=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 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 Conclusion =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- I. DISCLAIMER This unpublished work is Copyright (c) 1999 Gino Caparas.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. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 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! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- III. VERSION HISTORY v. 1.0 - First version. Already contains the moves, combos, etc. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 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) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 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. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 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. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 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. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 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