,______        ,______        ,______        [ title ] sokkou seito kai:
|\     \       |\     \       |\     \                 sonic council
|#\     \      |#\     \      |#\     \      [systems] sega saturn (japanese)
|##\     \     |##\     \     |##\     \     [version] 0.8 [2000.12.17]
 \##\     \     \##\     \     \##\     \    [made by] The KiD
  \##\     \     \##\     \     \##\     \   [address] oodzume@hotmail.com
   \##\     \     \##\     \     \##\     \  [moniker] "Sanosuke" [GameFAQs]
    \##\     \     \##\     \     \##\     \
     \##\     \_____\##\     \_____\##\     \
      \##\                                   \
       \##\_____,     ____      ____     _____\  What's new in this version?
        \###%%%%|\    \%%|\     \%%|\    \%%%%|    - Changed FAQ format
         \#%%%%%|#\    \%|#\     \%|#\    \%%%|    - Game system dissection
          \%%%%%|##\    \|##\     \|##\    \%%|      layout
            \##\    \\##\     \\##\    \     - Combos in separate FAQ
                  \##\               \     - Additional moves & notes
                   \##\________       ________\    - Translations fixed
                    \###%%%%%%%|\     \%%%%%%%|    - Character's seiyuu and
                     \#%%%%%%%%|#\     \%%%%%%|      personal information
                      \%%%%%%%%|##\     \%%%%%|
                        \##\     \
                                 \##\     \
                                  \##\     \
                                   \##\     \
                                    \##\     \
                                     \##\_____\
                                      \#|%%%%%|
                                       \|%%%%%|
                                         
 Copyright 1998-2K "The KiD"

 The following FAQ you are looking         The most updated issue of the FAQ
 through was made by me, "The KiD"         will be given to www.gamefaqs.com
       <Oodzume@hotmail.com>          D    primarily. Unless denoted, if any
 Made for the use of only personal    I    other location has it, then nine-
 and/or private purposes. Whenever    S    times-outta-ten it was ripped out
 reproduced, electronically is the    C    from there. If placed on a freely
 way it must be done. However, the    L    assessable webpage/site, this FAQ
 correctness and accuracy of any &    A    may be altered to fit any certain
 all material listed with this FAQ    I    guidelines, but this disclaimer &
 isn't 100% guaranteed. Any errors    M    copyright info must remain in its
 or omissions that inflict damages    E    original form and state. Capsice?
 or problems towards anything will    R    If by now you have a problem with
 NOT be the author's fault. That's         any preceding info, then maybe it
 how affairs work here. Comprende?         would be best to try another FAQ.

   For no reason should this FAQ be used for profitable and/or promotional
   purposes (i.e- published in guides, magazines, hint books, etc). That's
   final.. Along with that note, nor is this document to be given out as a
   sort of gift with purchases. It's not my forte to write all this to get
   others rich. Any who have enough interest in this FAQ and wish to place
   it on their site, send a letter about your webpage (do include the URL)
   and I'll get back to you ASAP. In any other case, the answer's no. N-O.
   Just don't even bother to ask or waste the time writing. All copyrights
   and trademarks are acknowledged that aren't specifically printed within
   this FAQ. Please give credit where it's due.. or I'll find you. Period.
     Plagiarism sucks. "The KiD" has written, so it shall be spoken.  =)

 The characters of 'Sonic Council' are (c) 1998 BanPresto Co., Ltd.
 All rights reserved.

 This FAQ is available at the following places:
------------------------------------------- Sokkou Seito Kai: Sonic Council -
GameFAQS                                                     www.gamefaqs.com
Sonic Council Site (In Japanese)               www.age.ne.jp/x/darkness/sonic

  A note to other sites: DO NOT rip off this document from GameFAQs.com and
  just place it on your webpage. It becomes an annoyance to find my work at
  other locations I KNOW I didn't send it to. With that stated, I take this
  moment to bitch at "Just the FAQs" <faqs.simplenet.com> that have "stole"
  my 'Groove On Fight' and 'Bulleta' FAQs in the past. If you're that eager
  to have this FAQ as an addition to your site, it's not that hard to write
  a letter and just ask me for it. If you can't do that, make your own FAQ.

                 ..Alright, I'm done ranting and raving. Have a nice day. ^_^

=============================================================================
  t a b l e  o f  c o n t e n t s
=============================================================================

 1. S T O R Y

 2. F A Q  N O T A T I O N

 3. B A S I C  C O M M A N D S

 4. T H E  C O U N C I L
 
      - ai honda
      - akio shibata
      - aya sakai
      - kumiko gotou
      - mika ii
      - naoko hattori
      - rika sanada
      - tesshou katou
      - yasunori ishida
      - yuuko sakakibara

 5. S Y S T E M  D I S S E C T I O N

      - movement: walking / dashing / jumping
      - attacking
      - guarding
      - sonic shift
      - reversals
      - throwing
      - life gauge
      - "killing spirit" gauge
      - idou okiagari / getting up movement
      - dizzy and recovery
      - taunting
      - combos / sonic chain combos
      - "chou cancel" techniques

 6. M I S C E L L A N E O U S  I N F O

      - secrets
      - special thanks
      - translations
      - revision history
      - final note

=============================================================================
  1.   s t o r y
=============================================================================

  Jinsoku Koutougakkou. Itten, doko ni domo aru gakkou da ga, soko ni wa 
jinchi o koeru kakutou nouryoku [tetsuwan] o hoji suru butou ha joshikousei 
yonin gumi shiki seito kai ga sonzai shi ta. Yabou afureru kanojo ra o hito wa 
[sokkou seito kai] to yo n da.
   Aru hi, [daiuchuu kassai] na ru, to~namento fuu bugei taikai no sanka 
shoutaijou ga machijuu no [tetsuwan] gakusei no moto ni todoku. Nandemo, 
yuushousha ni wa uchuu no chikara ga sazuke ra re ru shiino da ga, sono 
usankusai furekomi no seika, daremo ga tegami o gomibako ni danku shita.
   Shikashi [sokkou seito kai] no yonin wa, kuchiguchi ni [machikire ne~] 
[to~namento dewa deban ga tari nai][sono hi heisha][igai sei o motome 
tai][nado temae katte na ko to o kata i idashi, tsuini sankasha to moku sareru 
gakusei o katappashikara osou toiu hou kyo ni de toshimau.
   Soshite taikai ga hajima tte i nai no ni, [tetsuwan] gakusei wa, [sokkou 
seito kai] to sono raibaru-tachi o fukumu kunin o nokosu no mi, to na tte 
itano de aru.

  [Trust me. It will be translated.]

   Jinsoku Senior High School. First glance, where with but school certain, 
there knowledge to cross over hand-to-hand fighting ability [iron arm] to 
maintain arms/warrior fight/war school female high-school student four person 
assemble style pupil meeting existence. Ambition to flood she/girlfriend 
person [Quick Attack Student Gathering] invite.

   One day, [big universe living ritual] become/turn, tournament wind martial 
arts participation written invitation town middle [iron arm] student's origin 
to reach. What however, victory/championship with, universe's strength 
instruct appears like/seem, that suspicious looking ??, everyone letter 
garbage box with dunk.

   However, Sokkou Seito Kai's four people, every month [the day dentist]

   And the tournament begins ??? although, [iron arm] students, [Quick Attack 
Student Gathering] and those rivals include only 9 people left behind, to be.


=============================================================================
  2.   f a q  n o t a t i o n
=============================================================================

  Controller Notation -------------------------------------------------------

   ub    u    uf       Jump Up-Back       Jump Up       Jump Up-Forward
     \   |   /
  b --   N   -- f      Retreat/Block      Neutral       Advance
     /   |   \
   db    d    df       Block Low/Crouch   Crouch        Offensive Crouch

       Reverse forward and back if on right side of screen or Player 2.

  Button Notation -----------------------------------------------------------

       L      R                   Chouhatsu     Sonic Shift

   LP     MP     HP       Light Punch   Medium Punch   Hard Punch

   LK     MK     HK       Light Kick    Medium Kick    Hard Kick

 Button notation can be rearranged in the Control Menu at the Option Screen.

  FAQ Abbreviations ---------------------------------------------------------

 P / K        - press any Punch / Kick button
 PP / KK      - press any two Punch / Kick buttons
 +            - stands for "and"
 /            - stands for "or"
 (air)        - the move can be used both on the ground or in the air
 ?~?          - can use anything within that range
 (movename)   - a move that has no specific name to it, but is noted for
                having a unique principle or command to execute it
 qcf / qcb    - motion (d,df,f) or (d,db,b) on the controller
 Charge       - hold the indicated direction for a minimum of two seconds
                before performing the following command(s)

=============================================================================
  3.   b a s i c  c o m m a n d s
=============================================================================

 The following list are the overall moves that each character possesses.

  Standing Block                       Hold b when attacked
  Crouching Block                      Hold db when attacked
  Kuuchuu Block (mid-air block)        In air, hold b / ub / db when attacked

  Dash                                 Press f,f
  Dash Cancel                          Press b / d when dashing
  Dash Jump                            Press uf when dashing
  Dash Kougeki (dash attack)           Press attack button when dashing
  Backstep                             Press b,b

  Nage (throw)                         When close, f / b + P / K
  Ground Recovery                      Normally stand after knockdown
  Forward Idou Okiagari (ahead roll)   Hold f after knockdown
  Backward Idou Okiagari (back roll)   Hold b after knockdown

  Dizzy                                Hit opponent repeatedly
  Dizzy Recovery                       Tap buttons and motion pad when dizzy
  Chouhatsu (taunt)                    Press L shoulder
  Sonic Shift                          Block, press R shoulder

=============================================================================
  4.   t h e  c o u n c i l
=============================================================================

AI HONDA  |-----------------------------------------------------|  Orikasa Ai
  Position : Jinsoku Koukou San Nen Hi Gumi
             (Jinsoku Senior High School Third Year: Fire Class)
  Division : Sokkou Seito Kai Fukukaichou
             (Sokkou Student Meeting Vice-President)
  Stats    : 181 cm [5'11"] // 57 kg [126 lbs] // B85-W57-H86 cm [33-22-34]
|---------------------------------------------------------------------------|

  Honda Tai Kuu                     f,d,df + P
  Honda Flame                       qcf + K
  Honda Renda                       Tap P rapidly
  (flame punch)                     Press HP
  (overhead punch)                  f + HP
  (axe kick)                        f + HK
  (slide)                           d + HK / While crouching, press HK
  (shoulder ram)                    f,f + HP
  (scissor kick)                    f,f + HK

  Mega Honda Tai Kuu                f,d,df + PP
  Mega Honda Dive                   In air, f,d,df + PP
  (Honda Kougeki)                   qcf,qcf + KK

 - As the opponent is falling from the Honda Tai Kuu while aflame, they can
   be hit with another attack.
 - The Honda Flame will only hit the opponent once. However, it will inflict
   multiple hits if it's blocked.
 - The HP Honda Renda is the only one that ends with a flame punch.
 - The Mega Honda Tai Kuu and Mega Honda Dive can only be Chou-Cancelled out
   of on their vertical climbs. In addition, it can only be done once. So if
   you cancel out of the Mega Honda Tai Kuu into a Mega Honda Dive, you won't
   be able to cancel into another Mega Honda Dive.
 - The (Honda Kougeki) is a super attack that isn't listed in the instruction
   booklet. It's an unblockable attack rush.
 - You can only Chou-Cancel out of the (Honda Kougeki) once last hit is done
   where both Ai and her opponent are in the air. However, it seems that if
   you cancel into the Mega Honda Dive, it won't hit to juggle the opponent.
 - The Overhead Punch, Axe Kick, and downward arcs of the Mega Honda Tai Kuu
   and Mega Honda Dive are overhead attacks and must be blocked high.

[ Winning Quotes ]
 1) Chou ki ue ga rini kasane Honda.. a, aru? Chou ki te konee zo?
 2) Juuyou na no wa, yaru ki to shuuchuu ka.
 3) Kimatta na.
 4) Panchi, panchi, ja~npu, kikku, dasshu ki~kku, panchi, chouhatsu, pa.. a,
    mou owari?
  - Punch, punch, jump, kick, dash kick, punch, taunt, pu.. eh? over already?


AKIO SHIBATA  |-----------------------------------------------|  Ootsuka Akio
  Position : Uchuu Banshou
             (The Universe Boss)
  Stats    : 192 cm [6'04"] // 80 kg [176 lbs] // B141-W88-H94 cm [56-34-37]
|---------------------------------------------------------------------------|

  Freeze Throw                      When close, f / b + MP / HP
  Power Punch                       qcf + P
  Power Mine (close)                qcb + LP
  Power Mine (mid)                  qcb + MP
  Power Mine (far)                  qcb + HP
  (tornado kick)                    Press HK
  (power lift)                      f,f + HP / While crouching, press HP
  (flying crescent)                 f,f + HK

  Divine Blitz                      qcf + PP
  Testament Light                   qcb + PP

 - The Freeze Throw encases the opponent in a block of ice, disabling them to
   move for a short period. They become free of the stun after a second or if
   they are attacked.
 - The Power Punch consists of two hits. The second will happen only if the
   sliding punch hits. The higher the strength button used will have Akio
   move forward slightly further.
 - As the opponent is falling from the Power Mine while aflame, they can be
   hit with another attack.
 - You cannot Chou-Cancel out of the Divine Blitz.
 - The Testament Light has tracking ability. All the blasts will combo one
   after the other if the opponent is against the wall. Akio can move and
   attack as normal while the blasts are coming down.
 - The Power Lift and second hit of the Tornado Kick must be blocked low.


AYA SAKAI  |--------------------------------------------------|  Hisakawa Aya
  Position : Jinsoku Koukou San Nen Mizu Gumi
             (Jinsoku Senior High School Third Year: Water Class)
  Division : Sokkou Seito Kai Shoki
             (Sokkou Student Meeting Secretary)
  Stats    : 176 cm [5'9"] // 51 kg [112 lbs] // B93-W58-H86 cm [37-23-34]
|---------------------------------------------------------------------------|

  Geki Pen                          qcf + P
  Maru Be Ta (close)                qcb + LP
  Maru Be Ta (mid)                  qcb + MP
  Maru Be Ta (far)                  qcb + HP
  Ten Byou (close)                  d,u + LP
  Ten Byou (mid)                    d,u + MP
  Ten Byou (far)                    d,u + HP
  (pen surf)                        In air, d + MP
  (dashing slide)                   f,f + LK / MK
  (power kick)                      f,f + HK

  Ryuu Sen                          qcf + PP
  Shuu Chuu Sen                     f,d,df + PP

 - The Maru Be Ta, Ten Byou, Ryuu Sen, and Shuu Chuu Sen are all moves that
   separate the large pen from Aya. While separated, she is unable to do any
   of the four moves that are listed above until the pen returns to her side.
   Secondly, Aya is able to move around freely and attack as normal, but her
   attacks become short-ranged and weaker.
 - The Maru Be Ta is unblockable.
 - The higher the strength button used for the Ten Byou will have the pen go
   slightly higher and move forward slightly further.
 - You cannot Chou-Cancel out of the Ryuu Sen or Shuu Chuu Sen.
 - The Pen Surf and Power Kick are overhead attacks and must be blocked high.
   The Dashing Slide must be blocked low.


KUMIKO GOTOU  |--------------------------------------------|  Watanabe Kumiko
  Position : Jinsoku Koukou San Nen Hi Gumi
             (Jinsoku Senior High School Third Year: Fire Class)
  Division : Sokkou Fuuki Iinkai Iinchou Hosa
             (Sokkou Public Morals Committee Meeting Chairperson Assistant)
  Stats    : 188 cm [6'2"] // 61 kg [134 lbs] // B84-W59-H85 cm [33-23-33]
|---------------------------------------------------------------------------|

  Joudan Atemi Throw                hcb + LP
  Chuudan Atemi Throw               hcb + MP
  Gedan Atemi Throw                 hcb + HP
  Satsu Ma Kyuu: 1-gou              hcf + K
  (launch punch)                    Press HP
  (power kick)                      Press HK
  (diving tumble)                   f + HP
  (dashing slam)                    f,f + MP
  (dashing slide)                   f,f + HP
  (power dropkick)                  f,f + HK

  Satsu Ma Kyuu: 2-gou              hcf + PP (misses from afar)
  Satsu Ma Kyuu: 3-gou              hcf + KK

 - The Joudan Atemi Throw, Chuudan Atemi Throw, and Gedan Atemi Throw are
   counter-attack moves. Each counters a different level of attack: Joudan
   for high-range attacks, Chuudan for jumping and mid-range attacks, and
   Gedan for low-range attacks. If Kumiko is struck when her hands are out,
   she receives no damage and responds with a Satsu Ma Kyuu-type attack that
   tosses the opponent across the screen.
 - The Satsu Ma Kyuu: 1-gou and Satsu Ma Kyuu 3-gou are throw moves, but can
   be blocked. Satsu Ma Kyuu 1-gou bounces the opponent up off the ground,
   allowing Kumiko to score another free attack.
 - You cannot Chou-Cancel out of the Satsu Ma Kyuu: 2-gou or Satsu Ma Kyuu:
   3-gou.
 - Being a close throw, the Satsu Ma Kyuu: 2-gou is unblockable.
 - The Diving Tackle is an overhead attack and must be blocked high. The
   Dashing Slide must be blocked low.


MIKA II  |------------------------------------------------------|  Kanai Mika
  Position : Jinsoku Koukou Ni Nen Chi Gumi
             (Jinsoku Senior High School Second Year: Earth Class)
  Division : Sokkou Seito Kai Kaikei
             (Sokkou Student Meeting Treasurer)
  Stats    : 143 cm [4'8"] // 39 kg [86 lbs] // B80-W55-H81 cm [31-22-32]
|---------------------------------------------------------------------------|

  Spiral Screw                      qcf + P
  Crazy Cat (close)                 qcf + LK
  Crazy Cat (mid)                   qcf + MK
  Crazy Cat (far)                   qcf + HK
  Crazy Cat Spring (low arc)        Press LK after Crazy Cat
  Crazy Cat Spring (mid arc)        Press MK after Crazy Cat
  Crazy Cat Spring (far arc)        Press HK after Crazy Cat
  Circus Metro (close)              qcb + LK
  Circus Metro (mid)                qcb + MK
  Circus Metro (far)                qcb + HK
  (diving multi kick)               Press MK in air on descent
  (advance flip kick)               f + MK
  (advance slide punch)             d + HP
  (launcher kick)                   d + HK
  (slide)                           df + HP
  (dive)                            f,f + MP
  (hopping bomb)                    f,f + MK
  (overhead flip kick)              f,f + HP
  (power dropkick)                  f,f + HK

  Final Scramble                    b,d,db + PP
  Space Canyon                      d,u + KK

 - The HP Spiral Screw will knock the opponent across the screen for the
   final hit.
 - The Crazy Cat is a variable-style attack. Meaning, you can do the first
   part one way, and the second part another. For example, you can perform
   the rolling strike with LK, and then press HK for Mika to do a long
   distance overhead spring. If the forward roll hits the opponent, you can't
   have Mika spring for another hit.
 - You cannot Chou-Cancel out of the Final Scramble or Space Canyon.
 - The Space Canyon can hit the opponent as Mika is rising up in the air. If
   it does, the downward collision hit is guaranteed. If the Space Canyon's
   downward attack is missed, Mika will slide along the ground until her
   momentum stops. She is then vulnerable to attacks.
 - The Crazy Cat Spring on its descent, Advance Flip Kick, Dive, Overhead
   Flip Kick, Final Scramble, and Space Canyon are overhead attacks and must
   be blocked high. The Advance Slide Punch and Slide must be blocked low.


NAOKO HATTORI  |-----------------|  Matsui Naoko [Gander-maru: Kawana Midori]
  Position : Jinsoku Koukou San Nen Kaze Gumi
             (Jinsoku Senior High School Third Year: Wind Class)
  Division : Hagure Ninja
             (Stray Ninja)
  Stats    : 166 cm [5'5"] // 45 kg [99 lbs] // B84-W57-H85 cm [33-22-33]
|---------------------------------------------------------------------------|

  Nin Neko Otoshi (close)           qcf + LK
  Nin Neko Otoshi (mid)             qcf + MK
  Nin Neko Otoshi (far)             qcf + HK
  Ninpou Ba Gu (80 degrees)         qcb + LK
  Ninpou Ba Gu (45 degrees)         qcb + MK
  Ninpou Ba Gu (20 degrees)         qcb + HK
  Kasumi Giri                       qcf + P
  (cat call)                        qcf / qcb + K when cat isn't near
  (wall bounce)                     b,d,db + P
  (step-in elbow)                   Press HP
  (hop slam)                        f + MP
  (gut punch)                       f + HP
  (surprise exchange)               f,f + LP
  (scissor kick)                    f,f + HP
  (overhead flip kick)              f,f + HK

  Chou Ninpou Suisei Otoshi         qcf + KK
  Chou Ninpou Baku En En Bu         qcb + KK

 - The Cat Call causes Gander-maru to return to Naoko faster. The more times
   it's done, the faster Gander-maru will move. The Nin Neko Otoshi, Ninpou
   Ba Gu, and Chou Ninpou Suisei Otoshi all require Naoko to have Gander-maru
   at her side or she will instead do the Cat Call.
 - The Kasumi Giri and Wall Bounce can sometimes be avoided by crouching.
 - The strength of the punch button used to do the Wall Bounce determines how
   many times Naoko bounces off the sides before she kicks. WP is one bounce,
   MP is two bounces, and HP is three bounces.
 - The Surprise Exchange switches places with the opponent even if the attack
   itself doesn't connect.
 - You cannot Chou-Cancel out of the Chou Ninpou Suisei Otoshi or Chou Ninpou
   Baku En En Bu.
 - The Chou Ninpou Suisei Otoshi is unblockable. If Naoko misses the grab,
   she will trip on the ground and Gander-maru will slam into her instead for
   damage. However, if the grab is missed, but the opponent is still close to
   where Naoko falls, Gander-maru will crash into BOTH to do damage to each.
 - The Hop Slam, Scissor Kick, and the kick from the Wall Bounce are overhead
   attacks and must be blocked high.


RIKA SANADA  |----------------------------------------------|  Matsumoto Rika
  Position : Jinsoku Koukou San Nen Ten Gumi
             (Jinsoku Senior High School Third Year: Heaven Class)
  Division : Sokkou Fuuki Iinkai Iinchou
             (Sokkou Public Morals Committee Meeting Chairperson)
  Stats    : 162 cm [5'4"] // 50 kg [110 lbs] // B82-W56-H86 cm [32-22-34]
|---------------------------------------------------------------------------|

  Ankoku Shiki Star (close)         qcf + LP
  Ankoku Shiki Star (mid)           qcf + MP
  Ankoku Shiki Star (far)           qcf + HP
  Ankoku Shiki Flash                In air, qcb + P
  Super Jump                        d,u
  (step-in punch)                   Press HP
  (double kick)                     Press HK
  (darkness upper)                  f,d,df + P
  (gut punch)                       f + MP
  (single mid kick)                 f,f + MK
  (double kick launcher)            f,f + HK

  Ankoku Shiki Punch Laser Special  qcf + PP
  Ankoku Shiki Circular Guillotine  qcf + KK

 - The higher the strength button used for the Ankoku Shiki Star will have
   Rika move downward faster. The HP Ankoku Shiki Star goes full-screen.
 - The Super Jump only moves Rika forward. She cannot do any attacks while in
   the air.
 - The Ankoku Shiki Punch Laser Special will knock the opponent across the
   screen for the final hit.
 - If the opponent is close to the side of the screen, the returning hit of
   the Ankoku Shiki Circular Guillotine will hit them.
 - You cannot Chou-Cancel out of the Ankoku Shiki Circular Guillotine.
 - The Gut Punch, Single Mid Kick, and Double Kick Launcher are overhead
   attacks and must be blocked high. The first kick of the Double Kick must
   be blocked low.


TESSHOU KATOU  |---------------------------------------------|  Genda Tesshou
  Position : Issen Koukou Sannensei
             (Issen Senior High School Junior)
  Division : Senkou Seito Kai Fukukaichou
             (Senkou Student Meeting Vice-President)
  Stats    : 208 cm [6'10"] // 93 kg [205 lbs] // B150-W97-H106 cm [59-38-42]
|---------------------------------------------------------------------------|

  Gen Gen Oshikiri Shou             qcf + P, hold P, then release
  Gen Gen Kata Sukashi              qcf + K
  Jumping Power Bomb                hcb + P (misses from afar)
  (overhead crescent)               f + MK
  (shin swipe)                      f + HK
  (launch palm)                     d + HP
  (power chop)                      f,f + HP
  (power flip)                      f,f + HK

  Tooshi                            qcf + PP (misses from afar)
  Gen Gen Tsukkake Shou             qcb + KK

 - The longer you hold down the button for the Gen Gen Oshikiri Shou does not
   increase damage; only range. Charging the same strength version for one or
   even five seconds will deal the same amount of damage. The HP version at
   full charge will reach about 3/4 screen distance.
 - The Gen Gen Kata Sukashi is a "fake" version of the Gen Gen Oshikiri Shou.
 - Hint: To gain "Yaru Ki" Energy quickly, keep doing the LK Gen Gen Kata
   Sukashi. They will cancel each other every time.
 - The higher the strength button used when doing the Jumping Power Bomb has
   Tesshou slide forward a bit further.
 - The Tooshi is unblockable.
 - You cannot Chou-Cancel out of the Gen Gen Tsukkake Shou.
 - The Overhead Crescent, Power Chop, and Power Flip are overhead attacks and
   must be blocked high. The Shin Swipe must be blocked low.


YASUNORI ISHIDA  |--------------------------------------|  Matsumoto Yasunori
  Position : Issen Koukou Sannensei
             (Issen Senior High School Junior)
  Division : Senkou Seito Kai Kaichou
             (Senkou Student Meeting President)
  Stats    : 157 cm [5'2"] // 54 kg [119 lbs] // B91-W72-H87 cm [36-28-34]
|---------------------------------------------------------------------------|

  Combination Den Sou Kyaku:
    Rai Jin Shuu                    qcf + LK (air)
    Rai Sen Geki                    qcf + MK (air)
    Rai Zan Kyaku                   qcf + HK (air)
  Sei Juu Tai                       qcb + K
  (step-in sidekick)                f + MK
  (heel crescent)                   f + HK
  (vertical kick)                   b + MK
  (rising elbow)                    f,f + HP
  (launch high kick)                f,f + HK

  Zetsu: Gou Rai Kyaku              qcb + PP (air)
  Chou: Jigen Sen Tou Sai           f,d,df + KK

 - The Den Sou Kyaku Combination consists of three separate lightning kicks:
   the Rai Jin Shuu, Rai Sen Geki, and Rai Zan Kyaku. They can be linked
   together one after the other only if the previous kick hits. Once one is
   performed, Ishida can move to another one. Normally, Ishida attacks from
   the Rai Jin Shuu up to the Rai Zan Kyaku. But, he is able to work back
   (Rai Zan Kyaku to Rai Jin Shuu) or even start with the Rai Sen Geki and go
   either way. The catch is that Ishida cannot repeat an attack in _any_
   string. For example, if Ishida hits a grounded opponent with the Rai Jin
   Shuu, then chains into the Rai Sen Geki to send them both into the air,
   Ishida can't finish the string with another Rai Jin Shuu or Rai Sen Geki.
   Only a Ran Zan Kyaku can be done.
 - A mid-air Rai Jin Shuu will knock the opponent across the screen.
 - The Rai Zan Kyaku will not link after the Rai Jin Shuu on the ground.
 - The Sei Juu Tai is a counter-attack move. If Ishida is attacked while his
   back is turned, he receives no damage and responds with a windmill kick-
   type move. The higher the strength button you use will keep Ishida with
   his back turned longer.
 - Unlike other counters, Ishida can additionally counter projectiles with
   his Sei Juu Tai. However, it's not a counter where he would send them back
   to the opponent, like Athena's Psycho Barrier from 'King of Fighters'.
   However, if hit with a projectile while his back is turned, Ishida will
   receive NO damage, and still perform his windmill kick attack. If the
   opponent is close enough, they will be hit as normal with it.
 - You cannot Chou-Cancel out of the Zetsu: Gou Rai Kyaku.
 - Unless the opponent is close to the corner, Ishida will fly right through
   them when the Chou: Jigen Sen Tou Sai hits them. Otherwise, it will juggle
   them against the wall.
 - The Rai Zan Kyaku, Heel Crescent, and Launch High Kick are overhead
   attacks and must be blocked high.


YUUKO SAKAKIBARA  |-----------------------------------------|  Mizutani Yuuko
  Position : Jinsoku Koukou San Nen Ten Gumi
             (Jinsoku Senior High School Three Year: Heaven Class)
  Division : Sokkou Seito Kai Kaichou
             (Sokkou Student Meeting President)
  Stats    : 173 cm [5'8"] // 42 kg [93 lbs] // B74-W54-H81 cm [29-21-32]
|---------------------------------------------------------------------------|

  Yuuko Slash (one)                 Charge b,f + LP / MP
  Yuuko Slash (two)                 Charge b,f + HP
  Yuuko Intellectual (standing)     Charge d,u + LP
  Yuuko Intellectual (rising)       Charge d,u + MP / HP
  Death Yuuko (close)               Charge d,u + LK
  Death Yuuko (mid)                 Charge d,u + MK
  Death Yuuko (far)                 Charge d,u + HK
  (suplex)                          hcb + P (misses from afar)
  (slasher)                         f,f + HP

  Yuko No Bomb                      Charge d,u + PP
  Yuko Melodious                    f,b,f + PP

 - After charging any of Yuuko's moves for the standard minimum two seconds,
   once you release the charge direction, Yuuko will have that charge stored
   for about a half-second. For example, if you hold back for the Yuuko
   Slash, you can let back go and wait a moment before you press forward and
   the attack button and Yuuko will still do the attack as normal.
 - The HP Yuuko Intellectual will not knock the opponent down.
 - The Death Yuuko is an overhead attack and must be blocked high.
 - You cannot Chou-Cancel out of the Yuuko Melodious.
 - Chou-Canceling the Yuuko Melodious after a Yuuko Intellectual or Yuuko No
   Bomb will "magically" place Yuuko back onto the ground before the super.

=============================================================================
  5.   g a m e  s y s t e m  d i s s e c t i o n
=============================================================================

  Movement: walking / dashing / jumping  |----------------------------------|
_____________________________________________________________________________

 As a given, each character can walk back and forward on the field or jump up
 in any upward direction. Each character also has the ability to dash (Press
 f,f) or backstep/backdash (Press b,b). This increases the speed of movement
 in the direction you wish to go. When you dash forward, the momentum will
 move your character to get in "deeper" to attack and perform chain combos
 (discussed also in the "Sonic Chain Combos" section). Dashes can be halted
 by pressing back or down before it ends. The character will skid to a stop
 where you commanded them to. Useful if you anticipate an attack that could
 strike you.

 As stated, anyone is able to jump in any upward direction. Another way of
 jumping is the dash jump. As you are forward dashing, pressing up-forward
 will make you jump at an angle that stretches across more of the screen.

 Two people have special jumps. Rika Sanada has a Super Jump special move
 that allows her to leap from one side of the screen to the other. Naoko
 Hattori has her Wall Bounce special move, which can double as a triangle
 jump (to jump against the wall and push off to jump again).


  Attacking  |--------------------------------------------------------------|
_____________________________________________________________________________

 Much to the joy of veteran Capcom players out there that can't play anything
 other than that format, 'Sonic Council' has adopted the 6-button control
 system. So, there are three punches and three kicks. Normally, kick attacks
 do more damage than a punch. However, they are slower in execution.

 The further you move down the row of buttons, the more damage an attack
 does. Light Punch/Kick are extremely swift moves that characters are able to
 combo two or three off an opponent no problem. The downside it that they are
 also weak in taking off damage. Medium Punch/Kick are intermediate; taking
 the average of both speed and strength. Hard Punch/Kick are the attacks that
 so the most damage overall, but are the slowest to hit as well. Using the
 other buttons to do character's special moves can have certain principles
 happen. For example, for Ai Honda's Honda Tai Kuu move, performing it with a
 Light Punch will score only one hit. The same attack down with the Hard
 Punch button will juggle the opponent for a full three hits.

 Characters have two forms of attacks while dashing and jumping:
   - While just standing, a character's attack has a standard principle of
     being a forward move. While dashing, that same attack may take on one or
     more principles. For example, Ai Honda's standing HP is a normal punch
     that is engulfed in fire. While dashing, if you press HP, she will
     instead to a shoulder ram. For Yasunori Ishida, his standing HK is a
     spinning kick. However, that same button pressed when he's dashing will
     launch the opponent into the air to set them up for a juggle. Any
     dashing attacks that have special uses like the two listed above are
     told in each character's sections.
   - Jumping attacks have two variables: ascending and descending. Meaning,
     if you attack before the character reaches the apex of the jump, it will
     be a different attack then if you attacked after the apex. Yuuko's
     ascending HK is a "flash kick"-type attack. But if you press HK as she
     is falling from her jump, it becomes a downward kick.


  Guarding  |---------------------------------------------------------------|
_____________________________________________________________________________

 In Japan, what the Americans call blocking is called "guarding" instead.
 Same command; hold away from the opponent as you are being attacked. Ground
 attacks can be blocked in two ways. Holding back on the controller will
 block standing attacks. Crouching attacks are blocked by holding down-back
 (most low attacks are blocked in that way). Jumping attacks can be blocked
 as you are standing as well. However, they cannot be blocked by crouching.
 They are essentially considered overhead or mid attacks (which must only be
 blocked high). Which is why Kumiko Gotou's Chuudan Atemi Throw counters all
 jumping attacks and not her Joudan (high) counter. When both characters are
 in the air, you can block by holding any of the back positions (b, ub, or
 db) as you're attacked.

 If a move has to be blocked a certain way, any and all notes are lifted in
 the character's sections.

 Some moves cannot be blocked. Those include normal throws (those that are
 done up close by pressing b / f + P / K) and command throws (i.e- Yuko's
 Suplex). Only way to avoid those is to stay out of the range that they can
 grab you.

 Guard damage is minuscule energy loss whenever a character guards an attack
 that's not physical (i.e- a fireball, uppercut, etc). Guarding special moves
 and Supers do tick away at the life gauge. A loss of one point of damage
 times the number of hits is inflicted. So guarding against a 3-hit Honda Tai
 Kuu will do 3 points of damage to your character. You don't take damage from
 guarding against normal moves, such as punches and kicks.


  Sonic Shift  |------------------------------------------------------------|
_____________________________________________________________________________

 For those of you who are familiar with the 'Asuka 120%' series (I wrote a
 FAQ for it! *plug!* ^_^), then this is a seemingly borrowed idea. If you
 haven't played those, another game that uses this technique in similarity
 only would be the 'King of Fighters' series (from 'KoF96' and down).

 A "Sonic Shift" is both a defensive and offensive technique that the people
 at Gamest and BanPresto came up with. As the 'Vs' series has the Advancing
 Guard to allow you to get those characters that constantly peg away at you
 off your back, the "Sonic Shift" does not only that, but also gives you the
 overall advantage over them.

 As you are blocking an attack, pressing the Right Shoulder button will
 "warp" your character from the front of the opponent to end up behind them.
 Thus, you immediately are in range for a counterattack. Especially useful
 against multi-hitting moves that leave the opponent in one place for a
 while. You have no lag time coming out of a "Sonic Shift" so you can attack
 immediately. A "Sonic Shift" uses up one stock of your Super meter.


  Reversals  |--------------------------------------------------------------|
_____________________________________________________________________________

 Reversals (or "counter-attack" moves) are self-explanatory. They are moves
 that turn the opponent's attack back against them. Only two characters have
 special moves that are reversals: Kumiko Gotou and Yasunori Ishida. Kumiko
 has a counter for each level of attack (high, mid, and low; respectively),
 where Ishida has an universal reversal (one that counters any level of
 attack from any angle). Reversals cannot be used to stop reversals (i.e-
 throws, Katou's Tooshi, etc). Kumiko and Ishida's specific notes for their
 reversals are given in their sections.


  Throwing  |---------------------------------------------------------------|
_____________________________________________________________________________

 Throws are all unblockable moves that each character has at least one of.
 There are two types of throws: normal and command. The motion for a normal
 throw is to press forward or back + MP / MK / HP / HK when you are close to
 the opponent. Characters may have two throws; one with a Punch and one with
 a Kick, like Rika Sanada. Others may not have a MK / HK throw, like Kumiko
 Gotou. Then there are some that have the same throw with both Punch and
 Kick, like Ai Honda.

 Command throws are extra character throws that deal more damage, but aren't
 the fastest to pull of. Instead of just pressing forward plus a button, one
 might have to do a motion. Only three characters possess command throws:
 Kumiko Gotou (Satsu Ma Kyuu: 2-gou), Tesshou Katou (Jumping Power Bomb), and
 Yuuko Sakakibara (Suplex).

 Unlike other games, no one is able to air throw or "Tech Hit" (escape) out
 of a throw.


  Life Gauge  |-------------------------------------------------------------|
_____________________________________________________________________________

 The life gauges are located at the top of the screen on either side of the
 stage timer. Player 1 has the left side while Player 2 is the right. Each
 player's life gauge bar begins with a full 100 units of health (easily
 calculated since the bars are divided into ten individual sections). During
 the trial of your battle, you take hits and lose life points. The red area
 shows how much life you've lost thus far. Once all of the life points are
 dissolved, the character is defeated and the round goes to the winner.

 If the time runs out, the character with the most life wins the round. If
 the bars are equal, the match is considered a draw and an extra round will
 begin.

 Only one person can have damage inflicted to themself, and that's Naoko
 Hattori if she misses the grab of her Chou Ninpou Suisei Otoshi.


  "Killing Spirit" Gauge  |-------------------------------------------------|
_____________________________________________________________________________

 The "Killing Spirit" Gauges (or "Yaru Ki" Gauge) are located at the bottom
 of the screen. As with the life bars, the left side is Player 1's and right
 side is Player 2. Each gauge is 22 units long (11/yellow, 6/orange, 5/red).
 Once each gray section is filled, one stock is gained (explanation on how to
 fill the gauges told below) and the meter empties again. A large number is
 alongside the gauges, telling you the number of Supers (called "Tetsu Wan
 Hissatsu Waza") you have stored up currently. A total of ten Supers can be
 held at one time. When you have reached the limit of Supers, the number
 changes into the word "MAX".

 "Yaru Ki" Gauge energy is gained whenever your character does an attack that
 misses, does an attack that hits, or when you are hit by an attack. Each
 attack gives its own amount of gauge energy. Universally, each character can
 get the same amount of energy for basic attacks (meaning attacks just using
 the attack buttons). The system works as listed:

   Type of Attack          | Number | Gauge Amount
   -----------------------------------------------------
   Light Attack  (LP & LK) | 3      | 1 unit
   Medium Attack (MP & MK) | 1      | 1 unit / 2 units *
   Hard Attack   (HP & HK) | 1      | 2 units

 The chart is showing that if a character does an attack a given amount of
 times, they will gain a certain amount of gauge energy. For example, doing
 three Light Punches in succession will raise the "Yaru Ki" meter only 1
 unit. Even if you do two Light Punches, and the third attack is a Light
 Kick, that's still considered three Light "attacks," so 1 unit is gained.
 Whereas each time you press the Hard Attack buttons (Punch or Kick), the bar
 will receive 2 units. Medium attacks can give either 1 or 2 units towards
 the meter. It seems random, but there is a somewhat pattern to it. Pressing
 a Medium attack button twice will raise the bar 1 unit each. But on the
 third press, it will raise it 2 units instead. Normally, the gain flows that
 same way. However, there are times where the first press will give you one
 unit, and the second will give you two instead of just one.

 The Light and Hard attacks have a "weird" combining ability I figured I
 would mention. Using the chart above, it states that doing three Light
 Attacks will gain only 1 unit for the "Yaru Ki" meter. And filling 22 of
 those that way isn't fun. But, there is a way to take advantage of things.
 For example, if you press Light Punch twice, of course the next time you
 press it, you get the energy. But, if you instead press Hard Attack for the
 third attack, you will receive not only the 2 units for the Hard Attack, but
 the additional 1 for the third attack off the Light Punches. So you gain a
 total of three units. Cool!


  Idou Okiagari / Getting Up Movement  |------------------------------------|
_____________________________________________________________________________

 Idou Okiagari (translated as "getting up movement") are evasion techniques
 to get out of the way of persistent opponents. Once you've been knocked
 down, an opponent may stay hovered above you; ready to attack once you stand
 again. But if you hold either forwards or back on the controller while on
 the ground, your character will "roll" in that direction before the stand
 again. Thus, providing range between you and the opponent.

 If the opponent is attacking or in attack animation as you are doing an
 idou okiagari, it seems the character will roll faster in that direction.


  Dizzy and Recovery  |-----------------------------------------------------|
_____________________________________________________________________________

 When a character has taken a brutal amount of blows in succession, once they
 fall down, they will be dizzy upon standing again. A single star will
 revolve around their heads to show it. So now you get the liberty to go
 unleash more hell onto them. A dizzied person can't move in any case or
 manner until the dizzy effect has worn off. To end the dizzy status faster,
 rapidly press the buttons and move the D-pad (directional pad) around.


  Taunting  |---------------------------------------------------------------|
_____________________________________________________________________________

 Taunts ("chouhatsu") are performed by pressing the Left Shoulder button (by
 the default control configuration). Besides angering and/or annoying your
 opponent plus hearing the character voices, taunting has no significant use.


  Combos / Sonic Chain Combos  |--------------------------------------------|
_____________________________________________________________________________

 'Sonic Council' has the mainstream combo engine. Characters can link in
 special moves from normal attacks via the 2-in-1 method. Meaning, you can
 have Mika perform a crouching punch, then roll the controller in a "qcf"
 motion and press punch again to 2-in-1 into the Spiral Screw. Both hits will
 connect after each other, resulting in a 2-hit combo.

 Similar to Capcom's "Vampire" series as well as the "Vs." games (i.e- Marvel
 vs. Capcom 2), 'Sonic Council' uses the chain combo system, called the
 "Sonic Combo". What that means is that attacks will connect one after the
 other in an inescapable link as long as the strength of the hit increases.
 The flow chart is below:

  (also seen on pg 10 of the book)

          Punches         LP ------> MP ------> HP
                          | \\    //  | \\    // |
                          |   \\//    |   \\//   |
                          |   //\\    |   //\\   |
                          V //    \\  V //    \\ V
           Kicks          LK ------> MK ------> HK

 From the chart above, you can see what I mean when I say "..strength of the
 hits increases." As you are doing the Sonic Combo, you must move upwards
 along the chart. Let's say you start with LP, you can move to either LK, MP,
 or MK for the next hit. We'll go to MP. The combo meter will now read that
 you have 2-hits. Not that you're in the midway portion of the attack chain,
 you cannot go back to the Light attacks. So trying to chain in LP or LK
 again won't happen. You can now only move to MK, HP, or HK. Understand how
 it works? Once the chain starts, the opponent should be unable to break from
 it or block. Keep in mind that some of the character's attacks might not all
 link after each other.

 Finally, there are two types of Sonic Combos: tsuujou (common) and dashing.
 A "Tsuujou" Sonic Combo are those that are done without the momentum from a
 dash. So if you are standing next to the opponent and begin the chain combo,
 eventually the hits will drive the opponent out of range. Dashing Sonic
 Combos, of course, are those that are done as your character is moving in a
 forward dash. All of the character's standing attacks will be different
 since they are the from dashing animation. For example, in a Tsuujou Sonic
 Combo, Yuuko Sakakibara's standing HP would be a two-hit upwards slash. In a
 Dashing Sonic Combo, it would instead be a hopping slash move.


  "Chou-Cancel" Techniques  |-----------------------------------------------|
_____________________________________________________________________________

 A Chou-Cancel (translated as "Super-Cancel") is another technique taken from
 the Capcom genre. Seen in it's best manner in 'Street Fighter III', the
 system here takes it a step further. In fact, it's more like 'Street Fighter
 EX' games. Not only can you cancel a normal attack into a special move, you
 can cancel that special move into a Super move. Plus, you can cancel that
 Super move into -another- Super while it's still in motion. Example with Ai
 Honda below:

   s.MP XX HP Honda Tai Kuu XX Mega Honda Tai Kuu |4 hit| XX Mega Honda Dive

 Ai starts out with a standing MP, immediately doing a 2-in-1 into a Honda
 Tai Kuu. While Ai is rising in the air, doing the motion for the Mega Honda
 Tai Kuu will cancel the animation of prior attack. After four hits of the
 Mega Honda Tai Kuu has been added to the combo meter, Ai should be rising
 again. During that moment, you can put in the motion AGAIN to make Ai Chou-
 Cancel into a Mega Honda Dive.

 All of the Special and Super moves cannot be Chou-Cancelled out of. Those
 that can't are told in the character's sections. Finally, you can only Chou-
 Cancel once. So, in the above example, once Ai does the Mega Honda Dive, you
 can't cancel into another super and keep the combo going.

=============================================================================
  6.   m i s c e l l a n e o u s  i n f o
=============================================================================

  Secrets  |----------------------------------------------------------------|
_____________________________________________________________________________

  Unlock Akio Shibata               Beat the game in Story Mode with any five
                                    (5) characters.

  Clean Pause                       When paused, press the Y button.

  Brutal Landing                    If the last attack or a round knocks the
                                    opponent upwards or sends them headfirst
                                    into the ground (i.e- Tesshou's Jumping
                                    Power Bomb), their head will go through
                                    the ground and make them stick upright.

  Destroy the Sandcastle            At the playground stage, the sandcastle
                                    in the middle of the screen can be
                                    destroyed if a person gets knocked before
                                    it. The vibration will cause the castle
                                    to crumble into a pile.

  Game Shark Codes  |-------------------------------------------------------|
_____________________________________________________________________________

    - Master Code                   F6000914 C305  B6002800 0000

    - Player 1 Codes
      Infinite Energy               160DBA92 03B6
      Infinite Special Attack       160DBA9E 0900

    - Player 2 Codes
      Infinite Energy               160DBBCE 0320
      Infinite Special Attack       160DBBDA 0900

    - Play As Shibata
      Story Mode and Survival       D60CA256 0009  160CA23E 0012
      Training Mode                 D60CA26A 0009  160CA262 0012
      Vs Mode
        Player 1                    D60CA2B2 0009  160CA2AA 0012
        Player 2                    D60CA2AE 0009  160CA26A 0012

  Special Thanks  |---------------------------------------------------------|
_____________________________________________________________________________

   - BanPresto
     Another great 2D creation. I want a sequel! =)

   - Gamest
     You have a kick ass magazine, and this is a kick ass game! But they went
     out of business Why.. WHY?! ..Oh yeah. Money problems. Damnit!  =(

   - Synn Syous                                       <synnsyous@hotmail.com>
     He brought me the game from Japan! Arigatou ne!

   - Sutorappedo Kuruu
     SC-4eva, baby!!

  Translations  |-----------------------------------------------------------|
_____________________________________________________________________________

Each translation were done by me; so I apologize in advance if something ends
up wrong. Character name translations may look funny, but they're correct.

[General Terms]--------------------------------------------------------------
   Sokkou Seito Kai                  Sokkou Student Meeting
   Hissatsu Waza                     Certain Kill Art
   Tetsu Wan Hissatsu Waza           Iron Arm Certain Kill Art

[Ai Honda]----------------------(AI= Love; HONDA= Many Number of Long Things)
   Honda Tai Kuu                     Honda Anti-Sky
    Ai rises with a flaming uppercut.

   Honda Renda                       Honda Barrage
    Ai punches forward in a rapid succession.

   (Honda Kougeki)                   Honda Offensive
    Ai glides forward, performing a rush attack upon hitting them.

[Akio Shibata]------------------(AKIO= Bright Man; SHIBATA= Brush Rice Field)

[Aya Sakai]-----------------------------------(AYA= Design; SAKAI= Sake Well)
   Geki Pen                          Violent Sheet
    Aya's pen fires a pen-tip shaped blast of energy.

   Maru Be Ta                        Circle of the Dark Serpent
    Aya's pen creates an ink blot on the ground.

   Ten Byou                          Heaven Tack
    Aya's pen makes a bunch of dots in the air.

   Ryuu Sen                          Dragon Flash
    Aya's pen spirals forward to inflict multiple hits.

   Shuu Chuu Sen                     Attack Death Penalty Flash
    Aya rises with her pen at a diagonal in an uppercut-type attack.

[Kumiko Gotou]---------(KUMIKO= Old Story Beauty Child; GOTOU= Back Wistaria)
   Joudan Atemi Throw                Upper Strike Throw
    Kumiko counters high-range attacks.

   Chuudan Atemi Throw               Center Strike Throw
    Kumiko counters jumping and medium-range attacks.

   Gedan Atemi Throw                 Lower Strike Throw
    Kumiko counters low-range attacks.

   Satsu Ma Kyuu: 1-gou              Kill Demon Inhale: Number 1
    Kumiko slides forward to grab her opponent, slamming them upon the ground
    for them to bounce up again.

   Satsu Ma Kyuu: 2-gou              Kill Demon Inhale: Number 2
    Kumiko does an unblockable grab, tossing the opponent across the screen
    while they are engulfed in flames.

   Satsu Ma Kyuu: 3-gou              Kill Demon Inhale: Number 3
    Kumiko glides forward to grab her opponent, tossing them across the
    screen.

[Mika Ii]----------------------------------------------------(II= Well Italy)

[Naoko Hattori]----(NAOKO= Vegetable Cherry Tree Child; HATTORI= Admit Class)
   Nin Neko Otoshi                   Spy Cat Drop
    Naoko tosses Gander-maru upwards for him to fly downward in a diagonal.

   Ninpou Ba Gu                      Ninja Art Difficult Temper
    Naoko tosses Gander-maru upwards for him to spin around in mid-air like a
    buzzsaw blade.

   Kasumi Giri                       Mist Cut
    Naoko slides forward, slashing a horizontal streak through the air.

   Chou Ninpou Suisei Otoshi         Super Ninja Art Comet Drop
    Naoko tosses Gander-maru upward before sliding forward to grab her
    opponent. Gander-maru then flies downward to slam his fire-engulfed body
    into the opponent.

   Chou Ninpou Baku En En Bu         Super Ninja Art Flame Bomb Monkey Dance
    Naoko bounces off the walls, tossing down a group of five bombs.

[Rika Sanada]------------------------(RIKA= Pear Tree Perfume; SANADA= Braid)
   Ankoku Shiki Star                 Darkness Style Star
    Rika fires a star-shaped blast of energy.

   Ankoku Shiki Flash                Darkness Style Flash
    Rika flies downward in the air to attack with a punch.

   Ankoku Shiki Punch Laser Special  Darkness Style Punch Laser Special
    Rika expels dark lightning strands from her palm outwards.

   Ankoku Shiki Circular Guillotine  Darkness Style Circular Guillotine
    Rika creates an X-shaped blast of energy to fly across the screen twice.

[Tesshou Katou]------------------(TESSHOU= Clear Design; KATOU= Add Wistaria)
   Gen Gen Oshikiri Shou             Gen Gen Straw Cutter Palm
    Tesshou thrusts his palm forward, expelling a forward blast of power.

   Gen Gen Kata Sukashi              Gen Gen Shoulder Watermark
    Tesshou performs a fake version of the 'Gen Gen Oshikiri Shou'.

   Tooshi                            Penetrate ('shi' emphasizes penetrate)
    Tesshou sets his palm out; expelling a burst of force on a close
    opponent.

   Gen Gen Tsukkake Shou             Gen Gen Thrusting Palm
    Tesshou advances full screen with an orb of force in his hand.

    'Gen Gen' is the name of Tesshou's fighting style.

[Yasunori Ishida]----------(YASUNORI= Protect Code; ISHIDA= Stone Rice Field)
   Combination Den Sou Kyaku         Combination Electricity Attire Leg
    The set of three lightning kicks that Ishida can link together.

   Rai Jin Shuu                      Thunder Blade Kick
    Ishida advances with a horizontal lightning kick.

   Rai Sen Geki                      Thunder Flash Attack
    Ishida rises with a vertical lightning kick.

   Rai Zan Kyaku                     Thunder Beheading Leg
    Ishida advances with an overhead rainbow lightning kick.

   Sei Juu Tai                       Star Animal Thigh
    Ishida turns his back; countering any physical and projectile attack that
    hits him.

   Zetsu: Gou Rai Kyaku              Sever: Roaring Thunder Leg
    Ishida advances, performing a rush attack upon hitting the opponent.

   Chou: Jigen Sen Tou Sai           Super: Dimension War Big Dipper Smash
    Ishida flies forward at a diagonal while surrounded by lightning.

[Yuuko Sakakibara]-(YUUKO= Excel Child; SAKAKIBARA= Sacred Shinto Tree Plain)


  Revisions  |--------------------------------------------------------------|
_____________________________________________________________________________

  Version 0.8 (2000.12.17)
  - It's been a while since there was an update to this thing, so I went and
    added everything at once that needed to be. The biggest change would be
    the format in which things are listed out. Along with that, the addition
    to the section that breaks apart the game to explain it to people that
    are new to it. Combos are in their own separate FAQ now, in case you
    wondered what happened to them. A couple of minor "secrets" were popped
    in. Finally, as for the game's story.. Umm.. I'll get to it. ^_^;

  Version 0.7 (1999.10.04)
  - Finally got an update on this FAQ. Mainly a lot of editing on combos and
    information. Added Shibata's moves, but those are not the "gamest" names
    for them. I should be finding those out any day now. Found the site to
    the "Unofficial Sokkou Seitokai" page. Some useful stuff there along with
    a lot of miscellaneous info straight from Japan.

  Version 0.6 (1999.02.24)
  - Getting around to translating the story, but I added what is says in
    Roumaji. Also working on translating Ai's winning quotes. Put in name
    translations, and another place to find the FAQ. Did a lot of editing on
    characters and the combos.

  Version 0.5 (1998.12.15)
  - Finally found the way to play as the boss, Shibata. Put in some GameShark
    codes, and another site to find the FAQ.

  Version 0.4 (1998.12.05)
  - Added the rest of the special moves and did some editing.

  Version 0.3 (1998.11.04)
  - Finally added some the actual names for special moves after going through
    the kanji. Still need to translate the rest.

  Version 0.2 (1998.10.05)
  - Mainly editing this time around. Working on more combos for people.

  Version 0.1 (1998.08.31)
  - Added the Clean Pause trick, and got around to adding combos for Ai, Aya,
    Kumiko, Mika, and Yuko. Editing was in order to clean up a bit.

  Version 0.0 (1998.07.20)
  - FAQ initial creation.


  Final Note  |-------------------------------------------------------------|
_____________________________________________________________________________

  Ossu!
  I first saw the game reviewed in GameFan (Volume 6, Issue 5, May 1998 - MK4
  cover); and after reading up on it, it seemed to have a lot of redeeming
  qualities. Once my friend brought it back for me from Nihon as a present (I
  couldn't find any import store online that sold it), I literally pulled an
  all-nighter playing it. This game was huge last year in Japan; being the
  product of a large tournament that was covered in Gamest spanning -weeks-!
  If you're looking for a game with a firm system like the "Street Fighter"
  series, but has the fun of the "VS" games, then here you are.

  Here's a list of things that may show up in future installments:
    = proper names for Shibata's moves
    = storyline (working on the translation)
    = ending translations
    = win quotes

   Got something to say you want me or others to know? Anything within this
   FAQ wrong? Or maybe there's stuff you want to add to. Whatever the case,
   send your info in! For anything posted inside this FAQ, you not only get
   credit. Oh no! You also receive bragging rights to annoy the hell out of
   people with! Is there a better reward than that?! So c'mon! Send it in!!
   You know the drill.. You know the e-mail address.. So I'll just shut up.
                                          ..By the way, thanks for reading!

 Sayounara, adios, ciao, xie xie, au revoir, and all that other stuff.    =P
 - "The KiD" <Oodzume@hotmail.com>
  _________________________________________________________________________
 | "An average woman would rather have beauty than brains because she knows|
 | the average man sees better than he thinks."    -- Ladies' Home Journal |
  
----------------------------------------- (c) Deal With It Productions 2K ---
