.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@, [ MinFAQ / Japanese Sega Saturn ] j@B@BJ B@B@B@Z qBr [ ver 2.0 / 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 // MinFAQ - - GameFAQs gamefaqs.com/ --[ Table of Contents ]-------------------------------[ Pretty Fighter X ]-- ________________________________________________________________________________ -( bishoujou 1 : faq notation + Controller Notation + Button Notation + Abbreviations + Command Notation + Arts Info + Canceling Chart -( bishoujou 2 : basic commands -( bishoujou 3 : 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 4 : miscellaneous info + Special Thanks + Secrets / Codes + Definitions + Revision History + Final Note --[ Bishoujou 1 - FAQ Notation ]----------------------[ Pretty Fighter X ]-- ________________________________________________________________________________ ( Controller Notation ) =========================================== ( 1.01 ) 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 ) =============================================== ( 1.02 ) 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 ) ============================== ( 1.03 ) 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 minimum charge time is 1-second (60 frames) before releasing (if needed). Can be followed by additional commands after the charge is complete. ('[4]6' means to charge backward for at least a second, 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 ) =================================== ( 1.04 ) 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. STN - STUN: attack freezes or cripples opponent for a set amount of frames, causing elongated hitstun. 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. --[ Bishoujou 2 - 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!" ================================================================================ 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 ( 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: 50. ======================================================================= ( .02 ) >> JURI AKASAKA the club dancer / RED "Number 1 no za wa yuzurenai!" ================================================================================ 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 ( 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?" ================================================================================ 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 ( 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: 52. 6 Unblockable. Switches sides. - Throw range: 50. ======================================================================= ( .04 ) >> KURISU SHIRATORI the nurse / WHITE "Kurisu wa yasashii dake janai n'dakara .." ================================================================================ 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 ( 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." ================================================================================ 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 ( 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-!" ================================================================================ 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 ( 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-!" ================================================================================ 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 mix-up chance projectiles because of its arc ( 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 .."
================================================================================

 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

(  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: 67.


=======================================================================  ( .09 )
  >> SHIZUKA MINAKAMI                                   the teacher / LIGHT BLUE
                                              "Benkyou nara makenai n'dakedo .."
================================================================================

 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 STUN 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.

(  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| STN
    | [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  STUNS 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.
  - The 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 .."
================================================================================

 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

(  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?"
================================================================================

 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

(  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!"
================================================================================

 PROS:                                  CONS:
 - Short stature makes many attacks     - Most of her punches have very limited
   pass over her head, 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

(  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: 67.
  - 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: 69.
 5  Unblockable.
  - Tends to always switch sides with the opponent in the corner. Out in the
    open it appears random.
  - Throw range: 65.


--[  Bishoujou 4 - Miscellaneous Info  ]----------------[  Pretty Fighter X  ]--
________________________________________________________________________________

(  Special Thanks  )  ================================================  ( 4.01 )

 - 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  )  ===============================================  ( 4.02 )

 - 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


(  Definitions  )  ===================================================  ( 4.03 )

 - KNOCKDOWN GAUGE (KDG)
   A hidden meter that depletes whenever a character is hit by normals and
   special attacks, but not throws. Whichever attack empties the gauge results
   in a KNOCKDOWN and extra damage to the opponent. The KDG is a minimum of
   2,560 points, but characters can have different amounts. When a player's KDG
   has been completely diminished, it is denoted by a bright green damage spark
   (instead of orange). A character's KDG gradually replenishes 4 points/frame
   (240 points/second), but only if the character is standing completely still.


(  Revision History  )  ==============================================  ( 4.04 )

 v. 2.0  //  2020.01.30
 - Changes to the frame data format happened in the MaxFAQ, so had to change it
   here too for a cleaner look.

 v. 1.5  //  2020.01.24
 - Minor editing for some of the format.

 v. 1.0  //  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 MinFAQ status. Complete overhaul
   of the entire document which now includes frame data. This version is still
   rather compact compared to the MaxFAQ, removing a lot of excess information,
   but still contains all the vital character details that's important. A great
   deal of pointless text has been removed for better format.

 v. 0.0  //  2004.02.12
 - Here's the MiniFAQ, and probably going to be the only version of this unless
   any new special moves appear.


(  Final Note  )  ====================================================  ( 4.05 )

 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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  | "Women need a reason to have sex. Men just need a place."                |
  |                                                          - Billy Crystal |
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