PL77: ( Asuka 120% LIMITED : BURNING Fest. LIMITED ) ., .:L. ( Japanese Sega Saturn / ComboFAQ issue 1.00 ) ;J7iLsxsx12. ( FAQ + ascii : shouji / GameFAQsID : shouji ) Jx ::::::sX;:. ( oodzume@hotmail.com / schoolgirls = sexy!! ) :7;;,:::::iv cF ( psn : shouji-kun / gamertag : afroshouji ) iHv;:::::rFJ. .UOLJJ::::;L; ::. ; ;7r:,,;ur ,ruLi;7v. iB: xr;iv, 2W:;x :PH1r. 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ZMBMBUH, ;RcSJ. :7;.7 vJxcSH: ::vsi7r ...;7ccrrivcJs;uL .:xi;uu7;scr;L11c::c; ::::XS::;s7vv. .::::. .72x7r7,:,:;Frv7s: 7SX1;7 _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Copyright 2014 Khris "shouji" Gaines The following FAQ you are looking The most updated issue of the FAQ through was forged by me, shouji. 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. If there or problems towards anything will R is any problem by now with any of NOT be the author`s fault. That`s the preceding info, then maybe it just how it works out. Comprende? would be best to try another FAQ. For no reason should this FAQ be used for profitable and/or promotional purposes (ie - published in guides, magazines, hint books, etc). Nor is this document to be given away along with any purchases as a gift/extra or the like. It isn`t my forte to write all this up to get others rich. Anyone who has enough interest in this FAQ and would like to include it on their site, please ask me first in a letter describing your page (do include the URL) and I`ll get back to you ASAP. Don`t just take it. Ask me. I`m normally pretty lenient about it if you take that approach. All copyrights and trademarks associated with this FAQ are acknowledged. Do give credit where it`s due as well. I`d hate to damn your soul to hell. Plagiarism sucks. shouji has written, so it shall be spoken. =) `Asuka 120% Limited: Burning Fest. Limited´ and its characters are copyright 1997 ASK Kodansha/Family Soft, Ltd. All rights reserved. This FAQ is available at the following places : ----------------------- Asuka 120% Limited: Burning Fest. Limited // MaxFAQ - - GameFAQs gamefaqs.com/ A note to other sites: DO NOT rip off this document from GameFAQs.com (or any of the other listed sites) and just place it on your website. It is a real pain in the ass to find my work posted on other websites when I know that I didn`t send it to them. If any other gaming or FAQ hub is so eager to incorporate any of my FAQs to their site, then that`s great. But first take a moment and send me an email to ask me properly for them. For those that find that so difficult to do, then go forth and write your own FAQs. .. Alright, I`m through ranting. Have a nice day. ^_^ =============================================================================== TABLE OF CONTENTS =============================================================================== - Festival 1 . . . INTRODUCTION - Festival 2 . . . CONTROLLER + BUTTON NOTATION - Festival 3 . . . COMBO LISTING NOTATION - Festival 4 . . . HOW TO READ THE COMBOS - Festival 5 . . . CHARACTER COMBOS - Asuka Honda - Cathy Wild - Gen`ichirou Shindou - Karina Toyota - Kiyoko Mitarai - Kumi Ookubo - Megumi Suzuki - Nana Owada - Ryuuko Yamazaki - Shinobu Kawasaki - Tamaki Shindou - Tetsuko Ougigaya - Torami Houjyou - Festival 6 . . . SPECIAL THANKS - Festival 7 . . . REVISION HISTORY - Festival 8 . . . FINAL NOTE ================================ Festival 1 : INTRODUCTION | ---------------------- ( Asuka 120% Limited ) ================================ I first was introduced to the `Asuka 120%´ series by seeing it on a vendor`s table at the very first Anime Central convention back in 1998. It was the `Excellent´ version and I didn`t end up buying it. But I do remember later on using my amazing 56k dial-up connection, I looked up as much about the series back on good ol` America Online. Reading reviews, seeing screen shots, and finding out that this game was supposed to be some insanely spastic and combo- filled orgy of fun. With all the main characters being teenage schoolgirls. It wasn`t until about two years later that I managed to play `Limited,´ then went back to pick up `Excellent´ shortly after. Sure enough, it was spastic, the game is easy to pick up, and had some of the craziest combos I had ever seen during that time. It was a lot of fun and quite a surprising change of pace from the norm of `Street Fighter III´ and the Marvel games. Limited`s learning curve is not a hard one at all. You literally can pick it up and pull off some amazing combos within ten minutes. I think that`s what makes it fun because you don`t have to put that much work into learning crazy combos like one might in other fighting games. There isn`t too many situations that call for strict timing and input, and rather it can turn into a button- mashing, spam-fest, free-for-all in a matter of rounds. That`s not to say that it can`t be played more at a high level, but don`t expect this to headline at an EVO or SBO tournament either. Despite having such a loose combo engine, `Limited´ is not plagued with issues like stun lock loops and infinites (Shinobu`s doesn`t count since it doesn`t work in the corner). The meat of the game centers around juggling the opponent around the screen, causing as much damage as possible before they fall. This FAQ will list some of the more complicated combos and juggles, but even they shouldn`t take too long to master after a few attempts. The `Asuka 120%´ series is not meant to be taken seriously, which is a good thing. It is on the completely other side of the fence from games like SFIV or UMvC3——in fact, it`s in a completely different tax bracket. I`m hoping the series will make a return since it is a fun title, but maintain its rather insane gameplay style that it is known for. ================================================ Festival 2 : CONTROLLER + BUTTON NOTATION | ------ ( Asuka 120% Limited ) ================================================ ---------------------------------------------------------------------- ( .01 ) CONTROLLER NOTATION ------------------------------------------------------------------------------- ub u uf Jump Up-Back Jump Up Jump Up-Forward \ | / b -- N -- f Retreat / Guard Neutral Advance / | \ db d df Crouch / Low Guard Crouch Offensive Crouch - Reverse forward and back if you`re on the right side of screen. ---------------------------------------------------------------------- ( .02 ) BUTTON NOTATION ------------------------------------------------------------------------------- L R n/a High Jump X Y Z n/a n/a n/a A B C Light Attack (A) Heavy Attack (B) A + B Attack (C) Counter Attack - Button notation can be changed at the Controller Type menu in the Config Mode > Option screen. This FAQ utilizes the default setup shown above. ========================================== Festival 3 : COMBO LISTING NOTATION | ------------ ( Asuka 120% Limited ) ========================================== > indicates the following attack will chain from the previous attack. - Light > Light > Light > Heavy > Heavy XX indicates 2-in-1s or Cancels (basic attacks into special moves/supers). - Heavy XX Enshin Hasai Ken /\ indicates that you jump or rise in air after previous move or command. - Launcher /\ Light > Light > Heavy > Counter \/ indicates that you land to the ground after previous move or command. - Light > Heavy \/ Light > Light > Heavy , indicates that no special combo method is needed between the two moves. typically used to denote links or post-stun mechanics. - Triple Headbutt, Counter ( ) indicates a move that can be added into the combo, but not necessary. normally used when a certain move may alter the combo`s outcome. (moves/attacks in parenthesis aren`t included in posted hit number) - Light > Light (> Light) > Heavy > Counter [ ] indicates the number of times a move must hit before continuing combo. - Light > Light > Heavy [2 hit] > Counter + stands for "and" - df + Light / stands for "or" - Light > Light > Heavy/Counter TC ( ) stands for a Target Combo; the moves listed within the parenthesis are all done as part of a unique chain sequence. s. stands for STANDING sj. stands for SUPER JUMPING c. stands for CROUCHING dj. stands for DOUBLE JUMPING j. stands for JUMPING d. stands for DASHING jc. stands for JUMP CANCEL (otg) stands for OFF THE GROUND ========================================== Festival 4 : HOW TO READ THE COMBOS | ------------ ( Asuka 120% Limited ) ========================================== This is the format that all combos are listed in for this FAQ: o--- A o--- B o--- C o--- D / / / / o2 :: 16 RUSH :: shouji / c.Light > s.Heavy [1 hit] > d.Light [2 hit], Itekomashi Special (c.A > s.B > f,f + A, d,d + AB) \ o--- E A -- Combo Number The number of the combo. All the combos are listed in descending order by the amount of hits it does. (Unfortunately there is no in-game way to properly calculate damage.) The highest combos are at the top and go down to the smaller ones. B -- RUSH Counter / Combometer The number of hits the combo will do. C -- Source / Acknowledgment If the combo wasn`t created or discovered by me, credit is listed here where the source was from. A person`s name, magazine, or even gamertags (in addition to the forum) can be used here. D -- The Combo The full combo, from the first hit to the last. Buttons are denoted by the 2-button method: Light and Heavy. ('Counter' is the A + B, or the C-button.) Specific and signature moves are cited with their proper Japanese names (ie - Banchou Bazooka, Lob Otoshi, etc.) and used within most of the combos. Some combos possess button-specific moves in them, such as a `Heavy Bio Impact´. The `Heavy´ means to use that strength button when doing the move. Thus, d,d + Heavy. The use of a certain button can deal with things such as move principles and/or damage. Since Karina attacks differently with each Bio Impact, the Heavy version will offer the best overall results for that particular combo. There are other times where it doesn`t matter what strength button you use, like for this Asuka combo: c.Heavy XX Enshin Hasai Ken. If you performed the Enshin Hasai Ken with Light or Heavy, the combo would be exactly the same. Each combo listed in this FAQ was performed on Shinobu Kawasaki unless otherwise stated. However in `Asuka 120% Limited,´ the sizes of all the characters are all virtually the same, give or take a few pixels. So combos should work on all the characters. E -- The Shorthand Combo This is all the motions you have to do to pull off the combo that`s above it, but just written in shortened notation. Also useful if people don`t know the motion of a move by its name. There is normally a bunch of notes at the end of the combo listings. Above a note is the number pertaining to whichever combo(s) it`s for. The notes are there to give insight on complex maneuvers, timing, or any aspects that may prove to cause confusion. ==================================== Festival 5 : CHARACTER COMBOS | ------------------ ( Asuka 120% Limited ) ==================================== ---------------------------------------------------------------------- ( .01 ) ASUKA HONDA ------------------------------------------------------------------------------- o1 :: 14 RUSH c.Light > c.Light > c.Heavy XX Light Phenomenon Crash [2 hit], (dash forward) c.Heavy /\ jc.Light > j.Heavy [2 hit] \/ c.Heavy /\ jc.Light > j.Light > j.Heavy > j.Counter (c.A > c.A > c.B XX qcb + A, (f,f) c.B /\ jc.A > B \/ c.B /\ jc.A > A > B > AB) o2 :: 10 RUSH Throw, s.Heavy XX Heavy Chemical Impact [1 hit] \/ s.Heavy, c.Heavy > d.Heavy, (dash forward)(wall slam) /\ j.Heavy [2 hit] \/ Heavy Chemical Impact (When close, b / f + B, s.B XX d,d + B \/ s.B, c.B > f,f + B, (f,f, uf) /\ Jump B \/ d,d + B) o3 :: 8 RUSH c.Light > c.Light > TC (f + Light > Light > c.Heavy) XX Heavy Chemical Impact (c.A > c.A > TC (f + A (hold f) > A > c.B) XX d,d + B) [ Xtra ] - Combo o1 This can be performed either in the corner or out in the open. In the open it is slightly harder because after you juggle with the Light Phenomenon Crash, you have to dash after the flying opponent to catch with the c.Heavy. It must be timed right because you have to wait until Asuka recovers from the Phenomenon Crash, then run and catch them just before they hit the ground. Jump cancel and hit with the jc.Light, then wait a moment before doing the j.Heavy. You want to be close to landing so you hit with those two hits, then land and immediately hit with the c.Heavy to pop the opponent back up a little. Allowing you to jump cancel again with the last air chain. - Combo o2 A lot of this combo involves specific timing to pull it off correctly. There is a WALL SLAM portion involved, so a knowledgeable opponent can quick recover out of the last part easily. After throwing, wait until the opponent begins to fall before hitting with the s.Heavy XX Heavy Chemical Impact. It pops the opponent up high enough so that only the last hit of the Chemical Impact`s ascension will connect, sending them up higher. Asuka lands to the ground as the opponent starts to descend, allowing her to catch them with a s.Heavy for another small pop-up. Juggle with c.Heavy right before they hit the ground, chaining into the d.Heavy to activate the FLYING SCREEN. This is much easier if near the corner, else Asuka has to dash further to catch them with the j.Heavy juggle. ---------------------------------------------------------------------- ( .02 ) CATHY WILD ------------------------------------------------------------------------------- o1 :: 21 RUSH c.Light > s.Heavy [1 hit] > d.Light [2 hit], Itekomashi Special [12 hit], d.Light [1 hit] /\ jc.Light > j.Light > j.Light > j.Counter (c.A > s.B > f,f + A, d,d + AB, f,f + A /\ jc.A > A > A > AB) o2 :: 17 RUSH Itekomashi Special [12 hit], d.Light [1 hit] /\ jc.Light > j.Light > j.Light > j.Counter (d,d + AB, f,f + A /\ jc.A > A > A > AB) o3 :: 16 RUSH c.Light > s.Heavy [1 hit] > d.Light [2 hit], Itekomashi Special (c.A > s.B > f,f + A, d,d + AB) o4 :: 11 RUSH c.Light > s.Heavy [2 hit] > d.Light [1 hit] /\ jc.Light > j.Light > j.f + Light > j.Heavy > j.Heavy \/ d.Heavy (c.A > s.B > f,f + A /\ jc.A > A > f + A (hold f) > B > B \/ f,f + B) o5 :: 7 RUSH Shoulder Crash, d.Light [2 hit] /\ j.Light > j.Light > j.Heavy > j.Counter (qcb + A, d.A /\ j.A > A > B > AB) o6 :: 6 RUSH j.Heavy [2 hit] \/ c.Light > c.Heavy > d.Heavy (Jump B \/ c.A > c.B > f,f + B) o7 :: 6 RUSH Triple Headbutt [3 hit], c.Heavy > d.Heavy (qcb + B (press A / B rapidly), c.B > f,f + B) [ Xtra ] - Combo o1,o2 Cathy has about a 5f window after the Itekomashi Special to allow her to juggle with the d.Light, which is about 1/6 second. As soon as she does the final power bomb hit, it bounces the opponent off the ground. The d.Light has to be done immediately to catch them off this bounce, but only the first hit. If Cathy hits with both hits, it launches the opponent high, but Cathy will be unable to juggle them as they are falling. (It more or less causes a faux SPINNING KNOCKDOWN.) Jump cancel after the first hit of the d.Light to be in range to air combo with the rest of the chain. - Combo o1,o3 The d.Light causes a launch, but since it`s chained after the s.Heavy that pops the opponent into the air, it won`t knock them very high. However, it still makes them unable to air recover, allowing Cathy to catch them with the Itekomashi Special. - Combo o4 Don`t hesitate after the jump cancel to air combo. You want to be hitting the opponent as both Cathy and them are ascending. Sometimes the opponent may pop up a little higher after the j.f + Light, so you might want to have Cathy double jump before continuing with the j.Heavys. It can be tricky to time it so you have enough time to dash and catch with the d.Heavy; much easier closer to the corner. - Combo o5 It`s easier if you only have the d.Light hit once, and jump cancel into the aerial chain. Either way, the combo does virtually the same damage. ---------------------------------------------------------------------- ( .03 ) GEN`ICHIROU SHINDOU ------------------------------------------------------------------------------- o1 :: 11 RUSH j.Heavy \/ c.Light > c.Heavy > s.Counter, d.Heavy [1 hit] /\ jc.Light > j.Heavy \/ d.Heavy [1 hit] /\ jc.Light > j.Heavy > j.Counter (Jump B \/ c.A > c.B > s.AB, f,f + B /\ jc.A > B \/ f,f + B /\ jc.A > B > AB) o2 :: 8 RUSH Opponent in corner. c.Light > c.Light > c.Light > c.Heavy XX Light Shippuudotou [3 hit], Heavy Shitsujitsugouken (c.A > c.A > c.A > c.B XX qcb + A, d,d + B) o3 :: 6 RUSH c.Light > c.Light > c.Light > c.Heavy > d.Heavy (c.A > c.A > c.A > c.B > f,f + B) ---------------------------------------------------------------------- ( .04 ) KARINA TOYOTA ------------------------------------------------------------------------------- o1 :: 19 RUSH Opponent in corner. c.Light > c.Light > c.Light > TC (f + Light > f + Light [2 hit]) XX Kerokero Mega Heat [2 hit], f + Light XX Kerokero Mega Heat [2 hit], f + Light XX Kerokero Mega Heat [2 hit], s.Heavy XX Heavy Bio Impact (c.A > c.A > c.A > TC (f + A > f + A) XX qcf + AB, f + A XX qcf + AB, f + A XX qcf + AB, s.B XX d,d + B) o2 :: 17-20 RUSH Opponent in corner. c.Heavy XX Heavy Kerokero Heat Press [4-6 hit] /\ j.Light > j.Light > j.Heavy > j.Heavy \/ s.Heavy /\ jc.Light > j.Light > j.Heavy > j.Heavy \/ Heavy Bio Impact (c.B XX qcb + B /\ j.A (hold f) > A > B > B \/ s.B /\ jc.A (hold f) > A > B > B \/ d,d + B) o3 :: 12 RUSH Opponent in corner. c.Light > c.Light > c.Heavy /\ jc.Light > j.Heavy > j.Heavy > j.Heavy \/ s.Heavy XX Heavy Bio Impact (c.A > c.A > c.B /\ jc.A (hold f) > B > B > B \/ s.B XX d,d + B) o4 :: 9-11 RUSH Throw, Bio Impact \/ s.Heavy, c.Heavy > d.Heavy [1-2 hit] /\ jc.Light > j.Light > j.Counter (When close, b / f + B, d,d + A / B \/ s.B, c.B > f,f + B /\ jc.A > A > AB) o5 :: 9 RUSH s.Light > s.Light > s.Light > TC (f + Light > Light > c.Heavy) XX Heavy Bio Impact (s.A > s.A > s.A > TC (f + A (hold f) > A > c.B) XX d,d + B) o6 :: 9 RUSH Kerokero Angler [7 hit], Kerokero Mega Heat (qcb + AB, qcf + AB) [ Xtra ] - Combo o1 Hit with each f + Light just as Kerokero slams the opponent into the ground. - Combo o2 While the Kerokero Heat Press has the opponent pinned against the wall, jump and attack with the j.Lights. It`s actually better if the Heat Press does a less amount of hits, else it`ll be harder to juggle with the Bio Impact at the end. - Combo o3 Jump cancel and hit the opponent on Karina`s ascension. The three j.Heavys should be done in a rather fast succession, but you want to time it so that the last hits just as Karina lands, allowing her to easily catch with the follow-up s.Heavy. - Combo o4 After the second hit of Karina`s throw, immediately do the Bio Impact. The version strength is dependent on the opponent more or less based on their character weight: A: Cathy, Ryuuko, Torami B: Asuka, Kiyoko Either: Karina, Kumi, Megumi, Nana None: Gen`ichirou, Shinobu, Tamaki, Tetsuko For the A-version opponents, typically you want to wait until the opponent starts to descend before doing the Bio Impact, which then allows Karina to get two rising hits instead of one. You don`t want them to be too low, else Karina will hit with the flipkick to send the opponent back to the ground. For the B-version opponents, do the Bio Impact immediately after Karina recovers from the throw, so that the rising knee pops them up higher. Karina lands first with enough time to turn and recover. Typically she lands on the other side of the opponent, so the rest of the combo is done in the opposite direction. During her d.Heavy, you want to make sure that either one or two hits only connect. If all three, Karina won`t be able to jump cancel and catch with the air combo. - Combo o6 To get this to work, you have to make Kero-pyon flip forward during the activation of the Angler. To do this, either have Karina backdash or switch positions with the opponent with a dash, then perform the Angler as soon as Karina lands. As the Angler hits, Kero-Pyon will begin to come in on-screen near the opponent to be in range for the Mega Heat. ---------------------------------------------------------------------- ( .05 ) KIYOKO MITARAI ------------------------------------------------------------------------------- o1 :: 17 RUSH c.Light > c.Light > c.Heavy > d.Heavy [1 hit] /\ jc.Light > j.Heavy > j.Heavy > j.Heavy \/ d.Heavy [1 hit] /\ jc.Light > j.Heavy > j.Heavy > j.Heavy \/ s.Heavy XX Heavy Shin Tsuutenkaku Dahou (c.A > c.A > c.B > f,f + B /\ jc.A (hold f) > B > B > B \/ f,f + B /\ jc.A (hold f) > B > B > B \/ s.B XX d,d + B) o2 :: 9 RUSH c.Light > c.Light > c.Heavy > d.Heavy [1 hit] /\ jc.Light > j.Light > j.Heavy > j.Counter \/ s.Counter (c.A > c.A > c.B > f,f + B /\ jc.A > A > B > AB \/ s.AB) o3 :: 8-9 RUSH c.Light > c.Light > c.Light > c.Heavy XX Heavy Dai-League Softball 8-gou (c.A > c.A > c.A > c.B XX qcf + B) o4 :: 8 RUSH c.Light > c.Light > c.Light > c.Heavy XX Illusion Out (c.A > c.A > c.A > c.B XX qcf + AB) o5 :: 7 RUSH c.Light > s.Heavy XX Heavy Gettsuu Striker (c.A > s.B XX qcb + B) o6 :: 7 RUSH TC (f + Heavy > f + Heavy [2 hit]) XX Illusion Out (TC (f + B > f + B) XX qcb + AB) [ Xtra ] - Combo o1 Each d.Heavy pops the opponent up a little higher, allowing Kiyoko to jump cancel and perform the aerial chain. Perform the j.f + Heavys not too fast, because you want the third one to hit just before Kiyoko lands so she can dash and juggle. The s.Heavy XX Heavy Shin Tsuutenkaku Dahou should be done late else the opponent will be knocked out of range of the special. - Combo o6 The final kick from the Illusion Out will not connect. ---------------------------------------------------------------------- ( .06 ) KUMI OOKUBO ------------------------------------------------------------------------------- o1 :: 23 RUSH c.Light > df + Light [1 hit] > c.Heavy > d.Heavy [2 hit] /\ jc.Heavy [2 hit] \/ d.Heavy [2 hit] XX Ribbon Slicer (c.A > df + A > c.B > f,f + B /\ jc.B \/ f,f + B XX d,d + AB) o2 :: 20 RUSH c.Light > df + Light [1 hit] > c.Heavy > d.Heavy [2 hit] /\ jc.Light > j.Counter [2 hit] \/ Ribbon Slicer (c.A > df + A > c.B > f,f + B /\ jc.A > AB \/ d,d + AB) o3 :: 17 RUSH c.Light > c.Light > c.Light > c.Heavy XX Ribbon Slicer (c.A > c.A > c.A > c.B XX d,d + AB) o4 :: 12 RUSH c.Light > df + Light [1 hit] > c.Heavy > d.Heavy [3 hit] XX Ribbon Slicer (c.A > df + A > c.B > f,f + B XX d,d + AB) o5 :: 11 RUSH c.Light > df + Light [1 hit] > c.Heavy > d.Heavy [2 hit] /\ jc.Light > j.Counter [2 hit] \/ Heavy Ribbon Cutter (c.A > df + A > c.B > f,f + B /\ jc.A > AB \/ d,d + B) o6 :: 9 RUSH c.Light > c.Light > c.Light > c.Heavy XX Heavy Ribbon Cutter (c.A > c.A > c.A > c.B XX d,d + B) [ Xtra ] - Combo o1,o2,o4,o5 Having the opponent close to the corner ensures to get the most amount of hits for the Heavy Ribbon Cutter/Ribbon Slicer as the opponent is pinned against the wall. ---------------------------------------------------------------------- ( .07 ) MEGUMI SUZUKI ------------------------------------------------------------------------------- o1 :: 20 RUSH c.Light > c.Light > c.Light > c.Heavy > d.Heavy [3 hit] /\ jc.Light > j.Light > j.Light > j.Light > j.Light > j.Light /\ dj.Light > dj.Light > dj.Light > dj.Light > dj.Light > dj.Heavy (c.A > c.A > c.A > c.B > f,f + B /\ jc.A > A > A > A > A > A /\ dj.A > A > A > A > A > B) o2 :: 14 RUSH c.Light > s.Heavy /\ jc.Heavy [1 hit] > j.d + Heavy \/ s.Heavy /\ jc.Heavy [1 hit] > j.d + Heavy \/ s.Heavy /\ jc.Light > j.Light > j.Heavy [2 hit] /\ dj.Light > dj.Counter (c.A > s.B /\ jc.B > d + B \/ s.B /\ jc.B > d + B \/ s.B /\ jc.A > A > B /\ dj.A > AB) o3 :: 5 RUSH c.Light > c.Heavy [1 hit] XX Megumi Kerikeri Punch (c.A > c.B XX qcb + A / B) [ Xtra ] - Combo o2 Megumi`s j.d + Heavy seemingly has the opponent float back down toward the ground when hitting them out the air. Giving Megumi enough time to land and re-juggle them with each s.Heavy. Getting the j.Heavy /\ dj.Light jump link can be done in the open, but you have to immediately hit Light upon doing the jump. ---------------------------------------------------------------------- ( .08 ) NANA OWADA ------------------------------------------------------------------------------- o1 :: 12 RUSH Throw, TC (f + Heavy [1 hit], f + Heavy [1 hit]) /\ jc.Light > j.Heavy > j.Heavy > j.Heavy > j.Heavy \/ Heavy Ouka Ren Geki [3 hit], Heavy Ushiwaka no Mai (When close, b / f + B, TC (f + B, f + B) /\ jc.A (hold f) > B > B > B > B \/ Press B rapidly, d,d + B) o2 :: 11 RUSH c.Light > c.Heavy XX Light Ushiwaka no Mai [3 hit], Bu Tou Souen Jin: Ni (c.A > c.B XX d,d + A, d,d + AB, u,u + AB) o3 :: 8 RUSH c.Light > c.Heavy XX Light Ushiwaka no Mai [3 hit], Bu Tou Souen Jin: Ichi (c.A > c.B XX d,d + A, d,d + AB) o4 :: 7 RUSH c.Light > c.Heavy XX Light Ushiwaka no Mai [3 hit], Heavy Ushiwaka no Mai (c.A > c.B XX d,d + A, d,d + B) o5 :: 7 RUSH c.Light > s.Heavy /\ jc.Light > j.Light > j.Heavy > j.Heavy > j.Heavy (c.A > s.B /\ jc.A (hold f) > A > B > B > B) o6 :: 7 RUSH c.Light > c.Light > c.Light > c.Heavy XX Heavy Ushiwaka no Mai (c.A > c.A > c.A > c.B XX d,d + B) o7 :: 5 RUSH TC (f + Light > Heavy) XX Heavy Ushiwaka no Mai (TC (f + A > B) XX d,d + B) o8 :: 2 RUSH df + Light /\ jc.Counter (df + A /\ jc.AB) [ Xtra ] - Combo o1 The hardest part is to get the Heavy Ushiwaka no Mai after the Heavy Ouka Ren Geki juggle. There is really no real trick to it, except not to exceed three hits from the Ouka Ren Geki, and immediately catch with the Ushiwaka no Mai before they hit the ground. ---------------------------------------------------------------------- ( .09 ) RYUUKO YAMAZAKI ------------------------------------------------------------------------------- o1 :: 20 RUSH j.Counter \/ c.Heavy > c.Heavy XX Heavy Quick Driver [2 hit], c.Heavy > c.Heavy XX Heavy Quick Driver [2 hit], d.Heavy [2 hit] /\ jc.Light > j.Light > j.Light > j.Light > j.Heavy [2 hit] > j.Counter \/ Hyper Tackle (j.AB \/ c.B > c.B XX qcb + B, c.B > c.B XX qcb + B, f,f + B /\ jc.A > A > A > A > B > AB \/ qcf + AB) o2 :: 20 RUSH Throw, c.Heavy > c.Heavy XX Heavy Quick Driver [2 hit], c.Heavy > c.Heavy XX Heavy Quick Driver [2 hit], s.Heavy > f + Heavy [1 hit] > d.Heavy [2 hit] /\ jc.Light > j.Light > j.Light > j.Light > j.Light > j.Light > j.Counter (When close, b / f + B, c.B > c.B XX qcb + B, c.B > c.B XX qcb + B, s.B > f + B, f,f + B /\ jc.A > A > A > A > A > A > AB) o3 :: 11 RUSH c.Light > c.Heavy XX Heavy Tatsumaki Receive [2 hit] \/ s.Heavy, d.Heavy [2 hit] /\ jc.Light > j.Light > j.Heavy > j.Counter (c.A > c.B XX qcf + B \/ s.B, f,f + B /\ jc.A > A > B > AB) o4 :: 10 RUSH j.Counter \/ d.Light [2 hit], TC (f + Light > c.Heavy) > db + Heavy, d.Heavy [2 hit] XX Hyper Tackle (Jump AB \/ f,f + A, TC (f + A > c.B) > db + B, f,f + B XX qcf + AB) o5 :: 9 RUSH s.Counter, s.Counter XX Heavy Quick Driver [2 hit], s.Counter /\ jc.Light > j.Light > j.Heavy > j.Counter (s.AB, s.AB XX qcb + B, s.AB /\ jc.A > A > B > AB) [ Xtra ] - Combo o1,o2 Ryuuko`s c.Heavy can rapid fire, allowing it to chain into itself. Wait for the opponent to fall low to the ground before attacking with the c.Heavys, which then pops the opponent up to be caught by the Heavy Quick Driver. The number of c.Heavys is typically two on most opponents. Against Gen`ichirou you will need to use three, which changes up the combo to one repetition. Kumi cannot be hit with more than one due to her odd hurtbox. - Combo o1 You want to hit the opponent with the j.Counter low to the ground, so that Ryuuko lands soon after. Leaving the opponent still in the air, providing enough time to juggle with the Hyper Tackle. The first hit will vacuum the opponent and "freeze" them in place so that the second hits. In the corner, the opponent can quick recover off the wall and avoid the second hit of the Hyper Tackle, which will leave Ryuuko vulnerable to counterattack. - Combo o2 The chain combo after the second Quick Driver can be a little tricky, but immediately hit with s.Heavy the moment Ryuuko releases them. ---------------------------------------------------------------------- ( .10 ) SHINOBU KAWASAKI ------------------------------------------------------------------------------- ** :: Pseudo-Infinite c.Light > f + Heavy [2 hit], c.Light > f + Heavy [2 hit], c.Light > f + Heavy [2 hit], etc .. (c.A > f + B, c.A > f + B, c.A > f + B, etc ..) o1 :: 16 RUSH Opponent in corner. Heavy Banchou Striker [2 hit], j.Heavy \/ s.Light > TC (f + Light > f + Light) /\ jc.Light > j.Heavy \/ Hissatsu Megaton Dynamite (In air, qcf + B, j.B \/ s.A > TC (f + A > f + A) /\ jc.A > B \/ d,d + AB) o2 :: 15 RUSH Opponent in corner. Heavy Banchou Striker [2 hit], j.Heavy \/ s.Light > TC (f + Light > f + Light) /\ jc.Light > j.Light > j.Counter \/ Hissatsu Megaton Bazooka (In air, qcf + B, j.B \/ s.A > TC (f + A > f + A) /\ jc.A > A > AB \/ qcf + AB) o3 :: 14 RUSH c.Light > c.Light > c.Heavy > d.Heavy [3 hit], Hissatsu Megaton Dynamite (c.A > c.A > c.B > f,f + B, d,d + AB) o4 :: 13 RUSH c.Light > c.Light > c.Heavy > d.Heavy [1 hit] /\ jc.Light > j.Light > j.Heavy XX Heavy Kuuchuu Banchou Tornado [1 hit] \/ Heavy Banchou Dynamite (c.A > c.A > c.B > f,f + B /\ jc.A > A > B XX qcb + B \/ d,d + B) o5 :: 12-14 RUSH c.Light XX Heavy Banchou Tornado [3 hit] \/ Heavy Banchou Tornado [2 hit] \/ Hissatsu Megaton Dynamite (c.A XX qcb + B \/ qcb + B \/ d,d + AB) o6 :: 12 RUSH c.Light > c.Light > c.Light > c.Light > c.Light > c.Heavy XX Hissatsu Megaton Bazooka (c.A > c.A > c.A > c.A > c.A > c.B XX qcf + AB) o7 :: 11 RUSH c.Light XX Heavy Banchou Tornado [3 hit] \/ Heavy Banchou Tornado [2 hit] \/ Heavy Banchou Dynamite (c.A XX qcb + B \/ qcb + B \/ d,d + B) o8 :: 10 RUSH Opponent in corner. c.Light > c.Light > c.Heavy XX Light Banchou Tornado [2 hit] \/ Light Banchou Dynamite [2 hit], s.Heavy /\ jc.Light > j.Counter (c.A > c.A > c.B XX qcb + A \/ d,d + A, s.B /\ jc.A > AB) o9 :: 8 RUSH c.Light > c.Light > c.Light > c.Light > c.Light > c.Heavy XX Heavy Banchou Bazooka (c.A > c.A > c.A > c.A > c.A > c.B XX qcf + B) 1o :: 4 RUSH f + Heavy [2 hit], f + Heavy (f + B, f + B) [ Xtra ] - Combo ** Shinobu carries the opponent coast to coast with this "infinite," but it eventually becomes impossible once in the corner. Shinobu`s f + Heavy won`t hit early enough due to corner pushback, and thus they will be able to guard it. End the combo with either a Banchou Tornado or Super beforehand. - Combo o1,o2 You want to hit the opponent high enough with the Heavy Banchou Striker so that Shinobu pops up and has enough time to catch with the aerial Heavy. - Combo o3 After the d.Heavy, Shinobu usually passes underneath the juggled opponent. Not that it matters much for the execution of the Hissatsu Megaton Dynamite, but still wait until they are close to hitting the ground to get the max amount of hits. In the corner it`s much easier. - Combo o5 More hits register if you carry the opponent into the corner. - Combo o6,o9 Getting all five c.Lights is easy, but doing it fast enough so that Shinobu can still catch with the c.Heavy is not. Pretty much the tip end of her leg will catch them, but it`s a very strict range of the attack itself. - Combo 1o A 1-frame link that Shinobu can perform either in the open or corner. ---------------------------------------------------------------------- ( .11 ) TAMAKI SHINDOU ------------------------------------------------------------------------------- o1 :: 25 RUSH Opponent in corner. Dynamite Serve [8 hit], s.heavy /\ jc.Light > j.Light > j.Heavy > j.Heavy > j.Heavy \/ s.Heavy XX Dynamite Serve (qcf + AB, s.B /\ jc.A (hold f) > A > B > B > B \/ s.B XX qcf + AB) o2 :: 22 RUSH TC (f + Light > Light), df + Light > c.Heavy XX Kougeki V [4 hit], s.Heavy XX Dynamite Serve (TC (f + A (hold f) > A), df + A > c.B XX qcb + A, s.B XX qcf + AB) o3 :: 20-25 RUSH c.Light > c.Light > c.Light > c.Heavy XX Kougeki V [3 hit], s.Heavy XX Dynamite Serve (c.A > c.A > c.A > c.B XX qcb + A, s.B XX qcf + AB) o4 :: 16 RUSH c.Light > c.Heavy > d.Heavy [1 hit] /\ jc.Light > j.Light > j.Heavy > j.Heavy > j.Heavy > j.Heavy \/ c.Heavy > d.Heavy [1 hit] /\ jc.Light > j.Light > j.Heavy > j.Counter \/ Heavy Lob Otoshi (c.A > c.B > f,f + B /\ jc.A (hold f) > A > B > B > B > B \/ c.B > f,f + B /\ jc.A > A > B > AB \/ d,d + B) o5 :: 9-10 RUSH c.Light > c.Light > c.Light > c.Heavy XX Kougeki V [3 hit], s.Heavy XX Heavy Lob Otoshi (c.A > c.A > c.A > c.B XX qcb + A, s.B XX d,d + B) o6 :: 9 RUSH c.Light > c.Light > TC (f + Light > Light > c.Heavy) XX Heavy Lob Otoshi (c.A > c.A > TC (f + A (hold f) > A > c.B) XX d,d + B) [ Xtra ] - Combo o5 If the Heavy Lob Otoshi manages to CLEAN HIT, the combo will do a 9 RUSH and cause a SPINNING KNOCKDOWN. ---------------------------------------------------------------------- ( .12 ) TETSUKO OUGIGAYA ------------------------------------------------------------------------------- o1 :: 30+ RUSH j.Heavy \/ c.Light > c.Heavy XX Heavy Chemical Impact [4 hit], d.Heavy [1 hit] /\ jc.Light > j.Heavy > j.Counter \/ d.Heavy [1 hit] /\ jc.Light > j.Heavy > j.Counter \/ d.Heavy [1 hit] /\ jc.Light > j.Heavy > j.Counter, etc .. (j.B \/ c.A > c.B XX qcb + B, f,f + B /\ jc.A > B > AB \/ f,f + B /\ jc.A > B > AB \/ f,f + B /\ jc.A > B > AB, etc ..) o2 :: 17 RUSH c.Light > df + Light > c.Heavy XX Heavy Chemical Impact [4 hit] /\ j.Light > j.Counter \/ Enshin Ren Satsu Ken (c.A > df + A > c.B XX qcb + B /\ j.A > AB \/ qcf + AB) o3 :: 11 RUSH c.Light > df + Light > c.Heavy XX Enshin Ren Satsu Ken (c.A > df + A > c.B XX qcf + AB) o4 :: 5 RUSH c.Light > df + Light > c.Heavy > d.Heavy (c.A > df + A > c.B > f,f + B) [ Xtra ] - Combo o1 This is known as Tetsuko`s "Dustloop" combo, in honor of the same type of wall combo that Sol Badguy has in `Guilty Gear XX´. However, it essentially is not a true combo in that it can be escaped by advanced players if the timing is off. The structure behind the combo is that Tetsuko`s Jumping Counter causes WALL SLAM, which stuns the opponent for a few frames. If it is done at a low altitude, Tetsuko can land and catch with d.Heavy again to perform the air chain repeatedly. Because of the WALL SLAM, the opponent can quick recover if they are fast. This is why Tetsuko should hit them low to the ground so she can recover and hit with the d.Heavy so it links. This combo causes a great deal of dizzy potential, and can easily inflict the opponent in the middle of the juggle. - Combo o2 After the blast, jump and perform the j.Light early, but hesitate to catch with the j.Counter until just before Tetsuko lands. ---------------------------------------------------------------------- ( .13 ) TORAMI HOUJYOU ------------------------------------------------------------------------------- o1 :: 10 RUSH c.Light > c.Heavy > d.Heavy [1 hit] XX Rairyuu Shougeki Ken [4 hit], Rairyuu Shougeki Ken (c.A > c.B > f,f + B XX d,d + AB, d,d + AB) o2 :: 9 RUSH c.Heavy /\ Heavy Kuuchuu Shinkuu Tobi Ashi Tou [2 hit] \/ s.Heavy XX Heavy Sou Ryuu Ken (c.B /\ d,d + B \/ s.B XX d,d + B) o3 :: 9 RUSH c.Heavy /\ Heavy Kuuchuu Shinkuu Tobi Ashi Tou [2 hit], j.Heavy XX Heavy Sou Ryuu Ken (c.B /\ d,d + B, j.B XX d,d + B) o4 :: 9 RUSH c.Light > c.Light > c.Light > c.Heavy XX Heavy Sou Ryuu Ken (c.A > c.A > c.A > c.B XX d,d + B) o5 :: 6 RUSH c.Light > c.Heavy > d.Heavy [1 hit] /\ jc.Light > j.Light > j.Heavy (c.A > c.B > f,f + B /\ jc.A > A > B) [ Xtra ] - Combo o2,o3 Both combos are the same thing, it`s just a difference on where you have Torami do her Heavy attack. For the ground version (combo o2), you have to jump cancel her c.Heavy and perform the Kuuchuu Shinkuu Tobi Ashi Tou rather fast after leaving the ground. So that Torami doesn`t recoil after the kick back into the air. You rather want her to dive down through the opponent and land, allowing an easy s.Heavy juggle. The alternate method (combo o3) is to instead have Torami recoil after the Kuuchuu Shinkuu Tobi Ashi Tou, and hit with her aerial Heavy before she lands. ================================== Festival 6 : SPECIAL THANKS | -------------------- ( Asuka 120% Limited ) ================================== - Family Soft / Fill In Cafe ( familysoft.co.jp/ ) Another installation in this chaotic and combo-filled, schoolgirl fight fest that has been around for years. Hope they make a PS3 version of this with an updated, yet still over the top, combo engine. - Jeff "CJayC" Veasey + GameFAQs ( gamefaqs.com/ ) The man and his FAQ-emporium lives on as the best site out there for all- game information. (GameFAQs : http://www.gamefaqs.com/users/CJayC) - Harold "Kageh" Hess ( harold_hess@hotmail.com ) My TMChi bro who bought this for me when he was over in Japan. (GameFAQs : http://www.gamefaqs.com/users/!H+Bomb) ==================================== Festival 7 : REVISION HISTORY | ------------------ ( Asuka 120% Limited ) ==================================== v. 1.0 // 2014.12.25 - Combos added for Ryuuko, Tamaki, and Tetsuko. v. 0.0 // 2014.01.13 - FAQ initial creation. ============================== Festival 8 : FINAL NOTE | ------------------------ ( Asuka 120% Limited ) ============================== Oss`! Every fighting game, despite how rare, deserves a combo FAQ. Have something to say about the game or this FAQ you want me or others to know? Find any of the above information wrong or misleading? Or maybe you have info or extras to add onto what`s posted. Whatever the case is, feel free to send it! Anything that is posted within the FAQ, you not only get full credit. Oh no no! You also receive unauthorized bragging rights that give you the Almighty-given gift of annoying the hell out of people with. .. By the way, thanks for reading! Sayounara, adios, ciao, xie xie, au revoir, and all that other crap. ^_^ - shouji ------------------------------------------------------------------------- | `Hi Lisa. Hi Super Nintendo Chalmers.´ | | - Ralph Wiggum; `The Simpsons´ | -------------------------------------------------------------------------