_ _
, `
_ _ _ \
___ , ` ,-- ` - |
, \ ' | | | |
| | ' , - ,- - - - - - | |
| | , , ` ' ' | |
| |. , , , ' ' | |
| |,- - - , , >- - - - - -< | |
| ` , , ' ' \__
| ` , < ' ' _ _ _ _ _ _ _
| _ _ _ | , ` `- - -, - - - |_ _ _ _ _ _ _|
\__, ` | , | , ` _ _ _ _ _
' |, ,` , , ` , `
_ , , , / / ` / _ \
, `--- , , ' () ' ' , .
/ | , / / _ ' , ` _ / ` - , '
` \ , ," ` \ , , ,
` _ _ _ _ _ _,`- / , - - - , .
| , . ,_ _
`-- -- ' `
` '
` _ _ _ _ _ /
Ranma ½ - Datou, Ganso Musabetsu Kakutou-ryuu!
(Overthrow of the Indiscriminate Fighting Style)
PC Engine Super CD-ROM², by Masaya/NCS (1992)
FAQ v1.0
Last Updated on May 12 2001
By Ryouga (
[email protected])
_______________________________________________________________________________
_______________________________________________________________________________
[Legal Disclaimer]
This document is Copyright 2001, Ryouga (
[email protected]) and may not
be reproduced in any form without permission. Furthermore, this document may
not be altered, edited, or sold without approval. If these terms are violated,
proper legal action will be taken.
Webmasters: If you want to use this document on your site, e-mail me and ask.
I'm always happy to let people use my work, so long as they've been given
permission. Any site found to be using this document without consent will be
asked to remove it or suffer legal consequences.
This document is unofficial and is in no way affiliated with any company.
_______________________________________________________________________________
_______________________________________________________________________________
[Index]
(I) [Introduction]
(II) [Controls]
(III) [Menus]
(IV) [Story Mode]
(V) [Versus Mode]
(VI) [Secrets]
(VII) [FAQ]
(VIII) [Acknowledgments]
_______________________________________________________________________________
_______________________________________________________________________________
(I) [Introduction]
- Story -
The perverted martial arts master. Happousai, has escaped from his mountain
prison after being trapped there by his students Soun and Genma so many
years ago. To beat the old letch, Ranma must master the power of the
"Heavenly Dragon Ascension Wave", or 'Hiryuu Shouten Ha'. With this new
power, it's up to Ranma to knock some sense into the old man, as well as
anyone else that gets in his way!
- Features -
Ranma ½ - Datou, Ganso Musabetsu Kakutou-ryuu! is a Japanese one-on-one
fighting game that features many characters from the popular Ranma ½ anime
and manga, and is the third and final Ranma ½ game for the PC Engine CD
console. There is a one-player Story Mode that revolves around Ranma, as
well as a two-player Versus Mode that allows the other characters to be
played as.
_______________________________________________________________________________
_______________________________________________________________________________
(II) [Controls]
- Basics -
D: Down DF: Down-Forward
U: Up DB: Down-Back
F: Forward UF: Up-Forward
B: Back UB: Up-Back
Attack: I button
- Pressing the I button once will attack once, but most characters can
attack multiple times in a row by pressing the I button several times.
Jump: II button
- Pressing the II button will jump straight up into the air. Use this
with Left and Right to jump in those directions.
- Some characters jump in different ways if the II button is used with
Down-Forward or Down-Back.
- Other Moves -
Special Move: Select button
- Each character has a unique Special Move, which are listed later on.
- Ranma's Special Move in the Story Mode is to switch between his male
and female bodies. Each Act, with the exception of Act II, has two
endings depending on if Ranma is in male or female form.
- Ranma's attacks deal more damage in male form, but he is faster in
female form.
(Note: Ranma must stay female in Act II, so the Select button isn't used)
Special Attack: Charge Attack (release)
- Every character has a unique Special Attack that can be used by charging
the Attack button, then releasing it at anytime.
- The charge can be seen on the character's Vitality gauge. At maximum
charge, the character's Vitality gauge will flash.
- The longer the charge time, the more hits and damage the Special Attack
will deal.
- If a character is knocked down, they will lose their charge.
Block: Back/Down-Back
- Block oncoming high or low attacks by holding Back or Down-Back,
respectively.
- It is possible to block attacks while in the air by holding Back.
- Characters still take minimal damage while blocking.
Throw (close): Attack
- Some characters can throw another character by pressing the Attack button
when standing right next to them.
- Throwing deals a very high amount of damage and cannot be blocked.
(Note: Only Ranma, Ranma-chan, and Ryouga can throw.)
_______________________________________________________________________________
_______________________________________________________________________________
(III) [Menus]
- Story Mode -
- Play as Ranma through 9 Acts of fighting. Animated cinemas play before
and between Acts.
- If Ranma runs out of Vitality in the meter at the bottom of the screen,
he loses a life and must start the current fight over.
- If Ranma runs out of Lives, he can continue from the beginning of the
Chapter or let the continue timer count down to receive a Password for
that Chapter.
- Each Act, with the exception of Act II, has two endings depending on
if Ranma is in male or female form.
- After every two Acts, Ranma will have the option of playing a game of
cards against the Gambling King to win an extra life. See the end of
(IV) Story Mode for mode information on the Card Battle.
- For Ranma's controls and attacks, see his profile in the Versus Mode
section.
- KAO Password -
- Enter a password to continue at the start of any Act by switching the
head, body, and legs of the Ranma characters. Each character has
different number or letter in the corner of their head/body/legs picture
to make it easier to remember passwords.
- If an incorrect password is entered, an error message will appear.
- Versus Mode -
- Play a one-on-one match between two characters using two controllers.
_______________________________________________________________________________
_______________________________________________________________________________
(IV) [Story Mode]
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[Act I]
__________________________________________________________________________
| Happousai | Vitality: ****** |
|--------------------------------------------+-----------------------------|
| Happousai will start by leaping around while tossing buckets and basins |
| that bounce around the screen. These can be destroyed with a single |
| attack, or blocked to simply stop their bouncing. |
|--------------------------------------------------------------------------|
| When Ranma is in female form, Happousai may grab onto his chest and |
| slowly drain his Vitality gauge. Press the control pad and buttons |
| rapidly to shake him off. |
|--------------------------------------------------------------------------|
| Happousai will also slide bars of soap along the ground which will trip |
| Ranma if he steps on them. These can be jumped over easily. |
|--------------------------------------------------------------------------|
| An easy way to beat Happousai is to charge up Ranma's attack gauge to |
| maximum, then wait for Happousai to jump towards Ranma. Release the |
| Attack button just as Happousai is at mid-level, and Ranma will unleash |
| a full Kachuu Tenshin Amaguriken on him. Even if he blocks all of the |
| hits, this will still deal a lot of damage and not give Happousai a |
| chance to counterattack. |
|--------------------------------------------------------------------------|
| When Happousai has lost two bars of his Vitality, he will use the art of |
| Bathhouse-Fu. He will make a bunch of buckets appear on the screen, then |
| leap off the top of the screen with them. Happousai can't be hit while |
| starting the Bathhouse-Fu. |
|--------------------------------------------------------------------------|
| Buckets will then rain down and bounce around the screen. It's better to |
| block than attack them since there are too many to hit without getting |
| damaged yourself. |
|--------------------------------------------------------------------------|
| Eventually, one bucket will pause in mid-air and Happousai will kick |
| rapidly out of the side. Pummel that bucket to damage Happousai and |
| break the bucket. |
|--------------------------------------------------------------------------|
| Happousai will continue using Bathhouse-Fu until he is defeated. |
|__________________________________________________________________________|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[Act II]
In Act II, Ranma-chan fights Kodachi using Martial Rythmic Gymnastics. The
controls for this Act are different from the others:
[Normal Attacks]
Club Combo: Attack, Attack, Attack
(Club Jab, Club Jab, Overhead Club Bop)
Ball Throw: U+Attack
[Crouch Attacks]
Weapon Combo: Attack, Attack, Attack
(Club Jab, Club Jab, Hoop Sweep)
[Air Attacks]
Ball Bounce: Attack
Downward Club Smash: D+Attack
- Ranma's Kachuu Tenshin Amaguriken special attack remains the same, but
attacks with a flurry of club strikes instead of punches.
- Ranma cannot switch to his male body in this level, so the Select button
does nothing.
__________________________________________________________________________
| Kodachi | Vitality: ******* |
|--------------------------------------------+-----------------------------|
| Kodachi will begin with close-up club and hoop strikes, and will throw |
| balls from a distance. She will frontflip and backflip a lot to avoid |
| attacks, so timing is important. |
|--------------------------------------------------------------------------|
| When Kodachi has lost one bar of her Vitality, she will toss hoops |
| across the screen, which will occasionally arc back across the screen |
| diagonally. |
|--------------------------------------------------------------------------|
| When Kodachi has lost two bars of her Vitality, she will toss waves of |
| five twirling clubs across the screen. When she stands still with her |
| arms crossed and makes a 'whoosh' sound, she is about to throw them. |
| These can be easily dodged with a frontflip. |
|--------------------------------------------------------------------------|
| When Kodachi is down two her last two bars of Vitality, she will begin |
| to charge up for her Senjyo Konboumida Reuchi, which is a flurry of |
| close-range club strikes, similar to Ranma's Kachuu Tenshin Amaguriken. |
| If her charge gauge is nearly maximum, keep a safe distance. |
|__________________________________________________________________________|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[Act III]
The fight against Ukyou takes place on a large grill arena. The darker parts
of the floor on the far left and right are dangerous; do not crouch while
standing on them or Ranma will leap into the air and yell while taking some
damage. Ukyou is not affected by these floors.
__________________________________________________________________________
| Ukyou | Vitality: ******** |
|--------------------------------------------+-----------------------------|
| Ukyou will start with close range spatula swipes, as well as waves of |
| small spatula projectiles. If she tosses two waves in succession, she |
| will then toss an small okonomiyaki straight across the screen. If Ranma |
| is hit by the okonomiyaki, he will yell and rub his eyes for a moment. |
| Ukyou is also constantly rolling around, so time hits accordingly. |
|--------------------------------------------------------------------------|
| When she has lost most of her first bar of Vitality, Ukyou will toss |
| huge oil brushes along the ground, which will knock Ranma down. |
|--------------------------------------------------------------------------|
| When she has lost two Vitality bars, Ukyou will begin to use her Tenkasu |
| Kanshakudama Mikkusu, where she will toss an exploding mixture from a |
| pot. The explosion will hit multiple times up close. Ukyou will continue |
| using all these attacks until she is beaten. |
|__________________________________________________________________________|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[Act IV]
__________________________________________________________________________
| Ryouga | Vitality: ********** |
|--------------------------------------------+-----------------------------|
| Ryouga will begin by leaping around while kicking low and striking with |
| his umbrella in the air. |
|--------------------------------------------------------------------------|
| When Ryouga has lot two of his Vitality bars, he will start charging for |
| his Kasa Tsuki, where he will slide along the ground while jabbing |
| rapidly with his umbrella. Watch his charge gauge and keep a safe |
| distance, then flip through his attack and strike him from behind. |
|--------------------------------------------------------------------------|
| When Ryouga has lost three of his Vitality bars, he will begin to |
| backflip and slide around the ground. He will also use a punch combo up |
| close, and sometimes throw. |
|--------------------------------------------------------------------------|
| When Ryouga has lost five of his Vitality bars, he will start using his |
| Tobi Kasa Tsuki, where he will drop from the air on his umbrella. Stay |
| clear from underneath him to avoid this attack. |
|--------------------------------------------------------------------------|
| When Ryouga has lost six of his Vitality bars, he will double-slash with |
| his belt up close. He will also use his Bandana Nage in the air, which |
| will throw five twirling bandanas a short distance before they arc back |
| and off the screen. |
|__________________________________________________________________________|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[Act V]
In this Act, the jungle background of Kouchou's office will wrap around, so
there are no corners to be trapped in.
__________________________________________________________________________
| Kouchou | Vitality: ******** |
|--------------------------------------------+-----------------------------|
| Kouchou will start by leaping around while jabbing with his shearers and |
| lobster claw. |
|--------------------------------------------------------------------------|
| When Kouchou has lost two of his Vitality bars, he will start charging |
| for a fierce Claw Swipe, which he will mostly use while jumping. |
|--------------------------------------------------------------------------|
| When Kouchou has lost five of his Vitality bars, he will stomp the |
| ground and cause a shower of lobster to fall to the ground. These |
| lobsters will leap around to hit Ranma, but can be knocked away with a |
| single attack. Kouchou will also toss coconuts from a distance. |
|__________________________________________________________________________|
After Kouchou is beaten, a cinema will play, and then Ranma will fight Kunou
with his Vitality refilled.
__________________________________________________________________________
| Kunou | Vitality: ********** |
|--------------------------------------------+-----------------------------|
| Kunou will leap around while jabbing with his bokken. |
|--------------------------------------------------------------------------|
| When Kunou has lost four of his Vitality bars, he will start to charge |
| for his Asherazuki, where he will strike rapidly with his bokken. Watch |
| his charge meter and keep a safe distance, since he will use it only |
| when he knows he will hit. |
|__________________________________________________________________________|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[Act VI]
__________________________________________________________________________
| Mousse | Vitality: ********** |
|--------------------------------------------+-----------------------------|
| Mousse will start by flipping across the ground, and use kick and |
| weapon combos up close. He will also use his Keiran Ken technique from a |
| distance to throw several exploding eggs. Mousse stalls for a moment |
| before throwing the eggs, and can be attacked then |
|--------------------------------------------------------------------------|
| When Mousse has lost three of his Vitality bars, he will begin charging |
| for his Wild Knife Strike, where he will strike rapidly with knife jabs. |
| Watch his charge meter and keep a safe distance since he will pull off |
| the attack at any time. |
|__________________________________________________________________________|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[Act VII]
__________________________________________________________________________
| Happousai | Vitality: ********** |
|--------------------------------------------+-----------------------------|
| Happousai will start with hopping pipe and hammer strikes. He will also |
| toss fireballs upward up close, as well as diving flame kicks and rising |
| flame headbutts. |
|--------------------------------------------------------------------------|
| When he is attacked up close, Happousai will counter with his Pipe Spin |
| technique, which will toss Ranma into the air, then hard to the ground. |
| Avoid attacking up close too much since this deals quite a bit of |
| damage. |
|--------------------------------------------------------------------------|
| When Ranma is in female form, Happousai may grab onto his chest and |
| slowly drain his Vitality gauge. Press the control pad and buttons |
| rapidly to shake him off. |
|--------------------------------------------------------------------------|
| An easy way to beat Happousai is to charge up Ranma's attack gauge to |
| maximum, then wait for Happousai to jump towards Ranma. Release the |
| Attack button just as Happousai is at mid-level, and Ranma will unleash |
| a full Kachuu Tenshin Amaguriken on him. Even if he blocks all of the |
| hits, this will still deal a lot of damage and not give Happousai a |
| chance to counterattack. |
|--------------------------------------------------------------------------|
| When Happousai has lost four Vitality bars, he will toss Happou Daikarin |
| bombs, which explode over a huge area. Before he throws the bomb, he |
| will wind up for a second, and this is the best time to rush towards him |
| and attack. |
|__________________________________________________________________________|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[Act VIII]
In this Act, Ranma trains against Ryouga to learn the Hiryuu Shouten Ha
technique. When the background changes to a reddish flame, hold Attack and
charge to maximum, then hold Up and release Attack to perform the Hiryuu
Shouten Ha.
__________________________________________________________________________
| Ryouga | Vitality: ************ |
|--------------------------------------------+-----------------------------|
| Ryouga will start by flipping and sliding around, using kick combos up |
| close. |
|--------------------------------------------------------------------------|
| When Ryouga has lost seven Vitality bars, he will begin charging for his |
| Bakusai Tenketsu, which sends a tremor along the ground and a spray of |
| rocks into the air. Watch his charge gauge, and be sure to jump before |
| the rocks get sprayed. |
|--------------------------------------------------------------------------|
| When Ryouga has lost all but three of his Vitality bars, the background |
| will change to a reddish battle aura. Now is the time to use Ranma's |
| Hiryuu Shouten Ha! Charge the Attack button until Ranma's attack gauge |
| is flashing at maximum, then hold Up and release Attack when Ryouga is |
| near. Ryouga will be defeated and a cinema will play. |
|--------------------------------------------------------------------------|
| If Ryouga isn't beaten using the Hiryuu Shouten Ha, Cologne will smack |
| Ranma with her staff and the battle will start over. |
|__________________________________________________________________________|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[Act IX]
In this Act, Ranma must fight Kouchou, Kunou, and Mousse all in a row. Fight
each of them until the background turns to a reddish flame, then perform the
Hiryuu Shouten Ha to dispose of them. Ranma regains around two Vitality bars
between each fight. Losing a life will make Ranma go back one opponent, while
continuing will start Ranma at Kouchou.
__________________________________________________________________________
| Kouchou | Vitality: ******** |
|--------------------------------------------+-----------------------------|
| Kouchou will start by throwing exploding pineapples and rolling on the |
| ground. He will also perform kick combos up close, and toss shearers |
| from long range. |
|--------------------------------------------------------------------------|
| When Kouchou has lost two Vitality bars, he will begin charging for his |
| Shearer Frenzy, where he slashes rapidly with his shearers up close. |
| Watch his charge gauge and keep a safe distance to avoid this. |
|--------------------------------------------------------------------------|
| When Kouchou has lost four Vitality bars, the background will turn to a |
| reddish flame. Charge up and use the Hiryuu Shouten Ha to blow Kouchou |
| away, regain some Vitality, and immediately fight Kunou. |
|__________________________________________________________________________|
__________________________________________________________________________
| Kunou | Vitality: ********** |
|--------------------------------------------+-----------------------------|
| Kunou will leap around and jab with his bokken, sometimes performing |
| combos up close. |
|--------------------------------------------------------------------------|
| When Kunou has lost five Vitality bars, he will charge for his for his |
| Asherazuki, where he will strike rapidly with his bokken. |
|--------------------------------------------------------------------------|
| Also when Kunou has lost five Vitality bars, the the background will |
| turn to a reddish flame. Charge up and use the Hiryuu Shouten Ha to blow |
| Kunou away, regain some Vitality, and immediately fight Mousse. |
|__________________________________________________________________________|
__________________________________________________________________________
| Mousse | Vitality: *********** |
|--------------------------------------------+-----------------------------|
| Mousse will leap flip around, performing claw and kick combos up close. |
| He may also extend many weapons from his sleeve, which has good range. |
|--------------------------------------------------------------------------|
| When Mousse has lost most of one Vitality bar, he will begin charging |
| for his Wild Knife Strike, where he will strike rapidly with knife jabs. |
|--------------------------------------------------------------------------|
| When Mousse has lost four of his Vitality bars, he will use his Higi |
| Takazumeken, where he drops from the air with talons on his feet. Stay |
| away from underneath him to avoid this attack. |
|--------------------------------------------------------------------------|
| Also when Mousse has lost six Vitality bars, the the background will |
| turn to a reddish flame. Charge up and use the Hiryuu Shouten Ha to blow |
| Mousse away. |
|__________________________________________________________________________|
After Mousse is beaten, a cinema will play, then Ranma will face Happousai
with his Vitality gauge fully restored.
__________________________________________________________________________
| Happousai | Vitality: ************** |
|--------------------------------------------+-----------------------------|
| Happousai will start with hopping pipe and mallet strikes, as well as |
| diving flame kicks and rising flame headbutts. He will also charge his |
| attack gauge to throw fireballs, and their range depends on the charge. |
| The fireballs must be blocked low. |
|--------------------------------------------------------------------------|
| When he is attacked up close, Happousai will counter with his Pipe Spin |
| technique, which will toss Ranma into the air, then hard to the ground. |
| Avoid attacking up close too much since this deals quite a bit of |
| damage. |
|--------------------------------------------------------------------------|
| When Ranma is in female form, Happousai may grab onto his chest and |
| slowly drain his Vitality gauge. Press the control pad and buttons |
| rapidly to shake him off. |
|--------------------------------------------------------------------------|
| An easy way to beat Happousai is to charge up Ranma's attack gauge to |
| maximum, then wait for Happousai to jump towards Ranma. Release the |
| Attack button just as Happousai is at mid-level, and Ranma will unleash |
| a full Kachuu Tenshin Amaguriken on him. Even if he blocks all of the |
| hits, this will still deal a lot of damage and not give Happousai a |
| chance to counterattack. |
|--------------------------------------------------------------------------|
| When Happousai has lost three Vitality bars, he will toss Happou |
| Daikarin bombs, which explode over a huge area. Before he throws the |
| bomb, he will wind up for a second, and this is the best time to rush |
| towards him and attack. He will also use close-ranged rising fireballs. |
|--------------------------------------------------------------------------|
| When Happousai has lost ten Vitality bars, the the background will turn |
| to a reddish flame. Charge up and use the Hiryuu Shouten Ha to blow |
| Happousai away. |
|__________________________________________________________________________|
Enjoy the ending, and get the password for the Gambling King's Card Battle.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[BONUS GAME - Gambling King's Card Battle]
After every two Acts, Ranma has the option of playing a card game against the
Gambling King to win an extra life. Losing the card game loses a life,
however.
Ranma and King each start with a hand of cards; the same number of cards with
the same numbers. Ranma starts with one extra card: the P-Chan Joker. The goal
of the game is to take turns selecting cards from each others' hands to get
rid of them from both hands, while trying to keep the P-Chan Joker in King's
hand. This game relies mostly on luck, since getting the P-Chan Joker in
King's hand is completely random.
Tip: When King has the P-Chan Joker and it is Ranma's turn to select a card,
watch King's face. He will sometimes frown when the cursor is over a
good card, and smile when the cursor is over the P-Chan Joker.
Gambling King's Card Battle is a series of card games where Ranma tries to
win back the Tendou Dojo from the Gambling King. Each victory will win back
one room, but each loss will lose a room. There is a special ending cinema
if Ranma wins back every room.
_______________________________________________________________________________
_______________________________________________________________________________
(V) [Versus Mode]
- Ranma -
[Normal Attacks]
Punch Combo: Attack, Attack, Attack
(Face Jab, Straight, Uppercut)
Kick Combo: U+Attack, U+Attack, U+Attack
(Kick, Axe Kick, Roundhouse)
[Crouch Attacks]
Kick Combo: Attack, Attack, Attack
(Kick, Kick, Sweep Kick)
[Air Attacks]
Jump Kick: Attack
Stomp Kick: D+Attack
Frontflip: DF+Jump
-Ranma will flip forward. Since Ranma is invulnerable during the flip, this
is useful to pass through opponents' attacks and counter.
Backflip: UB/B/DB+Jump
-Ranma will flip backward. Since Ranma is invulnerable during the flip, this
is useful for avoiding opponents' attacks.
Kachuu Tenshin Amaguriken: Charge Attack (release)
-Ranma will throw a rapid flurry of punches that hits multiple times. The
longer the charge, the more punches Ranma throws. This can be done while
standing, crouching, or jumping.
Hiryuu Shouten Ha: Special
-Ranma creates a twirling column of energy around himself. This will suck
nearby opponents into the air and drop them on their heads, dealing a very
large amount of damage.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Ranma-chan -
[Normal Attacks]
Punch Combo: Attack, Attack, Attack
(Face Jab, Straight, Uppercut)
Kick Combo: U+Attack, U+Attack, U+Attack
(Kick, Axe Kick, Roundhouse)
[Crouch Attacks]
Kick Combo: Attack, Attack, Attack
(Kick, Kick, Sweep Kick)
[Air Attacks]
Jump Kick: Attack
Stomp Kick: D+Attack
Frontflip: DF+Jump
-Ranma will flip forward. Since Ranma is invulnerable during the flip, this
is useful to pass through opponents' attacks and counter.
Backflip: UB/B/DB+Jump
-Ranma will flip backward. Since Ranma is invulnerable during the flip, this
is useful for avoiding opponents' attacks.
Kachuu Tenshin Amaguriken: Charge Attack (release)
-Ranma will throw a rapid flurry of punches that hits multiple times. The
longer the charge, the more punches Ranma throws. This can be done while
standing, crouching, or jumping.
Hiryuu Shouten Ha: Special
-Ranma creates a twirling column of energy around herself. This will suck
nearby opponents into the air and drop them on their heads, dealing a very
large amount of damage.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Ukyou -
[Normal Attacks]
Mini-Spatulas Toss: Attack
Spatula Combo: U+Attack, U+Attack, U+Attack
(Spatula Swipe, Spatula Swipe, Strong Spatula Swipe)
[Crouch Attacks]
Spatula Sweep: Attack
[Air Attacks]
Mini-Spatulas Toss: Attack
Spatula Swipe: U+Attack
Frontflip & Roll: DF+Jump
-Ukyou will flip forward, then roll once on the ground. Since Ukyou is
invulnerable during the flip and roll, this is useful to pass through
opponents' attacks and counter.
Backflip: DB+Jump
-Ukyou will flip backward. Since Ukyou is invulnerable during the flip, this
is useful for avoiding opponents' attacks.
Tenkasu Kanshakudama Mikkusu: Charge Attack (release)
-Ukyou tosses a mixture out of a pot that sets off a few small explosions
that hit multiple times. The longer the charge, the more explosions will
result. This can be done while standing, crouching, or jumping.
Kohera Nage: Special
-Ukyou tosses a wave of five mini-spatulas across the screen.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Kodachi -
[Normal Attacks]
Club Combo: Attack, Attack, Attack
(Club Jab, Club Jab, Double Club Jab)
Ball Throw: U+Attack
[Crouch Attacks]
Weapon Combo: Attack, Attack, Attack
(Club, Club, Hoop Swipe)
[Air Attacks]
Ball Bounce: Attack
Frontflip: DF+Jump
-Kodachi will flip forward. Since Kodachi is invulnerable during the flip,
this is useful to pass through opponents' attacks and counter.
Backflip: UB/B/DB+Jump
-Kodachi will flip backward. Since Kodachi is invulnerable during the flip,
this is useful for avoiding opponents' attacks.
Hoop Nage: UF+Attack
-Kodachi will throw a hoop across the screen, which will fly back
down-diagonally from the top corner of the screen it was thrown at, then fly
straight up from off the bottom of the screen.
Senjyo Konboumida Reuchi: Charge Attack (release)
-Kodachi strikes with a flurry of rapid club jabs. The longer the charge, the
more jabs Kodachi throws. This can be done while standing, crouching, or
jumping.
Wild Club Strike: Special
-Kodachi throws a wave of five whirling clubs across the screen.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Ryouga -
[Normal Attacks]
Punch Combo: Attack, Attack, Attack
(Face Jab, Straight, Uppercut)
Kick Combo: U+Attack, U+Attack, U+Attack
(Kick, High Kick, Spinning Roundhouse)
[Crouch Attacks]
Kick Combo: Attack, Attack, Attack
(Kick, Kick, Two-Leg Sweep)
[Air Attacks]
Jump Kick: Attack
Umbrella Slash: U+Attack
Front Slide: DF+Jump
-Ryouga will hop forward and slide a short distance. Since Ryouga is
invulnerable during the flip, this is useful to pass through opponents'
attacks and counter.
Backflip: UB/B/DB+Jump
-Ryouga will flip backward. Since Ryouga is invulnerable during the flip,
this is useful for avoiding opponents' attacks.
Kasa Tsuki: Charge Attack (release)
-Ryouga slides forward while jabbing repeatedly with his umbrella. The
longer the charge, the farther Ryouga slides and the more he jabs.
Tobi Kasa Tsuki: Charge Attack (release while jumping)
-Ryouga drops to the ground on his umbrella, which causes the ground to shake.
Charging this attack does not cause it to do more damage or hits.
Bakusai Tenketsu: Charge Attack (release while crouching)
-Ryouga strikes the ground with his finger, sending a tremor along the ground
which sends rocks into the air. The rocks will damage opponents, and the
longer the charge, the father the tremor will go and the more rocks are sent
into the air.
Bandana Nage: Special (while jumping)
-Ryouga tosses a wave of four whirling bandanas that arc out, then fly back
a short distance before vanishing. The bandanas can hit multiple times up
close.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Kunou -
[Normal Attacks]
Bokken Combo: Attack, Attack, Attack
(High Jab, Mid Jab, High Jab)
Bokken Head Strike Combo: U+Attack, U+Attack, U+Attack
(High Slash, Head Strike, Fierce High Slash)
[Crouch Attacks]
Bokken Combo: Attack, Attack, Attack
(Bokken Jab, Bokken Jab, Bokken Sweep)
[Air Attacks]
Downward Bokken Jab: Attack
Bokken Head Strike: U+Attack
Asherazuki: Charge Attack (release)
-Kunou strikes with a flurry of rapid bokken jabs. The longer the charge, the
more jabs Kunou throws. This can be done while standing, crouching, or
jumping.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Mousse -
[Normal Attacks]
Hidden Weapon Combo: Attack, Attack, Attack
(Claw Jab, Claw Jab, Sword Uppercut)
Kick Combo: U+Attack, U+Attack, U+Attack
(Kick, Axe Kick, Roundhouse Kick)
[Crouch Attacks]
Kick Combo: Attack, Attack, Attack
(Kick, Kick, Sweep Kick)
[Air Attacks]
Higi Takazumeken: Attack
High Jumpkick: U+Attack
Frontflip: DF+Jump
-Mousse will flip forward. Since Mousse is invulnerable during the flip,
this is useful to pass through opponents' attacks and counter.
Backflip: UB/B/DB+Jump
-Mousse will flip backward. Since Mousse is invulnerable during the flip,
this is useful for avoiding opponents' attacks.
Higi Takazumeken: Attack (while jumping)
-Mousse will drop to the ground in mid-jump with talons on his shoes.
Wild Knife Strike: Charge Attack (release)
-Mousse strikes with a flurry of rapid knife jabs. The longer the charge, the
more jabs Mousse throws. This can be done while standing, crouching, or
jumping.
Keiran Ken: Special
-Mousse pulls out a chicken that lays three eggs in his hand. He tosses the
eggs forward and they explode over a large area for multiple hits.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Kouchou -
[Normal Attacks]
Shearer Combo: Attack, Attack, Attack
(Shearer Jab, Shearer Jab, Shearer Uppercut)
[Crouch Attacks]
Kick Combo: Attack, Attack, Attack
(Kick, Kick, Sweep Kick)
Pineapple Roll: DB+Attack
[Air Attacks]
Jumpkick: Attack
Backflip: UB/B/DB+Jump
-Kouchou will flip backward. Since Kouchou is invulnerable during the flip,
this is useful for avoiding opponents' attacks.
Pineapple Nage: UB+Attack
-Kouchou will toss a pineapple forward at a downward arc, which explodes when
it touches the ground. This can also be done while jumping.
Shearer Nage: UF+Attack
-Kouchou tosses a shearer across the screen at a random height. This can also
be done while jumping.
Shearer Frenzy: Charge Attack (release)
-Kouchou strikes with a flurry of rapid shearer slashes. The longer the
charge, the more Kouchou slashess. This can be done while standing,
crouching, or jumping.
_______________________________________________________________________________
_______________________________________________________________________________
(VI) [Secrets]
- Act Passwords -
Act I: Happosai DFE
Act II: Kodachi 2BB
Act III: Ukyou 3C8
Act IV: Ryouga 978
Act V: Kouchou 044
Kunou B5A
Act VI: Mousse 8C3
Act VII: Happousai A07
Act VIII: Ryouga E99
Act IX: Kouchou/Kunou/Mousse D65
Happousai 540
- Same Characters in Versus Mode -
Hold Select while choosing a character to allow the other player to select
the same character.
- Secret Passwords -
-Jusenkyoo Guide's PC-Engine Speech
Enter the password 'EEE' to have the Jusenkyoo Guide give a speech about the
PC-Engine CD-ROM system. Alternatively, put the Ranma ½ - Datou, Ganso
Musabetsu Kakutou-ryuu! game CD in an audio CD player and listen to the one
available track for the audio-only version of his speech.
-Gambler King's Card Battle
Enter the password 'KKK' to enter an extended version of the King Card
Mini-Game that appears after every two Acts in Story Mode. In this Card
Game, play as Ranma against King while trying to win back rooms of the
Tendo Dojo. Alternatively, complete the Story Mode to play the Card Game.
-Kunou's System Reset
Enter the password '666' to have Kunou yell at you, then "smash" the screen
with his bokken and reset the game system.
-Movie Player & Level Select
Enter the password '111', then hold Down+Select and press the I button.
This brings up a list of all the Acts of the game. Each has a sub-menu
that allows you to play any cutscene in the game, as well as play any
level.
-Nekohanten Menu
Enter the password '444' to view the menu of the Nekohanten restaurant.
-Ucchan's Menu
Enter the password 'CCC' to view the menu of Ucchan's Restaurant.
-Timer Mini-Game
Enter the password '222', then hold Down+Select and press the I button.
This brings up an odd Timer mini-game that can be played with up to five
players.
-Unknown Picture
Enter the password 'AAA', then hold Down+Select and press the I button.
This brings up a picture of an unknown person.
-Cutscene Viewer
Enter the password '012' to play the cutscenes in order from Acts 1 to 6.
-Mad Minami II Daydream Tripper
Enter the password 'C8C', then hold Down+Select and press the I button.
This enters the Daydream Tripper screensaver mode. Use the control pad
to move the shapes, Button I to center the view, Button II to stop the
movement, or Start to exit.
-Alternate Daydream Tripper
Enter the password '373', then hold Down+Select and press I. This enters
the Daydream Tripper screensaver mode. Use the control pad Up and Down to
speed up or slow down the shapes.
-Mado of Fukushima Bionic Character Sketches
Enter the password '982' to view bionic character sketches of Ukyou, Akane,
Kodachi, Shampoo, and Ranma-Chan. Use the control pad to view the entire
sketch, and press Start to view the next sketch.
_______________________________________________________________________________
_______________________________________________________________________________
(VII) [FAQ]
- Why do all the text and voice make no sense?
Because it's in Japanese. Ranma ½ - Datou, Ganso Musabetsu Kakutou-ryuu! is
a Japanese PC Engine Super CD-ROM² game.
- Can I play this game on my American Turbo Grafx CD or Duo system?
American Turbo Duo systems will be able to play the game. American Turbo
Grafx CD systems can also play the game, but only using the Japanese 'Super
System 3.0' card.
- Why doesn't the game's story follow the manga/anime?
Well, the game features many fights based on various stories from the manga,
but they aren't in the right chronological order. Here's a list of where
each of the Acts take place in the manga:
Game Act Manga Part Story Name
------------------------------------------------------------------
Act I Part 4 Bathhouse Battle
Act II Part 2 Hot Competition
Act III Part 5 "Okonomiyaki" Means "I love you"
Act IV Part 5 Ryouga vs. Ukyou
Act V Part 6 The Return of the Principal
Act VI Part 4 Attack of the Wild Mousse
Act VII Part 5 Happousai Days are here again
Acts
VIII & IX Part 6 Heavenly Dragon Ascension Wave saga
Bonus Game Part 7 The King Is Wild
_______________________________________________________________________________
_______________________________________________________________________________
(VIII) [Acknowledgments]
-Rumiko Takahashi, for creating the wonderful Ranma ½ universe.
-Masaya and NCS, for making this game.
-Jade, for proofreading my work.
-Damius, for putting up with my constant Ranma-related ramblings.
-CJayC, for his devotion to GameFAQs.
_______________________________________________________________________________
_______________________________________________________________________________