Nekketsu Nikki Board Game Guide for Moero! Justice Gakuen for Dreamcast Version 1.00 by Josh Rouzer \\\\\\\\\\ Legal Stuff ////////// Copyright 2006 Josh Rouzer Please refrain from: -Publishing this FAQ or direct info from it on a website or in a magazine without consent from the author, Josh Rouzer. -Using direct quotes from this FAQ without giving me credit. Too much work went into this FAQ to be unlawfully stolen by another. -Selling this FAQ, you probably won't get anything anyway. Moero! Justice Gakuen and its contents are trademarks of Capcom Co.,LTD. Neither Capcom, Sega, nor I am responsible for injuries, emotional problems, or any other ailments that may occur from playing this game or from watching Momo dance in the Nekketsu Nikki mode. Also remember that throwing the controller and screaming profanities will not help you roll a certain number with the spinner. \\\\\\\\\\ Updates ////////// 2006-07-04: Happy 4th of July! This thing is finally finished! 2006-06-24: Ten days and 15 cups of coffee later, 75% done! 2006-06-14: This faq was born! \\\\\\\\\\ Table of Contents ////////// I. Introduction to the Guide A. Purpose of this Guide B. Contacting Me C. Notation II. Creating Your Character A. Initial Creation B. Playing the Nikki C. Obtaining Special Moves D. Obtaining Super Moves E. Obtaining Team-Up Attacks and Partners F. Raising Your Parameters G. Strategies for Character Creation III. Using Your Character A. Edit Character Options B. Having Fun with your Characters C. My Custom Character Passwords IV. Indexes A. Special Move Index B. Super Move Index C. Nikki Board Map D. Recommended Links E. Special Thanks ################################################### I. Introduction to this Guide ################################################### =================================================== A. Purpose of this Guide =================================================== Down to the nitty gritty. Moero! Justice Gakuen is a 3d fighting game by Capcom. This game is the sequel to the popular Rival Schools: United by Fate. This game was released in the US under the name "Project Justice," but failed to include one of the most interesting parts of the game, the Nekketsu Nikki mode, where a player creates their own fighter and fights against computer or human opponents in a "Candy Land" meets "Street Fighter" kind of fashion. Instead the US version of the game got a whole load of characters created by the US staff that made the game, with the mentality that the American public doesn't want to create their own custom character (perhaps they think we lack imagination). Many US Rival Schools fans got their hands on this great game so they could sink their teeth in the Nekketsu Nikki mode and create their own custom fighter, only to realize the Nikki mode is not only very culturally Japanese, but also requires a high level of Japanese language understanding to fully capture the feel of the game. Discouraged, many US fans sold their Moero! Justice Gakuen disks and decided to stick with Project Justice. Interestingly enough, I picked up the game right after someone did just that at a used video game store near my house. Finally, that four years of Japanese comes in handy for something other than watching Yakuza movies and listening to BoA lol. Though this FAQ is probably a little too late for most people, the game (to me) hasn't lost any of its luster, despite outdated graphics from two generations of consoles ago and having to hear that damn VMU beep everytime I turn the DC on again (I'm not buying you batteries, damnit!). After many trials and tribulations, I've got a pretty good handle on making some good characters and a whole notebook full of information about the mysterious art of obtaining special and super moves. This FAQ contains some essentials to getting the character you want in the Nekketsu Nikki mode, with an especially easy to use strategy that makes it easy to fill up your Bingo Class Schedule Board (explained later). This is my first full FAQ, because I don't do FAQs other people have done. Most of the information in this guide was discovered by myself, after experimentation and reading a few really good FAQs about the game (referenced to later in the guide). Since this is my first FAQ, please bare with me, because I'm bound to make some mistakes. I tried to include general information about playing the mode, which can be found on other FAQs and sites (MGreen's FAQ is an especially informative one), but I'm so anxious to get much of the new information out I might skip over some of the basic stuff (I'll try not to though). I'll try to make this an end-all FAQ for the Nekketsu Nikki mode, but it's always better to read from other perspectives, and once again, I highly recommend MGreen's Nekketsu Nikki FAQ for basic information. To fully enjoy and understand the game, I strongly recommend getting familiar with hiragana and katakana. Hiragana and Katakana are Japanese-origin meaningless phonic symbols. There is only about 45 Katakana and 45 Hiragana,and this can really boost your understanding of the game. Especially the Katakana, because the japanese use Katakana to write out english names in Japanese. Roy, Tiffany, Roberto, and Bowman's moves will make alot more sense with a basis (or even a chart) in Katakana.Learning Kanji (Chinese-origin symbols that have meaning and many different readings) would be too ambitious just for this game. Most of the basic Kanji are only used in the dialogues between your character and the "Just Charas," which is usually very hard to understand if you're not a native Japanese speaker because tons of slang and male/female specific language is used (because, of course, the characters are school kids!). To be honest, I seriously doubt my Japanese teacher, a native Japanese woman who has lived in the US for quite some time, would be able to understand all of the dialogues because of the amount of teenager slang used. Don't be discouraged, that's why there's a save and load function ^_-. As for looking into Katakana and Hiragana you can find some pretty nice stuff on about.com. There's a japanese native that posts some pretty neat learning material. You'll probably inadvertedly become familiar with the Kanji for things like Kiai, Ura, Zuki, Giri, Ken, Ha, and a few other Kanji that are used quite often in fighting games. Once again, learning some basic Japanese is only a suggestion. This FAQ's purpose is to allow a person with no Japanese proficiency whatsoever to play this very Japanese extensive game. Let me just say that there isn't going to be any super killer ultra combos listed on this FAQ, there's plenty other FAQs for that. You also aren't going to find translations for the many many dialogues that go on between characters and "JustCharas" in the game. I will post some of the answers to the dialogues, but translations of the dialogues would take too long and would be too hard to do for a non-native Japanese speaker, like myself. ===================================================== B. Contacting Me ===================================================== This FAQ, especially some of the original material, like the special skill maps, is undoubtly flawed in some parts. Please contact me if you find a mistake, or even if you want to tell me that this FAQ worked perfectly. My email is: joshirou[at]tokyo[dot]com I also have an AOL IM where you might be able to catch me, it's joshirou That's it! ===================================================== C. Notation ===================================================== Just in case I'm a little ambiguous with some of my nomenclatures: Nikki: My shorthand for the Nekketsu Nikki game mode. It means "Journal." JustChara: These are the actualy game characters walking around in the Nikki mode, that you can befriend, team-up with, etc. PlayerChara: This is the actual player's characters in the Nikki mode. These are the ones controlled by either you or the computer. Special Move: A special move! Ex. Ryu's Hadouken or Batsu's Kiaidan. Super Move: Aka Burning Vigor. Ex. Ryu's Shinku Hadoken, or Batsu's Zenkai Kiaidan. Team-Up Attack: Team Attack involving two people. Ex. Batsu's W Kiaidan. School Attack: Team Attack involving three people. Ex. Taiyo's Final Symphony. OTG: Literally "On the Ground." It means you can hit your opponent when they are on the ground with this move. SF: Stands for Street Fighter. Used when making a reference to the game. Ex. Screw Piledriver is a move of SF's Zangief. KoF: Stands for King of Fighters (if you've never played it, do it now!). Used when making references to the game. Ex. Hinata's Shouyouken is a rip off of Kyo's move from KoF. Parameters: These are your stats that determine how much your characters takes with attacks, how much dmg is taken from you when you block, how much life you start with, how many super bars you start with, how fast your super bars go up, and how well the AI plays as your character. Stats: In this FAQ, synonymous with Parameters Command: Refers to the button combination used to do a move. (Ex. d df f+P) Character names may be abbreviated to the first three letters of their name. Ex. [BAT] or [HIN] for Batsu or Hinata. Kyoko will be [KYK] so not to be mixed up with Kyosuke [KYO], and Powered, Burning, Wild, and Demon versions will be noted like so: [B-BAT] for Burning Batsu, [D-HYO] for Demon Hyo, [W-DAI] for Wild Daigo, and [P-AKI] for Powered Akira. If a special move can only be obtained in the Nikki mode, it will be noted with a [CUS] for "Custom." As for doing special moves: Attack Buttons are noted in CAPS, while direction buttons noted in lower case. P - Punch K - Kick LP, HP, LK, HK - Light and Heavy Punches and Kicks d df f - Down, Down-Foward, Foward (Ex. Kiaidan or Hadoken) f d df - Foward, Down, Down-Foward (Ex. Guts Upper or Shoryuken) d db b - Down, Down-Back, Back (Ex. Mikazuki Kick or Tatsumakisenpukyaku) f, df, d, db, b - Foward to Back movement (Ex. Momo's Giant Swing) x2 - Used for Super moves, means do a movement twice (Ex. Shinku Hadoken) (air) or AIR - (air) means the move can be done in air as well, AIR means the move must be done in air. For special move names I'm using the Japanese names (this is the Japanese version!) unless the move is english derived (Ex: Air Dynamite). The only exception is for air versions of ground moves. Instead of calling everything Kuuchuu(i think that's the reading lol), I'll just say Air. So the kuchu kiaidan is going to be called Air Kiaidan in this FAQ. ######################################################## II. Creating Your Character ######################################################## ======================================================== A. Initial Creation ======================================================== ////////// Your Parameters \\\\\\\\\\ Before you choose anything, you need to know what the games stats are and how they will affect your character in the game. The statistics are: Attack Willpower Defense Potential Health Intelligence That's the exact layout, in order, of your stats when you actually play the Nikki mode. Now to explain what they do. There isn't a huge difference between having low attack versus high attack, but the small bit of damage added up after every attack can be a match winner. Attack, of course, determines how much damage you take with your attacks, including normal, special, and super. Defense determines your blocking skill. Higher defense means people will take less off you when blocking. Low defense makes blocking worthless. AI controlled characters don't block alot anyways -_-(). Health determines the size of your life bar and difficulty of dizzying you. If a character is created with low Health, he or she will not start with a full life bar in fights. A character with lv 1 or 0 health will start with half or less than half of their life bar. Willpower determines how fast your super bar (aka Burning Vigor bar) goes up. There's definetly a noticable difference in a character with high willpower and a character with low willpower. Use of super moves by the CPU controlled AI seems to be determined by number of supers, not number of super bars usually. So if you only have one super but have very high willpower, the CPU usually won't use that one super over and over again. To see this in action, make a character with the Z Path (explained in "Obtaining Special Moves") and watch him/her spam super moves. Potential determines how many super bars you start with at the beginning of a fight. There, of course, is a max to this, because you can only get five. Getting your potential to 14 will garuantee 5 super bars from start. Intelligence supposedly determines how well your character will fight when controlled by the computer (which helps for the end of Nikki tournament or your own CPU tournaments -- which are fun!). I haven't seen a huge difference between characters with high intelligence vs characters with low intelligence. I think characters with higher intelligence tend to combo and chain their moves together more. A character with high intelligence but low everything else isn't going to beat a character with low intelligence and high Attack and Health on average. Of course, the CPU control of your character can be edited in the Edit Character mode (explained in "Edit Character Options"). Try to remember what stat does what and which ones you want high, because all your choices after this will determine your starting stats. Since I didn't figure out what choices raise which stats and how much myself, I'm going to refer you to Mark Green's Nekketsu Nikki mode FAQ. I will vaguely tell you what choices raise what stat, but just not the number ^_-. ////////// Overview of Choices \\\\\\\\\\ So you know exactly whats going on, here's the order of what happens and when: 1. Choose Number of Players 2. 1st Player Creates Character: Choose name for Nikki mode 3. Choose name for Fighting Game mode 4. Choose Gender 5. Choose School 6. Choose Study Plan 7. Choose Personality Traits 8. Confirm Selections 9. Create Appearance 10. Other human players create thier characters 11. If playing with a CPU opponent, asks to Load or use Random character 12. Iincho places order, controller set-up. 13. Off to the board! We'll now go into further detail on each choice, in order. ////////// Number of Players \\\\\\\\\\ This is one of the easiest choices you'll make. You can pretty much follow the pictures, but just in case heads and TVs don't spark your intellectual light bulb, let me explain. The Nekketsu Nikki board game can have between two and four participants, any number of those being either player or human controlled. Follow the number of person heads with the number of Computers to figure out how you want to play. If you're making a serious character for the fighting game, and aren't just playing the nikki for the fun of it, you definetly don't want any CPU controlled players, because they will make things difficult for you. I usually do two human players and make one the one I will actually keep, and the other a default character I'm going to beat up and make do my bidding. I've read about others using 3 default characters instead of one, but I feel like this just drags things out, because it's just as easy to get all the special moves, fill up your bingo board with every class, and get all your stats to at least 10 or above with just one default character, and because you have to move less characters, you'll be done quicker (usually takes me about an hour and a half, depending on how much I reset it ^_-). Check my strategies for character creation later in the FAQ for more info on that. ////////// Making a Name \\\\\\\\\\ What's in a name? You'll probably notice you get to name your character twice. The first name is going to be what you're called in the Nekketsu Nikki mode and is what name shows up when you go to Edit Character option from the main menu. You can use Katakana or English for this (the second option on the left in blue is English). The second name is actually going to be the name used in the fighting game, so choose wisely. You can only use english letters for the 2nd name, and I suggest using all caps because the actual characters in the game use all caps. Use the A button to select, B to backspace, and the Y button to switch between Japanese characters and English letters. Hit start whenever you are finished. ////////// Choosing a Gender \\\\\\\\\\ The first option is male and the second option is female. Besides the obvious changes, choosing a gender actually affects your stats. If you choose male, your Attack, Defense, and Health will raise a little, while choosing female causes your Willpower, Potential, and Intelligence. So is that supposed to mean women are smarter than guys, and more prone to using supers!? ////////// Choosing a School \\\\\\\\\\ Choosing a school actually determines alot of things about your character. First of all, it will change your outfit. There are only five outfits per gender, because there's only five schools available per gender. For males, the school list looks like this: Taiyo Gorin Pacific Gedo Justice (Seijun) Seijun should be at the bottom greyed out, because it's a girls only school. I'll try my best to describe the outfits for the guys. Taiyo: White shirt with colored pants and brown back pack. Gorin: White collar T-Shirt and colored pants. Pacific: Bowman-style suit. Default color is blue. Gedo: Bruce Lee/ Kill Bill style yellow outfit with black side stripes. Justice: Bright colored suit with shoulder pads, Hyo-esque. Gedo's outfit is my personal fave ^_-. As for the girls, their list should look like this: Taiyo Gorin Pacific (Gedo) Justice Seijun Gedo should be in the middle greyed out, because it's a guys only school. Here are the descriptions of the girl's outfits: Taiyo: Long sleeve dressy outfit with skirt and brown backpack. Usually green. Gorin: White T-shirt and short, frilly skirt. Cute ^_-. Pacific: Bowman-style suit for girls. Default color is blue. Justice: Another suit, orange default color with shoulder pads. Seijun: Pretty typical japanese school girl outfit. Not very intimidating. For the ladies, I like the Gorin outfit best ^_-. Choosing a school has some other affects as well. Your school determines your triple-team move. To check these out, just go to training and pick a representative of whatever school your want and hit all four attack buttons together. Besides appearance, schools also increase your stats. Here's what each school raises: Taiyo: Health, Willpower, Potential, and Intelligence Gorin: Attack, Defense, Health, and Willpower Pacific: Defense, Health, and Potential Gedo: Attack, Health, and Willpower Justice: Defense, Willpower, Potential, and Intelligence Seijin: Attack, Defense, and Intelligence The stat boosts are pretty small, and you can always raise your favorite stats in the game, so I wouldn't pay too much attention to that. Your outfit is probably the big thing here. ////////// Choosing Your Study Plan \\\\\\\\\\ The choices for study plan are, in order: General Studies Physical Education Practical Studies Economic Studies Performing Arts The study plan affects your special and super moves. Each study plan has many different special moves that can be learned. Study plans will only primarily affect your first special move choices (read Obtaining Special Moves for more information), because after choosing your first special move you are put on its path, regardless of study plan. I suggest comparing both this list and the list of paths in the next section to make a wise choice for study plan. I am only listing the d df f+P starters because it would be unnecessarily tedious to list every single special move that can be learned under a study plan. So, in order for this FAQ to truly help, I suggest getting d df f+P as your first special move. Rolling a 5 or a 9 from the starting block will get you there. Some study plans share moves, but those moves may give you different paths, so I'm listing the special moves in this section like so: SPECIALMOVENAME [CHARACTER] PATH LETTER The moves are in the exact same order you see them in when stepping on the d df f+P block, so you don't need to know Japanese, just how to count ^_-. If you want to see descriptions on the special moves, check the indexes at the end of the FAQ, and to see what paths lead to what move, check the section below named "Obtaining Special Moves." Please email me with any mistakes. Stepping on d df f+P as your first block should yield this: General Studies --------------- Kiaidan [BAT] Path A Mukurorimon [AKI] Path A Grapple Beat [CUS] Path A Hadoken [CUS] Path B Kikoshotei [HIN] Path B Cross Cutter [KYO] Path B Dynamite Straight [ROY] Path C Seihaken [HID] Path C Yamikagura [KUR] Path C Miwaku no Waltz [YUR] Path D Jumonjigiri [HYO] Path D Rekketsu Shinai [HAY] Path D Shokushin [KYK] Path E Shining Save [ROB] Path E Physical Education ------------------ Kiaidan [BAT] Path A Cross Cutter [KYO] Path A Mukurorimon [AKI] Path A Chogosokyu [SHO] Path F Tobikomi [NAG] Path F Nyukon Serve [NAT] Path F Shining Save [ROB] Path G Dynamite Straight [ROY] Path G Grapple Beat [CUS] Path H Urarimon [P-AKI] Path H Kikoshotei [HIN] Path I Teppozuki [GAN] Path I Musozuki [DAI] Path I God Rush [BOW] Path I Practical Studies ----------------- Dynamite Straight [ROY] Path C Seihaken [HID] Path C Shokushin [KYK] Path C Yamikagura [KUR] Path C Shining Save [ROB] Path H Grapple Beat [CUS] Path H Urarimon [P-AKI] Path H Tobikomi [NAG] Path J Groovy Knuckle [TIF] Path J Shockwave [CUS] Path J Kikoshotei [HIN] Path I Teppozuki [GAN] Path I God Rush [BOW] Path I Uragiri [EDG] Path K Hakai no Tessa [ZAK] Path K Musozuki [DAI] Path K Economic Studies ---------------- Hadoken [CUS] Path B Kikoshotei [HIN] Path B Mukurorimon [AKI] Path B Cross Cutter [KYO] Path L Groovy Knuckle [TIF] Path L Shokushin [KYK] Path E Shining Save [ROB] Path E Nyukon Serve [NAT] Path G Dynamite Straight [ROY] Path G Miwaku no Waltz [YUR] Path D Jumonjigiri [HYO] Path D Rekketsu Shinai [HAY] Path D Performing Arts --------------- Groovy Knuckle [TIF] Path L Mukurorimon [AKI] Path L Shining Save [ROB] Path H Grapple Beat [CUS] Path H Urarimon [P-AKI] Path H Tobikomi [NAG] Path J Shockwave [CUS] Path J Uragiri [EDG] Path M Cross Cutter [KYO] Path M Hadoken [CUS] Path N Kikoshotei [HIN] Path N Kiaidan [BAT] Path N ////////// Choosing your personality traits \\\\\\\\\\ Ah the mysterious personality traits. I've read many FAQs and posts saying that choosing certain personality traits determined your special moves or super moves etc, but this is FALSE. The only thing that affects your special and super moves is your study plan. Personality traits only affect your starting stats, and nothing else. These traits affect your stats more that the other parameters do, so this is key to building a character for your style of play. Think about how you play and how you want your character to play. Of course, stats like health and attack are helpful for everyone, but do u tend to turtle (block) alot, and do you wail on your opponent with super attacks all match? If so, you should consider investing in Defense and Willpower respectively. You may also consider whether you like to go all out in the beginning of the fight, or ease into it. If you're a big starter, invest some turns in leveling your potential, and make sure you pick some personality traits that add to that. And one last thing to consider is how often you're going to let the CPU control your character. With high health and attack you're garaunteed to win the tournament at the end of the Nikki, so intelligence will be useless after the nikki if you don't regularly make the CPu control your character. My cousin and I create totally CPU controlled tournaments with all of our created charas, so it gives us a reason to beef up intelligence. Anyways, the personality trait list is, in order, as follows: Authority Cruelty Cowardice Reason Effort Love Honesty Fighting Spirit Initiative Wildness Genius Opportunism Modesty Determined Laziness Friendship Most traits raise all stats a little, one stat alot, and totally neglect one other stat, so I'm only going to list the one it raises the most and the one it neglects. Authority: Defense Up, Potential Down Cruelty: Health Up, Intelligence Down Cowardice: Health Up, Potential Down Reason: Defense and Willpower Up, Attack Down Effort: Attack and Intellgence Up, Potential Down Love: Potential Up, Attack Down Honesty: Attack Up, Intelligence Down Fighting Spirit: Attack Up, Defense Down Initiative: Defense Up, Willpower Down Wildness: Intelligence Up, Defense Down Genius: Intelligence Up, Willpower Down Opportunism: Health and Intelligence Up, Willpower Down Modesty: Willpower Up, Health Down Determined: Willpower Up, Intelligence Down Laziness: Potential Up, Attack Down Friendship: Potential Up, Willpower Down If you play your parameters right, you can end up with a character boasting almost max of one stat at start (max being 15). ////////// Finishing Up your character \\\\\\\\\\ Afterwards Iincho will ask you if your selections are correct, and then you'll move on to creating the appearance of your character. Luckily, appearance has nothing to do with stats lol, so it's all up to your imagination now! You can rotate the camera when creating your character with the X and Y buttons. After all players have created their characters and all computer characters have been chosen (you'll get to choose between random or load an existing one) the game will start. A quick note about load characters for the computer: that character will not have his/her stats or attacks in the game, and the CPU will have to acquire new ones. These newly acquired moves and stats will not reflect on your saved character data. ======================================================== B. Playing the Nikki ======================================================== This information has been gone over many times in other FAQs and fan sites, so I will try to be precise as possible. Once again I highly reccomend MGreen's Nekketsu Nikki FAQ, it has a lot of very good information on playing this mode. ////////// The Basics \\\\\\\\\\ I suggest reading this section even if you've already learned how to play, because there's some info not found in other FAQs. There's multiple goals in the Nekketsu Nikki mode, but the main goal is to create the best character possible. Other goals, like getting a JustChara as your best friend or winning the after nikki tournament all make your character stronger, so he'll be a good fighter. Always remember this. If you are playing against someone, remember that your goal isn't to make your opponent's character as crappy as possible, but to make your character as good as possible. The Nekketsu Nikki can be played with up to four participants, any number of those being human or computer. Basically you use cards and spin a spinner to move on blocks that raise your stats, give you special moves, or add to your bingo board, which will give you super moves (among other things) in a board game style. ////////// Basics Stats \\\\\\\\\\ Basically you have your Nikki HP (which has NOTHING to do with your health in the actual game) and your fighting stats. Your HP is just a stat that permits you from using the big spinner too much, or getting into too many fights. If you lose all your HP, you will lose a turn. Your HP does recover slowly each turn, but an easy way to recover HP is to use a HP heal card, a HP hammer card, or step on a GET special move block. As for your fighting stats, these only affect your after-nikki fighting capabilities and winning what I like to call Chibi battles, which are described later. ////////// Button Layout and Menus \\\\\\\\\\ The menus can be kind of initimidating for someone that can't read Japanese or Chinese symbols. So, we're going to go through everything with numbers. Ok, when it first becomes your turn here's your options: Move Card Info Map Option Selecting Move will let you use your spinners (explained below). Selecting Card will let you use your current cards (explained a little later). Selecting Info will give you two choices: Status: Shows friendship levels with JustChara and Bingo Class Board EditChara: Shows Command List and Stats Selecting Map will let you move around the map and check everything out. The buttons really become helpful here, so here's your options in MAP mode: A Button: Opens/Closes Block Info Window(pretty much worthless) B Button: Cancels Map Mode X Button: Opens/Closes Bingo Class Board (Very Helpful!) Y Button: Toggles between three different camera angles If you highlight a purple class block and press the X button it will put a white box around the corresponding block on your bingo board (or it will leave it blank if the block can't be used by you!). Selecting Option will give you three choices: Controller: Lets you reassign what controller controls what character ???: I think this lets you take out characters if playing w/ more than 2. Save: Saves! Use this very very often! ////////// The Spinner \\\\\\\\\\ The spinner is your main movement device. You'll spin the spinner and it will land on a number, which will be how many blocks you can move, no more, no less. You can press the A button to stop the spinner, or you can just let it stop it self. Since the spinner usually starts on the last number you spun, you can't memorize the timing to get a certain number over and over. You have two spinners, one that has number 1-6, and another with numbers 5-10. The "big" spinner (5-10) will take an additional 2 HP when you move your char. The big spinner is more useful than the small one because it usually gives you MANY more destination options than using the small one, because with a larger number you have the opportunity to circle around areas to waste steps and get to the desired block. There are a few special spinners that can be put on a character using cards, these are: Super Spinner: This uses the numbers 9-12. Mini Spinner: This uses the numbers 1 and 2. All or Nothing Spinner: This uses the numbers 1 and 12. Special spinners do not take additional HP like the Big Spinner does. Movement cards can also be used to move certain distances without using the spinner. ////////// The Blocks \\\\\\\\\\ You gotta know what you're landing on right? Here goes: Parameter Up Blocks: These are light blue and have the english "UP" on it, along with the name of the stat it raises. Once you know the order of the stats on your status window at the top left of the screen (Att,Def,Hea,Wil,Pot,Int) you can just compare symbols. Usually these give you a roulette of 2-5, but at the Club Area (top left of the board) you can get 5-8. The only bad thing about these blocks is that they can sap your HP pretty quickly. Class Blocks: These are Dark Purple and usually have two complex symbols and a number 1-4 on it. These are for your Bingo Class Board. No need to memorize the symbols for each subject, b/c you can just press the X button when highlighting the block to see where it fits (or if it doesn't) on your bingo board. If you step a Class block that was already obtained by another player character it will give you two options: the first is to fight the player for it and the second is to not fight them. If you step on a block that is already owned by you, nothing happens. Special Move Blocks: These blocks are green and have the english "GET" on it, along with a command floating above it (which may be different for each chara). This is explained in-depth in the "Obtaining Special Moves" section of this FAQ, because what special moves you're able to choose from when you step on a block depends on many different things. These also add 5 HP. Parameter Down Blocks: These are pretty easy to pick out. They are bright red and have the english "DOWN" on it. These lower one parameter (chosen by random) from 1-8 points. The only use of these is the 5 HP it adds. Parameter Switch Blocks: These are light purple and have an arrow pointing up and an arrow pointing down. This will raise one stat and lower another by the same number. The first stat you choose is raised, and the second is lowered. This is literally a waste of a turn. Get Card Blocks: These are yellow and have the english "GET" on it. You'll get one random card from this. Cards are explained in the section below. Get Card X3 Blocks: These blocks are grey and have a X3 on it. You'll get three high end cards from this. You won't get any GO! Number cards, but you may get a GO! X card. There are only two of these blocks, both on the 1F on the school. Randomize Special Moves Block: This block is pink and is located on 3F of the school. There is only one. This block will randomize all your special moves and supers (if obtained). Speaking in terms of paths (explained in the "obtaining special moves" section) it will put you on a random path and then switch out all of you moves for moves on that path. It seems like it doesn't choose from all paths, but only four or five. Randomize Parameters Block: This is an orange square with two ??s located in the club area. There is only one. This block will randomly add or subtract a number to all of your stats. I haven't really messed with this, but by using the soft reset I get the feeling this is a quick way to get high stats, or at least a basis for them. ////////// Cards \\\\\\\\\\ Cards are a big deal in the Nikki, because there's alot of different ones that can be used in a lot of different ways. I'll try my best to explain all of them in as much depth as possible. There's a few ways to pick up cards. You can either step on a yellow block, where you'll get one random card, or you can step on a grey Card X3 block, where you'll get three cards. The grey blocks will give you three cards, but it won't be totally random, it'll be out of a pool of cards. This isn't the whole list, but usually you'll get: Go! X, Friendship Up, Friendship Down, or Class Steal. You can also get cards from Raizo (the principle from RS I), who will give you cards every five turns (including the first and fourtieth). GO! Cards: These cards feature a foot and a number on the card. The number is how many spaces you can move with that card. These can be found in the numbers 0-6. There's always a Go! X card. The X stands for whatever number you want it to be, from 0-6. This card can be very helpful and can save you from reseting the game multiple times. These cards take your turn. Warp Cards: These cards will warp you to a random block in various areas of the board. Where these cards will warp you depends on what area the card says, which can be hard to explain for people with no Japanese language background. Check the map of the board in the index section to see where each area is. -Pool: 3 symbols, the middle one is a horizontal line. -Rooftop: 2 symbols, the 2nd is upside down T/F thing. -School Building Floors: Will have a 1F, 2F, or 3F on it. -North Grounds: 5 simple symbols with 6th symbol consisting of two vertical lines with little slanted lines sticking out of them. -South Grounds: 5 simple symbols with 6th symbol being complicated, kind of resembling a little building. -Club Rooms: Easily confused with Gym. 3 complicated symbols, the first looking like it contains a funny looking B on the right side of it. -Gym: Easily confused with Club Rooms. 3 complicated symbols, the first looking like a stick beside a tree (use your imagination). After using the card it will ask you who you want to warp, the first option is player characters, and the second is JustCharas. These do not take your turn. Partner Card: These cards show two green figures looking at each other. These cards allow you to pick a JustChara to be your partner. Unforunately, only works on JustCharas in the same area as you. Check the map in the indexes for the areas. Using this card will raise a characters frienship with you a little bit. These cards do not take your turn. Heart Card: This shows a red heart on it. These cards raise your frienship with a character, usually to the next level of friendship. These can be used on any JustChara, not just ones in your area. These cards do not take your turn. Broken Heart Card: These cards show a blue broken heart on it. This takes down the friendship level of a character with one of your opponents. You will first choose a JustChara, and then a player to use it on. These cards do not take your turn. Mad Face Card: This card shows a pissed off face on it. Use this on a JustChara to piss them off, which will not allow anyone to speak with them for a number of turns. Does not take your turn. Happy Face Card: Use this to undo the mad face card. Does not take your turn. Stat Up Cards: These cards raise a stat temporarily. They show an arrow pointing up, with the stat name under the arrow. Does not take a turn. Stat Down Cards: These cards lower a stat of an opponent temporarily. They show an arrow pointing down with the stat name under it. After using, it will let you choose which opponent to use it on. Does not take a turn. Heal HP Card: This card shows a red cross with HP on it. It will restore 20 HP (full life). Does not take a turn. HP Hammer: This card says HP on it and shows a hammer. This will leech life from your opponent and give it to you. Does not take a turn. Battle! Card: Automatically lets you chibi battle a player. This will take your turn. Read about the chibi battles for more info. Spinner Cards: There's three of these bad boys. Just look at the description when you highlight the card to figure out which one it is. The choices are 1-2, 1-12, or 9-12 These cards are easy to pick out b/c they have a spinner on em. Class Snatch Card: Snatches! This takes a class from an opponent. Unforunately, it has a 50% chance of not working (that's the roulette that spins when you use it), and you don't get to choose which class you steal. The card shows a hand snatching some crazy yellow thing. STOP Cards: These cards show a red circle with a line through it. They will restrict movement by player and Justcharas through or to that space. These are used on the spot your standing. One Way Cards: These cards show an arrow pointing left or right. They will put a arrow sign on the spot your standing on, and JustCharas and Player charas will only be able to go one way when passing through that block. Used on the block you are standing on. ////////// Bingo Class Board \\\\\\\\\\ Your bingo class board is a great way to pick up some nice bonuses. This can be checked by clicking on your status or hitting X will in map mode. You must obtain 5 classes in a row to get bingo (vertical, horizontal, or diagonal). Getting bingo can give you a super move, +5 friendship to all JustChara, or +1 level to all of your stats. There's two of each of these rewards, so there's 2 ways to get any of your four supers. Unfortunately, getting the same super twice won't change the super or give you a new one. The good thing is that you can get the +1 Parameter and +5 Friendship bonuses twice, which do stack. If you're planning to skip a super, always skip two (even if you want one of them) b/c winning the tournament at the end of the Nikki will force you to obtain another super move, so if you only skipped one, you'll be forced to get that one anyway! ////////// Chibi Battles \\\\\\\\\\ Chibi battles are when both your characters go to a different screen and duke it out Friday Night Sissy Fight style. Three roulettes roll for each character and the person controlling each character must stop the three roulettes on a stat. These stats are then added up into a big green bar. Whoever has the biggest green bar wins. There's plenty ways to initiate Chibi battle. You can use a Battle Card, move to the same block as an opposing character (the first option is fight, the second is do not fight) or you can step on a class block owned by another character and fight them for it. If the fight was initiated by either stepping on them or using a battle card, you get to choose your reward after winning. The choices are: Impress a JustChara Steal a Class Block Steal their Partner Steal a Card You can only impress a JustChara that your opponent has had contact with, either by stepping on the same block as that JustChara or using a partner card. The rest is pretty self-explanatory. If you have Nagare as your partner, he'll give you an extra card at the end of the battle (this, I believe, is a random card, NOT one of your opponent's). The loser will also lose 3 HP after the fight. Having a partner will give you various stat bonuses. This can be viewed under the "Obtaining a Team-Up Attack and Partners" Section. ======================================================== C. Obtaining Special Moves ======================================================== This is going to be a LONG section, bare with me. Obtaining special moves is pretty easy, obtaining the special moves you actually want is NOT. Basically, to get a special move you have to land on one of the green GET! blocks. These blocks allow you to learn a special move according to the command floating above the box. For instance, the green box that's 5 spaces up up and left from the start position lets you learn a special move for the basic d df f+P manuever. Now to get into more complicated stuff. Most, but not all, special moves will be available to you from the start. The pool of skills you can learn as your FIRST (and first only!) special move is decided by what study plan you've chosen. The list can be found in the above section: Choosing and Raising Your Parameters. Choosing a beginning special move can be difficult because, in true capcom fashion, things can get unneccesarily complicated. Remember what Study Plan you've chosen, because choosing a special move under one study plan may just put you on a different path than choosing it under a different study plan. For instance, choosing the Cross Cutter on the General Studies plan will put you on Path C, while choosing the Cross Cutter under the Art Plan will put you on Path M. The cross cutter, dynamite straight, and kiaidan are infamous for this. Choose your first special move VERY wisely, because it will affect all your other available mobes. The first special move obtained puts you on a "skill path." You will NOT be able to change what path you're on after selecting your first special move, even if you go back to that same block and change your move to something else. To witness this, trying moving back to the square you learned your first special move on, and you'll notice that the list has dwindled quite significantly. That's because you're on the path for that first special move you selected. After selecting your first special move, order no longer affects what special moves appear. There is a small exception to the never changing your path rule. If you step on the block that randomizes all of your special moves it will change your path, but you won't regain any of your old special moves, so you can't cheat the system. You may also notice, if you're playing with a friend, that some of the exact same green blocks will give you two different commands. I guess to limit the number of special moves a custom character has, a certain path may not allow you to learn a special move for a certain command. For instance, choosing the Kyosuke's Cross Cutter d df f+P as your first special move will not allow you to learn a move the good old dragon punch command, f d df+P, so you can't learn Kyosuke's Raijin Upper. This may also have been implemented in the game to prohibit making carbon copies of certain characters. In theory, you could create a character with Demon Hyo's specials and then give out the password for him, which will make it so people don't have to unlock Demon Hyo. The fault to that is his supers will be wrong, and he certainly won't look like D-Hyo. Another interesting thing is that choosing the same move in air or for a different command can totally change your path. For example, choosing the Enbukyaku [HIN] will give you a different path than choosing the Air Enbukyaku. An example of the command thing, is if you choose Dynamite Straight [ROY] to d df f+P you'll be put on the C Path, while choosing the Dynamite Straight as your d db b+P move will put you on the A path. This is one reason why I'm only listing the d df f+P starters. The Path lists here are in the EXACT order that they are when stepping on a green block in the game, so no Japanese is needed, you just have to be able to count. I've only listed the d df f+P starters, because these will open up any path. This shouldn't be much of a problem, since there's little reason to skip out on getting a hadoken command special move. Also note not all paths can be opened up in all five study plans, most paths are exclusive to one or two study plans. Also be aware that learning a move on the ground will not allow you to use it in air as well, you must learn the air version of the move seperately. This is not true for Super moves, unless you're on Path Z. Of course, there's always secrets to be found, in any mode. This secret isn't that "secret" but it's a path that certainly isnt gained in conventional means. I've named this Path Z. This path lets you obtain various super moves for your special move commands (so you can get the Shinku Hadoken for d df f+P). This sounds great, but those super moves still take super bars, so it really isn't that special, though an AI-controlled character with high stats can be pretty beast with this path. This path is also mapped out at the end of the normal ones. To get this path, you just have to get a super move before getting a special one. So, just fill up a bingo board row that gives you a super before hitting that first special move block and enjoy. If you aren't sure about a special move check the special move index at the end of this FAQ. This can help immensely because it describes all the moves for every character and is in alphabetical order for easy look up. Here's a few things to take into account: -Some moves aren't from an exisiting Justice Character, these are marked with [CUS] for custom. -If you get Hyo's Iaigiri on your custom character, the custom character will not be able to to do Hyo's second slash, thus making this move less useful. -There's a few kanji readings I just had to guess on (sorry!). -I pretty accurately misspelled all of Yurika's music words, except for Waltz, I think. -I make mistakes pretty often, please email me and tell me what I screwed up! ////////// Path A \\\\\\\\\\ Path A can be initiated by choosing any of these d df f+P as your first special move: General Studies Kiaidan [BAT], Mukurorimon [AKI], Grapple Beat [CUS] Physical Education Kiaidan [BAT], Cross Cutter [KYO], Mukurorimon [AKI] These moves will be available by stepping on the respective GET block: d df f+P 1. Kiaidan [BAT] 2. Cross Cutter [KYO] 3. Mukurorimon [AKI] 4. Grapple Beat [CUS] d df f+K 1. Genei Kick [KYO] 2. Groovy Wheel [TIF] d db b+P 1. Dynamite Straight [ROY] 2. Touchdown Wave [ROY] 3. Burning Elbow [B-BAT] 4. Kaiten Recieve [NAT] d db b+K 1. Mikazuki Kick [BAT] 2. Enbukyaku [HIN] 3. Exciting Kick [TIF] 4. Sliding Kick [ROB] f d df+P 1. Shoyoken [HIN] 2. Jicchokuken [HID] 3. Twister Upper [ROY] 4. Raijin Upper [KYO] f d df+K 1. Beautiful Spin [TIF] 2. Overhead Kick [ROB] f df d db b+P 1. Screw Piledriver [CUS] AIR d df f+P 1. Air Kiaidan [BAT] 2. Genei Wave [KYO] 3. Air Dynamite [ROY] AIR d df f+K 1. Air Genei Kick [KYO] 2. Air Groovy Wheel [TIF] AIR d db b+P N/A AIR d db b+K 1. Air Enbukyaku [HIN] 2. Air Exciting Kick [TIF] Supers I: Zenkai Kiaidan [BAT] II: Super Raijin Upper [KYO] III: Dynamite Justice [ROY] IV: Double Screw Piledriver [CUS] ////////// Path B \\\\\\\\\\ Path B can be initiated by choosing any of these d df f+P as your first special move: General Studies Hadoken [CUS], Kikoshotei [HIN], Cross Cutter [KYO] Economic Studies Hadoken [CUS], Kikoshotei [HIN], Mukurorimon [AKI] These moves will be available by stepping on the respective GET block: d df f+P 1. Hadoken [CUS] 2. Kikoshotei [HIN] 3. Shokushin [KYK] 4. Cross Cutter [KYO] 5. Mukurorimon [AKI] d df f+K 1. Hyakuretsukyaku [CUS] 2. Senshubu [AKI] 3. Genei Kick [KYO] 4. Long Shoot [ROB] 5. Musogeri [DAI] d db b+P 1. Tenkohadoken [CUS] 2. Shussekikakumin [KYK] 3. Kogai [RAN] d db b+K 1. Mikazuki Kick [BAT] 2. Enbukyaku [HIN] 3. Kaishin [KYK] f d df+P N/A f d df+K 1. Rising Kick [CUS] 2. Beautiful Spin [TIF] f df d db b+P N/A AIR d df f+P 1. Air Hadoken [CUS] 2. Genei Wave [KYO] AIR d df f+K 1. Air Genei Kick [KYO] 2. Raieishu [HID] 3. Enkyakudan [HIN] AIR d db b+P N/A AIR d db b+K 1. Air Enbukyaku [HIN] 2. Air Kaishin [KYK] Supers I: Shinku Hadoken [CUS] II: Shinku Tenkohadoken [CUS] III: Senretsukyaku [CUS] IV: Rasen Ebukyaku [HIN] V: Shimazuryu Raieishu [HID] ////////// Path C \\\\\\\\\\ Path C can be initiated by choosing any of these d df f+P as your first special move: General Studies Dynamite Straight [ROY], Seihaken [HID], Yamikagura [KUR] Practical Studies Seihaken [HID], Shokushin [KYK], Dynamite Straight [ROY], Yamikagura [KUR] These moves will be available by stepping on the respective GET block: d df f+P 1. Dynamite Straight [ROY] 2. Seihaken [HID] 3. Shokushin [KYK] 4. Yamikagura [KUR] d df f+K 1. Long Shoot [ROB] 2. Yashaguruma [KUR] 3. Zenhotenshin no Kata [IIN] d db b+P 1. Genei Breaker [KYO] 2. Touchdown Wave [ROY] 3. Kiai Knuckle [HAY] 4. Perfect Catch [ROB] d db b+K 1. Yamikake [KUR] 2. Kaishin [KYK] 3. Exciting Kick [TIF] f d df+P 1. Guts Upper [BAT] 2. Shoyoken [HIN] 3. Jicchokuken [HID] 4. Roppuzuki [KUR] f d df+K 1. Rising Kick [CUS] f df d db b+P N/A AIR d df f+P 1. Air Dynamite [ROY] 2. Air Seihaken [HID] AIR d df f+K 1. Air Yashaguruma [KUR] AIR d db b+P N/A AIR d db b+K 1. Air Kaishin [KYK] 2. Air Exciting Kick [TIF] Supers I: Shimazuryu Shin Jicchokuken [HID] II: Zenkai Guts Upper [BAT] III: Ankoku Yamikagura [KUR] IV: Rasen Enbukyaku [HIN] ////////// Path D \\\\\\\\\\ Path D can be initiated by choosing any of these d df f+P as your first special move: General Studies Miwaku no Waltz [YUR], Jumonjigiri [HYO], Rekketsu Shinai [HAY] Economic Studies Miwaku no Waltz [YUR], Jumonjigiri [HYO], Rekketsu Shinai [HAY] These moves will be available by stepping on the respective GET block: d df f+P 1. Miwaku no Waltz [YUR] 2. Jumonjigiri [HYO] 3. Nekketsu Shinai [HAY] d df f+K 1. Spin*Smash [MOM] 2. Musogeri [DAI] 3. Genei Kick [HYO] d db b+P 1. Shukku [D-HYO] 2. Shinkugiri [CUS] 3. Iaigiri [HYO] d db b+K 1. Mikazuki Kick [BAT] 2. Senshubu [AKI] f d df+P 1. Oryuzan [HYO] 2. Shinen no Menuet [YUR] 3. Daikaitendabo [SHO] f d df+K N/A f df d db b+P N/A AIR d df f+P 1. Tenraizan [HYO] 2. Air Nekketsu Shinai [HAY] AIR d df f+K 1. Kaiten Shinai Otoshi [HAY] 2. Raieishu [HID] 3. Air Genei Kick [HYO] AIR d db b+P N/A AIR d db b+K N/A Supers I: Mugenryu Ankoku Shogekizan [D-HYO] II: Jiai no Requiem [YUR] III: Nekketsu Kazaguruma [HAY] IV: Ankoku Geneishu [HYO] ////////// Path E \\\\\\\\\\ Path E can be initiated by choosing any of these d df f+P as your first special move: General Studies Shokushin [KYK], Shining Save [ROB] Economic Studies Shokushin [KYK], Shining Save [ROB] These moves will be available by stepping on the respective GET block: d df f+P 1. Shokushin [KYK] 2. Shining Save [ROB] d df f+K 1. Groovy Wheel [TIF] 2. Zenhotenshin no Kata [IIN] 3. Katayoku no Kamae [KYK] d db b+P 1. Shockwave [CUS] 2. Genei Breaker [KYO] d db b+K 1. Yamikake [KUR] 2. Hobu [AKI] 3. Shinenkyaku [HID] f d df+P 1. Sho'oken [CUS] 2. Sliding Recieve [NAT] f d df+K N/A f df d db b+P 1. Giant Swing [MOM] AIR d df f+P 1. Air Shining Save [ROB] 2. Daisenbu [GAN] AIR d df f+K N/A AIR d db b+P N/A AIR d db b+K N/A Supers I: Shi no Kaigo [KYK] II: Imawanoryu Mozu Otoshi [B-BAT] III: S Groovy Wheel [TIF] IV: Groovy Screw [TIF] ////////// Path F \\\\\\\\\\ Path F can be initiated by choosing any of these d df f+P as your first special move: Physical Education Chogosokyu [SHO], Tobikomi [NAG], Nyukon Serve [NAT] These moves will be available by stepping on the respective GET block: d df f+P 1. Chogosokyu [SHO] 2. Tobikomi [NAG] 3. Nyukon Serve [NAT] d df f+K 1. Groovy Wheel [TIF] 2. Long Shoot [ROB] 3. Hyakuretsukyaku [CUS] d db b+P 1. Iaigiri [HYO] 2. Perfect Catch [ROB] 3. Kaiten Recieve [NAT] 4. Jinkokokyu [NAG] d db b+K 1. Sliding Kick [ROB] 2. Niagara Drop [SHO] 3. Mikazuki Kick [BAT] f d df+P 1. Daikaitendabo [SHO] 2. Racket Rocket [MOM] 3. Sliding Recieve [NAT] f d df+K 1. Overhead Kick [ROB] 2. Rising Kick [CUS] f df d db b+P N/A AIR d df f+P 1. Air Chogosokyu [SHO] 2. Air Tobikomi [NAG] 3. Air Nyukon Serve [NAT] AIR d df f+K 1. Bicycle Kick [ROB] 2. Ryusei Kick [BAT] 3. Raieishu [HID] AIR d db b+P N/A AIR d db b+K N/A I: Bunshin Makyu [SHO] II: Momo Crash [MOM] III: Bakuretsu V Goal [ROB] IV: Super Tobikomi [NAG] ////////// Path G \\\\\\\\\\ Path G can be initiated by choosing any of these d df f+P as your first special move: Physical Education Shining Save [ROB], Dynamite Straight [ROY] Economic Studies Nyukon Serve [NAT], Dynamite Straight [ROY] These moves will be available by stepping on the respective GET block: d df f+P 1. Nyukon Serve [NAT] 2. Shining Save [ROB] 3. Dynamite Straight [ROY] d df f+K 1. Long Shoot [ROB] 2. God Defense Foward [BOW] 3. Zenhotenshin no Kata [IIN] 4. Hiraoyogi Kick [NAG] d db b+P 1. Kaiten Recieve [NAT] 2. Kashiwade Yaburi [GAN] 3. Shockwave [CUS] 4. Kogai [RAN] d db b+K 1. Niagara Drop [SHO] 2. Sliding Kick [ROB] 3. God Defense Backward [BOW] f d df+P 1. Sliding Recieve [NAT] 2. Sho'oken [CUS] 3. Guts Upper [BAT] f d df+K 1. Overhead Kick [ROB] 2. Kiai Kick [HAY] 3. Beautiful Spin [TIF] f df d db b+P N/A AIR d df f+P 1. Air Shining Save [ROB] 2. Air Nyukon Serve [NAT] AIR d df f+K N/A AIR d db b+P N/A AIR d db b+K N/A Supers I: Tenjo Serve [NAT] II: Midare Sakura [CUS] III: Cho Bata Ashi [NAG] IV: Chosatsujin Sliding [SHO] ////////// Path H \\\\\\\\\\ Path H can be initiated by choosing any of these d df f+P as your first special move: Physical Education Urarimon [P-AKI], Grapple Beat [CUS] Practical Studies Shining Save [ROB], Grapple Beat [CUS], Urarimon [P-AKI] Performing Arts Shining Save [ROB], Grapple Beat [CUS], Urarimon [P-AKI] These moves will be available by stepping on the respective GET block: d df f+P 1. Shining Save [ROB] 2. Grapple Beat [CUS] 3. Urarimon [P-AKI] d df f+K 1. Buchikamashi [GAN] 2. Zenhotenshin no Kata [IIN] 3. Hiraoyogi Kick [NAG] d db b+P 1. Double Lariat [CUS] 2. Daichizuki [DAI] 3. Kiai Knuckle [HAY] d db b+K 1. Double Shido Kick [HAY] 2. Shiden no Kata [IIN] f d df+P 1. Guts Upper [BAT] 2. Raijin Upper [KYO] f d df+K N/A f df d db b+P 1. Screw Piledriver [CUS] 2. Oarashi [GAN] AIR d df f+P 1. Air Shining Save [ROB] 2. Daisenbu [GAN] AIR d df f+K N/A AIR d db b+P N/A AIR d db b+K N/A Supers I: Fire Grapple Beat [CUS] II: Double Screw Piledriver [CUS] III: Nadare Otoshi [GAN] IV: Nekketsu Yase Gaman [HAY] ////////// Path I \\\\\\\\\\ Path I can be initiated by choosing any of these d df f+P as your first special move: Physical Education Kikoshotei [HIN], Teppozuki [GAN], Musozuki [DAI], God Rush [BOW] Practical Studies Kikoshotei [HIN], Teppozuki [GAN], God Rush [BOW] These moves will be available by stepping on the respective GET block: d df f+P 1. Kikoshotei [HIN] 2. Teppozuki [GAN] 3. Musozuki [DAI] 4. God Rush [BOW] d df f+K 1. Musogeri [DAI] 2. Aranamishiko [GAN] 3. Katayoku no Kamae [KYK] d db b+P 1. Kashiwade Yaburi [GAN] 2. Daichizuki [DAI] 3. Kiai Knuckle [HAY] 4. God Hook [BOW] d db b+K 1. Niagara Drop [SHO] 2. Double Shido Kick [HAY] 3. Buchikamashi [GAN] f d df+P 1. Shoryu no Kata [IIN] 2. Musouraken [DAI] 3. Roppuzuki [KUR] f d df+K 1. Kiai Kick [HAY] 2. Rising Kick [CUS] f df d db b+P N/A AIR d df f+P 1. Kikokai [DAI] 2. Genei wave [KYO] AIR d df f+K N/A AIR d db b+P 1. God Lariat [BOW] 2. Air Kogai [RAN] AIR d db b+K N/A Supers I: Midare Teppozuki [GAN] II: Heaven's Cross [BOW] III: Kokikokai [DAI] IV: Tengoku eno Kaidan [KYK] ////////// Path J \\\\\\\\\\ Path J can be initiated by choosing any of these d df f+P as your first special move: Practical Studies Tobikomi [NAG], Shockwave [CUS], Groovy Knuckle [TIF] Performing Arts Tobikomi [NAG], Shockwave [CUS] These moves will be available by stepping on the respective GET block: d df f+P 1. Tobikomi [NAG] 2. Groovy Knuckle [TIF] 3. Shockwave [CUS] d df f+K 1. God Defense Foward [BOW] 2. Koko no Pride [ZAK] 3. Shiden no Kata [IIN] d db b+P 1. Kuonsaki [KUR] 2. Kogai [RAN] 3. Fugekishu [AKI] 4. Double Lariat [CUS] d db b+K 1. Yamikake [KUR] 2. Sliding Kick [ROB] 3. God Defense Backward [BOW] f d df+P N/A f d df+K 1. Kiai Kick [HAY] 2. Hiraoyogi Kick [NAG] f df d db b+P 1. Screw Piledriver [CUS] AIR d df f+P 1. Air Tobikomi [NAG] 2. Air Dynamite [ROY] AIR d df f+K 1. Kanzen Block [NAT] 2. Ganseki Kudaki [CUS] AIR d db b+P 1. Air Kogai [RAN] 2. God Lariat [BOW] AIR d db b+K N/A Supers I: Super Shockwave [CUS] II: Tenjo Serve [NAT] III: Kojin Medore [NAG] IV: Nekketsu Yase Gaman [HAY] ////////// Path K \\\\\\\\\\ Path K can be initiated by choosing any of these d df f+P as your first special move: Practical Studies Uragiri [EDG], Hakai no Tessa [ZAK], Musozuki [DAI] These moves will be available by stepping on the respective GET block: d df f+P 1. Uragiri [EDG] 2. Hakai no Tessa [ZAK] 3. Musozuki [DAI] d df f+K 1. Bato [EDG] 2. Koko no Pride [ZAK] 3. Musogeri [DAI] d db b+P 1. Taiku'uragiri [EDG] 2. Dokuja no Tessa [ZAK] 3. Daichizuki [DAI] d db b+K 1. Hakai [EDG] 2. Gankogeri [ZAK] f d df+P 1. Kuho no Tessa [ZAK] 2. Musouraken [DAI] 3. Yosu Saiken [P-AKI] 4. Grapple Beat [CUS] f d df+K N/A f df d db b+P N/A AIR d df f+P 1. Air Uragiri [EDG] 2. Air Hakai no Tessa [ZAK] AIR d df f+K N/A AIR d db b+P N/A AIR d db b+K 1. Air Hakai [EDG] Supers I: Sozetsu na Uragiri [EDG] II: Fire Grapple Beat [CUS] III: Hissatsu Inazuma Gankogeri [ZAK] IV: Shin Otoko no Senaka [DAI] ////////// Path L \\\\\\\\\\ Path L can be initiated by choosing any of these d df f+P as your first special move: Economic Studies Groovy Knuckle [TIF], Cross Cutter [KYO] Performing Arts Groovy Knuckle [TIF], Mukurorimon [AKI] These moves will be available by stepping on the respective GET block: d df f+P 1. Cross Cutter [KYO] 2. Groovy Knuckle [TIF] 3. Mukurorimon [AKI] d df f+K 1. Katayoku no Kamae [KYK] 2. Senshubu [AKI] d db b+P 1. Shusekikakumin [KYK] 2. Groovy Punch [TIF] 3. Genei Breaker [KYO] 4. Hiren no Serenade [YUR] d db b+K 1. Yamikake [KUR] 2. Hobu [AKI] f d df+P 1. Sliding Recieve [NAT] 2. Raijin Upper [KYO] f d df+K N/A f df d db b+P N/A AIR d df f+P N/A AIR d df f+K 1. Enkyakudan [HIN] 2. Ryusei Kick [BAT] AIR d db b+P 1. Air Kiren no Serenade [YUR] 2. God Lariat [BOW] AIR d db b+K N/A Supers I: Kakusan Cross Cutter [KYO] II: Jiai no Reqiuem [YUR] III: Wonderful Kick [TIF] IV: Sekkyokogeki [IIN] ////////// Path M \\\\\\\\\\ Path M can be initiated by choosing any of these d df f+P as your first special move: Performing Arts Uragiri [EDG], Cross Cutter [KYO] These moves will be available by stepping on the respective GET block: d df f+P 1. Uragiri [EDG] 2. Urarimon [P-AKI] 3. Cross Cutter [KYO] d df f+K 1. Yashaguruma [KUR] d db b+P 1. Shukku [D-HYO] 2. Taiku'uragiri [EDG] 3. Jinkokokyu [NAG] d db b+K 1. Yamikake [KUR] 2. Hakai [EDG] f d df+P 1. Roppuzuki [KUR] 2. Raijin Upper [KYO] f d df+K N/A f df d db b+P N/A AIR d df f+P 1. Air Uragiri [EDG] 2. Tenraizan [HYO] AIR d df f+K 1. Air Yashaguruma [KUR] AIR d db b+P N/A AIR d db b+K 1. Air Hakai [EDG] Supers I: Sozetsu na Uragiri [EDG] II: Kirishimaryu Shinku Anran [KUR] III: Kirishimaryu Kyojureppa [KUR] IV: Imawanoryu Mozu Otoshi [B-BAT] ////////// Path N \\\\\\\\\\ Path N can be initiated by choosing any of these d df f+P as your first special move: Performing Arts Hadoken [CUS], Kikoshotei [HIN], Kiaidan [BAT] These moves will be available by stepping on the respective GET block: d df f+P 1. Hadoken [CUS] 2. Kikoshotei [HIN] 3. Kiaidan [BAT] d df f+K 1. Zenhotenshin no Kata [IIN] 2. Koko no Pride [ZAK] 3. Genei Kick [KYO] d db b+P 1. Tenkohadoken [CUS] 2. Genei Breaker [KYO] 3. Perfect Catch [ROB] d db b+K 1. Enbukyaku [HIN] 2. Shinenkyaku [HID] 3. Niagara Drop [SHO] 4. Kaishin [KYK] f d df+P 1. Sho'oken [CUS] 2. Jicchokuken [HID] 3. Guts Upper [BAT] f d df+K N/A f df d db b+P N/A AIR d df f+P 1. Air Hadoken [CUS] 2. Air Kiaidan [BAT] 3. Kikokai [DAI] AIR d df f+K 1. Ryusei Kick [BAT] 2. Air Genei Kick [KYO] AIR d db b+P N/A AIR d db b+K 1. Air Enbukyaku [HIN] 2. Air Kaishin [KYK] Supers I: Shinku Hadoken [CUS] II: Tenko Shinku Hadoken [CUS] III: Midare Sakura [CUS] IV: Haru Ichiban [CUS] ////////// Path Z \\\\\\\\\\ Path Z can be initiated by getting a super move by using your bingo class board before gaining a special move. These moves will be available by stepping on the respective GET block: d df f+P 1. Shinku Hadoken [CUS] 2. Midare Teppozuki [GAN] d df f+K 1. Haten Mueishu [AKI] 2. Double Genei Kick [KYO] d db b+P 1. Zenkai Guts Upper [BAT] 2. Dynamite Justice [ROY] d db b+K 1. Rasen Enbukyaku [HIN] 2. Shi no Kaigo [KYK] f d df+P 1. Shimazuryu Shin Jicchokuken [HID] 2. Super Raijin Upper [KYO] f d df+K N/A f df d db b+P N/A AIR d df f+P 1. Air Shinku Hadoken [CUS] 2. Nadare Otoshi [GAN] AIR d df f+K 1. Zenkai Ryusei Kick [BAT] 2. Air Double Genei Kick [KYO] AIR d db b+P N/A AIR d db b+K 1. Air Rasen Enbukyaku [HIN] Supers I: Denjin Hadoken [CUS] II: Funkazan [GAN] III: Haru Ichiban [CUS] IV: Nekketsu Yase Gaman [HAY] If you don't obtain any special moves throughout all fourty turns of the Nikki, right before the tournament you'll get this move list: Special Moves d df f+P: Shippu no Kata [IIN] d df f+K: Bato [EDG] d db b+P: Groovy Punch [TIF] Super Moves d db bx2 +K: Groovy Screw [TIF] Unfortunately, this is the only known way to get the Shippu no Kata. =========================================== D. Obtaining Super Moves =========================================== Obtaining the super moves you want can be damn near impossible, so you usually have to stick with what ya get. First off, to obtain a super move you can either fill up a bingo row that yields a super attack (explained in "playing the nikki"), or win the end of the nikki tournament. The first way is the preferred way, where winning the nikki should be a last resort, because if you have all four of your supers when you win the tournament, you'll be rewarded with a boost to your stats instead of a super. The super moves you can obtain are, just like your special moves, controlled by the path you've chosen (that's why in the special moves section it lists the supers for each path). Unfortunately, you do not have a choice with your supers, you're just given what they give you. Your only choice is to not obtain a super(which is a viable option for ppl wanting to follow a gimmick or trying to create a character from another game). To do this, just purposely don't get the bingo row that goes with that super. You can check what bingo rows lead to what by checking your status. You can also check what class blocks show up in what row by hitting the x button in map mode. The only time you get a choice of what super you want, is when you win the end-nikki tournament, but your only choices are the four you would have obtained anyway. You could also obtain a super and then go to the edit character menu and make your character not use the move often, and then just not use the move yourself in battle. Unfortunately, changing the AI of the character doesn't always work, because my character Shiro still used the Jiai no Requiem quite often, despite telling him to use it not often in all cases in the edit character menu. Be careful if you're skipping a super, because there's usually two bingo rows that yield a super. You can tell which rows lead to what by checking your status and looking at the symbol at the end of the reward. Highlight the symbol and their should be either 1) Some japanese symbols with a +5 2)Some Japanese symbols with a +1 or 3)Some complicated symbols (kanji!) with a number 1-4. The 1-4 number is the one your looking for. The number corresponds to the super number, viewable in the special move list above, or the super move list below. When you obtain the move, its listed with roman numerals on the status menu, so I'm using the roman numerals for this list. The other bingo bonuses are explained in "playing the nikki." The roman numeral supers are with these commands: I: d df f (x2)+P II: d db b (x2)+P III: d df f (x2)+K IV: d db b (x2)+K If a super move can be done in the air, you don't have to obtain that one seperately like you do the special move. However, in air only moves are, from what I've seen, learned as fifth super moves. You can only obtain four supers in the nikki mode, but it seems like some of them come in little two packs. Obtaining the Shinku Hadoken will give you the air version of the move (which registers as a totally different move, unlike most air versions) and getting one of the path B supers unlocks the Shimazuryu Raieishu (my guess is either getting all four or getting the Senretsukyaku). I haven't quite figured out how the fifth super phenomenom works, but it seems it only occurs for certain paths, and just obtaining all the supers is your best bet. I don't remember where I read the information, but I remember reading something about getting a JustChara as your bestfriend (meaning they meet you at the camp fire after the nikki) will let you learn one of their super moves. This is, to my knowledge, FALSE. I've tried every which way to do so, and it just doesn't happen. The only rewards for getting a bestfriend is playing around with their chibi model in the Omake menu, and seeing the ending (which is worthless to most of you who read this, because it's very japanese extensive). Only the super moves that are obtained from using the bingo board for Path Z (explained in the special moves section) will be listed here. You can see descriptions of the super moves in the super move list in the index section at the end of this FAQ. Here's the list: ////////// Path A \\\\\\\\\\ I: Zenkai Kiaidan [BAT] II: Super Raijin Upper [KYO] III: Dynamite Justice [ROY] IV: Double Screw Piledriver [CUS] ////////// Path B \\\\\\\\\\ I: Shinku Hadoken [CUS] II: Shinku Tenko Hadoken [CUS] III: Senretsukyaku [CUS] IV: Rasen Enbukyaku [HIN] (V.) Shimazuryu Raieishu [HID] ////////// Path C \\\\\\\\\\ I: Shimazuryu Shin Jicchokuken [HID] II: Zenkai Guts Upper [BAT] III: Ankoku Yamikagura [KUR] IV: Rasen Enbukyaku [HIN] ////////// Path D \\\\\\\\\\ I: Mugenryu Ankoku Shogekizan [D-HYO] II: Jiai no Reqiuem [YUR] III: Nekketsu Kazaguruma [HAY] IV: Ankoku Geneishu [HYO] ////////// Path E \\\\\\\\\\ I: Shi no Kaigo [KYK] II: Imawanoryu Mozu Otoshi [B-BAT] III: S Groovy Wheel [TIF] IV: Groovy Screw [TIF] ////////// Path F \\\\\\\\\\ I: Bunshin Makyu [SHO] II: Momo Crash [MOM] III: Bakuretsu V Goal [ROB] IV: Super Tobikomi [NAG] ////////// Path G \\\\\\\\\\ I: Tenjo Serve [NAT] II: Midare Sakura [CUS] III: Cho Bata Ashi [NAG] IV: Chosatsujin Sliding [SHO] ////////// Path H \\\\\\\\\\ I: Fire Grapple Beat [CUS] II: Double Screw Piledriver [CUS] III: Nadare Otoshi [GAN] IV: Nekketsu Yase Gaman [HAY] ////////// Path I \\\\\\\\\\ I: Midare Teppozuki [GAN] II: Heaven's Cross [BOW] III: Kokikokai [DAI] IV: Tengoku eno Kaidan [KYK] ////////// Path J \\\\\\\\\\ I: Super Shockwave [CUS] II: Tenjo Serve [NAT] III: Kojin Medore [NAG] IV: Nekketsu Yase Gaman [HAY] ////////// Path K \\\\\\\\\\ I: Sozetsu na Uragiri [EDG] II: Fire Grapple Beat [CUS] III: Hissatsu Inazumi Gankogeri [ZAK] IV: Shin Otoko no Senaka [DAI] ////////// Path L \\\\\\\\\\ I: Kakusan Cross Cutter [KYO] II: Meifu no Nocturn [YUR] III: Wonderful Kick [TIF] IV: Sekkyokogeki [IIN] ////////// Path M \\\\\\\\\\ I: Sozetsu na Uragiri [EDG] II: Kirishimaryu Shinku Anran [KUR] III: Kirishimaryu Kyoju Reppa [KUR] IV: Imawanoryu Mozu Otoshi [B-BAT] ////////// Path N \\\\\\\\\\ I: Shinku Hadoken [CUS] II: Shinku Tenko Hadoken [CUS] III: Midare Sakura [CUS] IV: Haru Ichiban [CUS] (V.) Air Shinku Hadoken [CUS] ////////// Path Z \\\\\\\\\\ I: Denjin Hadoken [CUS] II: Funkazan [GAN] III: Haru Ichiban [CUS] IV: Nekketsu Yase Gaman [HAY] ================================================= E. Obtaining Team-Up Attacks and Partners ================================================= Partners can really mean the difference between win and lose in any fight, nikki or otherwise. Getting a temporary partner in the Nikki is pretty simple, the first time you talk to a character, there is a chance (it's not based on any condition, it really is a random chance) that the character will join you. The chance is about 50/50. The other way to get a partner is to use the quite abundant partner cards. These cards show two green figures on it. Partner cards can be used to get a chara in your map area (areas are explained in "playing the nikki" and the board map in the indexes), so even if Momo is one block away from you, if you're in the pool area and she's in the south grounds area, she won't be able to join you. Of course, you can always use teleport cards to bring you favorite character to you (also explained in "playing the nikki"). Some other things could also happen at the first contact with a JustChara. He or she may just have a conversation with you and nothing will happen, or he/she will give you a personal bonus block. You'll know when the character gives you a bonus block to reach, because the camera will move to that block and point at it. If you land on the block your friendship with that person will go up. Whats friendship do? At the end of the nikki, if your friendship with a character is at the highest level, then that character will show up at the campfire to speak with you, where he/she will have a lengthy conversation with your character, and you'll unlock that ending in the Omake menu, as well as their chibi nikki sprite to play around with (get Momo!). Also, a character with high friendship will stay as your partner longer in the nikki mode, and they might show up at the end of the nikki tournament. Having a partner can help wonders because your character will be able to use the team-up attack (which pretty much interupts anything, and the AI seems to find easier to connect than supers) and even if you didn't acquire any supers in the nikki, you character will have this to use super bars on. You can check your friendship level with a character at the status screen. Blue is the lowest level, Red is the highest. Here's a list of all the cool things partners do with them in nikki chibi battle mode: Character Effect -------------------------------------------------------------------- Akira -8 Attack to Opp Batsu +10 Potential to you Bowman +10 Defense to you Edge -8 Defense to Opp Daigo +10 nikki points if you win Gan +10 Health to you Hayato +10 Willpower to you Hideo Subtacts random number from Opp power bar Hinata Adds random value to your power bar Hyo -8 HP to opp (ouch!) Iincho Subtracts random value from Opp power bar Kurow -2 to all Opp's stats Kyoko +2 to all your stats Kyosuke -8 Intelligence to Opp Momo -8 Potential to Opp Nagare Gives you a random card with Victory Natsu Subtracts random value from Opp power bar Ran +2 Friendship to All JustChara Roberto -8 Attack to Opp Roy -8 Willpower to Opp Shoma +10 Attack to you Tiffany Restores 4 HP to you Yurika +10 Intelligence to you Zaki* ? I'm really not sure about Zaki. Another FAQ said she gives you a random bonus, but I have yet to see this. All she does for me is stand there and look like a bad mortal kombat character. To my knowledge, she does NOTHING. On a quick note, when I say first contact with the person, this is first contact when they are at the lowest level of friendship. There's plenty of ways to gain friendship with a character, some easier than others. First off, completing certain bingo rows (indicated by a heart on the status screen) will give you +5 friendship with all characters. From what I understand, it takes 10 friendship to raise a level (or at least from the lowest level to the next), so, if you finish your whole bingo board, you should be on the green level with all characters, and at least the yellow level with characters you've fought with for a decent amount of time. Another way is to get that character to join (partner card or otherwise) and simply win nikki battles (friday night sissy fights I like to call em ^_-) with them by your side. I'm not sure what the number value after each fight is, but it adds up pretty quickly, especially if you fight often. You can also use Friendship up cards to make a person like you more (these cards have pink hearts on them), which automatically bumps a character to the next friendship level. Unfortunately, these are a bit rare. The easiest way to pick them up is to land on the grey X3 card square on the ground floor of the school area. These can not only land you some friendship cards, but also some Move X and Class Steal cards. Another easy way to gain popularity with all characters (one I almost forgot!) is to have Ran as your partner. If you win a chibi battle with her as your partner she'll blabber her mouth all around campus and tell all the Just Charas, who'll all get +2 friendship. This can get annoying because some charas you don't like will start liking you. The last, and least recommended way, is to land on the same square as your desired character and talk to them. They'll have a conversation with you (usually about really trivial stuff, Natsu complains about Momo, Hinata just annoys you to death) and then you'll be prompted with three choices. Generally, one choice is good, one is bad, and the other is neutral. The good choice will raise your friendship with them pretty substantially (usually a whole level), the neutral choice does nothing (waste of a turn!) and the bad choice lowers your friendship with a character (also pretty substantially!). There's three conversations you can get in one nikki for each character, so you can almost get the character to the highest friendship with just these. Despite this, this way is the least recommended because you're stuck trying to hunt down your fav character instead of gaining stats or moves and it can be difficult to land right on the square you want. The higher your friendship the higher chance the character might just stop you in your tracks though. If you walk past them they might just bump into you (on purpose!) and start a conversation with you. Make sure to save before walking past a buddy, because you don't want them to bump into you and then give them the wrong answer and have them hate your guts. This can get quite annoying if you fill out your bingo board, because characters you don't even like will bump into you and stop you from going somewhere. If a particular character is blocking your way you can either: Use a Frown card, which will make it so the character won't talk to anyone for a certain amount of turns, or use a broken heart card, which will lower their friendship with you. To save you from bumping into characters you dislike, try to focus your friendship efforts on one or two characters, and very rarely team-up with any others. Having half of the JustCharas at the yellow level can be a huge pain in the butt. I'm compiling a list of responses to help out friendships or purposely hurt them. I'm only listing the best and worst responses (not the neutral) because they are the only useful ones. To make a great edit character, you can't waste turns! Here's the list, let me explain what's going on. Character is the character's name, conv # is the number of conversation. This number only counts conversations with CHOICES! So the first conversation you have with the chara or talking to them to gain a team-up attack does NOT count! So not to totally confused ppl, I'll use roman numerals for the CONV #. Best and Worst numbers are the number of response to get either friendship up or frienship down. The first choice being the one the cursor starts with, at the top. This list is probably flawed, because my notes were super sloppy. Also note that in many of the earlier dialogues (like the first one) there are two different good choices. I'm only listing one. Please email me with mistakes or additions. CHARACTER CONV # BEST WORST --------------------------------------- Akira I 3 ? Batsu I 2 3 Batsu II ? 2 Bowman I 1 ? Diago I 1 ? Edge I 2 3 Gan I ? 1 Hideo I 3 1 Hinata I 3 2 Hyo I 1 ? Iincho I 1 ? Kurow I 2 ? Kyoko I ? 1 Kyosuke I 1 ? Momo I 3 1 Nagare I 1 ? Natsu I 2 1 Natsu II 1 2 Ran I 2 3 Ran II 1 2 Roberto I 2 1 Roy I 1 2 Shoma I 1 2 Tiffany I 2 3 Tiffany II 1 ? Tiffany III 3 ? Zaki I 1 ? Obtaining your team-up attack could be one of the easiest attacks you get, if you know when to do it. TO acquire a team-up attack, just land on a space with the character who you want the team-up attack of, and then choose the second option. Just in case you forgot the team-up attacks for everyone, I'll list all the ones you can get. Because certain characters have objects edit charas just can't get (camera, tennis racquet, violin, etc), not all characters' team up attacks are learnable. I'll also make a list of the ones not learnable below the first list. The easiest way to go about getting your team-up attack is know exactly which one you want at the beginning of the game and hunt that person down first. Why? Because if you wait until later in the game you might run out of turns and have to settle for a bad team-up attack, or that character might like you, and instead of letting you initiate conversation with him/her, she/he will bump in to you and initiate conversation with you, which won't give you the choice to learn a team-up attack. This can be a total pain. If you don't get a team-up attack from a JustChara, you will still have one. To my knowledge it's random, but it seems like Edit Characters start with either the W Sky Attack, Ningen Daiho, or the Ai no Hado. Ai no Hado is not the full name of the move, b/c I couldn't read the first few kanji in it (sorry!). CHARACTER MOVE NAME DESCRIPTION ----------------------------------------------------- Akira Kyusorengekishu Series of flip kicks to kikosho blast Batsu W Kiaidan Both charas shoot kiaidan projectiles Bowman W Power Buster Double mexican stretch buster ^_- Daigo Otoko no naka no Otoko Daigo takes hits and uppercuts opp Edge Jigoku Double slash through with knives Gan Katsu Kazan Opp is thrown down like a rug Hayato Nekketsu Kiaiho Hayato beats yo ass,you shoot kiaidan Hideo Shimazuryu Soryu Seihaken Shoryuken to in air double hadoken Hinata Guts Hyakubai Hinata encourages you, guts up! Hyo* Zankokuzan Hyo slashes up you and opp Iincho Iincho's 1 Point Advice Iincho's teaches you stuff,HP+Guts Up Kurow Kirishimaryu Jumonjisappo Air attacks to double X kick Kyoko Kyukyoku no Kyuseiju Kyoko gives you a massage, HP up! Kyosuke Last Symphony Double kyosuke-style combo Nagare Synchronized Attack Synchronized swimming attack Natsu Fight Hyakubai Natsu encourages you, guts up! Roberto Trap W Shoot Kick-up to double soccer kick Roy W Rising Tornado Double rising shinryuken attack Shoma Grand Slam Spike to baseball bat smash Tiffany Love and Peace Tiffany kisses you, HP up! Zaki* Kantsuke 120% Zaki smacks opp with your body EditChara W Sky Attack Double jumping splash on opp EditChara Ningen Daiho Ally tosses you head first into opp EditChara Ai no Hado Very feminine double heart blast *- Attacks that hurt both your character and the opponent Team-Up Attacks you can't get: Burning Batsu's W Kiai Beam Momo's Ningen Kabeuchi Powered Akira's Rengekienbu Ran's Itadaki Scoop Wild Daigo's Otoko no naka no Kyuki Yurika's Gekirei no Concerto Just in case you forgot, triple team moves are automatically assigned when you choose a school, check the "Initial Creation" section for that! ================================================== F. Raising Your Parameters ================================================== No matter how many cool special moves, team-up attacks, or supers move a chara has, they will be damn near worthless without a decent amount of stats. Though stats seem like the easiest to do, because more than half the board is stat up blocks, getting high stats is actually harder than it seems, especially if you are also trying to get a best friend, many special moves, and fill out your bingo board. When your stats go up in the nikki mode two things happen. The point value you get from the roulette is what is added to your actual stat for the real game, while, depending on how much your stat went up, the stat level will go up, which is what's used in nikki chibi battles. Of course, the level is based off of how much the actual value of it in the real game. I'm not positive about this, but it seems like your nikki level will go up every 3 points. That would explain why sometimes getting a 2 added to your stats doesn't give you a level up, and adding an 8 to your stats sometimes gives you three levels up. Your stats for your character outside of the Nikki is a bit different from the stats inside. It seems like they are still measured with numbers, but if you check the status in Edit Character mode, it will say things like Very high, high, normal, low, or very low for your stats. Generally, you've got to have at least a 13 to get very high, but it varies for each stat. It seems attack power is least likely to go very high, b/c I had a character at Lv11 attack in the nikki, who, after I saved it, ended up with "Normal" for her attack rating. 14 seems to be the lowest level for all stats to achieve the very high ranking, and for potential to start with all 5 super bars. However, this rating seems to be just that, a rating. Your actual attack/health/defense etc. seems to still be governed by the actual number. Here's a few tips to getting high stats: Pick and Choose. Find the stats that are most important to you and really beef those up. Try to hit lv10 with all stats, and then level your favorite ones past that. The max is Lv15. After hitting lv15 in the nikki mode, your level will not go up, but it seems to still take stat increases into your actual value. Unless you want a character to have uber attack and totally neglect everything else, just stop around 14 or 15. I'm not even sure if added stats after lv.15 really do add up, because I have not tested this. You can get +1 to all stats at the end of the nikki tournament. If you've got all the supers you want and win the nikki tournament I suggest getting the +1 to all parameters. If you have all four of your supers already, Iincho will automatically give this to you. I believe this gives you +3 to your actual stat values, but I'm not sure. The parameter lv. +1 choice seems to be faded out if you already get both of the parameter level +1s from the bingo board, but you'll still get the level boost is you get all four supers, no matter if you got the two parameter up rows as well. Use the club area. The club area is the area to the left top of the screen, which is a seperated strip of blocks with some little houses to the side of them (one of them says Tennis, can't remember if it says it in japanese or english though lol). Using stat up blocks here can get you majorly leveled up pretty quickly here, because instead of the usual 2-5 roulette, you get a 5-8 roulette. Your stats levels can go up from 1 to 3 in just one roll. On the down side, there's only one block for each stat, so you have to roll an exact number to get the stat you want. Then again, that's what soft reset is for right? Check the Strategies for Character Creation section below for more tips! ================================================== G. Strategies for Character Creation ================================================== Most of these strategies can and should be all used together. ////////// Soft Reseting \\\\\\\\\\ To perform the infamous soft reset, just hold all four attack buttons and press start. This will take you back to the title screen of Justice Gakuen. Uses of this will be explained in the following strategies. ////////// Embracing the Default \\\\\\\\\\ If you're planning to make the best character possible for the regular game, don't play against the CPU in nikki mode! They are a huge pain in the butt! Instead, play against another human opponent that you're controlling. Use this character to pick up class blocks and useful cards that he/she will purposely lose in chibi battles. To make your default character truly useful, you might want to hit a few stat down blocks every once in a while, just to garauntee losing to you on a normal basis. Make sure this character NEVER hits a stat-up block and try to avoid getting partners. I've noticed its helpful to collect two or three of the class blocks with your main character and then leave the area. Let your default character collect the rest of the blocks, and then step on the ones you've already collected to fight you. After a few fights it will be really unlikely if you roll a big number that you won't be able to land on a block that will let you fight. I've read that many ppl use three default characters in a game with their main. In theory this will help, but using only one keeps things simple and doesn't prolong the nikki to past maybe an hour or two. Moving two extra characters can easily make the nikki longer than it really has to be. I find it amusing to save these default guys after the nikki and then let them fight it out in CPU tournaments, to see who's the King of Default. ////////// Save, Save, Save! \\\\\\\\\\ Save before every single turn, including those of a default character! You never know when something odd will happen or you roll a really bad number. ////////// Make Goals \\\\\\\\\\ At the beginning of the game, your goal should be to get all the special moves you want and fill up your bingo board. Don't waste your time using stat levels unless it will put you in a position to use a move card to get what you want. If you roll a number that doesn't let you get a special move or class block, just soft reset and try again. Leave the stat ups until later, when you can focus on it and use the club area to level your stats. ////////// Don't Waste Turns! \\\\\\\\\\ You only get 40 turns, so you can't waste a single one. If you land on a block that isn't what you're looking for, then just reset it. Don't waste turns leveling your stats on normal stat blocks when you can use the club area later. Don't waste turns getting cards either, because you can just as easily let your default character get the cards and fork them over after beating them. ////////// Friends are not mandatory \\\\\\\\\\ That's right, having a best friend in no way makes your character a better fighter in the real game, so, if you really are trying to make the strongest character possible, just skip the whole buddy system. Use partner cards to get a character you like, so his/her face will show on your status screen when you save you character in the main game, but don't waste turns trying to get the character to the highest level of friendship unless your goal is to unlock all the chibi sprites or nikki endings. ////////// Use Teleport Cards \\\\\\\\\\ Those teleport cards you keep getting can be annoying at first, but these are one of the best ways to get around because they dont't waste a turn, and a default character can even use one on you. Always save a club or north grounds area teleport card for the end of the game, so you can level up your stats at the club area. Gym and Pool teleport cards also are a big help for getting special moves and classes respectively. ////////// Save your Parameters for the End \\\\\\\\\\ Get all the special moves and bingo classes first, because these will define your character's fighting style. Try to be done with these by turn 30. Then use the remaining turns to level your stats up at the club area. That way, your character will be your character no matter what, and how fast you obtained everything will determine how high your stats get. ////////// Don't be afraid to Remake \\\\\\\\\\ Don't be afraid to remake a character. As you play through the nikki, you will get better at making very strong characters, and you may find you need to recreate your early characters because they are inadequate to the new ones. ////////// Purposely skipping moves \\\\\\\\\\ You can purposely skip a command for a special move if you look at the list and notice you don't want any of the choices on the list. This is especially important when making characters from other games. You can also skip a super move by purposely not getting one of the blocks needed to complete that bingo row. You don't want your Akuma character to have groovy wheel do ya? Remember purposely skipping a block gives you an extra turn to level your parameters. As for skipping supers, make sure to skip one more super than you want to skip. So if you want to skip one super, skip two. Why? Because Iincho will force you to choose a super at the end of the tournament and you'll be once again stuck with the one you didn't want if that's the only one you skipped. The easiest way to skip a super is to see where both rows for that super cross and just skip the specific block. This will allow you to get all the other bingo goodies and skip only that super. ////////// Use this FAQ \\\\\\\\\\ You can literally use the lists here to plan out a character before you even start a game in the nikki mode. Find out what you want and what you want to skip. I suggest printing the whole thing out, though it may be kind of big. If you want to print just the lists and charts out, highlight and copy the whole list, then paste it into a word processor. Change the font to Lucida Console to make sure all the rows are placed right. I printed out my own FAQ ^_^. Never be afraid to break out a notebook and write down everything you want to get with your character. This can keep you focused on your goals. ################################################## III. Using Your Character ################################################## ================================================== A. Edit Character Options ================================================== This is an in-depth explanation of all the options you have when selecting the "Edit Character" option from the main menu of the game. First off, when you first enter the Edit Character Menu, you'll get these choices: Character Data Copy Character Delete Character Download Character Password Entry Back to Main Menu ////////// Character Data Menu \\\\\\\\\\ Selecting character data will bring you to a new menu. This menu is the bulk of your options in the Edit character mode. First, you must choose a VMU slot to load from, then all your characters' names should show up, click on the desired one and this menu will pop up: CPU Edit Status Command List Password Back CPU Edit is the most interesting of these options. This will let you designate how often the AI should use certain moves in certain situations when using your character. There should be four tabs. These tabs, in order are: Very Close, Close, Medium Range, and Far Range. Under each tab is a list of all the super and special moves (including aerial versions) that your character has. By clicking on a move, you'll get four options. By not hitting left or right and pressing A again, you'll leave the move on the default, which is Normal. This means the character will use the move a normal amount of times when you're at whatever range you have selected. Pressing right once will give you "Often" which of course raises the use of that move in that range, now right one more time will give you "Very Often" which can increase the frequency of the move use even more so than often. Finally, pressing right a third time will give you Not Often, which will make your character use that move much less often than usual. Once again, here's how many right presses equal what: -> x 0: Normal -> x 1: Often -> x 2: Very Often -> x 3: Not Often Of course this doesn't help since you can't read the special move names right? Wrong! Luckily, there's an order to how the special moves are listed, and the only hard part is to remember which commands your character doesn't have a move for. If your character does not have a move for a command, that command is skipped (so there's not blank spot on your move list). Here's the list: d df f+P d db b+P f d df+P f df d db b+P d df f+K d db b+K f d df+K d df f x2 + P d db b x2 + P d df f x2 + K d db b x2 + K Air d df f+P Air d db b+P Air d df f+K Air d db b+K Air d df f x2 + P Air d db b x2 + P Air d df f x2 + K Air d db b x2 + K No one has a move for every command, so remember to skip the ones you don't have. Exit with the B button, and then press the A button to save what you did. The CPU Edit for my Shiro has him spam the Shinkugiri, which makes him nearly untouchable sometimes (he has gotten perfect victories in AI battles, which is VERY rare). This CPU edit made him an awesome mid-range fighter, which is great for fighting characters that constantly need to get close. The Edit Character Status Screen shows information about your character. At the left top is your name and gender, with your closest friend's face picture right under it. On the right from the top, is your Health, Super Bar Stock, Attack, Defense, Willpower, and Intelligence. Of course, these aren't rated by number, but instead rated from very low to very high (of course, this is in Japanese). If you know what your stats were when you beat the Nikki, this information is wothless to ya, because this is just a reiteration of that. You have to have a 14 or 15 in a stat to get the Very High rating. Pressing the A button from Status goes to your command list, but you can also select it from the main menu. This is pretty self explanatory. Selecting the Password option brings up the password people can enter in to get your character on their VMU, without having to trade in person. The password function uses English Letters, Numbers, and Japanese Katakana. Since I'm not using Japanese in this FAQ, I'm going to just number the Katakana for passwords. The symbols, in order, are refered to like so: (1) (2) (3) (4) (5) (6) (7) (8) (9) (10) (11) (12) (13) (14) (15) (16) (17) (18) (19) (20) (21) (22) (23) (24) (25) (26) (27) (28) (29) (30) (31) (32) (33) (34) (35) (36) (37) (38) (39) (40) This will be used in the section where I give passwords for my created chara, and also if someone wants to submit their own character to me to put on this. Unfortunately, it seems passwords don't save CPU Edit AI, so you may also submit the reccommended CPU Edit for your character. As for Copying, Deleting, and Using Passwords, it's mostly self-expanatory. The only tricky thing with using passwords, is you have to pick a slot to put that character in on your VMU (seems like alot of ppl got stuck doing this). Make back ups of your characters on another VMU before messing with delete and copy. I'm not exactly sure what the Download Character function does, but I have a feeling it was used with the Moero Justice Gakuen website. My guess is you could download characters straight to your VMU as a save, and then use this function to upload them into the game. This is just speculation, though. ================================================== B. Having Fun with Your Characters ================================================== This isn't really an informative section, but more like suggestions for using your characters. The obvious use for your Edit Character is versus mode, where you can use your glorious creation to lay the smacketh down on all who oppose ye. There's nothing quite like beating your friend's Hyo with a created chara wielding a bamboo sword. Depending on how your stats came out, your character may be too weak or even a little stronger than the main characters. One of the easily noticable differences is with high potential you can start with 5 super bars stocked, while normal characters start with 3. If this is your main use for your character, I suggest skipping out on leveling your Intelligence. Totally CPU controlled Tournaments and League Battles can be a blast. This is where you put in all created characters and make them all controlled by CPU and let their AI battle it out as you watch. If you plan to do this, which is my favorite thing to do with my pplz, you should make sure to beef up intelligence a bit. It seems like higher intelligence makes AI controlled characters more likely to hit big combos (i'm not sure if it really makes em smarter though -_-;). You should also make sure to do their CPU Edit from the edit character menu, that way they won't try to use Giant Swing from two miles away. My suggestion when doing the CPU edit is try to program it like you play the character. Tournaments and League battles are also great b/c your charas don't have to have high stats to be effective, as long as all the ppl in the tournament have similar stats, the tournament will be fair. The only bad thing is that you have to have a large number of characters (at least 8) to have fun with this. League Battle can be done with as little as two characters though. My last suggestion is to submit your character to me, so I can post the pword and other people can use it. When submitting it to me, try jotting down the movelist and get creative with it, give the moves new names that fit your character's gimmick, and maybe even write a short profile about him/her. You can also submit the CPU Edit you created for your character. ================================================== C. My Custom Character Passwords ================================================== When entering in passwords you have Japanese katakana on the left and english letters and numbers on the right. Since I'm not using Japanese symbols in this FAQ, I'm going to use this system for the Katakana: (1) (2) (3) (4) (5) (6) (7) (8) (9) (10) (11) (12) (13) (14) (15) (16) (17) (18) (19) (20) (21) (22) (23) (24) (25) (26) (27) (28) (29) (30) (31) (32) (33) (34) (35) (36) (37) (38) (39) (40) (1) being "a" sound (looks like a vertical line and an arrow head facing right) and (40) being "ro" (its a box). Parenthesis are used so not to confuse normal numbers with katakana. Since all four sections of the password couldn't fit horizontally, they are organized like so: 1 2 3 4 ////////// Burning Ryu \\\\\\\\\\ Burning Ryu is a character based off of Ryu from the Street Fighter series. He uses the Z path, so he has no special moves, only supers. All his supers are Ryu-inspired. (7) P 5 (5) 3 (36) (28) (2) A 9 (13) L 9 9 H (20) 9 (17) (24) 9 (7) A M (19) (22) (15) (19) J B (36) (19) H B B Q T N C A P (36) B C H A P B P A (25) (2) (4) (9) L Q (36) P (1) (36) (36) B (36) P B ################################################## IV. Indexes ################################################## ================================================== A. Special Move Index ================================================== This is an index of all the special moves obtainable in the Nekketsu Nikki mode. This includes a description of the move as well as what character the move originates from and what paths this move can be found in. A * after the move name means there is added info on the move at the end of the list. MOVENAME(PATHS) [CHARA] Description ------------------------------------------- ////////// d df f+P \\\\\\\\\\ Chogosokyu(F) [SHO] Shoma's baseball throw. Cross Cutter(ABLM) [KYO] Double Proj. Starts seperated and then joins. Dynamite Straight(CG) [ROY] "I Got It!" lunge straight punch. Burn Knuckle! God Rush(I) [BOW] Boxer high punch combo. Grapple Beat(AH) [CUS] Chara grabs opponent and punches them back. Groovy Knuckle(JL) [TIF] Low side-spin to backhand. Can be charged. Hadoken(BN) [CUS] Duh! j/k Sakura-style charge-up Hadoken. Hakai no Tessa(K) [ZAK] Zaki's foward chain strike. Can be charged. Jumonjigiri(D) [HYO] Horizontal to Vertical slash knockback combo. Kiaidan(AN) [BAT] Batsu's double-fisted projectile. Kikoshotei(BIN) [HIN] Hinata's palm flower blast, doesn't leave hand. Miwaku no Waltz(D) [YUR] Side-step to backhand sword strike. Mukurorimon(ABL) [AKI] Kung-Fu style step-in uppercut. Musozuki(IK) [DAI] Daigo's power punch combo. Nekketsu Shinai(D) [HAY] Beat-yo-ass sword combo. Very slow recovery. Nyukon Serve(FG) [NAT] Natsu's volleyball serve. Seihaken(C) [HID] Ryu/Ken-style Hadoken. Got shotokan? Shining Save(EGH) [ROB] Jumping lunge with glowing soccer ball. Shippu no Kata* [IIN] Dash foward traditional karate punch. Shockwave(J) [CUS] Sound wave blast from mouth. Shokushin(BCE) [KYK] Chara grabs opponent and kicks them repeatedly. Teppozuki(I) [GAN] Sumo hand-slap combo. Dosukoi! Tobikomi(FJ) [NAG] Nagare's pool dive attack. Uragiri(KM) [EDG] Edge's double knife throw. Urarimon(HM) [P-AKI] Kung-Fu elbow to stomach. VF Akira's move. Yamikagura*(C) [KUR] Three hit claw combo. Custom charas just punch. ////////// d df f+K \\\\\\\\\\ Aranamishiko(I) [GAN] Sumo leg lift stomp. Dosukoi! Bato(K) [EDG] Edge's dirt kick move. Buchikamashi(H) [GAN] Shoulder ram to headbutt lift. Genei Kick(ABDN) [KYO] Kyosuke's flip kick. Identical to Geneishu. God Defense F*(GJ) [BOW] Boxer dash foward with punch. Groovy Wheel(AEF) [TIF] Tiffany's humorous cartwheel kick. Hiraoyogi Kick(GH) [NAG] Nagare's flipper kick attack. Hyakuretsukyaku*(BF) [CUS] Chun Li's legendary tap k repeatedly move. Katayoku no Kamae(EIL)[KYK] Counter to scissor kick. Koko no Pride(JKN) [ZAK] Flying foward kick or sweep. Can be charged. Long Shoot(BCFG) [ROB] Roberto's soccer ball kick. Musogeri(BDIK) [DAI] Sloppy three-hit kick combo. Slow recovery. Senshubu(BL) [AKI] Three-part sweep/roundhouse spin kick combo. Shiden no Kata(J) [IIN] Flying foward kick. Can be charged. Spin*Smash(D) [MOM] Momo's humorous spinning racket attack thing. Yashaguruma(CM) [KUR] Orb of darkness surrounds hovering character. Zenhoten...*(CEGHN) [IIN] Roll to other side of opponent. Name too long! ////////// d db b+P \\\\\\\\\\ Burning Elbow(A) [B-BAT] Double flame rising uppercut attack. Daichizuki(HIK) [DAI] Ground punch earthquake attack. Dokuja no Tessa(K) [ZAK] Low chain strike. Can be charged. Double Lariat(HJ) [CUS] Zangief's spinning lariat move. Dynamite Straight*(A) [ROY] "I Got It!" lunge straight punch. Burn Knuckle! Fugekishu(J) [AKI] Flip over opponent with optional kick. Genei Breaker(CELN) [KYO] Iori-style lunge foward-down punch. God Hook(I) [BOW] Right to left hook punch. Groovy Punch(L) [TIF] Tiffany's wind-up punch. Hiren no Serenade(L) [YUR] Music note projectile. Iaigiri*(DF) [HYO] Sidestep to iaido draw-out attack. Jinkokokyu(FM) [NAG] Nagare's grab to CPR attack. Kaiten Recieve(AFG) [NAT] Roll to volleyball set-up. Kashiwade Yaburi(GI) [GAN] Gan clap attack. Use only for laughs lol. Kiai Knuckle(CHI) [HAY] Charge up to lunging down punch. Kogai(BGJ) [RAN] Ran's anti-air newspaper toss. Not recommended. Kuonsaki(J) [KUR] Kurow's step back claw swipe. Perfect Catch(CFN) [ROB] Roberto's counter move. Shinkugiri(D) [CUS] Double sword slash projectile. Shockwave(EG) [CUS] Sound wave blast from mouth. Shukku(DM) [D-HYO] Three part dash-through sword slash attack. Shussekikakumin*(BL) [KYK] Side-step to backhand attack. Taiku'uragiri(KM) [EDG] Anti-air knife throw. Touchdown Wave(AC) [ROY] Ground punch attack ala KoF Terry. Power Wave! Tenkohadoken(BN) [CUS] Anti-air version of Sakura's hadoken. ////////// d db b+K \\\\\\\\\\ Buchikamashi(I) [GAN] Shoulder ram to headbutt lift. Double Shido Kick(HI) [HAY] Lazy version of KoF Ryo's Hien Shippu Kyaku. Enbukyaku*(ABN) [HIN] Flaming triple gale kick. Exciting Kick(AC) [TIF] Jump back to angle-down lightning kick. Gankogeri(K) [ZAK] Double axe kick combo with eye flash. God Defense B*(GJ) [BOW] Boxer dash-back to optional punch. Hakai(KM) [EDG] Jump-foward knife dive attack. Hobu(EL) [AKI] Grab and toss up in the air. Kaishin(BCN) [KYK] Spinning triple gale kick.Enbukyaku w/ no fire. Mikazuki Kick(ABDF) [BAT] KoF Terry-style crack shoot kick move. Niagara Drop(FGIN) [SHO] Jump foward to down stomp. Senshubu(D) [AKI] Three-part sweep/roundhouse spin kick combo. Shiden no Kata(H) [IIN] Flying foward kick. Can be charged. Shinenkyaku(EN) [HID] Lazy version of Ryu/Ken Tatsumaki Senpuu Kyaku. Sliding Kick(AFGJ) [ROB] Side-step to sliding sweep kick. Yamikake(CEJLM) [KUR] Counter to Akuma-style teleport behind. ////////// f d df+P \\\\\\\\\\ Daikaitendabo(DF) [SHO] Spinning homerun smash, hits multiple times. Grapple Beat(K) [CUS] Chara grabs opponent and punches them back. Guts Upper(CGHN) [BAT] Flaming Uppercut attack. Doesn't leave ground. Jicchokuken(ACN) [HID] Ryu/Ken style Shoryuken. Kuho no Tessa(K) [ZAK] Anti-air chain strike. Musoraken(IK) [DAI] Super Pimp Smack. Oryuzan(D) [HYO] Run-of-the-mill rising sword attack. Raijin Upper(AHLM) [KYO] KoF Benimaru-style lightning bolt attack. Rocket Racquet(F) [MOM] Momo's rising racket attack. Roppuzuki*(CIM) [KUR] Slow lunging stomach stab attack. Shinen no Menuet(D) [YUR] Fencing-style stab combo with sword. Sho'oken(GN) [CUS] Sakura's run-in shoryuken move. Shoryu no Kata*(I) [IIN] Iincho's shoryuken attack. Should be charged. Shoyoken(AC) [HIN] KoF Kyo/Iori rip off! "Moete!" Sliding Recieve(FGL) [NAT] Sliding Dive to ankle smack lol. Twister Upper(A) [ROY] Rising tornado uppercut attack. Yosu Saiken(K) [P-AKI] Kung-Fu uppercut to headbutt. ////////// f d df+K \\\\\\\\\\ Beautiful Spin(ABG) [TIF] Rising version of Cammy's Cannon Drill. Hiraoyogi Kick(J) [NAG] Nagare's flipper kick attack. Kiai Kick(GIJ) [HAY] Angle rising dropkick type attack. Overhead Kick(AFG) [ROB] Knee to sommersault kick, turns chara backward. Rising Kick(BCFI) [CUS] Rising Knee to lift kick. Kyoko-style move. ////////// f df d db b+P \\\\\\\\\\ Giant Swing(E) [MOM] Chara grabs opponent by the legs and lets go. Oarashi(H) [GAN] Toss around to power bomb. Screw Piledriver(AHJ) [CUS] Zangief's spinning piledriver. No 360 motion! ////////// Air d df f+P \\\\\\\\\\ Air Chogosokyu(F) [SHO] Air baseball throw. Air Dynamite(ACJ) [ROY] Horizontal or Vertical power hook. Air Hadoken(BN) [CUS] Angle down air hadoken attack. Air Kiaidan(AN) [BAT] Air double fist projectile. Air Hakai no Tessa(K) [ZAK] Air chain thrust. Air Nekketsu Shinai(D)[HAY] Air sword combo. Air Nyukon Serve(FG) [NAT] Air volleyball serve. Air Seihaken(C) [HID] Double ryu/ken hadoken attack. Got Akuma? Air Shining Save(EGH) [ROB] Jump foward with shining soccer ball. Air Tobikomi(FJ) [NAG] Nagare's dive attack from the dive board! Air Uragiri(KM) [EDG] Flipping knife angle down knife throw. Daisenbu(EH) [GAN] Wind-up air throw. Genei Wave(ABI) [KYO] Small horizontal power wave attack. Kikokai(IN) [DAI] In air long range ki blast. Tenraizan(DM) [HYO] Vertical Down stab. Slow recovery. ////////// Air d df f+K \\\\\\\\\\ Air Genei Kick*(ABDN) [KYO] Air flip kick. Air Groovy Wheel(A) [TIF] Mid-air cartwheel. Looks ridiculous. Air Yashaguruma(CM) [KUR] In air dark orb hover thing. Bicycle Kick(F) [ROB] Air power kick attack. Enkyakudan(BL) [HIN] Your character's shoe becomes a projectile. Ganseki Kudaki(J) [CUS] VF Kagemaru-style drop on your head. Kaiten Shinai...*(D) [HAY] Air grab to spinning sword throw. Kanzen Block(J) [NAT] Volleyball block. Unknown use. Raieishu(BDF) [HID] Angle-down lightning thrust kick. Very useful. Ryusei Kick(FLN) [BAT] Angle-down kick, harder to connect than Raiei. ////////// Air d db b+P \\\\\\\\\\ Air Hiren no...*(L) [YUR] Air music projectile attack. Air Kogai(IJ) [RAN] Ran's newspaper toss in air. Useless. God Lariat(IJL) [BOW] Spinning Lariat in air. ////////// Air d db b+K \\\\\\\\\\ Air Enbukyaku(ABN) [HIN] Air flaming gale kick/sakura hurricane kick. Air Exciting Kick(AC) [TIF] Angle-down lightning kick. Air Kaishin(BCN) [KYK] Air triple gale kick. Air Hakai(KM) [EDG] Air roll to diving knife stab. Special Move with *s -Shippu no Kata: Yes, there is purposely no path listed for this move, b/c you can't get it in a path. You have to not obtain any moves throughout the whole Nikki, and you'll get this, along with the Groovy Punch and Bato. -Yamikagura: Since custom characters don't have claws like Kurow, they use their fists to do this move, making it look extremely sloppy. -God Defense F: F stands for Foward. -Hyakuretsukyaku: Since there is no "tap k repeatedly" moves in Rival Schools, this move requires you to first press d df f+k and then tap K repeatedly. -Zenhoten...: Stands for Zenhotenshin no Kata, but the name was so long it didn't fit in the chart. -Dynamite Straight: That's right, there is two commands you can get Dynamite Straight for d df f+P or d db b+P. This is not the only move that has two. -Iaigiri: Custom characters can't do Hyo's slash follow up to this move, so custom character just kind of poke the opponent with this move, decreasing the usefulness of this move. -Shussekikakumin: Since custom characters don't get a clipboard, this move can come off kind of sloppy looking. -Enbukyaku: Everybody has probably played as Hinata, but just in case you didnt the weak version of this is a KoF Yuri/SF Sakura style hurricane kick. -God Defense B: B stands for Backward. -Roppuzuki: Once again looks dumb because custom characters lack of claws, and because (to my knowledge) you can't get Kurow's super follow-up to this, this move is pretty much worthless. -Shoryu no Kata: Yes, this is a shotokan shoryuken type attack, but unless you are making a joke shotokan character (like Dan), I suggest not using this b/c this move won't even knock the enemy down unless it is charged up. -Air Genei Kick: No, custom characters can't get Kyosuke's air genei kick glitch. -Kaiten Shinai...:Stands for Kaiten Shinai Otoshi, once again wouldn't fit. -Air Hiren no...: Stands for Air Hiren no serenade, it wouldn't fit. ========================================== B. Super Move Index ========================================== This is an index of all the super moves obtainable in the Nekketsu Nikki mode. This includes a description of the move as well as what character the move originates from and what paths this move can be found in. A * after the move name means there is added info on the move at the end of the list. Because the names are much longer for the supers (even longer than Zenhotenshin no Kata!), I'm going to set it up like so: For Path Z all super moves that can be assigned to special move commands are listed here like normal supers. SUPERMOVENAME(PATH) [CHARA] Description ---------------------------------------------------------------------- Ankoku Geneishu(D) [HYO] Two genei flip kicks followed by a tenraizan (air vertical stab). Ankoku Yamikagura(C) [KUR] Kurow's super claw combo. Custom charas just pummel opp to death. Sloppy. Bakuretsu V Goal(F) [ROB] Super soccerball kick. Bunshin Makyu(F) [SHO] Super baseball throw. Cho Bata Ashi(G) [NAG] Splash kick combo thing. Chosatsujin Sliding(G) [SHO] Character dives head first into opponent baseball style. Denjin Hadoken*(Z) [CUS] Lightning Super Hadoken ala SF3 Ryu, chargable. Double Genei Kick(Z) [KYO] Two Genei flip kicks followed by a Genei wave. Double Screw Piledriver(AH) [CUS] Zangief-style double spinning piledriver. Dynamite Justice(AZ) [ROY] Charging shoulder ram followed by a straight punch. Very nice. Fire Grapple Beat(HK) [CUS] Chara gut punches opponent and ignites them on fire. Funkazan(Z) [GAN] Super KoF Chang-style slam combo. Groovy Screw(E) [TIF] Chara jumps on opponents head and spins with hearts. Hard to connect. Hatenmueishu(Z) [AKI] Back leap to flying cannon drill-type attack. Slow start-up. Haru Ichiban(NZ) [CUS] Sakura's series of sweeps followed to a back kick. Heaven's Cross(I) [BOW] Super Spinning Rising Lariat. Hissatsu Inazuma Gankogeri(K) [ZAK] A series of axe kicks to a foward flying kick. Imawanoryu Mozu Otoshi(EM) [B-BAT] The legendary spinning ninja drop! Diffcult to hit, but very cool! Jiai no Requiem(D) [YUR] Fencer-style sword combo that leads to knock-up. Easily blocked. Kakusan Cross Cutter(L) [KYO] Chara shoots multiple cross cutters. Easy to connect, fast start-up. Kirishimaryu Kyojureppa(M) [KUR] Kurow's dash through attack. Little black orbs follow chara. Easy to hit. Kirishimaryu Shinku Anran(M) [KUR] Chara shoots a big immobile tornado a few steps away. Doesn't hit close. Kojin Medore(J) [NAG] Rising Swim Backstroke combo. Kokikokai(I) [DAI] Super air palm blast. Only usable in air. Meifu no Nocturn(L) [YUR] Yurika's dash foward with music notes attack. Looks ridiculous on edits. Midare Sakura(GN) [CUS] Ken/Akuma/Sakura style super shoryuken (shoryureppa!). Shotokan essential. Midare Teppozuki(IZ) [GAN] Super Sumo Hand Slap combo. Momo Crash(F) [MOM] Momo knocks you up and does a super spin smash. Mugenryu Ankoku Shogekizan(D) [D-HYO] Long range sword ground blast. Low damage but easy to connect. Nadare Otoshi(HZ) [GAN] Super wind-up throw. Nekketsu Kazaguruma(D) [HAY] Foward Psycho Crusher style charge with a sword. Nekketsu Yase Gaman(HJZ) [HAY] Grants super armor for a limited time. Rasen Enbukyaku(BCZ) [HIN] Hinata's spinning gale kick super, flying at an upward angle. Also in air. Sekkyokogeki(L) [IIN] Chara fusses out opponent. Hard to connect, must be blocked low. Senretsukyaku(B) [CUS] Chun-Li's super kick super. Small damage but knocks opp up for air combo. S Groovy Wheel(E) [TIF] Ridiculous looking cartwheel combo. Shimazuryu Raieishu(B) [HID] Super version of hideo air lightning kick. Hits three times if opp in air. Shimazuryu Shin Jicchokuken(CZ) [HID] SF III Ryu-style uppercut to super shoryuken move. Shinku Hadoken*(BNZ) [CUS] Shotokan-style ryu/ken/sakura/akuma super hadoken. Useable in air. Shinku Tenko Hadoken(BN) [CUS] Anti-air version of the super hadoken. Shi no Kaigo(EZ) [KYK] Your character breaks necks for respect. Shin Otoko no Senaka(K) [DAI] Chara crosses arms and brush fire rises from ground beneath. Very Close! Sozetsu na Uragiri(MK) [EDG] Character throws multiple knives. Good damage, easily blocked.Also in air. Super Raijin Upper(AZ) [KYO] Kyosuke's super lightning bolt blast, will miss if used to close to opp. Super Shockwave(J) [CUS] A super version of the sound wave mouth blast. Super Tobikomi(F) [NAG] Super version of Nagare's dive attack. Tengoku eno Kaidan(I) [KYK] A series of rising scissor kicks. Tenjo Serve*(GJ) [NAT] Super flaming volleyball serve. Wonderful Kick(L) [TIF] Two odd vertical up kicks followed by a vertical cannon drill type attack. Zenkai Guts Upper(CZ) [BAT] Super version of Batsu's guts upper. Slow startup, but long range. Zenkai Kiaidan(A) [BAT] Batsu's super kiaidan. Also usable in air. Zenkai Ryusei Kick(Z) [BAT] Super version of Batsu's air missle kick. Super moves with *s: -Denjin Hadoken: Just in case you haven't played SF3, let me explain this. The Denjin Hadoken is like the shinku hadoken, except it can be charged. Charging it is just like Iincho's Shoryu no Kata, where the longer you charge it the more times it hits the opponent. This move is also unblockable no matter how long it is charged, but has a somewhat smaller range than the shinku hadoken. -Shinku Hadoken: For some reason this and the in air version of it counts as one move for Path B, but as two different moves for Path N. The Air Shinku Hadoken is not seperately put in the list, b/c even seperated it's still obtained when you get the ground shinku hadoken. -Tenjo Serve: Oddly enough, the name of this move is different from Natsu's. Natsu's super move is called (in the instruction manual) the Makyu Tenjo Serve while, when obtained with a Edit chara, it's just listed as Tenjo serve. ============================================== C. Board Game Map ============================================== It was a slight bit difficult replicating my hand drawn map into ASCII, but I'll try to make it look nice and keep it as simple as possible. Here's what I did: the board is 17 x 27 blocks big, but many are just empty spaces. So, all empty spaces are denoted by an X, while actual blocks are numbered. To see what a block does, just look up the number in the list below. X X X X 1 2 3 4 5 6 7 8 9 10 X X X X X X X X 11 X X X X X X 12 X X X X X X X X 13 14 15 16 17 18 19 20 21 22 X X X X X X X X 23 X X X X X X 24 X X X X X X X X 25 26 27 28 29 30 31 32 33 34 X X X X X X X X 35 X X X X X X 36 X X X X 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 X 53 X 54 X X 55 X X X X X X 56 X X 57 X 58 X 59 60 61 62 63 64 65 66 67 68 69 70 71 72 X 73 X 74 X X 75 X X 76 X X X 77 X X 78 X 79 X 80 X X 81 X X 82 X X X 83 X X 84 X 85 X 86 X X 87 X X 88 X X X 89 X X 90 X 91 X 92 93 94 95 96 97 98 99 100 101 102 103 104 105 X 106 107 108 X X X X X 109 X X X X X X 110 X X X 111 X X X X X 112 X X X X X X 113 X X X 114 115 116 X X X 117 X X X X X X 118 X X X 119 X 120 X X X 121 X X X 122 123 124 125 X 126 127 128 X 129 X X X 130 X X X 131 X X 132 X 133 X 134 X 135 X X X 136 X X X 137 X 138 139 140 141 X 142 X 143 X X X 144 X X X 145 X 146 X 147 148 X 149 150 151 152 153 154 155 156 157 158 159 X 160 X 161 162 163 164 X X X X X X X X X X X 165 166 167 The areas of the board are as follows: Rooftop Area: 1-10 School 3F: 11-22 School 2F: 23-34 School 1F: 35,36,41-50 North Grounds: 39,40,51,52,54-57,59-72,74-78,80-84,86-90,92-105 Club Area: 37,38,53,58,73,79,85,91,106,107 South Grounds: 108-125,129-132,135-137,143-145,150-153 Gym Area: 126-128,133,134,141,142,148,149,162-164 Pool Area: 138-140,146,147,160,161,165-167 This list will list the starting points of all the justcharas, and what all the blocks are. For GET special move blocks, I'll use the command that shows before you've chosen a path. 1. Get Card, Daigo Starting Point 2. Art Class 2 3. Get d df f+P 4. Intelligence Up 5. English Class 2 6. Parameter Switch 7. Defense Up 8. Society Class 1 9. Willpower Up 10. Health Up, Hyo Starting Point 11. Defense Up 12. Potential Up 13. Japanese Class 1, Hideo Starting Point 14. Potential Up 15. Intelligence Up 16. English Class 4, Bowman Starting Point 17. Get Card 18. Randomize Special Moves Block 19. Math Class 2 20. Get d df f+K, Edge Starting Point 21. Intelligence Up 22. Music 1, Yurika Starting Point 23. Parameter Down 24. Get Card 25. Health Up 26. Parameter Switch 27. Math Class 3, Batsu Starting Point 28. Attack Up 29. Get in air d df f+P, Kyosuke Starting Point 30. Willpower Up 31. Society Class 2 32. Intelligence Up, Akira Starting Point 33. Defense Up 34. Art Class 3 35. Willpower Up 36. Parameter Switch 37. Randomize Parameters Block 38. Get f d df+P 39. Defense Up, Iincho Starting Point 40. Potential Up 41. Cooking Class 3 42. Defense Up 43. Attack Up, Ran Starting Point 44. Japanese Class 4 45. Intelligence Up 46. Parameter Down, Raizo Starting Point 47. Get Card X3 48. Get Card x3, Hinata Starting Point 49. Intelligence Up 50. PE Class 3, Kyoko Starting Point 51. Potential Up 52. Get d db b+K 53. Potential Up ++ 54. Health Up 55. Intelligence Up 56. Attack Up 57. Willpower Up 58. Defense Up ++ 59. Intelligence Up 60. Attack Up 61. Parameter Down 62. Willpower Up 63. Health Up 64. Get d df f+P 65. Potential Up 66. Get Card 67. Potential Up 68. Willpower Up 69. Intelligence Up 70. Defense Up 71. Get in air d df f+P 72. Cooking Class 4 73. Parameter Down, Momo Starting Point 74. Music Class 2 75. Get Card 76. Defense Up 77. Parameter Down 78. Get Card 79. Attack Up ++ 80. Potential Up 81. Society Class 3 82. Willpower Up 83. English Class 1, Roberto Starting Point 84. Attack Up 85. Intelligence Up ++ 86. Defense Up 87. Get Card 88. Attack Up 89. Parameter Switch 90. Parameter Switch 91. Health Up ++, Gan Starting Point 92. Willpower Up, Tiffany Starting Point 93. Attack Up 94. Get in air d db b+K 95. Potential Up 96. Attack Up 97. Intelligence Up 98. Parameter Switch, Player Starting Point 99. Health Up 100. Defense 101. Attack Up 102. Willpower Up 103. Potential Up 104. Get d db b+P 105. Health Up, Roy Starting Point 106. Willpower Up ++ 107. Parameter Switch 108. Defense Up 109. Willpower Up 110. Japanese Class 3 111. Defense Up 112. Potential Up 113. Defense Up 114. Math Class 1 115. Willpower Up 116. Get Card 117. Cooking Class 2 118. Get in air d df f+K 119. Intelligence Up 120. Get Card 121. Health Up 122. Society Class 4 123. Parameter Switch 124. Health Up 125. Attack Up 126. Get in air d df f+P 127. Defense Up 128. Health Up 129. Intelligence Up 130. Get f d df+K 131. Get Card 132. Parameter Down 133. PE Class 4 134. Get f d df+P 135. Get Card 136. Intelligence Up 137. Potential Up 138. Willpower Up 139. Cooking Class 1 140. Health Up 141. Parameter Down 142. Parameter Switch 143. Art Class 144. Attack Up 145. Health Up 146. English Class 3 147. Math Class 4 148. Get d df f+P 149. Get d db b+K 150. Potential Up 151. Defense Up, Kurow Starting Point 152. Attack Up 153. Get in air d db b+P 154. Health Up 155. Parameter Switch, Hayato Starting Point 156. Willpower Up 157. Attack Up 158. Get f df d db b+P 159. PE Class 1, Shoma Starting Point 160. Parameter Switch 161. Get d df f+K 162. Get d df f+K, Natsu Starting Point 163. Music Class 3 164. Attack Up 165. Japanese Class 2 166. Parameter Down, Nagare Staring Position 167. PE Class 2 ============================================== D. Recommended Links ============================================== There's some really great places to get basic information that I might have not went into as much depth about. Here you go: Gamefaqs http://www.gamefaqs.com If you're reading this, you've probably already been there. I strongly recommend MGreen's Nekketsu Nikki FAQ. This is a great FAQ to get ya started. The Move List FAQ by PTsai is also good if you want to look up descriptions of special moves (other than mine) and you can see the actual Japanese names for some of the moves. Justice Network http://www.lunateia.net/justice/index.htm It seems like this site doesn't work anymore, though it did work when I started this FAQ (which wasn't but a few weeks ago). This was a great site with lots of pictures that explained the basics of the Nikki. Maybe it will be brought back up. The Instrucion Manual! That's right! You can look up the Japanese characters for most of the special and super moves for each character. If your copy didn't come with a Japanese instruction booklet, I suggest using PTsai's Movelist on Gamefaqs. ============================================== E. Special Thanks ============================================== Gamefaqs.com for being the best place to find game tips and for posting my FAQ. My cousin Keith for playing this game with me and not complaining too much when my maxed out stat having characters always win tournaments. My friend Eric for pushing the completion of this thing back 3 days because he was on the damn computer all day! Yeah, thanks! MGreen, PTsai, and the people at the Justice Network webpage for making great guides that demystified the nikki for me. My Dreamcast for actually working after all these years! Capcom for making this great game, and Sega for making this great system. BoA, M-Flo, and all the other Japanese and Korean artists I listened to while playing this game. That same nikki music over and over can get very annoying. And, of course, my mom for being a cool cat and not complaining about all the noise the game makes when I was playing it at 4:00 in the morning.