Legal Stuff: This faq must not be used under any circumstances. If anyone wishes to use these faq, they must first get my permission. Basically, don't take credit for other's work, but please print it! Anyways. Faq created by: Richard "RYU" Pajooh RYU5@prodigy.net RIVAL SCHOOLS UNITED BY FATE DAIGO: Basic Moves: F = Forward DF = Down Forward D = Down DB = Down Back B = Back UF = Up Forward UB = Up Back U = Up LP = Light Punch LK = Light Kick HP = Hard Punch HK = Hard Kick * = Indicates move can be done in air. . x 2 = Means motion must be done twice. Story: The gang leader at Gedo HS who never fights dirty. While investigating the disappearances at Justice HS, Daigo himself vanished! (From Rival Schools manual). Ending: Daigo defeats Hyo, then believes it is over.but Hyo regains his senses and then everything goes black. With Daigo missing, Akira and the Gedo gang go looking for their leader. Special Moves: Phoenix Fist: D, DF, F + P (can repeat motion for more hits). Skull Aura: D, DF, F + P (must be done in air). Phoenix Kick: D, DF, F + K Aura Flame: D, DB, B + P Burning Vigor Attacks: Phoenix Fury: D, DF, F + P x 2 Super Skull Aura: D, DF, F + P x 2 (must be done in air). Soul Aura Flame: D, DB, B + P x 2 Tag Team Super: Super Parry: LP + LK or HP + HK Combos: 1. WK, WP, HP, F + SK 2. WP, WP, WK Phoenix Kick. 3. WP, WP, HP, HK Phoenix Kick. 4. WP, WP, HP, WP Power Fist. 5. WP, WP, HP, WP Aura Flame. 6. WP, WP, HK, DF + HP, U + WK, WP, SP, WP Skull Aura. 7. WP, WP, HP, DF + HP, U + WK, WP, HP Skull Aura. 8. WP, WP, HK, DF + HP, U + WK, WP, WK, F + SP, when you land immediately do a Soul Aura Flame. 9. WP, WP, HK, DF + HP, U + WK, WP, Super Skull Aura. 10. Jump in on opponent, Super Skull Aura, land, WP, WP, HK, DF + HP, U + WK, WP, Super Skull Aura. 11. Jump in on opponent, Super Skull Aura, land, WP, WP, HK, DF + HP, U + WK, WP, WK, F + SP, when you land immediately do a Soul Aura Flame. Advanced Strategies: Defense, Offense, and Ranking and use of moves. Phoenix Fist: 5/10 Daigo charges forward with his hand flaming, if you repeat the motions, he will do a multiple hitting punch combo. It does decent damage, and is fairly safe to use. The only problem is that only the first hit can be comboed in. This is best used after a Tardy Counter. Aura Flame: 7/10 Daigo turns his back, and blasts a tower of flame straight up from the ground. This can easily be comboed in, and probably his best ground combo finisher. It will hit once in a combo, and 3 times if you can get close enough to your opponent. This moves leaves Daigo open for a significant period of time. This can counter most attacks and supers. Just make sure it will connect. If your opponent likes to stay on the ground, blast him up with an Aura Flame. Phoenix Kick: 6/10 Daigo spins twice in the air, with legs extended kind of a hybrid of the hurricane kick. It is not very powerful, compared to the Aura Flame. However, it is safer to use. Best used after a Tardy Counter, sidestep, or during a combo. Skull Aura: 8/10 While Daigo is in mid air, he blasts a multi-colored fireball, which hits multiple times. This is Daigo's best move, because it does decent damage, it is his best non-super combo finisher, and is a great attack to jump in on opponents. Almost no weaknesses when using this attack. Phoenix Fury: 6/10 Daigo knocks his opponent with a gut punch, cracks his knuckles, and goes crazy with a multi-hitting combo. Definitely one of the coolest looking supers in the game. It does have two major problems, it's not as strong as other Burning Vigor Attacks, and it cannot be comboed in. It still has its uses, especially as a counter to a Burning Vigor Attack or Team Super. Soul Aura Flame: 7/10 Daigo turns his back, and blasts a HUGE pillar of flames from the ground, also some funky looking flames go with it. This is Daigo's most powerful super, if all the hits connect. The problem is, it has no reach what so ever, and leaves you wide open. Only use this if your opponent jumps in, or better yet, use it as a combo finisher to one of Daigo's prolonged combos. Super Skull Aura: 8/10 Basically a super version of the Skull Aura, only more powerful and gets more hits. This is easily, Daigo's best super, for a number of reasons: 1. It does decent damage. 2. Can be comboed in easily. 3. Will not leave him open. 4. Can start a two super combo! This is one of the best. Super Parry: 9/10 Daigo jumps in on the screen, the opponent tries to punch him, but Daigo takes it, then blasts his enemy in the air, and for effect your partner bows. Too cool. Daigo may not be the best character, but he has enough brawn and combo carnage to keep up with the best. All of his moves are great for defense and offense. Daigo is a close up fighter, since most of his attacks have little range. Most of his supers are almost useless by themselves, but if you practice hard enough, you can easily combo them in. Daigo has some of the easiest and strongest combos in the game. Tardy Counters are essential to Daigo's offensive game; it can start a combo, or one of the best ways to set up his Phoenix Fury. His best defensive moves are; Phoenix Kick and Aura Flame. His Phoenix Fist is fairly safe to use, but Daigo is less likely to hit his opponent. Never let up on your opponent, Daigo should be constantly pecking his opponent with weak attacks or special attacks to set up Burning Vigor Attacks or Special Attacks.