Rival Schools Fighting Diary 2 FAQ/Moves (e)

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            SHIRITSU JUSTICE GAKUEN NEKKETSU SEISYUN NIKKI 2
                    (RIVAL SCHOOLS FIGHTING DIARY 2)
                          FAQ/MOVE LIST v. 1.0
                By: Gino Caparas (gino_c@compass.com.ph)
                      Copyright 1999 Gino Caparas
                    Last modified on August 1, 1999
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 Table of Contents
   I. Disclaimer
   II. Introduction
   III. Version History
   IV. Legend
   V. Information every fighter should know
   VI. Schools
   VII. Characters
   VIII. Move list
   IX. Extra stuff I threw in
         A. Minigames
         B. Victory Symbols
         C. Fun things to do
   X. Acknowledgements
   XI. Conclusion

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  I. DISCLAIMER

This unpublished work is Copyright (c) 1999 Gino Caparas. All rights
reserved.

This FAQ is for private and personal use. It is not to be used for
profitable purposes unless you asked for permission. This includes being
incorporated, reprinted, or otherwise used by magazines (like EGM),
books, guides, etc., in ANY way unless approved by the author. When
using this FAQ in your site, remember that everything, and I mean
EVERYTHING should be here. Proper credit is a must. I worked hard for
this big hunk of text, you know.

Remember, If you're thinking about plagiarizing this work, then don't. 
Plagiarism is a crime, you know. My FAQ is also not responsible for
damages or abnormalities in your PC, PlayStation and especially for the
creatures in this game. (Corny joke there... CORNY...) This FAQ is also
not responsible for any form of damage done to the fighters in this game
(oh no..... not another corny joke!) 

Rival Schools Fighting Diary 2, Legion of Heroes and all the characters
in the game are trademarks of Capcom 3D Development Team. All rights
reserved. The Playstation and the Playstation logos are registered
trademarks of Sony Computer Entertainment Inc. All rights reserved.

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  II. INTRODUCTION

   When Rival Schools: United by Fate was released in the US, it became 
an instant hit among many gamers, Japanese and non-Japanese alike. It
sported swell 3D graphics (not the best in the trade, though), nice
sounds, cheesy names (well, a lot of fighting games have fighters with
cheesy names, too) and a resemblance to Street Fighter (as if this the
first). Come to think of it, you MIGHT say that this game is pretty
mediocre in all sorts, but what makes Rival Schools a winner is the
tight controls, fast gameplay, an excellent Japan-only RPG-type Story
Mode (I never understood a thing in this part since mine both of my
Rival School games were Japanese and I only have small knowledge about
their language, but nevertheless, it's good) and something that most
fighters don't have: a storyline that doesn't involve a tournament.
The game is set between 5 schools: Taiyo High School, Gorin HS, Pacific
HS, Gedo HS and Justice HS. Each school has 1-5 fighters representing
the school. They have united to take down Hyo and the Justice High
School's dream of dominating the whole world. Well, that's all I know!
Now on to the FAQ. This FAQ is mainly a movelist containing a few extra
"goodies" just like how the minigames work, a list of super moves, some
extra moves, etc. I hope this will help you!

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  III. VERSION HISTORY

   v. 1.0 - First version. Already contains the moves, combos, etc.

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  IV. LEGEND

     These abbreviations will be used in the FAQ. Remember what they
   mean so that I won't ave a hard time in writing this whole file. It
   also makes the FAQ look neater. Anyway, start memorizing these:

        F   - Forward               B   - Back
        U   - Up                    D   - Down
        DF  - Down-forward          DB  - Down-back
        P   - Any punch             K   - Any kick
        LP  - Light punch           HP  - Hard Punch
        LK  - Light Kick            HK  - Hard Kick
        
        QCF - Quarter Circle Forward (D, DF, F)
        QCB - Quarter Circle Back (D, DB, B)
        FDF - Uppercut Attack Motion (F, D, DF)
        HCF - Half Circle Forward (B, DB, D, DF, F)
        HCB - Half Circle Back (F, DF, D, DB, B)

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  V. INFORMATION EVERY FIGHTER SHOULD KNOW

    Winning a fight doesn't mean beating your opponent using cheap,
  unstrategic attacks. Winning a fight while mashing buttons isn't a
  real victory. Winning a fight using a tactic so cheap, dirty,
  low-down, shameful, unconstitutional, and despicable the other
  player will probably kill you isn't a TRUE victory. To win, you gotta
  win FAIRLY. Don't cheat. Anyway, here are some special tricks you can
  use so that you can wipe the floor with your enemy. Once you master
  these and all the moves, you're guaranteed to be a winner. The only
  person you won't win against is someone who has a GameShark. ^_^

   1> Air Block
       A basic technique. Pressing back while on the air will execute
     an aerial block.

   2> Air Throw
       Pressing the two punch buttons simultaneously or R2 while your
     opponent is right in front of you will result in an air throw.

   3> Backstep
       Press back twice to backstep out of the enemy's attack. Best for
     evading short-ranged attacks.

   4> Burning Vigor Attacks
       Burning Vigor attacks are simply the "super attacks" in the game.
     Motioning a quarter circle movement on the pad/joystick and
     pressing a punch/kick button will often result in a Burning Vigor
     attack. Each character has at least 2 B.V. Attacks. On the lower
     left or right of the screen, there is a meter that fills up when
     you do an attack or a Lightning Crush (see below). That is the
     Burning Vigor meter. Each BV Attack uses up 1 full bar, while a
     Team-Up Technique Attack (see below) uses 2 bars.

   5> Burning Vigor Counterattack
       A Burning Vigor conter is simply a Tardy Counter (see below) done
     using a B.V. Attack.

   6> Ditching (sidestepping)
       Press the two kick buttons or R1 to sidestep away from the
     screen. To sidestep towards the screen, press the 2 Kick buttons or
     R1 while crouching. To quickly sidestep behind the enemy tap the 2
     Kick buttons or R1 while the enemy is in the middle of his/her
     attack.

   7> Forward dash
       Press forward twice to quickly dash toward the enemy. Holding the
     forward will result in a run (see below).

   8> Get up
       To get up after a fall, simply press up. If you want to get up
     away from the enemy, press back. To get up near the enemy, simply
     press forward. Pressing down will execute a rolling get up. If you
     do an attack while getting up, you will do a get up attack.

   9> High Jump
       To do a high jump, press down and then up. You will then jump
     twice as high as your normal jump.

   10> Mid-air recover
       To regain your balance after getting hit, press any 2 buttons
     or tap B + HP or HK and you will be back on your feet in no time.

   11> Rival Launcher
       A Rival Launcher is a move that launches your rival (duh) in the
     air. This is a good way to make an textbook or aerial combo.

   12> Running
       As stated above, holding forward after pressing the first forward
     motion will result in a run. To do a tackle, run, and then press
     any punch button. To do the slide kick, press LK while running.
     Pressing HK will result in a flying kick.

   13> Tardy Counter
       This is simply the Alpha Counter with a different name. To
     execute this, wait for the enemy to attack, and while your
     character is doing his blocking animation, do an attack. The green
     shield-like thing that appears everytime someone blocks will
     shatter, and then your attack will follow.

   14> Team-Up Technique
       Press a punch and a kick button simultaneously to execute a Team-
     Up technique with your sub character. You need 2 full Burning Vigor
     gauges to use a Team-Up Technique attack.
     
   15> Textbook Combo (aerial combo)
       After launching your enemy in the air using a Rival Launcher (see
     above), quickly press up and do attacks in mid-air in order to do a
     textbook combo. The best way to use an aerial combo is to press two
     light attacks first, one heavy attack and then a Burning Vigor
     attack (if available).

   16> Throwing
       Press the 2 punch buttons or R2 to make a throw. To do a throw on
     a crouching opponent, press the 2 punch buttons or R2 while
     crouching. Pressing the 2 P buttons or R2 behind your opponent will
     execute a Reverse Throw. You have to be very near your opponent in
     order for the throw to work.

   17> Throw Escape
       To do a throw escape, you have to do a throw at the exact time
     your enemy does one. If you do this, both characters will stagger,
     not able to do a throw.

      That's it. Remember to practice these so that your fighting skills
    will be honed and sharpened.

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  VI. SCHOOLS

     The cream of every fighting game crop is always the characters.
   Since all of the characters are from a certain school, I've put in
   a list of schools and the students in them. 

 --  TAIYO HIGH SCHOOL --
    Representatives:
        Batsu
        Hinata
        Kyosuke
        Hayato
        Ran (new)

     Taiyo High School is your normal, everyday Japanese school. The
   only thing special about them is that the students are good in
   Martial Arts and other fighting techniques. Batsu is the primary
   character in this school, while Hayato is definitely the eldest among
   the 5. The newest addition to the lineup is Ran.

 --  GORIN HIGH SCHOOL  --
    Representatives:
        Shoma
        Natsu
        Roberto
        Nagare (new)

     Gorin High School specializes in sports like baseball, volleyball,
   soccer and swimming. The 3 classmates, namely Shoma, Natsu and
   Roberto, have joined forces to find out who injured their fellow
   schoolmates. Nagare, the other new character, was added to their team
   simply because he is very good in swimming.

 --  PACIFIC HIGH SCHOOL  --
    Representatives:
        Roy
        Tiffany
        Boman

     The third school, Pacific High School, is something like an
   international school based in Japan. This is so because Roy, Tiffany
   and Boman are all American (bad English for Americans, though). Among
   the 6 schools, they have the second least number of fighters in their
   lineup.

 --  GEDO HIGH SCHOOL  --
    Representative:
        Edge
        Akira
        Gan
        Daigo

     Gedo High School is the most twisted and weirdest academy among
   all. It is where gangs assemble and study. Once, Gedo HS was peaceful
   thanks to Daigo. Suddenly, he disappered, and then the gangs return
   and the story goes on. The lineup hasn't changed a bit since the
   first Rival Schools game.

 --  JUSTICE HIGH SCHOOL  --
    Representatives:
        Hideo
        Kyoko
        Raizo
        Hyo

     The Justice High School is somewhat a school for the elite. Their
   leader is the beast-like Raizo. He started the school so that he can
   conquer the world through education. Hyo then usurps his throne
   after Raizo gets beaten and then he becomes the new principal. All of
   the fighters are adults, except for the extra characters. All of them
   have been brainwashed (including Kyoko and Hideo) by either Raizo or
   Hyo using the infamous Imawano Clan technique. The lineup has never
   changed a bit.

 --  TAMAGAWA MINAMI HIGH SCHOOL  --
    Representative:
        Sakura

     This is the only school that has one representative. For all you
   fighter-heads out there, Sakura is certainly a well-known figure for
   this game. She has been around in the Street Fighter Alpha games, the
   Vs. Street Fighter games (like Marvel vs. Street Fighter) and the
   Street Fighter EX games. I don't know if her school is a serious part
   of the battle, but the fact of the matter is this: Sakura is in the
   game. In the Japan-only Story Mode, she suddenly shows up to fight
   you on several occasions, and when you do beat her, you'll be given
   some stat increases.


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  VII. THE CHARACTERS

    ***  TAIYO HIGH SCHOOL  ***

 1>  BATSU "Hot-blooded transfer student"

       Batsu is an energetic young student of Taiyo HS. He seems to be
   the main character of the game, although fighting games don't usually
   have main characters. The school where he studied before he came to
   Taiyo HS was never mentioned. His father, Raizo, left him and his
   mother, Shigure, to join the Imawano Clan when he was still a baby.
   Batsu will realize this later on.

 2>  HINATA "Whirlwind schoolgirl"

       Hinata seems to be the youngest of all the characters. She has
   tagged along Batsu and Kyosuke in their investigation on the
   mysterious attacks. When compared to other Capcom fighters, she can
   be very similar to Dan (the crappy guy in Street Fighter). Her moves
   have the element of fire and lightning. She is also Natsu's friend.

 3>  KYOSUKE KAGARE "Mysterious comittee of discipline"

       A quiet man, Kyosuke is an excellent fighter to be with. He can
   be very deadly when used wisely in unison with his fast speed. He is
   Hyo's brother, although it isn't too obvious in the Japanese version
   of the game. Among the two, Kyosuke is the "weaker one" while Hyo
   seems to be stronger than him. Kyosuke also joined Batsu because it
   was his duty as the head of the comittee of discipline to find out
   who was attacking his schoolmates and who kidnapped the missing
   clerk.

    (P.S. I'm just gonna say this in case you don't know. You pronounce
       Kyosuke as kyos-ke. That doesn't apply to Batsu and Natsu,
       though. Well, I'm sure you already know this.)

 4>  HAYATO "Burning teacher"

       The eldest in the Taiyo team, Hayato is both quick and agile. A
   teacher in physical education, he likes to chew some kind of grass
   during a fight. Using his wooden weapon (or kendo stick that looks
   like an epee), he can easily win a match in no time. He somehow likes
   Kyoko, although he simply laughs at this fact. 

 5>  RAN "Scoop girl"

       A newcomer in the game, Ran is a journalist-turned-fighter. She
   has this special camera that, when wielded, damages the enemy with
   an invisible shot of light (maybe). She has no other elements, but
   she has an unlimited supply of newspapers in her vest that can
   damage the enemy when thrown ^_^.

    ***  GORIN HIGH SCHOOL  ***

 1>  SHOMA "Explosive slugger"

       My personal favorite, Shoma is a batter/pitcher that is only 5"
   something tall. He is trying to take revenge from the people who have
   injured his brother, Syuichi's, right arm, therefore preventing him
   from being a pitcher. He carries his bat around as a weapon against
   those who try to stop him. Among all the other fighters, Shoma seems
   to be the favorite of a lot of players.

 2>  NATSU "Powerful attacker"

       Natsu is a very tall volleyball player in Gorin HS. She has a 
   club for little volleyball players, or "juniors," in which she is a
   teacher. She tries to avenge the injured juniors by defeating the one
   who did all this. She is a great character for aerial attacks, while
   her height makes other players (especially Shoma) look like shrimps.
   She is also Hinata's friend.

 3>  ROBERTO "Talented goalkeeper"

       Roberto is both a goalkeeper and a forward in their soccer team
   in Gorin HS. He simply tags along Shoma and Natsu and acts as a
   peacemaker for the two. He is very quick and agile, therefore making
   him a great close-range attacker.

 4>  NAGARE "Sleeping fish"

       A talented swimmer, Nagare is a character who doesn't seem to
   mind others. He is very quiet. Too quiet on many occasions. He only
   says at least one or two words as a response to what someone says. 
   For some strange reason, he has this ability to swim in mid-air. ^_^
   I don't know the reason why he tagged along with Shoma and the others
   for now, but when the American version gets released, I'll be sure to
   add it.

    *** PACIFIC HIGH SCHOOL ***

 1>  ROY DROMWELL "Stouthearted american"

       Roy is an American student in Pacific High School. A strong 
   fighter, he has no projectiles, but his great attacks can send an
   enemy on the far side of the screen. He is both Tiffany's and Boman's 
   classmate. The 3 go out on a search to find the mysterious attackers
   of their school due to his father's orders.

 2>  TIFFANY "Flamboyant cheerleader"

       Tiffany is very well-endowed cheerleader in the Pacific High
   School. She is very cheerful, but she can also be sensitive. Roy is
   very close to her, and the two consider each other as brother and
   sister. In fact, they seem to have a relationship. She also has the
   biggest bust size among all female characters.

 3>  BOMAN DELGADO "Fighting clergyman"

       Boman is a strong, big-knuckled fighter who specializes in
   punching attacks. He is a very religious man, praying and doing 
   sermons wherever he may be. Even when fighting, he never forgets to 
   do the Sign of the Cross. He is very tall and dark, although he's not
   handsome.

    *** GEDO HIGH SCHOOL ***

 1>  EDGE "Bloody knife"

       Edge is a maniac of sorts. He likes the sight of blood, while 
   killing is even more fun for him. He keeps a lot of knives in his 
   pocket as weapons. He keeps his hands in his pockets, not as a 
   mannerism, but as an offensive stance.

 2>  AKIRA "Kung-fu rider"

       Akira is a mysterious fighter who hides in a biker costume and 
   acts like a boy so that she can be accepted into Gan's gang. She is
   Daigo's little sister, although she tells Gan and Edge that she is
   his little brother. She specializes in kicks, while Daigo specializes
   in punches. They both tap the mysterious power of the Skull Aura.

 3>  GAN "Powerful juvenile gang leader"

       A very powerful person, Gan is a leader of a certain gang, 
   although I think Edge is the only member. He accepts Akira into the
   gang, not knowing that Akira is a girl. He is very slow, but his 
   impressive strength makes up for his lack of speed.

 4>  DAIGO "The man of men"
       
       Daigo is a mysterious but powerful man. He is Akira's older
   brother who restored peace and unity in Gedo High School. When he
   suddenly disappeared, the peace and unity disappeared as well. Akira
   then goes on a search for his brother.

    *** JUSTICE HIGH SCHOOL ***

 1>  HIDEO "Mobile teacher"

       Hideo is a teacher of some subject that I forgot. Both him and
   Kyoko are new teachers in the school. He wears this silly piece of
   armor on his shoulder both in and out of a fight. He is very
   versatile, making him a good choice in fights.

 2>  KYOKO "Devillish school nurse"

       Kyoko is a personal hygiene teacher in Justice High School. She
   is a new teacher that was partnered with Hideo. She also acts as a
   nurse in the High School Infirmary. She always carries her clipboard
   around as a weapon and a neccessity.

 3>  RAIZO "Fierce principal"

       A very grotesque figure, Raizo is Batsu's father and the
   president/principal of the Justice High School. He left Batsu and his
   mother when he was still a baby to join the ninja clan called the
   Imawano Clan. His moves are rip-offs from different characters. Such
   is Wolverine's Berserker Barrage which he adapts as the
   Kyoujyuu-Reppa. His Sekisaiga grab is also a rip-off of Wolverine's
   normal grab wherein he stabs the opponent a couple of times. His
   Yasha-Guruma is also similar to Psylocke's Psi-Thrust. 

 4>  HYO IMAWANO "Detestable madness"

       Hyo is the man who is in charge of student affairs. He is a very
   sinister man who plans on usurping Raizo's throne. He carries around
   his trusty sword all the time and dresses up like a general. On
   several occasions, players can see him having headaches, childhood
   memories with Kyosuke and even dialogues wherein he tries to detest
   love and friendship. He is also Kyosuke's brother.

    *** TAMAGAWA MINAMI HIGH SCHOOL ***

 1> SAKURA "Fighting Schoolgirl"

       Sakura is a very popular name in streetfighting. She is one of
   those characters who have been introduced in the Street Fighter Alpha
   series. Since then, she has appeared on a lot of other fighting games
   like this one. She has a crush on Ryu and dreams of fighting him
   someday.

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  VIII. MOVE LIST

     Here are the moves for (almost) every fighter in the game. The only
  moves that aren't here are for the edited characters.

   ( * = Usable in both mid-air and ground)

------------------------------------------------------------------------

  1. Batsu
     * Guts Bullet: QCF + P
       Guts Upper: FDF + P
       Crescent Star Kick: QCB + K
       Shooting Star Kick: QCF + K (in air)

     Burning Vigor Attacks:
     * Super Guts Bullet: QCF, QCF + P
       Super Guts Upper: QCB, QCB + P
       Super Shooting Star Kick: QCF, QCF + K (in air)

     Team-Up Attack: Double Guts Bullet

------------------------------------------------------------------------

  2. Hinata
       Rengekiken: QCF + tap P rapidly
       Shouyouken: FDF + P
     * Enbukyaku: QCB + K
       Renkyakudan: QCF + K (in air, can be done 3x in succession)

     Burning Vigor Attacks:
     * Fire Senpuu-Kyaku: QCB, QCB + K
       Super Rengekiken: QCF, QCF + P

     Hinata Team-Up Attack: Guts & Power
     Hinata2 Team-Up Attack: Flying Kick Combo

  NOTE: Make use of the Fire Senpuu-Kyaku's sucking power. It will suck
         in an unwary opponent trying to do an attack.

------------------------------------------------------------------------

  3. Kyosuke
       Cross Cutter: QCF + P
     * Shadow Cut Kick: QCF + K
       Lightning Upper: FDF + P
       Shadow Wave: QCF + P (in air) 
       Lightning Strike: QCB + P
       Stun Prod: F + HP
       Spin Fist: B + HP
       
     Burning Vigor Attacks:
       Super Cross Cutter: QCF, QCF + P
     * Double Shadow Cut Kick: QCF, QCF + K, then tap K for 1 extra hit
       Super Lightning Upper: QCB, QCB + P

     Team-Up Attack: Last Symphony

  NOTE: Use Kyosuke's Cross Cutter as an offensive against enemies who
         like to fight up close. The great splitting effect hits 
         fistfighters most of the time.

------------------------------------------------------------------------

  4. Shoma
     * Fast Ball: QCF + P
       Grand Slam Smash: FDF + P
       Homicide Slide: QCF + K
       Catcher: HCB + P
       Baseline Shuffle: B + LK + HK, then tap HK for Homicide Slide
         or LK for a short sliding kick

     Burning Vigor Attacks:
     * Hundred Balls: QCF, QCF + P
       Homerun Hitter: QCB, QCB + P
       Super Homicide Slide: QCF, QCF + K

     Team-Up Attack: Grand Slam

  NOTE: Use Shoma's Fast Ball as an attack from far away. It won't 
         disintegrate, and it's very fast, too. Best used against Hyo.

------------------------------------------------------------------------

  5. Natsu
     * Jumping Serve: QCF + P
       Rolling Recieve: QCB + P
       Sliding Recieve: FDF + P
       Tokkun Spike: QCB + P (in air) 
       Set N' Spike: HCB + P

     Burning Vigor Attacks:
       Thousand Spikes: QCF, QCF + P
       Blazing Spike: QCF, QCF + P (in air)

     Natsu Team-Up Attack: Praise & Spirit
     Natsu2 Team-Up Attack: Double Sky Attack

  NOTE: The name for Natsu2's team-up attack is simply a rough
         translation of the real name. If someone is kind enough to send
         me the real thing, I'll appreciate it.

------------------------------------------------------------------------

  6. Roberto
     * Shining Save: QCF + P
       Long Shot: QCF + K
     * Rising Kick: FDF + K
       Sliding Kick: QCB + K
       Bicycle Kick: QCF + K (in air) 
       4-hit body juggle: F + K, K, K, K

     Burning Vigor Attacks:
     * Victory Goal: QCF, QCF + K
       Super Bicycle Kick: QCB, QCB + K

     Team-Up Attack: Double Shot

  NOTE: The Shining Save is mainly an aerial attack. If an opponent gets
         hit by the Shining Save on the ground, s/he'll just get 
         stunned, but not get hurt.
  NOTE: When you execute the Sliding Kick, you can move Roberto around
         while he is circling the opponent. This will confuse the enemy,
         leaving him open for the attack.

------------------------------------------------------------------------

  7. Roy
       Dynamite Straight: QCF + P
       Twister Upper: FDF + P
       Touchdown Wave: QCB + P
       Fist Slam: QCF + P (in air)

     Burning Vigor Attacks:
       Triple Twister: QCF, QCF + Rapidly press P (normally, it does
          9 hits. If you do it correctly, it can get up to 15 hit!)
       Super Touchdown: QCB, QCB + P

     Team-Up Attack: Double Rising Tornado

------------------------------------------------------------------------

  8. Tiffany
       Beautiful Spin: FDF + P
       Groovy Punch: QCB + hold P
       Groovy Knuckle: QCF + hold P
     * Exciting Kick: QCB + K
       Head Stomp: D + K (in air) 

     Burning Vigor Attacks:
       Wonderful Kick: QCF, QCF + K
       Groovy Combo: QCF, QCF + P

     Tiffany Team-Up Attack: Love & Peace
     Tiffany2 Team-Up attack: Dogpile!
  
------------------------------------------------------------------------

  9. Boman
       Great Upper: QCF + P
       Haymaker Straight: QCF + P (during Great Upper)
       Haymaker Straight: HCB + P
       Great Rush: FDF + P
       Great Lariat: QCB + P (in air) 

     Burning Vigor Attacks:
       Best Rush: QCF, QCF + P
     * Great Cross: QCB, QCB + P

     Team-Up Attack: Double Power Buster

------------------------------------------------------------------------

  10. Edge
     * Reversing Blade Strike: QCF + P (can be done 3x on ground)
       Vertical Reversing Blade Strike: QCB + P
     * Destructive Kick: QCF + K
       Rising Blade Abuse: QCB + K

     Special Reversing Blade Strike Combos:
       Continuous Blade Strikes: QCF + LP, QCF + LP, QCF + HP, QCF + HP
       3-Way Blade Strike Combo: QCB + P, QCF + P, QCF + P
       Supreme Blade Strikes:
             QCB + P, QCF + LP, QCF + LP, QCF + HP, QCF + HP

     Burning Vigor Attacks:
       Bloody Festival: QCF, QCF + P
       Super Destructive Kicks: QCF, QCF + K (in air) 

     Team-up attack: Bloody Nightmare

  NOTE: Try to use the strong Reversing Blade Strike (QCF + P) sparingly
         since Edge will have to turn around, leaving you open for an
         attack.

------------------------------------------------------------------------

  11. Akira
       Gate Elbow (Gate Upper for Akira2): QCF + P
       Dancing Cyclone Kick: QCF + K (can be done 3x in a row)
       Leg Up: QCB + K
       Reflex Stance: QCB + K

          (From Reflex Stance)
       Launch Pad: LP HP, HK, LK
       Bully Beater: LK, LP, HP, HK
       Falter Bash: HP, LP, LK, HK
       Air Feast: HK, LK, LP, HP

     Burning Vigor Attacks:
     * Skull Aura: QCF, QCF + P
       Reflex Barrage: QCB, QCB + P
       Aerial Barrage: QCB, QCB + K

     Akira Team-up attack: Gang Buster
     Akira2 Team-up attack: Neo Synchronous Attack

------------------------------------------------------------------------

  12. Gan
       Gun Stabbing: QCF + P (can be done 6x in a row)
       Rough Wave Stomping: QCF + K
       Rock Smashing: FDF + P
       Clapping Hand Destruction: QCB + P
       Thunder Clap: HCB + P
       Double Pound: QCF + P (in air) 
       Cannonball: QCF + K (in air) 

     Burning Vigor Attacks:
       Super Gun Stabbing: QCF, QCF + P
       Concrete Smash: QCB, QCB + P

     Team-up attack: Active Volcano

------------------------------------------------------------------------

  13. Kyoko
       Shussekikakunin: QCB + P
     * Kaishin: QCB + K
       Shokushin: QCF + P then K rapidly
       One Wing Stance: QCF + K then tap P once or tap K rapidly
       Pop Quiz: B + LK + HK
       Knee Check: FDF + K

     Burning Vigor Attacks:
       Final Prescription: QCF, QCF + P
       Class Curve Kicks: QCF, QCF + K

     Kyoko Team-up attack: Rest & Relax
     Kyoko2 Team-up attack: Heartbreak

  NOTE: Use the Shussekikakunin's sidestepping ability to escape from
         most attacks.
  NOTE: The Pop Quiz attack will usually make you get to the back of 
         your opponent with ease. This is better than ditching.

------------------------------------------------------------------------

  14. Hideo
     * Seihaken: QCF + P (aerial Seihaken can be done 3x in a row)
       Anti-air Seihaken: QCB + P
       Jicchokuken: FDF + P
       Shinenkyaku: QCB + K
       Raieishuu: QCF + K (in air, can be done 3x in a row)

     Burning Vigor Attacks:
       Shimazu Seihaken: QCF, QCF + P
       Shimazu Jicchokuken: QCB, QCB + P

     Team-up attack: Shin Seihaken

------------------------------------------------------------------------

  15. Raizo
    *  Horizontal Yasha-Guruma: QCF + P
       Vertical Yasha-Guruma: QCF + K
       Downwards Yasha-Guruma: QCF + K (in air) 
       Double Yasha-Guruma: QCF + P or K then any direction + P or K
       Kyoujyuu-reppa: FDF + P
       Roppu-zuki: QCB + P
       Sekisaiga: HCB + K

     Burning Vigor Attacks:
       Imawano Kyoujyuu-Reppa: QCF, QCF + P
       Imawano Roppu-Zuki: QCB, QCB + charge P

     Team-up attack: Ningen-Taihou

  NOTE: The Charged Imawano Roppu-Zuki takes a lot of time to execute.
         Use it only when you are sure that it will hit the enemy.

------------------------------------------------------------------------

  16. Hyo
       Ichimonji-Giri: QCF + P
       Jyumonji-Giri: QCF + P then P
       Iai-Giri: QCB + P
       Kogetsu: When enemy is behind you, press P
       Ouryou-Zan: FDF + P
       Tenrai-Zan: QCF + P (in air)
     * Genei-Shuu: QCB + K

     Burning Vigor Attacks:
       Ankoku-Genei-Shuu: QCB, QCB + K
       Ankoku-Tenrai-Zan: QCF, QCF + K
     
     Team-up attack: Zankoku-Zan

  NOTE: The Kogetsu move is simply a counterattack for an enemy who is
         behind Hyo. You'll only see a vertical slash. Don't expect it
         to be something fancy. 

------------------------------------------------------------------------

  17. Sakura
       Hadoken: QCF + P (or hold P)
       Soukuu-Hadoken: QCF + P (in air) 
       Tengyou-Hadoken: QCB + P
     * Shunpuu-Kyaku: QCB + K
       Shouou-ken: FDF + P

     Burning Vigor Attacks:
       Shinkuu Hadoken: QCF, QCF + P
       Shinkuu Soukuu-Hadoken: QCF, QCF + P (in air) 
       Shinkuu Tengyou-Hadoken: QCB, QCB + P
       Haru Ichiban: QCB, QCB + K
       Midare Zakura: QCF, QCF + K

     Team-up Attack: Shungokusatsu

------------------------------------------------------------------------

  18. Ran
     * Straight Camera Shot: QCF + HP (can be done 3x in a row on land)
       Diagonal Camera Shot: QCF + LP
     * Newspaper throw: QCB + P

     Burning Vigor Attacks:
     * Super Camera Shots: QCF, QCF + P
       Front Cover Shot: QCB, QCB + P

     Team-up attack: Say cheese!

------------------------------------------------------------------------

  19. Daigo
       Phoenix Punch: QCF + P (can be done 5x in succession)
       Phoenix Kicks: QCF + K
       Phoenix Flame: QCB + P (LP for wide-area, HP for vertical)
       Skull Aura: QCF + P (in air)
       
     Burning Vigor Attacks:
       Phoenix Fury: QCF, QCF + P
       Super Phoenix Flame: QCB, QCB + P
       Air Rebel Aura: QCF, QCF + P (in air) 

     Team-up attack: Super Parry

  NOTE: Using the Phoenix Flame or the Super Phoenix Flame is a very bad
         idea on fast and furious fights. Since Daigo has to turn
         around, he'll be beaten up by the time he even executes the
         attack. Think wisely when using it.

------------------------------------------------------------------------

  20. Hayato
     * Scolding Slash: QCF + P
       Counter Thrust: QCB + P
       Devastation Kick: QCF + K 
       Second Kick: QCB + K

     Burning Vigor Attacks:
       P.E. Smack: QCF, QCF + P
       Super Counter Thrust: QCB, QCB + P
       Super Devastation Kick: QCF, QCF + K

     Team-up attack: Sphere of Confidence

  NOTE: During the Counter Thrust or Super Counter Thrust attack, Hayato
         will seem immune to any form of attack. He gets damaged, but
         the effects are not very visible.

------------------------------------------------------------------------
         
  21. Nagare
       Race dive attack: QCF + P
       High dive attack: QCF + P (in air) 
       Butterfly takedown: QCB + P
       Frog Kick: QCB + K
       Flutter Kick: F + K (in air)

     Burning Vigor Attacks:
     * Super Swimming Attack (???) : QCF, QCF + P
       Super Flutter Kick: QCB, QCB + K

     Team-up attack: Sychronized Swimming Dance

  NOTE: The Super Swimming Attack is best done in air since it does more
         hits instead of just 5, normally.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  IX. EXTRA STUFF I THREW IN

    A. MINIGAMES

      Rival Schools 2 has 6 minigames all in all. 4 of them came from
     the first game, while the new ones are Doki-Waku-Dance and the
     Track-and-Field mode. Here are some descriptions and tips on the
     minigames:

    1. Shoma's Home Run Derby
         In this game, you control the real Shoma as the batter, while
      another Shoma is the pitcher. Naturally, you have to get Home Runs
      as much as possible. You will be given 10 tries. The 5 highest
      scores will be tallied and will be your final score.

         TIP: Watch out for Shoma's fastball! It's pretty tricky!
         TIP: Don't try to move Shoma unless you know what you're doing!

    2. Roberto's Target Game
         The corniest of all minigames. You control Roberto as you try
      to take down tags with scores on them. Pressing the D-pad will
      change the direction and angle of the ball. Press X to make
      Roberto kick the ball weakly, or Circle for a strong kick. Just
      before Roberto sends the ball flying, you can adjust the arc of
      the ball by pressing on the D-pad. This might sound easy, but it's
      not!

         TIP: Try to hit the tags as a group. That way, you can kill a
             lot of birds with one stone!
         TIP: An Artistic Hit is a hit with the ball's arc adjusted.
             You can get more points if you hit a tag using this trick.
         TIP: You can score the most points when you hit 4 tags using
             an Artistic Hit!     

    3. Roberto's Penalty Kick game
         Now this is my favorite. You control the real Roberto as you
      guard and score against the other Roberto, while he also does the
      same. You take turns on the offense / defense, while the Roberto
      with the most goals wins. Just like in the Target game, you
      control the ball the same way (see above). You will also be given
      3 shining attacks. They can make the ball fire up and damage the
      opponent, or on defense, make Roberto do a Shining Save.

         TIP: See that small screen on your lower-right hand corner?
             Take a look at the left meter. The middle part of it is
             obviously stouter. That signifies the top bar of the goal.
             Always remember to get the ball lower than that!
         TIP: When on offense, point the arrow on the left meter just
             below the middle part (see above), and the other arrow in
             the middle-left or right. If you do it right, the Roberto
             on defense won't be able to get the ball and you will score
             a goal!

    4. Natsu's Service game
         In this minigame, you control Natsu as she tries to take down
      some icons with equivalent scores. A Raizo icon is worth -200 pts,
      a Roberto icon 100, a Natsu icon 300, a Hinata icon 500 while a
      Shoma icon is worth 1000 pts. To serve the volleyball, hold the
      Circle button when the gauge gets filled up to the desired level
      and the altitude meter will rise. Release the button when the
      desired altitude is met. You will be given 7 tries. All your
      scores will be added and will be your final score.

         TIP: Hit the icons as a group to rake in major points!

    5. Track-and-Field
         For this game, you control any custom student from any school
      as you pit yourself against either Gan, Boman, Batsu, Shoma or
      Hyo. There is a meter that signifies your speed. For every beat,
      that meter will increase very fast, and will also decrease. To
      run fast, press Circle or X when the meter gets filled up. Your
      speed will rely mainly on this. The one who reaches the end of the
      line first wins.

         TIP: The best way to win is to tap the Circle or X button using
             your index finger.
         TIP: Another fast way to win is to race against Gan. (Corny...)
    
    6. Doki-Waku-Dance
         In this game, you control a student from a school while you
      square off against the character of your choice. There will be a
      meter in the top-middle part of the screen in the shape of a
      heart. The idea is to get the arrow point from left to right. To
      do that, you have to follow what the other guy presses on the
      D-Pad. Every correct set raises the meter by a notch. You win
      when the arrow points to the required area of the heart at the end
      of the song.

         TIP: To get the arrow move a bigger notch, imitate the
             opponent's actions exactly, including the time each button
             is pressed. If you do it right, you'll see the message
             "Great!" instead of "Good!"

------------------------------------------------------------------------

    B. VICTORY SYMBOLS
      Whenever you win, you'll see those little icons just below your
     character's life gauge. Here's a small compilation of what they
     stand for.

       V - Normal victory. Includes victories from a normal attack,
            special attack, grab or a Tardy Counter.
       P - Perfect victory. This means that you won the match without a
            single damage.
       BV - Burning Vigor attack victory. This means you won using a
            Burning Vigor attack.
       2 - Team-up technique victory. Definitely, when you win with this
            symbol, you finished the match with a team-up attack.

      That's all so far. If someone knows what icon a Time Over victory
     stands for, please tell me. Now on to the next part...

------------------------------------------------------------------------

    C. FUN THINGS TO DO

  1. Moving the camera during the victory taunts
      To move the camera when a character is doing his victory taunt,
    mingle on the D-Pad to move the camera.

  2. Taunting
      Simply press SELECT to do a taunt.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  X. ACKNOWLEDGEMENTS

    Thanks go to these happy campers in the list:

   - GameFAQs and Jeff "CJayC" Veasey for publishing this work.
   - My folks for the Playstation and the game.
   - My brother for fixing the computer a thousand times.
   - My dog for moral support.
   - Everyone who E-Mails me for the sake of an FAQ
   - You for reading this FAQ

    Once again, THANK YOU VERY MUCH!!!!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  XI. CONCLUSION
 
   How'd you like it? Contact me or send your comments, questions and
 other feedback to my E-Mail address, gino_c@compass.com.ph. As for my
 ICQ number, it's 43204398. I prefer the E-Mail address better, though.
 Well, that's all! Thanks!

                     BURUGUDUNSTUYSTUNSTUGUDUNSTUY