.B@B@@@B@@@@@@@L B@B@@@B@B@@@B 5B@B@B@B@B@B@u @@@B@B@B@B@@7 :B@B@B@@@B@B B@@@B@B@BS @B@B@@@,:5GqqFZ: @@B@B@BM: L@B@B@u : i@ .B@B@@@0. B@B@B@ i qr 7@@B@BU @B@B@J 7 k .@B@B@7 F@B7 M@@B@BL iB@ . vB@iuB@B@i @BFi B@@@B@B5 i@ B@r rB ,Z@@ 1E L :@2 iZ . @ M@r:UkuvL kM1@ Y@@B@B@B@B@5 @B@q ~Seifuku Densetsu~ PRETTY FIGHTER X BB@B@EPB@B@B@S @B@, [ MaxFAQ / Japanese Sega Saturn ] j@B@BJ B@B@B@Z qBr [ ver 3.0 / oodzume@hotmail.com ] .SB@@@r JB@B@B@B @B [ faq + ascii + psn: afroshouji ] ,E@B@B@ @B@B@B@B @ [ ♥ discord : afroshouji#1882 ♥ ] :@B@B@BY M@B@B@@@: OJ 7B@B@B@Br iB@B@B@B@r@@ v@@@@@B@BN @B@@@B@B@@@ 0B@B@B@B@@@7 ,@@B@@@B@B@B@ JB@B@@@B@B@B@B@ 1B@B@B@B@B@@@B@, ════════════════════════════════════════════════════════════════════════════════ Copyright 2004 - 2020 Khris "afroshouji" Gaines The following FAQ you are looking || GameFAQs.com will always have the at was created by me: afroshouji. || most updated versions of this FAQ < oodzume@hotmail.com > || primarily. Unless denoted, if any Made for the use of only personal || other location has it, then nine- and/or private purposes. Whenever || times-outta-ten it was ripped out reproduced, electronically is the || from there. If placed on a freely way it must be done. However, the || assessable webpage/site, this FAQ correctness and accuracy of any & || may be altered to fit any certain all material listed with this FAQ || guidelines, but this disclaimer & isn't 100% guaranteed. Any errors || copyright info must remain in its or omissions that inflict damages || original form and state. If there or problems towards anything will || 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. This FAQ should not be used by anyone other than the author for a profitable and/or promotional purpose (eg - published in a magazine or guidebook, etc). Nor is this document to be given away as a bonus or gift. It isn't my desire to write all this up just to get others rich. Anyone who has enough interest in this FAQ and would like to include it on their sites, please ask me first in an email describing your page (include the URL) and I'll get back to you. Don't just take it; ask me. I am normally lenient if you take that approach. All copyrights and trademarks associated with this FAQ are acknowledged. All I ask if that credit is given where it's due. Shouldn't be difficult, right? Discord channels may link to the original GameFAQs document all they want. 《Seifuku Densetsu: Pretty Fighter X》 and its characters are copyright 1995 Imagineer Co., Ltd. All rights reserved. This FAQ is available at the following places : ------------------------------- Seifuku Densetsu: Pretty Fighter X // MaxFAQ - - GameFAQs gamefaqs.com/ --[ Table of Contents ]-------------------------------[ Pretty Fighter X ]-- ________________________________________________________________________________ -( bishoujou 1 : story -( bishoujou 2 : faq notation + Controller Notation + Button Notation + Abbreviations + Command Notation + Arts Info + Canceling Chart + Frame Data -( bishoujou 3 : game modes explanation + Story + VS + Team Play + Option -( bishoujou 4 : basic commands -( bishoujou 5 : the pretty fighters + Ai Momoyama + Juri Akasaka + Kei / Keiko Konno + Kurisu Shiratori + Maria Christel + Marin Aoki + Minami Midorikawa + Oryou / Ryouko Kiori + Shizuka Minakami + Sorami Shizuki + Tokiko Tsuchiya + Yawara Yamabuki -( bishoujou 6 : system dissection + Movement: walking / jumping + Attacking + Guarding + Throwing + Special Moves + Projectiles & Durability + Life Gauge + Hitstun / Hitstop / Hit States / Knockdown Gauge + Combos / Links + Canceling + Tier Listing -( bishoujou 7 : miscellaneous info + Special Thanks + Secrets / Codes + Translations + Stages + Allusions + Seiyuu Information + Game Soundtrack Listing + Revision History + Final Note --[ Bishoujou 1 - Story ]-----------------------------[ Pretty Fighter X ]-- ________________________________________________________________________________ "Marin, help!" There was a phone call from the frightened voice of Saki, a close friend, who moved to Sapporo. Marin rushed to Sapporo, but she was too late and Saki fell in a coma in the hospital bed. "Why is this happening .." Kurisu, a nurse, speaks from behind Marin. "Saki was carrying this while wandering aimlessly down a road in the middle of the night. It seems that she was not conscious at that time either." To explain, she hands over the crystal cross that Saki had in her hand to Marin. Marin decided to stay in Sapporo until Saki's condition was restored, so she went out to eat. The Neo-Shinkyou believers who have been making noise in the media recently carried out missionary activities there. From the necks of the believers the same crystal cross was worn as Saki had. Maria, the Neo-Shinkyou founder, addresses Marin while staring at her questioningly. "There is nothing to be worried about," Marin relaxes her guard about all the talk of the matter as Maria's voice speaks to her gently. "You're quite serious. If you pray in my church, Saki will recover." Marin went to the church as she said and kept on praying. The next night, Kurisu and Marin entered the hospital room to check on Saki's condition, and they witnessed a mysterious masked gang trying to take Saki out. "What are you guys doing?!" The mysterious corps noticed Kurisu yelling from behind, smokescreened, and disappeared with Saki through a window. Marin and Kurisu chased afterward, but lost sight of their opponents. As they desperately searched they discovered the mysterious masked troupe in a vacant lot. After the brawl, Marin and Kurisu approached a fallen man after they got rid of the mysterious group. "Saki is okay," the one who spoke was not Saki, but a man lying down. "Who .. are you?" The man began to talk about himself in a disappointing voice to Marin. "My name is David Kaneko. I'm a member of a government intelligence committee, and I'm investigating the Neo-Shinkyou. Its leader Maria is brainwashing the believers and trying to create an inverse nation. I guess your friend must have escaped to inform about their secret." "Where is Saki now?!" "I don't know, but the Neo-Shinkyou are always conducting mass in the church in the middle of the night. Maybe if you go there you'll find something." Marin and Kurisu went to the church to save Saki, but it was empty after the group ran away. From behind a surprised Marin, the mysterious masked gang attacked. "Sailor Punch!" The masked men were blown away by Marin's special attack. Grasping the collar of one of the masked men that had collapsed, Marin asked him, "Where is Saki!" "She went to Yokohama. That's all I know!" Marin went to Yokohama to save Saki and defeat Maria .. --[ Bishoujou 2 - FAQ Notation ]----------------------[ Pretty Fighter X ]-- ________________________________________________________________________________ ( Controller Notation ) =========================================== ( 2.01 ) 7 8 9 Jump Up-Back Jump Up Jump Up-Forward \ | / 4 -- 5 -- 6 Retreat / Guard Neutral Advance / | \ 1 2 3 Crouch / Low Guard Crouch Offensive Crouch - Reverse forward and back if you're on the right side of screen. ( Button Notation ) =============================================== ( 2.02 ) L R n/a n/a X Y Z Light Punch (LP) Medium Punch (MP) Heavy Punch (HP) A B C Light Kick (LK) Medium Kick (MK) Heavy Kick (HK) - Button notation can be changed at the "KII SETTEI" (Key Setup) menu in the Option screen. This FAQ utilizes the default setup shown above. ( Abbreviations + Command Notation ) ============================== ( 2.03 ) P / K - Press any Punch / Kick button. PPP / KKK - Press all three Punch / Kick buttons simultaneously. + - Stands for "and". / - Stands for "or". 236 / 214 - Motion (d,df,f) or (d,db,b) on the joystick. 41236 / 63214 - Motion (b,db,d,df,f) or (f,df,d,db,b) on the joystick. 360º - Rotate the joystick in a circle (632147896). 360s can start and end at any cardinal direction (If you start at 3, end at 3.) Ultimately, 360-motions have been reduced to a 270-motion in games. So you can start at 6 and rotate '6321478' (or the reverse) to get the same effect. {{ATK}} - Repeat the listed command(s) in a swift succession. ('{{P}}' means to swiftly hit any Punch button over and over.) [x] ]x[ - Hold/charge the specific direction or button(s). ('[4]' means to hold backward on the joystick.) For special abilities the general rule is that the charge time is 1-second (60 frames). Can be followed by additional commands after the charge is complete. ('[4]6' means to charge backward for a period, then press forward.) Inverted brackets mean to release the held button(s) to activate the effect. c. - Perform the following command(s) when near the opponent. f. - Perform the following command(s) when away from the opponent. j. - Perform the following command(s) while jumping/in the air. x~y - Anything within that specific range of directions or buttons will work. (Always goes clockwise for directions; '2~8' means 2, 1, 4, 7, or 8.) Commonly used to show a min/max range of frames, hits, and/or damage for attack properties that may change due to charging or powering-up. (move name) - A special move that has no specific name, but is noted in the character's movelist for having unique principles or command to execute it. Although sometimes this notation means that I don't know the official name for the move, or that it may not have one. Basic throws normally don't have a name, so they appear in parenthesis. 1,2,3,4.. - Note numbers; listed along the left-side of the FAQ alongside an attack/command to correspond to information numbers listed below. Some attacks may have multiple notes. (#)F - Stands for "frames", used in conjunction with numbers (7F) to shorthand frame data. (Could be read as either "on frame 7" or "7 frames".) An additional letter——S, A, R——may follow to differentiate between a move's startup, active, and recovery periods, respectively. ('7FS' means '7 frame startup'.) ☼ - Indicates special notes, mechanics, or additional information pertaining mainly to the character in general. ( Arts Info + Canceling Chart ) =================================== ( 2.04 ) Each of the character's basic and special attack techniques are listed within a structure like the one below: -------------------+-----+----------+-----+-----+--------+-----+-----+------- | Command | Grd | Damage | Cnl | Sta | Active | Rec | +Ht | Notes | -------------------+-----+----------+-----+-----+--------+-----+-----+------- c.5HK | M | 9+6 | O | 14 | 19 | 10 | +2 | ---+---------------+-----+----------+-----+-----+--------+-----+-----+------- 1 | c.4/6MP | Thw | 14 | —— | 1 | 1 | —— | KND | 3 | 236LP | M | 11 | —— | 37 | —— | 11 | +3 | PRJ ---+---------------+-----+----------+-----+-----+--------+-----+-----+------- | | | | | | | | | a b c d e f g h i a - Attack Command / Special Move The position of the character, command input, or special move name for an attack. Some characters have alternate attacks when Standing Close to the opponent as opposed to being far away, as well as Jumping Diagonal rather than just straight vertically. Only new attacks are added if they differ. b - Guard Level The position in which the attack must be guarded. M / MID - attack can be guarded standing or crouching H / HIGH - attack must be guarded while standing L / LOW - attack must be guarded while crouching c - Damage The amount of damage the attack does when it connects for its full amount of hits. Plus signs separate damage between hits if the amount changes from the previous (eg - 20+25), but these hits combo. Else the damage is followed by the amount of hits if they all do the same (eg - 70x2). If an attack's hits do not combo, damage is separated by a comma (eg - 10,10). d - Cancelable Denotes if a basic attack can be canceled into a special/command throw. O - attack can be canceled during its active period O:n - attack can only be canceled during certain hit(s) X - attack cannot be canceled e - Startup Frames The number of frames that initiate at the beginning of an attack after the input, and when the first hitbox is present. f - Active Frames The number of frames that the attack has a hitbox. g - Recovery Frames The number of frames after the attack has finished, and the character is disallowed to do another action as they are returning to neutral stance. h - +Hit / Advantage on Hit The difference in the number of frames between when both characters will return to neutral stance after an attack has successfully hit. (Positive numbers mean that the player can act first; negative means the opponent can act first.) i - Notes Notable additions and details about the attack listed in shorthand: KND - KNOCKDOWN: attack knocks opponent to the floor, forcing them into a grounded recovery. CPT - CAPTURE: attack snares opponent, incapacitating them for set amount of frames, leaving them unable to act and vulnerable to attacks. PRJ - PROJECTILE: attack either appears as or creates an independent object on-screen; must be able to negate another PROJECTILE's durability points. LIF - LIFE UP: action heals the user's health bar. FWD - MOVES FORWARD: basic attack advances character SLD - SLIDE: attack that advances the character along the ground; typically a LOW attack. ( Frame Data ) ==================================================== ( 2.05 ) The idea of "frame data" can be a bit intimidating to new players. It is both one of the best and scariest ways to help improve your game, but only if you fully understand what you are looking at——and why you are looking at it. Players in the fighting game community (FGC) commonly talk about 'advantage' and moves which are 'unsafe,' and this is where it all stems from. Frame data is the most accurate method to measure events and timing in fighting games. This area will help break down what a lot of this information means, and help you grasp the concepts better in order to use it throughout your gameplay. +-- [ Frames ] --------------------------------------------------------------+ A 'frame' is a game's unit of time measurement. 《Pretty Fighter X》 (PFX) runs at 60 frames per second like most modern games do. Which means in a span of one full second, there are 60 frames of sprite animation that takes place. Not all of it is noticeable or easy to recognize, but it's there. Frame data allow for discussions of given moves to be taken to a deeper, more useful level. The actual utility and effectiveness for a special move becomes more apparent when looking at its frame data. Visually, there is a negligible difference between and attack that hits in 4 frames versus one that hits in 8 frames. It's the difference between "just under a tenth of a second" and "just over a tenth of a second." But in the terms of the game itself, this minuscule and brief variation in timing can equal quite a significant deal. Like many older 2D games, PFX's animation is built on "trailing sprites". That means that each character movement and attack frame is not a unique sprite; instead, one sprite can last as little as 2 frames, or up to nearly 15 frames' worth of animation. So to the naked eye, an attack can appear to be just four frames because that's how many different sprite animations are visible, but in actuality the move lasts far longer due to the span of the frame. For example with Kei's Far Standing MK, it carries out like this: Sprite 1 (5f), Sprite 2 (4f), Sprite 3 (5f), Sprite 4 (6f), Sprite 5 (5f) |_________________________________________| |___________| |___________| Startup Active Recovery The entire attack only has five different -sprites- of animation, so one might believe the attack hits on its 4th frame, but that's not correct. The first sprite lasts for 5 frames (1/12 of a second), then the next sprite lasts for 4 frames, and so on. So in full, Kei's Standing MK (f.5MK) is 25 frames——not 5. This was a very common practice in early 2D game making because drawing new sprites can be both expensive and weigh on the graphics engine. So instead, sprite durations were just stretched out and drawn in a way to not have the game appear too blocky. +-- [ Startup Frames ] ------------------------------------------------------+ The number of frames before the attack reaches its first active frame, which is capable of hitting the opponent, after the command is correctly input. In most simplest terms: the smaller this number is, the faster the attack executes. The fastest moves in the game have between 1 to 4 frames of startup; throw attacks generally are included. For the purposes of this FAQ, startup frames naturally include the first frame of the active period. This is for ease of looking for a link under the +Hit section (frame advantage): if an attack has an advantage of +4, then any attack with a startup of 4 frames or less should link to it (see section 6.08). This does mean, however, that if you add up the startup, active, and recovery frames, the sum ends up being one frame longer than the actual duration of the attack. For PROJECTILES, these are the number of frames until the character releases the attack. +-- [ Active Frames ] -------------------------------------------------------+ The number of frames the attack is capable of striking. Basic attacks tend to have a small amount of active frames——typically around 4~10 frames. Attacks with a high number of active frames should be worth noting. Numbers listed in parenthesis (eg - 5(3)5) are inactive frames in between the active ones for multi-hitting attacks. An active of 'Ground' means an aerial attack remains able to strike until the character lands to the ground. There are few instances during a multi-hitting attack's active frames where it auto-changes its guard properties. Such as the attack initially hits MID, but then switches to requiring a LOW guard. This would only happen for an attack that has an extended active period. Normally these hits still combo together. For these cases the active frames are split up by a separator (eg - 10|11), and the active frames correspond to the attack's hit properties, respectively. Most PROJECTILE attacks are a bit of a special case, since the active part of the animation is (usually) completely separate from the character's animation. So the character only actually has startup and recovery animations. In which case projectiles have an active period listed as " —— " due to how their time on-screen is determined by the positions of the characters. +-- [ Recovery Frames ] -----------------------------------------------------+ The number of frames in which the attack is recovering and no longer active, where the character transitions back to their neutral stance so they can act again. Characters can't guard or perform other actions while recovering, so they are vulnerable. The recovery period is the portion that is circumvented when using any kind of canceling into another move. For PROJECTILE attacks, recovery begins the frame after the projectile is actually released. 'Landing Frames' are essentially recovery frames the character goes through after landing to the ground from a jump. These frames typically get applied regardless of if the character attacks or not during their jump. In PFX the landing frames cannot be canceled with moving, attacks, or special moves——all of them have to transpire. All landing frames are listed in each character's 'Data Arsenal' section. Characters all have the same landing recovery times regardless if they jump vertically or diagonally. Landing frames are also in addition to whatever recovery frames happen after aerial attacks. 'Ground' (or 'Gnd') signifies that the character remains in recovery animation until they land on the ground after an aerial attack. +-- [ Advantage on Hit / Advantage on Guard ] -------------------------------+ After an attack strikes an opponent, two things occur: the attacking character will go through their recovery animation, and the defending character either goes into hitstun or guardstun (depending on if the move was blocked or not). Different attacks go through different recovery periods and inflict different amounts of hitstun or guardstun. After these times, both the attacker and the defender will eventually leave those animations and be allowed to act again. The discrepancy between when the character and the opponent both return to neutral stance and can perform another action is expressed with the concept of frame advantage (listed as '+Hit' or 'On Hit' in this FAQ). A frame advantage of "+7" means the character can act a full 7 frames before the opponent can do anything——a rather sizable advantage! A frame advantage of "-3" means that the opponent instead has 3 frames to act before the character does. Whereas having "0" advantage means both characters return to neutral at the exact same time. For PROJECTILE attacks, the frame advantage is based upon if the attack hits on its very first active frame——typically point-blank range. Another special case are aerial/jumping attacks. This FAQ does not include any frame advantage from jumping attacks simply because the numbers will always differ depending on when the grounded opponent is struck. The greatest amount of frame advantage is typically when the aerial attack hits on its very first active frame, like with projectiles, and then the character landing as soon as they possibly can——usually on the next frame. However, that seldom will ever occur. Whether it is air-to-air, or air-to-ground, aerial attacks generally do not ever hit on their first active frame unless they are used in an air combo. (PFX has no aerial combos.) In addition, where on the opponent's body they are hit is also a factor. Juri attacking Oryou with j.9HK that hits at the top of her head will give Juri a much different frame advantage than if she hits her much deeper in the chest region. (Character sprite sizes are also a factor.) "Advantage on Guard" shows the recovery variance between characters after an attack is guarded, which can be beneficial in creating blockstrings——chains of attacks that keep a player locked in guardstun. Knowing the Advantage on Guard also aids in knowing how to counterattack, or punish, the opponent with an attack after successfully defending against theirs. While there are notable levels of guardstun in PFX like in other fighting games, for now this FAQ does not include tables to show the frame amounts. --[ Bishoujou 3 - Game Modes Explanation ]------------[ Pretty Fighter X ]-- ________________________________________________________________________________ ( Story ) ========================================================= ( 3.01 ) Select one of the twelve characters (Maria Christel included with the code; see section 7.02) to go through the game. You must defeat twelve opponents in 2/3 rounds. Maria Christel is the final boss for every character. An animated intro of the character plays after selecting. Each character has seven different paths chosen at random that can be taken to the end. Ai's paths are listed below, as an example: 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th +—————+—————+—————+—————+—————+—————+—————+—————+—————+—————+—————+—————+ | Ai | Kei | Min | Ory | Kur | Mrn | | Jur | Sor | Ywr | Tok | | +—————+—————+—————+—————+—————+—————+ +—————+—————+—————+—————+ | | Kei | Min | Tok | Ai | Ywr | Jur | Shi | Kur | Mrn | Ory | Sor | | +—————+—————+—————+—————+—————+—————+ +—————+—————+—————+—————+ | | Kur | Ory | Sor | Kei | Ai | Mrn | | | | | Tok | | +—————+—————+—————+—————+—————+—————+—————+ | | +—————+ | Ai | Mrn | Kei | Ai | Kur | Ory | Sor | Tok | Jur | Min | Ywr | Shi | Mar | +—————+—————+—————+—————+—————+—————+—————+ | | +—————+ | | Ory | Mrn | Kur | Sor | Tok | Kei | Shi | | | | Ai | | +—————+—————+—————+—————+—————+—————+—————+—————+—————+—————+—————+ | | Shi | Ywr | Ory | Jur | Kei | Min | Sor | Tok | Kur | | Mrn | | +—————+—————+—————+—————+—————+—————+—————+—————+—————+ Ai +—————+ | | Tok | Mrn | Jur | Shi | Sor | Kur | Min | Ory | Ywr | | Kei | | +—————+—————+—————+—————+—————+—————+—————+—————+—————+—————+—————+—————+ Once Maria is defeated, you are treated to an animated scene of your character for their ending. Every 3rd opponent you defeat in a row awards you with a scrollable picture of that chosen character dressed in an alternative outfit. There are three for each character. The costumes typically increase in scandalous factor with each entry. If you lose a match the count resets and you must win another three matches in a row, but losing a round is fine. Losing against an opponent brings up a Continue screen, showing a picture of your beaten character. You have ten seconds to decide whether or not you wish to continue. Pressing Start activates the continue, allowing you to start the match over against the opponent that defeated you. Pressing the attack buttons speed up the timer. Once the timer reaches 0, continuing is disabled and the game is over. When you continue, you are given the option to switching to a new character. If you do, you continue still on the list of opponents based off your original character, not the newly selected one. Scores made here are added toward the Top 5 ranking screen. If you continue from a loss, the score you last had is retained. Even if you change characters after continuing, you keep your score. ( VS ) ============================================================ ( 3.02 ) VS is made for either 1- or 2-players. There are two gaming modes: "Taisen" ("Competition" for two players; on the left) and "Computer" (for one player; on the right). In each mode, any of the 12 characters can be selected to fight in a 2/3 round match. If there is no controller for 2P, Taisen cannot be selected. During the character select screen, a player has control of various functions: - Press the Start button over a character to select their normal color. - Press the Start button while holding either the L- or R-shoulder button over a character to select one of their alternate colors. - Press the Circle button to deselect a chosen character, but this also exits character select and returns you to the VS menu. After characters are chosen, the next screen allows players to select a stage. Either player has control of this. A ranking chart is displayed after each match to show the number of wins and losses for each character chosen. ( Team Play ) ===================================================== ( 3.03 ) Team Play is made for either 1- or 2-players. There are two gaming modes: "Taisen" ("Competition" for two players; on the left) and "Computer" (for one player; on the right). In each mode, any of the 12 characters can be selected. This is a 6-vs-6 relay mode, similar to a King of Fighters-style team format. Each player selects six characters in the order of who they want to use. Two of the same character can't be on the same team. Characters then fight in 1-round matches. The winner continues on to fight against the opponent's next character on the team, and receives 12 life replenished to their health. If there is no controller for 2P, Taisen cannot be selected. During the character select screen, a player has control of various functions: - Press the Start button over a character to select their normal color. - Press the Start button while holding either the L- or R-shoulder button over a character to select one of their alternate colors. - Press the Circle button to deselect a chosen character, but this also exits character select and returns you to the VS menu. After characters are chosen, the next screen allows players to select a stage. Either player has control of this. A ranking chart is displayed after each match to show the number of wins and losses for each character chosen. ( Option ) ======================================================== ( 3.04 ) The Option screen allows you to change the settings of the game. The list is as follows (listed from top to bottom): - REBERU SETTEI (Level Setup) Select the difficulty of the CPU opponents from 1-7: 1 being easiest, 7 being hardest. 4 is default. (Effects: Story, VS Computer, Team Play Computer) - TAIMU SETTEI (Time Setup) Select the amount of time for each round in seconds: 30, 60, 90, or Infinite. 60 is default. (Effects: Story, VS (both), Team Play (both)) - HANDIKYAPPU (Handicap) Select the damage multiplier of that player's characters from 1-8 stars: 1 makes the character do 50% less damage, 8 makes the character do 50% more damage. 4 is default. (Effects: VS (both), Team Play (both)) - KII SETTEI (Key Setup) Change the configuration of the attack buttons. There is also a "Reset" option at the top to set the buttons back to default. In order, the list reads as follows: RISETTO (Reset) Jaku Panchi (Weak Punch) - X Chuu Panchi (Medium Punch) - Y Kyou Panchi (Strong Punch) - Z Jaku Kikku (Weak Kick) - A Chuu Kikku (Medium Kick) - B Kyou Kikku (Strong Kick) - C - SAUNDO (Sound) Select the sound output: SUTEREO (Stereo) or MONORARU (Monaural). - SUPIIDO SETTEI (Speed Setup) Select the speed of gameplay from 1-3 stars: 1 being slowest, 3 being fastest. 2 is default. (Effects: Story, VS (both), Team Play(both)) - EXIT Return to the title screen. --[ Bishoujou 4 - Basic Commands ]--------------------[ Pretty Fighter X ]-- ________________________________________________________________________________ The following list are moves and attacks that most characters overall possess. Standing Guard [4] when attacked Crouching Guard [1] when attacked Nage (throw) c.4/6 + MP / MK / HP / HK Ground Recovery Normally stand after knockdown --[ Bishoujou 5 - The Pretty Fighters ]---------------[ Pretty Fighter X ]-- ________________________________________________________________________________ ======================================================================= ( .01 ) >> AI MOMOYAMA the gymnast / PINK "Wakasa ga saiko- yo!" ================================================================================ Ai is a purely physical character who must be up-close to be effective. f.5HP, 2HK, and her high jump height all help to move her toward the opponent fast. Once she's in melee range she gains a mixup with 2MP, c.5LK, and c.5HK (timed to hit the opponent during its overhead frames). Should any of those attacks hit while she's in range, immediately cancel into Kamikami Crash. From there she can continue with that okizeme, or 236LP for typically risk-free life gain. PROS: CONS: - f.5HP covers a lot of ground - No damage options outside melee range - c.5HK a cancelable overhead - Can't cancel any of her 2Ks - Can cancel many of her attacks into - 236HP only safe when far away command throw - 421K a viable anti-air, but tends to - Able to heal trade against jumping attacks ( Personal Information ) ---------------------------------------------------- Name Meaning : AI = "love" MOMOYAMA = "peach | mountain" Birthplace : Hiroshima Constellation : Sasoriza (Scorpio) Age : 14 years Occupation : Chuugakusei (junior high school student) Blood Type : AB type Height : 147 cm. (4' 9.87") Weight : 40 kg. (88.18 lbs.) Measurements : B/72 W/55 H/74 cm. (28/22/29 in.) - Rectangle figure Hobbies : Kame no sanpo (turtle walking; like walking a dog) Favorite Food : Bananas Dislikes : Camera-kozou (amateur photographers who likes to take pictures of models and presenter ladies in exhibitions) Story Title : "Danchi ni Arawareta Vampire" ("The Vampire that Appeared in the Apartment Complex") ( Colors ) ------------------------------------------------------------------ Normal : Light pink (shirt, shoes), blue (shorts), bubblegum (pads), blonde (hair), flesh (skin) Hold L : Light pink (shirt, shoes), blue (shorts), bubblegum (pads), orange (hair), pink (skin) Hold R : Light pink (shirt, shoes), blue (shorts), bubblegum (pads), yellow (hair), peach (skin) ( Portrait Costumes ) ------------------------------------------------------- 1st Picture : Loungewear: white collared shirt, white skirt, turtle 2nd Picture : Swimsuit: light blue one-piece bikini, turtle 3rd Picture : Dominatrix: black leather bralette, black thong, black elbow gloves, black thighhigh heeled boots, whip ( Poses + Sayings ) --------------------------------------------------------- Match Start : Flips into a split with an arm raised. Victory : Stretches down against her leg, then drops into a kneeled backbend, "Yatta!" ("I did it!") ( Quotes ) ------------------------------------------------------------------ - Victory "Ichiban wa wa-ta-shi!" ("I'm the best!") "Watashi katta!" ("I won!") "Yowai yo!" ("Weakling!") "Zenzen dame!" ("You're absolutely useless!") - Defeat "Anata ga No.1." ("You are number one.") "Kono mama jya .." ("Not like this ..") "Magure yo magure?" ("Was that a fluke?") "Tsuyoi n'dakara, anata." ("Because you're so strong.") "Yarareta .." ("You got me ..") ( Data Arsenal ) ------------------------------------------------------------ Pre-jump Frames : 9 frames Jump Duration : 51 frames Landing Frames : 9 frames Jump Height Apex : 134 Forward Jump Distance : 132 Backward Jump Distance : 159 Knockdown Recovery Duration : 27 frames Knockdown Gauge : 3,008 points -------------------+-----+----------+-----+-----+--------+-----+-----+-------- | Command | Grd | Damage | Cnl | Sta | Active | Rec | +Ht | Notes | -------------------+-----+----------+-----+-----+--------+-----+-----+-------- c.5LP | M | 3 | O | 8 | 4 | 4 | +4 | c.5MP | M | 4 | O | 10 | 8 | 8 | 0 | c.5HP | M | 6 | O | 13 | 10 | 12 | -2 | c.5LK | L | 3 | O | 6 | 5 | 4 | +7 | c.5MK | M | 5 | O | 14 | 8 | 8 | +4 | c.5HK | M,H | 5+4 | O | 17 | 5|16 | 12 | -4 | f.5LP | M | 3 | O | 7 | 4 | 5 | +3 | f.5MP | M | 5 | O | 11 | 8 | 7 | +1 | f.5HP | M | 5x2 | O:2 | 10 | 14 | 10 | +4 | FWD f.5LK | M | 3 | O | 8 | 8 | 6 | -2 | f.5MK | M | 5 | O | 6 | 4 | 8 | +2 | f.5HK | M | 6 | O | 16 | 10 | 1 | +5 | 2LP | L | 3 | O | 4 | 4 | 5 | +7 | 2MP | L | 5 | O | 6 | 8 | 9 | +3 | 2HP | L | 7 | O | 15 | 10 | 11 | +3 | 2LK | L | 3 | X | 10 | 10 | 6 | 0 | 2MK | L | 4 | X | 16 | 15 | 9 | -4 | 2HK | L | 6 | X | 14 | 10 | 23 | KND | SLD j.LP | H | 3 | —— | 6 | Ground | —— | —— | j.MP | H | 5 | —— | 8 | 18 | Gnd | —— | j.HP | H | 6 | —— | 12 | 12 | Gnd | —— | j8.LK | H | 3 | —— | 7 | Ground | —— | —— | j.MK | H | 5 | —— | 6 | 15 | Gnd | —— | j.HK | H | 6 | —— | 10 | 30 | Gnd | —— | j7/9.LK | H | 3 | —— | 17 | Ground | —— | —— | ---+---------------+-----+----------+-----+-----+--------+-----+-----+-------- 1 | c.4/6MP | Thw | 17 | —— | 1 | 1 | —— | KND | | c.4/6HP | Thw | 20 | —— | 1 | 1 | —— | KND | 2 | 236LP | —— | —— | —— | 33 | —— | 18 | —— | LIF | 236MP | —— | —— | —— | 40 | —— | 31 | —— | LIF | 236HP | —— | —— | —— | 47 | —— | 42 | —— | LIF 3 | 421LK | M | 13 | —— | 24 | 21 | 1 | -10 | | 421MK | M | 17,17 | —— | 24 | 20(10) | 1 | -41 | -11 if | | | | | | 22 | | | 2nd hit | 421HK | M | 20+15 | —— | 24 | 20(10) | 1 | -10 | | | | | | | 22 | | | 4 | c.PPP | Thw | 21 | —— | 1 | 1 | —— | KND | ---+---------------+-----+----------+-----+-----+--------+-----+-----+-------- ( Movelist ) ---------------------------------------------------------------- 1 (bear hug) c.4/6 + MP/HP 2 Banana Tabe 236P 3 Radio Taisou 421K 4 Kamikami Crash c.PPP ( Notes ) ------------------------------------------------------------------- 1 Unblockable. 2 LP restores 2 (2%) life; MP restores 5 (5%) life; HP restores 8 (8%) life. 3 Hitting a cornered opponent with the MK- or HK-version causes Ai to slide backward some before the second kick. Usually both hits of the HK-version still connect. 4 Unblockable. - Throw range: 17. ======================================================================= ( .02 ) >> JURI AKASAKA the club dancer / RED "Number 1 no za wa yuzurenai!" ================================================================================ Juri plays with a rushdown style. Her basic attacks are mostly good, but she gets most of her mileage from 2MK. It's a cancelable sliding attack that leads into 623HP——her best special. The range of 2MK is not that lengthy, but when used after a j.HK or 214K to get in close, it becomes easier to hit with. Her projectile has an immense startup time, so use it sparingly and from distance. PROS: CONS: - Highest Knockdown Gauge - 214K never leaves Juri safe, so its - 2HK can go underneath projectiles usage is situational - 623P her main combo ender, and is a - Incredibly slow projectile startup and great anti-air since all of Juri's recovery periods upperbody is a hitbox - 214HK can go over projectiles ( Personal Information ) ---------------------------------------------------- Name Meaning : JURI = "wood | village" AKASAKA = "red | hill" Birthplace : Toukyou/Tokyo Constellation : Kaniza (Cancer) Age : 19 years Occupation : Bou-shoukengaisha OL (securities company office lady) Blood Type : O type Height : 164 cm. (5' 4.57") Weight : 47 kg. (103.62 lbs.) Measurements : B/88 W/57 H/88 cm. (35/22/35 in.) - Hourglass figure Hobbies : Discos (otachidai-tsuki) (furnished with otachidai) ("otachidai" are small, usually circular dancing platforms inside of discos for women to stand on and dance, typically making them the center of attention) Favorite Food : B-kyuu gourmet (B-grade gourmet: cheap everyday food that most people enjoy (eg - ramen, curry)), nabemono (stew) Dislikes : Muchi (kamadouma-kei no mono zenbu) (insects (all of the cricket family)) Story Title : "OL Kikiippatsu" ("Office Lady in the Nick of Time") ( Colors ) ------------------------------------------------------------------ Normal : Red (bodycon, boots), orange (bracelets), brown (hair), flesh (skin) Hold L : Pink (bodycon, boots), red (bracelets), maroon (hair), pink (skin) Hold R : Red (bodycon, boots), gold (bracelets), light brown (hair), peach (skin) ( Portrait Costumes ) ------------------------------------------------------- 1st Picture : Bunnysuit: red leotard, red bunny ears, red heeled boots 2nd Picture : Hostess: red cheongsam, red slippers 3rd Picture : Swimsuit: red two-piece bikini ( Poses + Sayings ) --------------------------------------------------------- Match Start : Turns around and pulls the back of her dress down over her hips and butt. Victory : Poses with a raised knee, dances in place, then crosses her arms over her chest with her fan covering part of her face, "Kimochi~~i!" ("I feel good!") ( Quotes ) ------------------------------------------------------------------ - Victory "Denaoshi toide!" ("Come again!") * In actual use this means more along the lines of "You're still not strong/ good enough; You've still got a lot to learn, so 'come again' only after you're strong/good enough." "Koshi no hineri ga amai wa ne!" ("My hip twists are delicious!") "Otachidai ni wa 10nen hayaiwa!" ("You're 10 years too early to be on stage!") * This is a classic quote used in games that has had many variations on the same theme. Juri is basically saying that it would take 10 years before the opponent even had a chance of defeating her (on stage). "Queen no michi wa kibishii no!" ("The road of a Queen is tough!") - Defeat "Anata ni makaseru .." ("I'll leave it to you ..") "Anata, sasuga ne .." ("You are good ..") "Juliana ga naikara power ga .." ("Without Juliana, there's no power ..") * She's powerless when she's not on the dance floor. "Kon'na hazu janakatta noni .." ("It wasn't supposed to be like this ..") "Kuyashii-!" ("Oh, my god-!") ( Data Arsenal ) ------------------------------------------------------------ Pre-jump Frames : 3 frames Jump Duration : 42 frames Landing Frames : 3 frames Jump Height Apex : 104 Forward Jump Distance : 86 Backward Jump Distance : 109 Knockdown Recovery Duration : 27 frames Knockdown Gauge : 3,024 points -------------------+-----+----------+-----+-----+--------+-----+-----+-------- | Command | Grd | Damage | Cnl | Sta | Active | Rec | +Ht | Notes | -------------------+-----+----------+-----+-----+--------+-----+-----+-------- c.5LP | M | 4 | O | 4 | 6 | 4 | +2 | c.5MP | M | 5 | O | 11 | 8 | 6 | +2 | c.5HP | M | 7 | O | 13 | 10 | 10 | 0 | c.5LK | L | 4 | O | 6 | 7 | 4 | +5 | c.5MK | M | 6 | O | 10 | 8 | 5 | +7 | c.5HK | M | 8 | O | 19 | 15 | 10 | -1 | f.5LP | M | 4 | O | 1 | 11 | 6 | -5 | f.5MP | M | 6 | O | 5 | 6 | 7 | -1 | f.5HP | M | 7 | O | 12 | 10 | 11 | +3 | f.5LK | M | 4 | O | 8 | 6 | 5 | +1 | f.5MK | M | 6 | O | 10 | 8 | 8 | -2 | f.5HK | M | 8 | O | 18 | 12 | 10 | -6 | 2LP | L | 4 | O | 6 | 6 | 5 | +5 | 2MP | L | 5 | O | 9 | 8 | 9 | +3 | 2HP | L | 7 | O | 15 | 12 | 13 | -1 | 2LK | L | 4 | O | 5 | 4 | 6 | +6 | 2MK | L | 5 | O | 12 | 10 | 13 | -11 | SLD 2HK | L | 7 | X | 17 | 18 | 23 | KND | SLD j.LP | H | 4 | —— | 9 | Ground | —— | —— | j.MP | H | 5 | —— | 9 | 18 | Gnd | —— | j.HP | H | 7 | —— | 14 | 12 | Gnd | —— | j.LK | H | 4 | —— | 6 | Ground | —— | —— | j.MK | H | 6 | —— | 10 | 15 | —— | —— | j.HK | H | 8 | —— | 12 | 15 | —— | —— | ---+---------------+-----+----------+-----+-----+--------+-----+-----+-------- 1 | c.4/6MP | Thw | 14 | —— | 1 | 1 | —— | KND | | c.4/6HP | Thw | 18 | —— | 1 | 1 | —— | KND | 2 | 214LK | H | 12 | —— | 7 | 31 | 8 | -27 | | 214MK | H | 14 | —— | 8 | 31 | 10 | -25 | | 214HK | H | 17 | —— | 9 | 39 | 12 | -31 | 3 | 623LP | M | 11 | —— | 12 | 10 | 12 | -10 | | 623MP | M | 13 | —— | 14 | 12 | 14 | KND | | 623HP | M | 16 | —— | 17 | 13 | 17 | KND |
4 | 41236LP | M | 9 | —— | 31 | —— | 21 | -2 | PRJ
| 41236MP | M | 12 | —— | 33 | —— | 31 | -10 | PRJ
| 41236HP | M | 15 | —— | 43 | —— | 31 | -8 | PRJ
---+---------------+-----+----------+-----+-----+--------+-----+-----+--------
( Movelist ) ----------------------------------------------------------------
1 (shoulder throw) c.4/6 + MP/HP
2 Jumping Hip Attack 214K
3 Guruguru Punch 623P
4 Juri-sen Fire 41236P
( Notes ) -------------------------------------------------------------------
1 Unblockable.
2 Even after the Jumping Hip Attack hits, Juri continues to glide forward
until she lands. If opponent is in the corner, she rebounds off their body
instead.
3 ——
4 1 low priority durability point.
- If Juri is right next to the opponent, her arm may pass through them and the
projectile will be thrown behind.
======================================================================= ( .03 )
>> KEI / KEIKO KONNO the policewoman / NAVY BLUE
"Hora, watashi ga ichiban deshou?"
================================================================================
Kei is a versatile officer who can do damage both close and mid-range, but she
gets the majority of benefits in melee. There she becomes more dangerous with
c.5MK, c.5HK, and 2MP which are cancelable into her powerful command throws.
Unfortunately, her command throws switch sides, so Keiko cannot keep constant
pressure, especially in the corner. She also has the lowest jump height of all
the characters, akin to a short hop. Accompanied by her aerial kick range she
can sometimes catch with an unsuspecting overhead.
PROS: CONS:
- Advantage on hit from nearly all of - Constantly has to chase her opponents
her basic attacks and specials - Can't cancel any of her 2Ks
- Can cancel many of her basics into - {{HP}} only safe when very far away
command throw
- Able to heal
- High damage command throws
( Personal Information ) ----------------------------------------------------
Name Meaning : KEIKO = "field police | child"
KONNO = "navy blue | field"
Birthplace : Nagoya
Constellation : Shishiza (Leo)
Age : 21 years
Occupation : Fujinkeikan (policewoman)
Blood Type : A type
Height : 170 cm. (5' 6.93")
Weight : 53 kg. (116.85 lbs.)
Measurements : B/93 W/59 H/90 cm. (37/23/35 in.) - Hourglass figure
Hobbies : Kanmiya no hashigo (barhopping to sweet houses)
Favorite Food : Soft-serve ice cream
Dislikes : Tabasco kankei no karakuchi ryouri (spicy cooking involving
tabasco sauce)
Story Title : "Hakuchuu no Chinjiken!?"
("Unexpected Event in the Daytime!?")
( Colors ) ------------------------------------------------------------------
Normal : Navy blue (uniform, hat), white (stockings), silver (guard),
brown (hair), flesh (skin)
Hold L : Navy blue (uniform, hat), white (stockings), silver (guard),
light brown (hair), peach (skin)
Hold R : Teal (uniform, hat), white (stockings), gray (guard), brown
(hair), pink (skin)
( Portrait Costumes ) -------------------------------------------------------
1st Picture : Loungewear: white large shirt
2nd Picture : Swimsuit: dark blue one-piece bikini
3rd Picture : Dominatrix: black leather corset, black thong, white
thighhigh stockings, black heels, black mask, whip, candle
( Poses + Sayings ) ---------------------------------------------------------
Match Start : Poses with a hand on her hip and behind her head with a foot
raised.
Victory : Faces screen with a hand up in a salute, "Mou~ saikou!" ("I'm
the best~!")
( Quotes ) ------------------------------------------------------------------
- Victory
"Ihan-tekina yowasa ne!" ("An offensive weakness!")
* Their weakness is so bad it should be illegal.
"Mada yaru no?" ("Are you still doing this?")
"Taiho shitai gurai!" ("I want to arrest you!")
"Watashi no kachi ne!" ("I won!")
- Defeat
"Chikara ga nakatta no .." ("I had no strength ..")
"Ichiban ne, anata!" ("You are the best!")
"Muryoku datta wa .." ("I was powerless ..")
"Nante koto!" ("What!/Oh my god!")
"Tsuki ga nakatta no .." ("I didn't have any luck ..")
( Data Arsenal ) ------------------------------------------------------------
Pre-jump Frames : 8 frames
Jump Duration : 37 frames
Landing Frames : 8 frames
Jump Height Apex : 89
Forward Jump Distance : 73
Backward Jump Distance : 87
Knockdown Recovery Duration : 33 frames
Knockdown Gauge : 2,576 points
-------------------+-----+----------+-----+-----+--------+-----+-----+--------
| Command | Grd | Damage | Cnl | Sta | Active | Rec | +Ht | Notes |
-------------------+-----+----------+-----+-----+--------+-----+-----+--------
c.5LP | M | 4 | O | 4 | 4 | 4 | +4 |
c.5MP | M | 6 | O | 11 | 6 | 6 | +4 |
c.5HP | M | 8 | O | 15 | 8 | 8 | +4 |
c.5LK | L | 5 | O | 6 | 4 | 4 | +8 |
c.5MK | M | 6+5 | O:1 | 12 | 4(1)8 | 8 | +4 |
c.5HK | M | 9+6 | O | 14 | 19 | 10 | +3 |
f.5LP | M | 5 | O | 6 | 4 | 4 | +4 |
f.5MP | M | 7 | O | 11 | 6 | 6 | +4 |
f.5HP | M | 8 | O | 21 | 9 | 14 | +1 |
f.5LK | M | 5 | O | 6 | 2 | 4 | +6 |
f.5MK | M | 7 | O | 15 | 6 | 5 | +3 |
f.5HK | M | 9 | O | 25 | 10 | 18 | -12 |
2LP | L | 5 | O | 4 | 4 | 5 | +7 |
2MP | L | 7 | O | 7 | 6 | 9 | +5 |
2HP | L | 8 | O | 15 | 8 | 17 | -1 |
2LK | L | 5 | X | 8 | 6 | 6 | +4 |
2MK | L | 6 | X | 13 | 8 | 9 | +3 |
2HK | L | 8 | X | 14 | 10 | 19 | KND | SLD
j.LP | H | 5 | —— | 4 | Ground | —— | —— |
j.MP | H | 7 | —— | 6 | 15 | Gnd | —— |
j.HP | H | 8 | —— | 14 | 10 | Gnd | —— |
j.LK | H | 5 | —— | 5 | Ground | —— | —— |
j.MK | H | 6 | —— | 8 | Ground | —— | —— |
j.HK | H | 9 | —— | 12 | 20 | Gnd | —— |
---+---------------+-----+----------+-----+-----+--------+-----+-----+--------
1 | c.4/6MP | Thw | 14 | —— | 1 | 1 | —— | KND |
| c.4/6HP | Thw | 18 | —— | 1 | 1 | —— | KND |
2 | {{LP}} | —— | —— | —— | 19 | —— | 21 | —— | LIF
| {{MP}} | —— | —— | —— | 19 | —— | 44 | —— | LIF
| {{HP}} | —— | —— | —— | 19 | —— | 67 | —— | LIF
3 | 236LP | M | 11 | —— | 37 | —— | 11 | +4 | PRJ
| 236MP | M | 14 | —— | 35 | —— | 13 | +4 | PRJ
| 236HP | M | 17 | —— | 33 | —— | 15 | +4 | PRJ
4 | 214LK | M | 17 | —— | 28 | 12 | 12 | -12 |
| 214MK | M | 20 | —— | 24 | 10 | 18 | -15 |
| 214HK | M | 24 | —— | 22 | 8 | 22 | -16 |
5 | c.46LK | Thw | 14 | —— | 1 | 1 | —— | KND |
| c.46MK | Thw | 18 | —— | 1 | 1 | —— | KND |
| c.46HK | Thw | 21 | —— | 1 | 1 | —— | KND |
6 | c.623LP | Thw | 19 | —— | 1 | 1 | —— | KND |
| c.623MP | Thw | 22 | —— | 1 | 1 | —— | KND |
| c.623HP | Thw | 25 | —— | 1 | 1 | —— | KND |
---+---------------+-----+----------+-----+-----+--------+-----+-----+--------
( Movelist ) ----------------------------------------------------------------
1 (back roll) c.4/6 + MP/HP
2 Drink Nomi {{P}}
3 Keibou Boomerang 236P
4 Reverse Kick 214K
5 Ushirono Shoumen Dare- c.46K
6 Oshiripenpen c.623P
( Notes ) -------------------------------------------------------------------
1 Unblockable. Switches sides.
2 LP restores 2 (2%) life; MP restores 4 (4%) life; HP restores 6 (6%) life.
3 1 low priority durability point.
- Crouch to avoid: Minami.
- If Kei is right next to the opponent, her arm may pass through them and the
projectile will be thrown behind.
4 Raises Kei's hurtbox during the active period, so she tends to avoid many
low-ranged ground attacks, like 2Ks. She isn't invincible, but can counter
attacks aimed near where her feet would be.
5 Unblockable. Switches sides.
- Throw range: 23.
6 Unblockable. Switches sides.
- Throw range: 20.
======================================================================= ( .04 )
>> KURISU SHIRATORI the nurse / WHITE
"Kurisu wa yasashii dake janai n'dakara .."
================================================================================
Kurisu is mainly played with high pressure and an aggressive approach. Many of
her normals are useful, such as the range of j9.HK, 2HP as an anti-air, and
f.5HK that has low invincibility. It's her specials that make her threatening
and can destroy a lifebar in seconds. 236MP is easily crouchable, but hits for
a half-second of advantage leading into an infinite if it hits raw. Hira Kick
is her best combo ender that hits multiple times, and places Kurisu in close
proximity to add a Kick throw to her already heavy damage output.
PROS: CONS:
- Most of her normals are useful pokes - Low Knockdown Gauge
- Controls mid-range well with her - Most of her attacks and specials give
normals and specials disadvantage
- Infinite with repeated 236MP - Canceling into 236P causes the attack
to hit improperly, hindering Kurisu
( Personal Information ) ----------------------------------------------------
Name Meaning : SHIRATORI = "swan"
Birthplace : Sapporo
Constellation : Otomeza (Virgo)
Age : 20 years
Occupation : Kangofu (shounika) (female nurse (pediatrics))
Blood Type : A type
Height : 158 cm. (5' 2.20")
Weight : 48 kg. (105.82 lbs.)
Measurements : B/83 W/58 H/84 cm. (33/23/33 in.) - Hourglass figure
Hobbies : Osentaku (laundry)
Favorite Food : Jumbo franks (hot dogs)
Dislikes : Horror, splatter ("blood-and-gore") things
Story Title : "Nesan o Sukutta Hakui no Tenshi"
("The Nurse who Rescues the Young Lady")
( Colors ) ------------------------------------------------------------------
Normal : White/blue (uniform, hat, gloves, stockings, heels), pink
(hair, stockings), brown (belt), flesh (skin)
Hold L : White/green (uniform, hat, gloves, stockings, heels), purple
(hair, stockings), brown (belt), pink (skin)
Hold R : White/aqua (uniform, hat, gloves, stockings, heels), pink
(hair, stockings), brown (belt), peach (skin)
( Portrait Costumes ) -------------------------------------------------------
1st Picture : Loungewear: light pink large shirt
2nd Picture : Bunnysuit: white leotard, white thighhigh stockings, white
gloves, pink bunny ears, light blue heels
3rd Picture : Swimsuit: light pink two-piece bikini
( Poses + Sayings ) ---------------------------------------------------------
Match Start : Poses with both hands back behind her head.
Victory : Jumps with her arms raised, then lands and flexes her arms
with a bent knee, "Ureshii~!" ("I'm so happy~!")
( Quotes ) ------------------------------------------------------------------
- Victory
"Hontouni yowai pi-?" ("Are you really that weak?")
"Katta pi-!" ("I won~!")
"Mada mada .." ("You still have a long way to go ..")
"Ochuusha shichau wa!" ("I'm gonna give you a shot!")
- Defeat
"Anata, tsuyoi pi- .." ("You're strong ..")
"Iya-n .." ("No~ ..")
"Kanashii .." ("So sad ..")
"Mata ichi kara denaoshi ne." ("Let's start over again.")
"Nande?" ("Why?")
* Kurisu ends many of her sentences with a "pi-" sound rather than a typical
particle. It's basically her version of 'yo'. It doesn't mean anything
specifically, it's just a cute sound similar to a "peep" sound a bird may
make. This could be because Kurisu is childish in personality, or that her
surname is a reference to a bird.
( Data Arsenal ) ------------------------------------------------------------
Pre-jump Frames : 4 frames
Jump Duration : 43 frames
Landing Frames : 4 frames
Jump Height Apex : 109
Forward Jump Distance : 98
Backward Jump Distance : 118
Knockdown Recovery Duration : 27 frames
Knockdown Gauge : 2,560 points
-------------------+-----+----------+-----+-----+--------+-----+-----+--------
| Command | Grd | Damage | Cnl | Sta | Active | Rec | +Ht | Notes |
-------------------+-----+----------+-----+-----+--------+-----+-----+--------
c.5LP | M | 3 | O | 4 | 4 | 6 | +2 |
c.5MP | M | 5 | O | 9 | 8 | 8 | 0 |
c.5HP | M | 7 | O | 12 | 10 | 10 | 0 |
c.5LK | L | 4 | O | 6 | 6 | 1 | +9 |
c.5MK | L | 5 | O | 9 | 8 | 6 | +6 |
c.5HK | H | 8 | O | 24 | 15 | 10 | -1 |
f.5LP | M | 4 | O | 7 | 4 | 5 | +3 |
f.5HP | M | 7 | O | 16 | 10 | 12 | +2 |
f.5LK | M | 4 | O | 8 | 8 | 6 | -2 |
f.5MK | M | 5 | O | 12 | 10 | 9 | -5 |
f.5HK | M | 7 | O | 20 | 9 | 1 | +6 |
2LP | L | 4 | O | 6 | 6 | 5 | +5 |
2MP | L | 5 | O | 9 | 8 | 9 | +3 |
2HP | L | 7 | O | 8 | 16 | 11 | -3 |
2LK | L | 4 | O | 10 | 10 | 5 | +1 |
2MK | L | 6 | O | 14 | 15 | 9 | -4 |
2HK | L | 8 | X | 15 | 10 | 13 | KND |
j.LP | H | 4 | —— | 6 | Ground | —— | —— |
j.MP | H | 6 | —— | 8 | 18 | Gnd | —— |
j.HP | H | 8 | —— | 12 | 12 | Gnd | —— |
j8.LK | H | 4 | —— | 7 | Ground | —— | —— |
j8.MK | H | 6 | —— | 9 | 10 | Gnd | —— |
j8.HK | H | 8 | —— | 8 | 20 | Gnd | —— |
j7/9.LK | H | 4 | —— | 1 | Ground | —— | —— |
j7/9.MK | H | 6 | —— | 7 | 15 | Gnd | —— |
j7/9.HK | H | 8 | —— | 10 | 12 | Gnd | —— |
---+---------------+-----+----------+-----+-----+--------+-----+-----+--------
1 | c.4/6MP | Thw | 14 | —— | 1 | 1 | —— | KND |
| c.4/6HP | Thw | 18 | —— | 1 | 1 | —— | KND |
2 | c.4/6MK | Thw | 19 | —— | 1 | 1 | —— | KND |
| c.4/6HK | Thw | 22 | —— | 1 | 1 | —— | KND |
3 | {{LP}} | M | 12 | —— | 10 | 12 | 12 | -7 |
| {{MP}} | M | 16 | —— | 12 | 14 | 22 | -24 |
| {{HP}} | M | 18 | —— | 14 | 24 | 32 | -44 |
4 | 236LP | M | 15 | —— | 19 | 6 | 1 | -2 |
| 236MP | M | 18 | —— | 19 | 10 | 2 | +27 |
| 236HP | M | 21,21 | —— | 19 | 8(4)4 | 1 | -3 | +16 if
| | | | | | | | | 2nd hit
5 | 623LP | M | 15 | —— | 11 | 20 | 5 | -8 |
| 623MP | M | 18 | —— | 13 | 22 | 5 | -8 |
| 623HP | M | 22 | —— | 15 | 24 | 5 | -8 |
6 | [4]6LK | M | 11,11 | —— | 13 | 14(14) | 22 | -36 | -21 if
| | | | | | 16 | | | 2nd hit
| [4]6MK | M | 14,14 | —— | 11 | 12(12) | 22 | -34 | -17 if
| | | | | | 14 | | | 2nd hit
| [4]6HK | M | 18,18 | —— | 9 | 10(10) | 22 | -32 | -13 if
| | | | | | 12 | | | 2nd hit
7 | [2]8LK | M | 10+7 | —— | 12 | 10(11) | 23 | -21 |
| | | | | | 11 | | |
| [2]8MK | M | 13+9,13+9| —— | 12 | 8(9)9 | 31 | -62 | -26 if
| | | | | | (9)9(9)| | | 4th hit
| | | | | | 9 | | |
| [2]8HK | M | 17+12,17,| —— | 12 | 7(8)8 | 35 | -59 | -27 if
| | | 17 | | | (8)8(8)| | | 4th hit
| | | | | | 8 | | |
---+---------------+-----+----------+-----+-----+--------+-----+-----+--------
( Movelist ) ----------------------------------------------------------------
1 (shoulder throw) c.4/6 + MP/HP
2 (power bomb) c.4/6 + MK/HK
3 Medical Shower {{P}}
4 Choushinki Flash 236P
5 Oshiri Pu- 623P
6 Hira Kick [4]6K, move 4/6
7 Pakkuri Senpuu Kyaku [2]8K
( Notes ) -------------------------------------------------------------------
1 Unblockable. Switches sides.
2 Unblockable.
3 ——
4 Canceling into 236P after any normal attack causes it to oddly hit on the
first frame of its startup rather than the active. This instead leaves her
at disadvantage as high as -13. Seems to be a programming glitch on why this
happens. To get the noted frame advantage above the Choushinki Flash has to
hit alone.
- 236HP doesn't hit twice if the opponent is in the corner. The second attack
does not even execute, so Kurisu will instead have a +26 advantage on hit.
5 ——
6 The animation of the Hira Kick is nearly identical to the Pakkuri Senpuu
Kyaku, except the angle of Kurisu's legs are more level. She is also
spinning on her elbows rather than her palms, so she is much lower to the
ground to hit crouching opponents.
7 Hitting a cornered opponent with the MK- or HK-version causes Kurisu to
slide backward before the third kick. However, if Kurisu is in the corner
she can't slide backward, so all four hits can possibly hit.
======================================================================= ( .05 )
>> MARIA CHRISTEL the nun / BLACK
"Sekai wa watashi no tame ni sonzaisuru no."
================================================================================
Maria is a high-damaging character who can play solid from any position on the
screen. She's the boss for a reason. Many of her basics hit multiple times and
are cancelable into her powerful specials. 2HK hits from half-screen, and she
can snuff out jumping opponents with her 5Ps or f.5HK. 623P is capable of
shredding a lifebar by doing a -minimum- of 50% damage (if all hits connect),
making Maria rough to deal with if she is in melee. To top that all off she
also has an ability to heal.
PROS: CONS:
- Fastest movement speed in the game - Many can avoid 236P by crouching
- Can play effectively afar or melee
- Many basic attacks can be used to
hit confirm cancel into a special
- Some attacks completely shield her
hurtbox, so she wins most trades
- Able to heal; has the fastest and
most replenishing gain of healers
( Personal Information ) ----------------------------------------------------
Birthplace : Okinawa
Constellation : Otomeza (Virgo)
Age : 23 years
Occupation : Sister/Nun
Blood Type : A type
Height : 166 cm. (5' 5.35")
Weight : 47 kg. (103.62 lbs.)
Measurements : B/88 W/58 H/85 cm. (35/23/33 in.) - Hourglass figure
Hobbies : Oinori (prayer)
Favorite Food : Macaroni salad
Dislikes : Computers
Story Title : "Sekaiseifuku mo Raku ja nai?"
("Isn't it Easy to Conquer the World?")
( Colors ) ------------------------------------------------------------------
Normal : White (dress, ribbon, sleeves, headband), black (dress,
heels), silver (gauntlets), gold (hair), flesh (skin)
Hold L : White (dress, ribbon, sleeves, headband), black (dress,
heels), silver (gauntlets), orange (hair), flesh (skin)
Hold R : White (dress, ribbon, sleeves, headband), black (dress,
heels), silver (gauntlets), green (hair), cream (skin)
( Portrait Costumes ) -------------------------------------------------------
1st Picture : Hostess: blue cheongsam, blue heels
2nd Picture : Swimsuit: white two-piece bikini
3rd Picture : Bride: white wedding dress
( Poses + Sayings ) ---------------------------------------------------------
Match Start : Drops to a knee in prayer, holding her cross to her head.
Victory : Lifts her cross up as a heavenly beam of light shines down
upon her, then poses with a wrist on her hip while lifting a
finger, "Sekai wa watashi no mono!" ("The world is mine!")
( Quotes ) ------------------------------------------------------------------
- Victory
"God bless you!"
"Sekaiseifuku no renshuu ni mo nanarai!" ("It's not a practice to conquer the
world!")
"Sekai wa watashi no mono!" ("The world is mine!")
"Yowakute. Hanashi ni naranakatta!" ("Weak. Do not speak to me!")
- Defeat
"Chikara ga oyobanakatta .." ("I couldn't compare with your power ..")
"Doushite kon'na kotoni .." ("Why are you doing this ..")
"Kuyashisa de nemurenai .." ("I won't lie idle because of my frustration ..")
"Sekaiseifuku ga yume to kieta .." ("World domination disappeared with a
dream ..")
"Subarashii tsuyosa datta." ("That was wonderful strength.")
( Data Arsenal ) ------------------------------------------------------------
Pre-jump Frames : 8 frames
Jump Duration : 46 frames
Landing Frames : 8 frames
Jump Height Apex : 117
Forward Jump Distance : 127
Backward Jump Distance : 153
Knockdown Recovery Duration : 43 frames
Knockdown Gauge : 2,816 points
-------------------+-----+----------+-----+-----+--------+-----+-----+--------
| Command | Grd | Damage | Cnl | Sta | Active | Rec | +Ht | Notes |
-------------------+-----+----------+-----+-----+--------+-----+-----+--------
c.5LP | M | 4 | O | 8 | 8 | 4 | 0 |
c.5MP | M | 5+4 | O | 10 | 13 | 6 | +3 |
c.5HP | M | 7+5 | O | 8 | 13 | 16 | -5 |
c.5LK | M | 4 | O | 8 | 10 | 4 | +2 |
c.5MK | M | 5x2 | O | 8 | 11 | 6 | +7 |
c.5HK | M | 7+5+3 |O:2~3| 14 | 22 | 8 | +9 |
f.5MP | M | 5+4 | O | 8 | 11 | 6 | +3 |
f.5HP | H | 7+5 | O | 10 | 15 | 10 | +5 |
f.5LK | M | 4 | O | 8 | 10 | 4 | -2 |
f.5MK | M | 6+4 | O | 10 | 13 | 6 | -1 |
f.5HK | M | 7 | O | 20 | 11 | 22 | -17 |
2LP | L | 5 | O | 6 | 4(4)4 | 5 | -1 |
2MP | L | 7+5 | O | 6 | 17 | 7 | +2 |
2HP | L | 9+6 | O | 16 | 22 | 11 | -3 |
2LK | L | 5 | O | 8 | 12 | 5 | -1 |
2MK | L | 7 | O | 12 | 8 | 8 | +4 |
2HK | L | 8 | X | 13 | 16 | 11 | KND |
j.LP | H | 4 | —— | 6 | Ground | —— | —— |
j.MP | H | 6 | —— | 10 | 6 | Gnd | —— |
j.HP | H | 8 | —— | 11 | 10 | Gnd | —— |
j.LK | H | 4 | —— | 8 | Ground | —— | —— |
j.MK | H | 6 | —— | 14 | 20 | Gnd | —— |
j.HK | H | 8 | —— | 18 | 15 | Gnd | —— |
---+---------------+-----+----------+-----+-----+--------+-----+-----+--------
1 | c.4/6MP | Thw | 18 | —— | 1 | 1 | —— | KND |
| c.4/6HP | Thw | 21 | —— | 1 | 1 | —— | KND |
2 | {{LP}} | —— | —— | —— | 27 | —— | 19 | —— | LIF
| {{MP}} | —— | —— | —— | 27 | —— | 17 | —— | LIF
| {{HP}} | —— | —— | —— | 25 | —— | 15 | —— | LIF
3 | 236LP | M | 21 | —— | 25 | —— | 19 | 0 | PRJ
| 236MP | M | 23 | —— | 27 | —— | 23 | 0 | PRJ
| 236HP | M | 25 | —— | 29 | —— | 22 | +5 | PRJ
4 | 623LP | M | 18,18+13 | —— | 15 | 12(8)18| 1 | -25 | +8 if
| | | | | | | | | 3rd hit
| 623MP | M | 21,21+15 | —— | 19 | 15(7)18| 1 | -24 | +7 if
| | | | | | | | | 3rd hit
| 623HP | M | 25,25+19 | —— | 23 | 17(6)18| 1 | -23 | +6 if
| | | (+1) | | | | | | 3rd hit
5 | [4]6LK | M | 9+7 | —— | 32 | 22 | 1 | +3 |
| [4]6MK | M | 12+10 | —— | 32 | 22 | 1 | +5 |
| [4]6HK | M | 16+12+8 | —— | 32 | 10(20) | 1 | +3 |
| | | | | | 23 | | |
---+---------------+-----+----------+-----+-----+--------+-----+-----+--------
( Movelist ) ----------------------------------------------------------------
1 (power thrust) c.4/6 + MP/HP
2 Amen {{P}}
3 Cross Boomerang 236P
4 Sister Lariat 623P
5 Hair Neck Breaker [4]6K
( Notes ) -------------------------------------------------------------------
1 Unblockable.
2 LP restores 5 (5%)/4 (4%) life; MP restores 7 (7%)/6 (6%) life; HP restores
9 (9%)/8 (8%) life.
- The amount of health Amen restores alternates between its two values: high,
low, high, etc. The first time its performed in a round, it is always the
high value. So if you do {{LP}} three times a row, Maria gains 5 life, then
4 life, then 5 life again. This alternation continues even if the button
strength changes. Doing {{LP}}, {{HP}}, {{MP}} causes Maria to gain 5 life,
then 8 life, and finally 7 life.
- Each new round has the first Amen performed restore its higher value.
3 1 low priority durability point.
- Crouch to avoid: Maria, Marin, Minami, Oryou, Yawara.
4 If all three hits of 623HP connect, it does +1 damage (70 instead of 69).
5 ——
======================================================================= ( .06 )
>> MARIN AOKI the schoolgirl heroine / BLUE
"Makenai wa yo-!"
================================================================================
Marin is a fairly straightforward Shoto-clone of the Pretty Fighters. An easy
character to pick up and play. Solid normal buttons, but most of her specials
leave her at a considerable disadvantage. Use Sailor Punch when over half-
screen distance, Burusera Upper as an anti-air, and HP throw whenever up-close.
If you don't stray too far from that blueprint, Marin can perform quite well.
PROS: CONS:
- Strong normals, but slow recovery - Low Knockdown Gauge
- Rather powerful, invincible uppercut - Recovers long on her specials
- Crouching HK is not a LOW sweep, but - 623P doesn't cause KNOCKDOWN unless
has low invincibility it is used as an anti-air
( Personal Information ) ----------------------------------------------------
Name Meaning : MARIN = "genuine | jewel"
AOKI = "blue | tree"
Birthplace : Aomori
Constellation : Oushiza (Taurus)
Age : 17 years
Occupation : Koukousei (senior high school student)
Blood Type : A type
Height : 155 cm. (5' 1.02")
Weight : 46 kg. (101.41 lbs.)
Measurements : B/85 W/56 H/84 cm. (33/22/33 in.) - Hourglass figure
Hobbies : Shougi (Japanese chess)
Favorite Food : Sukiyaki (thin slices of beef cooked with various vegetables
in a table-top cast-iron pan)
Dislikes : Kurage (jellyfish), tako (octopus)
Story Title : "Se-ra-fuku ni Kakusareta Himitsu"
("A Secret Hidden in a Sailor Suit")
( Colors ) ------------------------------------------------------------------
Normal : Blue (uniform, skirt), red (uniform, gloves, boots), white
(uniform, gloves, boots), brown (hair), flesh (skin)
Hold L : Blue (uniform, skirt), red (uniform, gloves, boots), white
(uniform, gloves, boots), light brown (hair), peach (skin)
Hold R : Green (uniform, skirt), maroon (uniform, gloves, boots,
hair), white (uniform, gloves, boots), pink (skin)
( Portrait Costumes ) -------------------------------------------------------
1st Picture : Loungewear: white large shirt
2nd Picture : Bunnysuit: black leotard, white bunny ears, black fishnet
stockings, black heels
3rd Picture : Swimsuit: red two-piece bikini
( Poses + Sayings ) ---------------------------------------------------------
Match Start : Spins around three times.
Victory : Turns profile while lifting a leg back and giving a peace
sign, spins to face screen with hands on her hips, "Nice da
ne!" ("Nice, huh!")
( Quotes ) ------------------------------------------------------------------
- Victory
"Hahaha ...!"
"Mada yaru tsumori?" ("Still want to try it?")
"Watashi no kachi ne!" ("I won!")
"Yowasugite hanashi ni naranai!" ("You're too weak to talk!")
- Defeat
"Anata ni wa maketa .." ("I lost to you ..")
"CO-gal no jidai wa owatta .." ("The kogal era is over ..")
* Kogal is a Japanese fashion culture that involves schoolgirls wearing an
outfit based on Japanese school uniforms, but with very short skirts.
"Kuyashii-!" ("This sucks!")
"Shoubu wa toki no un ..." ("Victory depends on the turn of fortune ...")
* Japanese proverb.
"Watashi ga makeru nante .." ("I can't believe I lost ..")
( Data Arsenal ) ------------------------------------------------------------
Pre-jump Frames : 5 frames
Jump Duration : 48 frames
Landing Frames : 5 frames
Jump Height Apex : 122
Forward Jump Distance : 110
Backward Jump Distance : 131
Knockdown Recovery Duration : 37 frames
Knockdown Gauge : 2,560 points
-------------------+-----+----------+-----+-----+--------+-----+-----+--------
| Command | Grd | Damage | Cnl | Sta | Active | Rec | +Ht | Notes |
-------------------+-----+----------+-----+-----+--------+-----+-----+--------
c.5LP | M | 4 | O | 7 | 4 | 5 | +3 |
c.5MP | M | 5 | O | 9 | 8 | 8 | 0 |
c.5HP | M | 8 | O | 12 | 17 | 10 | -7 |
c.5LK | L | 4 | O | 6 | 5 | 4 | +7 |
c.5MK | M | 5 | O | 5 | 8 | 8 | +4 |
c.5HK | M | 8 | O | 22 | 15 | 15 | -6 |
f.5LP | M | 4 | O | 4 | 4 | 4 | +4 |
f.5MP | M | 6 | O | 10 | 8 | 8 | 0 |
2LP | L | 4 | O | 4 | 6 | 5 | +5 |
2MP | L | 5 | O | 6 | 8 | 8 | +4 |
2HP | L | 8 | O | 9 | 10 | 11 | +3 |
2LK | L | 4 | O | 6 | 4 | 5 | +7 |
2MK | L | 6 | O | 9 | 8 | 9 | +3 |
2HK | M | 8 | X | 14 | 5 | 16 | KND |
j.LP | H | 4 | —— | 6 | Ground | —— | —— |
j.MP | H | 5 | —— | 10 | 18 | Gnd | —— |
j.HP | H | 7 | —— | 10 | 12 | Gnd | —— |
j8.LK | H | 4 | —— | 4 | Ground | —— | —— |
j.MK | H | 6 | —— | 12 | 15 | Gnd | —— |
j.HK | H | 8 | —— | 12 | 20 | Gnd | —— |
j7/9.LK | H | 4 | —— | 4 | Ground | —— | —— |
---+---------------+-----+----------+-----+-----+--------+-----+-----+--------
1 | c.4/6MP | Thw | 15 | —— | 1 | 1 | —— | KND |
| c.4/6HP | Thw | 22 | —— | 1 | 1 | —— | KND |
2 | 236LP | M | 10 | —— | 23 | —— | 31 | -16 | PRJ
| 236MP | M | 13 | —— | 28 | —— | 31 | -14 | PRJ
| 236HP | M | 17 | —— | 18 | —— | 51 | -32 | PRJ
3 | 623LP | M | 16 | —— | 6 | 23 | 16 | -19 |
| 623MP | M | 19+15+10 | —— | 6 | 29 | 21 | -16 |
| 623HP | M | 22+17+12+| —— | 6 | 34 | 25 | -17 |
| | | 5 | | | | | |
4 | 360ºLK | M | 19 | —— | 17 | —— | 52 | -9 | PRJ
| 360ºMK | M | 22 | —— | 17 | —— | 52 | -3 | PRJ
| 360ºHK | M | 26 | —— | 17 | —— | 52 | +3 | PRJ
---+---------------+-----+----------+-----+-----+--------+-----+-----+--------
( Movelist ) ----------------------------------------------------------------
1 (face slap) c.4/6 + MP/HP
2 Sailor Punch 236P
3 Burusera Upper 623P
4 Pager Flasher When 1/3 life, 360ºK
( Notes ) -------------------------------------------------------------------
1 Unblockable.
2 1 low priority durability point.
- Crouch to avoid: Minami.
- If Marin is right next to the opponent, her arm may pass through them and
the projectile will be thrown behind.
3 LP 6~28F: invincible; MP 6~34F: invincible; HP 6~39F: invincible.
- Both the MP and HP Burusera Upper do hit multiple times, but typically only
two hits register against most characters. Hitting Juri with HP (not in the
corner), or Tokiko with either (not in the corner), or countering Sorami's
Up Kick does inflict a 3rd hit. Getting HP-version's 4th hit is impossible
due to the pushback caused. The only reason I know it exists is because I
froze Marin's position so she wouldn't fly backward.
4 1 high priority durability point.
- Performing this attack when Marin has over 1/3 health causes her to not
attack when Kick is pressed.
- The running guy cannot be nullified or stopped with anything. Even if he
collides with an opponent's Pager Flasher, he continues to advance and can
still hit the opponent with no loss to damage.
- While the guy is on-screen Marin can't do Sailor Punch since they are both
considered projectiles, but she still can perform the Burusera Upper.
======================================================================= ( .07 )
>> MINAMI MIDORIKAWA the private schoolgirl / GREEN
"Naniwa no dokonjyou misetaru de-!"
================================================================================
Minami is a patient, but situational striker who plays varying ranges between
melee and mid-screen. She can come off as sluggish with awkward attacks. While
her normals are fairly standard and provide solid advantage, it's her specials
which can take some getting used to. This is where the "situational" comes in
because Minami can't attack and be blindly aggressive like Kurisu and Juri. She
has to poke and attack in ways to catch the opponent off-guard to score some
decent damage. Still, Minami is at heavy disadvantage after every special she
does, and it's for that reason she has to attack from ranges that keep her
moderately safe from counterattacks.
PROS: CONS:
- Advantage on hit from nearly all of - Low Knockdown Gauge
her basic attacks - Can come off as slow and awkward to
- c.5MK is a fast standing overhead use; not as easily controllable as
- Biribiri Sankyu- and Blazer Back other characters
can cross-up at specific ranges, - {{K}} not reliable to counter
offering a possible mixup chance projectiles because of its arc
( Personal Information ) ----------------------------------------------------
Name Meaning : MIDORIKAWA = "green | river"
Birthplace : Oosaka/Osaka
Constellation : Iteza (Sagittarius)
Age : 17 years
Occupation : Koukousei (senior high school student)
Blood Type : O type
Height : 160 cm. (5' 2.99")
Weight : 45 kg. (99.21 lbs.)
Measurements : B/82 W/55 H/83 cm. (32/22/33 in.) - Hourglass figure
Hobbies : Hanshin no ouen (cheering on Hanshin)
("Hanshin" refers to the Hanshin Tigers baseball team)
Favorite Food : Takoyaki (octopus dumplings)
Dislikes : Okama (homosexual men)
Story Title : "Tora no Ikari Daibakuhatsu!"
("Tiger's Rage Explosion")
( Colors ) ------------------------------------------------------------------
Normal : Green (uniform, skirt), white (headband, skirt, socks), red
(bow), brown (shoes), orange (hair), flesh (skin)
Hold L : Olive (uniform, skirt), white (headband, skirt, socks),
purple (bow), brown (shoes), pink (hair), pink (skin)
Hold R : Green (uniform, skirt), white (headband, skirt, socks),
orange (bow), brown (shoes), blonde (hair), cream (skin)
( Portrait Costumes ) -------------------------------------------------------
1st Picture : Bunnysuit: black leotard, black bunny ears, white pantyhose,
white cuffs, red bow tie, black stilettos
2nd Picture : Hostess: green cheongsam, green slippers
3rd Picture : Swimsuit: white/black striped one-piece bikini, red bow
( Poses + Sayings ) ---------------------------------------------------------
Match Start : Turns around while raising a leg and flexing an arm.
Victory : Turns around while raising a leg and flexing an arm.
( Quotes ) ------------------------------------------------------------------
- Victory
"Kitaeteki iya!" ("Good training!")
"Naniwa ga ichiban ya!" ("Naniwa is the greatest!")
* Naniwa is what Osaka was once referred to, and the name and derivations of
it are still in use for districts in central Osaka. People who still refer
to Osaka as Naniwa are considered the ones to have deep roots and passion
toward everything about the city.
"Shibireru de-!" ("I'm mesmerized~!")
"Yowakute waratte ma uwa." ("Wow you're so weak it's laughable.")
- Defeat
"Akan .." ("This isn't good ..")
"Anta ni wa, kousan ya .." ("You don't have to do this ..")
"Kanbenshite ya .." ("Forgive me ..")
"Nazena n'ya .." ("Why ..")
"Sasuga ni tsuyoi wa!" ("You're really strong!")
( Data Arsenal ) ------------------------------------------------------------
Pre-jump Frames : 7 frames
Jump Duration : 43 frames
Landing Frames : 12 frames
Jump Height Apex : 110
Forward Jump Distance : 98
Backward Jump Distance : 117
Knockdown Recovery Duration : 27 frames
Knockdown Gauge : 2,560 points
-------------------+-----+----------+-----+-----+--------+-----+-----+--------
| Command | Grd | Damage | Cnl | Sta | Active | Rec | +Ht | Notes |
-------------------+-----+----------+-----+-----+--------+-----+-----+--------
c.5LP | M | 3 | O | 4 | 4 | 5 | +3 |
c.5MP | M | 5 | O | 6 | 6 | 8 | +2 |
c.5HP | M | 6+5 | O | 5 | 10 | 12 | +1 |
c.5LK | M | 4 | O | 6 | 5 | 6 | +5 |
c.5MK | H | 6 | O | 14 | 8 | 8 | +4 |
c.5HK | M | 8 | O | 16 | 10 | 12 | +2 |
f.5LP | M | 3 | O | 4 | 4 | 5 | +3 |
f.5MP | M | 5 | O | 9 | 8 | 14 | -6 |
f.5HP | M | 7 | O | 20 | 10 | 8 | +6 |
f.5LK | M | 4 | O | 10 | 6 | 8 | -2 |
f.5MK | M | 6 | O | 12 | 8 | 14 | -8 |
f.5HK | M | 8 | O | 24 | 10 | 10 | -4 |
2LP | L | 3 | O | 6 | 4 | 5 | +7 |
2MP | L | 5 | O | 8 | 6 | 9 | +5 |
2HP | L | 6 | O | 6 | 10 | 11 | +3 |
2LK | L | 4 | O | 5 | 3 | 6 | +7 |
2MK | L | 6 | O | 7 | 6 | 8 | +6 |
2HK | L | 8 | X | 17 | 10 | 9 | KND |
j.LP | H | 3 | —— | 4 | Ground | —— | —— |
j.MP | H | 5 | —— | 6 | 15 | Gnd | —— |
j.HP | H | 7 | —— | 14 | 10 | Gnd | —— |
j.LK | H | 4 | —— | 7 | Ground | —— | —— |
j.MK | H | 6 | —— | 8 | 10 | Gnd | —— |
j.HK | H | 8 | —— | 16 | Ground | —— | —— |
---+---------------+-----+----------+-----+-----+--------+-----+-----+--------
1 | c.4/6MP | Thw | 17 | —— | 1 | 1 | —— | KND |
| c.4/6HP | Thw | 20 | —— | 1 | 1 | —— | KND |
2 | {{LK}} | M | 10 | —— | 25 | —— | 28 | -8 | PRJ
| {{MK}} | M | 14 | —— | 23 | —— | 34 | -13 | PRJ
| {{HK}} | M | 18 | —— | 21 | —— | 41 | -18 | PRJ
3 | 623LK | M | 15 | —— | 32 | 23 | 17 | -28 |
| 623MK | M | 18 | —— | 32 | 25 | 23 | -35 |
| 623HK | M | 22 | —— | 32 | 27 | 29 | -42 |
4 | 41236LK | H | 12,12 | —— | 23 | 33 | 10 | -27 |
| 41236MK | H | 16,16 | —— | 21 | 35 | 12 | -27 |
| 41236HK | H | 19,19 | —— | 19 | 37 | 15 | -31 |
5 | [4]6LK | M | 15 | —— | 27 | 15 | 16 | -19 |
| [4]6MK | M | 18+13 | —— | 26 | 10 | 22 | -18 |
| [4]6HK | M | 22+16 | —— | 26 | 5 | 28 | -18 |
---+---------------+-----+----------+-----+-----+--------+-----+-----+--------
( Movelist ) ----------------------------------------------------------------
1 (frankensteiner) c.4/6 + MP/HP
2 Ashita Tenki Ninare- {{K}}
3 Biribiri Sankyu- 623K
4 Blazer Back 41236K
5 Kekkou Kick [4]6K
( Notes ) -------------------------------------------------------------------
1 Unblockable. Switches sides.
2 1 low priority durability point.
- Crouch to avoid: All; depends on apex location of arc.
- If Minami is right next to the opponent, her leg may pass through them and
the projectile will be thrown behind.
3 ——
4 Able to hit twice; both on its ascension and descent. This only occurs if
the opponent is not in the corner, else Minami recoils away prior to the
second hit.
5 ——
======================================================================= ( .08 )
>> ORYOU / RYOUKO KIORI the hostess / YELLOW
"Onago wa, kyou ni kagirimasu .."
================================================================================
Oryou is a versatile character who can change up her attack style seamlessly,
keeping her opponents guessing of how to approach. Like Maria, she has options
from just about any range. Up close she can be highly aggressive with her great
normals and Quick Ashi, or instead keep her distance and zone with Heart Ken
and Itai Muchi, then transition back into melee again with Katatataki. This is
counterbalanced by her being the slowest character.
PROS: CONS:
- Can play at a variety of ranges - Slowest movement speed in the game
- Advantage on hit from nearly all of - No reliably quick anti-air attack
her basic attacks and specials
- Can cancel many of her basics into
command throw
- c.5HK is a slow but strong overhead
that opens up link combos
- j.HK acts like a head stomp with how
low its hitbox is placed
- 66K gives amazing advantage
- [4]6K has great cross-up potential,
even against cornered opponents
- [2]8P has an incredibly big frontal
hitbox to force distance
( Personal Information ) ----------------------------------------------------
Name Meaning : RYOUKO = "cool breeze | child"
KIORI = "yellow | fabric"
Birthplace : Kyoutou/Kyoto
Constellation : Mizugameza (Aquarius)
Age : 18 years
Occupation : Nibu-daigakusei (two-part university student)
Blood Type : B type
Height : 166 cm. (5' 5.35")
Weight : 47 kg. (103.62 lbs.)
Measurements : B/83 W/57 H/85 cm. (33/22/33 in.) - Hourglass figure
Hobbies : Ichiou sadou, kadou (tea ceremony and flower arrangement)
Favorite Food : Suppon, getemono ippan (Chinese soft-shelled turtle, general
strange things)
Dislikes : Anko-iri no kashi ippan (general confectionery with anko (red
bean jam))
Story Title : "Yami ni Mau Joshidaisei"
("Female College Student Dancing in the Dark")
( Colors ) ------------------------------------------------------------------
Normal : Yellow (yukata), blue (erimaki), red (ribbon), purple (bow,
sandals), flesh (skin)
Hold L : Pink (yukata), green (erimaki, bow, sandals), blue (ribbon),
pink (skin)
Hold R : Orange (yukata), teal (erimaki), pink (ribbon), purple (bow,
sandals), flesh (skin)
( Portrait Costumes ) -------------------------------------------------------
1st Picture : Loungewear: white large shirt
2nd Picture : Bunnysuit: orange leotard, white bunny ears, black fishnet
stockings, white cuffs, orange stilettos
3rd Picture : Swimsuit: violet one-piece bikini, violet bow, red ribbon
( Poses + Sayings ) ---------------------------------------------------------
Match Start : Lifts a knee as she faces screen with a pose.
Victory : Kneels on the ground with a wink and wave toward screen.
( Quotes ) ------------------------------------------------------------------
- Victory
"Oideyasu .." ("Welcome ..")
"Okyaku-handosu na!" ("No customers!")
"Taishita koto nai wa ne!" ("No big deal!")
"Watashi no kachi ne!" ("I won!")
- Defeat
"Anata, tsuyoi omasu." ("You're strong.")
"Kuyashii-!" ("Oh my god!")
"Miyako ga makeru nante .." ("The capital loses ..")
"Katto kure na ze." ("I wanted you to win.")
"Wakari mahen wa .." ("I don't understand ..")
( Data Arsenal ) ------------------------------------------------------------
Pre-jump Frames : 7 frames
Jump Duration : 41 frames
Landing Frames : 7 frames
Jump Height Apex : 102
Forward Jump Distance : 86
Backward Jump Distance : 103
Knockdown Recovery Duration : 43 frames
Knockdown Gauge : 2,576 points
-------------------+-----+----------+-----+-----+--------+-----+-----+--------
| Command | Grd | Damage | Cnl | Sta | Active | Rec | +Ht | Notes |
-------------------+-----+----------+-----+-----+--------+-----+-----+--------
c.5LP | M | 3 | O | 4 | 4 | 4 | +4 |
c.5MP | M | 6 | O | 11 | 6 | 8 | +2 |
c.5HP | M | 8 | O | 21 | 10 | 10 | 0 |
c.5LK | L | 4 | O | 6 | 4 | 4 | +8 |
c.5MK | M | 5 | O | 11 | 6 | 8 | +6 |
c.5HK | H | 7+6 | O | 21 | 18 | 1 | +11 |
f.5MP | M | 6 | O | 16 | 8 | 10 | -2 |
f.5LK | M | 4 | O | 8 | 4 | 4 | +4 |
f.5MK | M | 6 | O | 15 | 10 | 8 | -4 |
2LP | L | 4 | O | 8 | 4 | 7 | +5 |
2MP | L | 6 | O | 15 | 6 | 12 | +2 |
2HP | L | 8 | X | 17 | 8 | 13 | KND |
2LK | L | 4 | O | 9 | 6 | 5 | +5 |
2MK | L | 5 | O | 13 | 8 | 9 | +3 |
2HK | L | 7 | X | 15 | 8 | 13 | KND |
j8.LP | H | 4 | —— | 6 | Ground | —— | —— |
j.MP | H | 6 | —— | 8 | 15 | Gnd | —— |
j.HP | H | 8 | —— | 10 | 12 | Gnd | —— |
j.LK | H | 4 | —— | 4 | Ground | —— | —— |
j.MK | H | 6 | —— | 12 | 15 | Gnd | —— |
j.HK | H | 8 | —— | 8 | 10 | Gnd | —— |
j7/9.LP | H | 4 | —— | 6 | Ground | —— | —— |
---+---------------+-----+----------+-----+-----+--------+-----+-----+--------
1 | c.4/6MP | Thw | 14 | —— | 1 | 1 | —— | KND |
| c.4/6HP | Thw | 18 | —— | 1 | 1 | —— | KND |
2 | 66LK | M | 14 | —— | 14 | 4 | 1 | +13 |
| 66MK | M | 17 | —— | 18 | 6 | 1 | +13 |
| 66HK | M | 20 | —— | 22 | 7 | 1 | +14 |
3 | [4]6LP | M | 10 | —— | 19 | —— | 11 | +4 | PRJ
| [4]6MP | M | 13 | —— | 21 | —— | 21 | -4 | PRJ
| [4]6HP | M | 16 | —— | 23 | —— | 31 | -12 | PRJ
4 | [4]6LK | M | 12 | —— | 19 | 5 | 8 | +13 |
| [4]6MK | M | 17 | —— | 21 | 9 | 8 | +11 |
| [4]6HK | M | 21 | —— | 23 | 13 | 8 | +9 |
5 | [2]8LP | M | 10 | —— | 32 | 10 | 6 | 0 |
| [2]8MP | M | 14 | —— | 32 | 15 | 10 | -7 |
| [2]8HP | M | 17,17 | —— | 32 | 10(21) | 14 | -51 | -20 if
| | | | | | 16 | | | 2nd hit
6 | c.[2]8LK | Thw | 12 | —— | 1 | 1 | —— | KND |
| c.[2]8MK | Thw | 16 | —— | 1 | 1 | —— | KND |
| c.[2]8HK | Thw | 19 | —— | 1 | 1 | —— | KND |
---+---------------+-----+----------+-----+-----+--------+-----+-----+--------
( Movelist ) ----------------------------------------------------------------
1 (back roll) c.4/6 + MP/HP
2 Quick Ashi 66K
3 Heart Ken [4]6P
4 Katatataki [4]6K
5 Itai Muchi [2]8P
6 Naishobanashi c.[2]8K
( Notes ) -------------------------------------------------------------------
1 Unblockable. Switches sides.
2 ——
3 1 low priority durability point.
- If Oryou is right next to the opponent, her arm may pass through them and
the projectile will be thrown behind.
4 ——
5 ——
6 Unblockable.
- Throw range: 39.
======================================================================= ( .09 )
>> SHIZUKA MINAKAMI the teacher / LIGHT BLUE
"Benkyou nara makenai n'dakedo .."
================================================================================
Shizuka is a light-pressure trap character. She is the only character with an
attack that captures, so her goal is to get close enough so she can catch with
Sokode Tattenasai, which then leads into an infinite victory. It's almost like
a command throw, and can be canceled into. The problem with Sokode Tattenasai
is that since it involves holding three buttons, Shizuka loses out on half of
her basics momentarily, so you have to further plan how to engage. Attacking
with her long pokes and Teacher Attacks allow Shizuka to continue pressure
until she manages to find an opportunity to trap.
PROS: CONS:
- Solid buttons for long pokes; many - Low Knockdown Gauge
are slow but give sizable advantage - Can be difficult to get in close
- Only character with a CAPTURE attack - Only crouching attack she can cancel
- Infinite with canceled attacks into is the first hit of 2HP
a Sokode Tattenasai - c.5HP, c.5HK, and 2HP may have the
second hit miss against many small-
and medium-sized opponents.
( Personal Information ) ----------------------------------------------------
Name Meaning : SHIZUKA = "quiet"
MINAKAMI = "water | surface"
Birthplace : Kouchi
Constellation : Yagiza (Capricorn)
Age : 20 years
Occupation : Chuugakusei Kyouin (junior high school teacher)
Blood Type : AB type
Height : 164 cm. (5' 4.57")
Weight : 50 kg. (110.23 lbs.)
Measurements : B/90 W/57 H/88 cm. (35/22/35 in.) - Hourglass figure
Hobbies : Keibayosou ((horse) racing prediction)
Favorite Food : Tsukemono (Japanese pickled vegetables)
Dislikes : Steak
Story Title : "Osowareta Onnakyoushi"
("Female Teacher Attacked")
( Colors ) ------------------------------------------------------------------
Normal : Light blue (dress, heels), yellow (dress), white (lab coat,
heels), brown (hair), flesh (skin)
Hold L : Turquoise (dress, heels), peach (dress), white (lab coat,
heels), brown (hair), pink (skin)
Hold R : Blue (dress, heels), yellow (dress), white (lab coat,
heels), brown (hair), cream (skin)
( Portrait Costumes ) -------------------------------------------------------
1st Picture : Hostess: dark purple cheongsam, mauve thighhigh stockings,
black slippers, mauve fan
2nd Picture : Clubwear: black vinyl strap dress, black heels, black mask
3rd Picture : Swimsuit: lime/white one-piece bikini
( Poses + Sayings ) ---------------------------------------------------------
Match Start : Points a finger toward opponent.
Victory : Lifts an arm up behind her head while posing and laughing.
( Quotes ) ------------------------------------------------------------------
- Victory
"Kyoukasho o minaoshinasai!" ("Review the textbook!")
"Soko ni tattenasai!" ("Stand right there!")
"Watashi katta no!" ("I won!")
"Zenzen dame!" ("You're no good at all!")
- Defeat
"Benkyoudattara makenai no ni .." ("If I were studying, I wouldn't lose ..")
"Houteishikidouri ni ikanai." ("I didn't understand the equation.")
"Magure yo!" ("Lucky shot!")
"Sotsugyousasenai!" ("You won't graduate!")
"Tsuyoi wa ne, anata." ("You're strong.")
( Data Arsenal ) ------------------------------------------------------------
Pre-jump Frames : 7 frames
Jump Duration : 43 frames
Landing Frames : 7 frames
Jump Height Apex : 109
Forward Jump Distance : 101
Backward Jump Distance : 121
Knockdown Recovery Duration : 53 frames
Knockdown Gauge : 2,560 points
-------------------+-----+----------+-----+-----+--------+-----+-----+--------
| Command | Grd | Damage | Cnl | Sta | Active | Rec | +Ht | Notes |
-------------------+-----+----------+-----+-----+--------+-----+-----+--------
c.5LP | M | 3 | O | 4 | 4 | 4 | +4 |
c.5MP | M | 6 | O | 7 | 6 | 8 | +2 |
c.5HP | M | 8+6 | O | 15 | 15 | 12 | -1 |
c.5LK | L | 4 | O | 6 | 5 | 1 | +10 |
c.5MK | M | 6 | O | 7 | 6 | 8 | +6 |
c.5HK | M | 8+6 | O | 12 | 11 | 12 | +5 |
f.5LP | M | 4 | O | 6 | 5 | 1 | +6 |
f.5MP | M | 6 | O | 11 | 7 | 1 | +8 |
f.5HP | M | 8 | O | 23 | 9 | 1 | +14 |
f.5MK | L | 6 | O | 10 | 6 | 8 | 0 |
f.5HK | M | 8 | O | 25 | 9 | 1 | +6 |
2LP | L | 4 | X | 6 | 5 | 2 | +9 |
2MP | L | 6 | X | 6 | 6 | 9 | +5 |
2HP | L | 8+6 | O:1 | 14 | 15 | 21 | -6 |
2LK | L | 4 | X | 8 | 5 | 6 | +5 |
2MK | L | 6 | X | 13 | 7 | 9 | +4 |
2HK | L | 8 | X | 20 | 10 | 15 | KND |
j.LP | H | 4 | —— | 6 | Ground | —— | —— |
j.MP | H | 6 | —— | 10 | 15 | Gnd | —— |
j.HP | H | 8 | —— | 8 | 4 | Gnd | —— |
j.LK | H | 4 | —— | 6 | Ground | —— | —— |
j.MK | H | 6 | —— | 9 | 15 | Gnd | —— |
j.HK | H | 8 | —— | 11 | 10 | Gnd | —— |
---+---------------+-----+----------+-----+-----+--------+-----+-----+--------
1 | c.4/6MP | Thw | 14 | —— | 1 | 1 | —— | KND |
| c.4/6HP | Thw | 18 | —— | 1 | 1 | —— | KND |
2 | [PPP],]PPP[ / | M | 0 | —— | 21 | 32 | 1 | +103| CPT
| [KKK],]KKK[ | | | | | | | |
3 | [4]6LP | M | 10 | —— | 29 | —— | 15 | +4 | PRJ
| [4]6MP | M | 14 | —— | 31 | —— | 17 | +4 | PRJ
| [4]6HP | M | 18 | —— | 33 | —— | 19 | +4 | PRJ
4 | [2]8LK | H | 14 | —— | 9 | 17(3)13| 17 | -32 |
| [2]8MK | H | 17 | —— | 11 | 18(4)13| 17 | -32 |
| [2]8HK | H | 21 | —— | 13 | 19(5)13| 17 | -32 |
---+---------------+-----+----------+-----+-----+--------+-----+-----+--------
( Movelist ) ----------------------------------------------------------------
1 (shoulder throw) c.4/6 + MP/HP
2 Sokode Tattenasai [PPP],]PPP[ / [KKK],]KKK[
3 Chalk Tornado [4]6P
4 Teacher Attack [2]8K
( Notes ) -------------------------------------------------------------------
1 Unblockable.
2 CAPTURES opponent for 136 frames.
- There is no difference between the [PPP] and [KKK] versions.
- The character's hurtbox must be completely in between the pair of windows on
the door. If it hits, the opponent is forced to pause in place in a special
animation of them holding two buckets of water. This is a defunct form of
punishment used in some Japanese schools.
- Can be guarded even though there is no hit spark. Guard must be maintained
for the entire duration the door is visible.
- Becomes unblockable if the opponent lands on the door after a jump.
- Stunned opponent cannot be thrown, or hit by another Sokode Tattenasai.
- Can interrupt an opponent during their ground-based attacks and specials.
Won't catch against jumping attacks, aerial specials (eg - Juri's Jumping
Hip Attack), or during any invincible frames (eg - Marin's Burusera Upper).
3 1 low priority durability point.
- If Shizuka is right next to the opponent, her arm may pass through them and
the projectile will be thrown behind.
4 Even after the Teacher Attack hits, Shizuka continues to glide forward
until she lands. If opponent is in the corner, she rebounds off their body
instead.
======================================================================= ( .10 )
>> SORAMI SHIZAKI the stewardess / PURPLE
"Saikin, kouhai ga haittekonai no .."
================================================================================
Sorami is a heavily offensive Pretty Fighter who excels at close range with a
strong mixup game. Most of her big damage comes out of 214K and 63214K, which
are strong by themselves. The additional beauty of these specials is that they
can be difficult to determine where Sorami will land afterward. They cross-up
and leave Sorami close to the opponent often, which keeps her on the offensive
for constant pressure. Opponents who don't possess a good anti-air may have a
lot of trouble dealing with Sorami's "flighty" aggressiveness.
PROS: CONS:
- Advantage on hit from nearly all of - Low Knockdown Gauge
her basic attacks and specials - Can't cancel any of her crouching
- Flies around the screen often when attacks
she's offensive to make her quite - [4]6 is a viable anti-air, but needs a
difficult to attack/counter good read to use it effectively
- 623K gives great advantage for links
( Personal Information ) ----------------------------------------------------
Name Meaning : SORAMI = "sky | beauty"
SHIZAKI = "purple | cape (on coast)"
Birthplace : Chiba
Constellation : Ohitsujiza (Aries)
Age : 22 years
Occupation : Kokunaisen Stewardess (domestic airline stewardess)
Blood Type : B type
Height : 168 cm. (5' 6.14")
Weight : 52 kg. (114.64 lbs.)
Measurements : B/88 W/59 H/84 cm. (35/23/33 in.) - Top Hourglass figure
Hobbies : Kaimono (shopping)
Favorite Food : Shio Ramen (ramen in pale salty broth)
Dislikes : Alcohol-rui (types of alcohol)
Story Title : "Ochitekita Otoko"
("The Fallen Man")
( Colors ) ------------------------------------------------------------------
Normal : Dark purple (uniform, boots, hat, gloves), white (boots,
cuffs), red (tie, belt, hat), black (hair), flesh (skin)
Hold L : Dark green (uniform, boots, hat, gloves), lime (boots,
cuffs), purple (tie), black (hair), cream (skin)
Hold R : Dark green (uniform, boots, hat, gloves), white (boots,
cuffs), red (tie, belt, hat), black (hair), pink (skin)
( Portrait Costumes ) -------------------------------------------------------
1st Picture : Loungewear: white large shirt
2nd Picture : Dominatrix: black leather leotard, black thighhigh boots,
black gloves, whip
3rd Picture : Swimsuit: black two-piece bikini
( Poses + Sayings ) ---------------------------------------------------------
Match Start : Points toward the screen.
Victory : Points toward the screen.
( Quotes ) ------------------------------------------------------------------
- Victory
"Attention please!"
"Gohoubi wa nai no?" ("Is there no reward?")
"Un ga yokatta dakeda wa!" ("I was just lucky!")
"Watashi wa utsukushii." ("I'm beautiful.")
- Defeat
"Anata ga tsuyokatta .." ("You were strong ..")
"Hontoni, yarareta ..." ("I was really taken aback ...")
"Konna no shinjinai!" ("I don't believe this!")
"Tsuiraku shita mitai!" ("It looks like I crashed!")
"Tsuyoi n'dakara, anata." ("Because you're so strong.")
( Data Arsenal ) ------------------------------------------------------------
Pre-jump Frames : 4 frames
Jump Duration : 39 frames
Landing Frames : 4 frames
Jump Height Apex : 94
Forward Jump Distance : 77
Backward Jump Distance : 92
Knockdown Recovery Duration : 47 frames
Knockdown Gauge : 2,560 points
-------------------+-----+----------+-----+-----+--------+-----+-----+--------
| Command | Grd | Damage | Cnl | Sta | Active | Rec | +Ht | Notes |
-------------------+-----+----------+-----+-----+--------+-----+-----+--------
c.5LP | M | 3 | O | 7 | 4 | 5 | +3 |
c.5MP | M | 6 | O | 11 | 6 | 8 | +2 |
c.5HP | M | 8 | O | 22 | 8 | 12 | 0 |
c.5LK | L | 4 | O | 7 | 4 | 5 | +7 |
c.5MK | M | 5 | O | 17 | 10 | 13 | -3 |
c.5HK | M | 6+5 | O | 14 | 11 | 10 | +7 |
f.5LP | M | 4 | O | 7 | 4 | 5 | +3 |
f.5MP | M | 6 | O | 11 | 6 | 8 | +2 |
f.5HP | M | 7 | O | 30 | 8 | 12 | +4 |
f.5LK | L | 4 | O | 9 | 4 | 5 | +3 |
f.5MK | M | 5 | O | 11 | 6 | 8 | 0 |
f.5HK | M | 7+5 | O | 12 | 16 | 1 | +7 |
2LP | L | 4 | X | 4 | 4 | 6 | +6 |
2MP | L | 6 | X | 7 | 6 | 9 | +5 |
2HP | L | 7 | X | 16 | 8 | 11 | +5 |
2LK | L | 4 | X | 8 | 5 | 6 | +5 |
2MK | L | 6 | X | 13 | 7 | 9 | +4 |
2HK | L | 7 | X | 8 | 10 | 18 | KND | SLD
j8.LP | H | 4 | —— | 6 | Ground | —— | —— |
j.MP | H | 6 | —— | 10 | 15 | Gnd | —— |
j.HP | H | 8 | —— | 14 | 12 | Gnd | —— |
j.LK | H | 4 | —— | 6 | Ground | —— | —— |
j.MK | H | 6 | —— | 10 | 15 | Gnd | —— |
j.HK | H | 8 | —— | 11 | 10 | Gnd | —— |
j7/9.LP | H | 4 | —— | 6 | Ground | —— | —— |
---+---------------+-----+----------+-----+-----+--------+-----+-----+--------
1 | c.4/6MK | Thw | 14 | —— | 1 | 1 | —— | KND |
| c.4/6HK | Thw | 18 | —— | 1 | 1 | —— | KND |
2 | 214LK | H | 12 | —— | 24 | 18 | 10 | —— |
| 214MK | H | 16 | —— | 29 | 21 | 12 | —— |
| 214HK | H | 20 | —— | 33 | 25 | 17 | —— |
3 | 623LK | M | 15 | —— | 16 | 14 | 5 | +7 |
| 623MK | M | 18 | —— | 18 | 16 | 5 | +15 |
| 623HK | M | 21 | —— | 17 | 19 | 5 | +12 |
4 | 63214LK | M | 16+12 | —— | 15 | 12 | 6 | +8 |
| 63214MK | M | 19+14 | —— | 17 | 14 | 8 | +7 |
| 63214HK | M | 22+16 | —— | 19 | 16 | 10 | -1 |
5 | [4]6LK | M | 13 | —— | 12 | 14 | 10 | -8 |
| [4]6MK | M | 16 | —— | 12 | 12 | 14 | -8 |
| [4]6HK | M | 20 | —— | 12 | 18 | 16 | -14 |
---+---------------+-----+----------+-----+-----+--------+-----+-----+--------
( Movelist ) ----------------------------------------------------------------
1 (back roll) c.4/6 + MK/HK
2 Niku ni shimasu ka, sakana ni 214K
shimasu ka?
3 Hip Flight Bomber 623K
4 Hurricane Kick 63214K
5 Up Kick [4]6K
( Notes ) -------------------------------------------------------------------
1 Unblockable. Switches sides.
2 ——
3 ——
4 ——
5 ——
======================================================================= ( .11 )
>> TOKIKO TSUCHIYA the waitress / BROWN
"Dare, freeter nante iu no?"
================================================================================
Tokiko is an extremely poke-oriented melee character with many usable linking
options. She got the short end of the stick in terms of special attacks, which
is surprising since she is a brand new character to the series. Most of her
basics have a greater hitbox than others because she uses her serving tray as
an extension of her arm. In most matches all Tokiko can really do is hit with
her normals and get the occasional knockdown with 2HK. She's typically at a
disadvantage against most opponents.
PROS: CONS:
- A lot of solid poking normals; most - Least amount of specials of all chars
notably f.5HP, 2LK, 2MP, and j.Ks - c.5HK is a strong 1F overhead, but it
- Crouching Punches can easily link causes a lot of pushback to disallow
into one another from Heavy > Light the 2nd hit, leaving her open; rarely
usable
- 214K is a viable anti-air, but needs a
good read to use it effectively
- Many can avoid 41236P by crouching
( Personal Information ) ----------------------------------------------------
Name Meaning : TOKIKO = "ascend | rejoice | child"
TSUCHIYA = "earth | house"
Birthplace : Niigata
Constellation : Uoza (Pisces)
Age : 18 years
Occupation : Free albiter/Freeter (young person subsisting on part-time
work)
Blood Type : O type
Height : 158 cm. (5' 2.20")
Weight : 46 kg. (101.41 lbs.)
Measurements : B/86 W/56 H/86 cm. (34/22/34 in.) - Hourglass figure
Hobbies : Suiei (swimming)
Favorite Food : Hamburgers
Dislikes : Mimizu (earthworms)
Story Title : "Fukumen Otoko to no Taiketsu"
("Confrontation with a Masked Man")
( Colors ) ------------------------------------------------------------------
Normal : Orange (uniform, hat, shoes, hair bow), white (uniform, hat,
shoes, pouch), blue (shorts), brown (hair), red (tray), flesh
(skin)
Hold L : Pink (uniform, hat, shoes, hair bow), white (uniform, hat,
shoes, pouch), teal (shorts), brown (hair), red (tray), pink
(skin)
Hold R : Gold (uniform, hat, shoes, hair bow), white (uniform, hat,
shoes, pouch), blue (shorts), brown (hair), red (tray), peach
(skin)
( Portrait Costumes ) -------------------------------------------------------
1st Picture : Bunnysuit: orange leotard, white bunny ears, white pantyhose,
orange cuffs, white visor, black stilettos
2nd Picture : Hostess: red cheongsam, red slippers, red fan
3rd Picture : Dominatrix: red leather leotard, red thighhigh heeled boots,
red gloves, whip
( Poses + Sayings ) ---------------------------------------------------------
Match Start : Turns back to opponent while holding her tray behind her, a
wrist against her chin.
Victory : Spins and poses with her leg back and lifting her serving
tray, laughing.
( Quotes ) ------------------------------------------------------------------
- Victory
"Asameshimae ne!" ("Piece of cake!")
"Irassahimase!" ("Welcome!")
"Mo-, yowasugi ne!" ("Geez, you're so weak!")
"Nomimono wa ikaga desu ka?" ("How about a drink?")
- Defeat
"Baito o yamete kitaeru wa .." ("I can quit my job ..")
"Isagiyoku make o mitomeru." ("I graciously admit defeat.")
"Tsuyosugiru no yo anata." ("You're too strong.")
"Un ga nakatta." ("No luck.")
"Watashi yowai no kashira?" ("Am I weak?")
( Data Arsenal ) ------------------------------------------------------------
Pre-jump Frames : 4 frames
Jump Duration : 43 frames
Landing Frames : 4 frames
Jump Height Apex : 110
Forward Jump Distance : 101
Backward Jump Distance : 121
Knockdown Recovery Duration : 29 frames
Knockdown Gauge : 2,576 points
-------------------+-----+----------+-----+-----+--------+-----+-----+--------
| Command | Grd | Damage | Cnl | Sta | Active | Rec | +Ht | Notes |
-------------------+-----+----------+-----+-----+--------+-----+-----+--------
c.5LP | M | 3 | O | 5 | 4 | 6 | +2 |
c.5MP | M | 6 | O | 10 | 8 | 8 | 0 |
c.5HP | M | 7 | O | 7 | 16 | 12 | -8 |
c.5LK | L | 4 | O | 6 | 5 | 4 | +7 |
c.5MK | M | 6 | O | 11 | 9 | 1 | +10 |
c.5HK | H | 7+5 | O:2 | 1 | 25 | 20 | -20 | -2 if
| | | | | | | | 2nd hit
f.5LP | M | 4 | O | 7 | 4 | 5 | +3 |
f.5MP | M | 6 | O | 10 | 8 | 8 | 0 |
f.5HP | M | 8 | O | 13 | 4 | 6 | +14 |
f.5MK | M | 5 | O | 13 | 10 | 9 | -5 |
f.5HK | M | 8 | O | 15 | 8 | 12 | -4 |
2LP | L | 4 | O | 5 | 4 | 7 | +5 |
2MP | L | 6 | O | 6 | 4 | 9 | +7 |
2HP | L | 8 | O | 10 | 4 | 11 | +9 |
2LK | L | 4 | O | 5 | 5 | 6 | +5 |
2MK | L | 6 | O | 8 | 8 | 7 | +5 |
2HK | L | 8 | X | 11 | 10 | 21 | KND | SLD
j.LP | H | 4 | —— | 6 | Ground | —— | —— |
j.MP | H | 6 | —— | 8 | 18 | Gnd | —— |
j.HP | H | 8 | —— | 12 | 12 | Gnd | —— |
j.LK | H | 4 | —— | 5 | Ground | —— | —— |
j.MK | H | 6 | —— | 9 | 20 | Gnd | —— |
j.HK | H | 8 | —— | 13 | 15 | Gnd | —— |
---+---------------+-----+----------+-----+-----+--------+-----+-----+--------
1 | c.4/6MP | Thw | 18 | —— | 1 | 1 | —— | KND |
| c.4/6HP | Thw | 22 | —— | 1 | 1 | —— | KND |
2 | 214LK | M | 10 | —— | 14 | 6(5)10 | 11 | -16 |
| 214MK | M | 16+12 | —— | 12 | 5(6)10 | 15 | -8 |
| 214HK | M | 21+15 | —— | 10 | 4(6)10 | 19 | -11 |
3 | 41236LP | M | 10 | —— | 27 | —— | 11 | +8 | PRJ
| 41236MP | M | 14 | —— | 26 | —— | 13 | +8 | PRJ
| 41236HP | M | 18 | —— | 25 | —— | 15 | +8 | PRJ
---+---------------+-----+----------+-----+-----+--------+-----+-----+--------
( Movelist ) ----------------------------------------------------------------
1 (shoulder throw) c.4/6 + MP/HP
2 Family Restaurant Kick 214K
3 Obon Smash 41236P
( Notes ) -------------------------------------------------------------------
1 Unblockable.
2 ——
3 1 low priority durability point.
- Crouch to avoid: Juri, Kurisu, Maria, Marin, Minami, Oryou, Yawara.
======================================================================= ( .12 )
>> YAWARA YAMABUKI the martial artist / ORANGE
"Ossu! Makasenasai!"
================================================================================
Yawara is Pretty Fighter's grappler, and she can be absolutely a terror. While
she does not have huge vacuum reaches for her 360s, she still manages to make
catches from a great deal of situations——especially to hapless opponents in the
corner. Unlike Ai and Kei, Yawara doesn't have all too many great normals that
she can use to cancel into her command throws. Instead she has an insane jump
range and long reaching aerial kicks which help her to get swooping attacks,
and then execute her command throw upon landing.
PROS: CONS:
- Many attacks pass over her head due - Most of her punches have very limited
to her short stature, even while range, but her kicks reach far
standing
- Advantage on hit from nearly all of
her basic attacks
- Can cancel many of her basics into
command throw
( Personal Information ) ----------------------------------------------------
Name Meaning : YAWARA = "judo"
YAMABUKI = "bright golden yellow"
Birthplace : Fukuoka
Constellation : Tenbinza (Libra)
Age : 16 years
Occupation : Koukousei (senior high school student)
Blood Type : B type
Height : 152 cm. (4' 11.84")
Weight : 44 kg. (97.00 lbs.)
Measurements : B/80 W/56 H/80 cm. (32/22/32 in.) - Hourglass figure
Hobbies : Buntsuu (exchanging letters)
Favorite Food : Hakumai + Misoshiru + Tsukemono
(white rice + miso soup + Japanese pickled vegetables)
Dislikes : Gaikokujin (foreigners)
Story Title : "Medal ni Kaketa Seishun no Ase"
("The Sweat of a Youth Spent on a Medal")
( Colors ) ------------------------------------------------------------------
Normal : Orange (gi), black (guards), brown (pads), dark blue (hair),
flesh (skin)
Hold L : Rose (gi), gray (guards), brown (pads), teal (hair), pink
(skin)
Hold R : Yellow (gi), dark gray (guards), brown (pads), dark blue
(hair), peach (skin)
( Portrait Costumes ) -------------------------------------------------------
1st Picture : Bunnysuit: red leotard, white bunny ears, red stilettos
2nd Picture : Hostess: orange cheongsam, orange stilettos
3rd Picture : Swimsuit: light blue/blue two-piece bikini
( Poses + Sayings ) ---------------------------------------------------------
Match Start : Thrusts her arm into the air.
Victory : Poses with a leg bent and arm up while looking over her
shoulder at screen, "Ossu!"
( Quotes ) ------------------------------------------------------------------
- Victory
"Dou suru no?" ("What are you doing?")
"Gahahaha!"
"Kitaekata ga tarinai!" ("I don't want to train!")
"Ossu!" ("Yo!")
* A greeting given between fighters and martial arts practitioners.
- Defeat
"Anata, saiko-." ("You're the best.")
"Ganbatte!" ("Good luck!")
"Koko made tsuyoi to wa .." ("I've never seen one so strong ..")
"Kono mama de wa!" ("Not like this!")
"Mata, tokkunssu!" ("I still need special training!")
( Data Arsenal ) ------------------------------------------------------------
Pre-jump Frames : 9 frames
Jump Duration : 48 frames
Landing Frames : 9 frames
Jump Height Apex : 123
Forward Jump Distance : 116
Backward Jump Distance : 138
Knockdown Recovery Duration : 37 frames
Knockdown Gauge : 2,688 points
-------------------+-----+----------+-----+-----+--------+-----+-----+--------
| Command | Grd | Damage | Cnl | Sta | Active | Rec | +Ht | Notes |
-------------------+-----+----------+-----+-----+--------+-----+-----+--------
c.5LP | M | 3 | O | 6 | 4 | 4 | +4 |
c.5MP | M | 4 | O | 11 | 6 | 8 | +2 |
c.5HP | M | 6 | O | 12 | 8 | 12 | 0 |
c.5LK | M | 3 | O | 6 | 4 | 4 | +8 |
c.5MK | M | 5 | O | 10 | 6 | 8 | +6 |
c.5HK | M | 6+5 | O:1 | 8 | 6(6)7 | 15 | +2 |
f.5LP | M | 3 | O | 6 | 4 | 4 | +4 |
f.5MP | M | 4 | O | 11 | 6 | 8 | +2 |
f.5HP | M | 6 | O | 20 | 8 | 17 | -1 |
f.5LK | M | 3 | O | 8 | 4 | 4 | +4 |
f.5MK | M | 5 | O | 15 | 6 | 8 | 0 |
2LP | L | 3 | O | 6 | 4 | 5 | +7 |
2MP | L | 4 | O | 11 | 6 | 9 | +5 |
2HP | L | 6+5 | O | 8 | 15 | 13 | +2 |
2LK | L | 3 | O | 11 | 5 | 9 | +2 |
2MK | L | 5 | O | 17 | 7 | 14 | -1 |
2HK | L | 7 | X | 16 | 9 | 18 | KND |
j.LP | H | 4 | —— | 5 | Ground | —— | —— |
j.MP | H | 6 | —— | 7 | 15 | Gnd | —— |
j.HP | H | 6 | —— | 8 | 10 | Gnd | —— |
j.LK | H | 3 | —— | 4 | Ground | —— | —— |
j.MK | H | 5 | —— | 12 | 15 | Gnd | —— |
j.HK | H | 7 | —— | 14 | 10 | Gnd | —— |
---+---------------+-----+----------+-----+-----+--------+-----+-----+--------
1 | c.4/6MP | Thw | 21 | —— | 1 | 1 | —— | KND |
2 | c.4/6HK | Thw | 18 | —— | 1 | 1 | —— | KND |
3 | c.[2]8LP | Thw | 19 | —— | 1 | 1 | —— | KND |
| c.[2]8MP | Thw | 22 | —— | 1 | 1 | —— | KND |
| c.[2]8HP | Thw | 25 | —— | 1 | 1 | —— | KND |
4 | c.360ºLP | Thw | 17 | —— | 1 | 1 | —— | KND |
| c.360ºMP | Thw | 20 | —— | 1 | 1 | —— | KND |
| c.360ºHP | Thw | 22 | —— | 1 | 1 | —— | KND |
5 | c.360ºLK | Thw | 13 | —— | 1 | 1 | —— | KND |
| c.360ºMK | Thw | 16 | —— | 1 | 1 | —— | KND |
| c.360ºHK | Thw | 20 | —— | 1 | 1 | —— | KND |
---+---------------+-----+----------+-----+-----+--------+-----+-----+--------
( Movelist ) ----------------------------------------------------------------
1 (jumping power bomb) c.4/6MP
2 (hip shoulder throw) c.4/6HK
3 Shichinen Goroshi c.[2]8P
4 Hamehame Driver c.360ºP
5 Megaton Hip c.360ºK
( Notes ) -------------------------------------------------------------------
1 Unblockable.
2 Unblockable. Switches sides.
3 Unblockable. Switches sides.
- Throw range: 33.
- The poking attack is called a "kancho". This is a game played by kids 12 or
younger where they sneak up on someone and poke their fingers into their
butt. It's similar in spirit to a wedgie.
4 Unblockable. Switches sides.
- Throw range: 35.
5 Unblockable.
- Tends to always switch sides with the opponent in the corner. Out in the
open it appears random.
- Throw range: 31.
--[ Bishoujou 6 - System Dissection ]-----------------[ Pretty Fighter X ]--
________________________________________________________________________________
The following sections help to break down the game system and mechanics which
are involved in 《Seifuku Densetsu: Pretty Fighter X》 (PFX), and assist both new
and veteran players to further understand the game's inner workings.
Descriptions concerning movement, controls, and motions should be taken as if
the character is on the 1P (left) side of the screen. Invert for the 2P side.
( Movement: Walking / Jumping ) =================================== ( 6.01 )
+-- [ Walking ] -------------------------------------------------------------+
- [6] or [4]
Each character can walk forward and backward on the playing field by holding
the joystick right or left, respectively. As your character is moving backward
it doubles as a standing guard which protects them against any incoming MID and
HIGH attacks.
With the inability to dash, PFX is not as fast-paced as other fighting games.
Walking is the only ground-based method of mobility to get around the playing
field. Times are calculated on how many frames it takes a character to move
from one end of a stage to the other. Characters walk at different paces, and
some move much faster than others.
Maria walks the fastest both forward and backward, so her walking speed is set
as a benchmark to compare everyone else against her:
- FORWARD WALK SPEED (expressed as a percentage of Maria's forward speed)
Maria - 100% speed (132F to cross stage)
Yawara - 89.2% speed (148F to cross stage)
Ai - 86.3% speed (153F to cross stage)
Marin - 78.6% speed (168F to cross stage)
Juri, Kurisu, Tokiko - 75.4% speed (175F to cross stage)
Minami, Sorami - 71.7% speed (184F to cross stage)
Shizuka - 71.0% speed (186F to cross stage)
Kei - 66.3% speed (199F to cross stage)
Oryou - 59.5% speed (222F to cross stage)
- BACKWARD WALK SPEED (expressed as a percentage of Maria's backward speed)
Maria - 100% speed (132F to cross stage)
Yawara - 85.2% speed (155F to cross stage)
Ai - 72.9% speed (181F to cross stage)
Juri, Tokiko - 68.0% speed (194F to cross stage)
Sorami - 64.7% speed (204F to cross stage)
Marin - 62.9% speed (210F to cross stage)
Kurisu - 60.0% speed (220F to cross stage)
Minami - 57.4% speed (230F to cross stage)
Shizuka - 56.4% speed (234F to cross stage)
Kei - 53.2% speed (248F to cross stage)
Oryou - 44.7% speed (295F to cross stage)
+-- [ Jumping ] -------------------------------------------------------------+
- 7 / 8 / 9
Jumping is the direct way to get a character airborne. There is only one type
of jump: normal jumps. After input, the character goes into a pre-jump state of
animation for a number of frames before they leave the ground. Characters are
vulnerable to attacks during their pre-jump phase. If they are hit during, they
go into standing hitstun.
Jumping either vertically or diagonally lasts the same amount of frames. All
characters jump further backward than they do forward.
After landing from a jump characters go into landing recovery animation. These
last about as long as the character's pre-jump frames. It's possible to guard
the frame you touch the ground again; however, both movement and attacking can
only begin after the full duration of landing recovery. Jumping consecutively
also requires full landing recovery, but the following jump's pre-jump frames
are omitted and the jump begins immediately after landing recovery ends.
- JUMP DURATIONS (expressed in frames; in order by fastest normal jump)
--------------+--------------+---------------+--------------+--------------
Character | Pre-jump | Normal Jump | Landing | Total Frames
--------------+--------------+---------------+--------------+--------------
Sorami 4 39 4 47
Juri 3 42 3 48
Kurisu 4 43 4 51
Tokiko 4 43 4 51
Kei 8 37 8 53
Oryou 7 41 7 55
Shizuka 7 43 7 57
Marin 5 48 5 58
Minami 7 43 12 62
Maria 8 46 8 62
Yawara 9 48 9 66
Ai 9 51 9 69
- JUMP DISTANCES (in order by highest vertical jump height)
------------------+------------------+------------------+------------------
Character | Vertical Jump Ht.| Forward Jump Dis.| Backward Jump Dis.
------------------+------------------+------------------+------------------
Ai 134 132 159
Yawara 123 116 138
Marin 122 110 131
Maria 117 127 153
Tokiko 110 101 121
Minami 110 98 117
Shizuka 109 101 121
Kurisu 109 98 118
Juri 104 86 109
Oryou 102 86 103
Sorami 94 77 92
Kei 89 73 87
( Attacking ) ===================================================== ( 6.02 )
- Press one of the six attack buttons: LP, MP, HP, LK, MK, or HK
《Pretty Fighter X》 utilizes six attack buttons: Light, Medium and Heavy Punch,
and Light, Medium and Heavy Kick. Stereotypically, the 'Light' attacks are all
very fast to execute, but do minimum damage. Whereas the 'Heavy' attacks are
powerful, but much slower. 'Medium' is more or less the average of the two.
Basic attacks (sometimes called "normals" or "buttons") are every character's
standard form of offense. They require no special or complex inputs to execute
(eg - Standing Heavy Punch). These types of attacks vary on their properties
depending on if the character is standing, standing close, crouching, jumping,
or jumping diagonally. Not every attack has alternate properties when used up
close to the opponent as opposed to far away, or when the character is jumping
vertically versus jumping diagonally, but many do.
Button priority when two or more buttons are pressed simultaneously goes as
follows, in this order:
- Kick has priority over Punch.
- Light has priority over Medium, which has priority over Heavy.
So if you press Heavy Punch + Light Kick together, you get Light Kick. If you
press Medium Kick + Heavy Kick together, you get Medium Kick. If you press all
three Punches together, you get Light Punch.
( Guarding ) ====================================================== ( 6.03 )
Guarding is the art of defense, and a highly fundamental part of any fighting
game. Learning to guard properly can make or break a player, and should be one
of, if not the most important tactic to master in the beginning. Guarding an
attack negates most or all of its potential damage.
Characters are able to guard against attacks in two ways:
------------------+------------------+------------------+------------------
Guard Type | Defensive Input | Guards Against | Vulnerable To
------------------+------------------+------------------+------------------
Standing Guard [4] MID, HIGH LOW, Throw
Crouching Guard [1] MID, LOW HIGH, Throw
Guarding is accomplished by holding a backward direction (away from opponent)
while your character is not otherwise occupied performing an attack or action.
Guarding correctly places your character in a state called 'guardstun'. The
length of guardstun is dependent on the attack that caused it; stronger moves
tend to inflict a longer guardstun duration. For example, guarding Juri's 5LK
causes 14 frames of guardstun, but her 5HK inflicts 19 frames.
Holding back on the joystick as your character is being attacked has them take
up a standing defensive stance which protects them against both MID- and HIGH-
level attacks. (HIGH attacks typically include all jumping/aerial attacks and
overhead-type moves.)
Alternately, holding down-back on the joystick as your character is being
attacked has them take up a crouching defensive stance which protects them
against both MID- and LOW-level attacks. (This is typically the position you
want to guard most of the time while on the ground.)
Characters are unable to aerial guard in PFX.
Throws——both normal and command (eg - Kei's Oshiripenpen)——can't be guarded.
Aside from throws, there are no unblockable techniques in PFX.
While guarding is a way to protect your character from taking a lot of damage,
there are attacks which will still tick away at the character's life bar. Most
special moves deal damage even when guarded——this is called 'chip damage'. Chip
damage amounts to removing 1~2 units of health per hit, regardless of button
strength. Basic attacks do not chip. It is possible to defeat an opponent
through chip damage.
PFX has "remote guarding," meaning that characters take up a defensive stance
whenever the opponent attacks——up to 1/2 screen distance——if they are holding
back on the joystick. Oryou can be on one side of the screen and Kei in mid-
screen, and Oryou will put up a guard every time Kei performs an attack.
( Throwing ) ====================================================== ( 6.04 )
- When close to an opponent on the ground, 4/6 + MP / MK / HP / HK
Throws (Nage) are close range moves that each character has at least one of,
and are unblockable techniques. Throws can't be used against opponents who are
caught in guardstun, or those actively guarding something. However as soon as
the opponent goes back to neutral stance, they can be thrown. There are two
different types: ground throws, and command throws.
All characters are able to perform a ground throw by either pressing back or
forward on the joystick as MP / HP or MK / HK is pressed. (Some characters have
two throws.) You can't alter the direction in which an opponent is thrown by
pressing back; throws are always done in the direction a character is facing.
However, some characters have throws that automatically switch sides.
Command throws are throwing techniques that instead have a specific joystick
and/or button command rather than just pressing one direction. Ai, Kei, Oryou,
and Yawara all have command throws. Some command throws tend to inflict more
damage than basic throws, or possess an unique mechanic. A great benefit of a
command throw is that it is possible to cancel into them off a basic attack.
For example, Ai can hit an opponent with a c.5MP, then immediately press PPP to
cancel right into the Kamikami Crash.
Throw ranges are the measure of maximum distance a character can be away from
the opponent, and still be in the area to grab them. These ranges are typically
only used for command throws due to their internal vacuum; normal throws all
usually require the character to be point blank. Ranges are calculated by the
amount of points/pixels the characters' boundary boxes are from one another.
Characters standing right beside each other are at Range 0, and the number just
increases pixel-by-pixel as characters move away.
Throws can't be escaped. Once a character is grabbed, the damage they suffer is
guaranteed.
- CHARACTER NORMAL THROWS (in order from strongest to weakest)
------------------------+------------------------+-------------------------
Character | Throw Input | Damage
------------------------+------------------------+-------------------------
Kurisu c.4/6 + MK / HK 19 / 22
Tokiko c.4/6 + MP / HP 18 / 22
Marin c.4/6 + MP / HP 15 / 22
Yawara c.4/6 + MP 21
Maria c.4/6 + MP / HP 18 / 21
Ai, Minami c.4/6 + MP / HP 17 / 20
Yawara c.4/6 + HK 18
Juri, Kei, Kurisu, c.4/6 + MP / HP 14 / 18
Oryou, Shizuka
Sorami c.4/6 + MK / HK 14 / 18
- CHARACTER COMMAND THROWS (in order from strongest to weakest)
------------------------+------------------------+-------------------------
Character | Throw Input | Damage
------------------------+------------------------+-------------------------
Kei c.623P 19 / 22 / 25
Yawara c.[2]8P 19 / 22 / 25
Yawara c.360ºP 17 / 20 / 22
Kei c.46K 14 / 18 / 21
Ai c.PPP 21
Yawara c.360ºK 13 / 16 / 20
Oryou c.[2]8K 12 / 16 / 19
( Special Moves ) ================================================= ( 6.05 )
Called "hissatsu waza" in Japan, special moves are unique and powerful attacks
that all characters possess. They are performed through the combination of a
directional joystick sequence followed by a button press. There are typically
three types of special move inputs: motions, charges, and taps.
- Marin's Sailor Punch (236P) is a MOTION special.
- Kurisu's Hira Kick ([4]6K) is a CHARGE special.
- Oryou's Quick Ashi (66K) is a TAP special.
After the directional maneuver is performed, the attack button must be pressed
within 13 frames——which is less than 1/4 of a second. This is not a great deal
of time, but you can use that gap to perform interesting execution tactics. For
example, you can input 'd,df,f' for Kurisu's Choushinki Flash and hold forward
on the joystick for a couple of extra frames before pressing the button to
extend the reach of the attack.
Charged attacks (eg - [4]6P) require a minimum of the held direction/button(s)
for 43 frames——72% of a second.
The button you press to perform the special move also plays an important role
with gameplay. Different strengths may change certain aspects of the attack's
properties, such as its speed, damage, or priorities. Shizuka's Chalk Tornado
does almost twice as much damage when you press Hard Punch (18) as opposed to
when you press Light Punch (10). Kurisu's MP Choushinki Flash leaves her at +27
advantage while her other strengths do not. Some moves do the same things no
matter which button is pressed, such as Marin's Pager Flasher which has all the
same frame data for any button strength, but only the damage is different.
Information on any changes to specials are listed in the characters' sections.
( Projectiles & Durability ) ====================================== ( 6.06 )
Projectiles are independent objects, usually familiarized with energy blasts,
that a character hurls across the screen. They have their own unique value
checks that occur whenever different projectiles collide into one another:
priority, and durability points.
The first check is the projectile's priority. There are two levels in PFX: low
and high. Most standard projectiles like Tokiko's Obon Smash are low priority.
Marin's Pager Flasher is the only high priority projectile in the game. When a
projectile of a higher priority runs into a lower priority one, the higher one
always wins. Regardless of how many lower priority projectiles it has to go
through, it can't ever be stopped by them.
Durability points (DP) come into play when projectiles of the same priority hit
one another. They are the hidden amount of strength that projectiles carry with
them. All projectiles have their own worth that determines how much power is
needed to cancel it. For projectiles here, their durability is equal to the
amount of hits they do. Whenever projectiles collide, they mutually deplete
durability according to their DP ratings. As durability is taken away, it also
decreases the amount of hits and damage the projectile does in full. All low
priority projectiles in PFX have 1 durability point, so they always cancel one
another out.
( Life Gauge ) ==================================================== ( 6.07 )
The Tairyoku ("vitality") Gauges are the yellow bars at the top of the screen
on either side of the timer——Player 1's is on the left side and Player 2's is
on the right. Each character's life gauge begins with 96 units of health.
During battle, attacks take away certain amount of life units based on how they
hit the opponent. The red area is how much stamina a character has lost. Once
an entire meter is empty, it means that player has lost all their life points
and their character is defeated. The round goes to the winner.
Ai, Kei, and Maria are able to regain life through special abilities.
If the time expires, the character with the most life wins the round. If the
bars are equal, the match is considered a draw and another round will begin.
PFX does not have character dependent health totals like other fighting games
may. All the characters have the exact same 96 vitality, and take the same
amount of damage from all attacks. However, sometimes attacks deal "bonus"
damage seemingly randomly; inflicting an extra 1-damage to the opponent. This
appears to only occur with Medium and Heavy strength attacks. For example, Ai's
c.5HP does a base 6 damage, but seemingly every other one inflicts 7 damage.
I've yet to figure out the specific reason this bonus damage is applied. My
only hypothesis is that at the end of a round, a total of "LIFE 100" is shown
if a character wins with a perfect. Which leads to believe that there are 4
"hidden" life points being calculated somewhere that needs to be calculated.
( Hitstun / Hitstop / Hit States / Knockdown Gauge ) ============== ( 6.08 )
+-- [ Hitstun ] -------------------------------------------------------------+
'Hitstun' is the counterpart to guardstun: a state that happens to a character
when they are successfully struck with an attack. During this time a character
will reel from an attack after being hit, leaving them vulnerable. Victimized
characters in hitstun cannot do anything. Hitstun length is dependent on the
attack that caused it; stronger attacks tend to inflict a longer hitstun
duration. For example, Sorami's c.5LP causes 12 frames of hitstun, but her
c.5HK causes 28 frames. Hitting a character while they are stuck in hitstun
results in creating a combo.
The time it takes between when an opponent recovers from hitstun and when your
character recovers from their attack is what develops frame advantages.
+-- [ Hitstop ] -------------------------------------------------------------+
It usually goes unnoticed, but there is a brief period that happens whenever a
character is hit that causes the game to momentarily freeze for a small number
of frames. This happens in just about every fighting game, and it is used as
an aesthetic to emphasize the force of the attacks. It is known as 'hitstop,'
or sometimes called 'impact freeze'. This occurs both on hits or guards, but
the freeze is longer when a character takes damage. It can be a minor factor
when it comes to timing and execution, but typically does not effect gameplay.
+-- [ Hit States ] ----------------------------------------------------------+
There are several types of reactions that occur whenever a character is hit by
an attack, whether it's on normal or counterhit. Most attacks just cause the
character to reel, while others inflict a special effect called a 'hit state'.
PFX has two types of hit states:
- KNOCKDOWN (KND)
Attack sends the opponent to the ground. After a moment, characters who are
knocked down simply rise in place.
- CAPTURE (CPT)
Attack snares the opponent, incapacitating them and disables their movement
and actions for X-amount of frames.
- RECOVERY DURATIONS (expressed in frames; in order by fastest recovery)
-------------------------------------+-------------------------------------
Character | Knockdown Recovery Duration
-------------------------------------+-------------------------------------
Ai, Juri, Kurisu, Minami 27 frames
Tokiko 29 frames
Kei 33 frames
Marin, Yawara 37 frames
Maria, Oryou 43 frames
Sorami 47 frames
Shizuka 53 frames
+-- [ Knockdown Gauge ] -----------------------------------------------------+
The Knockdown Gauge (KDG) is a hidden meter all characters have that depletes
whenever they are hit by any attack——normals and special moves. Whichever
attack that empties the opponent's gauge results in both a KNOCKDOWN and extra
damage, regardless of what it is. It can be a 5LK, or a 2MP, or Tokiko's Obon
Smash, for example——all of which are attacks that would normally not knock an
opponent off their feet.
The KDG is a minimum of 2,560 points, but characters can have different amounts
in their meter (listed in the Data Arsenal in each character's sections). All
attacks of the same strength remove a specific amount of energy from the KDG.
This applies across characters. So Shizuka's f.5MP would remove the exact same
amount from a KDG as Yawara's 2MP. Throws (both basic and command) do not take
away points from the KDG since they always cause a KNOCKDOWN.
------------------+------------------+------------------+------------------
Basic Strength | KDG Depletion | Special Strength | KDG Depletion
------------------+------------------+------------------+------------------
Light -224 points Light -336 points
Medium -304 points Medium -448 points
Heavy -384 points Heavy -576 points
By the above chart it means that Marin's 2HP or Sorami's j8.HK removes -384
points from an opponent's KDG (since they are both Heavy basic attacks), but
Marin's HP Sailor Punch and Sorami's HK Up Kick remove -576 points. Attacks
that naturally combo suffer from scaling by -20%/hit (additive) of the base
amount. If Marin's HP Burusera Upper connects with all four hits, the 1st hit
depletes -576, the 2nd -461, the 3rd -346, and the 4th -231.
When an player's KDG has been completely diminished, it is denoted by a bright
green damage spark (instead of the normal orange). They suffer a KNOCKDOWN by
whatever attack struck them, in addition to bonus damage. This damage varies
depending on the type and strength of attack that caused it:
-------------------------------------+-------------------------------------
Attack Type | Bonus Damage Amount
-------------------------------------+-------------------------------------
Light / Medium Basic +100% - 1
Heavy Basic +100% - 2
Special Attack +60~70% of hit
A character's KDG gradually replenishes over time if no actions are performed.
The gauge refills 4 points/frame (240 points/second), but only if the attacked
character is standing completely still, and is not stuck in hit- or guardstun.
If they are moving, crouching, jumping, attacking, or performing any special
attacks, their KDG does not fill back up until they stop moving.
- KNOCKDOWN GAUGE TOTALS (in order from highest to lowest)
-------------------------------------+-------------------------------------
Character | Knockdown Gauge Amount
-------------------------------------+-------------------------------------
Juri 3,024 points
Ai 3,008 points
Maria 2,816 points
Yawara 2,688 points
Kei, Oryou, Tokiko 2,576 points
Kurisu, Marin, Minami, Shizuka, 2,560 points
Sorami
( Combos / Links ) ================================================ ( 6.09 )
+-- [ Combos ] --------------------------------------------------------------+
Combos are created by hitting the opponent with attacks in a succession while
they are caught in hitstun, in such a manner where it is inescapable. While
combos are a solid technique to do guaranteed damage, they should not be
thought of to be the be-all end-all method on defeating an opponent. There's a
balancing act between solid gameplay and performing efficient and effective
combos to score opportunities against the opponent. Understanding the combo
system is a way to improve being able to unleash stylish and damaging combos.
PFX has no chain combo system; instead, combos are created by linking attacks
together with usage of their frame advantage properties.
Since PFX lacks a combo display it can be difficult to see when combos occur.
+-- [ Links ] ---------------------------------------------------------------+
Links are special combos that involve waiting until an attack has completely
finished its attack animation then striking again before the opponent recovers
from hitstun. These are much different than chain combos, where the attack
buttons are simply pressed in a sequence to omit recovery, or cancel combos, in
which the recovery periods are circumvented by another action.
PFX is a very link-intensive game; in fact, mostly every available combo is
performed through a series of links. The important part of developing links
relies on understanding an attack's frame advantage on hit and how fast other
attacks are executed.
An example of a link would be Tokiko's 'Crouching HP, Crouching MP, Crouching
LP'. 2HP leaves Tokiko with a +9 advantage on hit. 2MP hits on frame 6 after
input. This would be a 4-frame link since that is the window Tokiko has to hit
with Crouching MP and have the combo work. After which a 3-frame link needs to
be executed to catch with Crouching LP, resulting in a 3-hit combo. 1-frame
links are as hard as it can get, which leaves only a single frame to input the
next command——very tricky!
( Canceling ) ===================================================== ( 6.10 )
To 'cancel' means to interrupt the recovery of one action into another action.
You are essentially circumventing all of the previous attack's recovery frames
by doing a new attack or action. Most basic attacks are cancelable into special
moves. As it was mentioned in Section 6.09, PFX does not have a chain combo
system, so basic attacks cannot cancel into one another.
At its most basic, a cancel looks like this: 2MK XX 236HP. Kurisu can hit the
opponent with her Crouching Medium Kick, and while they are still in hitstun,
cancel into her HP Chourinki Flash special attack, creating a 2-hit combo.
Ai, Kei, Oryou, and Yawara all have the unique ability to cancel their basic
attacks into a command throw (see section 6.04).
Older FGC jargon for a cancel is called a "2-in-1," meaning to link 'two moves
in one motion/command.'
( Tier Listing ) ================================================== ( 6.11 )
[ S Tier ]: Maria, Kurisu, Shizuka
[ A Tier ]: Oryou, Juri, Yawara, Sorami, Kei
[ B Tier ]: Ai, Marin, Tokiko
[ C Tier ]: Minami
Popular fighting games sites like Shoryuken.com have not yet, to my knowledge,
gotten around to breaking apart this game. I don't even believe the 'Pretty
Fighter' games have ever been brought up, and for understandable reasons. This
version is far much better than its predecessor, but that's still not saying an
incredible amount toward its quality. Considering how many amazing fighting
games came out on the Saturn there is little excuse for such a poor 2D title.
Remember: Tier lists are not set in stone and are constantly evolving as new
tech is developed through gameplay. They should simply be looked at as a basic
layout on how some characters stack against others, but by no means are they
undisputed in their rankings. Tier lists also do not take into account certain
character matchups, nor individual player skill.
[S+] MARIA CHRISTEL: As a playable boss character, it's obvious why she stands
at the top of the tier list. There are few dents in Maria's armor, and she can
matchup against any character without trouble. Maria's multi-hitting normals
and highly damaging specials can effortless rip apart a lifebar, and her heal
is so quick that she is rarely at a health deficit.
[S] KURISU SHIRATORI: One of two characters with an infinite, and hers is far
easier to catch with. Kurisu is one of the more aggressive characters who is
difficult to counter once she's in range. Her normals stop annoyances and can
be used to poke, allowing her to setup her infinite.
[S] SHIZUKA MINAKAMI: Shizuka rounds out the top tier list by possessing the
other infinite, but hers takes more work to use properly. Even without it she
has strong buttons and good specials that she can be aggressive with. She is
one of the slower characters, so has to work mid-range for a while.
[A+] ORYOU / RYOUKO KIORI: A character who has answers for about any situation
is why Oryou is difficult to fight against. She tends to be more effective as a
zoner with the range of her normals, Itai Muchi, and Heart Ken, but if she is
ever in melee she can handle her own there too. She doesn't have many command
throw cancel options as other characters, but she does have some of the easier
link combos among the cast.
[A+] JURI AKASAKA: Juri's sexy legs is what makes her a dangerous character to
fight against. She is another one of the more intrusive fighters in the game,
so she tends to stay in her opponent's face to fish for openings and damage.
Guruguru Punch is her answer to just about any melee problem she faces.
[A] YAWARA YAMABUKI: She has nothing but throws, and she knows how to use them
all. Yawara is vicious with her command grabs, tossing her opponents around the
stage for her to capitalize on. Being the second fastest character and to have
a very high jump allows her to pressure her opponents with attacks until she
can get close enough to throw again.
[A-] SORAMI SHIZAKI: Sorami can prove to be a thorn in the opponent's side due
to her diving rushdown style that is difficult to counter unless her opponent
has an effective anti-air, which is surprisingly very little of the cast. She
also has an infinite with cancels into Hip Flight Bomber, but it's stricter to
execute than any of the others. Sorami's not incredibly fast and needs to be
within mid-range to even be a threat, but once she's in she's there for the
remainder of the match.
[A-] KEI / KEIKO KONNO: Officer Keiko is not as aggressive as others, but she
brings damage once she finds her stride. Her command throws provide her with
guaranteed damage, even though it can sometimes be difficult to get a proper
cancel into them. Even with her slow speed she can hold her own against most
others in her rank.
[B+] AI MOMOYAMA: She's not as ridiculous as she was in the original, but Ai
can still be very annoying to fight. Like anyone with a command throw she gets
a lot of damage with those cancels. Having no projectile or long-range attacks
means Ai is forced to always be up-close, but she can be zoned out by some of
the characters. Getting trapped in the corner by Ai can be a nightmare.
[B] MARIN AOKI: Marin is far from being the best example of a Shoto-clone, but
she does okay. She's not meant to be anything other than a standard character.
As long as she does not stray from using her fireball from afar, and uppercut
as an anti-air or melee-counter, she holds her own just fine. Burusera Upper is
her best special with its damage and invincibility, countering anything.
[B-] TOKIKO TSUCHIYA: My only assumption is that one of the programmers had a
bad waitress experience one night, and poor Tokiko suffered. All she has is a
bunch of great normals, especially her 2Ps, and that's what she has to use to
try and win. Since so many can crouch avoid her projectile, and her Famiresu
Kick has very short range, she's stuck with poke-poking her opponents all day.
[C] MANAMI MIDORIKAWA: Minami went from being one of the better characters in
the series to the worst. Even gaining an additional attack didn't help. She's
surrounded by too many characters who are faster and far more attack heavy than
she can ever be, leaving her with trying to find an opening. Minami is able to
squeeze out damage in certain situations, but she has trouble keeping pace with
the other Pretty Fighters.
--[ Bishoujou 7 - Miscellaneous Info ]----------------[ Pretty Fighter X ]--
________________________________________________________________________________
( Special Thanks ) ================================================ ( 7.01 )
- Imagineer ( imagineer.co.jp/ )
Nothing wrong with making a borderline ecchi fighting game full of uniforms
and sexual innuendos. There really needs to be a company to pick up a lot of
these old titles and revive them with stronger engines and better graphics.
- Shoryuken.com ( shoryuken.com/ )
The fighting game information emporium! Got details on how to use RAM codes
to find stamina and damage amounts. Coupled with LUA coding, was able to
create a psuedo training mode for the emulator.
- Jeff "CJayC" Veasey + GameFAQs ( gamefaqs.com/ )
Still one of the best sites out there for all-game information.
(GameFAQs : http://www.gamefaqs.com/users/CJayC)
- Nakagawa Takashi, MD.
Who I bought the game from on eBay. He did leave me good feedback after all,
so this is my return thanks to him.
( Secrets / Codes ) =============================================== ( 7.02 )
- Play as Maria Christel in Story
At the Title screen, hover over Story. Hold X + Y + Z then press Start to
begin the game. Maria is in the lower right-hand corner of character select.
- Alternate Character Color Palette
Highlight a character, then hold either L-shoulder or R-shoulder, then press
the A-button. Each character has three color palettes.
- Game Shark Codes
Master Code (must be on) F60184D2 C305
Enable Code 06000234 0000
06000238 0000
0600023C 0000
06000328 0000
Stop Timer 16068F0A 0060
Unlimited Life Player 1 16068D26 0F60
( Translations ) ================================================== ( 7.03 )
< AI MOMOYAMA >
Banana Tabe Eating a Banana
Kamikami Crash Biting Crash
Radio Taisou (1) Radio Calisthenics
"Wakasa ga saiko- yo!" "Youth is the best-!"
1 "Radio taisou" was a daily ritual performed in Japan each morning from 6:30-
6:45a, broadcasted on NHK, where the whole country could take 15 minutes to
group stretch. Schools and some companies still perform this ritual nowadays
as a form of unity and just basic exercise.
< JURI AKASAKA >
Guruguru Punch Round and Round Punch
Juri-sen Fire (1) Juri (Folding) Fan Fire
"Number 1 no za wa yuzurenai!" "The #1 position will not change!"
1 "Juri-sen" are feathered Japanese folding fans commonly used by female
dancers who dance on stages at discos. They were popularized by the women who
used to frequent Juliana's Tokyo dance club, as how they got the name.
< KEI / KEIKO KONNO >
Drink Nomi Drinking a Drink
Keibou Boomerang Baton Boomerang
Oshiripenpen (1) Spanking (a child)
Ushirono Shoumen Dare- Who's Behind You Now?
"Hora, watashi ga ichiban deshou?" "See, I'm the best, right?"
1 "Penpen" is an onomatopoetic word for striking.
< KURISU SHIRATORI >
Choushinki Flash Stethoscope Flash
Hira Kick Flat Kick
Oshiri Pu- (1) Butt Beep
Pakkuri Senpuu Kyaku Snapping Whirlwind Leg
"Kurisu wa yasashii dake janai n'dakara .."
"I am not always kind .."
1 "Pu-" is an onomatopoetic word for a buzz, honk, or beep sound.
< MARIA CHRISTEL >
"Sekai wa watashi no tameni sonzaisuru no."
"The world exists for me."
< MARIN AOKI >
Burusera Upper (1) Burusera Upper
"Makenai wa yo-!" "I will not lose-!"
1 "Burusera" is a combination word of "buruma" (bloomers) and "sera-fuku"
("sailor uniform") that is a term for lolita pornography in Japan, and shops
that specialize in selling young girls' used underwear and products, mostly
to perverted men.
< MINAMI MIDORIKAWA >
Ashita Tenki ni Nare- May the Weather Be Good Tomorrow/May
Tomorrow Be Fine/Tomorrow it Will Be a
Beautiful Day
Biribiri Sankyu- Rattling Thank You
Kekkou Kick Splendid Kick
"Naniwa no dokonjyou misetaru de-!" "Show the utter gutsiness of Naniwa-!"
< ORYOU / RYOUKO KIORI >
Heart Ken Heart Fist
Katatataki Shoulder Massage
Itai Muchi Painful Whip
Naishobanashi Secret Talk
Quick Ashi (1) Quick Feet
"Onago wa, kyou ni kagirimasu .." "This girl is confined to the
capital .."
1 "Ashi" is playfully written out in katakana ('asshi-') and its sound
extended out, but still refers to the word for leg or pace.
< SHIZUKA MINAKAMI >
Sokode Tattenasai Stand There
"Benkyou nara makenai n'dakedo .." "I can't lose if I study .."
< SORAMI SHIZUKI >
Niku ni shimasu ka sakana ni shimasu ka?
Would you like meat or fish?
"Saikin, kouhai ga haittekonai no .."
"Recently, no juniors have come in .."
< TOKIKO TSUCHIYA >
Obon Smash (Serving) Tray Smash
"Dare, freeter nante iu no?" "Who said I'm a freeter?"
< YAWARA YAMABUKI >
Shichinen Goroshi Seven Years Murder
Hamehame Driver (1) Screwing Driver
"Ossu! Makasenasai!" "Yo! Leave it to me!"
1 "Hamehame" is actually a vulgar term for having sex. The "softer" definition
of it is to plunge.
( Stages ) ======================================================== ( 7.04 )
sapporo .::.
(hokkaido) ::::. ,:
\ ,.::. .::
\ .,....:,::,::..
..,.......:,;:
.,.:::...:.
:,,:: .:::
::,,
SEA OF JAPAN ,;;;
:,,,;:
aomori --- :,:,::,
;:,::;
niigata ,,,,,;
\ .: ,;:,,,.
\ ..,:,,,,,
kyoto ;i.::::,::,,: --- chiba
\ .;,,,::::,::, --- tokyo
, \ :,;:,:::,,:,,;.
.:,::,,;i;t;,,,,,,,,,i::
. .::.:..,,,;;;,;i;;,,:, .
., :,::,;i;;i;,;;;,;,. . PACIFIC OCEAN
.,:,;;,:,;:,,::: ,,;. \
:,;t;;,,,;.i:, . \
.: ,ti,,;, . \ nagoya
/ ..;,,:: \
/ ,i;, \ osaka
hiroshima , \
... kouchi
fukuoka
\ .;..
\ .:
. .
;: |
j v to Okinawa Island
------------ ------------ ------------ ------------
| Aomori | | Tokyo | | Hokkaido | | Kyoto |
------------ ------------ ------------ ------------
------------ ------------
| Okinawa | | Chiba |
------------ ------------
------------ ------------
| Niigata | | Kouchi |
------------ ------------
------------ ------------ ------------ ------------
| Fukuoka | | Osaka | | Hiroshima | | Nagoya |
------------ ------------ ------------ ------------
- Aomori (Marin Aoki's stage)
Marin's stage is set cliffside of the Sea of Japan, similar to Haohmaru's
stage in 'Shin Samurai Spirits: Haoumaru Jigoku Hen' (Samurai Shodown II).
This scene is derived from the legendary "Battle at Ganryuu Isle" between
Musashi Miyamoto and Kojirou Sasaki. Waves crash against the rocks to splash
up every now and then, and seagulls fly in the sky.
- Chiba (Sorami Shizaki's stage)
Sorami's stage is set inside of Haneda Airport in Tokyo. (Since Chiba is a
prefecture of Tokyo, it's basically a suburb.) Chairs, plants, and cigarette
bins cover the interior. Every so often a man in a red shirt pops up in two
locations from behind the plants. Planes on the runway are seen behind the
windows in the background, and one of them moves out in the beginning.
- Fukuoka (Yawara Yamabuki's stage)
Yawara's stage is set inside of a baseball stadium. Advertising names are
seen along the perimeter as plays on actual companies (including Ganon/Canon,
LAWZON/LAWSON, Nisan/Nissan, and Tohiba/Toshiba). The dome is open to see the
sky in the middle. A large "FIGHT!" billboard with Marin poses on it is upon
the far back wall.
- Hiroshima (Ai Momoyama's stage)
Ai's stage is set beside the Ota River. The skyline is in the background,
along with a destroyed four-story building (a reference to WWII). A yacht is
on the river and sails off in the beginning of the round.
- Kouchi (Shizuka Minakami's stage)
Shizuka's stage is set on a cape overlooking the Pacific Ocean. Mountains
can be seen in the background. A statue of Kobo Daishi (a Buddhist priest
who founded the Shingon sect of Buddhism) is on the right of the stage.
- Kyouto/Kyoto (Ryouko Kiori's stage)
Ryouko's stage is set on the wooden porch of a temple. A second temple, the
Kiyomizu-dera, is seen in the background, built high above a forest canopy.
Mountains cover the background along with the orange sky of the setting sun.
The sun moves downward slightly until it reaches the top of the mountains.
(And for some strange reason, the sun resets at the start of each round.)
- Nagoya (Keiko Konno's stage)
Keiko's stage is set in front of a pachinko (Japanese pinball) arcade. The
doors automatically open if a character passes in front, and you can then see
the people playing the rows of machines inside. The signs with red kanji and
the flowers read "Shinsoukaiten" (Post-refurbishment Reopening). The red sign
with blue kanji reads "Shindai Irekae" (New Unit Replacement).
- Niigata (Tokiko Tsuchiya's stage)
Tokiko's stage is set in front of her restaurant, the Skyhawk. (Even though
in her opening animation movie the restaurant is called "Ima Ima Host".)
Through the yellow-tinted windows you can faintly see the inside.
- Okinawa (Maria Christel's stage)
Maria's stage is set in front of her cathedral. A stone wall covered in roses
is to the left. Atop the wall is a shiisaa that nod its head and opens its
mouth at times.
- Ousaka/Osaka (Minami Midorikawa's stage)
Minami's stage is set atop of a mack truck's trailer roof. Behind the large
"Dotonbori" neon sign are a few buildings. (Dotonbori is a large scale
downtown along the south bank of the Dotonbori-gawa Canal. Osaka is known as
the gastronomists' town, and thus the entire area of Dotonbori is thronged
with an unbelievable number of restaurants and amusement facilities.)
- Sapporo (Kurisu Shiratori's stage)
Kurisu's stage is set on the snowy rooftop of a clock tower. A large clock
appears in the middle of the stage, showing the time that is set on the
Saturn's internal clock. (If you pause the game for a long while, the clock
hands freeze at whatever time it is. When you unpause, each of the hands
spring into position of the new time.) The background is filled with other
buildings, including a "HOTEL."
- Toukyou/Tokyo (Juri Akasaka's stage)
Juri's stage is set in the middle of a dance club. An "otachidai" (platform
stage) is in the center of the stage in yellow. Rainbow-colored blinking
lights line the walls and the ceiling. Silhouettes of people are seen in the
background. A large "FIGHT!" billboard with Marin poses on it is upon the far
back wall.
( Allusions ) ===================================================== ( 7.05 )
《Pretty Fighter X》 has a plethora of allusions and references toward many of
the names and attacks used. Some of them might be a little difficult to notice
due to being either historical or obscure. This section explains some of the
ones that have been discovered:
- All characters
* Every character corresponds to a specific color both in their surnames and
attire. For example, Juri's last name is 'Akasaka' meaning "red hill," and
she is clad in red bodycon and has a fire attack. Kurisu's last name is
'Shiratori' which means "white swan," and she is dressed in all white as a
nurse. Not all are as direct, such as Ai whose last name is 'Momoyama'
which means "peach mountain," but her color is pink. Though it could be
argued that some peaches are pink instead of, well, peach.
- Ai Momoyama
* "Momoyama" is an allusion to the Azuchi Momoyama period when Hiroshima was
first founded (where Ai is from). This city is said to have originated in
Tensho 17 (1589 AD) when Terumoto Mouri began building a castle at the
mouth of the Ota River for its convenient access to both water and land
transportation, and called the area "Hiroshima."
- Juri Akasaka
* "Juri" is reference to "Juliana's [Tokyo]," which was the name of a disco
club that existed from 1991 to 1994. It was produced by Masahiro Origuchi,
who later left to help launch Velfarre, another club that became vastly
popular, earning him the title "emperor of discos."
"Juliana's Tokyo" is still commonly seen on trance and disco CDs in Japan,
broadcasting the types of music that was played at the venue.
* Juliana's Tokyo was famous for its dance platforms (otachidai), which was
mainly used by office ladies dressed in "bodycon"——sexually flattering
clubwear——who acted as amateur go-go dancers. The white-feathered folding
fans was also a trademark of dancers at Juliana's. Juri is an office lady
who only goes to discos with otachidai, and dances with a folding fan too.
* "Akasaka" is a district in Tokyo that features a large variety of hostess
bars, geisha clubs, and dance houses. Many provide stages for "otachidai-
girls" to show off their form-fitting, one-piece outfits and fan dance to
80s-90s music. Akasaka is often considered as a red-light district, along
with Roppongi.
- Keiko Konno
* Nagoya is where pachinko originated after World War II. Keiko's stage is in
front of a pachinko parlor.
- Minami Midorikawa
* "Minami" is the name of Osaka's most popular entertainment and shopping
district, located around Namba Station. It offers an abundant amount of
dining places as well. Attractions include Shinsaibashi Shopping Arcade,
Amerikamura ("America Village"), Den-Den Town (discount electronics),
Dogusujiya (non-edible restaurant supplies), and the popular Kani Doraku
crab sign in the colorful Dotonbori entertainment district.
* "Ashita Tenki ni Nare-" is the name of a Japanese romance comedy. (It's
also the name of a golfing manga.) The promotional poster for the show
features a woman——the weathergirl main character——kicking her high heel
shoe off her foot into the air. The title is a play on the phrase "may
things get better later on". This is really a backward allusion because
this show came out in 2003——eight years after this game.
- Ryouko Kiori
* Wondered why that "Oryou" is there instead of her real name? This might be
an allusion to how Ryouko takes after Oryou Narasaki (1842-1913), the wife
of famous Japanese revolutionary Ryoma Sakamoto. Narasaki is an example of
an independent strong woman whose stories defy the stereotypes of women
during that time.
- Yawara Yamabuki
* Yawara is based off Yawara Inokuma, a character from the judo-themed manga
called "YAWARA!" back in 1986. It was published in a weekly magazine "Big
Comic Spirits". It later became an 124-episode television anime that ended
in 1992. The manga ended in 1993.
* Yawara is also based off Ryouko Tani (née Tamura), a famous judoka born
September 6, 1975 in Fukuoka (where Yawara is from). She is commonly known
as "Yawara-chan" because of the manga. Since she won the International
Women's Judo Championships in 1990, Ryouko has gone on to win the event
every year. She has a record seven world titles and she brought home the
48kg-category gold medal from the Sydney Olympics in 2000 and the Athens
Olympics in 2004. Other female judo fighters in video games (eg - Ryouko
Izumo from 'World Heroes') are also loosely based on Tamura.
* Yawara's stage, the baseball diamond, is not really an allusion but maybe
more of an odd and freaky coincidence? Ryouko married Yoshitomo Tani in
2003, a fellow Olympian and professional baseball player for the Yomiuri
Giants. However, PF was made nine years earlier in 1994. Was Ryouko with
Yoshitomo since way back then? Even still, Yoshitomo's professional debut
was in 1997 with the Orix Blue Wave, so there's no way Imagineer could have
known he'd be a baseball star in three years, right? Very strange. Their
wedding reception had reportedly cost $3 million.
( Seiyuu Information ) ============================================ ( 7.06 )
The following is a list of each character's seiyuu (voice actress), along with
other characters they have given voice to (if applicable). Many seiyuu have
done dozens of voices, so the titles listed below are from anime/games that are
some of their better known roles. Each seiyuu is listed in alphabetical order
by their surname:
- ASAOKA NATSUMI (voice of "Keiko Konno")
Gosaku (Tsuru-hime Jaaa!/Princess Tsuru)
- ENDOU KATSUYO (voice of "Tokiko Tsuchiya")
Aimi (Hime-chan no Ribbon)
- FUKAMI RIKA (voice of "Juri Akasaka")
Minako Aino/Sailorvenus (Bishoujou Senshi Sailormoon)
Unnamed character (Captain Planet)
- HIYAMA KYOUKO (voice of "Marin Aoki")
Shirakawa (Kobo-chan)
Unnamed character (Fighting Wood no Nakama)
- INOUE KIKUKO (voice of "Maria Christel")
Belldandy (Aa! Megami-sama)
Kasumi Tendou (Ranma Nibunnoichi)
Yoshiko Ueno (Otaku no Video)
- KANAI MIKA (voice of "Kurisu Shiratori")
Kumi Tanaka (Tanjyou)
Kyouko Osaki (Su-chi-pai Adventure Doki Doki Nightmare)
Mei Mar (KO Beast Sanjyuushi)
Mimete (Bishoujou Senshi Sailormoon S)
- KIDA AYUMI (voice of "Yawara Yamabuki")
Kiriomi (Yamato Takeru)
Takunai Metachi (Tottemo Lucky Man)
- OKAMURA AKEMI (voice of "Minami Midorikawa")
Prissila (Carimero)
Fio Piccolo (Kurenai no Buta/Porco Rosso)
- OOTANI IKUE (voice of "Ai Momoyama")
Koba-chan Tabata (Koba-chan)
Monga (21 Emon Uchuu e Irasshai)
- SATOU YURI (voice of "Ryouko Kiori")
Kurama's Mother (Yuu Yuu Hakusho)
- SOUMI YOUKO (voice of "Shizuka Minakami")
Atsuko (Yuu Yuu Hakusho)
Maria (Dragon Ball)
- TANAKA ATSUKO (voice of "Sorami Shizaki")
Karen (Lupin Sansei)
( Game Soundtrack Listing ) ======================================= ( 7.07 )
The following are the audio tracks that play from the actual game disc when
inserted into a CD player.
Track 01 -- System BIOS (unplayable) ——
02 -- Theme of MARIN 1:17
03 -- Theme of JURI 1:24
04 -- Theme of KURISU 1:19
05 -- Theme of ORYOU 1:21
06 -- Theme of SORAMI 1:26
07 -- Theme of SHIZUKA 1:23
08 -- Theme of KEIKO 1:23
09 -- Theme of AI 1:22
10 -- Theme of MINAMI 1:24
11 -- Theme of YAWARA 1:24
12 -- Theme of TOKIKO 1:28
13 -- Theme of MARIA 1:21
( Revision History ) ============================================== ( 7.08 )
v. 3.0 // 2020.01.30
- Just when I think I'm completely done with this FAQ. While working on another
document, I felt a minor change in its format would make it easier to read
and understand. Special moves (sans projectiles) always cause knockdown to an
opponent in the air, so it was not needed to include that note so often in
the frame data tables.
v. 2.5 // 2020.01.24
- Minor editing for some of the format.
v. 2.0 // 2019.12.30
- It's been 15 years since I last touched this FAQ. Time to revamp it. Now the
'Pretty Fighter X' FAQ has been upgraded to MaxFAQ status. Complete overhaul
of the entire document which now includes frame data and detailed character
information. The system has been thoroughly broken down to fully inform how
all the mechanics function. A great deal of pointless text has been removed
for better format. This has now become the most informative PFX guide on the
entire internet——for whatever that's worth.
v. 1.0 // 2004.02.25
- Standard attack info and charts placed in each characters' sections. I also
added some Game Shark codes that were found on a Japanese site.
v. 0.0 // 2004.02.12
- I honestly don't know why I made this FAQ this huge. The game's over 8 years
old and I highly doubt there is anyone left that still plays it. In fact if
by chance there is someone out that that does, drop me an email to at least
tell me. But someone had to eventually take the time to break down this game
to its simplest form, so might as well be me.
( Final Note ) ==================================================== ( 7.09 )
Oss'!
The 'Pretty Fighter' games have one simple premise: have a bunch of cute anime
girls in fetish uniforms fight each other. The problem is that other bishoujou
fighting games do it -way- better. I was a horny teenage fanboy otaku when I
first bought this game, and it did scratch that anime-game love itch. Now that
I'm a horny adult fanboy otaku with a way better understanding for what makes
a good fighting game, it's difficult to play this. One of the few Saturn 2D-
fighters that makes me cringe. At least the characters were mostly cool, so it
has something for the MUGEN crowd. With the lack of a picture/movie gallery,
not being able to save the cool pictures as you play is a huge disappointment.
Guess they needed a way to make people replay this title. However it's still a
classic and can be fun for a poverty tournament. Maybe a third game's a charm?
Oh right, FIST was that third game. Dammit, so much for that.
Have something to mention about this game or FAQ you want me and others to
know about? Did you find any of the above information wrong or misleading?
Or maybe you have additional details that is worth posting about. Whatever
the case is, feel free to send it! Anything that is posted within the FAQ,
you receive full credit for! That means authorized bragging rights for all
the internet to behold! So don't hesitate and send all that juicy info in!
.. By the way, thanks for reading!
Sayounara, adios, ciao, xie xie, au revoir, and all that other crap. ♥ ^_^
- afroshouji
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| "If you ever see me getting beat up by the police, put down the video |
| camera and come help me instead." - Bobcat Goldthwait |
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