MMMMMMMMMMMMMM MMMMMMMMMMMMMMMMM MMM MMM M MMM MM MM M MMM MM MMMMMMMM MM M MMMMMMMM MM M M MM MMMM M M MM MM M MMMM MMM M M M M MMMMMMMM MMM MMMMMMM MMMMMMM MMMMM M MMMMM MMM MM MMM MM M MM MM MM MMMMMMMMMMMMM M MMMMM MMMM MM M MM M MM MM MMMM MMM M M MMMMMMMM M MMM M MM M M MMMM M MMMMMMM MM MMMMMMMMMMM M MM M M MMMMMMM MM MM MMMM MM M MMMMMM MMM M M M M MMMM M MM M MMM MMM MM M M MMMMMM M MM MM MM M M MM MM M M M MMM M MMM M M MMM M M MMMMMMM MM MM MM MM M M MM M M M M M M MM MM MMM MMM MM MM MMMM M MM M M MM M M MMMM MMMMMMMM MMMMMM M M M MMMMMMMM M M MMMMM MM MMMM M MM MM MMMMM M M M MMMMMMMM MM MMMMMMMM M MMMM MM MMMMMM MMMMM MMMMM MMMM MMMMMM A guide to SD Hiryu no Ken Densetsu for the N64 Written by Adam King (aka Tero) With substantial input from Raziel (aka Razuki) Version 2.4 This FAQ is intended for personal use only. You are free to save or print this guide for your own use in playing the game, but it is not to be reproduced or redistributed without the express permission of Adam King. This guide is best viewed using a fixed-width font, with at least 79 characters per row. The most up to date version of this guide may always be found at http://www.gamefaqs.com (By the way, the logo looked much better with an extra 20 characters worth of space. Oh well, I bet most people can't read more than the "SD" anyway.) =============================================================================== =============================================================================== Table of Contents: You can search using the code listed before the titles to jump right to that section. Just press Ctrl-F and type in the code. F-0 Faq information F-1 Version History F-2 Preface G-00 Game Basics G-01 About SD Hiryu no Ken Densetsu G-02 Controls G-03 Starting Up G-04 Rule Setup Menu G-05 Main Menu G-06 Character Select Screen G-07 Equipment Screen G-08 VS Mode G-09 Training Mode G-10 Options Menu B-0 Battle Basics B-1 Fighting Basics B-2 Offence B-3 Defence B-4 Mind's Eye B-5 Winning Symbols T-0 Tournament Mode T-1 Normal Tournament T-2 Metal Tournament T-3 Gold Tournament T-4 Metal Tournament T-5 Platinum Tournament T-6 Fire Tournament T-7 Wind Tournament T-8 Thunder Tournament T-9 Ice Tournament S-0 Story Mode S-1 Story Mode Basics S-2 Story Mode Walkthrough I-0 Item System I-01 Item Basics I-02 Spirits I-03 The Item Submenu I-04 Shopping I-05 The Storage System I-06 List of Weapons I-07 List of Armour I-08 List of Accessories I-09 List of Secret Accessories I-10 List of Medals I-11 Treasure Busters I-12 The Money Glitch C-00 Characters C-01 Character Basics C-02 Ryuhi C-03 Hayato C-04 Minmin C-05 Wiler C-06 Shouryu C-07 Yuka C-08 Suzaku C-09 Powers C-10 Robonohana C-11 Bokuchin C-12 Jack C-13 Ryu C-14 Raima C-15 Quaker C-16 Ryumaou C-17 Ellie C-18 G. Fire C-19 Fire Ryuhi C-20 Wind Ryuhi C-21 Thunder Ryuhi C-22 Ice Ryuhi C-23 The Clones Z-0 Contact and Credits Z-1 Contacting Me Z-2 Mysteries Z-3 Credits Z-4 Closing Information =============================================================================== =============================================================================== F-0 FAQ Information: ############################################################################### F-1 Version History: 1.0 - Sep 7, 2008 First draft. Covers most parts of the game, but a lot is still forthcoming. 2.0 - Oct 13, 2008 Significantly revised. Added a walkthrough for story mode, covered the clones, added the abilities for most items and treasure busters, and explained how to get all of the medals. Guide is nearly complete, the second tournament and a couple item abilities are all that still elude me. 2.1 - Dec 23, 2008 Added some new information, mostly based on comments by EkaSwede. 2.2 - July 4, 2009 Thanks to some significant help from EkaSwede and MES_Steele, I have now been able to complete virtually all of the sections on game mechanics. In particular, we now fully understand item evolution. Found out some more things about the shops, particularly upgrading and potions. Added a section on the remaining mysteries. 2.3 - Feb 26, 2010 This update was sitting on my computer for ages, I can't even actually remember what other than the translation of Jack's name is fixed here. 2.4 - Aug 30, 2018 Cleaned up some of the translations to be less silly. ############################################################################### F-2 Preface: SD Hiryu no Ken Densetsu is the sequel to the N64 game "Hiryu no Ken Twin", which was localized in America as "Flying Dragon". Unlike the prequel, SD Hiryu no Ken Densetsu was never localized. Flying Dragon was one of my favourite N64 games. (While it was never popular, it had a devoted fanbase who spent years tracking down its many secrets - You might call it a "cult classic" or a "hidden gem"). So when I found out it had a Japanese-only sequel, I immediately went out to purchase it (well, immediately is a misnomer, it took me a long time to track it down). First and foremost, it has to be said that I cannot speak Japanese, and I can only read it with the aid of a chart and a dictionary. SD Hiryu no Ken Densetsu has a lot of Japanese, so this was problematic. I posted on the Gamefaqs Message Boards asking for help, and thankfully my call was answered by Razuki, who also owned this game. Over the next few months we attempted to fumble through this game in Japanese. This guide is a collection of the information that we have uncovered. With that being said, this guide won't have perfectly accurate translations. In many cases I'm simply going to give a description of a move or item rather than translating it, because I think that would be more helpful for the predominantly English-speaking members of this site. Where possible, I will follow the translations laid down by the prequel, "Flying Dragon", and other games in the series. I even dug out the instruction manual to make this accurate. =============================================================================== =============================================================================== G-00 Game Basics: This sections goes over the basics of the game. More in depth information on tournaments, items, and the story mode will be found in those respective sections. ############################################################################### G-01 About SD Hiryu no Ken Densetsu: SD Hiryu no Ken Densetsu is a 3D fighting game (though it plays mostly in 2 dimensions) developed by Culture Brain. What sets it apart from other fighting games is that it has a bit of RPG to it. You can customize your character with items to alter his or her parameters and abilities, and based on how well you fight your items can get stronger. SD Hiryu no Ken Densetsu is a direct sequel to Hiryu no Ken Twin, which was brought to North America as "Flying Dragon" by Natsume. As a fighter, it's not terribly challenging (the computer's AI is pretty pathetic even on Hard), but the RPG element keeps it interesting. The fighting system is actually kind of interesting in its own right, too, as many of the items affect the kinds of combos you can do, which helps. You'll need a controller pak to save in this game, and it takes up 47 pages. Changes from Flying Dragon: There are a number of fairly significant changes in the sequel: - Virtual mode is totally gone. The whole game is done in the SD style now. - There's a bunch of new characters, some of whom are from the old virtual mode, like Minmin. - Many characters have had their movesets slightly redone. Also, you no longer have to unlock supers, with one exception. - There's a new story mode that you play as Ryuhi. - Tournament mode is fairly different now. - The item system has been substantially revamped. Items still fall into weapons, armour, and accessories, but there's now only a few basic items of each type. Each item can now be enchanted by a spirit, of which there are 12. This makes for a heck of a lot of combinations. - You can't cancel Buster attacks into Secret Busters anymore, and juggle combos work a bit differently than they used to. - The game runs at a higher frame rate and has less slowdown. ############################################################################### G-02 Controls: You can play SD Hiryu no Ken Densetsu with your thumb on either the DPad or the control stick. I'll just refer to the directions as left, right, up and down, regardless of which you're using. Left / Right - move / turn around / roll (when on ground). Left / Right x 2 - dash. Hold to run after dashing forward. Up - Jump. Up and left or right is a diagonal jump. Down - Duck A - Kick. Confirm in Menus. B - Punch. Cancel in Menus. Cv - Buster C< - Secret Buster C^ - Treasure Buster (item in slot 1) C> - Treasure Buster (item in slot 2) R - Guard L or Z - Sidestep (if it's turned on) Start - Pause. In almost all modes, you can continue or quit, in that order. Secret and Treasure Busters are not always available. You must have enough super levels, and for Treasure Busters, you must have an item with a Treasure Buster attack in that slot. See the Items Section for more on this. ############################################################################### G-03 Starting Up: When you first start the game, you may get a green message telling you something about 1P and 2P. This is telling you to insert another controller if you want to play the versus mode. You can skip this with A. After the Culture Brain logo and the title screen, the game will give you a simple menu: Start Continue Twin Data The "Twin Data" refers to "Hiryu no Ken Twin", this game's prequel. If your memory card has data from Hiryu no Ken Twin, you can use it to start a new file (Flying Dragon data doesn't work, it must be Hiryu no Ken Twin). Depending on what you have unlocked in the original game, you will begin your new file with some items. I don't think you unlock any exclusive items this way, but I'm not positive. If you make a new file, you'll have to name it. You can use English. You can now have multiple files on one memory card, something Hiryu no Ken Twin didn't let you do. If you go to continue, you'll have to select the file to use. The next screen says "if you want to use a rumble pack, insert it and press A. Otherwise press B". I usually don't use one because you have to keep switching it in and out. After this, you're taken to the Rule Setup Menu. ############################################################################### G-04 Rule Setup Menu: This menu lets you customize the fighting engine of the game to some extent. The top option is "default". I usually select this. It has all four rules set to off. However, if you press down, you can customize the rules. As you can see, there are 4 options you can change. They are as follows: Sidestep - if this is on, you can sidestep by pressing the sidestep button. Additional Blow - if this is on, you can perform an extra hit against a grounded opponent by pressing the buster button. Some characters can perform their attacks even if this is set to off (more on this in the characters section). Combo Turbo - I'm assuming it's this, because it was in Flying Dragon. It says it makes combos easier to do, but it's not clear how. Combo Limit - See above. Apparently, you can't do the same combo too many times in a row. I don't know what this does either. After you make your choice, you're taken to the main menu: ############################################################################### G-05 Main Menu: The main menu options are as follows: Tournament - More on this in the Walkthrough VS Mode - You can fight against a friend here Training - You can practice here Story Mode - More on this in the Walkthrough Item Management - More on this submenu in the Items section Options - You can set the game options. ############################################################################### G-06 Character Select Screen: The character select screen has numerous secrets, so it gets its own section. The characters are listed in this order: Yuka Powers Shouryu Ryuhi Minmin Hayato Wiler Robonohana Ryumaou Suzaku Quaker Raima Ryu Jack G. Fire Bokuchin Ellie Suzaku and Ryumaou must be unlocked, otherwise their places will be empty. You simply have to beat them in a tournament once to unlock them. However, you may have noticed that the game box states that there are 54 characters, and this is only 17. The other characters are the "clones". To select a clone, select a character and press up or down 5 times. If the character is on the top row, press up, otherwise press down. Some characters have more than one clone, press the button another 5 times to get another one. Press A to select them. It seems not all clones are initially available. They unlock through some method (but you don't have to have fought them). I think it might be based on how long you've played the game. It doesn't take long to get them all, though. Just keep playing through the game and you'll have all the clones before you know it. The 17 main characters have alternate costumes. To use the alternate costume, press start instead of A when selecting your character. You can also do a couple more things to fiddle with your character: Pressing C> gets you a preset version of the character. You'll see a message in front of your character when you have the preset selected. Press it again to switch back. Preset characters cannot change their equipment, and have default stats. Each one has two treasure busters, though the ones they have vary by character. Though the presets are weak, I recommend them for VS mode, since they make for a fair fight. Pressing C< sets your character to auto battle. There's two settings, press it twice to get significantly better AI, or a third time to turn it off. You can't do this in all modes. To select the stage, hold L, and then move the green icon (it's marked with an S) to the stage you'd like to play on. You can't do this in all modes. After you choose your characters, you'll usually be sent to the equipment screen, or you'll have the option (the option on the right is change). ############################################################################### G-07 Equipment Screen: You can select your equipment on this screen. There are three slots. The first slot is for weapons or accessories. The second is for armour or accessories. The third is for medals. Press left and right to change the item in each slot, if you have any available. Press up and down to switch slots. Press C^ to optimize. The game will come up with some settings that it thinks are good (keep pressing to get more), but I prefer to pick items myself. You can see your character's stats right under your portrait. There are four stats, which are: Fire (physical power) Wind (throw power) Thunder (projectile strength and defence) Ice (physical and throw defence) As well as your level, which is equal to the average level of your equipment. The item's stats are on the lower screen. If a stat is red, that means the item lowers that stat by that amount. The item system is complicated, so far more information about it can be found in the items section of this guide. ############################################################################### G-08 VS Mode: VS Mode lets you play against a friend. If the second player has no controller pak, you're given another menu. I don't know what the difference between the first two options is (either way you have to enter your name). The third is cancel. On the VS mode select screen, you have one more option than usual: handicaps. The handicap is shown as a bunch of stars by your character, up to 5. Press C^ to get more stars, and Cv to get less stars. 3 is default strength. If your stars are less than 3, you're weakened. If you have more than 3, you get a huge defence boost when you're about to die. I recommend using the character presets (press C>) when playing this mode, since the game is most balanced this way. After winning the round, there are two menus. I don't know what the first one is for, but the second one is: Continue Quit ############################################################################### G-09 Training Mode: Training mode puts you against a dummy. You can learn your moves and practice combos here. Hold R and press C< to change the status display. Hold R and press C^ or C> to toggle through actions for the computer to take. Press Start to call up the training menu: Free Training - if the computer is playing, this makes him stop. Command Training - the game walks you through all your moves. Very handy. Practice Battle - the computer will attack you. Press R and C^ or C> to change his aggression level. Command List - Lists all of your moves. Press up and down to scroll. Minds Eye Training - A special training mode. Greyed out unless Minds Eye is on (see the options section for how to turn it on). A dot will appear on you or the opponent, if it's on you block that part, if it's on the opponent, hit that part. Background Colour - You can change the colour of the background, the three options are for Red, Green, and Blue. This is only available on the ? Stage. Character Change - Change your character Quit - Go back to the main menu In the training lists, the symbol that looks like a split T is buster, the one that looks like U is secret buster, and most complex symbol that sometimes appears before a buster is "close" (this usually means the attack is a throw). ############################################################################### G-10 Options Menu: Difficulty level - Can be set to Easy, Medium, or Hard. I recommend Hard. This game is pretty easy either way. Time Limit - Can be set to 60, 90, or unlimited. Rounds - Can be set to 1, 2, or 3. Minds Eye - Can be set to Off or On. Music - Mono or Stereo. Rumble - Off or On. If you set it to on, the game will prompt you to enter a rumble pack when you go into any mode that uses it. =============================================================================== =============================================================================== B-0 Battle Basics: This section covers the process of fighting in SD Hiryu No Ken Densetsu. ############################################################################### B-1 Fighting Basics: This is a fighting game, so the objective is to knock out your opponent, or at least have more health remaining when time runs out. This is how you win rounds. If a match has more than one round, the winner is the one who wins the specified number of rounds. ############################################################################### B-2 Offence: To deplete your enemy's health, you can use various moves. For the most part, moves in SD Hiryu no Ken Densetsu are done by pressing a direction and one of the four attack buttons. Sometimes they involve simplistic motions, such as back-front, quarter-circle, or rarely 270s. Like most fighting games, you can perform combos in this game. Each character has some attack strings, which are performed with some sequence of presses of the punch and kick buttons and possibly some directional input. Certain attacks will launch the opponent into the air. At this point, you can continue to hit them, this is called a "juggle combo". Different moves will have different effects in juggle combos, some will keep them airborne longer. You'll want to experiment to see what works best. You can also often perform a secret buster in a juggle combo. To do Secret or Treasure Busters, you must have a certain amount of super levels stocked. Your current number if shown in the bottom corner of the screen. You get super energy by hitting the opponent, or by successfully blocking attacks. The maximum number of stocks you can hold depends on the medal you have equipped. At certain times, you can input secret busters during your attack strings and they will execute immediately, interrupting whatever attack you were doing. This is called "cancelling" and is a good way to land your secret busters. There are items that will let you cancel into your buster attacks, too, which can make for fun combos. ############################################################################### B-3 Defence: You are not simply helpless against your enemy's offence. First of all, you can avoid the enemy's attacks by jumping, dashing, or crouching. If they are turned on, you can also use a sidestep. You could also throw out an attack of your own, and you'll often trade hits. However, most often you'll want to block when an attack comes your way. You can block attacks by holding the block button. Depending on where the attack is aimed, you will have to block high (just hold block) or block low (hold block and press down). Each attack you block successfully awards a little super energy, which is nice. Blocking doesn't make you invincible, though, if you block a buster or secret buster, you'll take a little damage. This is referred to as "chip damage", and it can still kill you. Additionally, certain attacks, such as throws, are unblockable. While blocking, you can also counter. You can press back and kick or punch to assume a countering stance, and if you're hit with a kick (or a punch, depending on the button you pressed), you'll immediately perform a throw that counters your opponent's attack. This is called "Super Defence", and is denoted by "SD" in move lists. Some Super Defence moves involve more complex button presses, and some can even be cancelled into supers, but almost everyone has a basic "back and attack while blocking" SD. Use SDs to punish an opponent who repeatedly uses the same combo string. Also, be aware that SDs don't work against jumping attacks. Most characters can also perform two busters while blocking, by holding down or back and pressing the buster button. These busters have special properties. The back and buster attack will avoid sweeps, and the down and buster attack will avoid high attacks. Timed well, you can avoid the enemy's attack and hit back with these. If you use these moves to dodge an attack and counter, it is called "Super Technique" (abbreviated "ST") and this flashes on the screen. Another way to counter is to resist the opponent's attack and hit them while they're still doing it. This requires special equipment or treasure busters that can make you immune to flinching or to certain types of attacks. You can also block in the air, however, you can only block airborne attacks. Most projectiles count as air attacks, as does any attack where your opponent leaves the ground. You cannot use SDs while airborne. ############################################################################### B-4 Mind's Eye: There are 3 types of marks that may appear on various parts of your body, like your head, torso, or legs. Despite the name, turning Mind's Eye on or off has no effect on these. Weak Mark (pink) If you are hit where this mark is, you will not be able to block and you'll be stunned for a second, exposing you to further damage. This appears on your opponent for every 2 super levels you build up during battle. Hi Damage Mark (green): Same as the weak mark, except you take a fair bit more damage. This appears if you just sit there and block too much. Fatal Mark (red): If you lose half your health without dealing any damage, this deadly mark will appear (with a distinctive "ping" sound). Not only can you not block this, but if it is hit, you instantly lose! Watch out if you ever get this on yourself! To get rid of the marks, either wait until they go away or use a throw. What turning Mind's Eye on is displays aiming marks, that you can use to help defend yourself and use SDs. ############################################################################### B-5 Winning Symbols: When a round ends, a winning symbol is displayed. Though you might not notice them at first, the winning symbols are actually tremendously important in this game. Here is a list of the kinds of winning symbols that there are. V - This is the default symbol. It appears if you win with a regular attack, or a buster. Can be modified by elements. Scroll - This appears if you win a round using a secret buster. Can be modified by elements. Gem - This appears if you win a round using a treasure buster. Can be modified by elements. Apple - This appears if you win by chipping the opponent to death. Can be modified by elements. Japanese Character - This appears if you win with a throw. SDs count as throws, too. Skull - Certain attacks poison or burn the enemy, causing them to take gradual damage. This finishing symbol appears if that damage kills them. Can be modified by elements. T - this appears if you win by having more health when time runs out. Additionally, finish symbols may be modified in two ways: The first is by elements. If the final attack you use has an elemental attribute, the finish symbol will be a different colour, Red for Fire Green for Wind Yellow for Thunder Blue for Ice Purple for Poison The easiest way to hit with specific elements is to use treasure busters, but certain busters and secret busters have elements too. Check the characters section for information on secret buster elements. The other modifier is if you win without taking damage. This is called a "perfect", and a little P will appear under your symbol. =============================================================================== =============================================================================== T-0 Tournament Mode: The tournament mode is the main portion of the game. Here, you'll fight through various opponents until you reach the end, at which point you'll be rewarded with an item, and possibly a medal. See the medal section for more information about medals, and be aware that you must set the number of rounds to at least 2. The finishing symbols are extremely important in this mode, so make sure to read the section immediately preceding this one! ############################################################################### T-1 Normal Tournament: Face 6 opponents in a row. Winning nets you an item. You may also get an item in a match along the way. This tournament is the only one open at the start. This is largely how you unlock the other tournaments. Changes to the Normal Tournament: --------------------------------- After fulfilling certain conditions, the Normal Tournament changes. After your level reaches 40, the final opponent becomes Gold. It does not revert back if your level drops below 40. Similarly, at 60, the first four opponents become clones. If you face Young Ryuhi here and defeat him, he is unlocked for use. ############################################################################### T-2 Metal Tournament: Face 6 Metal Opponents To Unlock: Complete the Metal Tournament once. Yes, you have to complete the Metal Tournament to unlock it. Whether this means that the tournament can't be unlocked at all, or that there's some other way to get into the tournament is unknown. Winning this tournament doesn't seem to award anything in particular. ############################################################################### T-3 Gold Tournament: Face 6 golden opponents. To unlock: Unlock all four elemental spirit medals. It may require other medals too, but these four are definitely required. Winning this tournament awards the Moon Medal. ############################################################################### T-4 Metal Tournament: Face 6 metal opponents. To unlock: Acquire the Tree and Droplet medals. You may need others. Winning this tournament unlocks the Sun Medal. ############################################################################### T-5 Ryumaou Tournament: Face 5 platinum opponents, ending with a battle against True Ryumaou. To unlock: Complete the Gold Tournament once (ie, have the Moon Medal). Winning this tournament unlocks the Illusion Medal. ############################################################################### T-6 Fire Tournament: Face 6 platinum characters ending with Fire Ryuhi. To unlock: Defeat the majority of opponents in a normal tournament with a fire elemental finish symbol. Winning this tournament awards the Fire Spirit Medal. ############################################################################### T-7 Wind Tournament: Face 6 platinum characters ending with Wind Ryuhi. To unlock: Defeat the majority of opponents in a normal tournament with a wind elemental finish symbol. Winning this tournament awards the Wind Spirit Medal. ############################################################################### T-8 Thunder Tournament: Face 6 platinum characters ending with Thunder Ryuhi. To unlock: Defeat the majority of opponents in a normal tournament with a thunder elemental finish symbol. Winning this tournament awards the Thunder Spirit Medal. ############################################################################### T-9 Ice Tournament: Face 6 platinum characters ending with Ice Ryuhi. To unlock: Defeat the majority of opponents in a normal tournament with an ice elemental finish symbol. Winning this tournament awards the Ice Spirit Medal. =============================================================================== =============================================================================== S-0 Story Mode: When you select Story mode from the menu, the first two options are "New Game" and "Continue". This should be self-explanatory. Throughout Story Mode, the game will ask if you want to save. The top choice is to save, the bottom choice is not to save. The first time you play story mode, you can only use the items you win in Story Mode. This makes fully completing it very very difficult, so you'll probably want to just get the bad ending once so you can use all of your items. ############################################################################### I-1 Story Mode Basics: Story mode is a mode you play through as Ryuhi. You go through a sequence of battles, chronicling Ryuhi's journey from a baby to a world champion, and his secret battle against the Tusk Soldiers. As you progress through story mode, you will be awarded items (poor ones, sell them) and the Secret Scrolls. The Secret Scrolls are very important - Each contains a piece of the Mandala, which when totally completed, will allow Ryuhi to use his ultimate technique, the True Hiryu no Ken. Also, if you don't collect them all, you can't progress past a certain point in the story mode. One important thing to note about story mode is that your opponents are as strong as you are - if you equip strong items, they will be strong. IF you equip nothing, they will be weak. It turns out that Story Mode is actually a retelling of the events of "Flying Dragon: The Secret Scroll" for the NES, which I have never played. While searching for one of the terms I found in SD Hiryu no Ken Densetsu, I stumbled upon Adam Lamontagne's guide for the NES game, and it was a surprisingly big help in figuring out how to transform the Tusk Soldiers (it's not exactly the same as the NES game, but it's very close). ############################################################################### I-2 Story Mode Walkthrough: This is a walkthrough for Story mode. I'll cover every battle, and try to give a brief synopsis of the story. It won't be great, though, because my Japanese isn't very good. Note that sometimes, you don't win the listed items. I think they stop giving them to you after you've won them enough times. Story mode begins, appropriately enough, with Ryuhi's birth. He is found all alone near a shrine on a stormy night by Juan, who raises him and teaches him martial arts. 10 years pass. Ryuhi is training hard, as usual. His journey is about to begin. Battle 1: ------------------------------------------------------------------------------- For the first handful of battles, you fight as Young Ryuhi. Ryuhi is having a regular sparing match against his sensei, Juan. Battle! Young Ryuhi vs Juan You can't set equipment for this battle. Defeat him to win a Bracelet. Battle 2: ------------------------------------------------------------------------------- The sky suddenly grows dark. Juan goes to investigate the shrine and tells Ryuhi to wait for him. He does so at first, but it takes too long, so Ryuhi goes after him. Ryuhi finds Juan lying on the ground, defeated by a strange man. Shocked, Ryuhi attacks the man, but he is no match. Not wanting to waste his time, the man leaves one of the Tusk Soldiers to take care of Ryuhi. Battle! Young Ryuhi vs Tusk Soldier Battle 3: ------------------------------------------------------------------------------- Ryuhi defeats the Tusk Soldier, but it's too late for Juan. Ryuhi buries him by a cliff, then decides to go on a journey to find that mysterious man and avenge Juan's death. He decides to look first for Gengai, Juan's brother. After several days of travelling, he collapses, exhausted. Unfortunately for him, he is attacked by another strange man! Battle! Young Ryuhi vs Pupil Win this for a jacket. Battle 4: ------------------------------------------------------------------------------- Ryuhi is just about to crush Pupil with his Hiryu no Ken, when Gengai appears. Gengai recognizes the secret technique of their clan, and Rescues the Pupil. Ryuhi tells Gengai about the strange man. Gengai fills him in on some backstory, including the first time he and his brother encountered that man. Juan fought him and knocked him off a nearby cliff with the Hiryu no Ken (this is a great scene). He then tells you about the Tusk Soldiers wanted to learn the secrets of the their fighting style, and so they attacked Juan to steal the secret scrolls. Gengai still has one, but they have the other five. 6 more years pass. Pupil tells Ryuhi that a strange man has appeared, and is looking for him. Ryuhi encounters him. He attempts to use the Hiryu no Ken, but Ryuhi avoids it. Ryuhi wants to know how he knew that technique. He produces a scroll, which explained the Hiryu no Ken. Battle! Ryuhi vs Kokuunsai Gengai stops their fight (after you beat him, of course). It turns out that Kokuunsai's reason for coming here was to deliver a challenge from the Tusk Soldiers. They want to fight Ryuhi at the upcoming World Tournament, and to make things interesting they'll bring the secret scrolls with them. Battle 5: ------------------------------------------------------------------------------- Gengai realizes Ryuhi is not yet ready, so some intense training will be needed for him to compete in the World Tournament. Battle! Ryuhi vs 2 Pupils and 2 Instructors (This is a four-phase battle. Your health carries over from battle to battle, so be careful not to get too badly damaged.) Win this battle and you'll receive a Glove. Battle 6: ------------------------------------------------------------------------------- The time of the Tournament is at hand, and so it is time for Ryuhi's final test: A battle against Gengai himself! Battle! Ryuhi vs Gengai After the battle, Gengai gives Ryuhi an extremely long talk about the Tusk Soldiers, Ki, and the Secret Scroll of the Mind's Eye. Much discussion later, He finally hands over his Secret Scroll, and with it, the first piece of the Mandala! (though the Mandala screen isn't shown this time). Battle 7: ------------------------------------------------------------------------------- The World Tournament begins! The announcer introduces the participants. Ryuhi reminisces about his past. To his surprise, he hears Juan's voice. Juan warns him that the Tusk Soldiers are after the secret techniques of their fighting style. The first battle is against a familiar but strangely coloured young man, named Hayato. All fights past this point will have two rounds. Battle! Ryuhi vs Hayato After beating Hayato, he decides he wants to come with you, to provide colour commentary on your various battles. Battle 8: ------------------------------------------------------------------------------- What's this? A mummy has suddenly appeared from the frozen snow! Battle! Ryuhi vs Zongerian Well, that was random. On with the tournament! Battle 9: ------------------------------------------------------------------------------- Juan appears, and warns you that your next opponent is a Tusk Soldier. Battle! Ryuhi vs Targun Targun is a Tusk Soldier. You must defeat them in specific ways to reveal their true forms. For Targun, defeat him in round one with the flashing screen, ie either with a Secret Buster or hitting the Fatal Mark. If you don't do this properly, reset the game and try again. You will then fight his true form, a Tusk Soldier. Beat him for the second Secret Scroll, and a piece of the Mandala! You're also given a Ball for winning this battle. Battle 10: ------------------------------------------------------------------------------- Next we find Minmin (also strangely coloured) being attacked by Demon Kabuki. She makes very short work of him. It turns out she's Ryuhi's next opponent. Battle! Ryuhi vs Minmin Minmin also decides to join your entourage. Battle 11: ------------------------------------------------------------------------------- Another tournament battle. Battle! Ryuhi vs Khan He's disappointed that he lost. Nothing remarkable happens here. Battle 12: ------------------------------------------------------------------------------- Juan warns you that your next opponent is a Tusk Soldier. Battle! Ryuhi vs Kokuunsai This one is absolutely evil. To transform Kokuunsai, you must block. Block everything that he does, except Hiryu no Ken, which you must jump over. Every hit you block, you will gain a little super energy. For every 2 super levels you gain this way, Kokunsai will get the pink "weak point mark" on him. Hit it carefully, making sure not to land an attack anywhere else, because this will make you fail. After you do this twice, he transforms. Be aware that if you just sit there and block, he'll usually throw you, so keep rapidly raising and dropping your guard, and hold it when you see him actually do an attack. Though he will sometimes sweep you, always block high, since the fireball is a high attack, and it poisons you if it hits, which will be fatal. This is exceedingly time consuming, and virtually impossible with the wrong items. For this battle, equip the Moon Medal or the Life Medal and NOTHING ELSE. Since the enemy's strength is based on your strength, if you equip anything else, he'll do more damage and you probably won't survive. If you equip just the Moon Medal, he won't really be able to hurt you. Just don't get poisoned, because the Moon Medal won't outheal it. If you possess a Dragon Eye that's been blessed by a first level spirit, you might be able to use its Treasure Buster to make the Weak Point Mark appear, making your life substantially easier. I'm not sure if the game counts this or not, but it might be worth a shot. If you actually manage to tranform him, the resulting battle is a joke. It's amazing how easy this game is when you can fight back. As a reward for winning, you acquire the third Secret Scroll, and a piece of the Mandala! Battle 13: ------------------------------------------------------------------------------- Much commentary from Hayato and Minmin later, we're off to the next battle. Battle! Ryuhi vs Masked Fighter Ryuhi notes that the Masked Fighter reminded him of his friend, Shouryu. Hmm. Battle 14: ------------------------------------------------------------------------------- It's Suzaku! Wait, no, it's his mysterious replacement from Virtual Hiryu, Red Falcon! Battle! Ryuhi vs Red Falcon After losing one round, Red Falcon insults you, then runs off. My Japanese isn't fantastic, but I'm pretty sure what he's saying is rather vulgar. Battle 15: ------------------------------------------------------------------------------- Juan shows up and warns you that your next opponent is a Tusk Soldier. Battle! Ryuhi vs Hariyaa Unmasking this guy is super easy. Just let him land his secret buster on you, and survive it. Thankfully he'll attempt it every chance he gets. Should he miss, just quit and try the battle again until he lands it. After beating down his Tusk Soldier form, you win the fourth Secret Scroll and yet another piece of the Mandala! Battle 16: ------------------------------------------------------------------------------- Minmin is acting crazy for some reason. Hayato is shocked, as usual. Man, why do we bring these guys around, anyway? Apparently this next guy is nicknamed "Iron Legs". I doubt his kicks are as powerful as Ryuhi's, though. Battle! Ryuhi vs Thorn Ram Actually, his kicks were pretty strong. I guess it's a fair nickname. Battle 17: ------------------------------------------------------------------------------- Juan warns you that your next opponent is a Tusk Soldier. Somehow, Red Falcon also gets inside your head, and he insults you some more. What a jerk. Ryuhi's trying to hear voices here. Battle! Ryuhi vs Mugen Shirou Just immediately perform the Hiryu no Ken to transform him. Make sure you aren't strong enough to kill him with it in one hit. Beat his Tusk Soldier form for the 5th Secret Scroll, and a piece of the Mandala! Battle 18: ------------------------------------------------------------------------------- Hey look, it's an adorable little girl (actually, it's Ellie, but for some reason she's a child here). She's here to cheer for her daddy, who is participating in the tournament. How cute. What a shame he's Ryuhi's next opponent. Hayato and Minmin humour her, but Ryuhi frightens the poor kid. This guy doesn't seem to really want to fight, but he doesn't want to disappoint his daughter. Battle! Ryuhi vs Wolf After one round, the poor guy can hardly get up. However, his friend Wiler and his daughter Ellie cheer him on, and he gets back up, only for you to smack him back down again. Then he apologizes to Ellie for losing. I kinda feel bad for the guy. Battle 19: ------------------------------------------------------------------------------- Juan does not alert you to the fact that this guy is a Tusk Soldier, but he is. Battle! Ryuhi vs Demon Kabuki To unmask this guy, you must perform 2 punch SDs, then use your down and buster attack to sweep him. Don't perform any other moves. This is not terribly hard as long as you equip nothing except the Moon Medal. Just spam your punch SD repeatedly. I should take this time to thank Adam Lamontagne's guide to Flying Dragon: The Secret Scroll, because I never would have figured out how to get this one without it. His Tusk Soldier form is harder than the others, because you can't knock him down. You should still beat him easily with the Moon Medal, though. Win this fight for the sixth (and FINAL!) Secret Scroll, and the last piece of the Manadala (if you haven't missed any). Hooray!! Battle 20: ------------------------------------------------------------------------------- The tournament is over. But wait! It's that mysterious man who killed Juan! He's come back for Ryuhi! It's time to end this once and for all! Battle! Ryuhi vs Fuuzufuu What happens after you win depends on whether you completed the Mandala or not. If you didn't complete the Mandala: The tournament is over! The announcer announces the positions of the contestants, and of course, congratulates the winner, Ryuhi. Victory! Or so it would seem. Ryumaou appears, and taunts you, telling you that you need to complete the Mandala to continue on. If you got this ending, you must restart Story Mode and get the other pieces of the Mandala. If you did complete the Mandala: Fuuzufuu shows his true form! It's True Ryumaou! Battle 21: ------------------------------------------------------------------------------- True Ryumaou transports everyone to his evil dimension, and does a lot of laughing. We've got to stop him! Battle! Ryuhi vs True Ryumaou This is... spectacularly easy, actually. It's only one round. Kick his butt. Ryuhi is prepared to end the battle. Hiryu no Ken!! Ryumaou falls. However, so does Ryuhi. He collapses from exhaustion, but the battle is won. Ryuhi and friends are returned to the stadium, and the crowd applauds as our hero wakes up. The tournament is over! The announcer announces the positions of the contestants, and of course, congratulates the winner, Ryuhi. This time, we've really won! ...Haven't we? Juan calls out to Ryuhi. He congratulates him and thanks him for retrieving the Secret Scrolls, but the battle is still not over. Ryumaou is still alive. You see, the Mandala is still not complete. The final part awaits Ryuhi at the Dragon Shrine. Battle 22: ------------------------------------------------------------------------------- Ryuhi returns to the Dragon Shrine, where our adventure began. Waiting for him are the four Elemental Ryuhis. Battle! Ryuhi vs Fire, Ice, Thunder, and Wind Ryuhi (This is a four-phase battle. Your health carries over from battle to battle, so be careful not to get too badly damaged.) This can actually be somewhat hard. The elemental Ryuhis are strong, and they start with 8 super stocks. Equip your strongest gear. You win a Cloth for winning this battle. A CLOTH? For getting this far? The four spirits take their place in the Mandala. Now, with the completed Mandala, we can finish off Ryumaou. Battle 23: ------------------------------------------------------------------------------- Ryuhi finds Ryumaou again somehow. Now it's time to use the power of the completed Mandala to defeat him. Battle! Ryuhi vs Ryumaou Ryuhi winds up, and does the Hiryu no Ken again. And for all your hard work, you get... a black screen that says "The End"? You're kidding, right? There's something else, right? Well, there isn't. Congratulations, you've beaten story mode. The good news is that you've now unlocked the True Hiryu no Ken for use in all modes, and it's preposterously strong. =============================================================================== =============================================================================== I-00 Item System: ############################################################################### I-01 Item Basics: To recap (if you've been reading this guide in order): In this game, there are 4 types of items that you can outfit your characters with: Weapons (red background) Armour (blue background) Accessories (green background) Medals (black background) Each character can equip one weapon, one armour, and one medal. The weapon and armour can be substituted for accessories, if you wish, so you could even equip two accessories if you wanted. When looking at your items in the storage screen, you will see the following: In the top left is a picture of the item. In the top right is some information about the item, from top to bottom, it reads: (Item's name) Special Ability (Name of Special Ability) Treasure Buster (Name of Treasure Buster) Experience: (current)/(next) Immediately below the picture are the statistics of the item (see below) On the bottom is a description of the item's special ability. If you are looking at a medal, the maximum number of super levels you can have is shown instead of the treasure buster, and there is no experience level. Each item has four statistics: Fire - Physical power Wind - Throw power Thunder - Projectile power and defense against projectiles Ice - Defence power against physical attacks and throws A statistic may be shown in red, which means the item decreases it. Your stats are equal to the sum of all of your items. A single item can only have a maximum of 99 in a given stat. However, despite the fact that your own statistics appear to be similarly capped, they aren't. Your stats have no limit. As the experience points would suggest, your items can gain levels, which will cause them to evolve. You gain exp by winning battles in the Tournament and Story modes, according to the following formula: By default, you receive 20 exp each round as long as you beat your opponent (winning by time over awards nothing). However, you can get more exp. The exact formula is: % of damage done by last combo - % damage done by last hit in last combo (unless it was a throw) ----------------------------------------------------------------- = exp gained if this is less than 20, exp = 20 (Note: The amount of exp you get isn't shown if it's over 100 or in story mode, but it is still awarded) So if you kill the opponent with a combo that you started when he had 60% health, and prior to the last hit of the combo he had 5% health, you would get 55 exp. So for maximum exp, try to start the combo as early as possible, and try to whittle him down as far as possible before the last hit that kills him. Secret Busters which land a lot of weak hits are great for getting exp, whereas a single, massively powerful attack is less useful. Throws are excepted from this deduction, probably so Powers isn't totally incapable of gaining exp (actually, he's the best EXP farmer because of this). Also, the amount of exp you gain can be modified by medals. Some cause you not to gain as much exp, as a trade-off for their power. That being said, prepare yourself for a shock - Levelling does NOT make your items more powerful, in fact, it actually makes them WEAKER if you have a Spirit. So why on Earth would you want to level? Well, Spirits will only bless your item when it levels, so if you want to complete the item book, you'll have to level. You can also level your item through the upgrade shop. So how DO you gain stats? Every time you win a tournament, or complete a battle in story mode, your equipped items are given a seemingly random stat bonus. In the case of Tournaments, you only need to equip the item for the final match, so you can easily funnel stats to one item while levelling another if you want (though, an item will not level unless it is equipped at the end of the Tournament). It's very hard to know what stats you'll get, but on the plus side, even if your item is at the maximum level, you can still get the bonuses, so there's no way to get stuck with an item you cannot max. You can also use the Upgrade Shop to upgrade your item, thus gaining stats, see the shopping section for information on how that works. ############################################################################### I-02 Spirits: When your item gains a level (normally, using the upgrade shop doesn't count), it might be blessed by a spirit. You can see which spirit has blessed your item in your item's picture. Having a spirit bless your item has 2 main uses, and one additional one: - it counts as another entry in the item book - blessed items have treasure busters In SD Hiryu no Ken Densetsu, there are 12 spirits. Yes, that means you must get all 12 of them to bless EVERY item in the game in order to fully complete the item book. This is the order they're listed in the spirit listing (in the item submenu): Level 1 spirits: Phoenix (The red bird) Shiva (The woman with the blue skin) Ramuh (The old man with the thunderbolt) Jinn (The guy with the purple skin) Kokuryu (The black dragon) Norun (The three women) Level 2 spirits: Kaishinbosei (The woman with a blue dress) Shigoutaitei (The man with a green suit) Gundaritaisen (The robot) Kujakumyouou (The sphinx) Ryuutentaisei (The ninja) Level 3 spirits: Daimajin (The shadow) (Veterans of Flying Dragon may recognize the second-level spirits as the ultimate treasure items in the first game). Depending on who blesses your item, the types of treasure buster you can use change. When an item first evolves, the treasure buster you are given is random, but you can change it for a fee. Look at the section on Treasure Busters for more information about them. Figuring out which spirit your item will evolve into is complex, but thanks to dozens of hours of testing by myself, Eka_Swede, and MES_Steele, we now know almost exactly how it works. In the instruction manual, there are two (partially complete) charts that explain evolution. These charts are essential to the process. Stats Required to Evolve: Fire Wind Thunder Ice Phoenix 4 * * * Jinn * 4 * * Ramuh * * 4 * Shiva * * * 4 Kokuryu UNKNOWN Norun UNKNOWN --------------------------------------------- Kaishinbosei 6 2 * 4 Shigoutaitei 2 4 6 * Gundaritaisen 2 * 4 6 Kujakumyouou 4 6 * 2 Ryuutentaisei 6 6 6 6 Daimajin UNKNOWN * means the statistic can be anything. Kokuryu, Norun, and Daimajin's numbers are unknown. In the case of Daimajin, it appears there is also a level requirement. Stat Cost Per Level: Fire Wind Thunder Ice Phoenix 1 0 0 0 Jinn 0 1 0 0 Ramuh 0 0 1 0 Shiva 0 0 0 1 Kokuryu 2 0 2 0 Norun 0 2 0 2 --------------------------------------------- Kaishinbosei 2 0 0 1 Shigoutaitei 0 1 2 0 Gundaritaisen 0 0 1 2 Kujakumyouou 1 2 0 0 Ryuutentaisei 1 1 1 1 Daimajin UNKNOWN Daimajin's cost is unknown at this point in time. Essentially, under two circumstances, item evolution will be checked: - If the item has no spirit associated with it, it is checked every level. - If the item has a spirit associated with it, it is checked every 5 levels (At least, that seems to be the pattern). If you level an item through the upgrade shop, it is never checked. You could level an item all the way to level 99 this way to keep the spirit you currently have permanently, if you wanted. At any rate, when the check is done, the game looks at the first chart. If your item's statistics are at least as high as the numbers shown here, that spirit will be added to a list of spirits that might bless your item. You'll note that the chart is broken into two groups. If any spirit from the lower group qualifies, the upper group is ignored. This is most easily explained with an example. Suppose I have an item with 8 in Fire, 6 in Wind, 4 in Thunder, and 2 in Ice. In the first group, Phoenix, Jinn, Ramuh, and Kokuryu (I think, we're not exactly sure what his numbers are) would be available. In the second group, Kaishinbosei and Kujakumyouou are available. Since there's at least one spirit from the second group, the first group is ignored, that means either Kaishinbosei or Kujakumyouou might bless this item. Which one will actually do so is random, the exact probability of each is unknown. There is one complication, though, the check for evolution occurs after you get the random stat bonus from battle, so you may not know exactly whom you'll qualify for. When a spirit blesses your item, the value from the first chart is deducted from its statistics. Now for the second chart. Every time your item levels, if it has a spirit, you lose the value shown here. It's kind of like a fee that you pay to retain the use of your spirit. If your item does not have enough points (going into the red isn't allowed), then your spirit will leave, and the item goes back to being unblessed. If you don't want this to happen, make sure you gain some more stat points (see the preceding section for how to gain stats) before your item evolves again. ############################################################################### I-03 The Item Submenu: Shopping - See the shopping section for more details - Item Shop - Upgrade Shop - Medicine Shop Your Items - See the storage section for more details - Inventory - Storage Status - you can see the status of your characters here Trade Items - you can trade items between controller paks Item Book - you can view which items you have owned. What happens if you totally complete the item book? Medals - you can see which medals you currently have Spirit Listing - you can see a list of spirits and their treasure busters. See the "Treasure Busters" section for the full list. Cartridge Utility - If you have a GB Memory Cartridge, you can use it to back up your save file. To do this, insert it (inside the N64 transfer pak) into controller 2, and then select the first or second option (the third is cancel). You'll be taken to a menu showing your controller pak on the left, and the GB memory cart on the right. You can use the appropriate arrows to move data, or the magnifying glass to check data. Don't try this with any other GB cart, because the transfer will fail and you could lose your data. ############################################################################### I-04 Shopping: This game has 3 different shops available. Regular Shop: (Pink Girl) ------------------------- - Buy (select the item you would like to buy) - Buy item - Cancel - Sell - Weapons - Armour - Accessories (after making this choice, the branches converge) (select the item you would like to sell) - Sell item - Cancel - Leave This is a standard shop. Here you can buy items (however, I don't recommend you do since their selection is bad and the items are weak), or sell items. Upgrade Shop: (red girl) ------------------------ - Upgrade - Inventory - Storage - Weapons - Armour - Accessories (after making this choice, the branches converge) (select the item you would like to upgrade) (select the attribute you would like to upgrade) - Confirm - Cancel - Change (treasure buster) - Inventory - Storage - Weapons - Armour - Accessories (after making this choice, the branches converge) (select the item you would like to change) (select the treasure buster you would like) - Confirm - Cancel - Leave This shop is complex, but very useful. I've broken the options into 2 sections. Upgrade Option: --------------- You can upgrade items here, raising their level and altering their stats. The exact effect of the upgrade depends on the stat you raise and which stats are positive for your item, the manual includes a chart that I've reproduced (and corrected, the manual is wrong on the wind column) below. How upgrades affect your stats Stat that you choose to Upgrade +---------+------+------+---------+-----+ | | Fire | Wind | Thunder | Ice | +---------+------+------+---------+-----+ | Fire | F+1 | W+1 | F+1 | F-1 | | | | F-1 | T-2 | | Item's +---------+------+------+---------+-----+ Stat | Wind | | W+1 | W+1 | | Is > 0 | | | | T-2 | | +---------+------+------+---------+-----+ | Thunder | | W+1 | T+3 | | | | | T-1 | | | +---------+------+------+---------+-----+ | Ice | I-1 | W+1 | I+1 | I+1 | | | | I-1 | T-2 | | +---------+------+------+---------+-----+ Basically, you gain 1 to the stat you choose, plus the sum total of the relevant entries in this table. For example: Let's say you have an item with 1 in Fire and 1 in Ice And you choose to buy a fire upgrade You get 1 fire, from doing the upgrade You get 1 more fire, because your item has Fire > 0 and the entry in that cell is Fire + 1 However, you lose 1 ice, because your item has ice > 0 and the entry in that cell is Ice - 1. So the final result would be Fire 3, Ice 0. Another example: Let's say you have an item with 1 Fire, 1 Wind, -1 Thunder, and 1 Ice And you choose to do a thunder upgrade You get 1 thunder for doing the upgrade However, you gain 1 fire and lose 2 thunder since your fire is > 0 Ditto wind and ice, +1 wind, +1 ice, -4 thunder. You don't even get that +3 thunder, since your thunder is negative. So the final result is 2 fire, 2 wind, -6 thunder, 2 ice. The order in which these are applied matters. Even if your item initially had 2 in thunder, it would have dropped below 1 by the time the thunder stat was checked, and thus you don't get the +3 thunder. Thunder really gets the short end of the stick at this shop. However, while this formula is accurate most of the time, periodically the upgrade will go screwy and the stat you chose will increase MASSIVELY, at the expense of all of your other stats. Change Option: -------------- The Change option lets you pick a different treasure buster. Annoyingly, they are not listed in the same order as in the Spirit Listing. You can press C, though, to show the spirit listing page for that treasure buster, and it shows the index number in the very bottom left corner. Generally, the order is like this: The Treasure Buster that's available to all items (that SD shortcut one) Treasure Busters provided by your spirit (not in order) Treasure Busters available to this specific item (if any) Be aware that even if your item has a treasure buster specific to it, you cannot select to use it until the item has been blessed by a spirit. Medicine Shop: (yellow girl) ---------------------------- (Select whom you want to get the medicine) (If they have a medicine already, you must confirm that it can be replaced, otherwise skip to the next step) - Confirm - Cancel (Select the category of medicine you'd like to buy. One medicine will be shown to you, you'll see its number in the window) - Confirm - Cancel This is a simple shop. Medicines temporarily alter your character, the effect lasts for a few tournaments (check the status page to see if you still have it) There are several medicines per category, but only one will be offered at a given time. You have to take it or leave it. There's 12 categories of medicine, but only 4 are initially available. After you buy about 10 medicines, the rest are offered. The ones that effect stats affect your character's innate stats. They're not permanent. First Category - Power 0105 = Fire and Wind + 5, Ice - 4 0144 = Fire and Wind + 4, Ice - 5 Second Category - Defense 0105 = Fire and Wind - 4, Ice + 5 0144 = Fire and Wind - 5, Ice + 4 Third Category - Secret and Treasure Busters 008C = Effect Unknown 00CB = Super Bar gradually increases Fourth Category - Restoration 008B = When you are defeated, you revive with 44 health (out of 255) 004C = When you are defeated, you revive with 48 health (out of 255) Fifth Category - Burn 008B = Burn Immunity Sixth Category - Poison 0045 = It becomes much harder to poison you Seventh Category - Thunder 0086 = Effect unknown Eighth Category - Ice 0047 = Effect Unknown Ninth Category - Wind Tenth Category - Treasure 01D0 = Receive Rarer Items 0191 = Gain more exp (1.7x) Eleventh Category - Money 01DO = Effect Unknown 0191 = Effect Unknown Twelfth Category - Miscellaneous I think any potion can show up in here Anyway, there's a lot more potions. It's hard to figure out what they all do. ############################################################################### I-05 The Storage System: Whether you select "Inventory" or "Storage" doesn't really matter, either way it takes you to a screen that lists all of your items. In SD Hiryu No Ken Densetsu, you can have a total of 100 items. The first 10 are the ones you can select at the equipment screen, the remaining 90 are in storage. That means the first 2 pages are your inventory. You can see which page you're on in the top right corner of the screen. You can press A to examine an item in more detail. Press A again while looking at an item to call up another menu: Send to Storage / Send to Inventory - Self explanatory. You can't do this if the section you're trying to send the item to is full Rename item - You can name the item. English letters are available. Discard item - You can throw the item away. You'll have to confirm, by pressing right and then A. There's really no real reason to do this as you get no money this way, you should sell your items instead. Cancel You can press Cv to reorder your items. First, select the item to swap, then select the item to swap it with (with Cv again). Remember, you have to move items to your inventory before you can use them. Should you max out your storage and win another item, you'll be taken to a special menu to resolve this problem. You have two options. Sell This Item - This sells the current item, and you'll get whatever it's worth in money. You have to confirm that you want to do this Discard an Item - You can discard an item you already have, to make room for this one. It's pretty straightforward. ############################################################################### I-06 List of Weapons: This is a full list of weapons, and the effects of equipping them (where it is known). Keep in mind that each weapon can be blessed by any spirit. #1 - Bracelet No Effect The worst weapon possible. There's not much point using this. #2 - Shoes Launch Power The shoes allows you to launch your opponent higher. This is great for characters with slow launchers, because it means they can now follow up with juggle combos where they might not have been able to before. Alternatively, you could use this to perform a move that has startup time in a juggle combo. #3 - Glove Cancel Allows you to cancel regular attacks into busters, dramatically expanding the amount of combos you can do. This is probably my favourite item in the game. #4 - Chaos Glove Cross Counter Your SDs do twice as much damage. This is good if you have a wind-heavy stat build and you're good with SDs. #5 - Talisman Suction You can perform a throw while ducking. This doesn't really seem useful, in fact it might impede your ability to use your vB while close. #6 - Dragon Claw Conversion I don't know what this does exactly, bit I believe there's some way it can heal you. ############################################################################### I-07 List of Armour: This is a full list of armour, and the effects of equipping them (where it is known). Keep in mind that each armour can be blessed by any spirit. #1 - Jacket No Effect The worst armour possible. There's not much point using this. #2 - Dragon Shirt Border Reduces damage dealt by projectiles (attacks using the Thunder Stat) by 50%. Useful against people who are good with projectiles, this effect seriously hampers their offense. #3 - Cloth Regeneration Your health gradually regenerates. Very helpful. #4 - Dragon Armour Protection You take no chip damage from physical attacks (those based on the Fire stat). The only problem with this is that not all Fire attacks even do chip damage, immunity from chip damage from Thunder (projectile) attacks would be much better, but against some characters it's pretty useful. #5 - Demon Mail Super Body While standing still or blocking, you cannot enter hit stun, making it difficult to combo you. You can, however, still enter hit stun if you are performing an attack, so if you do a high kick, the opponent could sweep you, or something like that. Obviously, this is extremely powerful against human opponents. The computer rarely combos, so this is less effective against them. #6 - Plate Mail Hyper Body You can not enter hit stun, period, making it impossible to combo you. Obviously, this is extremely powerful against human opponents. The computer rarely combos, so this is less effective against them. As far as I know, this is totally superior to the Demon Mail. #7 - Scale Mail Super Regeneration Your health regenerates. Extremely quickly, too. This is basically like the Cloth item, but better. With high Ice power, the opponent probably won't be able to out-damage your regeneration without poisoining or burning you. This is a fantastic all-purpose item. #8 - Dragon Fang Block When you block an attack, there's a 20% chance that it won't do any chip damage. Unlike the Protection ability given by the Dragon Armour, this does work against attacks that use the Thunder stat. You could do worse, but a 20% reduction in chip damage isn't a ton. ############################################################################### I-08 List of Accessories: This is a full list of accessories, and the effects of equipping them (where it is known). Keep in mind that each accessory can be blessed by any spirit. #1 - Feather Juggle Plus You can juggle a bit more when you have this equipped. What this basically means is you can do a few extra launcher hits at the beginning of a juggle combo before doing your juggle finisher. It's not too bad if your launcher itself is pretty strong (ie, Ryuhi's if the item is in slot 2. Each spirit can give you a number of treasure busters. You can read about them in the Spirit Listing. Additionally, there are some treasure busters that are available to specific items only. When your item first evolves, the treasure buster you get is assigned randomly from the ones your spirit can give you. However, you can change it if you go to the upgrade shop (see the shopping section for more details). Here is a list of the treasure busters. It's given in the same order that the Spirit Listing gives them. Annoyingly, the change shop DOES NOT list the treasure busters in order. However, you can press a C button to show the spirit listing page for the treasure buster you're looking at, and the treasure busters are numbered. I've written the numbers here after the name of the treasure buster, for your convenience. Be aware that if your item evolves again, you'll get a new treasure buster. This can be annoying, but at least changing treasure busters is pretty cheap. (The Spirit Listing gives each Treasure Buster a "magical power level", but as far as I can tell this doesn't really mean anything. It seems to correlate directly with the required amount of super levels.) Treasure Busters given by Phoenix: ------------------------------------------------------------------------------- Not surprisingly, Phoenix's Treasure Busters largely deal with fire. #01 - Burning Upper Duration: Instant Super Levels: 1 Your character does a fire-charged uppercut. This launches the opponent, so you can perform a juggle combo afterwards. #02 - Burning Kick Duration: Instant Super Levels: 1 Your character does a fire-charged kick. The specific kick used varies depending on your character, so you'll want to experiment. #03 - Fire Ball Duration: Instant Super Levels: 1 Fires a fireball at the opponent. It hits multiple times, you may be able to land some extra hits if you're close. #04 - Fire Wave Duration: Instant Super Levels: 2 Your character punches the ground, and a wave of fire erupts in front of you. If the enemy is caught in it, it does a ton of hits. #05 - Fire Up Duration: Entire Round Super Levels: 1 Increases your fire stat by 2. This stacks, so you can use it repeatedly to crank your fire stat even higher. Treasure Busters given by Shiva: ------------------------------------------------------------------------------- Not surprisingly, Shiva's Treasure Busters largely deal with ice. They freeze the opponent, which is brutal, since you can follow up with another combo. #06 - Frigid Upper Duration: Instant Super Levels: 1 Your character does a ice-charged uppercut. The opponent is frozen by this, so you can follow up. Wait until they hit the ground, you'll have time to perform a ground combo. #07 - Frigid Kick Duration: Instant Super Levels: 1 Your character does a ice-charged kick. The specific kick used varies depending on your character, so you'll want to experiment. This also freezes the opponent, so you can follow up with a combo. #08 - Ice Ball Duration: Instant Super Levels: 1 Fires a ice ball at the opponent. It freezes, not surprisingly. You can follow up with a combo. #09 - Ice Storm Duration: Instant Super Levels: 2 Your character jumps in the air, then fires many ice projectiles in a pattern similar to Jack's Jack Bomber. If they hit, the opponent is frozen, and you can follow up with another hit. #10 - Ice Up Duration: Entire Round Super Levels: 1 Increases your fire stat by 2. This stacks, so you can use it repeatedly to crank your ice stat even higher. Treasure Busters given by Ramuh: ------------------------------------------------------------------------------- Not surprisingly, Ramuh's Treasure Busters largely deal with thunder. His busters aren't really terribly effective. #11 - Shocking Upper Duration: Instant Super Levels: 1 Your character does a thunder-charged uppercut. You can perform a juggle combo afterwards. #12 - Shocking Kick Duration: Instant Super Levels: 1 Your character does a thunder-charged kick. The specific kick used varies depending on your character, so you'll want to experiment. #13 - Thunder Ball Duration: Instant Super Levels: 1 Fires a thunder ball at the opponent. It hits multiple times, you may be able to land some extra hits if you're close. #14 - Thunder Call Duration: Instant Super Levels: 2 Two thunderbolts sweep across the arena, one from the left and one from the right, striking your opponent. This is blockable, but it actually does more chip damage than it does regular damage. This is Ramuh's best Treasure Buster, but that's not saying much. #15 - Thunder Up Duration: Entire Round Super Levels: 1 Increases your thunder stat by 2. This stacks, so you can use it repeatedly to crank your thunder stat even higher. Treasure Busters given by Jinn: ------------------------------------------------------------------------------- Not surprisingly, Jinn's Treasure Busters largely deal with wind. His Treasure Busters launch the opponent if they hit, allowing for juggle combos. #16 - Cyclone Upper Duration: Instant Super Levels: 1 Your character does a wind-charged uppercut. This launches a bit more than the other Spirits' uppercuts do, so you can combo a move with a bit of startup time. #17 - Gale Kick Duration: Instant Super Levels: 1 Your character does a wind-charged kick. The specific kick used varies depending on your character, so you'll want to experiment. This also has a launching effect at the end, so you can follow up with a juggle combo. #18 - Mini Tornado Duration: Instant Super Levels: 1 Fires a mini tornado at the opponent. It launches after it hits, so you can follow up with a combo. Unlike most projectiles, this travels along the ground and must be blocked low. It's basically the same as Yuka's projectile. #19 - Mega Tornado Duration: Instant Super Levels: 2 Your character summons a massive tornado, similar to the mini tornado, but it covers the entire vertical distance of the screen. This does fairly high damage (which is basically not reduced at all by blocking), and it launches if it hits, so you can follow up with a combo. #20 - Wind Up Duration: Entire Round Super Levels: 1 Increases your wind stat by 2. This stacks, so you can use it repeatedly to crank your wind stat even higher. Treasure Busters given by Kokuryu: ------------------------------------------------------------------------------- Kokuryu's Treasure Busters deal with poison and immobilization. Poison is very useful against opponents with high defence, but his Stun and Press Treasure Busters are incredibly powerful against almost anyone. It's hard to pick and choose between his excellent Treasure Busters. #21 - Posionous Upper Duration: Instant Super Levels: 1 Your character does a poison-charged uppercut. This launches the opponent, so you can perform a juggle combo afterwards. It also poisons. #22 - Poisonous Kick Duration: Instant Super Levels: 1 Your character does a poison-charged kick. The specific kick used varies depending on your character, so you'll want to experiment. This poisons. If your character performs a kick that hits a lot of times, this can be quite deadly. #23 - Poison Ball Duration: Instant Super Levels: 1 Fires a poison ball at the opponent. In addition to hitting multiple times, it also heavily poisons the opponent. This is a fantastic treasure buster. #24 - Black Cloud Duration: Instant Super Levels: 2 Summons a black cloud, which quickly travels towards the opponent. If it hits, the opponent is knocked back and poisoned. However, the damage isn't very high and it only hits once, so the poison isn't very strong. I'd use something else. #25 - Stun Duration: Instant Super Levels: 1 Stuns the opponent, leaving them momentarily vulnerable to whatever you would like to throw at them. This is totally unavoidable - Even if you're in the air or knocked down, you'll warp to the ground and be stunned. This is really a pretty effective way to force an opening against a very defensive opponent, and for what you get it's pretty cheap. Definitely useful against human opponents. Alternatively, you can use this to link combos together - after you finish one, stun, and then go attack your helpless opponent some more. Brutal. #26 - Press Duration: Instant Super Levels: 1 Squishes the opponent, like the last hit of Shouryu's Guruguru Bang or a number of other moves. This does minimal damage, but afterwards, your opponent has to flip back up, giving you a chance to do a juggle combo. Like the Stun Treasure Buster, this is totally unavoidable, it will hit both airborne and grounded opponents. The tradeoff here is time for power. This gives you a longer window to hit than the stun move, but you can only perform a juggle combo, whereas the Stun allows for a ground combo (which you could link into a juggle combo). It's hard to say which is better overall, they're both very strong. #27 - Stun Ball Duration: Instant Super Levels: 2 Fires a projectile ahead of you. If it hits, the opponent is stunned. The stun time is quite long, but it's not nearly as good as the preceeding two Treasure Busters. For one thing, it costs 2 super levels instead of one. But more importantly, you can't do nearly as much with it. First of all, you can block this, and secondly, it can't hit grounded opponents. Don't bother with this one. #28 - HUD Vanish Duration: Entire Round Super Levels: 1 Makes the HUD disappear, meaning you can't see health bars, the timer, or how many super stocks you have. Obviously, this could only have any kind of use against human opponents since the computer will always know. Personally, I wouldn't use this, since it hurts you just as bad as the other person, and you have to pay a super level for it. #29 - Knockdown Duration: Instant Super Levels: 2 Knocks the opponent down. Like the stun moves, this is unavoidable, but it's also pretty useless since the only thing you could possibly follow up with would be an additional blow. I can't fathom why this costs two stocks. Stun and Press are so much better. Treasure Busters given by Norun: ------------------------------------------------------------------------------- Norun's Treasure Busters deal with time for the most part. #30 - Effect Slow Duration: Entire Round Super Levels: 1 Any Treasure Buster that is metered lasts twice as long. This is probably kinda pointless since the Clock item gives this effect for free. #31 - Effect Quick Duration: Entire Round Super Levels: 1 Any Treasure Buster that is metered lasts only half as long. This is probably kinda pointless since the Charm item gives this effect for free. #32 - Effect Stop Duration: About 2 minutes Super Levels: 2 Any Treasure Buster that is metered lasts FOREVER (well, until this Treasure Buster runs out, which it eventually does). Combine this with, say, Gundaritaisen's Guard Seal or god forbid Ryuutentaisei's Invincibility for what is basically an instant win. #33 - Time Stop Duration: About 2 seconds Super Levels: 3 The opponent is totally frozen for about 2 seconds. 3 super levels for this is insane, especially considering that Kokuryu has some Treasure Busters that are similar but better and cost only 1 level. Avoid. #34 - Twin Turbo Duration: About 10 seconds (metered) Super Levels: 2 I don't know what this does. #35 - Turbo Duration: About 10 seconds (metered) Super Levels: 1 I don't know what this does. #36 - Warp Duration: Instant Super Levels: 0 Press the treasure button to warp. Hold a direction to warp in that direction. This one is very interesting, because it effectively gives you a new move. It's a bit debateable as to how useful it really is (the warp is a little slow), but it's definitely something to play around with. Treasure Busters given by Kaishinbosei: ------------------------------------------------------------------------------- Kaishinbosei's Treasure Busters mostly deal with healing. #37 - Healing Duration: Instant Super Levels: 1 Instantly recover 20% of your health. Not bad, but kinda pricey. I think I'd rather equip the Moon Medal if I want healing. #38 - Super Healing Duration: Instant Super Levels: 2 Instantly recover 30% of your health. Obviously, the preceding Treasure Buster is a much better use of your super levels. This leaves you a little less open, but it's not hard to simply knock someone back when you need to use a Treasure Buster. #39 - Eraser Duration: Instant Super Levels: 1 Activate this to instantly get rid of any mark that may be on you. Though you could do the same by landing a throw, this may not actually be that bad. Keep in mind that if your opponent hits any mark on you, he gains half a super level, so you're really only down half a super level here. It's also much better to spend one super level than to die if you get the fatal mark on you. #40 - Status Recovery Duration: Instant Super Levels: 1 Activate this to immediately recover from poison or a burn. This is very helpful in certain situations (heavy poison is extremely deadly). If you play a very defensive game and run a high-ice build, consider taking this to erase a potential counter-strategy. #41 - Psycho Charge Duration: Instant Super Levels: 2 Activate this to charge your super gauge to max. However, your health will be cut to 10% of its maximum (no penalty if it's currently less than 10%). This is a really cool Treasure Buster, easily my favourite of Kaishinbosei's. For one thing, if you have a medal that has 5+ stocks, this is a HUGE boost. Additionally, if you're just about to die, you can activate this for virtually no penalty, then proceed to lay a beatdown in the next round (make sure you have at least 2 stocks ready, though, since it does cost 2 to activate). A powerful strategy is to combine this with the Ball item, charge your stocks, then activate another Treasure Buster to somehow compensate your lost health (say, use Kaishinbosei's Healing to recover yourself a little, or Ryuutentaisei's Invincibility to protect you). But make sure to land a hit on your opponent first! If you don't, the moment you activate this Treasure Buster, you'll immediately get the Fatal Mark on you (though, you could always use Kaishinbosei's Eraser to get rid of it). #42 - Fire and Ice Up Duration: Entire Round Super Levels: 1 Fire and Ice + 1. You can stack this, but your levels could be better used elsewhere. Treasure Busters given by Shigoutaitei: ------------------------------------------------------------------------------- Shigoutaitei's Treasure Busters are pretty varied, but they're all offensively oriented. You tend to get good value for your super levels, too. #43 - Launch Power Duration: About 10 seconds (metered) Super Levels: 1 You launch the opponent higher with your attacks. The same effect as the shoes item, but only for a little while. It's better just to equip the Shoes if you want this. #44 - Great Power! Duration: About 10 seconds (metered) Super Levels: 1 Fire and Wind + 3. Finally a buff move that isn't a total waste! However, unlike most of the buffs, this is metered and thus is neither permanent nor stackable. However, if you have a clock item, you get 20 seconds of it, which should basically be "the rest of the round" anyway. But remember, with Great Power comes Great Responsibility (I would be remiss if I didn't make that joke). #45 - Firecracker Duration: Instant Super Levels: 1 Fires a firey projectile in front of you. If the projectile hits the opponent, it does very minimal damage. However, if the projectile travels far enough, it explodes, forming a spiral effect not unlike Ryuhi's Super Ryuha. If the spiral hits, it does incredible damage (even if blocked) and burns heavily. You need about 2 character lengths inbetween you and your opponent for optimal damage. #46 - Bomb Duration: Instant Super Levels: 1 Rolls a bomb towards the opponent, which explodes on contact, dealing heavy damage (it often hits twice) and burning the opponent. If used at moderately close range, the opponent should be stunned long enough for you to follow up with a combo. As with many unblockable but slow moves, this is best used when the opponent is on the ground. Time the bomb so that it will hit them just as the get up. Then you can follow up with another combo for extreme damage. #47 - Earthquake Duration: Instant Super Levels: 1 Knocks the opponent down. This is unavoidable, but not very strong. If you're right beside them, you might be able to land a few juggle hits, but this is definitely not as good as some of his other Treasure Busters. #48 - Wind and Thunder Up Duration: Entire Round Super Levels: 1 Wind and Thunder + 1. You can stack this, but your levels could be better used elsewhere. Treasure Busters given by Gundaritaisen: ------------------------------------------------------------------------------- Gundaritaisen's treasure busters seal specific buttons for your opponent. Combine them with the Clock item or the Graveyard medal for great effect, but be sure not to equip the Charm. #49 - Punch Seal Duration: About 10 seconds (metered) Super Levels: 1 Your opponent cannot use their punch button. For how long this lasts, and how important punches are to most combos, this is very effective. #50 - Kick Seal Duration: About 10 seconds (metered) Super Levels: 1 Your opponent cannot use their kick button. This is great against opponents who use a lot of kicks in their combos, but punch is generally a little better. #51 - Buster Seal Duration: About 10 seconds (metered) Super Levels: 1 Your opponent cannot use their buster button. This is pretty effective against anyone, but many characters can still put together halfway decent combos with only punches, kicks, and secret busters. #52 - Secret Buster Seal Duration: About 10 seconds (metered) Super Levels: 2 Your opponent cannot use their secret buster button. This isn't that great, because it costs 2 super levels, and it'll probably take you much longer than 30 seconds to regain those levels. #53 - Guard Seal Duration: About 10 seconds (metered) Super Levels: 1 Your opponent cannot use their guard button. This is the one you've been waiting for - stripped of their ability to block, your opponent is almost helpless to defend against your onslaught. About all they can do is try to go all out offensively, but they'll probably leave themselves open to SDs in the process. I can't believe this only costs 1 super level. #54 - Treasure Buster Seal Duration: About 10 seconds (metered) Super Levels: 1 Your opponent cannot use their treasure buster button. Only use this against human opponents. #55 - Jump Seal Duration: About 10 seconds (metered) Super Levels: 1 Your opponent cannot jump. This severely limits some characters offensively, but I'd rather just seal their punches or kicks. #56 - Duck Seal Duration: About 10 seconds (metered) Super Levels: 1 Your opponent cannot duck. Oh no! Not my ability to duck! Change this to something else ASAP. #57 - Forced Jump Duration: About 10 seconds (metered) Super Levels: 1 Your opponent jumps continuously. This is quite annoying, and it basically strips you of all offensive capabilities. This is possibly even better than sealing their guard, since they cannot block ground attacks while airborne. If nothing else, you can use this to buy time and force a time over if you're winning. This is a great treasure buster. #58 - Forced Approach Duration: About 10 seconds (metered) Super Levels: 1 Your opponent continuously moves towards you. This is actually not very effective, since moving towards your opponent is a good way to attack anyway. #59 - Sapping Duration: Instant Super Levels: 1 Your opponent loses 1 super stock. So do you, since you have to activate this move. So it basically just gets rid of stocks. I guess this could be good if you have little use for your stocks. #60 - Ice and Thunder Up Duration: Entire Round Super Levels: 1 Ice and Thunder + 1. You can stack this, but your levels could be better used elsewhere. Treasure Busters given by Kujakumyouou: ------------------------------------------------------------------------------- Kujakumyouou's Treasure Busters are all support effects that you could get by equipping a specific item, which makes them largely useless. Kujakumyouou is probably the worst spirit in the game. With her, you'll probably want to use either the universal Treasure Buster or one given by your item. #61 - Cancel Duration: About 10 seconds (metered) Super Levels: 1 Allows you to cancel regular attacks into busters. It's the same power given by the Glove item, except temporary and you have to pay for it. This is a great ability, but it's probably easier just to equip a Glove. Still, this is one of her very few useful abilities. #62 - Juggle Plus Duration: About 10 seconds (metered) Super Levels: 1 Allows you to juggle the opponent a bit more. It's the same power given by the Feather item, except temporary and you have to pay for it. It's still not very strong. Use something else. #63 - Cross Counter Duration: About 10 seconds (metered) Super Levels: 1 Your SDs do twice as much damage as normal. It's the same power given by the Chaos Glove, except temporary and you have to pay for it. This is very situational, so I wouldn't recommend using it this way. #64 - Illusion Duration: About 10 seconds (metered) Super Levels: 1 When you are hit, you do a sort of back dash, and the damage is reduced by 50%. This is the same ability as the Illusion Medal. This one is actually kind of useful, because the ability is ridiculously strong. Still, equipping the Illusion Medal is much better. #65 - Double Jump Duration: About 10 seconds (metered) Super Levels: 1 You can double jump by pressing up again in midair. It's the same power given by the Ring item, except temporary and you have to pay for it. This isn't even useful when it's permanent. This is definitely in the running for worst Treasure Buster in the game. #66 - Fire and Wind Up Duration: Entire Round Super Levels: 1 Fire and Wind + 1. You can stack this, but your levels could be better used elsewhere. Treasure Busters given by Ryuutentaisei: ------------------------------------------------------------------------------- Ryuutentaisei's Treasure Busters are largely defensive support effects, and most are given by specific items. I would easily give him the title of worst Spirit, were it not for Treasure Buster #72, Invincibility. Put simply, this is the best Treasure Buster in the game. Don't even bother reading the description of his other Treasure Busters, just slap that one on there and get ready to kick some butt. #67 - Critical Cut Duration: About 10 seconds (metered) Super Levels: 1 I don't know what this one does. #68 - Protection Duration: About 10 seconds (metered) Super Levels: 1 Take no chip damage from physical attacks. Same ability as the Nomadic Armour, except useless since you could be taking NO DAMAGE (see below). #69 - Super Body Duration: About 10 seconds (metered) Super Levels: 1 While standing still or blocking, you cannot be put into hit stun. Same ability as the Demon Mail, only temporary and you have to pay for it. It's probably better just to equip the Demon Mail if you want this. Besides, you could have Hyper Body instead, and to the best of my knowledge it's purely superior. #70 - Hyper Body Duration: About 10 seconds (metered) Super Levels: 1 You cannot be put into hit stun. Same ability as the Plate Mail, only temporary and you have to pay for it. At least this is a good effect. It's probably better just to equip the Plate Mail if you want this. #71 - Block Duration: About 10 seconds (metered) Super Levels: 1 20% of the time, you'll take no chip damage. Same ability as the Dragon Fang, except useless since you could be taking NO DAMAGE (see below). #72 - Invincibility Duration: About 10 seconds (metered) Super Levels: 1 This makes you totally invincible. You can still be hit, but you take no damage whatsoever. And for only one super level! Eat your heart out, Gundaritaisen, this is the ultimate move for sealing your opponent's offense. This super has an unusual (but smart on the part of the developers) second effect - while it is active, the match timer stops. This is so you can't just use it to stall for time and force time-outs, but it does mean you could use this if you're about to suffer a time-out yourself, then use the extra time (and invincibility) to turn the match around. Combine this with Norun's Treasure Buster "Effect Stop" and you can say "GG". Unless your opponent ALSO uses this move, in which case you basically have a two-player practice mode for the next 2 minutes. This actually doesn't protect you from the Fatal Mark. However, you'd have to already have it on you by the time you use this Treasure Buster. #73 - All Stats Up Duration: About 10 seconds (metered) Super Levels: 1 All Stats + 1. This might be okay if it was stackable, however, it's only temporary. Useless. Treasure Busters given by Daimajin: ------------------------------------------------------------------------------- I don't have a Daimajin item yet, so I can't totally confirm what all of these do. #74 - Heat Body Duration: ? (metered) Super Levels: 1 You lose your ability to block, but the opponent takes 25% of any damage they inflict upon you. #75 - Reset Duration: Instant Super Levels: 3 Resets the current round, except for Buster Stocks. If you have more than 3 stocks when you activate this, next round, your Treasure Busters are sealed. #76 - Devil's Contract Duration: Rest of current round Super Levels: 2 After activating this, you can no longer be damaged, but your health drains really fast, as though you were massively poisoned. It's not very useful, but it does have a unique visual effect to it. #77 - No Guard Duration: About 10 seconds (metered) Super Levels: 1 When this is active, no one can block. This is similar to Gundaritaisen's Guard Seal, but it affects you, too. This offers almost no advantage over the Guard Seal, except that it's maybe a bit more surprising since Gundaritaisen's Treasure Busters show a little symbol in the corner to indicate that you've been sealed, whereas here your opponent could be caught unaware. #78 - All Down Duration: About 10 seconds (metered) Super Levels: 1 All stats -1 for your opponent. It's metered, so it's useless. Treasure Busters given by Specific Items: ------------------------------------------------------------------------------- Certain items have a Treasure Buster they can have (assuming they've been blessed by some spirit). Some are new, some are duplicates of Treasure Busters given by spirits. This is always listed last. I've given them in the order that the items themselves are listed in. Demon Mail: ------------ #77 - No Guard Duration: About 10 seconds (metered) Super Levels: 1 No one can block while this is activated. This is much better on the Demon Mail than on most items, since the Demon Mail gives you Super Body, you cannot be comboed anyway. On a Demon Mail item, this really isn't a bad choice. Plate Mail: ------------ #82 - Crystal Drop Drops a big Crystal on the opponent's head. Should it hit, the opponent is stunned, and you can follow up with a combo. However, this move can be blocked and it comes out a little slow, so it's not quite as powerful as Kokuryu's stunning moves or anything like that. Scale Mail: ------------ #67 - Critical Cut Same as Ryuutentaisei's Treasure Buster. Ball: ------ #85 - Blinding Mist Duration: About 5 seconds Super LEvels: 1 The screen suddenly becomes very white, making it hard to see. This treasure buster is a bit buggy, as certain things can make the effect disappear, but when the time runs out the screen will still freeze for a second as the mist is supposed to clear. Charm: ------- #84 - Fist of Wrath Duration: Instant Super Levels: 1 A fist falls out of the sky, either hitting you or your opponent. Whomever is hit is squished, allowing the other person to follow up with a combo. Since you seem to be equally likely to hit yourself, I can't recommend this one. Old Man: --------- #82 - Bull's Eye Duration: About 10 seconds (metered) Super Levels: 1 I don't know what this one does. Ring: ------ #29 - Knockdown Duration: Instant Super Levels: 2 Same as Kokuryu's Treasure Buster. Just as useless as it always has been. Clock: ------- #30 - Effect Slow Duration: Instant Super Levels: 1 This is actually Norun's Treasure Buster, but you can put it on any clock item. This is rather pointless since the Clock already has the Effect Slow effect on it. The only reason you might want this is so you could reapply Effect Slow if it was dispelled somehow. Dragon Eye: ------------ The Dragon Eye is a special case as Treasure Busters go. It cannot use the treasure busters its spirit would usually have access to: Instead, it has 3 treasure busters of its own. Which one it can use depends on the level of your spirit: A level 1 spirit gets #79 A level 2 spirit gets #80 A level 3 spirit gets #81 #79 - Weak Point Appear Duration: Instant Super Levels: 1 Makes the Weak Point Mark appear on the opponent. Hitting the weak point mark confers all the usual bonuses (it's unblockable, does extra damage, and you gain half a super stock). Not bad at all. #80 - Hi-Damage Mark Appear Duration: Instant Super Levels: 1 Makes the Hi-Damage Mark appear on the opponent. Hitting this mark confers all the usual bonuses (it's unblockable, does heavy damage, and you gain half a super stock). Not bad at all, though not much better than the previous. #81 - Fatal Mark Appear Duration: Instant Super Levels: 2 Makes the Fatal Mark appear on the opponent. Hit this mark, and you instantly win. Obviously, this is extremely powerful, but protecting the fatal mark isn't impossible for a skilled player. The real trick, though, is actually getting Daimajin to bless your Dragon Eye so you can get this move. Good luck with that one. Dragon Tiara: -------------- #72 - Invincibility Duration: About 10 seconds (metered) Super Levels: 1 The usefulness of this Treasure Buster is very slightly diminished when put on a Dragon Tiara (because the Dragon Tiara's ability isn't great), but it's still one of the best TBs in the game. Just make sure you find something to combine it with to get a longer effect out of it. Heaven Sword: -------------- #87 - Burst Duration: Unknown Super Levels: 1 I don't know what this one does. Heaven Mirror: --------------- #88 - Copy Duration: Unknown Super Levels: 1 Allows you to use the treasure buster your opponent has on their item which is in the same slot. Even if the buster would normally cost more than 1 level, you only have to pay 1 level to use it. Treasure Busters Available to Any Item: ------------------------------------------------------------------------------- Every blessed item can use this SD. It's always listed first. #86 - Super Defence Duration: Instant Super Levels: 0 This gives you a shortcut to do your SDs. Treasure Buster Button + no direction = Punch SD Treasure Buster Buttom + any direction = Kick SD You can't use this if your guard has been sealed in some way. This could actually be kinda helpful if your reflexes aren't quite good enough to do SDs on reaction. It's certainly better than some treasure busters. ############################################################################### I-12 The Money Glitch: Upgrading in particular can be very costly, and you don't tend to make much money through tournaments. There is another option, which is kind of cheating, but at the same time it's also somewhat hard to AVOID triggering it. This is the money glitch: Max out your item capacity, this requires 100 items. Win another item through a tournament. The game will ask you what you want to do with it, you can either sell it or exchange one of the items you have for it. Choose to sell it. The game will tell you how much it's worth. Confirm. However, the calculation of how much it's worth is not done properly, the game awards you at least 100x the item's value, which almost always instantly maxes out your money. This way, you effectively have infinite money. =============================================================================== =============================================================================== C-00 Characters: ############################################################################### C-01 Character Basics: Moves in SD Hiryu no Ken Densetsu are mostly made up of a direction + a button input, and you can see them all in the Command Training in the training mode. As such, I'm only going to go over notable moves and secret busters. The characters are listed in the same order as on the status screen. Also, the Secret Buster translations aren't going to be accurate, though I'll use the Flying Dragon translations where I can remember them. I haven't added in the clones yet. Expect them in the next release. Secret Input: I don't know where else this can go, but some moves have unlisted combinations that you can use to trigger them. For example, Ryuhi's front and buster attack can be done as back, front, kick. I'll list these where I know them. Legend: ^ v < > - Up, Down, Back, Front. Movesets assume you're facing right. K - Kick P - Punch B - Buster S - Secret buster G - Guard ############################################################################### C-02 Ryuhi: Ryuhi is very balanced. He's a very capable combo character, and he's also adequate with projectiles. You play as Ryuhi in Story Mode. Ryuhi's Final Secret Buster, True Hiryu no Ken, is obtained by beating Story Mode. After you unlock it, it permanently replaces the original Hiryu no Ken, It's basically more useful than the original in every way, almost to the point of being unfair for VS mode - if you feel that way, you can play as Gengai instead (one of Ryuhi's clones), who plays exactly like the original Ryuhi. Recommended Stat Setup: Balanced, but most in Fire. Versatility is his biggest strength. Notable basic moves: KKK - The last hit launches >B - tap B twice for 2 more hits. Very strong. Use this to end combos. On the ground, you can do an infinite by just doing the first 2 hits over and over again, good timing is required. B - Your projectile. It's very basic. Secret Input: <>K - same move as >B v^K - same move as ^B Secret Busters: S - Hiryu No Ken 1 super level, Wind Element Damage increases based on Fire stat Ryuhi flies back to the wall behind him, then flies across the screen. This super is unblockable, you can only avoid it by jumping. It's possible to time this attack as someone is getting up to make it unavoidable. If you don't consider this cheap, it makes Ryuhi one of the most powerful characters in the game. Be aware that since this only hits once, if you use this to finish off an opponent, you get no bonus exp if you use this to kill someone. ^S - Hyper Ryuujinkyaku 1 super level, Fire Element Damage increases based on Fire stat Ryuhi does a triple version of his ^B move. Think Shoyru Reppa from Street Fighter. This is easy to combo into, but be careful that it doesn't get blocked. v>S - Hyper Ryuha 1 super level, Fire Element Damage increases based on Thunder stat Ryuhi creates a small fire wave directly in front of him. Also easy to combo into, and very strong if your thunder stat is high. Chips very well, too. This super burns the opponent if it hits, dealing a tiny bit of incremental damage afterwards. S - True Hiryu no Ken (after unlocking it) 1 super level, Wind Element Damage increases based on Fire Stat Ryuhi does his Hiryu no Ken, but straight forward, hitting multiple times, then moves to the edge in front of you and kicks backward. This Secret Buster is unblockable, you have to jump over it or run back. Unlike the basic version, you can combo into this one, and it's even stronger. This move was ridiculously broken in the original game, and here it only costs 1 super level instead of 2! Prepare to destroy everything once you get this. You have to unlock this secret buster by beating story mode properly, ie getting all pieces of the mandala. It replaces the original Hiryu no Ken once you do. If you restart Story Mode, you go back to regular Hiryu No Ken. ############################################################################### C-03 Hayato: Hayato is also pretty balanced, but he's not as good at combos as Ryuhi. He's a specialist at SDs, if you're good with them. He also has a great projectile, though he doesn't have a super based on Thunder damage. Recommended Stat Setup: Most in Fire and Wind. Notable basic moves: P>PPP - The last hit launches KK - The last hit knocks the opponent to the ground, but they bounce, and you can follow it up with certain moves, like Shinji Yanibodaru ^B - Good combo ender >B - You can hit a grounded opponent with this. Tack it onto combos. v>B - Fantastic Projectile. Very fast, and moves you forward. You can easily use this to approach, or to tick into a throw. You don't even need to have a lot of thunder power for this to be useful, it's useful even without its damage. Secret Input: <>K - same move as >B v^P - same move as ^B Secret Busters: S - Genryuka Tensho 1 super level, Wind Elemental Damage increases based on Fire stat Hayato does a more powerful version of his ^B. Very punishable if blocked, so be sure to combo into it. This super does not work well if the opponent is in the air, so cancel it out of his basic punch combo. Due to the positioning of the hits, this move is very hard to block. S during G

S - Elbow Combination 1 super level, Non-Elemental Damage increases based on Fire Stat Hayato does a series of elbow strikes, ending in a launcher. For some reason, you can't seem to cancel into this Secret Buster. You can follow up with a juggle combo. This is a good Secret Buster, however it doesn't work well in a juggle combo (use it to start one, not end one). ^S - Shinji Yanibodaru 2 super levels, Non-Elemental Damage increases based on Wind stat Hayato grabs the opponent, imbues his fist with wind power, then punches the opponent for a ton of damage. If you attempt the grab and it doesn't hit, you only lose 1 super level, but you can't attempt it unless you have 2 levels. This super is unblockable. You can combo into this move after your KK chain. This may not be the strongest way possible, but it looks extremely cool. ############################################################################### C-04 Minmin: Minmin is basically ported straight from Virtual Hiryu, and she is a monster of combos. If you can master her juggles, she's almost unbeatable. Recommended Stat Setup: Mostly Fire, but some Thunder couldn't hurt. Notable basic moves: vKB - Tap B twice more for more hits. Last hit launches. B - A projectile. Slow. Secret Input: <>K - same move as >B v^K - same move as ^B Secret Busters: S - Pillar of Flames 1 super level, Fire Element Damage increases based on Thunder stat Minmin charges up for a half second, then creates a pillar of fire in front of her. Anyone hit by the pillar is launched into the air, and you can follow up with a combo. My favourite is to do a jump kick, then do her signature sweep combo for insane damage. This super is kind of slow, so make sure the opponent is open before doing it. You can use this to counter a jumping opponent. ^S - Minmin Assault 1 super level, Non-Elemental Damage increases based on Fire stat Minmin does a flip, and then launches a barrage of kicks at her opponent. The first hit must be blocked high. This move chips well. v>S - Piercing Thrust 1 super level, Non-Elemental Damage increases based on Fire stat Minmin stabs right through her opponent, and then a few seconds later, her stunned opponent is struck by many powerful hits. The first hit is blockable, but the resulting hits are not. You have to jump after blocking the first hit in order to avoid it. But if you do, Minmin can be punished pretty easily. vK - Another launcher. You can use this in juggle combos. B - A triple kick move. Used to be able to cancel this into secret busters, but you can't anymore. It's still not a bad combo ender. >B - Another combo ender. B (near grounded opponent) - Additional blow. Strong. Tack this on to every combo that you do. Secret Input: <>K - same move as B. Replaces his old Sonic 1000 secret buster. Acceptably strong, but if performed in a juggle combo, the last hit will usually miss. ^S - Jungle Circus 1 super level, Non-Elemental Damage increases based on Wind stat Wiler jumps at his opponent, then if it hits, he disappears. He then comes down on a rope and hits his confused opponent in the back. It's kinda strong, and it's unblockable, but it's very easy to see it coming and jump over it. vS - Wiler Bomb 1 super level, Fire Elemental Damage increases based on Thunder stat Wiler pulls a bomb out of his jacket and throws it. It arcs towards the opponent, then explodes. This attack is unblockable. You can throw this at a downed opponent, and with good timing, it will be unavoidable. This stuns for a second after it hits, and you can follow up with another move. v>S - Sonic 10000 2 super levels, Non-Elemental Damage increases based on Fire and Thunder stats Wiler launches a kick combo against his opponent, then fires off a sonic wave. He then fires another shockwave, which catches up with the opponent and juggles them for a while. Combos well in juggle combos, and does incredible damage. If you're fast enough, you can even follow up and hit the trapped opponent for even more damage. This secret buster is extremely strong and useful. The only problem is that it's hard to get enough super levels to use it often. ############################################################################### C-06 Shouryu: Shouryu excels in both combos and throws, making him an extremely dangerous rushdown character. His projectile is really weak, though. One crazy advantage he has going for him is his Beserker Rage Secret Buster, which gives him an extra stock every time it is used, in addition to putting him in a hyper state under which he can do insane combos. This may actually make him the best character in the game. If you're playing against him, focus on shutting down this move as best you can. Recommended Stat Setup: Fire and Wind. He needs a bit more ice than most people, too. Notable basic moves: KKK - The last two hits launch. PPPPB - The last hit is a throw, and is thus unblockable. Just don't spam this too much or you'll get SD'd. ^K - Bounces off after hitting. Use ^P for combo starting. B - Launches. Good in combos. <>B - A good combo ender. B - A projectile. Not a very good one, though, it's slow. Secret Input: <>K - same move as >B v^K - same move as B Secret Busters: S - Guruguru Bang 1 super level, Non-Elemental Damage increases based on Fire Stat Shouryu does a cartwheel, ending with an overhead attack that flattens the opponent. Great in juggle combos. Unlike most moves like this, the last hit will indeed land when this is used in a juggle combo. After being flattened, the opponent has to flip back up, allowing you to hit them. ^S - Head Kicks 1 super level, Non-Elemental Damage increases based Wind Stat Shouryu jumps up, then latches onto his opponent's head. He then repeatedly kicks them, then grabs their neck and throws them. This move is kinda strong, but it's hard to land and your super levels are better spent on Guruguru Bang. vS - Final Fortune 1 super level, Non-Elemental This isn't even actually an attack, per se, it's more of a buff. Shouryu poses, then enters a hyper state where he can cancel basically any move into any other move. Activating it costs you some health, probably about 15%. I initially heavily underrated this move until EkaSwede pointed out that this move gives you 2 free secret buster stocks (for a net gain of one stock). Taking this into consideration, it's possibly the best secret buster in the game. You've got a little vulnerability while trying to activate it, but you could always just knock someone back before using it (even if you use a treasure buster, you'd get your stock back) A good way to rack up insane damage is to use a launcher, and then just use >K repeatedly. You can even finish with Guruguru Bang if you want. v>S - Hyper Dragon Shooter 1 super level, Non-Elemental* Damage increases based on Thunder Stat Shouryu fires a more powerful version of his projectile that hits 3 times. It does okay damage on its own, but there is a secret property to this move that was pointed out by EkaSwede: you can enter some buttom commands for special effects. The combinations and their effects are listed below. PPPP - When activated, the projectile turns upwards. If timed as the projectile is hitting, it will inflict 3 extra hits, AND toss the opponent upwards for a fairly easy follow-up. This is probably the best option. KKKK - When activated, the projectile explodes into a ring of fire. This can inflict up to 4 extra hits, and does fire damage (and thus also burns). This has the fire Elemental, obviously. BBBB - When activated, the projectile starts travelling in a wave pattern. It will also toss the opponent up if it hits. This is effectively identical to the PPPP one, except it's a bit harder to get all 5 hits. 360 - Splits the projectile into 3, which travel on 0, 30, and 70 degree angles. Even if they all hit the opponent, it doesn't add that much damage, this is only really a good choice if they're going to jump over it. As awesome as these effects are, though, it's quite hard to actually hit the opponent with this thing because it comes out pretty slow. They'd have to whiff a really slow attack or something. ############################################################################### C-07 Yuka: Yuka is so monstrously powered up from the original game that I think there's no question that she's the best character in the game now. She's massively dominant in all areas, boasting a ridiculously strong combo, a great projectile, powerful and varied throws, and SDs to be feared. It's almost scary how powerful she is. Her only weakness is that her kicks are bad, so you can SD against her pretty easily. If she doesn't mix it up with her incredible throws. Which she will. Recommended Stat Setup: Balanced. Yuka rocks at everything, and you want to take advantage of that. If one stat must be low make it Thunder. Notable basic moves: PPP - No knockback on the last hit, so you can easily cancel into stuff. PPB - The last hit is a throw, and is thus unblockable. Similar to that combo Shouryu has, but better since it's faster and harder to SD against. B - Launches. Your only non Secret Buster attack that does so well. <>B - Yuka pauses, then runs at the opponent. Unblockable, and a good surprise move. >B - Your projectile. Launches people after it hits, allowing you to follow with a juggle combo, or you can jump and press B when close for a throw. Wind element. Unlike most projectiles, this must be blocked low. Secret Input: <>K - same move as >B v^K - same move as ^B Secret Busters: S - Fan Assault 1 super level, Non-Elemental Damage increases based on Fire Stat Yuka pulls out her fans, and spins forward ending in an uppercut. This is easily the best secret buster in the game. For one thing, this super is incredibly strong on its own. However, what really makes it broken is the last hit is a launcher, and you can easily follow up with any juggle combo... Why, this move can be put in a juggle combo! You could follow up with some punches and then THIS MOVE AGAIN! PPPB, PPPB is the only combo you'll ever need to win any fight they throw at you. If you can't spare another super level, you can do any other juggle combo you want. v>S - Fan Corridor 1 super level, Wind Elemental Damage increases based on Fire stat Yuka does a dance with her fan, creating a damaging corridor above her. She moves forward slowly throughout the duration of the move. This is a pretty bad super. It's possible to juggle with it in some situations, but the first super is clearly better. ^S during <>B - Hisen 2 super levels, Non-Elemental Damage increases based on Wind Stat Yuka grabs the opponent out of her wind aura move, and spins high into the air before slamming them into the ground. It's a strong super, but the cost is pretty high. It's free damage if you land the <>B, though. S during G

v<^), S - Demon Yuka 4 super levels, Non-Elemental Damage increases based on Wind Stat Yuka does her best impression of Akuma's Raging Demon, acting like both a psycho and a dominatrix in the process. Scary. This is pretty slow to come out, and is really just for flashiness. At least you don't have to unlock this super this time around. You know, I think I get why she has this super. Yuka is like Akuma from Super Street Fighter 2 Turbo: Broken to the point that choosing her is almost an instant win. ############################################################################### C-08 Suzaku: How to Unlock: After a while, he'll challenge you in a normal tournament. Beat him and he becomes available. Suzaku is buffed up quite a bit from the previous game. I think he was the worst character in Flying Dragon, but now he's quite useable. Suzaku is a rare character who excels with kicks, which is nice because the most damaging SDs are usually punch ones. Recommended Stat Setup: Fire and Thunder. Notable basic moves: KKKKK - Last hit launches. Great combo starter. PPPB - Suzaku lunges at the opponent, spearing them. Flashy combo finisher. V>B - Your projectile. Comes out fast, but recovers slow, so be careful that your opponent doesn't jump over it. Fire element. B (near grounded opponent) - Additional blow. Must be near opponent's legs. Try to do this as often as possible. Secret Input: <>K - same move as >B v^K - same move as ^B Secret Busters: S - Suzaku Rush 1 super level, Fire Elemental Damage increases based on Fire Stat Suzaku launches a rapid series of strikes at his opponent. Good damage, but if you use it in a juggle combo you usually won't get all the hits. vS - Suzaku Spear 1 super level, Non-Elemental Damage increases based on Fire Stat Suzaku pauses, then launches himself at the enemy. If he hits, he then strikes again from the other side, rising into the air, then spears his opponent a third time for many hits. This is a flashy super. This works fantastically in juggle combos, but you must be equipping the Shoes weapon, or Suzaku won't launch the opponent high enough for it to land. v>S - Flaming Finger 1 super level, Fire Elemental Damage increases based on Thunder Stat Suzaku fires a powered up version of his projectile. It's pretty strong, and it hits a bunch of times. It comes out pretty quick, too, you can combo into it on the ground. ^S - Meteor Strike 2 super levels, Fire Elemental Damage increases based on Thunder Stat Suzaku jumps in the air, then fires many flaming projectiles at the opponent, which explode when they hit the ground. Holy cow. This super was useless in Flying Dragon because it didn't combo properly, but now it does and it does ridiculous damage. This super is even unblockable, so just kick the opponent a few times and then cancel into it, it'll be almost impossible to avoid it. ############################################################################### C-09 Powers: Powers is the master of throws, and he's a lot of fun to play as. He's also massively useful for single player mode, because he can accumulate exp faster than anyone else in the game with his massively powerful secret busters (which happen to get 2 hits, so they count as combos). Powers also has the ability to perform his additional blow even if they're turned off, like Wiler. However, he has to be facing the opponent's legs. He also speaks in a hilarious mishmash of English and Japanese (ore no champion-da!) and has easily the best death shout in the game. Recommended Stat Setup: Wind. As much as you can possibly get. Ice is important too, since he has to fight close in and he's gonna take some hits. Notable basic moves: vBKKB - A cool combo where Powers repeatedly trips the opponent, then does a throw at the end. >P - This is your only launcher, but Powers is terrible at juggles anyway. >B - A clothesline. This move is unblockable. V>B - A nice throw to use after landing a jumping hit. 270 from front to up (>v<^), B - Easily your flashiest move. Powers punches the opponent into the air, and you can follow with a special secret buster. >KB - Same move as above, but an easier way to do it. Secret Input: <>P - same move as >B v^P - same move as >B Secret Busters: S - Guruguru Punch 1 super level, Non-Elemental Damage increases based on Fire Stat Powers' hands turn giant, and he spins around, punching the enemy. The last hit flattens them like Shouryu's Guruguru Bang, so you can get a free hit. You can follow with >P and do a juggle combo, though Powers isn't great at them. All in all, not terrible, if you have the Fire power to make it strong. S during standard throw - Muscle Driver 1 super level, Non-Elemental Damage increases based on Wind Stat Powers grabs his opponent in mid air, then spins them around and slams them so hard that it causes an explosion. This is my favourite secret buster in the game. The expression on Powers' face when he does this move is just priceless. It's also extremely strong and usually kills people in one hit if you have high wind power. vS - Highjack Spinbreaker 1 super level, Non-Elemental Damage increases based on Wind Stat Powers launches his opponent in the air, then grabs them and spins them to the ground. This is a fantastic secret buster. It's easy to put into a punch combo and is extremely strong. PPvS right at the start of the match is frequently enough to beat an unsuspecting opponent or the computer. This super, by itself, is unblockable, and will not hit jumping opponents. This is actually probably better than Vaxvelt Brang Bang in most cases, though it does slightly less damage. ^S - S.A.J.D.B. 2 super levels, Non-Elemental Damage increases based on Wind Stat Powers grabs his opponent, and does a high flying piledriver with them. This secret buster is basically useless when you have Sajack Spring Tag, because it costs 2 levels and isn't any stronger. S during 270 from Front to Up (>v<^), B - Rendezvous Shock 1 super level, Non-Elemental Damage increases based on Wind Stat Powers launches his opponent, then jumps after them and slams them back down. Useless. Weaker than his other supers and easily the hardest to land. This was the only super he started with in Flying Dragon, but now there's no use for it. You can use this move if you want to show off and you know it'll be fatal, but that's about it. ############################################################################### C-10 Robonohana: Robonohana is kinda similar to Powers, but he's not quite as good with throws. Instead, he boasts greater comboing power. He also has a projectile. However, his SDs are pathetically bad. He has great starting stats, too. Higher than most characters. Recommended Stat Setup: Fire and Wind. Notable basic moves: PPB - An awesome combo where Robonohana throws the opponent into the air. You can follow with a juggle combo, but it can be hard since the camera changes angles when you do this move. You'll always be facing left. >B when close - Robonohana rockets himself at the opponent. Great damage and chipping power, and surprisingly hard to punish. ^B - An upward rocket. Good juggle finisher. B for lots of damage. 270 from front to up (>v<^), B - That same throw that's on the end of the PPB chain, but by itself. Only really useful if someone is blocking too much. v>B - Two Punch Two Punch! Your projectile. It's slow and easy to see coming, but at least you have one. Secret Input: <>P - same move as >B v^P - same move as ^B Secret Busters: S - Spinning Slap 1 super level, Non-Elemental Damage increases based on Fire Stat Robonohana spins around, slapping his opponent many times. This is a decent super, you can easily put it into juggle combos. Works fantastically after PPB, it'll almost always hit completely. vS - Robonohana Slam 2 super levels, Non-Elemental Damage increases based on Wind Stats Robonohana grabs his opponent, flies in the air, and delivers a powerful piledriver. This super is unblockable, however, you can't cancel into it. It will combo if done immediately after a jump in, though. v>S - Robo Roll 3 super levels, Non-Elemental Damage increases based on Fire and Thunder Stats Robonohana rolls into a ball, hitting many times, then quickly creates a wave in front of him, hitting additional times. This secret buster is quite strong and isn't hard to combo into, but the wave won't hit if you do it in a juggle combo. This chips really well, too. However, it's really really expensive. 3 super levels is a ton. ############################################################################### C-11 Bokuchin: Bokuchin is an oddball. All of his moves are really weird, and his voice is very annoying. Even his music is annoying. He can actually be an effective character, though. One interesting thing about him is that his dash (front front or back back) is a teleport, and he can go through attacks with it (like projectiles). Bokuchin's blocking animation is also very similar to his standing animation, so it can be hard to tell when he's blocking. Recommended Stat Setup: Mostly Fire. Notable basic moves: PPP - Last hit launches. KKK - Strong, and has good range. Good juggle ender. ^B - A nice uppercut that works well in combos. >B - Bokuchin rockets himself forward, dealing multiple hits. Good combo ender. ^K - A bizarre jump kick. Often goes behind the opponent if used at close range. Start combos with ^P instead. Secret Input: <>P - same move as >B v^P - same move as ^B Secret Busters: S - Bokuchin Rush 1 super level, Non-Elemental Damage increases based on Fire Stat Bokuchin does a combination of punches ending with a kick that launches the opponent. Surprisingly normal for him. The last hit launches, but this secret buster recovers too slow for you to follow it up with much unless you're equipping the shoes weapon. KKK and ^B will work without it, though. ^S - Bokuchin Helicopter 1 super level, Non-Elemental Damage increases based on Fire Stat Bokuchin turns upside-down, and flies up into the air by spinning his legs. It does pretty good damage, and you can combo it after PPP as long as you cancel really fast. vS - Gigantic Fist 1 super level, Non-Elemental Damage increases based on Fire Stat Bokuchin's fist turns huge, and he rushes forward with it. This is also easy to use in a juggle combo. v>S - Non-olaekaa! 1 super level, Element varies Damage increases based on Thunder Stat Bokuchin's cry causes japanese characters to fly towards the opponent. If they hit, the opponent is assaulted by various elements. This is unblockable. The opponent usually ends up frozen after this move, and you can run in and do another combo. ############################################################################### C-12 Jack: Jack fights very similarly to Ryuhi. However, he doesn't have Ryuhi's awesome >B, which hurts. His basic secret buster is kinda interesting, though. Recommended Stat Setup: Fire and Thunder. Notable basic moves: PPP - Last hit launches. KKK - Strong, and has good range. Good juggle ender. ^B - A two hit headbutt move. Acceptable as a combo ender. B - Your projectile. It's basically the same as Ryuhi's. Secret Input: <>P - same move as >B v^P - same move as ^B Secret Busters: S - Jack Rush 1 super level, Fire Elemental Damage increases based on Fire Stat Jack does a fairly cool punch and kick combination, ending with an uppercut into a firey punch. This super has an interesting property - if done in a juggle combo, Jack usually won't do the final punch, the super ends after the uppercut. However, even when juggling, the uppercut still launches, so you can continue your combo after this point. v>S - Jack Buster 1 super level, Fire Elemental Damage increases based on Thunder Stat Jack creates a wave of fire directly in front of him. It's exactly the same as Ryuhi's super. Still strong, still burns, still chips well. ^S - Jack Bomber 1 super level, Fire Elemental Damage increases based on Thunder Stat Jack jumps up and throws a bunch of fireballs, which explode when they hit the ground. It's very similar to Suzaku's Meteor Strike, but the pattern of the fireballs is different and it doesn't usually get as many hits (it's kind of like how Suzaku's super was in Flying Dragon). At least it's only 1 super level. ############################################################################### C-13 Ryu: Ryu also fights similarly to Ryuhi. He even has an extremely similar name. What a copycat. He's actually has some interesting moves, though. Recommended Stat Setup: Balanced. Notable basic moves: KKK - Last hit launches. PPKKK - Good juggle combo ender. B^B - Interesting launcher. If you have an item that lets you cancel into busters, this is a great way to start combos. ^B - Like Ryuhi's, but he traps the opponent and kicks them. This actually counts as a throw. B - Your projectile. It's basically the same as Ryuhi's. Secret Input: <>K - same move as S - Ryu Buster 3 super levels, Thunder Elemental Damage increases based on Thunder Stat Ryu charges up and fires a ball of thunder. It traps the opponent for many hits. Fantastically strong if it lands, but you can't combo into it. If it does hit, you can run after it to land more hits. Too bad it costs so many levels. ############################################################################### C-14 Raima: Like Minmin, Raima is ported basically straight from Virtual Hiryu. He was an oddball in that game, so here he's downright bizarre. Playing him is almost totally different from playing any other character. For one thing, Raima has no jump. Instead, pressing up does a stationary teleport, from which you can do certain attacks depending on when you press a button. If you press diagonally up, he teleports in that direction. He can also press front and sidestep to do a roll, even if sidesteps are off. He has certain followups to this move, too. If you're good with him, Raima is extremely confusing to fight against. If not, at least he has good projectiles that you can spam. Recommended Stat Setup: As much in Thunder as you can get. Some Fire would be good too. Notable basic moves: KKK - Last hit launches. PvPPP - Last hit launches. B - Can start juggle combos, but is very punishable if blocked. >B - Combo ender. B during >Sidestep - A rolling strike that does a lot of hits. You can actually use this as a juggle combo ender, but there are probably better options. ^B during >Sidestep - Launches. Sidestep - A retreating roll. B as >Sidestep is ending - A launching kick. Undocumented move. v>B - Your projectile. It's a little slow, but it recovers fast and moves you forward, like Hayato's, so you can use it to advance. Secret Input: <>K - same move as S - Triple Wave 1 super level, Non-Elemental Damage increases based on Thunder Stat Raima throws 3 projectiles. Pretty boring, his levels are better spent elsewhere. ^S - Invocation 1 super level, Thunder Elemental Damage increases based on Fire Stat Raima charges up, and is struck by lightning. Does very minor damage if the opponent touches you during this move. This secret buster can only be used once per round. Basically, you have to do this move to prepare the Final Strike secret buster. ^S - Final Strike! 1 super level, Non-Elemental Damage increases based on Wind Stat Must have already performed Invocation during that round Raima flips forward, and if he grabs his opponent, he pummels his opponent senseless, even at the cost of his own life! This is unblockable. This is probably the strongest secret buster in the game, but using it takes away ALL of your remaining health, even if it misses, leaving you one hit away from death. You have to perform Invocation once before you can do this super. ############################################################################### C-15 Quaker: Quaker is another oddball character. His moveset is very heavily based on projectiles, and his projectiles are extremely strong. No other character is as reliant on projectiles as he is. However, he doesn't have any secret busters that are based on Thunder, so you'll have to outfit him with another stat, or just use your levels for Thunder-based Treasure Busters (ie, ones that involve projectiles). Recommended Stat Setup: Mostly Thunder, and then some of either Wind or Fire, depending on which secret busters you want to use. Notable basic moves: >PKKKKK - Loads of hits, and you can do this in a juggle combo if you have great timing. >K - Your only useful launcher. Dash forward after doing it to get in range. vB - A triple projectile that does lots of damage. This is your bread and butter attack. P - same move as B v^P - same move as vB Secret Busters: S - Rotating Rod 1 super level, Non-Elemental Damage increases based on Fire Stat Quaker spins his rod around, juggling his opponent. This secret buster is unique in this game in that you can press left and right as it is going on to direct the rod, and get extra hits. To get the most hits, gradually move back as the opponent is tossed that way, then quickly follow forward as he is tossed back that way. If you get the maximum number of hits, this is easily his strongest secret buster, and possibly the strongest one in the game. However, should you mess it up and toss the opponent out of it, you are VERY vulnerable. Practice with this one. If you finish this move with Quaker leaning fully forward, you can even perform a juggle combo afterwards. You can even cancel into this move, or do it during a juggle combo. For this reason, I think Fire is a better stat than Wind for Quaker. vS - I. O. M. SP 1 super level, Non-Elemental Damage increases based on Wind Stat Quaker hits the opponent up, then juggles them with his rod. You can cancel this from your punch combo. If you have Wind as your secondary stat, you'll be using this one a lot. ^S - Quaker Illusion 2 super levels, Non-Elemental Damage increases based on Wind Stat Quaker punches the opponent, then splits into two illusions. The opponent tries to attack them, but to no avail. Quaker then hits them with his rod. Pretty strong, and it looks cool. You can't cancel into it, though, and it isn't that much stronger than I. O. M. SP to justify spending another super level. v>S - Giant Step 2 super levels, Non-Elemental Damage increases based on Wind Stat Quaker lunges at his opponent. If he misses, he falls on his face (which is hilarious), but if he hits, he knocks his opponent to the ground. Then, he grows to a monstrous size and crushes his opponent with his foot. If you miss the grab, you only lose 1 super level, You can combo into this secret buster, but it's not really that strong. ############################################################################### C-16 Ryumaou: How to Unlock: Beat him in a tournament. He shows up in the elemental tournaments. Ryumaou is the boss character of this game, and as such, all of his moves carry a certain kind of satisfying brutality to them. He's also the only (non-clone) character who can inflict damage using the poison element without using a Kokuryu item. His ability to poison is actually extremely useful. A poisoned opponent has their health sapped fairly rapidly. You'll notice that their health gauge changes colour, getting darker as they get more poisoned. Also, I love his kick SD. It has such a great animation. Recommended Stat Setup: Most in Fire. Some in Thunder would be useful too. Notable basic moves: PPKKK - Strong. You can use this to end juggle combos. >K - Your easiest launcher to use. >B - A lunging punch. Good as a juggle combo finisher. v^B - Ryumaou gestures, and a few seconds later a fist squishes the opponent. It's unblockable and flattens them (allowing for an easy follow up), but it comes out terribly slow. However, if you perform this during a juggle combo, you can make it unavoidable with good timing. This can lead to an infinite combo. VB - A wave of fire expands from Ryumaou, launching the opponent. This looks like a great combo starter, but it recovers too slow for you to combo much after it. B - Your projectile. It poisons, so you don't even need a lot of Thunder power for it to be deadly. Possibly the best projectile in the game. Secret Input: <>P - same move as >B v^P - same move as >B Secret Busters: S - Ryumaou Dash 1 super level, Non-Elemental Damage increases based on Fire Stat Ryumaou's signature move. He dashes straight through the opponent, launching them up, then dashes back, hitting them again. You can perform this in a juggle combo if you're fast, it can pick the opponent up off the ground. v>S - Final Fireball 1 super level, Poison Elemental Damage increases based on Thunder Stat Ryumaou throws a powered up fireball that hits many times. The thing to note about this secret buster isn't the damage from the fireball itself (though it's certainly not bad), it's that it hits like 6 times, each one making the opponent more poisoned. After getting hit by this, your health is going to drop like lightning. You can combo into it, too. Fantastic value for 1 super level. ^S - Ryumaou Rush 2 super levels, Non-Elemental Damage increases based on Fire Stat Ryumaou does a series of punches, ending with a launcher. This secret buster launches, so you can easily follow up with a juggle combo. Very useful, but expensive. Try using the Ryumaou Dash afterwards to be flashy. vS - Ryumaou Slam 2 super levels, Non-Elemental Damage increases based on Wind Stat Ryumaou grabs his opponent, breaks their neck, and then slams them into the ground. Ouch. Like most secret busters of this type, the grab attempt takes 1 level, and the actual throw takes another. If you miss, you only lose 1 level. This actually isn't as strong as it might look, and I don't usually build Ryumaou with a lot of Wind power. You have better things to do with your levels. ############################################################################### C-17 Ellie: I think Ellie is kinda supposed to be based on Kate from Virtual Hiryu, but her moveset is quite different. She basically focuses on fighting with both combos and throws, kind of like Shouryu but she's not as good at it. You'd expect her SDs to be good, seeing as how she has a "joint breaker" secret buster, but they're really nothing special. However, she is another one of those characters who can perform her additional blow even if they're turned off. Unlike Wiler, she can only do this near her opponent's feet, so try to end your combos so the opponent's feet will face you. Recommended Stat Setup: Fire and Wind. Notable basic moves: PPPP - No knockback at the end, so you can easily cancel into secret busters. Great in juggle combos. PPPK - Last hit launches. >KKK - Two kicks, then a flip that launches. This was one of Kate's moves. B - A knee attack that launches. You can use this in juggle combos. ^B - A flip, also works as a launcher, but you need the Shoes weapon to do any good combo after it. >B - A very strong kick. Good juggle combo ender. B (near grounded opponent) - Additional blow. Strong. Tack this on to every combo that you do. Ellie can only do this if facing the opponent's legs. Secret Input: For some reason, Ellie has no secret inputs. Secret Busters: S - Piercing Kick 1 super level, Non-Elemental Damage increases based on Fire Stat Ellie kicks straight ahead. It hits multiple times. This is probably the most boring looking secret buster in the game. However, it's much easier to put into juggle combos than her Cartwheel Kick. ^S - Cartwheel Kick 1 super level, Non-Elemental Damage increases based on Fire Stat Ellie does a series of cartwheels, ending in one that goes the other way and launches the opponent up. You can perform a juggle combo after this secret buster. vS - Breaker Combination 2 super levels, Non-Elemental Damage increases based on Wind Stat Ellie grabs the opponent, then breaks a lot of their joints. This is actually pretty strong. If you've got some Wind power behind it, this one can really hurt. The animation looks like it hurts, too. v>S - Ellie Slam 2 super levels, Non-Elemental Damage increases based on Fire and Wind Stats Ellie attacks the opponent with multiple strikes, then launches the opponent into the air. She jumps after her foe, then slams him into the ground. He bounces back up to her, and then she kicks him back down again. This is a very cool looking secret buster. It's kind of expensive, though. ############################################################################### C-18 G. Fire: G. Fire is quite possibly the most offensively powerful character in the game. His busters and secret busters do brutal damage, and are easy to combo into. Not surprisingly, basically everything he does is Fire Elemental. His one weakness is that he's a little predictable. Still, he's a great exp factory since his combos hit so incredibly hard. Incidentally, the G stands for "Gou", which is Japanese for "Manly". This is only mentioned in the instruction manual, the game always abbreviates his name. Maybe he's embarrassed by it. I wouldn't want my first name to be "Manly". Recommended Stat Setup: Pure Fire. As high as it can possibly go. Notable basic moves: PPP - No knockback at the end, so you can easily cancel into secret busters. Great in juggle combos. >KKKKKKK - Ludicrously many hits, and the last is even a launcher. Recovers slow, though, you'll want the Shoes Weapon to make good use of it. ^B - A body slam, then a backwards flipping kick. Flashy as a combo finisher. P - Same as >B v^K - Same as ^B Secret Busters: S - Hakaiken 1 super level, Fire Elemental Damage increases based on Fire Stat G. Fire unleashes a barrage of punches, ending with a version of his >B. This is one of the strongest secret busters in the game. You can cancel into it, and it even works great in juggle combos. This is the main reason G. Fire is so good. ^S - Musougeki 1 super level, Fire Elemental Damage increases based on Fire Stat G. Fire kicks the opponent into the air, and does a barrage of attacks, ending with a version of his ^B. There's no point using this secret buster because it's harder to land than Hakaiken and doesn't do as much damage. vS - Jyuuji Kyaku 1 super level, Fire Elemental Damage increases based on Fire Stat G. Fire does an upward kick, then spins around and does another, creating waves of fire as he does so. This move looks cool, but like Musougeki it's totally outclassed by Hakaiken. I guess it's useful against opponents who have super or hyper body. v>S - Taiyodan 3 super levels, Fire Elemental Damage increases based on Thunder Stat G. Fire launches a ring of fire which hits the opponent many times. Finally, a secret buster that's not totally useless compared to Hakaiken. You can combo into this, and then while it's hitting the opponent, you can run up and hit them. It's then possible to combo into this again, creating a semi- infinite combo that you can keep going as long as you have super levels (which will not be long). However, this does damage based on Thunder, which you're unlikely to have many points in, and it costs a whopping 3 levels. Hakaiken is really what G. Fire is all about. ############################################################################### C-19 Fire Ryuhi: Fire Ryuhi is a clone, but he can be selected in the tournament mode and he's reasonably distinct from the other characters, so I have included him. Like all of the elemental Ryuhis, he starts with 8 super stocks. This alone makes him incredibly broken. Though Fire Ryuhi is technically listed as a Bokuchin clone, he plays most similarly to G. Fire. Recommended Stat Setup: Fire and Thunder. Notable basic moves: See G. Fire. Secret Input: <>P - Same as >B v^K - Same as ^B Secret Busters: S - Hyper Ryuujinkyaku 1 super level, Non-Elemental Damage increases based on Fire Stat Same as Ryuhi's Secret Buster, but no fire element (oddly). Easily comboed into. v>S - Eternal Kick 1 super level, Non-Elemental Damage increases based on Fire Stat Fire Ryuhi kicks forward, then back, then forward, then back, then forward... This secret buster is so named because it really does go on forever. The only way to stop this move is to hit him out of it. Thankfully, the successive kicks will never combo more than twice. ^S - Fire Wave 2 super levels, Fire Elemental Damage increases based on Thunder Stat Fire Ryuhi punches the ground, creating a wave of flame that does a huge number of hits if the opponent is right in front of him. This is exactly the same as Phoenix's Treasure Buster of the same name, and the move even has a Treasure Buster finish symbol if you win with it, but since it technically counts as a Secret Buster here, you can cancel into it, making it far more potent than it was before. Since you have 8 super stocks, this is quite a useful secret buster now. ############################################################################### C-20 Wind Ryuhi: Wind Ryuhi is a clone, but he can be selected in the tournament mode and he's reasonably distinct from the other characters, so I have included him. Like all of the elemental Ryuhis, he starts with 8 super stocks. This alone makes him incredibly broken. Wind Ryuhi plays like a combination of Hayato and Yuka. Recommended Stat Setup: Fire and Thunder. Notable basic moves: See Hayato, except he has Yuka's projectile. Secret Input: <>K - same move as >B v^P - same move as ^B Secret Busters: S - Genryuka Tensho 1 super level, Non-Elemental Damage increases based on Fire Stat Same as Hayato's Secret Buster. v>S - Fan Corridor 1 super level, Wind Elemental Damage increases based on Fire Stat Same as Yuka's Secret Buster. Still largely a waste of a super stock. ^S - Mega Tornado 2 super levels, Wind Elemental Damage increases based on Thunder Stat Wind Ryuhi gestures, sending out a giant tornado. It does heavy damage and launches. This is exactly the same as Jinn's Treasure Buster of the same name, and the move even has a Treasure Buster finish symbol if you win with it, but since it technically counts as a Secret Buster here, you can cancel into it, making it far more potent than it was before. This move can be used to bridge combos together, since the launching effect of the super ignores how many juggle hits you've already landed. Since you have 8 super stocks, this is quite a useful secret buster now. ############################################################################### C-21 Thunder Ryuhi: Thunder Ryuhi is a clone, but he can be selected in the tournament mode and he's reasonably distinct from the other characters, so I have included him. Like all of the elemental Ryuhis, he starts with 8 super stocks. This alone makes him incredibly broken. Though Thunder Ryuhi is technically listed as a Bokuchin clone, he plays most similarly to Wiler. He still has Wiler's additional blows, so use them. Recommended Stat Setup: Fire and Thunder. Notable basic moves: See Wiler. Secret Input: <>K - same move as >B v^K - same move as B Secret Busters: S - Wiler Rush 1 super level, Thunder Elemental Damage increases based on Fire Stat Same as Wiler's Secret Buster. v>S - Ryu Buster 3 super levels, Thunder Elemental Damage increases based on Fire Stat Same as Ryu's Secret Buster. However, it's now awesome. It was prohibitively expensive for Ryu, but with all the stocks you have as Thunder Ryuhi, you can go nuts. ^S - Thunder Call 2 super levels, Non-Elemental Damage increases based on Thunder Stat Thunder Ryuhi gestures, and two thunderbolts cross the arena from different sides, striking the opponent. This is exactly the same as Ramuh's Treasure Buster of the same name, and the move even has a Treasure Buster finish symbol if you win with it, but since it technically counts as a Secret Buster here, you can cancel into it. In this case, though, it's not that useful since it still has massive startup time. Still, it lands so many hits that it basically recharges a whole super stock. Since you have 8 super stocks, this is quite a useful secret buster now. ############################################################################### C-22 Ice Ryuhi: Ice Ryuhi is a clone, but he can be selected in the tournament mode and he's reasonably distinct from the other characters, so I have included him. Like all of the elemental Ryuhis, he starts with 8 super stocks. This alone makes him incredibly broken. Though Thunder Ryuhi is technically listed as an Ellie clone, he plays most like Jack. Ice Ryuhi is EASILY the most broken character in the game. There's not even any comparison. Almost everything he do freezes, turning basically everything into an infinite combo. Even your projectile combos infinitely. Recommended Stat Setup: Fire and Thunder. Notable basic moves: See Jack, except for this: v>B - Like Shouryu's projectile, except it freezes, and you're penalized some health for using it. However, if you have enough in your Thunder Stat, the opponent should run out of health before you do. Secret Input: <>P - same move as >B v^P - same move as B Secret Busters: S - Suzaku Rush 1 super level, Ice Elemental Damage increases based on Fire Stat Same as Suzaku's secret buster, except the last hit has a freeze effect. v>S - Freezing Finger 1 super levels, Ice Elemental Damage increases based on Fire Stat Same as Suzaku's projectile, except that it freezes. This will only usually hit once, which actually makes it pretty weak. ^S - Ice Storm 2 super levels, Ice Elemental Damage increases based on Thunder Stat Ice Ryuhi jumps into the air, and throws a bunch of freezing projectiles, in a pattern similar to Jack's Jack Bomber. This is exactly the same as Shiva's Treasure Buster of the same name, and the move even has a Treasure Buster finish symbol if you win with it, but since it technically counts as a Secret Buster here, you can cancel into it. In this case, though, it's not that useful since it still has massive startup time. Still, it does an absurd amount of damage and it freezes, so it's still really powerful. Since you have 8 super stocks, this is quite a useful secret buster now. ############################################################################### C-23 The Clones: This is a brief listing and description of the clones. They're listed in the order they appear in. Clones are identical to the characters they are clones of except where noted. I won't provide detail on secret busters unless they're new. I have 31 clones unlocked, with Young Ryuhi it's 32. Plus the 17 regular characters is 49, which suggests that there are 5 more clones I don't even know about, or that the game uses some suspicious counting techniques. Remember, you can only select clones in the VS and Training modes. Ryuhi's Clones: ------------------------------------------------------------------------------- Pupil: ------- Pupil has no secret busters, so equip some Treasure Busters. Kokuunsai: ----------- Kokuunsai has different Secret Busters than Ryuhi. More interestingly, his projectile is poison-elemental, which makes it quite useful. S - Hiryu no Ken - 1 level v>S - Ryu Buster - 3 levels Tusk Soldier #2: ----------------- Tusk Soldier #2 is almost the same as Kokuunsai, but he has traded Hiryu no Ken for True Hiryu no Ken. Interestingly, this is the Flying Dragon-style True Hiryu no Ken, and it's different from Ryuhi's True Hiryu no Ken. S - True Hiryu no Ken (Original) 1 Super Level, Wind Elemental Damage increases based on Fire Stat This is almost the same as Ryuhi's True Hiryu no Ken, but the first part only hits once. It seems like it travels a bit faster, too. V> - Ryu Buster - 3 levels Gengai: -------- Gengai is a carbon copy of Ryuhi (original, so no True Hiryu no Ken). You can use him if you want to use the original Ryuhi after unlocking True Hiryu no Ken. His Hyper Enuha looks slightly different from Ryuhi's, but it's the same. Sadly, Gengai does not retain his original moveset from Virtual Hiryu. S - Hiryu no Ken - 1 level ^S - Hyper Ryuujinkyaku - 1 level v>S - Hyper Ryuha - 1 level Juan: ------ Juan too is a carbon copy of Ryuhi. S - Hiryu no Ken - 1 level ^S - Hyper Ryuujinkyaku - 1 level v>S - Hyper Ryuha - 1 level Instructor: ------------ Instructor possess no Secret Busters, so equip some Treasure Busters. Young Ryuhi: ------------- Young Ryuhi is another Ryuhi clone. He's slightly shorter than Ryuhi, so he can avoid some attacks this way. S - Young Hiryu no Ken 1 Super Level, Wind Elemental Damage increases based on Fire Stat Similar to Ryuhi's Hiryu no Ken, but noticeably slower. He hasn't mastered it yet. You have to unlock him in a special way, by fighting him in the Clone variant of the Normal Tournament. See the Tournament section for details. Hayato's Clones: ------------------------------------------------------------------------------- Story Mode Hayato #1: ---------------------- Story Mode Hayato #1 has slightly different Secret Busters than Normal Hayato. He also has a different colour scheme. v>S - Flying Kick 1 super level, Non-Elemental Damage increases based on Fire Stat It's basically the same move as his <>B, except it hits several times. S during G

S - Flying Kick - 1 level S during G

S - Piercing Thrust - 1 level vB (you can perform a throw followup afterwards with B). He also doesn't have the Sonic 10000. Also, he's Ellie's dad and he has confidence issues. So don't let him get beat up too bad. S - Wiler Rush - 1 level ^S - Jungle Circus - 1 level vS - Arcing Bomb - 1 level 1 Super Level, Fire Elemental Damage increases based on Thunder Stat Wolf throws his bombs REALLY high. They fall to the ground several seconds later. You can't use this to trap a grounded opponent, but you can throw it, and then keep fighting, and hope it hits your opponent during your combo. Shouryu's Clones: ------------------------------------------------------------------------------- Masked Fighter: ---------------- The Masked Fighter is a carbon copy of Shouryu with different secret busters and no projectile. Actually, he may be Shouryu wearing a mask, the Story Mode seems to allude to it. v>s - Spinning Punch 3 Super Levels, Non-Elemental Damage increases based on Wind Stat Masked Fighter punches his opponent in the gut, then rapidly spins around him, confusing the opponent. Then he punches the opponent in the back. This is a throw. It takes 2 Super Levels to attempt the grab, then another to perform the move itself. Unlike most Secret Busters of this type, you can actually attempt this move with only 2 super levels, but the grab won't connect, so don't waste your stocks. Hariyaa: --------- Basically the same as Shouryu but with different Secret Busters and no projectile, and a really cool new ^B move that you can use as a launcher. You can actually do an infinite combo with it if you're really good at the timing and you turn around when necessary. Interestingly, Hariyaa has a portrait, which none of the other clones (except True Ryumaou, and his is just a recolour) do. I wonder if he was originally intended to be a full character? ^S - Head Kicks - 1 level vS - Brain Buster 1 Super Level, Non-Elemental Damage increases based on Wind Stat Hariyaa grabs the opponent, then jumps up and slams him down on his head. It's a pretty standard throw secret buster. Tusk Soldier #3: ----------------- Same as Hariyaa, but gains Hiryu no Ken. S - Hiryu no Ken - 1 level ^S - Head Strike! - 1 level vS - Brain Buster - 1 level Yuka's Clones: ------------------------------------------------------------------------------- Wind Ryuhi is already covered in his own section. Suzaku's Clones: ------------------------------------------------------------------------------- Red Falcon: ------------ It's Red Falcon from Virtual Hiryu! He's almost the same as Suzaku, but with slightly different Secret Busters. S - Suzaku Rush - 1 level v>S - Flaming Finger - 1 level vS - Poisonous Jab 1 Super Level, Poison Elemental Damage increases based on Fire Stat Red Falcon does a quick jab that poisons the opponent. For some reason, you cannot cancel into this Secret Buster. However, you can perform it after launching the opponent. It's not very strong, though. ^S - Lightning Bullet 2 Super Levels, Thunder Elemental Damage increases based on Thunder Stat Red Falcon charges up a powerful lightning bullet at his fingertips (it can hit during this part), then fires it at the opponent. This move is really lame, because you never get many hits out of it and it's not very strong. The best way to hit with this is against a jump in, but then your opponent could air block it. Generally, you should stick to Flaming Finger if you want Thunder Stat damage for him. It's also unblockable, but that's actually bad, since it might have done good chipping damage if it wasn't. Powers' Clones: ------------------------------------------------------------------------------- Demon Kabuki: -------------- Demon Kabuki is quite similar to Powers, but weaker. He uses Powers' v>B as his regular throw (v>B will also do it), and he doesn't have the >v<^), B - Rendezvous Shock - 1 level Tusk Warrior #5: ----------------- After transforming, Demon Kabuki inexplicably gains the Hiryu no Ken. I guess it's because he read the Secret Scroll. At any rate, he can make quite good use of it, since so many of his moves knock the opponent down. vS - Hiryu no Ken - 1 level ^S - S.A.J.D.B - 2 levels S during 270 from Front to Up (>v<^), B - Rendezvous Shock - 1 level Robonohana's Clones: ------------------------------------------------------------------------------- Khan: ------ He's basically Robonohana minus a number of moves, for example his ^B and S - Robo Roll - 3 levels Bokuchin's Clones: ------------------------------------------------------------------------------- Fire Ryuhi is already covered in his own section. Jack's Clones: ------------------------------------------------------------------------------- Thorn Ram: ----------- Thorn Ram is actually a totally distinct character with a completely original moveset. He's not really very good, but he's different, so I'll briefly cover him. Thorn Ram is not very strong in general. He's terrible at juggle combos, and his buster attacks are weak. However, he has easily the game's fastest SDs, he has virtually 0 lag after the pose, and he uses the same pose for punch and kick, so if you're good with them, use them. Recommended Stat Setup: As much as possible in Fire. Wind if you're good with SDs. Notable basic moves: ^B - Launcher. Extremely slow to recover, though. <>P - Another, better launcher. Is there another way to do this move? PK - his only fast combo. Use this to cancel into his Secret Buster. <>B - a two hit kick move that is fast and does a lot of damage. This is pretty safe, so use it a lot. Secret Input: <>P - Interestingly, I don't know of another way to perform this move. v^P - same move as vB Secret Busters: S - Iron Legs 1 super level, Non-Elemental Damage increases based on Fire Stat Thorn Ram does a long combination of powerful kicks. This does a lot of damage and is hard to block. Abuse this wherever possible. This Secret Buster only works in ground combos (do it after PK), but you can follow up after the last hit with something really fast, like ^B. Ryu's Clones: ------------------------------------------------------------------------------- Targun: -------- Targun is identical to Thorn Ram (see above for information about him) except with a different (slightly better) Secret Buster. S - Wiggling Leg 1 Super Level, Non-Elemental Damage increases based on Fire Stat Targun dashes forward, leg extended, and wiggles it up and down. Inexplicably, this causes great damage. This is better than Thorn Ram's Secret Buster because it works great in juggle combos. Targun can't do much juggle wise (PPKS is the best I've done), but it's still an improvement. Tusk Soldier #1: ----------------- Identical to Targun, but he's gained the Hiryu no Ken, always a helpful move. S - Wiggling Leg - 1 level ^S - Hiryu no Ken - 1 level Raima's Clones: ------------------------------------------------------------------------------- Thunder Ryuhi is already covered in his own section. Quaker's Clones: ------------------------------------------------------------------------------- Zongerian: ----------- Zongerian is quite different from Quaker - he has no projectiles. They're all been changed into generic punches and kicks. He has, however, picked up a good move with his new <>B, which is a good juggle combo ender. It turns out (thanks EkaSwede) that Zongerian actually CAN perform some of Quaker's projectiles because his secret inputs haven't been changed. As such, you can use <>P or v^P to use a projectile. This is probably a bug, but it's helpful. S - Choke Throw 1 Super Level, Non-Elemental Damage increases based on Wind Stat Zongerian lumbers towards his opponent. If he catches them, he chokes them, then throws them over his back. If he misses, he pants, exhausted from the effort of running a few steps. Unlike most "grab attempt" throws, this one does not cost you an extra level if you land the grab. However, missing the grab still costs a super level (and leaves you hilariously open). Ryumaou's Clones: ------------------------------------------------------------------------------- Fuuzufuu: ---------- Fuuzufuu is actually a Ryuhi clone, but he has a number of changes. For one thing, his projectile poisons. For another, his B moves are different. They're pretty good, but you'll want a Shoes or a Glove item in order to put them into combos. He has good Secret Busters, too. Very viable. Incidentally, his name means "Who's Who" in Japanese. This is probably a joke based on his secret identity. He's also the only character in the game who has access to both the regular and true forms of Hiryu no Ken. S - Hiryu no Ken - 1 level v>S - Hyper Ryuha - 1 level vS - True Hiryu no Ken (Original) - 1 level ^S - Fuuzufuu Bomber 3 Super Levels, Fire Elemental Damage increases based on Thunder Stat Almost the same move as Jack bomber, but the pattern of the fireballs is a little different and it costs a lot more levels. This is a terrible move. Don't even think about using this. True Ryumaou: -------------- Same as regular Ryumaou, but with slightly different Secret Busters. True Ryumaou has a portrait. v>S - Final Fireball - 1 level vS - Ryumaou Slam - 2 levels S - True Ryumaou Dash 1 Super Level, Non-Elemental Damage increases based on Fire Stat A minor variation on his Ryumaou Dash, instead of dashing through you and coming back, he just dashes straight ahead and it hits a bunch of times. You can still use it much the same way you would the original Ryumaou Dash. ^S - Black Hole 3 Super Levels, Non-Elemental Damage increases based on Wind Stat True Ryumaou gestures, then opens a black hole and throws his opponent into it. This is a throw of sorts, you have to be reasonably close when you perform it (though there is no actual grab). It's not really that strong for how much you pay, but it's very flashy. Ellie's Clones: ------------------------------------------------------------------------------- Ice Ryuhi is already covered in his own section. G. Fire's Clones: ------------------------------------------------------------------------------- Mugen Shirou: -------------- Identical to G. Fire, but with slightly better Secret Busters. S - Hakaiken - 1 level vS - Eternal Kick - 1 level Tusk Soldier #4: ----------------- Identical to G. Fire, but with even better Secret Busters than Mugen Shirou. S - Hakaiken - 1 level vS - Eternal Kick - 1 level v>S - Taiyodan - 3 levels ^S - Burning Hiryu no Ken 1 Super Level, Fire Elemental Damage increases based on Fire Stat Basically the same as the Hiryu no Ken, but on fire and it looks cooler. =============================================================================== =============================================================================== Z-0 Contact and Credits: ############################################################################### Z-1 Contacting Me: You can reach me via email at terotrous at yahoo dot com. Include SD Hiryu no Ken Densetsu or "SDHnKD" in the topic title so I know it isn't spam. If you find out anything I add to the guide, you'll be appropriately credited. I don't check my email that much, so be aware it might take me a long time to get back to you. What to contact me about: If you find out the special power of any items that I don't have, or if you or if you solve any of the mysteries (next section) or really any extra information that isn't covered here would be great. This is a game of many secrets and it's beyond the efforts of one man to find them all. ############################################################################### Z-2 Mysteries: Some information about the game is still totally unknown: - How do you get the secret accessories? - How do you unlock the rest of the clones? - What happens when you complete the item book? If you happen to find the answer to any of these, please email me ASAP. ############################################################################### Z-3 Special Thanks: Razuki - For figuring out how to get anywhere in this game, as well as contributing a ton of information. EkaSwede - Contributed a number of unlisted moves and moveset corrections. Also experimented with the Twin Data Transfer. MES_Seele - Contributed a lot of translations for item abilities and Treasure Busters. Found out how to get Daimajin, and figured out how to get the clones in the first tournament. SSJ Sonikku - Verified some of the conjectures in the guide. Adam Lamontagne - For writing a guide to Flying Dragon: The Secret Scroll, which helped me figure out some things for this game. Culture Brain - For making the two Hiryu no Ken games for the N64. Ascgen - http://ascgendotnet.jmsoftware.co.uk/ This program helped me create that ascii logo I used here That's it for now. If you submit information, your name could be here! ############################################################################### Z-4 Closing Information: Thanks for reading this guide. I hope you found it helpful. Gnik out. SD Hiryu no Ken Densetsu Guide copyright Adam King, 2008. Do not reproduce or redistribute. SD Hiryu no Ken Densetsu the game, and all related copyrights and trademarks are held by their original owners. This guide is not intended to infringe upon said copyrights in any way.