----------------------------------------------------------------------------------------- {TTTTTTT} {OOOOO} {SSSSS} {H| |H} {IIIII} {N\ |N} {DDD} {EEEE} {N\ |N} --|T|-- |O O| |S| |H| |H| |I| |N|N\ |N| |D| |D\ |E| |N|N\ |N| |T| |O O| |SSSSS| |HHHHH| |I| |N|\N\|N| |D| |D/ |EEEE| |N|\N\|N| |T| |O O| |S| |H| |H| |I| |N| \N|N| |D| |D/ |E| |N| \N|N| |T| |OOOOO| |SSSSS| |H| |H| |IIIII| |N| \N| |DDD/ |EEEE| |N| \N| ------------------------------------------------------------------------------------------ {SSSSS} {U| |U} {BBBB} {AAA} {RRRR} {U| |U} |S| |U| |U| |B| |B| |A| |A| |R| |R| |U| |U| |SSSSS| |U| |U| |BBBB| |AAAAA| |RRRR| |U| |U| |S| |U| |U| |B |B| |A| |A| |R| |R\ |U| |U| |SSSSS| |UUUUU| |BBBB| |A| |A| |R| |R\ |UUUUU| ------------------------------------------------- The world is still in the grip of chaos 10 years later... ----------------------------------------------------------- And who cares if it's a pathetic title I made...? Hi there kids, and welcome to Forman's Toshinden Subaru F.A.Q.! This isn't my first attempt at a faq, although it's probably the first one that'll be headed for a faq-based website... so come on in, lend me your opinions, and help me out with the storylines if you can! And wipe your feet on the mat before you come in, you little vagrants! What can be found on this faq ----------------------------- 1. Faq revisions - The latest update. Just what you're reading this faq for, oh yes. 2. Storyline - The reason everyone wants to break open their opponent's skulls... 3. Changes for Toshinden Subaru - What's does Subaru add? Also carried on through controls, character bios, etc. (Not all changes are listed here) 4. Basic Controls - How to operate the game and the way it plays, more or less. 5. Specific controls - The exact buttons for each basic move. 6. Character Bios - What each character is like, their backgrounds, combos... as much info as I can cram in on them, basically. 7. Goods Mode - Information on the Goods Mode of the game - How to win costumes, mini games, etc. 8. Mini Games mode - How to play the Mini Games! 9. Database Mode - An overview of the database mode, what it contains, etc. 10. Secrets - How to obtain secret stuffs. 11. Special thanks - For them who deserve praise. 12. Frequently asked questions - As it says. 13. Overview - What still needs to be done, how you can help, current thoughts. FAQ revisions ------------- 1.1 Added a little explanation of how the game works. Also added a few combos and some groovy moves explanations/descriptions. Apologies for the long wait, people, but I've been busy. And yes, there's still a lot missing. 1.0 Added some pretty unstable character bios and the use of the Goods mode. Much more to be done as of now... next update as soon as possible. Storyline --------- The last Toshinden tournament was held ten years ago. A young swordsman known as Eiji Shinjo, drawn to the tournament in a search for his brother, won through to be the new Toshin champion after many long and perilous bouts. Having destroyed the Gerard organization in the course of winning the Toshinden tournament, Eiji was allowed the opportunity to become the new leader. Initially reluctant to join such a murderous group, he finally relented once he understood that he could use it for the common good, rather than continue along the lines of its dark past. And so, ten years have passed since that fateful decision. The world is being rebuilt and freedom seems to be gaining a foothold once more. Only two problems remain: despite the best efforts of his agents, Eiji is having more trouble tracking down his best friend Kayin than he had finding Sho, and, more worryingly, Vermilion has returned and appears to be searching for something. Turning to the Gerard Organization's book of prophecy, he found a disturbing passage after less than an hour's reading: 'When the reaver of blood draws the four holy weapons together, lightning shall rain from the skies and the rivers shall fill with blood, for he shall become more than a God. Upon this day, the cleansing of the Earth shall begin under his rule, and all will bow down to his glory.' Eiji wasted no time in organizing a new Toshinden Tournament, which would hopefully bring the bearers of the weapons to him rather than to Vermilion. The first invitation fell into the hands of Naru Amoh, daughter of the missing Kayin Amoh. Desperate for clues to the wherabouts of her missing father, she wastes no time in accepting the invitation. Noticing that the new tournament would be held as a three on three team effort, she knew that the best man she knew for the job would be more than happy to help her out. It took her no time at all to track down and hand it on to Subaru Shinjo, Eiji's student. Subaru, realizing that this is the perfect opportunity to test his own skills against his master, takes up the challenge. Gathering up Rook Castle, who had also been invited to the tournament, the three of them set out to prove their worth. What Subaru doesn't understand, however, is that his sword is one of the four holy weapons quoted in that prophecy... Changes for Toshinden Subaru ---------------------------- Teams ----- The main type of match in Toshinden Subaru tends to revolve around teams, which are already made up so that you cannot choose your own members until the game has been completed with Vermilion, who must be gained through completing it with all the other teams. The teams are: 1. Subaru Shinjo - Naru Amoh - Rook Castle 2. Genma - Miyabi - Bang Boo 3. Lancelot Lakeknight - Puella Marionette - Fen Barefoot 4. Eiji Shinjo - Eos - Zero 5. Vermilion. If there are any more, they have not been discovered by one such as I yet. Ring types ---------- There are now three types of ring to Toshinden Subaru. 1. Safe ring - This isn't really a ring at all, more of an arena. You cannot fall off the edge due to a particularly cunning reason: there isn't one. In order to win,you'll be forced to smash your opponent's face in until their energy bar runs out completely, or they fail to kill you in time with a Kishin Korin. Examples: Shinjuku, Drain, 2. Stable ring - You can fall out of this arena style if you aren't careful, and they come in two juicy flavours: square and circular. The square style is the one most commonly used in most fighting games, and the circular type is the one that has been missing since Toshinden 1. You cannot walk out of the ring by yourself. However, you can jump out of the ring, be knocked out by your opponent, or perform moves which will send you over the edge. Try not to fall out, or the round is instantly awarded to your opponent. Examples: Laboratory, 3. Collapsing ring - This kind of ring can send you plummeting to oblivion from the middle of the battleground if you aren't careful. Small squares of the ring fall away as you play, although they usually shake for a moment beforehand. The time limit determines how fast the ring falls apart: 30 seconds makes it insanely fast. Other than that, it's the same as the stable ring type. And no, it cannot completely fall to bits. Examples: Maya, Building, Game modes ---------- With the new game comes new play modes, as detailed below: Basic Controls -------------- So, how does Subaru play? Well, unlike any other Toshinden, that's for sure. The game now employs a 'gattling' combo system, which means that you could link a weak kick into a weak slash, then into a hard slash followed by a hard kick. You can also follow any of these with down and either the same button or one of equal / higher strength. You cannot go from a hard attack into a weak one, however. Sound like a clumsy explanation? I thought so. Basically, check out the following diagram: (Controls are assumed to be the default selection) Square ---- Down+Square Circle -- Down+Triangle | \ / | | \ / | | \ / | > | \ / | | \ / | > | \ / | | \/ | >>>>>>>>>>> | \/ | | /\ | > | /\ | | / \ | > | / \ | | / \ | | / \ | | / \ | | / \ | (X) ----- Down + X Triangle -- Down+Triangle You can follow the dotted line in order to combo, pushing back the opponent a little with each strike. If you attempt too many hits, your victim will be out of range for the more powerful attacks. Also, your damage infliction will decrease with every 'linked' hit (unblockable after the first hit lands), until you are doing 50% of the damage you would normally do. Air combo attacks? Yes siree, we have those too in Subaru. Just launch your opponent into the air or catch them when they jump, and you can link two hard or two weak attacks together. You can also continue to whup their ass before they land if you're good enough. As for the special moves, you can learn them or use the R1/R2 buttons along with a direction. Example? Subaru's Rekkuzan will be used upon tapping R2. Using towards and R2, however, will make him perform his Hishouzan and charge the opponent. Supers? Learn them or use both R1 and R2 at the same time whilst leaving it neutral, or pushing the pad towards and away from the opponent. Naru examples: Pressing back and R1+R2 would perform the Hell's Inferno (Desperation), whereas forwards and R1+R2 would perform the Hell's Gate. R1 and R2 together with no direction would pull off the Rainbow Splash. Ground attacks, you say? Yes, Subaru even delivers those with a tasty side salad. Just press up and either slash or kick depending on which character you are. Weak hits a felled opponent beside you and does a little damage, and hard attack leaps at your opponent to deliver slightly more painful results. Holding down both sidestep buttons now allows you to dash around the arena like a rabies infested chimpanzee chasing a dog, allowing you a little extra freedom of movement and a way of not having to tap forwards twice to run. One last thing for now: When you have three super bars lined up, you can press the four main buttons (X, Triangle, Circle and Square) together to execute the Kishin Korin. This fills your health to full and allows you to perform unlimited supers for the rest of the round. The flaw? Your health drops like a stone once initiated, and you can't do it when there's less than 10 seconds on the timer. So you can't be a cheeser, in other words. Ha! These are really pretty basic explanations for now. Soon there'll be a section devoted to each. Do you understand? Excellent! On with the show! Specific controls ----------------- -Movement- Up - Jump. Down - Crouch. Forward - Move towards opponent. Backward - Move away / block high attacks. Up-forward - Jump towards opponent. Up-backward - Jump away from opponent. Down-backward - Block low attacks. Forward X 2 - Step in at opponent. Backward X 2 - Step away from opponent. Forward X 2 and hold - Run at opponent L1 - Dodge inwards. L2 - Dodge outwards. Run at opponent, L1 - Sidestep inwards. Run at opponent, L2 - Sidestep outwards. L1+L2 - Free run. -Standing attacks- Square - Weak slash. X - Weak kick. Triangle - Hard slash. Circle - Hard kick. R1 - Weak special attack. R2 - Strong special attack. R1+R2 - Super attacks, Desperation. Triangle and Circle - Throw opponent from front or behind / Counter opponent's throw. (Use R1/R2 buttons with directions for different results.) -Movement attacks- Forwards and triangle - Stun opponent. (Takes a short charge time, unblockable) Back and square + X - Counter hit. (Only Naru and Miyabi) Back and Triangle - Parry opponent's attack. (Not a punch/kick attack, fireball or throw) Down and any attack - Dropping attack. (Different from crouching attack) Rising, hard attack - Launch opponent into air. (The rising attacks mean getting up from a crouch) -Ground attacks- Up and square - Quickly attack downed opponent beside you for weak damage. Up and triangle - Jump and attack opponent from a distance for more damage. Up and circle - Quickly attack downed opponent beside you for weak damage. (Some characters) Up and X - Jump and attack opponent from a distance for more damage. (Some characters) -Getting up- Square/Triangle - Get straight up, cannot be hit. Circle - High attack as you rise. X - Low attack as you rise. Up - Roll outwards. Down - Roll inwards. Forwards - Roll at opponent. Backwards - Roll away from opponent. Character Profiles ------------------ These are getting rather trustworthy now, due to the efforts of some mightily great people named at the bottom of the faq. Still, if you know better than I do, you should drop me a line at: k.forman@virgin.net This'll make me exceptionally happy, and for your efforts I'll send you a VERY rare picture of Kayin which was done by an exceptionally talented artist for my birthday a while back... something I never got around to repaying, actually. I'll have to finish that Guilty Gear fic soon... Remember, all opinions and Toshinden artworks sent are going to make me happy, no matter how weird or insane they may be. I intend to make the ultimate Toshinden website at some point in time, so send ANY artwork you have, and I'll credit you on this faq, and later, the website. Everyone's a winner! Now, how did I get so far off the point? You'll have to stop me rambling like this, or I'll take forever to finish this faq. So stop me next time. Yeah. By the way, the little comment after each combo informs you how much damage the combo takes off the opponent, out of a 10,000 point total. One last thing - If the opponent rolls to his feet after a knockdown, some combos may not work correctly. You'll know these when you attempt them. Subaru Shinjo ------------- Sex: Male Occupation: Traveller Birthday: August 15 Age: 18 Height: 170 cm Weight: 58 kg Blood type: O Nationality: Japan Arms: Katana Stage: Shinjuku Subaru Shinjo is the adopted brother of Eiji Shinjo, and fights exactly like the classic Eiji of Toshinden 1 and 2, with a few new moves thrown in for good measure. His story? Well, Eiji's disappeared and Subaru sets out to find him. Yes, it IS the Sho complex all over again. He's in for a bit of a shock when he finds him, however... Or, should you decide that Hell Kits is a reliable and informative comrade of mine, Subaru is.. the son of Sho Shinjo! I really don't know which story to believe to be honest, but she's quite a well adjusted individual, so... Oh, and he's got some sort of relationship with Naru. Nothing too personal, but they know each other pretty well. ============ Advantages ============ Fast and powerful, Subaru is an excellent choice for a beginner. His damage output is high and he has a decent amount of combo attacks in his arsenal. He has a decent variety of attacks for all occasions and has a decent reach. =============== Disadvantages =============== His weak fireball is easily avoided and his hard one does not travel across the screen. Also, certain moves take slightly too long to perform, sometimes resulting in having your skull caved in as you try to perform them. Moves list: ----------- Rekkuzan - This is Eiji's fireball, with a slight difference for Subaru: the weak (R1/R2) version shoots across the ground, and the strong version doesn't even leave the sword, just acting as a flaming upwards swipe. Does a little more damage than the weak version though, and is good for defending air attacks. Weak attack - 600 points of damage. Strong attack - 800 points of damage. Hishouzan - The weak version instantly spirals into the air, slashing as it goes, wheras (Fwd + R1/R2) the stronger move rushes your opponent first, doing 2-3 hits in total. Yeah. Weak attack - 1200 points of damage. Strong attack - 1400 points of damage, 2 hits. Mukuro Wari - Subaru somersaults at his opponent, and bashes them on the head with his (Bck + R1/R2) sword. How refined. The weak version has a shorter range, and does less damage than the R2 version. It does, however, offer slightly more combo potential than its more powerful brethern. Weak attack - 1200 points of damage. Strong attack - 1800 points of damage. Ryusei Kyaku - The move that Eiji lost. The weak version will dive bomb the opponent, the (R1/R2 in Air) strong version sailing in from further away and doing slightly more damage. Along with the Mukuro Wari, can be used to combo. Weak attack - 1000 points of damage. Strong attack - 1200 points of damage. Jigoku Mon - Now, this is cool. Subaru will launch a fireball at the opponent, which will (R1+R2) trap them in a bubble and pin them to a firewheel. Subaru then dashes at his hapless victim and slashes them 6 times, turning them into small, meaty chunks. Mmmmm, tasty! Also, there's a slight field of force around Subaru as he throws it, knocking them off balance before the fireball hits. In total - 3630 points of damage. (Takes off one overdrive bar) RuzinRasinZettou - Slashes the air a few times, gathering power, and throws a bigger fireball (Fwd + R1+R2) at the opponent. Does less damage than the Jigokumon, and doesn't look all that impressive, although it is faster to operate. Eiji had it in Toshinden 1 as a secret move. In total - 3000 points of damage. (Takes off one overdrive bar) Byakki Mousyuken - Subaru's desperation. He powers up, runs a short distance, then proceeds to (Bck + R1+R2) kick the seven shades of Shinjo out of his victim, finishing with a Hishouzan which makes a volcano erupting look weak in comparison. In total - 4200 points of damage. (Vitality must be at critical - Flashing Red.) Throw (Front) - Grabs opponent's arm and hurls them over his shoulder. Ouch. In total - 2200 points of damage. Throw (Back) - Grabs opponent's arms, sticks elbow on spine, and crashes them to the floor, breaking said spinal column. How sweet! In total - 3300 points of damage. Combos ------ 1. Weak slash, weak kick, strong slash, Byakki Mousyuken. -----5115 points of damage----- 15 hits ----- 2. Weak slash, hard kick, strong Mukuro Wari, weak Hishouzan. -----3460 points of damage----- 4 hits ----- 3. Weak slash, hard slash, down and hard kick, strong Mukuro Wari, weak Hishouzan. -----4010 points of damage----- 5 hits ----- 4. Strong Ryusei Kyaku, strong Mukuro Wari, weak Hishouzan. -----3780 points of damage----- 3 hits ----- 5. Strong Ryusei Kyaku, RuzinRasinZettou. -----3900 points of damage----- 2 hits ----- 6. Weak slash, weak kick, down and hard kick, hard slash, hard kick, strong Hishouzan. -----3380 points of damage----- 7 hits ----- 7. Weak slash, weak kick, down and hard kick, hard slash, hard kick, Jigokumon. -----5330 points of damage----- 11 hits ----- 8. Hard kick, hard slash, down and hard slash, Jigokumon. -----5250 points of damage----- 9 hits ----- Goods ----- Extra Costume: Modern day casual wear. Silly Weapon: The good old bamboo practice sword makes an appearance in Subaru's capable hands. | -Win stance-: Bows to opponent and tells them something about them being crap. Naru Amoh --------- Sex: Female Occupation: Searcher Birthday: September 15 Age: 16 Height: 161 cm Weight: 47 kg Blood type: B Nationality: Scotland Arms: Claymore (Excalibur) Stage: Maya Many years ago, Kayin brought Naru to a private school and left her there while he decided to take care of some business of his own. Despite As a parting gift he left her something priceless to remember him by: his sword, the legendary Excalibur. Despite Naru waiting for years, he never showed up at the school again, knowing that his enemies would be able to use her against him. Naru, however, had begun training with Excalibur almost as soon as Kayin left. Using the techniques she had seen her father use, she became a deadly warrior in her own right and left the school on her 16th birthday in order to search for him. ============ Advantages ============ Naru has incredible combo potential coupled with excellent strength and speed. She also has a counterattack which does not require an overdrive bar to perform, and can vary her attacks greatly. Her projectiles can keep opponents at bay whilst charging her overdrive meter, and her combos are ridiculously easy to do. She has great reach and... oh, to hell with it. Put basically, she's a massively powerful character. =============== Disadvantages =============== All her supers involve body blows, so you must be careful in order not to be knocked out of them. Does slightly less damage to the blow than Subaru. (Countered by her getting more hits in) Moves list ---------- Sonic Slash - The good old Sonic slash has been handed down from Kayin to his daughter, and (R1/R2) as a fireball is more useful overall than Subaru's. Why? Because it actually goes the length of the screen at body height. The weak version is fast but weak, wheras the strong version takes slightly longer to do but is more powerful. Weak attack - 400 points of damage. Strong attack - 800 points of damage. Deadly Raise - Yes, this also makes it into Naru's hands unmolested. And yes, I didn't state (Fwd + R1/R2) that very well at all. The weak version spins instantly into the air and the strong version rushes them first for 3 hits and a 1650 point total. Weak attack - 1100 points of damage. Strong attack - 1650 points of damage, 3 hits. Shoulder Crush - The first real variation of a Kayin move. Naru cartwheels into the opponent (Bck + R1/R2) rather than doing the splits to attack. The weak version is a simple cartwheel which stuns the opponent instantly and does 700 points of damage. The stronger version looks like a breakdance attack before she leaps into the air, landing on the opponent whilst doing the splits. 4 hits for 2760 points of damage, but no stun. Weak attack - 700 points of damage, stun. Strong attack - 2760 points of damage, 4 hits. Scottish Moon - Another Kayin variation. No longer hits with the feet themselves, but with the (R1/R2 In air) Sonic Slash thrown from them. Both strengths do 400 points of damage, but the weak attack angles towards the ground and the strong attack goes straight forward. Preferably to smash the opponent's stupid, grinning face in. Either attack - 400 points of damage. Rainbow Splash - Does a grand total of 6 weak Shoulder Crushes before doing a Scottish Moon (R1 + R2) variant which hits them in the air. Fairly damaging, in fact, although not as much combo potential as the Hell's Gate. Oh, and it makes pretty colours for each flip, hence the 'Rainbow' part of the title. In total - 3690 points of damage. (Takes off one overdrive bar) Hell's Gate - Nothing like Kayin's versions at all. Naru charges her opponent, knocks them (Fwd + R1+R2) into the air, backflips, then leaps after them feet first to do 11 hits and a snazzy display of corkscrew antics. In total - 3020 points of damage. (Takes off one overdrive bar) Hell's Inferno - Ahh, yet another Kayin variant. And Kayin's was more powerful, too. Anyway, (Bck + R1+R2) Naru charges, kicks their ass mightily, then kicks them into the air before catching them with a weak Deadly Raise. In total - 4170 points of damage. (Vitality must be at critical - Flashing red) Throw (Front) - A common frankensteiner throw. Leaps up, wraps her legs around opponent's head, throws herself backwards, dragging opponent over with her. The sudden impact with the ground is rather painful. In total - 2000 points of damage. Throw (Back) - Grabs opponent's back, leaps into a suplex, kicking opponent off halfway in another spine breaking attack. How nice. In total - 3000 points of damage. Combos ------ 1. Weak slash, weak kick, hard slash, down and hard kick, hard Deadly Raise. -----3060 points of damage----- 8 hits ----- 2. Weak slash, weak kick, hard slash, down and hard kick, Hell's Gate. -----4190 points of damage----- 15 hits ----- 3. Weak slash, down and hard kick, hard slash, hard kick, weak Deadly Raise. -----2805 points of damage----- 5 hits ----- 4. Weak Shoulder Crush, hard Shoulder Crush. -----3140 points of damage----- 5 hits ----- 5. Weak slash, weak kick, hard slash, down and hard kick, w/k Shoulder Crush, w/k Deadly Raise. -----2800 points of damage----- 6 hits ----- 6. Weak slash, weak kick, hard slash, down and hard slash, Hell's Inferno. -----5365 points of damage----- 15 hits ----- 7. Weak slash, weak kick, down and hard slash, hard slash, dwn and hard kick, h/d Deadly Raise. -----3475 points of damage----- 9 hits ----- 8. Weak slash, weak kick, down and hard slash, hard slash, dwn and hard kick, Hell's Gate. -----4625 points of damage----- 16 hits ----- 9. Down and hard slash (At same time), hard slash, hard kick, strong Deadly Raise. -----3430 points of damage----- 6 hits ----- 10. Weak slash, weak kick, hard slash, down and hard kick, Rainbow Splash. -----4580 points of damage----- 11 hits ----- 11. Down and hard slash (At same time), hard slash, hard kick, Rainbow Splash. -----5165 points of damage----- 10 hits ----- Goods ----- Extra costume: Umm... a leather Bra and a mini skirt, with stripy stockings and shin high boots. Whayhey! Silly weapon: Evidently, Naru is hallucinating badly enough to believe that her opponents are | actually mutated flies. Why? Because her secondary weapon is a rolled up | newspaper or poster or something. Lethal! | -Win stance-: She looks at her makeshift weapon and is dismayed to find out that she's bent the damn thing. I know the feeling. Rook Castle ----------- Sex: Male Occupation: Girl Hunter (!) Birthday: October 8 Age: 22 Height: 178.5 cm Weight: 65 kg Blood type: B Nationality: U.S.A. Arms: Nunchaku Stage: Building Site Rook is a twenty-two year old photographer who happens to have quite a weakness for the ladies. What this has to do with his entry to the Toshinden tournament isn't particularly obvious, but he does have another reason for entering: he wants to meet the now legendary Eiji and test his incredible nunchaku skills against the man himself. Moreover, he's been interested in participating in the Toshinden tournament since he was young, and began training hard and getting into lots of fights in preparation for that chance. Using his Nunchaku he gained a great reputation as a fighter and was challenged by Miyabi who was out to finish him off on Genma's orders. To her surprise, he overwhelmed her and helped her to her feet rather than finish her off once the battle was over. Then she disappeared. Irritated that he never got her name out of her, he began travelling in the hope of coming across her once again. Once he got the opportunity to enter the tournament he leapt at the chance: it would be a chance to meet both Miyabi and Eiji in one stroke. ============ Advantages ============ =============== Disadvantages =============== Moves list ---------- Combos ------ 1. Forward and R1+R2, catch them with forward and R2 as they fall. Lancelot Lakeknight ------------------- Sex: Male (!!!) Occupation: Fencer / High school Student Birthday: June 1 Age: 15 Height: 161 cm Weight: 48 kg Blood type: A Nationality: England Arms: Rapier Stage: English Street Lancelot is the youngest son of an English noble family. Having been brought up in a sheltered environment, he became rather cowardly and tended to back down from arguments or conflict. He hates his sister interfering in his business, and has a strong interest in the Internet which he uses a lot. Of course, his father wasn't best pleased by him turning into a pansy, so he taught Lancelot how to fence, and sent him off to the south of France where he was taught further techniques by none other than Duke from the previous Toshinden tournaments. His most important possession beacame the rapier his father gave him. Anyway, he got his ass kicked by Naru in a training match whilst there, which goes to show how great he truly is. His admiration for her strength of purpose leads him into helping her, and he also enters the Toshinden tournament after Duke informs them both what he knows about her father, Kayin Amoh. ============ Advantages ============ =============== Disadvantages =============== Puella Marionette ----------------- Sex: Female Occupation: Angel Birthday: May 25 Age: 16 Height: 153 cm Weight: 43 kg Blood type: A Nationality: Switzerland Arms: Bow Stage: 16? Yeah, right. Believing something like that is probably the best way I know of to get arrested and have certain essential parts of your anatomy removed with a knife in prison. She looks like she's about 8 years old in other words. Anyway, she's inherited a holy bow from... someone. I'll need to learn some more before I attempt to tell you her story... or maybe you could tell me? ============ Advantages ============ =============== Disadvantages =============== Fen Barefoot ------------ Sex: Male Occupation: Revenger Birthday: July 29 Age: 13 Height: 153 cm Weight: 42 kg Blood type: O Nationality: Brazil Arms: Harpoon Stage: Beach ============ Advantages ============ =============== Disadvantages =============== Miyabi ------ Sex: Female Occupation: Ninja Birthday: January 5 Age: 25 Height: 170 cm Weight: 51 kg Blood type: AB Nationality: Japan Arms: Short Sword And Giant Throwing Knife Stage: Being of Ninja descent, Miyabi was brainwashed by Genma and led into believing that her parents died a long time ago. With no real will of her own, she blindly followed Genma's every order until she entered a streetfight with a man known as Rook Castle. Overwhelmed by his incredible skill, strength and speed, she wondered why he refused to finish her off at the battle's end. She was even more surprised by his concern for her well being afterwards, and began keeping track of what he was up to in the world. Upon learning of his entry to the Toshinden tournament, and Genma's coinciding order to enter it along with him, she prepared to meet him in battle once more, feeling somehow that it was her destiny to meet up with him again... ============ Advantages ============ Miyabi is exceptionally fast, and is one of only two characters in the game to be able to perform a counter attack without the aid of an overdrive bar. She also has an air throw and all her moves are easy to perform and combo with. =============== Disadvantages =============== Her reach is incredibly short, and if you don't get her in close enough, you'll get absolutely creamed. Thus, she isn't as useful as she could have been, and, whilst not a bad character, is superceded by a number of others. Genma ----- Sex: Male Occupation: Sorcerer Birthday: November 14? Age: No Data Height: 153 cm Weight: 45 kg Blood type: AB Nationality: China Arms: Shield And Sorcery Stage: Dark rumours began to circulate in China around two thousand years ago about a sorcerer who kidnapped children and brought them up as mindless killing machines. Thus began the dark legend of a man known as Genma, who had studied the arts of black magic, therefore destroying all human emotions he once knew... Interested in cantonese food, and with a perverse delight in scaring young children, the only important thing to Genma was himself. He also kidnapped and brainwashed a child known as Miyabi at some point, recognizing her intense fighting potential. At some point he came across a shield during his travels, and found it to be imbued with a strange magical power. Shortly after, he was invited to participate in a fighting tournament known as the Battle Arena Toshinden. How could he refuse the opportunity to fight? The answer was simple: he couldn't. ============ Advantages ============ =============== Disadvantages =============== Bang Boo -------- Sex: Male Occupation: Cyborg Birthday: December 31 Age: No Data Height: 187 cm Weight: 204 kg Blood type: No Data Nationality: Cuba Arms: Heavy Firearms Stage: Heliport You'll have to tell me the deal with this guy... I have no idea. ============ Advantages ============ =============== Disadvantages =============== Eos --- Sex: Female Occupation: Altered Human Birthday: February 9 Age: 27 Height: 170 cm Weight: 50 kg Blood type: O Nationality: Italy Arms: Rod Stage: No information at all. Contact me if you know anything. ============ Advantages ============ =============== Disadvantages =============== Zero ---- Sex: Male Occupation: Altered Human Birthday: March 10 Age: 30? Height: 187 cm Weight: 80 kg Blood type: A Nationality: Greece Arms: Broadsword Stage: Well, he fights with a sword like Gaia's... but that's about all I know on him. ============ Advantages ============ =============== Disadvantages =============== Eiji Shinjo ----------- Sex: Male Occupation: Adventurer Birthday: March 31 Age: 36 Height: 178.5 cm Weight: 63 kg Blood type: A Nationality: Japan Arms: Katana Stage: Eiji's back and deadlier than ever. Not surprising, considering he's the new main boss of Subaru. Not the lovable, spiky haired youth of old, he's now looking pretty damn evil. With a shock of spiky white hair and a ninja mask, he's cooler than he used to be and now fights with his sword in its sheath. Oh, and he uses the sheath as a second sword on occasion. So, why has the main character taken on an evil hue? The reason is simple. He hasn't. After winning the third Toshinden ten years back, he was offered the opportunity of taking over the Gerard organization, which he duly accepted, reasoning that he could use its power for good rather than evil. However, he has recently found out that Vermilion is searching for the four Holy weapons which will grant the man who bring them together an incredible power beyond anything imaginable. He initiates the new Toshinden tournament, confident that he will be able to defeat Vermilion and all other challengers in order to use the four weapons himself for the use of good. Indeed, he has staked not only his life, but that of everyone alive on this confidence, for he has invited Vermilion himself to the tournament with the intention of getting rid of him once and for all. ============ Advantages ============ =============== Disadvantages =============== Vermillion ---------- Sex: Male Occupation: Murderer Birthday: No Data Age: No Data Height: 187 cm Weight: No Data Blood type: No Data Nationality: No Data Arms: Firearms Stage: Drainage Yes, everyone's favourite psychopath returns with two handguns and a nice little machinegun to play around with. His desperation can blow off 75% of an energy bar, and he's powerful enough to be classed as a team by himself. Four presses of the Hard Slash button alone can kill an opponent, although they'd have to be pretty stupid to fall for it... His reasons for entering? He's been on the hunt for the 4 holy weapons during the last 10 years and has finally tracked them down. If he gets his hands on them, he'll be in a position where he can lay waste to the world, regardless of the other Toshinden competitors best efforts to stop him. The scum. ============ Advantages ============ =============== Disadvantages =============== Firing his guns tend to leave him open for counterattacks. Desperation - This works as an unblockable throw. He looks like he's baiting the opponent by offering his face to them, and suddenly springs backwards, letting rip with his guns. In total - 7500 points of damage. Throw (Front) - Grabs opponent by their throat and sticks his machine gun against their neck. He then pulls the trigger, just to be a complete and utter swine. The cad. Throw (Back) - Ties a few garrote strings to his opponent (Similar to his overdrive in Toshinden 3) and sends a massive charge up the wires. Combos ------ 1. Weak kick, down and weak kick, down and hard kick, hard kick, upper 45. -----5800 points of damage----- 2. Grenade launcher, Flash Back ----- ----- 3. Grenade launcher, hard kick, down and hard kick, Upper 45 -----6807 points of damage----- Goods Mode ---------- Toshinden Subaru also offers a goods mode where you can earn some kickass extras, including new costumes, silly weapons, and seven minigames, many of which are old classics! Want to know how to earn them? Then read on, young Jedi... Once you pick your character, you'll be confronted by a spinning wheel which you can stop dead by tapping circle. You'll notice that two of the choices on the wheel are lit up as they pass, these being the super chances which allow you to earn the minigames. More on this later. First off, most of the quest mode plays like Soul Edge/Calibur's Edge Master mode. Here's what you could end up with: Types of Battle in Goods Mode ----------------------------- Throw Battle: You are forced to win by using throws, or by knocking them out of the ring. They can still damage you by normal means, whereas you cannot harm them by any other tactic. Miyabi is pathetic for this, as her front throw does no damage at all. Fatigue Battle: You can win by any means, but your energy bar is depleting all the time. You can die without taking a hit if you hold back too long. Ring Out Battle: You MUST ring them out, there is no other way to win. They can hurt you as per usual. Time Limit Battle: 30 seconds to beat them by any method possible. The ring is also disintegrating around you as you fight, so keep alert. Kishin Korin: At the start of the match, both characters initiate Kishin Korin: that is, they both power up to full, and have infinite supers, overdrives, berserkers, etc. However, both characters run out of vitality at a phenomenal rate. Recover Enemy's Vitality: Just as it says, you can win my any method you desire. What You Can Win Through Normal Quests -------------------------------------- You have to pick a different character after winning four times, otherwise it'll tell you to go for the super chance, or pick a character you've not won four times with yet. If you finish with them all, you get a message saying that you've 'conquested the quest mode' and can pick any quest at your leisure. So, in all you can get: 1. Choice of the Player Two colour. (Use X button to select character with) 2. Choice of Alternate Costume. (Use Triangle button to select character with) 3. Choice of Player Two Alternate Costume (Use Square button to select character with) 4. Funny Weapon. (Hold Select whilst choosing your character) Also allows a new win pose when using them. Super Chances ------------- If you time your roulette spin well, you can stop it on the super chance, giving you the opportunity to win one of seven bonus games, although only six are available until you win them all. This done, you have a 50% chance of obtaining the Toshinden Dance mini-game. Anyway, once you get a super chance, it will randomly give you another Quest Battle. If you win, you get another roulette opportunity giving you the chance to grab the mini-game you desire. You can win the following (All are 1 or 2 player): Mini Games ---------- 1. Puzzle Toshinden - Kind of like columns, numbered blocks fall from the top of the screen and getting 3 or more of the same number or three or more in sequence (e.g.: 1,2,3) will cause them to disappear. The higher a combo you make (Blocks falling and setting off more blocks), the better an attack you make in a two player game. 2. Puella's Egg - A variation on Puzzle Toshinden. Put 4 eggs of the same colour together in order to get rid of them. If they hatch, get the same colour of egg to hatch beside them to rid you of their insanely evil menace! 3. Scoop! Toshinden - Arkanoid, Defender, whatever you want to call it... it's back! Rebound the ball with your paddle in order to break the walls at the top of the screen and release power ups which can do the following: S - Slows down ball. V - Gives you a defensive wall under your paddle. Slips off screen over time. L - Makes your paddle longer, thus enhancing defence. F - Turns ball into a fireball which tears through walls instantly. C - Sticky ball. Press X to fire. E - Releases a LOT of balls, seven in total. O - Makes a weird cup follow you. Extra defence. 1up - Gives you an extra life. M - Makes your paddle tiny. D - Slows you down badly. Circle speeds up your paddle. 4. Toshinden on Hockey - Woohoo! Air hockey! Circle shunts the ball, and the aim is to defend your goal from the other player. Your protective wall can be destroyed, though, so stay sharp! Powerups arrive in the middle, press circle over them to grab them. They could: Confuse the other player. (Reverses controls) Make your Bat bigger. Make your opponent's bat smaller. Give you afterimages. Slow your opponent's bat. First to the alloted points wins! 5. Origin - Kind of like asteroids, but different... choose you character, collect power ups, blow up asteroids, and kill bosses for a laugh. All in a day's work for a Toshin player! 6. Fight! Wolfy - Hehehe.. this is cool. Press the required buttons shown at the top of the screen to make Wolfy climb as fast as he can. The faster you move, the faster your overdrive grows, then press L1 + R1 to fry your opponent with a roulette wheel deprived attack! If you're stunned, thrash the buttons to shake out of it. 7. The Toshinden Dance - Well, it's no Bust a Move, that's for sure... but it is kinda fun once you get going. Basically, it plays a bit like Parappa... you get the button sequence at the top, it disappears, then you have to input it from memory as a little bar glides across the bottom. It can go for player one or two more than once in a row, so be careful. Database Mode ------------- Allows you to see a massive amount of data, artwork and collected variables on each character. To get all the stuff, you'll have to complete the game with every character and finish Goods Mode completely. More on this in a future update. Secrets ------- So, you want to know how to gain all the secrets in the game? Well, here's how you uncover the ones I've found so far... Make Eiji Playable - Complete the story mode with Subaru's team. Make Zero Playable - Complete the story mode with Lancelot's team. Make Eos Playable - Complete the story mode with Genma's team. Make Vermilion Playable - Complete the story mode with Eiji's team. Team edit mode - Complete the story mode with Vermilion. (Not available in Story mode) Fight Vermilion - Defeat all other teams in story mode with no continues. Ending picture - Complete the story mode and defeat Vermilion. Obtain Terrance and Phillip - Yeah. Right. Special Thanks --------------- The following people are completely great, by the way. Hell Kitty: For helping with the storyline, being a Toshinden fan, and for sending me lots of yummy games and anime stuffs. She's GREAT, I tells ya! And she draws pretty damn well, too! Dee Shad: For allowing me to use the story information from his faq. He's the writer of a Toshinden Subaru guide which can be found at www.gamefaqs.com, and which is also completely great and useful. EPYON: For being the first person to mail me with some highly useful character bios. Solid Gold: The games shop I bought Toshinden Subaru from. Live in Britain? Give them a call on 01346 582293 and buy whatever imports or PAL games your little heart desires! Now all I need is some artwork and other assortables and I'll be laughing. Insanely. Frequently asked questions -------------------------- 1. Q - Is Sho Shinjo or Kayin Amoh in the game? A - I damn well hope so, but they haven't appeared as yet. If Kayin isn't there, I'll be well slashed off. 2. Q - What's better - Toshinden Subaru or Soul Calibur? A - That depends if you're a button basher who thinks that incredible graphics make a game or not. Now run along, little boy. 3. Q - You don't like Soul Calibur? A - Yes, I own it as a matter of fact. And it has some great characters, lots of groovy extras and whatever else you want to say about it. Simply put, it's there for mainstream gamers who don't spend too much time getting into a game to determine whether it's any good or not. Sophitia and Mitsurugi are exceptionally groovy. Didn't I tell you to run along, young child? 4. Q - Well, for your information, I hate Toshinden, so there! A - Oh joy, another human who doesn't have enough brains to make up his own mind about things. Who enjoys the safety of blindly following the opinions he reads in magazines, and whose favourite game ever is Tomb Raider 3. You know the difference between your kind and a bucket of steaming dog turd? The bucket. 5. Q - Who makes the character illustrations for the Toshinden series? A - Tsukasa Kotobuki, a true master of his art. 6. Q - Tsukasa Kotubuki? He's a God among illustrators, isn't he? A - Yes. Yes he is. 7. Q - Still, as good as they are, I preferred the character designs from the first Toshinden... A - You're not alone. Subaru, Naru and Rook are groovy additions, and Eiji looks cool, but the rest of the new arrivals aren't as inspiring as the original participants. And Ripper should get his ass in gear and return to the battle arena! 8. Q - How's the intro to the game? A - Very nice, actually. The music seems a little poor for a start, but after a few plays it no longer bothers you. The animation is great (OVA quality) and the only regret about it that I have is that there's no real fight sequences between the participants.
9. Q - Anything wrong with the game?

   A - Umm... yeah.

10.  Q - Such as?

     A - Well... remember when Toshinden 1 first came out and everyone marvelled at the state of
         the art graphics, the ability to side roll and countless other innovations? The problem
         with every Toshinden release since is that Tamsoft have made no effort to keep up with
         the times. The gameplay may be tight, but it simply isn't going to attract casual 
         punters because it looks like a first generation title and seems a little uninspired at
         first glance.

         For mainstream game buyers, graphics ARE important. It still runs at 30 frames per 
         second, and takes time to learn in order to pull off anything cool. Button mashers will
         hate this game. Let's be honest, if it looked as good as Soul Calibur, a whole dumpload
         of people would buy it. But it doesn't, so they won't.


 Overview
 --------

 Well, that's it for now. Send me your views, art, information, Dojinshi and whatever else you 
can, and I'll be righteously chuffed with you for all eternity. You'll also get some new art in 
reply, and a mention in this faq. What more could a body ask for?

 This faq was written very bloody quickly indeed, by... Forman!

 'The Scottish Storm?'

 E.Mail - k.forman@virgin.net

 One last thing... this faq is copyrighted to Forman! Yes, me! Use of this faq is allowed 
anywhere, just keep my name on it, boyo! ...Please?

 The game itself? Copyright of Takara and the Tamsoft Corporation. Yeah!