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XBBMMR=:i . ti=YWMWi +:;;==;;:t; . :i,=+ :RBRRM#Y+: I+iRRRRi :i,==;;=it= . .I:t. .Y;IBWWBII ,Y=;::iI= .i;==;=ti: ,ti, . :VMRt+YBXX; =RRRXXXRX: .t;;=ti. ;Y: ,RMRBMBVVVV . iVXXRWWBMB: :i:ii, . . :; . tBBMBMWBRBi +RVVVRMMMMV. i;t= . . . :RRMBMWRXXR, . =XRVRRBMMX, .Yi, . =RMRVRRRRRY ,iXRXRBMY .=i. .IMRRXRRXt: .=YVY+ . =XXVi=.. =========================== DUEL SAVIOR Walkthrough/FAQ By sibladeko =========================== NOTICE: PLEASE CHANGE YOUR ENCODING TO SHIFT_JIS TO VIEW THE KANJI. Copyright (c) 2004 sibladeko Quoted from Kao Megura's faqs: The guidelines for using this faq are simple; don't sell it or give it away, don't reprint it without obtaining permission, and don't bother posting it on a website besides www.gamefaqs.com. You may not incorporate any part of this FAQ into your own guide without obtaining my express written permission. Duel Savior and all characters are (c) Giga. ================ Version history: ================ 1.0: (10/16/2004) My first faq is for Duel Savior? How far I've fallen XD. Initial sketchy details, still have to do movelists. 100% CG walkthroughs should be all there though. 1.1: (10/21/2004) Holy crap grammatical and spelling errors abound. Ran this through Word and found lots of mistakes. Finished Mia's path, all move lists completed, all CG collected, all music collected. Only thing left to do is translate more story and figure out the rest of the config menu options, extraneous as they are. That and maybe put numbers for the choices for lazy people. 1.2: (04/20/2005) Finally put numbers on choices for lazy people. So all you bums who could not be bothered to install Japanese language packs or change your OS over to Japanese settings will be HAPPY now I HOPE. I had this done way before but I was lazy and my computer died, along with the hard drive the game was on. ================== Table of Contents: ================== I. Introduction II. General III. Battle Engine IV. Characters A. Taiga Toma B. Berio Trope C. Kaede Hiragi D. Rico Risu E. Nanasi F. Lily Sheerfield G. Mia Toma H. Others V. Character walkthroughs A. Locations B. Berio Trope C. Kaede Hiragi D. Rico Risu E. Nanasi F. Lily Sheerfield G. Mia Toma VI. Commonly Asked Questions VI. Credits VIII. Contact Information ============= Introduction: ============= After downloading the demo on Giga's website, I just had to get this game. The character designs are really well done, the fighting engine is superb, however the game is Japanese and also H. Yes this game contains pr0n, some of it ridiculously out of place and excessive. Don't say I didn't warn ya. Oh yeah I will be using as little kanji as possible in this walkthrough, but you'll still need your foreign language character font sets. Oh one more thing, my Japanese is horrible. We're talking really really bad. If you want to help with some translations, mistakes, suggestions, you're more than welcome to email me at s-i-b-l-a-d-e-k-o at g-m-a-i-l dot c-o-m, dashes put in for anti-spam. You can get this game at http://shop.himeya.com. I reserve the right to block any stupid people. ======== General: ======== Duel Savior's main menu is in English, however their config menu is all in Japanese, so I'll help a little here. You don't need to bother with a lot of these options. START: Start a new game LOAD: Load a game CG MODE: View the CG you've obtained MUSIC MODE: Play the music you've obtained REPLAY MODE: Replay certain scenes CONFIG: KEYBOARD: DIRECTION: NUM PAD or DIRECTIONAL KEYS A Button: Usually Z B Button: Usually X C Button: Usually C JOYSTICK: A Button: Whatever you want B Button: Ditto C Button: Ladeda VOLUME: BGM: Slider for background music(Left is soft right is loud) SE: Slider for sound effect volume Voice: Slider for voice volume HALP!NOIDEA HALP!NOIDEA SYSTEM: Display mode: Fullscreen or Window (Window can't support 32 bit color) Mouse Scroll: Type 1 or Type 2 or System (HALP!NOIDEA) Frame Skip: Auto or None or 1 Frame Skip Fixed HALP!NOIDEA HALP!NOIDEA HALP!NOIDEA HALP!NOIDEA HALP!NOIDEA BATTLE: Difficulty: EASY or NORMAL or HARD (Play through on normal first) HALP!NOIDEA HALP!NOIDEA HALP!NOIDEA HALP!NOIDEA FUNCTION: Right click: Close Window(Default) or Auto Mode or Message Skip Whole Click: Close Window or Auto Mode or Message Skip(Default) B Button: Close Window(Default) or Auto Mode or Message Skip C Button: Close Window or Auto Mode or Message Skip(Default) Ctrl Key: Close Window or Auto Mode or Message Skip(Default) Shift Key: Close Window or Auto Mode(Default) or Message Skip MESSAGE: Message speed: Slow(Left) to Fast(Right) Automode speed: Ditto, auto mode is hands off (no clicking) Message Skip: EVERYTHING or Only Already Seen Text HALP!NOIDEA HALP!NOIDEA HALP!NOIDEA FONT: Font Type: MS Gotchic(what I have) or MS Tomorrow Morning o.Oa Font Bold Checkbox Font Gradation Checkbox Font Shadow Checkbox EFFECT: Visual CG Instafade Checkbox (Check to remove fade) HALP!NOIDEA Window open/close Instafade Checkbox Menu Instafade Checkbox AUTO SAVE: Auto save on choices Checkbox Auto Save on the map Checkbox Auto save on fights Checkbox Auto save at chapter end Checkbox Auto save when loading data Checkbox Auto save when overwriting data Checkbox CHECK: Check when saving Check when loading Check when quick saving Check when quick loading Check when returning to title Check when quitting VOICE: Mia Lily Berio Kaede Rico Nanasi Black Papillon Headmaster Daria Claire Seru Downy Lobelia Immunity Shezar Mudou Rubinasu Others SYSTEM VOICE: (Have one of the lovely ladies talk when you do menu things) Mia Lily Berio Kaede Rico Nanasi None (You must have cleared the game with a character) (to use their voice for the system) COLOR: (Basically what color shows up when a char talks) Taiga: Defaults with a snazzy sea blue/green (Default button on right) Mia: Defaults with a light peach Lily: Defaults with a flaming red Berio: Defaults with a modest orange Kaede: Defaults with a forest green Rico: Defaults with a sunny yellow Nanasi: Defaults with an oh so sugary pink Support:Default with slight offwhite Others: Default with white EXIT: EXIT the game! ============== Battle Engine: ============== Honestly, the main goods. Simple, effective, fun as hell. General chains follow weak->medium->strong->super. Most weaks can chain into themselves, most mediums can chain into other mediums, strongs usually can not chain into other strongs. Supers can not normally chain into other supers or lower attacks. All characters have a launcher or two or three that hits the enemy into the air. Juggle combos follow the same rules, except you must remember that the enemy is slowly falling, so while things might chain, they might not necessarily hit. Same goes for some ground chains, because of positioning or your teammates HITTING STUFF OUT OF RANGE. Also, double tapping forward or backwards let's you dash, works in the air up to twice. You can also jump twice in the air. F for forward, J for jump, D for down, B for back BASICS FOR MOST: (May vary according to character) A button: Weak attack f. A button: Medium attack d. A button: Medium attack j. A button: Weak air attack j. f. A: Medium air attack j. d. A: Medium air attack (Will usually make you drop) B button: Strong attack f. B button: Strong attack d. B button: Strong attack j. B button: Strong air attack j. f. B: Strong air attack j. d. B: Strong air attack (Will usually make you drop) C button: Guard (HIGHLY VARIABLE, THIS IS JUST AN EXAMPLE) C on hit: Parry f. C: Forward roll b. C: Backwards roll d. C: Nothing Air C: Air Guard Diagonal Air C: Air RECOVER (Takes one blue diamond!) (Took me a while to find this, it prevents all sorts of nasty juggles on your person) Supers: When you start out, you will notice two diamonds in the lower left. This is your super/guard meter. Red is super meter, the blue is guard meter. You gain meter by doing attacks, whether you hit or whiff or get blocked. You LOSE meter by getting hit, which is insanely important when fighting bosses. When you gain a level, you gain one more diamond. Supers are done by pressing A + B and a direction (or none of desired). This will use two red diamonds of meter. Supers are usually upgraded versions of the strong attacks corresponding to your direction press. A+B button: Super version of neutral B f. A+B: Super version of forward B d. A+B: Super version of down B j. A+B: Super version of air neutral B j. f. A+B: Super version of air forward B j. d. A+B: Super version of air down B Cancels: The super meter is also used for cancels. This is an immensely important part of continuing chains. The cancel basically allows you to cancel strong or super moves into other strong, super, JUMP, or ROLL moves. Remember the launcher I was talking about? Some of these launchers have very large knockback, so the only way to air chase your enemy down is jump cancel your launcher lag and chase after them to air combo. Sometimes you don't even need to cancel and can just chase, but more likely than not, if you have a meter, THE GAME WILL TAKE IT when you jump after your enemy. Also a lot of times after you do a super and clear out enemies you are alone, so you can cancel into a roll to continuing chaining on some baddies one roll away. You usually must cancel into a different strong or super than the starting cancelled move though. Cancels take one red diamond, so a strong move that has lots of lag or knockback cancelled into a super will take three diamonds, two for the super and one for canceling the initial move. Bit too hard to grasp? Here's a sample of the entire chain system. Taiga vs Golem Taiga walks up, does close Ax3, f.A, d.A, d.B, jump cancels, air dash, j.Ax3, j.f.A, j.B, super cancels into j.A+B, continues with j.Ax3 (Taiga's neutral air super really lifts monsters higher), j.f.B, super cancels into j.f.A+B How much meter has Taiga used? The answer is 7 blocks, one for the first jump cancel, three for the super cancel (Taiga's j.b knockbacks), and three for the second super cancel (Again Taiga's j.f.b ALSO knockbacks) Block meter: Your blue meter is your guard meter. It determines how many consecutive or closely spaced hits you can block before getting guard damaged. Your block meter fights with your super meter for space, for instance if you have full super meter, you have no block meter. Blocking usually prevents all damage. Having zero block meter isn't that bad, you can still block, you just take slightly more damage from all hits you block. For example if a hit did zero damage when blocked, it might now chip for one sliver. Some hits will chip through even if you have a full guard meter aka boss moves. However, if an ENEMY has zero block meter, he just MIGHT become guard crushed (stunned for a bit), which opens him up to your combos. Some characters use this meter for wacky special moves, also you need one blue diamond to air recover. If you guard at the last second you get a frame advantage on the enemy, think parrying. ALSO, very important is the backdash cancel. You can cancel any B move (and some A moves) that connects with an enemy (blocking or not) into a backdash by using a BLUE diamond. Backdashing is ESSENTIAL for cutting move recovery down without continuing an attack. It is essentially an escape option. It will save your life lots of times on hard. =========== Characters: =========== Each character's background, movelists, and maybe some sample combos will be posted here. Character names are listed western style with surname first and last name second. ---------------------- Taiga Toma, the AVATAR ---------------------- This is the hero; this is you. You were summoned by Rico to act as an "Avatar" for this world. You also have no eyes cause of your excessive brown hair XD. You're a perv, a lech, and a damn good fighter. Your weapon is a sword named 'Traitor.' You are the melee god. TAIGA'S MOVELIST A: A weak but REALLY easily chained punch. However it builds almost no meter. This becomes READILY apparent and important when you start jabbing monsters 18 times each but still don't have enough for a super. f. A: This weak ass kick is so small I almost forget it's a medium attack. Not chainable into itself, distances you quite a bit, I don't really like it. Because of its deceptive range though, very often after you roll you'll hit bosses in the back with it, so be sure to follow up when you do. d. A: Now we're talking! Multi hit chain staff thing, is a mini launcher, I use this a lot in conjunction with d. B B: A heavy slash, chainable up to 3 times. The third hit launches. I used to like this move but it's third hit hits them too far away when launching. f. B: A charged punch. POWERFUL! Goes very far. A very easy way to traverse entire maps is a combination of air dash and this move. Also my preferred meter builder, very often I'll sit in a corner and hold diagonal jump and mash B before heading out to dish some combos. d. B: A launcher axe, use this to follow up d. A. Very nice launcher, usually doesn't hit them that far, and very often bosses won't block it cause they're stupid! j. A: Your weak ass punch, now in the air, use to start air combos. j. f. A: That ugly ass kick is back, again I don't really like it much, chain it once you get out of range with j. As j. d. A: Hammer, VERY nice move. The hammer brings an enemy down and hits them away, however if you are in the corner they have no place to go and just bounce...up for easy standing As! Then you can continue with another launcher! This move is good. j. B: Wacky spear move, knocks away, I only use it if I'm going to super cancel or need some breathing room. j. f. B: A charged punch. POWERFUL! Goes very far. A very easy way to traverse entire maps is a combination of air dash and this move. Also my preferred meter builder, very often I'll sit in a corner and hold diagonal jump and mash B before heading out to dish some combos. j. d. B: A dive bomb, literally. You take out a bomb and dive with it XD. Quite honestly, this is Taiga's only method of keepaway, as the bomb usually covers you when you cough from the dust at the end of this move. A+B: This is why I never use the B launcher. Many hitting version of B launcher, combos after d. B with no cancel extra meter cancel required, launches almost straight up. You must hit B each time for a hit. If you can catch someone when they're coming down you're golden. f. A+B: One of your most damaging moves, a SUPER punch. Usually used to end combos, but sometimes you can randomly catch enemies for a LARGE chunk of life just by randomly doing it at them. d. A+B: Your ax, cept with the ground coming up...I'm not too fond of this move. Seems a bit weak for a super, though it hits all around you and launches straight up...but generally I like to be on one side of my enemies and the launcher options off of A+B are much better in my opinion. j. A+B: Your spear move super. If I use the spear I will almost always cancel into this super, because it moves enemies FAR, meaning most likely at the end of it you can start to juggle again with j. As. j. f. A+B: Same as above, super punch, but from the air...only jump once if you want to try this as a lead-in, cause it FLIES. j. d. A+B: A savior in some battles. You come down with multiple bombs that usually provide enough cover to let you get the hell out of here. A MUST TO BEAT THE FOUR STOOGES FIGHT (Which you can lose, but I prefer winning.) C: Guard f. C: Roll (ABSOLUTELY INVALUABLE) b. C: BACKHOP (SAME AS ABOVE) Bread and butter combos I use (send in suggestions!): Question marks mean whatever number you can fit in. jc = jump cancel sc = super cancel No meter (No meter? geez): Ax?, d.A, d.B, Bx3 One meter: Ax?, d.A, d.B, jc, j.Ax?, j.d.A., d.A (If in corner, continue with d. B, repeat as many times as you can jump cancel) Two meter: Ax?, d.A, d.B, A+B, jump straight up, Ax?, j.d.A, d.A Three to four meter: Ax?, d.A, d.B, jc, j.Ax?, j.B, sc before last hit into j.A+B, j.Ax?, j.d.A, d.A (Add hits etc if in corner) If I somehow have 7-8 meters I general do the above combo 3-4 meter combo to push them into a corner and start some relaunch chains. Strategy: Rushdown, combo, lather, rinse, repeat. Roll like crazy to always get an advantage and an opening. Basically, Taiga is powerful enough that there should be no excuse for losing any fight up till the Nanasi's four stooges battle and Nanasi's final boss. And by then you can use other characters. Your only problem is meter, I have yet to find a convenient chain that builds meter quickly and combo/pressures at the same time. So generally I start boss battles by doing repeated f.Bs in the corner to gain some meter. ----------------------- Berio Trope, the PRIEST ----------------------- This is the priest chick, she wears a dorky hat that well really doesn't look good on her and suffers from multiple personality disorder when she moonlights as a panty stealing SM queen in a ridiculously skin tight outfit named "Black Papillion". I think her brother killed her father and she's not quite happy about that. You'll be talking with both sides of her a lot during her path. Her weapon is a staff named 'Yuuhuonia', which means something like heroine in Japanese. She has some really special defensive moves. Play keepaway with her. Did I mention I don't like her that much? BERIO'S MOVELIST A: A weak staff stab, chainable only a few times because it pushes away. f. A: A jump forward staff stab...I have trouble using this thing well. d. A: Golf club type swing circle launcher! Sortta useful to launch. B: A close range charged ball of energy. Useful for hits and zapping. f. B: A ring of light halo projectile. Use for keepaway and pressure. ABUSE. d. B: Splash! Berio tosses up a little light that slowly falls to earth and explodes. If you're hit while this move hasn't exploded it will explode on its own. Same if you do another one while the first is going. One of the reasons why Rico's keepaway completely owns the crap out of Berio's. Still, use this very often, always have one up at all times. j. A: Weak staff stab, air time! j. f. A: A swipe that seems to knock down. j. d. A: Berio dive smacks your head. Think Chun Li hop kicks and you sort of have the idea. The computer uses this move much better than I ever could. j. B: Short range energy ball, now flying the friendly skies! j. f. B: Air light halo projectile. Your better of just staying grounded. j. d. B: Crazy green laser that goes at a 45 downwards angle j. u. B: Crazy green laser that goes up at like a 60 degree angle. A+B: Holy NOVA! Super not so short range energy ball, my preferred super with her. f. A+B: Summons a large spinning projectile that...takes a while to find the enemy even if he's point blank o.Oa. d. A+B: Holy SPLASH! Seems to be EXCLUSIVELY anti-air, explodes much faster after being put up. j. A+B: Holy NOVA! Super short range energy ball, now flying. j. f. A+B: Same wacky super projectile, now starting in the air. j. d. A+B: Berio BEAM! A super green laser that can be controlled direction wise. Pretty good. C: Guard f. C: Holy WALL! Requires one guard diamond, shoots out a wall that repels people. Some of my best combos have happened because CPU Berio shoots out a holy wall and I combo enemies into it, meaning they're constantly pushed back and forth and can't move. If you land a holy wall on an enemy in the corner, we're talking infinite stun. If you JUGGLE an enemy into a holy wall, we're talking massive free hits. Regen your guard, keep casting them, keep using your projectiles, and you'll win in no time. b. C: Berio doesn't have a backstep, she has this little weird fly around in the shape of the letter C. So when she back guards, she flies back, up, and forward to end in the air on top of the enemy. Pretty nifty. d. C: Holy SHIELD! (Requires one guard diamond than continually drains guard) Berio herself becomes a holy wall, meaning everything gets repelled from Berio. This includes most projectiles, and if she stands right outside the corner...you're not really going to leave it. Bless your CPU if she does this right. Combos: All combos here are stolen from Saros, as I suck with Berio. Ax4, dA, fA*, fB Strategy: Holy wall, splash, then spam f.B. Every time a splash hits the ground put another one up. Holy wall to keep yourself safe and from premature splash setoff. If you have meter run in and combo into Holy nova. Holy walling someone into the wall is a GOOD thing. ----------------------- Kaede Hiragi, the NINJA ----------------------- Kaede is a ninja and the last hero summoned by Rico before SOMEONE (dundundun) sabotages the summoning dais. Kaede has green hair, a really sexy ninja costume, plus she absolutely HATES blood. By hates I mean eight syllable screams A~A~A~A~A~A~ all gloriously sounded out when she sees it. Her father was killed in a rain of blood so that's why she's absolutely freaked by it. She also speaks with "de gozarou" (like an ancient samurai, think Kenshin's dorky speech) and calls Taiga "Shisyo" (master). She is also a melee god, but in different aspects than Taiga. Her specialty is the large scale comboing and cleaning out of multiple monsters, and she never requires running away to charge meter. Personally I absolutely adore Kaede. Her speaking manner, her reaction to blood, her style, plus she's a ninja make her my favorite character. Of course weird suspicions arise since I started reading the manga Mahou Sensei Negima. In it is a ninja, who has almost the SAME hairstyle, SAME speaking manner, and SAME first name. Yes there is someone named Kaede with green hair who is a NINJA and who speaks with "de gozarou." Coincidence? I don't know... KAEDE'S MOVELIST A: Kaede can only chain her weak punch up to five times. Between the fourth and fifth hit she jumps into the air and kicks. Any time she does at that time has air properties instead of ground properties. f. A: A dash punch. d. A: Kaede does an uppercut and a gust of wind comes out and launches enemies in front of her. My preferred launcher. B: A VERY short range palm fireball. f. B: A flurry of kicks, sort of hard to continue after. d. B: A dragon punch. However it goes almost vertical, so you have to be right next to them. This is why I prefer d.A. j. A: Again Kaede can only change up to five midair punch/kicks. j. d. A: Kaede drill. Multiple hits, drags enemy down, VERY OFTEN YOU WILL RECOVER BEFORE the enemy does when this ends. My favorite move, insane for continuing chains and pressuring. Also a good jump in attack. j. B: Short range palm fireball in the air. j. f. B: A flying kick, can fly back and forth up to three times. j. d. B: Kaede comes straight down and punches the ground with her hand, hits enemies away, quite a bit of a blast area. j. u. B: Kaede throws some kunai at 45 degrees downward. Useful, good spread. A+B: Initial range is small, however I believe if it hits an enemy is has an auto set range that is QUITE large, we're talking near fall screen shinkuu hadoken large. Regrettably hard to follow up, but flashy for screenshots. f. A+B: Mass flurry of kicks followed by a knock away flying kick. Again if you cancel while in the flying kick you count as in the air. A bit easier to follow up than A+B if you're in the corner d. A+B: SHINRYUKEN. Shares Ken's super's abysmal range =D, and yeah I'm just playing her move probably isn't named this really but it reminds me of it. j. A+B: Air hadoken, same hit boxes apply j. f. A+B: A super flying kick...really shiny yellow spark when it starts. j. d. A+B: Geez, and now we have...Ibuki's super art one? Come on don't tell me you couldn't have guessed it by the B version of this move. Anyway, for people who haven't played SFIII, Kaede jumps in the air and throws massive amounts of Kunai. GOOD spread, doesn't knockdown, INSTANT, easy to follow up. I started switching to this super to continue my chains. C: Guard f. C: Roll (ABSOLUTELY INVALUABLE) b. C: BACKFLIP (SAME AS ABOVE) b. C b.x3 (up to 3 times): Basically Kaede does three consecutive backflips the hell out of there. If you want to run away, this move is how to do it. UPDATE: Kaede turns into a log mid-air ninja style. Thanks to Saros for helping me with this one. This move is basically cancelling an air attack of Kaede's into her air dash. The log can hit, Kaede warps through them and can continue the combo on the other side. Combos: I only use one combo. It is situational, it's usually not guaranteed like Taiga's. Why do I use only one combo? Because it's a frikkin beast. If blocked, it becomes a massive chain of ticks and pokes that do not end. Meaning more than likely the enemy will lose all its guard meter and you'll start comboing again. Bread and butter: Ax4 (do not repeat do not let the flying kick come out, d.A, jump (not jump cancel, because you're canceling off a weak move), j.d.A, REPEAT. OTHER COMBOS (Good for boss battles): Ax4, f.A, d.A, j.Ax5, j.B, air dash cancel (log move), j.Ax5, j.f.A+B NO METER: Ax4, f.A, d.A, j.Ax5, j.f.Bx2, air dash cancel on second kick, j.Ax5, j.f.Bx3 Strategy: Use the B and B for trash. On bosses you can just take the two combos listed and improvise with the meter you have. ----------------------- Rico-Risu, the SUMMONER ----------------------- Rico Risu is a native who is used to summon Avatars to her world. She's there for Lolicons >_<. Weird blond hair, she lost her old master and makes a new "pact" with Taiga. She calls him "Master" in katakana, as opposed to Kaede's "Shisyou." She has an evil twin XD who shows up fairly early. Rico is a keepaway god, but I bet someone better than me can use her really well up close. I'm warming up to her because of her usefulness, but her ending is all as hell depressing, almost everything blows up. RICO'S MOVELIST A: Rico smacks someone with her book. f. A: Rico smacks someone over the head with her book. d. A: Rico sweeps someone with her book, and an ahriman pops out of it. B: Summons a meteor. You can have AS MANY OF THESE on screen as you can jam B. Absolutely invaluable to Rico's keepaway cheese. f. B: Blanka ball and electricity rolled into one! This move is why I think people could make Rico good at melee. Changeable directions, juggles, good priority and multiple hits. d. B: Rico sits down and draws a little summon circle. Any enemy who walks or flies over the area activates a purple spike. Doing a new spike will replace the old one. Always have one of these up and stand in or behind it if possible. j. A: A forward book stab. j. f. A: An overhead smack down with her book. j. d. A: Throws three papers down. They explode after a while. j. B: Throws a bunch of papers down. They explode after a while. j. f. B: Rico ball in the air. j. d. B: Throws a bunch of papers down. They explode after a while. A+B: Super meteor. My preferred super when I have meter. Has start up, but I'm usually behind a wall of projectiles anyway so it doesn't matter. f. A+B: Super Rico ball, if first hit hits you can continue to juggle for a while d. A+B: Nothing (While Necronimicon is out) Necro moves to ground level and a large amount of hands start popping out and stabbing things. I prefer to have my book constantly raining projectiles, so I don't use this often. (While Slime is out) Slime sinks into the ground, when it finds an enemy it pops up, becomes a HUGE BUBBLE which juggles the crap out of anything inside. j. A+B: Throws a single piece of paper that if it hits will go off and turn into a gigantic electricity field after a while. j. f. A+B: Air super Rico ball. j. d. A+B: Throws a single piece of paper that if it hits will go off and turn into a gigantic electricity field after a while. C: Guard. (Summon abilities involving guard can be used in the air) (While Necronimicon is out) Use spell displayed on pages. (While Slim is out) Slime bite, chainable up to three times. RICO's SUMMONS CAN PARRY for themselves! Just hit C on impact! f. C: Summons the slime. I prefer the book to the slime, but the slime's pretty good. (While Slime is out) Hop attack (While Necronimicon is out) Use spell displayed on pages. b. C: Back teleport d. C: Summons the necronimicon. This book is essential to Rico keep away, as it casts spells for her. (While Necronimicon is out) Flips through spellbook. (While Slime is out) Makes the slime into a spinning buzzsaw disc. SPECIALS: Necronimicon spells Eye laser: Shoots a laser across the entire screen. Ice: Blows out ice from short to mid range. Bomb: Tosses a bomb. Banana peel: Throws a mass of banana peels about two-three character lengths away. LIMITED EDITION DEMO ONLY Porno mag: I think it...uh...acts like the slime's melee. If someone's sticking to ground, you want bombs, lots of bombs. If they try to take to the air, hope you get ice and lasers. Banana peels suck, as always. Combos: All situational I think. I've gotten some pretty good ones because my teammates helped. Plus a lot of bosses walk into the spike, fly up into the necronimicon eye laser, then get rained on by meteors. d. C, d.B, BC repeat until someone hits your d.B, then summon a new d.B INFINITE COMBO IN CORNER: Have slime out, launch enemy with d.A, then do f. C and then d. C WHILE the slime is in MIDAIR from the hop attack. The buzzsaw slime will hit the enemy, the enemy will fall back down, use d.A again to scoop them back up. Repeat. Strategy: Summon Necronimicon. Set up d. B. Jam C and B and watch the magic. You will do a lot of damage and be pretty well protected. Use super meter for A+B or cancel into a spike setup if they're getting too close and you just lost your spike. Most bosses can't break this set up at all. If they try to get close to you, they get spiked, smacked up into the book spell, then meteor rained on two to three times. Always slowly advance by moving your spike and Rico upwards to push bosses into corners. Another strategy is the Rico ball slime beat down. Summon the slime, and proceed to jam f.B and C at the same time. The slime will smack the opponent and you will constantly be in an electricity ball so you can plow through enemies. This does damage at a much faster rate than the keepaway method, but it basically makes Rico melee, and thus prone to the weaknesses of melee. ---------------------- Nanasi, the Livingdead ---------------------- Nanasi is an unusual zombie girl who gets invited into the "Save the world class pretty late (Chapter 7). She promptly owns you and Lily in scripted matches. She is also the ONLY girl you never duel proper, probably cause everyone had so much fun beating the crap out of her in the demo. She gets a sword later named 'Elder Arc', but by then she's not really Nanasi anymore =/. Hilariously fun to play as, her moves are...odd, to say the least. Can do decent keepaway, has some insane juggle abilities however due to the fact that she can throw her head and return it when she wants it. Her speech impediment is saying "DESU NO!!!" after everything. I like her and her ending. NANASI'S MOVELIST A: Nanasi spin punch. If you jam on A Nanasi will start flailing her arms in a circle like crazy while saying something to the effect of "Polka polka!" Chains into itself quite a bit. Dashing in with this does not require you to go back to neutral first. f. A: Nanasi attacks with a long range zigzag bandage straight ahead. This move turns into d.A if Nanasi is headless. d. A: Nanasi attacks with a long range zigzag bandage about 40 degrees from the ground. This move launches. B: Throw Nanasi's head straight forward! If Nanasi is headless, will try to return the head to the best of its ability, which means rolling through anyone on the ground to try and return. f. B: Summons a little ghostly white flame that if hits, freezes an enemy. Very weird properties on this move however, as if the enemy was in the middle of a move he will continue it when the stun wears off (this includes rolling, dashing, etc.) However the move's trajectory will usually be greatly changed. d. B: Summons a gravestone from the ground. If Nanasi's head is off, a second gravestone is summoned wherever her head is. Launches, good anti-air also. j. A: Her punch in mid-air, but it doesn't spin like crazy. j. f. A: Forward A on ground, just in the air. j. d. A: If Nanasi's head is on, is a 45 degree angled tornado bandage melee attack. Very useful as a jump in and has great combo potential. However, if Nanasi's head is off, becomes an air version of her standing down A, which is angled about 40 degrees upward instead of downward. j. B: Nanasi throws her head straight forward in the air. If headless the head tries to return to the spot right under Nanasi. j. f. B: Nanasi summons her little ghost friend in the air. j. d. B: Nanasi throws her head downwards at 45 degree angle. If headless the head tries to return to the spot right under Nanasi. A+B: Nanasi throws her head and if it hits anything, regardless of blocked, it starts spinning around crazily and doing multiple hits. If Nanasi is headless, her head explodes, hitting anything around it at the time. f. A+B: Summons a bigger white flame that if it hits anything will freeze the enemy for a long period of time while spinning them in the air crazily. Multihits. d. A+B: Magnetic shockwave! Just kidding, Nanasi summons a row of gravestones that pop out one by one and move forward, finally ending with a fancy smancy tombstone. My preferred super. j. A+B: Throws her head super, just in the air. If headless, explodes the head. j. f. A+B: Summons the bigger flame spirit in the air. j. d. A+B: Throws her head super, just at 45 degrees downward. If headless, explodes the head. C: Guard. f. C: Forward trip bash. Nanasi trip jumps, hitting anything that gets in the way and jumping over enemies that it misses. b. C: Backward slip. Nanasi slips backwards on a banana peel which is thrown some distance away. It will make any other enemies slip if they fall on it. A note about Nanasi's ground guard moves, they are not hops or rolls, they are in fact attacks in themselves. As they are not exactly ideal for escaping large crowds, sometimes you will have to rely on air dashing and jumps to run away instead of her ground escapes. Combos: The computer AI in the demo shows some truly weird ones. Bx6. A juggle where Nanasi recalls her head before it hits the ground. I think you can not recall your head the last time and instead rush forward with her body to attempt to juggle that way. Running A, A x however many, forward A, down A, down B, B (Throw head). I have tried alternating the last B with a jump cancel, but since I usually use the numpad diagonals to jump cancel follow, usually she just trips for some reason. Strategy: I'm REALLY bad at Nanasi. I play mainly keep away with her head and run in combos ending with gravestone. It's sort of funny though that Nanasi's head counts as its own target and as such, if you leave it off and run far far away, the enemy will just beat the crap out of it without bothering you. Considering that Nanasi does not take damage from hits to the head while the head is off, this is a cheap way of keeping completely safe and building meter to explode her head repeatedly. Plus remember the gravestone move also pops one up where her head is. --------------------------- Lily Sheerfield, the WIZARD --------------------------- Lily is the daughter of the head of the "Save the world" school. She has a massive inferiority complex because of her mother and she also has a Lina (mage girls blow things up for fun!) complex. What she doesn't know is her mother was a previous Avatar, walking around with Rubniasu, Lobelia, and some chick named Arustromeria (I have yet to see this person at all) as a heroes. Her moves are pure power mage, no jabs here, just lightning bolts. Can do both "melee" and keepaway, because all her moves have range but combo really easily into each other. Her storyline rules, she rules. My second favorite character in the game. Her weapon is a glove called 'Righteous.' LILY'S MOVELIST A: Finger zaps someone. Chains into f.A. f. A: Uses both hands to zap someone. DOES NOT HIT POINT BLANK for some unknown reason. If you're next to someone you'll see the lightning overlap but they will not get hit and can smack you. d. A: A launching cape swipe, short range. Can chain from forward A but guess what, since forward A completely misses point blank and this move has only slightly larger than point blank range, you're not going to this after f.A to launch. B: Lily charges for a bit and summons a block of ice directly in front of her. This move will MISS enemies point blank unless they are very large, and she can be hit out of it. If an enemy is hit they will be frozen. f. B: Another short range launching move, this time a firewall. Surprisingly good range, however, it is still a launcher, meaning use it in combos, not alone. d. B: A LARGE bolt of lightning that starts at ground level and sweeps upwards. Insane range, only followable for air combos if you have a meter for jump cancelling, clears out LOTS of things, but Lily stands there for a while zapping away and can be hit from behind. Can be cancelled into her down and forward supers for no extra meter cost, however to cancel into her respective lightning super requires an extra diamond. j. A: Her cape spin in the air. j. f. A: Forward A on ground, just in the air. j. d. A: Throws a small purple circle projectile that explodes into four. Chain this with j.d.B for fun and games. Has recoil unless chained into another move. However, j.d.B ALSO has recoil. j. B: An air fireball that goes straight forward. j. f. B: An air fireball that goes straight forward. Same as j.B. j. d. B: Throws a large purple circle that hits and drags anything not blocking to the ground, where it explodes. My favorite move of hers, it multihits, it has a very good angle and range, plus it absolutely destroys large monsters. Has recoil though so I prefer to start my j.d.B chains with my BACK to the corner so I don't get pushed away when I start to air bomb everything. A+B: Lily again charges up and summons a mass of ice blocks in a row. Multi hit, freezes lots of things, has charge time however. f. A+B: Lily throws out a fire tracer? which travels for a bit then explodes in a series of fire blasts. I think this might have very limited homing capabilities. d. A+B: Super crazy large lightning bolt. I think this actually starts off diagonal instead of doing a very quick sweep from horizontal to diagonal, which its normal version does. Therefore it's actually not that great to use alone to clear out things cause they need to be in the air. j. A+B: Her traveling semi homing ground blast super, but started in the air. j. f. A+B: Nothing! j. d. A+B: Lily charges by swirling a giant circle that drags things into it, then throwing it down at the ground where it erupts straight up into a column of light. I love this super, just like I love her entire chain of jumping down moves. The circle charge up prevents most untimely interruptions cause it hits and drags enemies inside, and the blast column is huge. Fun at parties. C: Guard. f. C: Forward hop b. C: Backward hop, it might be my imagination but Lily's hops have shorter invincibility time than Kaede or Taiga's rolls. Combos: A, f.A, d.B, f.A+B j.d.A, j.d.B, land, air dash, REPEAT, replace j.d.B with j.d.A+B when you feel like it. I don't really try bothering with her normal launchers because you have to get in close to use them and her jab does not chain into itself. d. B usually ends combos unless you have meter to cancel into, might be able to continue chaining in the corner with it. Strategy: I mainly back myself into a corner and chain j.d.A, j.d.B, and j.d.A+B all day using really close to the ground air dashes. That is really all you need, works insanely well against mobs, pretty well against bosses too. Think Akuma in Street Fighter 2 Turbo with his air fireballs. Absolute wall of projectile spam. If you're good you can keep up the air dashes continuously and combo mobs to death without interrupting your hit count. -------------------------- Mia Toma, the HALF-SIBLING -------------------------- This is your half-sister. Emphasis on the half, because those damn Japanese really have a thing for their sisters. Anyway, this girl has problems. She's extremely possessive of her "Oni-chan", rather violent (not as much as Lily), vindictive, powerful, and jealous to an extreme. Honestly her storyline made me hate her and like LILY more, because Lily's the one who has to endure all her anger. "Is Lily so important that you have to save her?" "Berio, Kaede, Rico, Nanasi, I hate them all! And ESPECIALLY THAT girl, I hate the most!" Mia pretty much snaps at the end of her storyline, so my hate turned into pity. It is weird how in every other storyline she doesn't act jealous or spiteful but in Lily's you get a hint and in her own path she goes psycho.
I'm not too fond of her, because of how she treats Lily like dirt. Heck you could have made this Lily's path cause it made her look so much better than Mia by comparison. Oh right, her normal end is horrid. Get that true end ASAP. Mia's moves, however, are an extremely potent group that includes both decent fast melee, ridiculous range, and lots of launcher combo potential. Mia's weapon is a bow called 'Justy.' MIA'S MOVELIST A: Mia jabs someone with her bow. Chains into itself quite a bit, but knocks back a little. In between Taiga's jabs and Berio's jabs in terms of knock back. f. A: An overhead swipe with her bow. This move launches. d. A: Mia sort of ducks and jabs someone with her bow. Faster than her normal A, this is equivalent to Taiga's jab in terms of sheer self chain ability. Start with this if you can. A note about this move, since Mia is ducking, she will usually not hit people who dive at her in the air. However she can also run under some moves. This contrasts to Taiga's jab, which will hit people who dive at him in the air, however he can be easily hit when dashing in with a jab. B: Mia fires an arrow at 45 degrees, lands about one screen away. f. B: Mia fires an arrow at 20 degrees, lands about 80% of a screen away, pretty much straight for all intents of purposes, will go over really tiny characters such as Nanasi's body and the tiny skeletons and blobs. d. B: Mia fires an arrow at about 70 degrees, lands about half a screen away. The arrow takes a while to come down. j. A: Mia's bow jab, just in the air. j. f. A: Mia's forward A overhead in the air. j. d. A: Looks EXACTLY like j.f.A but is not. If this hits anything, regardless if blocked, Mia swipes two more times very very fast. A good jump in move. j. u. A: Functions exactly like j. f. A as of version 1.03. In version 1.00 it chained into itself easily and was jump cancellable. Meaning you could infinite anybody using this move from almost any position. j. B: Mia fires arrows at a very weird angle. Basically they start out 45 degrees pointed at the ground, then horizontal, then they curve back up. j. f. B: Same as the j.B. j. d. B: Mia does a weird 45 degree angle midair jump and fires a row of arrows straight down. GOOD MOVE, ABUSE. If Mia is facing a corner she will have no area to jump over and will not fire any arrows. A+B: Mia fires lots and lots of arrows that start at 45 degrees. f. A+B: Mia fires a single piercing shot straight ahead. d. A+B: Mia fires lots and lots of arrows that start at 70 degrees. j. A+B: Mia fires lots and lots of arrows that spread out toward the ground. No weird curve arcs here, if she jumps twice expect everything within 90% of one screen to be fired upon. j. f. A+B: Nothing! j. d. A+B: Mia does that same wacky midair jump and rains down more arrows into the ground, which then server as lightning conductors for a second wave of hits. ABUSE! C: Guard. f. C: Forward hop b. C: Backward run type thing, looks awfully cute and silly. Again, limited invincibility frames in comparison to Taiga and Kaede. Combos: d.A x however many, A x however many, f.A, j.A x however many, j.f.A, j.d.B, turn around, j.d.B, REPEAT the j.d.B's as many times as necessary against weak enemies. Strategy: Run in with down As to start combos. Or play keepaway with backwards dash cancelled arrows. Pretty versatile at either keepaway or melee. j.d.B combos into itself against weak enemies that do not air recover. OTHERS: ------------------- Myurieru Sheerfield ------------------- Head of the "Save the world" school and your commander of sorts. Lily's mother. Is actually over 1000 years old and part of the original four heroes. ---------- Downy Reed ---------- A teacher of Floria school (the proper name). You see very little of this guy in the first two scenarios, heck you don't even know he's evil, but from the third on he starts popping up like flies. Traitor in your midst, he's actually the commander for the four stooges. ----- Daria ----- Another teacher of Floria school. Ridiculously busty, they even have a special sound effect for when she walks XD. Stronger than she looks though, I believe she's actually an agent for the princess. ------ Claire ------ The princess of the world you're in. Sort of a brat, but selfless. I feel sorry for her, especially with the machine she keeps getting hooked up to (the last two times voluntarily). ------------- Black Papilon ------------- Berio's wacky alter ego. Wears a ridiculous opera mask and almost no clothes. Very agile, also a panty thief. Probably the result of some trauma Berio went through. Has her own voice actor and you can also tell by her facial expression when it's Berio and when it's Papilon. -------------- Serubiuma Bolt -------------- Seru for short. One of your classmates, an all around good guy. He fell in love with Mia at first sight. I felt sorry for him until the last episode, but then again that entire path is screwed up. -------- Immunity -------- Rico's evil twin and one of the four stooges. She shows up first and in every path. Pretty easy to beat if you use Rico yourself. She actually helps you in the last path and lives. ------ Shezar ------ Berio's brother. Uses lots of anachronistic weapons, such as bazookas and machine guns, along with the traditional fan knives and masses of throwing knives. He actually seems sort of repentant when you beat him in the final path. ----- Mudou ----- Big samurai guy with a sword. Killed Kaede's parents. Stupid but strong. His voice actor captured his character perfectly. Probably the hardest of the four when not toned down. ------- Lobelia ------- One of the original four heroes from 1000 years ago. Betrayed your side for no reason I can translate. Looks like an older Nanasi, wears a blindfold. She and Rubinasu are not on good terms, seeing as one betrayed the other. Acts as the commander of the four stooges. Her AI varies immensely, from rather easy to medium in Nanasi's path to tough as nails in Lily's path. -------- Rubinasu -------- One of the original four heroes from 1000 years ago. Betrayed by Lobelia, thought to be dead. She was the former red king, Taiga is the current one. Not quite as dead as one would think XD. ====================== Character Walkthroughs ====================== These will be short and to the point. Fights from chapter 1-7 will be described once, in Berio's path, unless a fight is unique to a certain character in those first few chapters. All fights from Chapter 9 onward are unique to each character path and thus will be described. Also, the hard mode suggestions assume you have all characters available to you, which means you must have beaten the game with that character's ending already. I played on hard mode with liberal use and abuse of the computer allies, so the fights are generally easier. To get a crazy person's perspective, read Saros's guide (if it ever comes out), considering he played through hard mode without any computer allies unless forced (such as the final Nanasi fight). First off, you need to do either Berio's path or Kaede's path before starting the others. I think you need Berio/Kaede/Rico/Nanasi to open up Lily's path, and then finally Mia's. Experiment if you want, but a lot of people getting game overs is because they try for the girls out of turn. You don't have to follow my paths to the letter, in fact it seems like the first decision after beating Berio ABSOLUTELY DOES NOT MATTER! I know it's sort of disturbing...given what happens, but it's like you're allowed one "indiscretion" per chapter XD. Experiment if you really want to, but you're not getting more CGs or anything later on, just dialogue. --------- Locations --------- These are all in kanji, so you might as well learn some Japanese anyway. I'm not copy pasting over and over, so you'll see their English names. 通り: Street, right above the exit, I'll use the term gate too 図書館: Library 礼拝堂: Church 闘技場: Arena 医務室: Hospital 中庭: Middle square 学園長室: Headmaster's room 正門: Exit 森: Park (Upper right) 校舎内: Classroom 寮: Dorm 食堂: Cafeteria 地下室: Dungeons/Cellar 召還の塔: Summoning pit 校舎: Right outside the school ------------ BERIO'S PATH ------------ Chapter 1 Savior? Me!?: FIGHT: Golem. If you lose this cut your fingers off. Absolutely nothing to do here, your choices don't matter. Nothing really matters, anyone can see, nothing really matters, nothing really matters...to me. Ahem moving on. Chapter 2 A black papilio: Map: Doesn't matter FIGHT: Your second fight DOES MATTER. SAVE BEFORE FIGHTING BERIO. Lose the fight, and play through to the end of chapter 2, then reload. This is necessary for CG. Win the fight. Choose the first choice: もっと続ける Map: Doesn't matter. Chapter 3 It dances at night!: Map: Choose library in the second or third choice to get CG, rest doesn't matter Map: Church Map: Doesn't matter Map: Doesn't matter, but it's fun to have her chase you for a while. Go to the church at the end. Choose the first choice: 抱いてみたい FIGHT: Black Papilon. Just win, she's not much. On hard she's still not much. Chapter 4 A dangerous newcomer? Map: Gate/street, Library, Church, Arena FIGHT: Save silly Claire from some baddies. FIGHT: Kaede. The corner relauncher is your friend. On hard still very easy. Map: Doesn't matter, you'll end up in the middle. Map: Church, Library, Headmaster's Room FIGHT: WAHAHAHAHA You and Kaede vs Mia and Berio. Proceed to completely destroy their asses. If you're having trouble go for Berio first, Mia's surprisingly adept at melee. On hard these two actually put up a fight! With the patch remember super meter is basically exchanged, as in if you super an enemy, they'll gain a HELL of a lot of meter. Anyway, go for Berio on hard also. Chapter 5 The magic book in which it was sealed: Map: Exit FIGHT: You and Berio go to fight some baddies. Map: Park, Hospital, Dorms, Arena FIGHT: Rico. Diagonal j.f.b is VERY useful for taking out Rico's Necronomicon. You want her summons dead ASAP. Rush down the slime but be careful of slime super and the spin. Also watch out for the circles on the ground, they're her anti air spikes. You are allowed to lose, but come on! Just roll behind and combo. On hard she gets a bit tougher. Her book pages will ALWAYS go off and electrocute you later, even if you hit her, so avoid those at all costs. Otherwise, more of the same. Map: Church, Dorms, Cafeteria, Hospital FIGHTS: Have fun using different characters here. If you're having trouble on hard, which you really shouldn't, just choose someone keepawayish and snooze through. The last two fights are always chimera, which are pains but not really a threat. FIGHT: Immunity x 2. Immunity is like Rico, but her melee seems to be a whole lot scarier. She has a jumping slash that hits behind as well as in front of her, a claw with decent range and a high heeled shoe launcher. She also has a really annoying lightning bolt that auto targets you from above. Fight her like you fought Rico, take out her book summon ASAP when it shows up. You may have to take a few hits from the slime though, as combined with Immunity the slime gets really really annoying. If you are on hard and you choose Rico, which I always do, Taiga will always die in this fight. Always. The trick is getting the most mileage out of him before he bites the dust. Just spam keepaway both times, however the second time Immunity WILL KILL TAIGA OFF ridiculously fast and all her annoying homing overhead book killing lightning bolts will go straight for you. You're going to have a tough time here on hard, just hold out with keepaway spam. I won't look down on you if you switch difficulties however =D. Chapter 6 Signs of ruin: Map: Church Choose the first choice: 情けない Map: Street FIGHT: Random loser zombies. Map: Classroom FIGHT: Random loser blobs and werewolves. Map: Street Choose the first choice: 逃げる Map: Middle, Church Choose the first choice: しょうがねぇよ Map: Dorms Choose the second choice: 聞かない Map: Park Choose the first choice: ブラックパピヨンのことを話す Map: Exit FIGHT: Mister Kraken x2 has the annoying habit of attacking through guard. You'll have to roll a bit to keep him from smacking you. On hard this fight was funny, cause I used Mia. Jumped over him, did j.d. A, smacked him with crouching As on his backside. It's all you need haha. I felt sorry for the poor thing. On the second kraken he's become a bit more powerful. I really recommend Lily for this fight if you're fighting on hard. He'll still wack you for LOTS of damage but you should be able to burn him faster than vice versa. FIGHT: Should have no problem beating Lily. She's keepaway so just lure her into a corner. Hard it's the same thing. Stay in a corner with your back to her, hop out of the corner when she hops in, corner relaunch. Chapter 7 My name is NANASHI!!: Map: Park Choose the first choice: 気にするな Map: Arena FIGHT: Random werewolves. Map: Cafeteria, Classroom, Dorms Choose the second choice: いい加減にしろ、ふざけるな FIGHT: Random undead. Map: Church, Middle, Outside school, Library, Arena Choose the second choice: 訓練しない Map: Hospital, Dungeons FIGHTS: A series of blobs, lizards, cat things, and other assorted trash. On hard if you don't choose Taiga in the last fight both he and your ally will die cause they suck. Just choose Rico and spam away. All the fights before the last one are ridiculously easy, even on hard, because you have Taiga, Lily, and Kaede, and each one alone could easily overpower anything that comes by. Chapter 8 The holiday of Avatar: Map: Church Chapter 9 Darkness covers all.: FIGHT: Baddies. My Kaede high score on these guys is like 300 hits. Quite a workout on hard, if you don't use Taiga but let the AI control him he will die quite fast. To keep it easy, use Lily. For fun combo strings, use Kaede. FIGHT: Shezar aka Robo Ky makes his first appearance. On hard you REALLY have to watch for his frikkin matrix move, it does quite a bit of damage and he will ALWAYS USE IT when he gets the meter. I think patch 1.03 changed how meter is gained, cause now you gain QUITE a bit when you get hit by a super. So basically, if you trade supers with him, you might lose. Chapter 10 Metropolitan defense game!: FIGHTS: Trash, with a bull thrown in for funnies. Chapter 11 blitz tactics: FIGHTS: Random trash. FIGHT: Taiga Berio and Seru vs hordes. This is worth noting on hard. If you're using only Berio, it becomes a real endurance contest...just keep spamming projectiles and hope you don't die. FIGHT: Shezar. Robo Ky's second appearance. Don't play Berio unless you like pain. Especially on hard. But I managed to win anyway!. Go sonic boom spam into Berio beammm! (AHVB x 3!) Chapter 12 A crime and punishment: Chapter 13 You and me: FIGHTS: More random trash! FIGHT: Shezar. Roby Ky is ridiculously easy, you get to use up to three guys, just beat him into the ground. Watch out for his matrix dual gun super, but other than that, just keep an eye on his shadow so you know where he really is, and own him. Combo when you can, but he's going to be really annoying about warping around. On hard his matrix dual gun super does about half a bar of life, and he will use it a lot. I still beat him with a level 1 Lily though on normal. On hard I used Lily, Kaede, and Rico and won with a sliver left. BERIO END ------------ Kaede's Path (the first few chapters for everyone else follows Kaede's path) ------------ Chapter 1 Savior? Me!?: Zilch matters Chapter 2 A black papilio: Map: Doesn't matter FIGHT: Just win the fight this time around, you already got the CG. If you do Kaede's route first then save and lose and reload. Choose the second choice: やめておく Map: Doesn't matter. Chapter 3 It dances at night!: Map: Choose library in the second or third choice to get CG, rest doesn't matter Map: Church Map: Doesn't matter Map: Doesn't matter, but it's fun to have her chase you for a while. Go to the church at the end. Choose the second choice: 抱いてみたくない FIGHT: Black Papilon. Just win, she's not much. On hard she's still not much. Chapter 4 A dangerous newcomer? Map: Doesn't matter, eventually you'll end up in the Arena. FIGHT: Save silly Claire once again. SAVE POINT FIGHT: Lose on purpose, play through the rest of chapter 4 for CG, RELOAD. And by end i mean PAST the two on two fight, to the END! FIGHT: Win against Kaede this time or drag it on to hear the beautiful "De gozarou!" Map: Doesn't matter you'll eventually end up in the middle with Kaede screaming her head off =D. She manages to pronounce Y=~#$%&@*+?!!!!!!! Map: Cafeteria, Arena, Library (Any order, CG FUN!) FIGHT: You and Kaede vs Mia and Berio. This is pretty much the split point, if you've played enough you can do chapter 1-4 with your eyes closed for the rest of the girls. Chapter 5 The magic book in which it was sealed: Map: Class to park to cafeteria to church to arena FIGHT: Rico. Map: Park, Cafeteria, Headmaster's room, Hospital FIGHTS: Random crap that ends with Chimera x 2. FIGHT: Immunity x 2. Chapter 6 Signs of ruin: Map: Park FIGHT: Kaede again. On hard, corner relauncher still does wonders! Abuse freely. Map: Street FIGHT: Random loser zombies. Map: Wherever (Doesn't matter), I recommend the classroom with Mia as you don't actually talk with her and you just fight monsters. Map: Wherever again. Most of the ladies have choices, and if you choose Mia you fight her. However I think at this point you're already so far down Kaede's path that choosing a good choice for someone else doesn't matter. If you're really paranoid the bad choice for everyone is choice one unless you go to the church, Berio's bad choice is number two. Map: Middle Map: Middle Choose the first choice: やる Map: Park, Cafeteria, Hospital Choose the first choice: 心配するな Map: Dorms Choose the second choice: 分からないと言う Map: Exit FIGHT: Mister Kraken x2. FIGHT: Lily. Chapter 7 My name is NANASHI!!: Map: Hospital Choose the first choice: 励ます Map: Cafeteria, Arena FIGHT: Random werewolves. Map: Classroom, Dorms Choose the second choice: いい加減にしろ、ふざける Shut up Mia! =D FIGHTS: Some undead, woopdedoo. Map: Church, Library, Middle, Hospital, Arena Choose the first choice: 訓練をする FIGHT: Kaede again, dodge like crazy to counter her priority and her own dodge Map: Nothing matters FIGHTS: String of baddies blahblahblah. Chapter 8 The holiday of Avatar: Map: Park Chapter 9 Darkness covers all.: FIGHT: Baddies. My Kaede high score on these guys is like 300 hits. Quite a workout on hard, if you don't use Taiga but let the AI control him he will die quite fast. To keep it easy, use Lily. For fun combo strings, use Kaede. FIGHT: Mudou. You can choose three guys here. On hard difficulty, if you're going to go melee, do not let the AI control a melee character. Anyway, it's his first appreance, so you'll win pretty easily. Just remember what you see here about the law of super meter conservation. Most likely later he's going to be a pain in the ass later on with those ground pound supers. Also notice his ridiculous blocking ability on hard. Chapter 10 Metropolitan defense game!: FIGHTS: Random baddies. Chapter 11 blitz tactics: FIGHT: More random baddies. Breeze through. FIGHTS: NINJAS! Fun times. Show them who's the boss ninja! Chapter 12 The piece of hope: Chapter 13 Revenge's knife: FIGHTS: Baddies that suck. FIGHT: You and Kaede vs Mudou. You'll sort of start to see why these scenarios have a loose order to follow. My first ally DIED in this battle, and I was pretty shocked that well...your allies could die. (Berio's scenario is easy as pie). Anyway Mudou isn't as flashy as Robo Ky, but he HURTS. His grab means an autocombo for him, if you can block his whirlwind it means an autocombo for you. If you are hitting him and he's just standing there with his sword raised vertically BLOCK, cause he's going to do a hit on the ground anywhere move that really throws you far away and does quite a bit of damage. You can still combo him pretty well though. On hard, using Kaede, just roll like crazy and combo him from behind. It works every time. Play a bit defensively, as his supers hurt a lot on hard, especially his yell and explode himself super. You should really have no problem winning though, even if Taiga dies, which he will pretty fast (What is it with the computer AI sucking with him?) KAEDE END ----------- Rico's Path ----------- Condensation time! Chapters 1-3 Same as Kaede's path! Chapter 4 A dangerous newcomer: Map: You have like five chances until the arena, just pick the summoning pit when Rico shows up for it. FIGHT: Save silly Claire from baddies again FIGHT: Kaede, you know the drill Map: Doesn't matter. Map: Summoning pit, Headmaster's room, Dungeons FIGHT: 2 on 2, kill them fools! Chapter 5 The magic book in which it was sealed: Map: Library, park, cafeteria, church, arena FIGHT: Rico again Map: Dorms, cafeteria, headmaster's room, hospital FIGHT: String of library fights, chimera x2, same old same old. FIGHT: Immunity x 2. Die evil twin! Chapter 6 Signs of ruin: Map: Library Choose the second choice: 不安を打ち明ける Map: Street FIGHT: Random loser zombies. Map: Classroom FIGHT: Random loser blobs and werewolves. Map: Classroom, Middle, Library Choose the first choice: ガ○レッド Map: Park, cafeteria, classroom Choose the second choice: 礼を言う Map: Hospital, exit FIGHT: Krakens x2. FIGHT: Lily. Chapter 7 My name is NANASHI!!: Map: Cafeteria to Arena(Fight) to hospital Choose the first choice: 励ます Map: Classroom to Dorms Choice: いい加減にしろ、ふざけるな Shut up Mia! FIGHT: Undead suck Map: Church to Library to hospital to headmaster's room to middle to arena Choose the second choice: 訓練をしない FIGHTS: A series of blobs, lizards, cat things, and other assorted trash. Chapter 8 The Holiday of Avatar: Map: Summoning pit Chapter 9 Darkness covers all.: FIGHT: Lots of baddies on the bridge. FIGHT: Immunity. Almost exactly the same as the last two times, cept now you can use any three people you want. Which means this is going to be easy folks, even on hard. Chapter 10 (OMG DIFFERENT CHAPTER TITLE!) Royal princess kidnapping! FIGHT: Random trash, just blaze through. FIGHT: REALLY easy gargoyle fight. Like laughably easy. Like on hard you will lose no life easy. FIGHT: More gargoyles, including an invisible one. Still laughably easy on all difficulties. Chapter 11 Rebelion: FIGHT: Starts with undead, ends with some pigs. Yummy pigs. FIGHT: Immunity is almost too easy to be Rico's final boss...hint hint. Chapter 12 The last rest: Chapter 13 Red and White reason: FIGHT: On normal do Rico Keepaway TM. On hard, this is troublesome, you're down to Taiga and Rico, and well if you're like me you like to use the girls since Taiga has so many levels already. The problem is AI Taiga has the brain of a stegosaurus. Anyway if you use Rico, your problem here is going to be the last two cows. They can take a lot of damage that your spam really can't whittle down that fast, their rush super does a LOT and is a pain in the ass, plus they will completely beat the crap out of Taiga because he is melee. I stuck to the tried and true Rico spam and managed to pull through on hard with a sliver of life. FIGHT: Rico Keepaway still does wonders on normal. On hard, again, the last miniboss is the problem. Taiga will die on hard YET again. Around this time I tried a different tactic, mainly Rico's slime and just jamming f.B and guard, which is her blanka electricity ball. It seemed to work fairly well. FIGHT: Miniboss at the end this time is a kraken. This f.B and slime thing seems to really work wow. Anyway, use this strategy on hard and you should win with at least half your life left. Oh yeah, Taiga will die again. FIGHT: Uh oh, you're alone. Anyway fight against a group of minibosses. I remember this fight actually being hard the first time I played it on normal. Anyway, corner relaunch is your friend, even if half the enemies caught in it will block. Not to hard on hard difficulty, separate and kill the cats first. Then go for the cow, then for the kraken. FIGHT: This fight is sort of a joke. They throw some puny werewolves at you and end it prematurely if you do not kill them fast enough for experience, which will happen on hard. There is no penalty for not killing them all. FIGHT: You and Rico vs Downy! On normal this is no sweat, but on hard, Downy's borrowed some pointers from Nanasi's Downy. Meaning he uses his couunter quite a bit, he will do his anti air super every chance he gets, and he will do repeated freeze combo annoyance. The fight ends when you get him low on life. FIGHT: You duel Downy. After fighting Mudou in Kaede's...Downy's sort of a joke. You can tell he's toned down for one person, cause he's ridiculously easy. Even on hard this guy is still a joke for some reason, I beat him with half a blue and all my green life bars left. Corner relaunch again is your friend, remember if you hear him get hit but he's still standing there, BLOCK. That means his counter clone is about to go off. Oh yeah on hard just for funnies he pulled off his laser beam sweep the ground super. I blocked it though. RICO END ------------- Nanasi's path ------------- Now the story starts to exponentially grow, and you start getting a LOT more background on what's going on. Also one of the happiest, nicest endings. A good pick me up after the downer that is Rico's. Nanasi with a sword is sooo cool. Chapter 1-3 Same as Kaede's path Chapter 4 A dangerous newcomer?: Map: Doesn't matter, you'll hit the arena eventually FIGHT: Save the princess from some blobs once again. FIGHT: Kaede. Map: Doesn't matter Map: Dungeons, church, headmaster's room FIGHT: You and Kaede vs Berio and Mia. Chapter 5 The magic book in which it was sealed: Map: Church to park to cafeteria to classroom to church to arena FIGHT: Rico. Map: Dungeons, gate/street, cafeteria, hospital FIGHTS: Series of trash, Chimera x2. FIGHT: Immunity x2. Fun with slime blanka ball! Chapter 6 Signs of ruin: Map: Middle Choice: そっとしておく Map: Classroom FIGHT: Random loser blobs and werewolves Map: Hospital Choose the second choice: 薬を渡す Map: Gate/street Chooes the second choice: 逃げない Don't run! She's so cute XD Map: Classroom, Exit FIGHT: Kraken x2. FIGHT: Lily. Chapter 7 My name is NANASHI!! Map: Dungeons FIGHT: Random werewolves and skeletons and cats. Map: Classroom Choose the second choice: 誤魔化す Map: Cafeteria, Classroom, Dorms Choose the second choice: いい加減にしろ、ふざけるな That damn annoying Mia FIGHT: Undead suck, except for Nanasi! Map: Gate/street, church, middle, hospital, dungeons, headmaster's room, arena Choose the second choice: 訓練をしない FIGHTx5: Random assorted trash. Chapter 8 The holiday of Avatar: Map: Dungeons Chapter 9 Darkness covers all.: FIGHT: Baddies on the bridge. FIGHT: Lobelia. Meet Lobelia, she looks like a grown Nanasi. She has a sword that makes her range really deceptive, she's fast like Shezar, and she has a skull summon that hits you multiple times. But mainly it's her speed and her sword that will hurt you. On hard, you will need two keepaway AIs and you as a melee. The fight will end at low life. I chose a Kaede, Rico, Lily team and used Kaede, it is sort of hard to melee her cause her priorities seems to be higher than yours. Chapter 10 Royal princess kidnapping!: FIGHT: Undead to cats. Joyous. FIGHT: The easy gargoyles once again. FIGHT: The easy gargoyls plus the invisible gargoyle once again. Chapter 11 Rebelion: FIGHT: Random losers. FIGHT: Lobelia. Not really a real fight, after trading a few hits with her and her skeletons the machine goes off. Chapter 12 The last rest.: Chapter 13 Please one more time!: FIGHT: Random stuff plus minotaur. The cow is the problem once again. Choose whoever you want, since it's just one cow, you don't really need to try, even on hard. I had fun using Nanasi to take him out. FIGHT: Taiga and Nanasi vs random stuff ending which chimera. FIGHT: More random cats and things ending with a kraken. FIGHT: Taiga alone vs minibosses ending with a green golem. Of special note is that golem. It is ANNOYING on hard. Your normal juggles don't seem to juggle him very much cause he's very heavy, so I stuck with A, d.A, d.B, f.A+B to do the most damage. Don't get hit by his supers or you'll lose a fourth of your life. FIGHT: Shezar, Mudou, Immunity, Lobelia. I call this the four stooges fight. IT IS WINNABLE, in fact you have no penalty if you lose. BUT WE'RE HERE TO WIN. Ok, what you will now read is my revised opinion of this fight. This fight is EASY on normal. Right away just jam bx3, Lobelia will block or get hit. Either way just cancel into a backdash, and now you have two red meter. Jump up and bomb. Instead of hiding in the corner to gain meter, just spam bx3's at ground level and backdash run away, you'll gain meter in no time. Then just keep dropping bombs. On hard I have only met one person who has beaten this and he beat it only once (Hi Saros!). The previously mentioned strategy I had of running to corners and building meter with j.f.b then throwing bombs then running away is how he beat this battle on HARD. On HARD you will need a LOT of luck, for if you get cornered you will lose 50-75% of your maximum life. You will be almost unable to roll out if they all trap you in the corner, and they will OTG drag out for a good 30 more hits if you ever get knocked down without recovering. Good luck, if you beat it on hard you are a better man than I am >_<. FIGHT: You and Nanasi vs lots of skeletons. Easy on all difficulties. FIGHT: You and Rubinasu vs Lobelia. Rubinasu is pretty powerful on her own, having her own sword and copy like techniques that can do attacks or fire a red ground laser. Lobelia has her sword out also. This fight shouldn't be too hard, as its a melee fest and well...you have the melee god and a pretty good CPU AI partner. Just don't underestimate Lobelia's range, she dashes in very fast to stab you. Try to drag her into a corner or sandwich her between you and Rubinasu. On HARD all ally damage is reduced by 90%, meaning Rubinasu will be useless. Still this fight should not be too hard, it's just Lobelia and some undead. Play carefully. FIGHT: Um holy god WTH! This guy took his crack pills between Rico and Nanasi's scenario. To be fair it's now a three on one (You can only choose one partner, and not Nanasi, cause Rubinasu is still with you). Anyway, here's the rundown. DOWNY IS A MELEE KILLER. PERIOD. If you choose your main character or Kaede to control, you will most likely LOSE! This bastard uses his explode clone (He rolls/warps away, clone in place explodes) MUCH more than scenario three, we're talking almost every roll. Also he has an ice wave that freezes anything, and he can combo that into another ice wave. His anti air super juggles you far far away and explodes for a lot of damage. He can also fly. Basically, you want to play keepaway to match his. Choose Rico and anyone else. It'll save you a lot of grief. Now that you control Rico, this fight shouldn't be so hard, it's entirely possible to not take damage. Do your B+C spam while your book is out to constantly summon meteors and a constant barrage of bombs, lasers, and ice. Do d.B if Downy runs into your spike to make a new one. Use A+B when you have meter. You should be able to just zone Downy into submission into a corner. In fact the only reason he should escape is if one of your partners (Rubinasu you silly girl!) hits him out of there. On HARD, more of the same really. I actually...didn't notice that much of a difference between normal Downy and hard Downy. Anyway I used Lily to solo him for funnies. NANASI END ----------- Lily's Path ----------- Um...wow. Much more story, much more dialogue and background revealed, and rather touching. Lily has edged Nanasi for second favorite character for me =D. Also, many more difficult fights. Chapter 1-3 Same as Kaede's path Chapter 4 A dangerous newcomer?: Map: WHOCARES! FIGHT: Slimes + wolves = SLIMEWOLVES! FIGHT: Kaede Map: WHOCARES! Map: Library, Church, Dungeons FIGHT: 2 on 2 Chapter 5 The magic book in which it was sealed: Map: Middle FIGHT: Competition with Lily to kill the most monsters. It's impossible to lose this if you've played the other scenarios. In fact you have to do absolutely nothing for like ten minutes to let her win. Um yeah, don't lose this. Map: Park, Hospital, Classroom, Cafeteria, Arena FIGHT: Rico Map: Street, Cafeteria, Hospital FIGHTS: Chimera x 2 FIGHT: ATTACK OF THE RICO CLONES! Immunity x 2 again Chapter 6 Signs of ruin: Map: Middle Choose the first choice: 声を掛ける Map: Classroom FIGHT: Random blobs and werewolves. Map: Hospital Choose the second choice: 薬を渡す Map: Classroom to gate/street Choose the first choice: 逃げる Map: Dorms Choose the first choice: 聞いてやる Map: Exit FIGHT: Upgraded Krakens, just for you! FIGHT: Lily Note, you'll get an extra scene after here if you're on the right path. Chapter 7 My name is NANASHI!!: Map: Cafeteria to exit Choose the first choice: 声をかける Map: Classroom Choose the first choice: 正直に言う Map: Classroom to dorms Choose the second choice: いい加減にしろ、ふざけるな Noisy girl FIGHT: Sean of the dead! Map: Church to Library to Park FIGHT: That violent Lily... Map: Headmaster's room to hospital to dungeons to middle FIGHT: Reruns Chapter 8 The holiday of Avatar: Map: Library Chapter 9 Darkness covers all: FIGHT: Battle on the big bridge (Guitars kick in! Oh wait it's not ff5) FIGHT: You, Lily, Nanasi vs Lobelia and Shezar Um yeah, you can try this solo, and you do have good people to do it with, but on hard it's sort of not even worth the effort. (You gain no exp I think) So just take all three into battle and make it quick. Chapter 10 The Savior's armor: (Yes it says savoir, yes engrish is fun) FIGHT: Creepy Egyptian Architecture and lots of undead. FIGHT: Golem. If you're playing a solo game, Lily will have a pretty easy time with this guy, even on hard. Practice your parries =D Chapter 11 Truth: FIGHT: Myurieru. This bears mentioning. Think a combination of Downy from Rico's scenario and Lily. Easily comboable. HOWEVER, if you get hit you're not going to get to move for a while. Her ice wave solidifies into a large chunk of ice on the ground that freezes you if you walk near it. Her anti air super is much easier to land on you than Downy's. Her air sparks have a ridiculously large hit box. In short, DO NOT GET HIT OR YOU WILL BE COMBOED for like half of your life. Keep looking for that opening and then don't let it slip. It might be wise to build some meter so you can continue chaining her if you catch her. Chapter 12 A black fort: FIGHT: Shezar. You fight him with Mia and Lily. Just beat him down like the first scenario. Mia solo against Shezar on hard is relatively easy still. FIGHT: Trash werewolves inside the gigantic ship of doom. Wait I lie, this can actually get pretty rough on hard. Any, after trash werewolves, you get trash pigs, followed by trash cats, followed by a bull. In short, you do not need to worry about anything but the WHIP CAT and the bull. The bull has a lot of hp, and is just a big meet shield for the whip cat to hide behind. Usually those two enemies will be the last to die. Chapter 13 Prisoner: Chapter 14 Fierce Fight!: FIGHT: You and Nanasi vs a Manticore. Have fun abusing Nanasi's head targetting against the poor helpless AI. In fact, sometimes Nanasi's head flies so high out of the stage that the Manticore will bug and keep trying to chase and get stuck at the edge of the stage. FIGHT: One on one with Mudou. Not too hard by now I hope. He has ninjas with him, so use them to build up meter. Avoid the ground pound, block the whirlwind to land a free combo, get him into a corner. He's still slow, so you can build meter for free. Chapter 15 Decisive battle! God's place: FIGHT: Lobelia. Um yeah notice her life. That's the highest you've seen so far in terms of life bars. You don't have Rubinasu to help you on this one. This is basically a combo fest. Get her into the corner so you can juggle her after j.d.A with standing As to relaunch. Remember her sword still has deceptive range and she's very fast with dashing. FIGHT: Sigh. Downy. With a sword. Ok take the Downy from Nanasi's scenario give him a sword that can fight by itself and some new moves/supers. You're with Lily on this one. First off, comboing and any sort of melee pressure is again suicide. You're down to two characters and Downy can now melee you from far away. He also has a new HI I'M ONSLAUGHT FROM MVC super where he flies up and shoots a laser that makes the ground explode in pillars of fire. You are going to win this with hit and run. Instead of running into a corner to build meter, randomly do diagonal j.f.B's in his general direction from whichever side of him you are on. Half the times he will block, half the time he will get hit for a large chunk of life. This also builds your meter so you can use your j.d.A+B super. In short, play very conservatively (Like with the four stooges) and you should win. He still has his laughing skull that keeps hitting you and his anti-air super/fireballs/ice wave/super ice wave. He still uses his exploding clones like crazy too. Good luck, really. If you have unlocked Lily already this fight becomes a joke, you zone him to death. FIGHTS: Still fights after? Yeah, but none of them are really hard. They're all just midboss fights while you escape. I chose this time to start training Nanasi up (Fun girl!) LILY END ---------- Mia's Path ---------- I started playing this on hard, which led to some frustrations. Still I did most of it on hard, cept for certain battles which will be marked. Um yeah Mia's path is crazy. Plus it made me hate her so much until near the end, where I just felt sorry for her. It's also the final path, and once you get the true end you should have all the CGs and all the music. Good luck! Chapter 1-3 Same as Kaede's Path Chapter 4 A dangerous newcomer?: Map: Doesn’t matter FIGHT: Silly princess, walking into the arena like that. FIGHT: Kaede Map: Dorms to middle (choose dorms when Mia shows up) Map: Library to church to dungeons FIGHT: 2 on 2 Chapter 5 The magic book in which it was sealed: Map: Middle FIGHT: You CANT lose this. Map: Hospital to Park to Church to classroom to arena FIGHT: Rico Map: Street/gate to cafeteria to headmaster's room to hospital FIGHT: Trash in the library FIGHT: Immunity x 2 Chapter 6 Signs of ruin: Map: Classroom FIGHT: Show that Downy prick what you think of his "test" Map: Arena FIGHT: Mia. Go wild. Map: Library Choose the first choice: 強がってみる Map: Street/gate Choose the first choice: 逃げる Map: Classroom to dorms Choose the first choice: 聞いてやる Map: Classroom to middle to arena Choose the second choice: 威厳を取り戻す Map: Exit FIGHT: Millions of krakens, krakens for me. Millions of krakens, krakens for free! FIGHT: Lily Chapter 7 My name is NANASHI!!: Map: Library Choose the second choice: 懐かしいな Map: Cafeteria(Doesn't exactly matter) to classroom Choose the first choice: 正直に言う Map: Classroom to dorms Choose the first choice: なんだ君か〜、忘れるわけないじゃないか〜 Omg you don't tell her to go away! FIGHT: Braiiinssss... Map: Street/gate to Church to outside of school to Hospital to Headmaster's room to Middle to Dungeons FIGHT: Trash ahoy! Chapter 8 The holiday of Avatar: Map: Exit Chapter 9 Darkness covers all.: FIGHT: Bridge battle FIGHT: You, Mia, Rico vs Immunity and Mudou. This fight ends either when Mia dies (regardless of who controls her) or you beat Immunity and Mudou. If you take out Mia from your roster, losing will be game over. If you leave her and and she dies, you can still continue the story. On hard this fight is a PAIN in the ass. On the first time through you are probably going to lose Mia before killing off the two goons. If you are playing for the second time through, use Mia and massive backdash cancel your arrows while throwing random neutral supers, charged A's (arrow spam) and charged B's (explosive arrow). After 11 playthroughs this fight is making me very very angry because of the cheating computers. I have lost more than 100+ times in a row (oh so close most of the time), and I'm seriously considering either letting Mia die or downgrading my version back to 1.00 to infinite the two bastards. Chapter 10 The Savior's armor: FIGHT: KYUUSEISHUUUUU! FIGHT: Golem again. Lily wins for free again. Chapter.11 What is not a substitute: FIGHT: Myurieru. Same as Lily's scenario, cept no pleasantries in the beginning. Yeah you're sort of ticked off. If you get hit you're not moving for a while. Still easy to combo though. Chapter 12 The true Savior: FIGHT: Taiga, Berio, Lily vs Mudou and Shezar. Heh, have fun here. You can use Lily, like I did, and smash the poor fools with her j.d. B and j.d.A+B. I went for Mudou first, because he is slow and doesn't warp around as much as Shezar. Chapter 13 The white Lord: FIGHT: Mudou. Heh honestly the hardest of the four stooges you fight first in this story line. He has ninjas all over the place, and he doesn't seem to like getting corner relaunched. He's still slow though. Basically combo his ninjas to death and tack on supers, and when it's just you and him, you can go for combos or go for the super dive bomb tactic. Might take a few tries on hard, for some reason he seems hardest here than any other time I've fought him. Chapter 14 The knight of sadness: FIGHT: Seru. AHAHAHAHA. So easy. This guy's laggy sword uppercut just begs to be punished, and punish it you shall. Corner relauncher him and you should have no problem. Seriously that sword uppercut makes me laugh, and that super sword uppercut makes me laugh harder. On hard Seru relies more on his dashing attacks, just block them all and wait for openings. He's still really easy on hard. Man what an ungrateful guy. Chapter 15 The struggle's end: FIGHT: Shezar. Man is it me or do these guys REALLY suck now. It's a one vs one, and I basically just clusterf*cked him with corner relaunchers. Too easy. FIGHT: Immunity. More of the same, you've fought her before. Corner relaunchers with a side of super. FIGHT: Lobelia. Seriously I don't know why but they just stop...blocking! Easy as the other two fights, corner relaunchers all the way. Oh yeah Rubinasu shows up woot! FIGHT: Downy. Waste of time. He has that sword, but he doesn't abuse his counter clones, plus HE, LIKE THE OTHER THREE, has suddenly stopped blocking the corner relauncher. The last of four really easy one on one boss fights. SAVE HERE FIGHT: OH BOY. Fun fun...I've been WANTING to do this ever since chapter 13. Anyway, besides being a keepaway queen, this boss's weapon functions as a sword that surpasses Lobelia's. If you're hit with a jab you're going to be comboed, launched, comboed, then ended with downward projectiles into lightning. This boss's weakness is...STANDING FORWARD B. She sticks to the ground unless to over spray you with projectiles or she's comboing you, so diagonal forward B's won't work. Stay just inside range and do forward B's and f.A+B whenever she fires. If she fires horizontally you'll take miniscule damage, but if you catch her you'll take quite a bit off her life. Also remember that f.B and f.A+B WALLSLAMS, meaning you can usually pull off another one from the first. Going in the air is not recommended, and neither is the dive bomb super tactic. You'll actually be surprised how easy she is once you start just doing forward B. Remember to backdash cancel if she blocks. MIA END NORMAL END RELOAD Chapter 15 The struggle's end FIGHT: Same person from before, just beat her again. Forward b is your friend. Choose the first choice: とどめを刺さない FIGHT: Caterpillar God? This fight is lame. There is absolutely NO difference between easy, medium, and hard difficulties, except the amount of damage you do and vice versa. This boss is immune to normals, his moves all autoguard, even when you roll through his laggiest moves and go on the other side chances are he'll be able to block/autoguard. Comboing is almost out of the question, except for supers or if you manage to knock him down and OTG him with jabs. (I have a frikkin silly 300 jab on the ground combo against this loser.) The strategy on all three difficulties is as follows. Run away, build meter. Run at caterpillar, avoid his lasers, beams, and rushes. Keep rolling through his moves and MAYBE, maybe one of your jabs will hit. When it does, unload an entire chain of supers cancelled into other supers. Then run away and repeat. There's no point in trying to juggle this guy for too long. Truly annoying. TRUE END ======================== Commonly Asked Questions ======================== Q. How do I use the other girls? A. Beat their story first and then you will see a heart next to the girl that carries over to ALL YOUR OTHER SAVE GAMES. That means you can use her instead of Taiga in battle when given the option. In fact, if you have enough hearts, you can completely exclude Taiga and fight with two girl allies if given the choice. Q. Halp I keep getting bad endings! A. There is a certain order that you have to play the girls through. Start with Berio or Kaede, then play the other, then play Rico, then Nanasi, then Lily, and finally Mia. Q. I can't use window mode! A. Duel Savior's window mode only supports 16 bit color. Turn your color settings down. Q. Halp my game crashes! A. There are a variety of reasons for this, unfortunately I have NEVER had my game crash. I am running Japanese windows XP, using patch 1.03 from Giga's main site: http://www.web-giga.com/duelsavior/duelsavior_f.htm My only other advice is to try the link below and switch your settings over. http://home.comcast.net/~kagamix2/xp-compatible/japanese_setting.html Q. Halp I can't beat battle! A. Turn down the difficulty settings in config to easy. If you still can't beat it, well...let's just say you are a very sad person =D. You are ALLOWED to lose Nanasi's four on one battle, but it's winnable on normal. Just don't try it on hard too many times in a row or you'll start hating the game. Q. Why does the game seem to get harder? A. The more times you beat the game (with a good ending, until Saros proves otherwise), the harder "hard" mode gets. We're talking ridiculous nail-biting hard. We're talking massive parrying backdash cancelling super cancelling cheating computer bastards. Good luck! Q. Screw Japanese, I want to fight! A. There is also an option in the Config menu to skip all text, whether you've seen it or not. Q. Numpad is horrible! A. AGAIN, in config, switch from numpad to arrow keys. Q. Why is Mia such a psycho? A. I don't know either. ======= Credits ======= Saros, for being a Duel Savior battle god. I'm seriously considering scrapping the battle part and movelist section of my faq once I saw the preview of his. He's already found assorted infinites and gameplay options I hadn't even scratched. Also just by talking to him I get better =D. Giga, for making another game with a great fighting/gameplay engine and ruining it with H scenes. =D outlaw97 from the gamefaqs boards for supplying me with the 3rd demo to test moves on different types of monsters with all characters. jpg2asc for the lovely Kaede picture on top! =================== Contact Information =================== Repeated from the introduction, all inquiries, suggestions, translation story help, corrections can be sent to: s-i-b-l-a-d-e-k-o-a-t-g-m-a-i-l-c-o-m. Please put DUEL SAVIOR in the subject of the email if you want me to consider it.