_ _ , ` _ _ _ \ ___ , ` ,-- ` - | , \ ' | | | | | | ' , - ,- - - - - - | | | | , , ` ' ' | | | |. , , , ' ' | | | |,- - - , , >- - - - - -< | | | ` , , ' ' \__ | ` , < ' ' _ _ _ _ _ _ _ | _ _ _ | , ` `- - -, - - - |_ _ _ _ _ _ _| \__, ` | , | , ` _ _ _ _ _ ' |, ,` , , ` , ` _ , , , / / ` / _ \ , `--- , , ' () ' ' , . / | , / / _ ' , ` _ / ` - , ' ` \ , ," ` \ , , , ` _ _ _ _ _ _,`- / , - - - , . | , . ,_ _ `-- -- ' ` ` ' ` _ _ _ _ _ / Ranma ½ Bakuretsu Rantou-hen (Hard Battle) Super Famicom, by Masaya/NCS (1992) Super Nintendo, by DTMC (1992) FAQ v1.0 Last Updated on May 12 2001 By Ryouga (ryouga@videogamers.com) _______________________________________________________________________________ _______________________________________________________________________________ [Legal Disclaimer] This document is Copyright 2001, Ryouga (ryouga@videogamers.com) and may not be reproduced in any form without permission. Furthermore, this document may not be altered, edited, or sold without approval. If these terms are violated, proper legal action will be taken. Webmasters: If you want to use this document on your site, e-mail me and ask. I'm always happy to let people use my work, so long as they've been given permission. Any site found to be using this document without consent will be asked to remove it or suffer legal consequences. This document is unofficial and is in no way affiliated with any company. _______________________________________________________________________________ _______________________________________________________________________________ [Index] (I) [Introduction] (II) [Controls] (III) [Menus] (IV) [Characters] (V) [Secrets] (VI) [FAQ] (VII) [Acknowledgments] _______________________________________________________________________________ _______________________________________________________________________________ (I) [Introduction] - Story - Principal Kouchou is stirring up trouble by promising people various favors if they fight each other. - Features - Ranma ½ - Hard Battle is the second Ranma ½ fighting game on the Super Famicom system. It plays much more like Street Fighter 2 than the first game, and it has much better graphics, sound and a larger cast than the first. This was the only Ranma ½ game to be translated for the American Super Nintendo system. _______________________________________________________________________________ _______________________________________________________________________________ (II) [Controls] - Basics - NA: Normal Attack (default: Y button) PA: Power Attack (default: B button) Jump: Jump (default: X button) D: Down DF: Down-Forward U: Up DB: Down-Back F: Forward UF: Up-Forward B: Back UB: Up-Back Hold NA/PA: Charge - Some special moves require charging a certain attack button. The longer that the attack is charged, the stronger/faster/farther the attack will be. See the Characters list for more information on their individual charging techniques and their effects. If a special attack can be done with either NA or PA, using PA will deal slightly more damage. F/B+any attack (close): Throw - Must be used close to opponent. Cannot be blocked Any attack (after being thrown): Throw Recovery - After being thrown, press any attack right before hitting the ground to have your character land on their feet and take less damage. _______________________________________________________________________________ _______________________________________________________________________________ (III) [Menus] - 1P - A Story mode that pits one character on a quest against eight opponents, then in a final battle against Pantyhose Tarou and Panthose Tarou Transformed. (Only one version of Ranma is fought) - 2P - A two-player versus mode with all 12 characters, and both players can select the same character. Players can also select the background. - Team Challenge - A two-player team battle mode in which each player chooses five fighters (no doubles). The fights take place in order of position on each side, and the player with the most victories wins when all the matches are over. - Options - GAME LEVEL: Set the difficulty of the computer. (Beginner, Normal, Expert) TIME: Sets the time limit of the matches (30-Off) MUSIC: Test any of the background musics in the game (00-28) VOICE SE: Test any of the voice samples and sound effects (00-79) SOUND MODE: Set between Stereo and Monaural PAD CONTROL: Change the control setup between default settings A or B, or customize the controls for all of the six Super Nintendo buttons, plus Up on the control pad. _______________________________________________________________________________ _______________________________________________________________________________ (IV) [Characters] - Ranma - Thinking he would be excused from school exams if he could beat the fighters chosen by the principal, Ranma firmly resolved to devote his time to martial arts training, rather than the pursuit of academic discipline. [Normal Attacks] [Crouch Attacks] Palm Strike: NA Low Jab : NA Roundhouse Kick: PA Lunge Kick: PA [Close Attacks] [Air Attacks] Cross Punch: NA Knee Drop: NA Handstand Kick: PA Thrust Kick: PA (jump forward) Punt Kick: PA (jump up or back) [Special Moves] Double Jump (air): Jump -A second hop in mid-air that keeps Ranma in the air slightly longer. Cannot be used when jumping straight up, but rather jumping left or right. Heel Drop (air): D+PA -A mid-air heel drop that is useful for hitting opponents directly under Ranma. Cannot be used when jumping straight up, but rather left or right. Kachuu Tenshin Amaguriken: NA or PA rapidly -A rapid punch attack which can hit multiple times up close. Using NA lasts longer than PA. Rolling Kick: Charge PA, D+Release -Ranma quickly rolls forward and does a low kick. The longer the charge, the further the roll travels and the more damage it deals. Mouko Takabisha: Charge PA, F/B+Release -Ranma creates brief energy sphere that sends opponents flying back. The size of the blast depends on the length of the charge. Hiryuu Shoten Ha: NA+PA -Ranma creates a column of twirling flame around him. A good anti-air attack, although it leaves Ranma defenseless for a moment when the flame vanishes. +-----------------------------------------------------------------------------+ - Ranma-Chan - Thinking he would be excused from school exams if he could beat the fighters chosen by the principal, Ranma firmly resolved to devote his time to martial arts training, rather than the pursuit of academic discipline. [Normal Attacks] [Crouch Attacks] Lunging Punch: NA Low Kick: NA Roundhouse Kick: PA Low Lunging Kick: PA [Close Attacks] [Air Attacks] Gut Punch: NA High Kick: NA (jump up) Axe Kick: PA Flying Ball: NA (jump forward or back) Roundhouse Kick: PA (jump up) Thrust Kick: PA (jump forward or back) [Special Moves] Double Jump (air): Jump -A second hop in mid-air that propels Ranma-Chan quickly across the screen. Cannot be used when jumping straight up, but rather jumping left or right. Heel Drop: D+PA (jumping forward or back) -A mid-air heel drop that is useful for hitting opponents directly under Ranma-Chan. Cannot be used when jumping straight up, but rather jumping left or right. Kachuu Tenshin Amaguriken: NA or PA rapidly -A rapid punch attack which can hit multiple times up close. Using NA lasts longer than PA. Ranma-Chan covers a greater area with her punches than Ranma. Rolling Elbow: Charge PA, D+Release -Ranma-Chan quickly rolls forward and does an elbow strike. The longer the charge, the further the roll travels and the more damage it deals. Mouko Takabisha: Charge PA, F/B+Release -Ranma-Chan creates brief energy sphere that sends opponents flying back. The size of the blast depends on the length of the charge. Hiryuu Shoten Ha: NA+PA -Ranma-Chan creates a column of flame around her. A good anti-air attack, although it leaves Ranma-Chan defenseless for a moment when the flame vanishes. +-----------------------------------------------------------------------------+ - Akane - Akane is surrounded as usual by a hoard of boys asking her for a date. Her daily routine is to blast them off with a single blow. She pleaded with the principal to impose tighter school discipline. As you might expect, the principal has come up with something a little different... [Normal Attacks] [Crouch Attacks] Quick Kick: NA Low Punch: NA Roundhouse Kick: PA Sweep Kick: PA [Close Attacks] [Air Attacks] Gut Punch: NA Knee Drop: NA Overhead Chop: PA Thrust Kick: PA (jump forward or back) High Roundhouse: PA (jump up) [Special Moves] Nidan Mawashi Geri: F+PA -A quick double roundhouse kick that moves slightly forward. Shoumakuuhaken: NA+PA -Akane spins her arm around, then jumps into the air while punching straight up. A good anti-air attack. Shippu Bakuretsuken: Charge PA, F/B+Release -Akane spins her arm around, then quickly dashes across forward and punches. The longer the charge, the further the punch travels and the more damage it deals. +-----------------------------------------------------------------------------+ - Shampoo - Even though she puts a lot of energy into researching arcane potions, Shampoo has yet to enchant Ranma's heart. Then, she discovered the great tradition of Chinese proverbs! [Normal Attacks] [Crouch Attacks] High Kick: NA Low Kick: NA Double Lantern Strike: PA Sweep Kick: PA [Close Attacks] [Air Attacks] Quick Knee: NA Lunge Kick: NA (jump up) Lantern Crush: PA Elbow Drop: NA (jump forward or back) Flipping Heel Drop: PA (jump up) Dual Lantern Jab: PA (jump forward or back) [Special Moves] Double Jump (air): Jump -A second hop in mid-air that keeps Shampoo in the air slightly longer. Cannot be used when jumping straight up, but rather jumping left or right. Kakato Otoshi: D+PA (while jumping forward or backward) -A mid-air foot stomp that is useful for hitting opponents directly under Shampoo. Cannot be used when jumping straight up, but rather jumping left or right. Ryouga Retsushou Kyaku: NA+PA -Shampoo does a handstand and pushes herself up with a rising kick. Good anti-air attack. Mougeki Totsujinha: Charge PA, F/B+Release -Shampoo dashes forward and strikes twice with her lanterns. The longer the charge, the further the dash travels and the more damage it deals. +-----------------------------------------------------------------------------+ - Mousse - A magician's life in Japan has got to be exciting, yet Mousse still feels unfulfilled. Being at a loss, he consulted a suspicious-looking fortune teller in a Hawaiian shirt... [Normal Attacks] [Crouch Attacks] Yo-yo Strike: NA Low Yo-yo: NA Flail Drop: PA Maneki Neko Sweep: PA [Close Attacks] [Air Attacks] Swan Strike: NA Thrust Kick: NA (jump forward or back) Spiked Ball: PA Sai Thrust: NA (jump up) Katana Spin: PA [Special Moves] Iron Claw: F+PA -Mousse extends three blades from his sleeve, then retracts them. Keiranken: Charge PA, F/B+Release -Mousse pulls out a chicken and tosses eggs at his opponent. The longer the charge, the more eggs are thrown and the more damage they deal. Hyakuretsu Anki: NA or PA rapidly -A flurry of quick strikes with a variety of objects on sticks. Using NA lasts slightly longer than PA. Takazumeken (air): D+PA -Mousse drops down-forward in the air with a pair of talons on his feet. +-----------------------------------------------------------------------------+ - Ukyou - Expanding business is no longer a dream! Ukyou owns an Okonomiyaki restaurant. Her business interest has been stimulated by the principal's slick talk. While Ukyou polishes her spatula, her heart is already sailing to the South Sea islands. [Normal Attacks] [Crouch Attacks] Mini-Spatula Jab: NA Mini-Spatula Jab: NA Spatula Swipe: PA Spatula Swipe: PA [Close Attacks] [Air Attacks] Spatula Uppercut: PA Mini-Spatula Jab: NA (jump up) Dual Mini-Spatula: NA (jump forward or back) Spatula Swing: PA [Special Moves] Konjou Giri: F+PA -A spatula swipe that sends a short wave off the end of the spatula for a slightly longer reach. Tenkasu Kanshakudama Mikkusu: Charge PA, D+Release -Ukyou tosses a ball of pepper to the ground, which explodes on contact and hits multiple times. Charging the attack longer has no effect. Kohera Nage: Charge PA, F/B+Release -Ukyou tosses a mini-spatula across the screen. Charging the attack longer throws threes mini-spatulas instead of one, which creates a larger hit area. +-----------------------------------------------------------------------------+ - Genma - Having a rebellious son like Ranma has been a big headache and heartache for Genma Saotome. After hearing the principal's pep talk, Genma resolved to achieve his ultimate strength by any means available. In this way he could demonstrate his paternal dignity to the world. Even if it means transforming into a Panda! [Normal Attacks] [Crouch Attacks] Paw Jab: NA Low Paw Jab: NA Sign Smack: PA Sweep Kick: PA [Close Attacks] [Air Attacks] Overhead Sign: PA Thrust Kick: NA Roundhouse Kick: PA [Special Moves] Chichi No Ikari (throw): NA+PA -Genma spins in the air and knocks down his opponent, then bounces on them with his rear end. Must be done up close to the opponent. Chichi No Ikari Taibatsuhen: Charge PA, F/B+Release -Genma dashes forward and attacks with a tackle. The longer the charge, the longer the dash and the more damage it deals. Panda Hyakuretsuken: NA or PA rapidly -A flurry of paw jabs that can hit multiple times. Using NA lasts slightly longer then PA. +-----------------------------------------------------------------------------+ - Gosunkugi - When it comes to gloom and doom, Hikaru Gosunkugi is number one on the list at Furinkan High School. With a push from the principal, he's ready for his own personal pursuit, completely armed with candles tightly secured to his head. Now, he's full of dark power. [Normal Attacks] [Crouch Attacks] Hammer & Stake: NA Low Hammer Poke: NA Fierce Hammer & Stake: PA Low Mallet Smash: PA [Close Attacks] [Air Attacks] Hammer Poke: NA Downward Hammer Poke: NA Mallet Smash: PA Mallet Smash: PA Back Kick: NA (jump back) Fierce Back Kick: PA (jump back) [Special Moves] Daikaiten Waraningyou: NA+PA -Gosunkugi pulls out a straw doll and spins around while holding its legs. He moves slightly forward while doing this. Waraningyou Nage: Charge PA, F/B+Release -Gosunkugi pulls out a straw doll and tosses it across the screen. The longer the charge, the faster the doll travels across the screen. +-----------------------------------------------------------------------------+ - King - The King, a loser by nature, hasn't given up on his ambition to own a casino. He's been trying to improve his skill in foul play. He deals cards so perfectly that one might call it a deadly weapon. The principal heard about it and... [Normal Attacks] [Crouch Attacks] Card Poke: NA Sleeve Card Poke: NA Chip Smash: PA Low Dice Roll: PA [Close Attacks] [Air Attacks] Dice Smack: NA Chip Spin: NA Deer Headbutt: PA Mah Jhong Smash: PA [Special Moves] Ten Bow: Charge PA, F/B+Release -King pulls out a bow and shoots a long, narrow card across the screen. The longer the charge, the faster the card travels. Joker Shower (air): D+PA -King tosses three cards down at the ground, which do not travel very far. Cannot be used when jumping straight up or forward, but only jumping backward. +-----------------------------------------------------------------------------+ - Ryouga - Ryouga, the wanderer, accidentally lost his memory. He was taken in by the principal's slick talk and fooled into fighting faces from his past - even Akane, his heart-throb! [Normal Attacks] [Crouch Attacks] Jab: NA Low Kick: NA Jumping Roundhouse: PA Umbrella Sweep Kick (crouch): PA [Close Attacks] [Air Attacks] Elbow Jab: NA Heel Drop: NA Headbutt: PA Flying Lunge Kick: PA [Special Moves] Kasa Tsuki: F+PA -Ryouga jabs forward with his umbrella. Tobi Kasa Tsuki (air): D+PA -Ryouga jabs downward with his umbrella while falling. Cannot be used when jumping straight up, but rather jumping left or right. Shishi Houkoudan: NA+PA -Ryouga shoots forward a quick blast of energy. Quick move, since no charging is required. Bakusai Tenketsu: Charge PA, D+Release -Ryouga strikes the ground and sends two bouncing waves of rock across the screen. Charging the attack longer adds a third wave, and makes the attack move slower across the screen. Bandana Nage: Charge PA, F/B+Release -Ryouga tosses a headband across the screen. Charging the attack longer throws threes bandanas instead of one, which creates a larger hit area. +-----------------------------------------------------------------------------+ - Pantyhose Tarou - Pantyhose was given his name by Happosai, a mischievous elderly martial arts master. Now, if he could just find Happosai, make him take the name back, and give him a new one! [Normal Attacks] [Crouch Attacks] Cross Punch: NA Low Jab : NA Roundhouse Kick: PA Full Sweep Kick: PA [Close Attacks] [Air Attacks] Knee Smash: NA Knee Drop: NA Uppercut: PA Flying Heel Kick: PA [Special Moves] Sukashiki Kikku (air): D+PA -A foot stomp that can be useful for damaging opponents directly below. Cannot be used when jumping straight up, but rather jumping left or right. Senporaku: F+PA -Pantyhose strikes forward with a pair of pantyhose, which has decent range. Ippatsu Gyakuten Otokogeri: NA+PA -Pantyhouse launches himself forward with a blazing kick. +-----------------------------------------------------------------------------+ - Pantyhose Tarou (Transformed) - Pantyhose fell into a spring haunted by a bull, a duck, a snake and a yeti. The combination might be more embarassing than his name! [Normal Attacks] [Crouch Attacks] Jab: NA Horn Jab: NA Smash Punch: PA Horn Ram: PA [Close Attacks] [Air Attacks] Headbutt: NA Downward Jab: NA Forearm Smash: PA Straight Punch: PA [Special Moves] Mougyuu Totsushin: Charge PA, F/B+Release -Pantyhose dashes forward with his head down, ramming across the screen with his horns. The longer the charge, the further the dash and the more damage dealt. Jet Attack (air): D+PA -A very cheap downward-diagonal flying punch that can be used anytime while jumping. It is quite easy to beat the entire game using only this move, since the computer rarely blocks it. +-----------------------------------------------------------------------------+ - Happousai - A hidden character, Happousai only appears in 1P mode as Pantyhose Tarou's final opponent, but can be played as in any mode using the Debug code. If you try to play 1P mode with Happousai and lose a match, the game freezes. [Normal Attacks] [Crouch Attacks] Short Jab: NA Low Short Jab: NA Short Kick: PA Low Short Kick: PA [Close Attacks] [Air Attacks] Cross Punch: NA Poke Kick: NA Handstand Kick: PA Short Kick: PA [Special Moves] Sliding Kick: DF+PA -A quick sliding kick that doesn't travel very far. Happou Daikarin: Charge PA, D+Release -Happousai tosses a pineapple-shaped bomb forward, which explodes when it hits the ground. The longer the charge, the more bombs are thrown, the larger the blast and the more damage it does. Fireball: Charge PA, F/B+Release -Happousai tosses a tiny fireball across the screen. Charging longer will make the fireball slightly bigger, but not by much. Happou Aura: NA+PA -Happosuai grows immensely for a second and damages by touch. A good anti-air attack with nearly no lag time before or after. _______________________________________________________________________________ _______________________________________________________________________________ (V) [Secrets] - Debug Code - At the background select screen or VS screen, press and hold R, X, and A. A debug menu screen will appear. From here, any player can change their Character to Happousai, since this is the only way to control him. GAME LEVEL: Difficuly of the computer (Beginner, Normal, Expert) STAGE: Set the background of the battle. CHARACTER: Sets the character of player 1 PLAYER: Sets the control of player 1 (Human/Computer) (The various Rates can changed, but have no effect on gameplay.) CHARACTER: Sets the character of player 2 PLAYER: Sets the control of player 2 (Human/Computer) (The various Rates can changed, but have no effect on gameplay.) - Fight Computer in 2P and Team Challenge Modes - Hold L and R on the Character Selection screen to change the other player's character. Press Y to select your computer-controlled opponent. - Unlock Pantyhose Tarou and Pantyhose Tarou Transformed in 1P mode - Complete the game once to unlock both Pantyhose characters in 1P mode. Alternatively, at the title screen, press Up, Right, Down, Left, Up, X, Select. - View Cinemas - At the title screen, press Select, X, Up, Left, Down, Right, Up. Cycle through the names to view any character's Open, Lose, Mid, or End cinemas. - Game Genie Codes - Use these codes with a Game Genie cheat peripheral: DDD7-8407 : Every attack knocks out opponent with one hit. DD6B-D700 : No recoil to attacks when opponent is cornered. _______________________________________________________________________________ _______________________________________________________________________________ (VI) [FAQ] - What is the difference between the American and Japanese versions? The voices are the only thing that are different, based on the voice actors from the anime of whatever language the game is in. - Why are there two Ranmas? Ranma is a boy that has been cursed to turn into a girl when he's touched by cold water. They are the same person, but both forms are individual characters in this game. - Who is that guy that says "Ha Ha Ha! You won't be fighting me this time!" ? That's Principal Kouchou Kunou. He was a fighting character in the Super Famicom game Ranma ½ Chonai Gekitosen, which was released in Japan before this game. He's also as crazy as a loon. _______________________________________________________________________________ _______________________________________________________________________________ (VII) [Acknowledgments] -Rumiko Takahashi, for creating the wonderful Ranma ½ universe. -Masaya/NCS, for making this game. -Damius, for putting up with my constant Ranma-related ramblings. -CJayC, for his devotion to GameFAQs. _______________________________________________________________________________ _______________________________________________________________________________