throw. LP Medical
Shower spam against cornered opponents can inflict a lot of quick damage.

[A-] MINAMI MIDORIKAWA: Abuse Ashita Tenki ni Nare- as much as possible. The
attack has a larger hitbox than it seems. Minami`s leg kick reaches far and
stops a lot of attacks. Piano your fingers across all three kick buttons to
spam her projectile a lot easier.

[B] JURI AKASAKA: HP Guruguru Punch does a lot of damage and is very fast; it
causes Juri to fly across the screen. Juri slides and the ability to avoid
every projectile by crouching gives her easy ways in.

[B-] RYOUKO KIORI: Many moves like Crouching HP/HK and Itai~ Muchi have great
range. Standing MP can stop air attacks and jump-ins. Jump Diagonal HK her
best and strongest aerial attack. Ryouko recovers from a KNOCKDOWN slower than
any other character.

[C] KEIKO KONNO: Nothing too spectacular, so Keiko has to heal as much as
possible. Her`s is sadly not as effective as Ai`s. Her throws make up the bulk
of her damage. HP Oshiripenpen is the strongest single attack in the game.

[C-] MARIN AOKI: Standing LK is fast and reaches fairly far, so can be used to
poke and interrupt. Jumping MK is Marin`s best jump-in attack. The lack of a
throw gives Marin sure way to knock opponents down. Marin can also avoid every
projectile just by crouching.

[D] YAWARA YAMABUKI: Because it`s possible to guard throws, Yawara has a very
difficult time getting good damage. Standing HK is similar to Kris`s Pakkuri
Senpuu Kyaku, except it can`t be used up close to the opponent, which makes it
just a good anti-air. Jumping LK > Seoinage overall Yawara`s best offense.
Yawara can also avoid every projectile just by crouching.


--[  Bishoujou 7 - Miscellaneous Info  ]-----------------[  Pretty Fighter  ]--
_______________________________________________________________________________

(  Special Thanks  )  ---------------------------------------------------------

- Imagineer                                               ( imagineer.co.jp/ )
  They took a chance, making a borderline ecchi fighting game full of uniforms
  and sexual innuendos. There really needs to be a company to pick up a lot of
  these old titles and revive them with stronger engines and better graphics.
  Thanks for making a game that horny guys all over with costume fetishes can
  appreciate. And at least attempting to make the game better with `Pretty
  Fighter X´ a year later.

- Jeff "CJayC" Veasey + GameFAQs                             ( gamefaqs.com/ )
  Still one of the best sites out there for all-game information.
  (GameFAQs : http://www.gamefaqs.com/users/CJayC)


(  Translations  )  -----------------------------------------------------------

< AI MOMOYAMA >
Banana Tabe                        Eating a Banana
Kamikami Crash                     Bite-Bite Crash
Radio Taisou (1)                   Radio Calisthenics
"Wakasa ga saiko- yo!"             "Youth is the best!"

1 "Radio taisou" was a daily ritual performed in Japan each morning from 6:30-
  6:45a, broadcasted on NHK, where the whole country could take 15 minutes to
  group stretch. Schools and some companies still perform this ritual nowadays
  as a form of unity and just basic exercise.

< JURI AKASAKA >
Guruguru Punch                     Round and Round Punch
Juri-sen Fire (1)                  Juri (Folding) Fan Fire
"Number 1 no za wa yuzurenai!"     "I won`t give up the number 1 position!"

1 "Juri-sen" are feathered Japanese folding fans commonly used by female
  dancers who dance on stages at discos.

< KEIKO (KEI) KONNO >
Drink Nomi                         Drinking a Drink
Keibou Boomerang                   Baton Boomerang
Oshiripenpen (1)                   Spanking a Child
Ushirono Shoumen Dare-             Who`s Rear is in Front?
"Hora, watashi ga ichiban deshou?" "Hey, maybe I`ll be number one?"

1 "Penpen" is an onomatopoetic word for a striking.

< KRIS (KURISU) SHIRATORI >
Choushinki Flash                   Stethoscope Flash
Hira Kick                          Flat Kick
Oshiri Boo (1)                     Butt Bonk
Pakkuri Senpuu Kyaku               Snapping Whirlwind Leg
"Kurisu wa yasashii dake janai n dakara .."
                                   "Because I`m not always so kind .."

1 "Boo" is an onomatopoetic word for a buzz or honk sound, such as what would
  be heard when a wrong answer is given on a game show.

< MARIN AOKI >
Burusera Upper (1)                 Burusera Upper
"Makenai wa yo-!"                  "I won`t lose!"

1 "Burusera" is a combination word of "buruma" (bloomers) and "sera-fuku"
  ("sailor uniform") that is a term for lolita pornography in Japan, and shops
  that specialize in selling young girls` used underwear and products, mostly
  to perverted men.

< MINAMI MIDORIKAWA >
Ashita Tenki ni Nare-              May the Weather Be Good Tomorrow/May
                                   Tomorrow Be Fine/Tomorrow it Will Be a
                                   Beautiful Day
Kekkou Kick                        Splendid Kick
"Naniwa no dokonjyou misetaru de-!" (1)
                                   "I`ll show you the utter gutsiness of
                                    Osaka!"

1 "Naniwa" is what Osaka used to be called before the name officially changed
  around 1496. Derivations of the old name are still used for districts in
  central Osaka such as Naniwa and Namba.

< RYOUKO (ORYOU) KIORI >
Heart Ken                          Heart Fist
Katatataki                         Shoulder Massage
Itai~ Muchi                        Painful Whip
Naishobanashi                      Secret Talk
"Onago wa, kyou ni kagirimasu .."  "As long as there are women in the
                                    capital .."

< YAWARA YAMABUKI >
Shichinen Goroshi                  Seven Years` Murder
Hamehame Driver (1)                Plunging Driver
"Ossu! Makasenasai!" (2)           "Yo! I`ll defeat you!"

1 "Hamehame" is actually a vulgar term for having sex. The "softer" definition
  of it is to plunge.
2 "Ossu" is a form of greeting between fighters.


(  Stages  )  -----------------------------------------------------------------

- Aomori (Marin Aoki`s stage)
  Marin`s stage is set cliffside of the Sea of Japan, similar to Haohmaru`s
  stage in `Shin Samurai Spirits: Haoumaru Jigoku Hen´ (Samurai Shodown II).
  (This scene is derived from the legendary "Battle at Ganryuu Isle" between
  Musashi Miyamoto and Kojirou Sasaki.) Waves crash against the rocks to
  splash up every other second.

- Hiroshima (Ai Momoyama`s stage)
  Ai`s stage is set beside the Ota River. The skyline is in the background,
  along with a destroyed four-story building (apparently a reference to WWII
  when Roosevelt dropped the atomic bomb on the city).

- Hokkaidou (Kris Shiratori`s stage)
  Kris`s stage is set on the snowy rooftop of a clock tower. A large clock
  appears in the middle of the stage, showing the time at 2 o`clock. The
  background is filled with other buildings, including a "HOTEL."
  (Kris` stage location changes to Sapporo, where she is actually from, in
  `Pretty Fighter X´.)

- Kyoto/Kyouto (Ryouko Kiori`s stage)
  Ryouko`s stage is set on the wooden porch of a temple. A second temple, the
  Kiyomizu-dera, is seen in the background, built high above a forest canopy.
  Mountains cover the background along with the orange sky of the setting sun.

- Nagoya (Keiko Konno`s stage)
  Keiko`s stage is set in front of a pachinko (Japanese pinball) arcade. The
  large vertical red banners with the white kanji on the right of the doors
  and the flower signs read "Shinsou Kaiten" (Remodled Grand Opening). The red
  signs with yellow kanji read "Shindai Irekae" (New Machine Replacement).

- Osaka/Ousaka (Minami Midorikawa`s stage)
  Minami`s stage is set upon a roof. Behind the large "Dotonbori" neon sign
  are a few buildings. (Dotonbori is a large scale downtown along the south
  bank of the Dotonbori-gawa Canal. Osaka is known as the gastronomists` town,
  and thus the entire area of Dotonbori is thronged with an unbelievable
  number of restaurants and amusement facilities.)

- Tokyo/Toukyou (Juri Akasaka`s stage)
  Juri`s stage is set in the middle of a dance club. Rainbow-colored blinking
  lights line the walls and the ceiling. Silhouettes of people are seen in the
  background. A large psychedelic "Pretty Fighter" billboard with the game`s
  logo is upon the far back wall.

- Fukuoka (Yawara Yamabuki`s stage)
  Yawara`s stage is set inside of a baseball stadium. Advertising names are
  seen along the perimeter as plays on actual companies (including LAWZON/
  LAWSON, Nisan/Nissan, Ganon/Canon, and Tohiba/Toshiba). The dome is open to
  see the sky in the middle. A large "Pretty Fighter" logo billboard is upon
  the far back wall.


(  Allusions  )  --------------------------------------------------------------

`Pretty Fighter´ has a plethora of allusions and references toward many of the
names and attacks used. Some of them might be a little difficult to notice due
to being either historical or obscure. This section explains some of the ones
that have been discovered:

- All characters
  * If you haven`t noticed, all the characters correspond to a specific color
    both in their surnames and attire. For example, Kris`s last name is
    'Shiratori,' which means "white swan," and she is dressed in all white as
    a nurse. Juri`s last name is 'Akasaka' meaning "red hill," and she is clad
    in red bodycon and has a fire attack. Not all are as direct, such as Ai
    whose last name is 'Momoyama' which means "peach mountain," but her color
    is pink. Though it could be argued that some peaches are pink instead of,
    well, peach.

- Ai Momoyama
  * "Momoyama" is an allusion to the Azuchi Momoyama period when Hiroshima was
    first founded (where Ai is from). This city is said to have originated in
    Tensho 17 (1589 AD) when Terumoto Mouri began building a castle at the
    mouth of the Ota River for its convenient access to both water and land
    transportation, and called the area "Hiroshima."

- Juri Akasaka
  * "Juri" is reference to "Juliana`s [Tokyo]," which was the name of a disco
    club that existed from 1991 to 1994. It was produced by Masahiro Origuchi,
    who later left to help launch Velfarre, another club that became vastly
    popular, earning him the title "emperor of discos."
    "Juliana`s Tokyo" is still commonly seen on trance and disco CDs in Japan,
    broadcasting the types of music that was played at the venue.

  * Juliana`s Tokyo was famous for its dance platforms (otachidai), which was
    mainly used by office ladies dressed in "bodycon"——sexually flattering
    clubwear——who acted as amateur go-go dancers. The white-feathered folding
    fans was also a trademark of dancers at Juliana`s. Juri is an office lady
    who only goes to discos with otachidai, and dances with a folding fan too.

  * "Akasaka" is a district in Tokyo that features a large variety of hostess
    bars, geisha clubs, and dance houses. Many provide stages for "otachidai-
    girls" to show off their form-fitting, one-piece outfits and fan dance to
    80s-90s music. Akasaka is often considered as a red-light district, along
    with Roppongi.

- Keiko Konno
  * Nagoya is where pachinko originated after World War II. Keiko`s stage is
    in front of a pachinko parlor.

- Minami Midorikawa
  * "Minami" is the name of Osaka`s most popular entertainment and shopping
    district, located around Namba Station. It offers an abundant amount of
    dining places as well. Attractions include Shinsaibashi Shopping Arcade,
    Amerikamura ("America Village"), Den-Den Town (discount electronics),
    Dogusujiya (non-edible restaurant supplies), and the popular Kani Doraku
    crab sign in the colorful Dotonbori entertainment district.

  * "Ashita Tenki ni Nare-" is the name of a Japanese romance comedy. (It`s
    also the name of a golfing manga.) The promotional poster for the show
    features a woman——the weathergirl main character——kicking her high heel
    shoe off her foot into the air. The title is a play on the phrase "may
    things get better later on". This is really a backward allusion because
    this show came out in 2003——nine years after this game.

- Ryouko Kiori
  * Wondered why that "Oryou" is there instead of her real name? This might be
    an allusion to how Ryouko takes after Oryou Narasaki (1842-1913), the wife
    of famous Japanese revolutionary Ryoma Sakamoto. Narasaki is an example of
    an independent strong woman whose stories defy the stereotypes of women
    during that time.

- Yawara Yamabuki
  * Yawara is based off Yawara Inokuma, a character from the judo-themed manga
    called "YAWARA!" back in 1986. It was published in a weekly magazine "Big
    Comic Spirits". It later became an 124-episode television anime that ended
    in 1992. The manga ended in 1993.

  * Yawara is also based off Ryouko Tamura, a famous judoka born September 6,
    1975 in Fukuoka (where Yawara is from). She is commonly known as "Yawara-
    chan" because of the manga. Since she won the International Women`s Judo
    Championships in 1990, Ryouko has gone on to win the event every year. She
    has a record seven world titles and she brought home the 48kg-category
    gold medal from Sydney Olympics in 2000 and the Athens Olympics in 2004.
    Other female judo fighters in video games (eg - Ryouko Izumo from `World
    Heroes´) are also loosely based on Tamura.

  * Yawara`s stage, the baseball diamond, is not really an allusion but maybe
    more of an odd and freaky coincidence? Ryouko married Yoshitomo Tani in
    2003, a fellow Olympian and professional baseball player for the Yomiuri
    Giants. However, PF was made nine years earlier in 1994. Was Ryouko with
    Yoshitomo since way back then? Even still, Yoshitomo`s professional debut
    was in 1997 with the Orix Blue Wave, so there`s no way Imagineer could
    have known he`d be a baseball star in three years, right? Very strange.


(  Seiyuu Information  )  -----------------------------------------------------

The following is a listing of each character`s seiyuu (voice actress), along
with some of the other characters they have given voice to (if applicable).
Many seiyuu have done hundreds of voices, so the titles listed below are from
anime/games that are some of their better known roles. Each seiyuu is listed
in alphabetical order by their surname:

- IIJIMA YOUKO (voice of ("Ryouko Kiori")

- KIJIMA SACHIKO (voice of "Ai Momoyama")

- KUBOYAMA MIHO (voice of "Juri Akasaka")

- KUMADA HISAKO (voice of "Marin Aoki")

- NOMURA YOUKO (voice of "Minami Midorikawa")

- SATOU YURI (voice of "Kris Shiratori")
  Ikuko (Rei Rei)
  Naomi (Devil Lady (TV))
  Schoolgirl A (Dirty Pair Flash)
  Shiori Minamino (Yu Yu Hakusho: Ghost Files (TV) (eps 101-112))

- WATABE NAOMI (voice of "Keiko Konno")


(  Revision History  )  -------------------------------------------------------

v. 6.0  //  2015.07.29
- I ended up creating a LUA script for scrolling input display and to show the
  Knockdown Gauge meter, based on work by Dammit9x. Through this project I did
  learn a bit on how to write up LUA code, so this might very well help me on
  future gaming and frame data projects for my FAQs! The hardest part was
  finding out where all these tricky RAM codes are, but a tutorial over at SRK
  helped with that as well. Now I`m in business! With this newfound data I was
  able to update some information about the Knockdown Gauge as far as how it
  behaves. Changed the way I list damage to correspond how it is found in some
  guide books and the SRK wiki pages. Finally added all the translations for
  the quotes and endings.

v. 5.0  //  2015.06.01
- Consolidated much of the special move frame data into one line that only had
  differences in damage, cutting down on a lot of repeated data. The System
  Dissection area completed as well to break down the game. A lot of the info
  is fairly basic; PF does not have a lot going for it as far as gamebreaking
  system mechanics. So it can be picked up and played without having to learn
  a great deal.

v. 4.0  //  2015.05.21
- Wait, what? Frame data?! For this horrible game? Yeah, for whatever reason,
  I decided to personally gather and include all the normal and special move
  frame data for this game. Because who knows, maybe this game will totally be
  played competitively one day. *Insert laugh track here.*
  One of my biggest surprises to see was just how horrible this game treats
  frames. Outside of Light attacks (which is only a measly +2), NOTHING gives
  a character frame advantage. Not a thing. (Okay, so maybe Ryouko`s Standing
  HK gives +3, but whatever.) There are no links, and only a small handful of
  cancels. On top of that, no normal attack will knock an opponent down (ie -
  Crouching Heavy Kick). What you basically have is Rock`em Sock`em Robots
  with boobs. A poking and attack spam fest to see who can do it better. There
  is a "tier" list, but it`s mostly useless and basically boils down to who
  has the best recovery times.
  A lot of information is still missing, like the system dissection and the
  win quotes.

v. 3.0  //  2013.03.02
- Updated and corrected a lot of information; so much it deserved a complete
  version and a half update. Fixed the overall format of the guide to a more
  crisp-looking outlook, and added the suggested tier listing.

v. 1.2  //  2011.03.12
- Corrected a couple of the translations since I`m working on the Pretty
  Fighter X FAQ.

v. 1.0  //  2009.06.17
- A couple of corrections made to some character info. Translation details
  also added for a few moves on their meanings.

v. 0.5  //  2009.01.23
- Minor changes here and there, as well as corrections in spelling. Fixed a
  bit of Minami`s information too.

v. 0.0  //  2009.01.22
- My first LoLFAQ. Why called that? Because I actually started laughing when I
  started to write it. And you should too, since I wasted my time and now you
  are doing the same thing by reading this. LoLFAQs are dedicated to the games
  that absolutely, under no circumstances deserve to be played for anything
  other than laughs. `Pretty Fighter´ is bad——really, really bad. But to be
  fair it was made during that fun-filled period when a lot of Street Fighter-
  clones were popping up like weeds. Some were good, but sadly this game is on
  the bad side of the spectrum. I might write up a few more LoLFAQs based on
  other "poverty fighters" one day, but this game definitely deserved one.


(  Final Note  )  -------------------------------------------------------------

Oss`!
I bought this SFC version while I was in Japan in 2008, mainly because I owned
`Pretty Fighter X´ on the Saturn. So I wanted to play the first installment of
the series just to see its roots. But wow, what an upgrade PFX is over its
predecessor——in almost every possible way. `Pretty Fighter´ almost seems like
an unfinished game at times. Awkward hitboxes, no real degree of stun for when
attacks hit or are guarded, and some of the button tapping special moves seem
near-impossible to execute. However, it still deserved a FAQ since no one else
will write one. This is in no way the prettiest ("hurh hurh") fighting game
that was ever made, but at least Imagineer made a much playable sequel for the
Sega Saturn. Let`s be honest though: the main focus is to watch a bunch of hot
girls beat each other up while dressed in stereotypical sexy uniforms.

  Have something to say about the game or this FAQ you want me or others to
  know? Find any of the above information wrong or misleading? Or maybe you
  have info or extras to add onto what`s posted. Whatever the case is, feel
  free to send it! Anything that is posted within the FAQ, you not only get
  full credit. Oh no no! You also receive unauthorized bragging rights that
  give you the Almighty-given gift of annoying the hell out of people with.
                                         .. By the way, thanks for reading!

  Sayounara, adios, ciao, xie xie, au revoir, and all that other crap.  ^_^
                                             - shouji <[email protected]>
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 | `I was born Irish-Catholic, but now I`m an American. Yanno, you grow.´  |
 |                                                         - George Carlin |
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