Date: Sun, 15 Feb 1998 22:24:51 -0600 (CST) RIVAL SCHOOLS : United By Fate ver 1.0 By: Jeffrey Hsu, aka CHINAMAN email: harper@uclink4.berkeley.edu =========================================================================== =========================================================================== Introduction Rival Schools: United By Fate is a 3D polygonal fighter. The basic gameplay consists of doing team supers, combinations on the air and the ground, throwing, and tardy countering into moves. The game also incorporates sidesteps, running, and jumping into the overall gameplay. This faq's sole purpose is to list some offensive attacks of ALL the characters. I will go character by character listing the moves and then the offensive chain attacks that can be done. As far as gameplay, I will tell you what little I know and what seems to work for me. I am by no means an expert at this game, but I can impart some of my knowledge. If you find something missing, or can enlighten me with any information, please do so. I am positive this faq will be missing lots of things so please bare with me. =========================================================================== =========================================================================== Basic Gameplay 1. Move Conventions: The move conventions will be "Tekken style." Since Rival Schools has 4 buttons I will list them as 1,2,3,4: 1 = left punch 2 = right punch 3 = left kick 4 = right kick As with any game, the 2 left buttons are light moves, and the 2 right moves are heavy. The conventions to the joystick will be: up = u down back = db up, forward = uf quarter circle forward = qcf forward = f quarter circle back = qcb down, forward = df forward, down to down forward = fdf down = d half circle back(forward): hcb, hcf 2. General Moves Combo Sytem : light, light, strong, special move (button and joystick motion) This is the basic combo system used both on the ground and in the air. Every character has simple jabs and kicks as well as their individual special moves. You can basically chain together any attack any way you want. This does not mean you are restricted to only doing light, light, heavy, strong, special move. You can set people up by just doing light moves over and over till they bite on it and then go into the heavy attacks. You can stop anywhere you choose along the combo or tack on even more moves. You arent just restricted to 4 hits on the ground. example with Roy: 1,1,2,f+2,qcf+2 As you can see there is a total of 5 moves. After the special move, another special move (qcf+2) was added on. As you can see you could also have done: 3, 1, 2, f+2, qcf+2 d+1, 1, 4, f+2, qcf+2 d+3, 1, 2, f+2, qcf+2 1, 3, d+4, f+2, qcf+2 etc etc etc etc etc... 3, 1, stop, d+3, d+3, stop, 3, 1, d+4, throw attempt if the d+4 hits them Basically, mixing up attack levels and using attacks of different ranges and speeds can still end up all with the same result. In the last string above, you could have attempted a throw a team super, or a normal super, or even a special move of your chacarter at anytime. As always, PRACTICE will help your instincts and enable you react correctly. Tips: I have found 3,1 into a throw works very well. Also versus people who like to attack by jumping, run behind them and hit them when they are backturned. If you have a better way, be sure to tell me! Anytime someone does a b+punch or kick, hit your team super or do a burning vigor attack. If someone whiffs any move, be sure to counter attack and make them pay. Team Super (1+3 or 2+4) : This move requires that your power bar on the bottom be at least at level 2. Each team super takes 2 levels to execute. This move causes the player you are using to suddenly glow and release energy around his/her body. The opponent will be hit out of most any normal attack they are doing at that time. However, if your opponent immediately team supers right after you do, he will take priority and hit with his team super. There are several possible scenarios to the team super. Sometimes you can be thrown out of them, sometimes you might be punched or kicked out of it as well. After a while you will know when and when not to use your teamsuper. All the male characters and Akira do damage on Team Supers. The female characters either fill up your power bar or give back some life to you. Sidestepping (3+4 into screen, d+3+4 out): Sidesteps work very well in this game. Like Tekken 3, it can lead to huge advantages. Often times you can sidestep between your opponents 2nd or 3rd moves and end up behind your opponent. Sidesteps are also good for dodging such things as fireballs and burning vigor attacks as well. Taunts (select button): Every character in this game has a taunt. Taunts charge up your power meter at the bottom of the screen. However, you cannot block during a taunt. Burning Vigor Attacks : These are also knows as "supers." Every character has burning vigor attacks. They are performed by doing double qcf or qcb motions and pushing the punch or kick depending on the character. Team supers have priority over these attacks in most cases. Standing Throw (1+2), escape using 1+2 : Throw as much as you possibly can. Its great to use on turtlers and to attempt if nothing seems to be hitting your opponent. Crouch Throw (d+1+2), escape using 1+2 : This works extremely well on people who love to duck and block low. Juggle Starters : Everyone has a juggle starter with either df+2 or df+4. Its usually best to do it as the special move of your combination. Some characters are better in the air than other so its up to you. Several players I have encountered often do this as their second move after such attack chains like d+4, df+2(4) depending on the character. Basic Mid and Low moves: Most characters in this game either have a b+2, db+2, db+4, or b+4 that will hit as a mid. That means it will hit ducking opponents. These moves can be followed by such things as juggle starters or almost any move for that matter. Low moves(d+4, d+1, d+3, d+2) must be blocked low. These moves can be used in any sequence and allow you to create what works for you. Tardy Counters : Tardy counters are done by imputing a counter move immediately after blocking another characters special move ( joystick and button). All moves except throws can be tardy countered but only special moves and moves at the end of your opponents combination should be countered. It is necessary to tardy counter an opponents special move with one of your own. That means you must tardy counter with a move that requires joystick motion and a button. You must keep in mind that you still can be hit even if you tardy countered your opponents special move if he intended to follow that move with another one that chains on smoothly. It is also possible for you to have successfully tardy countered but have your opponent ready for it and hitting his team super which will take priority over your special move in most cases. There are also other possible scenarios but keep in mind, you are almost guaranteed an easy retaliation if you counter your opponents final special move of his combination. ====================================================================================================================================================== The Characters This game is not complex. The gameplay is simple yet fun. Therefore I am simply going to list the names of the moves followed by its conventions. In some cases I dont even know the official name for the move but I think you guys can figure that out once you get to the arcades. Remember, you can start and alter the combos any way you want! For example, the punches I have listed could be low punches, kicks, or low kicks. These combos listed are just some examples of what you can do. Hold down on start button to pick characters in a different color. Burning vigor attacks in the chain combo sections will be listed as A, B, C etc etc... note: chacacters listed in groups as Team 1,2,etc.... * denotes move can be done in air ( ) shows button can also be used in place # means move must be done in air --------------------------------------------------------------------------------------------------------- Team I 1. BATSU Guts Bullet: qcf+1(2) * Guts Upper: fdf+1(2) Crescent Star Kick qcb+3(4) Shoooting Star Kick: qcf+3(4) # Burning Vigor Attacks: A. qcf,qcf+1(2) B. qcb,qcb+1(2) Chained Combos -1, 1, 2, df+4 -1, 1, 4, f+4 -1, 1, 2, b+2, qcf+1(2) or fdf+1(2) -1, 1, 4, f+2, qcf+1(2) or fdf+1(2) -1, 1, 4, df+2, U, 1, 3, 3, 1, A -1, 1, 4, df+2, U, 3, 1, 1, 3, 2, f+2 2. HINATA Rengekiken: qcf+1(2) Shouyouken: fdf+1(2) Enbukyaka: qcb+3(4) Renkyakudan: qcf+3(4) # Burning Vigor Attacks: A. qcb,qcb+3(4) * B. qcb,qcb+1(2) Chained Combos -1, 1, 4, f+4 -b+4, fdf+1(2) or qcb+3(4) or A -df+4, U, 3, 1, 1, 3, f+2 or A -1, 1, 4, df+4 3. Kyosuke Cross Cutter: qcf+1(2) Shadow Cut Kick: qcf+3(4) * Lighting Upper: fdf+1(2) Shadow Wave: qcf+1(2) # Lurking Hitter: qcb+1(2) Burning Vigor Attacks: A. qcf,qcf+1(2) B. qcf,qcf+3(4) * Chained Combos -1, 1, 2, f+2 or b+2 -1, 1, 2, b+4, f+4, A -d+4, fdf+1(2), qcf+3(4) -d+4, qcf+3(4) or B -1, 1, 2, b+4, f+4, fdf+1(2), qcf+3(4) -1, 1, 2, b+4, B -1, 1, 2, b+4, df+4, U, 3, 1, 1, 3, qcf+1(2) or B -1, 1, 2, b+4, df+4, U, 1, 2, B Team II 1. Shoma Fast Ball: qcf+1(2) * Grand Slam Smash: fdf+1(2) Homicide Slide: qcf+3(4) Baseline Shuffle: b+3+4 (move may be incorrect) Big Swing: hcb+1(2) Burning Vigor Attacks: A. qcf,qcf+1(2) * B. qcb,qcf+1(2) Chained Combos -1, 1, 4, f+2 -1, 1, 4, f+4 -1, 1, 2, b+2 -1, 1, 4, df+2, U, 1, 3, qcf+1(2) or A -1, 1, 2, df+2, U, 1, 1, 3, 2, f+2 2. Natsu Jump Serve: qcf+1(2) * Sliding Serve: fdf+1(2) Rolling Serve: qcb+1(2) Tokkun Spike: qcb+1(2) # Big Slider: hcb+3(4) Burning Vigor Attacks: A. qcf,qcf+1(2) * Chained Combos -1, 1, 2, f+2, qcf+1(2) or A -1, 1, 2, b+4, qcf+1(2) or A -1, 1, 2, b+2, qcb+1, U, 1, 3, b+4, 1, 3, b+4, 1, 3, A -1, 1, 2, df+2, U, 1, 3, b+4, 1, 3, 1, 3, b+4, 1, 3, b+4, f+2 3. Roberto Punch Move: qcf+1(2) Long Shot: qcf+3(4) Rising Kick: fdf+3(4) Sliding Kick: qcb+3(4) Bicycle Kick: qcf+3(4) # Another Kick: b+3+4 (move may be incorrect) Burning Vigor Attacks: A. qcf, qcf+3(4) B. qcb,qcb+3(4) Chained Combos -1, 1, 4, df+4, U, 1, 3, 3, 1, qcf+1(2) or fdf+3(4) or qcf+3(4) -1, 1, 4, b+4, qcf+3(4) or fdf+3(4) or A -1, 1, 4, df+4, U, 1, 3, 3, 1, 2, f+4 -2, f+4 Team III 1. Roy Dynamyte Straight: qcf+1(2) * Twister Upper: fdf+1(2) Touchdown Wave: qcb+1(2) Burning Vigor Attacks: A. qcf,qcf+1(2) B. qcb,qcb+1(2) Chained Combos -f+2, qcf+1(2) or qcb+1(2) or A or B or fdf+1(2) -1, 1, 4, f+4 -1, 1, 4, b+4 -1, 1, 2, f+2, any finisher listed above in top combo -1, 1, 2, df+2, U, 3, 1, 1, 3, 2, f+2 2. Tiffany Beautiful Spin: fdf+3(4) Groovy Punch: qcb+1(2) Exciting Kick: qcb+3(4) * Stomp Kick: d+3(4) # Burning Vigor Attacks: A. qcf,qcf+3(4) B. qcb,qcb+1(2) Chained Combos -qcf+1(2), 1 -d+4,df+4 -1, 1, 4, f+4 -1, 1, f+1, 2, b+2 or f+2 -1, 1, 4, A or B -1, 1, f+1, 2, df+2, U, 1, 3, 1, 3, 2 -1, 1, f+1, 2, fdf+1(2) or A or B -1, 1, f+1, 4, b+4, qcb+1(2) or fdf+3(4) or B -1, 1, 2, f+2, A 3. Boman Great Upper: qcf+1(2) Haymaker Straight: qcf+1(2), must be done during great upper Great Rush: fdf+1(2) Great Lariat: qcb+1(2) Burning Vigor Attacks: A. qcf,qcf+1(2) B. qcb,qcb+1(2) Chained Combos -1, 1, 4, df+2, U, 3, 1, 3, 4, qcb+1(2) -1, 1, 2, f+2, fdf+1(2), A or B -1, 1, 2, df+2, U, 3, 3, 1, 2, f+2 -1, 1, 2, f+4, qcf+1(2), qcf+1(2) Team IV 1. Edge Reversing Blade Strike: qcf+1(2) * Back Strike: qcb+1(2) Destructive Kick: qcb+3(4) Rising Blade Abuse: qcf+3(4) Burning Vigor Attacks: A. qcf,qcf+1(2) B. qcb,qcb+1(2) or 3+4 when in air Chained Combos -1, 1, 2, b+4, b+4, f+4, f+4 -1, 1, 4, f+2 -1, 1, 2, df+2, U, 1, 3, 1, 3, f+4 -1, 1, 2, df+2, U, 3, B, df+2 2. Akira Gate Elbow: qcf+1(2) Dancing Punch: qcf+3(4) Reflex Stance: qcb+3(4) Reflex Pickup(RP) qcb+1(2), follow with 1,2,4,3,3,3 Burning Vigor Attacks: A. qcb,qcb+1(2) B. qcb,qcb+3(4) C. qcf,qcf+1(2) * Chained Combos -1, 1, 2, f+2 -1, 1, 2, df+2, U, 3, 1, 1, 3, C -1, 1, 2, df+2, U, 1, 3, 3, 1, 4 or f+4 or 2 3. Gan Gun Stabbing: qcf+1(2) * Rough Stomping: qcf+3(4) * Rock Smashing: fdf+1(2) Clapping Hand: qcb+1(2) Crack Move: hcb+1(2) Burning Vigor Attacks: A. qcf,qcf+1(2) B. qcb,qcb+1(2) Chained Combos -1, 1, d+2, f+2, qcb+1(2), 3, 3 -1, 1, 2, df+2, U, 1, 3, qcf+4 -1, 1, 4, qcf+1(2) or A -1, 1, d+2, qcf+1(2) or A Team V 1. Kyoko Shussekikakunin: qcb+1(2) Kaishin: qcb+3(4) Killing Kick: fdf+3(4), 4 Shokushin: qcf+1(2), follow with rapid 3 or 4's One wing Stance: qcf+3(4), follow with 1(2) or 3(4), then rapid 3 or 4's Another Kick: b+3+4 ( move may be incorrect) Burning Vigor Attacks: A. qcf,qcf+1(2) B. qcf,qcf+3(4) Chained Combos -1, 1, 2, f+2, fdf+3(4) or B -1, 1, 4, df+4, U, 1, 1, 1, 3, 2, qcb+3(4) -1, 1, 4, df+4, U, 1, 3, f+4, 3, 1, 2, qcb+3(4) -1, 1, 4, b+4, qcb+3(4) or fdf+3(4) or B 2. Hideo Seihaken: qcf+1(2) * Half Back punch: qcb+1(2) Jicchokuken: fdf+1(2) Shinenkyaku: qcb+3(4) Raieishu: qcf+3(4) # Burning Vigor Attacks: A. qcb,qcb+1(2) B. qcf,qcf+1(2) Chained Combos -1, 1, 2, df+2, U, 3, 1, 1, 2, f+2 -1, 1, 2, b+2, qcb+3(4) or fdf+1(2) or B -1, 1, 2, df+2, U, 1, 1, 2, qcf+1(2) -1, 1, 2, f+2, A or B or qcb+3(4) 3. Raizo Spinner: qcf+1(2) Flying Upper: fdf+1(2) Back Hitter: qcb+1(2) Earth Mover: qcf+3(4) * Shaker: hcb+3(4) Burning Vigor Attacks: A. qcf,qcf+1(2) B. qcb,qcb+1(2) Chained Combos -1, 1, 2, qcf+1(2) or B or fdf+1(2) -1, 1, 2, b+2 -1, 1, 4, f+4 -1, 1, 2, df+2, U, 3, 1, 1, 3, qcf+1(2) 4. Hyo Slicer: qcf+1(2) * Knifing Upper: fdf+1(2) Double Cut: qcf+1(2), follow with another 1 or 2 Back Spinner: qcb+2 Flip Kick: qcb+3(4) Burning Vigor Attacks: A. qcb,qcb+3(4) B. qcf,qcf+3(4) Chained Combos: -1, 1, 2, f+2, A or B or qcb+3(4) or fdf+1(2) or qcf+1(2) -1, 1, 2, f+2, b+2 or fdf+1(2) or qcb+3(4) or qcf+1(2) -1, 1, 2, f+2, df+2, U, 3, 1, 1, 3, 2, qcf+1(2) or qcb+3(4) -1, 1, 2, b+4, f+2, {qcf+1(2), qcf+1(2),1} or fdf+1(2) or qcb+3(4) or A 5. Sakura Fireball: qcf+1(2) Upwards Fireball: qcb+1(2) Air Hitter: qcf+1(2) # Uppercut: fdf+1(2) Hurricane Kick: qcb+3(4) * Burning Vigor Attacks: A. qcf,qcf+1(2) * B. qcb,qcb+1(2) C. qcf,qcf+3(4) D. qcb,qcb+3(4) Chained Combos -1, 1, 2, f+2, C or qcf+1(2) or qcb+3(4) or A -1, 1, 4, f+4 or df+2 -1, 1, 4, df+4, U, 1, 3, 3, 1, qcf+1(2) or qcb+3(4) or A -1, 1, 4, df+4, U, 3, 1, 3, 1, f+4 ====================================================================================================================================================== Credits Mike Nappi aka MIC: Invaluable help with all the moves and combos. Ben Cureton aka TRAGIC: All gameplaying ability I have is due to this guy. Told me combos of Roy as well as basics of the game. Enabled me to understand what and when to do things. A top player at the game. Capcom: For making a Capcom game I can play finally.