Ranma 1/2: Super Battle FAQ v2.7 (Ranma Nibunnoichi: Chougi Rambuhen) **************************************************************************** Sorry, no ascii pic. :( This file can be found at: 1) ftp.netcom.com in pub/vi/vidgames/faqs 2) The Ranma 1/2 Expanded Homepage, http://www.coe.uncc.edu/~tecardwe/ranma.html Note: The format of the FAQ may be slightly different at the two sites. It also seems like I'll be lurking the following newsgroups regularly, so you can post a request in one of these newsgroups, too (please try not to crosspost): 3) alt.fan.r-takahashi 4) alt.manga 5) rec.arts.anime 6) rec.arts.manga Please send all comments, suggestions, corrections, ideas, questions, combos, pictures, hate-mail (gawd, I hope not!! ^_^;;), encouragements, etc., to me at brief@ix.netcom.com. I'd really LOVE to see your e-mails, so that I know that the hours I spent was not totally worthless... **************************************************************************** TABLE OF CONTENTS: 1-0 MISCELLANEOUS GAME INFORMATION 1-1 What does the title mean? 1-2 Is there an U.S. release of the game? 1-3 What are the codes for the game? 1-3-1 The Herb Code 1-3-2 Additional Difficulty 1-4 What are some of the features of this game? 1-4-1 Tag Game 1-4-2 Options 1-4-3 Story Mode 1-4-3-1 Beginning... 1-4-3-2 Before reaching Herb... 1-4-4 Versus Battle 2-0 PLAYING THE GAME 2-1 General Moves 2-1-1 Basic Fighting Techniques 2-1-2 Throwing and Grabs 2-2 Special Moves 2-2-1 Super Moves Info 2-2-2 "Special" 2-2-3 Character Specific Special Moves 2-2-3-01 RANMA SAOTOME (Male) 2-2-3-02 RANMA SAOTOME (Female) 2-2-3-03 RYOGA HIBIKI 2-2-3-04 MOUSSE 2-2-3-05 SHAMPOO 2-2-3-06 UKYO KUONJI 2-2-3-07 AKANE TENDO 2-2-3-08 MARIKO KONJOU 2-2-3-09 GENMA SAOTOME 2-2-3-10 TATEWAKI KUNO 2-2-3-11 KODACHI KUNO 2-2-3-12 HINAKO NINOMIYA 2-2-3-12-1 Normal form 2-2-3-12-2 Powered Up form 2-2-3-13 HERB 2-3 Is there a combo system in this game? 2-3-01 Saotome Ranma Combos 2-3-02 Hibiki Ryoga Combos 2-3-03 Mousse Combos 2-3-04 Shampoo Combos 2-3-05 Tendo Akane Combos 2-3-06 Saotome Genma Combos 2-3-07 Kuno Tatewaki Combos 2-3-08 Herb Combos 3-0 STORY MODE... Continued 3-1 Endings 3-1-01 Ranma Saotome 3-1-02 Ryoga Hibiki 3-1-03 Mousse 3-1-04 Shampoo 3-1-05 Ukyo Kuonji 3-1-06 Akane Tendo 3-1-07 Mariko Konjou 3-1-08 Genma Saotome 3-1-09 Tetewaki Kuno 3-1-10 Kodachi Kuno 3-1-11 Hinako Ninomiya 3-1-12 Herb 4-0 FAQ INFORMATION 4-1 Revision History 4-2 Acknowledgments 4-3 Useless Drivel **************************************************************************** 1-0 MISCELLANEOUS GAME INFORMATION Basically, info about the game which I wanted to address first, but didn't know what to title them under. 1-1 What does the title mean? The romanization of the title of this game is "RANMA NIBUNNOICHI: CHOUGI RAMBUHEN", Ranma is obviously Ranma's name, "Ni" is 2, "Bun" is parts, "No" is of, "Ichi" is 1, "Nibunnoichi" means "1/2". "Chougi Rambuhen" Literally means "Super Skill Wild Dance Chapter". "Super Battle" is pretty close to what it means (or so I'm told). The series the game is based on is called "Ranma 1/2" because Ranma is half male, half female (See character descriptions for more details.) 1-2 Is there an U.S. release of the game? Um.. no. Originally, there was a plan for the game to be brought to the U.S. under the title "Ranma 1/2: Anything Goes Martial Arts". ("Anything Goes Martial Arts" is the style of martial arts that Ranma uses.) Unfortuantely, it has never been released. It is rumored that the game was cancelled because Rumiko Takahashi, the artist/author of "Ranma 1/2" was not pleased with the voices of the previous port of the game. (This piece of info was provided by our ever lost friend--Ryouga! I don't know what I did, but I've lost your e-mail address, Ryouga... I hope you're reading) Once again, that's only a _rumor_. The official explaination is that Toho cancelled the US version, and that's that. 1-3 What are the codes for the game? Like any fighting game, Ranma 1/2: Super Battle would just not be complete without some codes of its own. These are ALL of the codes in the game. Apparently, there are NO turbo codes, and unlike its predecessor, you can't get a debug screen between fights to change character, nor is there any way to change characters while in story mode. 1-3-1 The Herb Code: To use Herb in Story Mode or Vs. Mode, hold down L and R buttons before the character selection screen shows up. In the Vs. Battle mode, you can input this code inbetween fights, if you didn't do so before you entered Vs. Mode. 1-3-2 Additional Difficulty: For two additional difficulty levels, hold L and R and Select while pressing start to get to options. 1-4 What are the features of this game? Lost your instructions manual? Can't understand what the Japanese instructions are? Here's inforation that'll help you navigate through the different modes of the game. 1-4-1 Tag Game: Just like a tag game in a wrestling match... When you see a small life meter appear below yours, that means the tag partner of your team (pre-chosen by you, of course) is ready to come in and replace your original character. To change characters, simply go to the very end of your side, and press "select". Each character's life meter will be restored a little bit after they have rested. 1-4-2 Options: Pretty self explainatory. You can choose ahead of time to fight against the computer in Vs. Mode. The "Special" button which can be turned on for each player means that you can execute one of the special moves of the character that you're using by pressing "R" instead of actually performing the special move motion. There are four possible colors for each character, and these can be chosen in here as well. 1-4-3 Story Mode: Who says fighting games don't have plot? 1-4-3-1 Beginning... After you've chosen a character for Story Mode, you will get the intro story line, in which a generic story is told for each of the RANMA fighters (except for HERB)... One day _insert name here_ received a letter. "This letter brings you an extremely lucky chance! For over four thousand years Jakou-Maneki has held the most valuble of all treasures... and now this recipe comes to you. Maneki Neko can make any wish become real is you mix these twelve ingredients. Now, seek the ingredients!" Note: "Maneki Neko" means "Welcome[ing]" or "Beckoning Cat." It is a good luck charm commonly used in Japan, which is supposed to attract money. Different coloring of the cats allegedly are supposed to attract different things, such as money (most common), good fortune (rather general), or good health. Each fighter, after reading the letter, shows their interest, and reveals their intention for the Maneki Neko. RANMA: To be cured of his curse (have a normal male body again) RYOGA: Say goodby to P-CHAN (have a normal male body again) MOUSSE: "Hmm... the Maneki Neko of Jako Maneki. My only wish is to become SHAMPOO's groom. But where are my glasses?" SHAMPOO: A date with RANMA UKYO: Better business at her okonomiyaki restuarant AKANE: Learn how to swim MARIKO: "This is a gift from God. I want to experience the wonderful feeling of love! Fight! M-A-R-I-K-O! For the sake of love, I'll go all out!" GENMA: To have a headful of hair KUNO: "This presents a problem. It's only natural that this invitation should come to one as good-looking, fine-featured, wealthy, modest, strong, brilliant, and wise as myself... but there is one thing that troubles my mind: `The pigtailed girl... or TENDO AKANE?' That is the question." KODACHI: A date with RANMA-sama. _Insert name here_ went on the journey... but _name_ had not received the only letter. _Name_'s rivals were also scattered across the world, looking for the secret ingredients. 1-4-3-2 Before reaching Herb... That is, after you've defeated all the other characters except Herb, he will show up and greet you... "Thank you! You've saved me the trouble of finding the ingredients myself! This is the treasure of Jakou-Maneki. If you want it, you must take it by force! (literally, "knock me down and get it.") If by some incredible chance you manage to defeat me, you're more than welcome to the treasure" "But now, taste the power of the dragon's descendant, master of ki, heir to the throne of Jakou-Maneki!" To be continued... 1-4-4 Versus Battle This one is very simple. Go in, choose your characters, set your attack and defense powers (the more stars you have, the stronger power you'll have for attack/defense), choose a color (when playing against the same character, you can still choose to have the same colors, so you'll have to know which one you are if you decide to choose the same color for the same character), choose a stage. 2-0 PLAYING THE GAME From general moves to deadly combos, things you need to know to start out and master this game. (And things you might want to know to enjoy the game more.) 2-1 General Moves: Get down to the basics! 2-1-1 Basic Fighting Techniques X - Hard Punch A - Hard Kick L - Power Charge/Taunt Y - Light Punch B - Light Punch R - "Special" Moving your character around in Ranma is set up like most of the other fighting games (SF2, SS, etc.). If you are unfamiliar with these games, here's a simple layout. Note that this is for if your character is on the left-hand side of the screen, if you're on the right hand side, you must invert left and right. Jump Jump Jump Back Up Forward O O O \ | / Move Back/Block O- -O Move Forward / | \ O O O Defensive Crouch Offensive Crouch Crouch 2-1-2 Throws and Grabs: Each character has a distinct way of throws/grabs (obviously), however, in this game, throws and grabs are not as simple as most fighting games (SF2, MK, SS, etc.). While throws and grabs are done similar to other fighting games, where you push away or towards, and an attack button, the important thing in this game is the distance. You can't throw/grab using a certain character because you're too close to your opponent, and obviously if you're too far away from your opponent. All the characters have the ability to either throw or grab their opponents. They will have to be further away from their opponents if they are using a weapon as opposed to using their bare hands (or feet). Below is a description of how each character can grab/throw their opponents: The following are all done with away or towards, plus hard punch (X): Ranma (male/female): Uses his hands as support, and grabs his opponent in the upperbody with his feet, and flips him/her around. (Close) Ryoga: Grabs his opponent, and slams him/her to the ground, letting go half-way to the ground. (Close) Mousse: Grabs his opponent, and leaves a fuse bomb with him/her while Mousse runs away. (Mid-close) Shampoo: Similar to what Ryoga does. (Close) Ukyo: Flips her opponent with her giant spatula. (Far) Akane: Back roll. (Close) Mariko: Semi-crouch, grabs with her pom-poms, and throws. (Far) Genma: Suplex. (Close) Tatewaki: Flips 'em with his wooden sword. (Far) Kodachi: Wraps her ribbon around her opponent, and the tosses him/her. (Far) Hinako (normal): Hops on her opponent and punches him/her. (Close) Hinako (powered up): Nothing special. (Close) Herb: Grabs and toss his opponent with one arm. (Close) A few of the characters have something I can't really say would be holds (except for Ukyo), which are done by pressing towards and light punch, in close range with their opponents. I've placed these in the throws and grabs section, because they, like throws and grabs, cannot be blocked, and they make the same sounds as they do when they execute their throws/grabs (and because when done with Ukyo, she does do a grab). Ranma (female): A small kick to the knee area. Shampoo: A flip kick. Ukyo: Grabs and "stabs" opponent with a regular sized spatula. Mariko: Three light hits with her baton. 2-2 Special Moves: Now adays, a fighting game just ain't complete without some special moves, and (at least) a super move, and Ranma's got 'em! 2-2-1 Super Moves Info... Each character has a "Super Move", which can be done when his/her life meter is flashing. To get your life meter to flash, press "L", and your character will either perform a taunt or a appear to be charging up. After approximately 1 second, your life meter will begin to flash. Your character is vulnerable when you press "L". 2-2-2 "Special" Special moves with * can be done by pressing "R" if "Special" is turned on in the Option mode. Check "1-4-2 Options" for more info. 2-2-3 Character Specific Special Moves The following list of moves, when a direction to the left or right is indicated, assumes that the character is on the left side of the screen. If the character is on the right side of the screen, then the left and right should be inverted to perform the moves. 2-2-3-01 RANMA SAOTOME (Male) Stage: Waikiki Beach (Hawaii) The hero of the story. RANMA turns into a girl when dowsed with cold water, and back into a guy when dowsed with hot water (his father's fault, but he wasn't born that way). One of RANMA's greatest weaknesses is his fear of cats, a result of a very bad childhood experience (another one of his father's faults). Although RANMA likes AKANE, he is too "manly" (or childish) to show his true feelings. (See the female RANMA section for more description on the moves.) ---------------------------------------------------------------------------- *Hiryu Shoten Ha | Taught to RANMA by SHAMPOO's grandmother. (Flying Dragon Ascension Defeat)| By keeping cool and making the opponent | rage, then using temperature difference, | / O- + PUNCH | RANMA can create a whirlwind with this O O | technique ---------------------------------------------------------------------------- Moko Takabisha | Derived from the technique "Roaring Lion (Fierce Tiger Domineering) | Ball", RANMA can use the "ki" of his pride to | \ -O + PUNCH | create a fireball. O O | ---------------------------------------------------------------------------- Tenshin Amaguri-Ken | Yet another technique RANMA learned from SHAMPOO's (Imperial Broiled Sweet | grandmother. "Amaguri Ken" is a combination of Chestnuts Fist) | speed, strength, and skill. RANMA delivers tap PUNCH rapidly | several quick punches with this move. ---------------------------------------------------------------------------- Tumbling kick | RANMA rolls a full circle on the ground and delivers a Y + B or X + A | low kick. ---------------------------------------------------------------------------- Taunt/Power-up | RANMA hops back and yells, "Yeh, yeh!" ============================================================================ SUPER MOVE | "Flying Dragon Descent Projectile", Hiryu Korin-dan | An improvement of "Hiryu Shoten Ha", RANMA jumps into the | whirlwind and gathers all the ki that's been scattered O | been scattered about, then pushes them all down towards | | + X | his opponent. This technique was developed while RANMA O | was fighting HERB. ============================================================================ 2-2-3-02 RANMA SAOTOME (Female) Stage: Waikiki Beach (Hawaii) RANMA has grown quite accostumed to his female counterpart, and uses his female body to his advantage. (I'll leave the rest up to your imagination ^_^;) The female RANMA is more agile in the game, and has the ability to "jump twice"; that is, while in mid-air, the female RANMA and jump again (if you press up), although there is nothing for him to jump off of. (See the male RANMA for more info on his moves.) ---------------------------------------------------------------------------- *Hiryu Shoten Ha | A small "whirlwind", which somewhat resembles a (2 sec) O | dragon surrounds RANMA, and knocks away anyone who | | + KICK | gets in it. O | ---------------------------------------------------------------------------- Moko Takabisha | It's a fireball. Unlike a Ryu/Ken fireball, (Fierce Tiger Domineering) | RANMA's Moko Takabisha does not travel a long (2 sec) | distance, but may hit twice if you use hard O- -O + PUNCH | punch. ---------------------------------------------------------------------------- Tenshin Amaguri Ken | Similar to Chun-Li's "Lightning Kick" and E. Honda's | "Hundred Hand Slap", except he puches instead of tap PUNCH rapidly | kicks or slaps. ---------------------------------------------------------------------------- Elbow roll | RANMA rolls on the ground, and ends with a low elbow blow. X + A | ---------------------------------------------------------------------------- Backhand | A turn-around punch. Y + B | ---------------------------------------------------------------------------- Taunt/Power-up | RANMA makes a face and sticks his (her) tongue out. ============================================================================ SUPER MOVE | RANMA performs a "Hiryu Shoten Ha" and jumps into | to small tornado, then comes back down upside-down O- / | \ -O + X | with his fist extended and a fireball at his fist O O O | to hit his opponent. ============================================================================ 2-2-3-03 RYOGA HIBIKI Stage: Antarctica RYOGA and RANMA used to go to the same all-boys school, during which time they became rivals. The current relationship between RYOGA and RANMA is that of rivals/friends (common among many Japanese martial arts stories). When RYOGA is dowsed with cold water, he turns into a little black pig, and when dowsed with hot water, he turns back (RANMA and GENMA's fault). RYOGA has become quite fond of AKANE, RANMA's fiancee, who doesn't know that RYOGA turns into a pig (but knows of all the others in the series who change when dowsed with cold water). RYOGA has a really bad sense of direction (Idiot of Directions). ---------------------------------------------------------------------------- *Bakusai-Ten-Ketsu | A technique used by people who work with rocks to (Blasting Point Hole) | remove huge boulders, this technique was taught to | RYOGA by SHAMPOO's grandmother. RYOGA can find the | / O- + PUNCH | right spot and make a rock blow to tiny little O O | pieces. ---------------------------------------------------------------------------- Shishi Hoko-dan | A technique used by mine-workers to help clear the "Roaring Lion Shot" | tunnel. RYOGA learned this from a worker when he (Incomplete version) | was lost in a tunnel. This technique requires | \ -O + PUNCH | the user to feel his/her sadness, and thus release O O | a "heavy" ki. ---------------------------------------------------------------------------- Tanuki Drop | The tanuki, which is a good luck charm that is usually | placed in front of stores, is one of the suveniors that (In air) | RYOGA picked up duringhis travels (he does a lot of | + A | travelling because he's lost all the time). O | ---------------------------------------------------------------------------- Sliding Sweep | Exactly what it says. X + A | ---------------------------------------------------------------------------- Double HeadButt | RYOGA hops forward and performs a headbutt, which may Y + B | hit twice. ---------------------------------------------------------------------------- Taunt/Power-up | RYOGA charges his ki (or feels his sadness). ============================================================================ SUPER MOVE | The completed version of the Shishi Hoko-dan, which Shishi Hoko-dan | RYOGA achieved after he asked AKANE to tell him, (complete version) | "I hate you." The "heavy" ki is shot upwards, as O | a pillar, all around RYOGA, and then comes back | | + X | down, hitting a certain radius around RYOGA. O | ============================================================================ Winning Quotes: "Idiote. This is divine wrath." ============================================================================ 2-2-3-04 MOUSSE Stage: (Ellis Island or NY Harbor) New York MOUSSE has been in love with SHAMPOO since childhood. (So it is assumed that they are from the same village) MOUSSE is near-sighted, and can't see anything without his glasses. MOUSSE has a variety of hidden weapons, and turns into a duck (or goose) when dowsed with cold water, and turns back with hot water (his own fault). ---------------------------------------------------------------------------- *Knife Throw | MOUSSE is a master of hidden weaponary, and has O- / | \ -O + PUNCH | many things up his sleeves. He tosses out a lot O O O | of knives during his attacks. ---------------------------------------------------------------------------- Taka-zume Ken | "Hawk Talon Fist" (In air) | After jumping high into the air, MOUSSE swoops down | + KICK | with metal claws on his shoes to attack, just like an O | eagle. The weaker kick goes farther along the screen. ---------------------------------------------------------------------------- Swan Punch | One of MOUSSE's attacking techniques... He pulls out a toy Y + B | swan and hits his opponent, and quickly puts it back. ---------------------------------------------------------------------------- Bomb Drop | MOUSSE places a bomb on the ground, then hops back to duck X + A | and cover. ---------------------------------------------------------------------------- Taunt/Power-up | MOUSSE poses, knives showing in his sleeves, and says, | "Ora o nameru na yo" (Don't screw with me!) ============================================================================ SUPER MOVE | "Hen's Egg Fist". MOUSSE throws out a series of Keiran Ken | small, powerful bombs, which are about the size -O \ | / O- + X | eggs. O O O | ============================================================================ Winning Quotes: "I got it!" "Just like you never see the leg of a swimming swan, you'll never see what's up my sleeve." (Until it hits you.) "Shampoo, I've won the game. Now you'll be mine!" (After defeating Shampoo) "Shampoo will never be yours." (After defeating Ranma) ============================================================================ 2-2-3-05 SHAMPOO Stage: "Clear Water" Temple Stage From a village in China where all women who live there are strong. According to their law, if a male outsider defeats one of the village girls, she must marry him. RANMA defeated SHAMPOO (I'll just skip all the complications). SHAMPOO turns into a cat with cold water, and back with hot water (her grandmother's fault). She is after RANMA not only because of village law, but also because she's in love with him. SHAMPOO can re-jump in mid air, and change directions in mid-air. ---------------------------------------------------------------------------- *Flying Knee Kick | SHAMPOO jumps forward and executes 3 kicks, while O- / | \ -O + KICK | screaming, "Aiya!" O O O | ---------------------------------------------------------------------------- Air Throw | SHAMPOO jumps quickly forward, and if she meets her | \ -O + PUNCH | opponent while in the air, she will grab him/her and O O | push him/her to the ground, and say, "Aiya!" ---------------------------------------------------------------------------- Flip Kick | SHAMPOO jumps slowly into the air, flips, and kicks before X + A | she lands. She says a quicker "Aiya!" ---------------------------------------------------------------------------- Double Roundhouse Kick | SHAMPOO does two consecutive turnaround kicks. Y + B | ---------------------------------------------------------------------------- Angle Kick | A head stump, ala Chun Li. (In air) | | + A | O | ---------------------------------------------------------------------------- Taunt/Power-up | SHAMPOO extends a fan, and says some Japanese. ============================================================================ SUPER MOVE | SHAMPOO does a head stump with an energy field around her. (In air) | | + X | O | ============================================================================ 2-2-3-06 UKYO KUONJI Stage: Loch Ness (Scotland, UK) UKYO is a friend from RANMA's childhood, they met while RANMA was travelling with his father, training their martial arts. Because of her name and of the way she dressed, RANMA thought she was a guy. UKYO's father knew that UKYO liked RANMA, and arranged their marriage engagement with RANMA's father, offering their okonomiyaki (yummy Japanese food) food cart (yatai) if they would take care of UKYO. Being a slave to his stomache, GENMA accepted the proposal, but because RANMA was already engaged to one of the TENDO girls, GENMA tried to solve the dilemma by asking RANMA, "Which do you like better, UKYO or okonomiyaki?" Being an unknowing little kid, RANMA chose okonomiyaki, and UKYO became an abandoned bride. UKYO swore revenge on the SAOTOME father/son; when they met again, UKYO first challenged RANMA, but upon learning all the facts of the story, the obvious fact that UKYO still have feelings for RANMA, and the seemingly fact that "RANMA and AKANE don't get along," she decided to keep their marriage engagement. ---------------------------------------------------------------------------- Spatula Throw | UKYO throws out three small spatulas to attack her | \ -O + PUNCH | opponent. O O | ---------------------------------------------------------------------------- *Pepper Throw | These explode (?) as they are tossed out. Hits high. | \ -O + KICK | O O | ---------------------------------------------------------------------------- Flour Bag Throw | UKYO tosses out one flour bags, the bag breaks and the | flour gives a smokescreen effect, so the opponent can't Y + B | move for a short while. Makes no damage, though. ---------------------------------------------------------------------------- Double Hit | UKYO performs a turn-around giant spatula attack. X + A | ---------------------------------------------------------------------------- Taunt/Power-up | UKYO lifts her spatula slightly, and says some Japanese. ============================================================================ SUPER MOVE | UKYO rushes forward and begins to deliver multiple hits | with her giant spatula, and ends with a turn-around spatula -O -O + X | attack. ============================================================================ Winning Quotes: "Juu-nen hayai de" (You're 10 years too early [to beat me].) [audio] ============================================================================ 2-2-3-07 AKANE TENDO Stage: Water Fountain RANMA's fiancee through arrangement made by their perspective fathers (SOUN and GENMA), so that they can carry on the Tendo Dojo, as well as their unique Anything Goes Martial Arts Style. AKANE originally hated men (except Dr. TOFU), and had many persuers in high school (despite the fact that she's sort of a tom-boy), but now likes RANMA (she just has a hard time showing her true feelings). AKANE gets mad easily when another girl gets close to RANMA, and is usually slow to listen to reason. AKANE has a pet pig, which she calls "P-CHAN" ("p" for pig, and "chan" is Japanese for "little"), but does not know that the pig is actually RYOGA. AKANE is a very bad cook. ---------------------------------------------------------------------------- *Interdimensional Mallet | AKANE rushes forward with a giant mallet, which (2 sec) | hits low. O- -O + PUNCH | ---------------------------------------------------------------------------- Spinning Schoolbag | AKANE spins around with her schoolbag extended. | You can control her so that she move left or right. tap PUNCH repeatedly | (a la Zangief) ---------------------------------------------------------------------------- Air Slam | AKANE performs a quick jump forward. If she meets her (2 sec) O | opponent anytime while she's in the air, she'll grap | | + KICK | him/her and slam him/her to the ground. O | ---------------------------------------------------------------------------- Running Slap | AKANE runs forward and gives 2 (?) slaps on the face to her Y + B | opponent. ---------------------------------------------------------------------------- Knockout Punch | AKANE grabs her opponent and delivers a powerful (Close to opponent) | punch, which usually gets her opponent dizzy. X + A | Stand about 3/4 of a sweep away. ---------------------------------------------------------------------------- Taunt/Power-up | AKANE fires up in anger (this usually happens when she | sees a girl getting real close with RANMA). ============================================================================ SUPER MOVE | AKANE yells out "Iku yo!" (Here I go!), and charges forward -O -O + X | to deliver a gigantic push to her opponent. ============================================================================ Winning Quotes: "Ya ta!" (I did it!) [audio] ============================================================================ 2-2-3-08 MARIKO KONJOU Stage: American Football Stadium A martial arts cheerleader. MARIKO uses her cheerleading equipment to disturb the people she's cheering against. Although she is successful in what she does, she feels that she is lacking true love. Originally, she fell in love with TATEWAKI KUNO, but gave up on him when she was defeated by RANMA (and his "love with AKANE"). She's now looking for new love (i.e. the best BF in the whole world). ---------------------------------------------------------------------------- *Baton Cutter | MARIKO throws out a baton. | \ -O + PUNCH | (Yes, it's a projectile move) O O | ---------------------------------------------------------------------------- Air Baton Cutter | MARIKO throws out a batton while she's in mid air. (In air) | (Pretty nifty to try and start a combo with) O O | O- \ | + PUNCH | ---------------------------------------------------------------------------- Somersault Kick | MARIKO does a side flip forward (which avoids most | / O- + KICK | attacks), and kicks her opponent twice as her feet O O | reach the ground. ---------------------------------------------------------------------------- Swan Leap | MARIKO hops forward while kicking. X + A or Y + B | ---------------------------------------------------------------------------- Taunt/Power-up | MARIKO does a high kick (doesn't hit opponent)... and says, | "Go Go Mariko!" ============================================================================ SUPER MOVE | "Sea-urchin Bomber". MARIKO Jumps up and tosses out her Uni Bombaa | pom-poms (but still has more on her hands). The pompoms | / O- + X | reaches about 1/3 of the screen and stops. It disappears O O | in a while. ============================================================================ Winning Quotes: "V-I-C-T-O-R-Y! V is the sign for Victory!" "Youth! Cheer! Victory! That's the destiny of Mariko!" "No one has greate love than Mariko!" "Ha! You defeated dog." ============================================================================ 2-2-3-08 GENMA SAOTOME Stage: Amazon Jungles RANMA's father. GENMA turns into a panda with cold water, and back with hot water (RANMA's partially to blame, but mostly his own fault). GENMA enjoys his panda form very much, and is in his panda form almost all the time. Although he sometimes still wants to be a normal man, he is more concerned to have hair on his bald head. GENMA also loves to eat, and is very irresponsible. ---------------------------------------------------------------------------- Running Shoulder Ram | GENMA charges forward, using his side shoulder to (2 sec) | hit his opponent. O- -O + KICK | ---------------------------------------------------------------------------- *Leaping Headbutt | GENMA jumps up, using his head and body to attack his (2 sec) O | opponents, (This move has a lot of priority) | | + PUNCH | delivering multiple hits. O | ---------------------------------------------------------------------------- Moko Rakuchi-sei | "Fierce Tiger Falling Down Strength" (Well, this looks | like it) is actually a move to say "I'm sorry." In the X + A or Y + B | game GENMA bows to the ground, then stabs with his claw. ---------------------------------------------------------------------------- Back Crush | Another version of the head-stump, except he uses his back. (In air) | | + A | O | ---------------------------------------------------------------------------- Taunt/Power-up | GENMA pulls out two signs, one says "Yaaai!" "Kakate koi!" | (Yaai! Come and challenge!) ============================================================================ SUPER MOVE | GENMA runs forward, grabs his opponent, slams him/her on the -O -O + X | ground twice, and follows up with a Leaping Headbutt. ============================================================================ Winning Quotes: "Fu fu fu" (laughter) [sign] (panda's don't talk) ============================================================================ 2-2-3-10 TATEWAKI KUNO Stage: Niagara Falls (US/Canada) Calls himself "Blue Thunder of Furinkan High", and is the captain of the school's kendo club (fencing). He is in love with AKANE, and has also fallen in love with the female RANMA. TATEWAKI KUNO is known for his general cluelessness (Not knowing that RANMA and his "pig-tailed goddess" are the same person, while everyone else at school knows). He also liked MARIKO, the cheerleader, but she "dumped" him when she was defeated by RANMA. ---------------------------------------------------------------------------- Ko-kuu Zan | Doing an uppercut motion with his sword (without (Sky Arc Decaptitaion)| jumping), Kuno sends out a projectile, which almost | \ -O + PUNCH | acts like a shield. The weaker punch, although give O O | a smaller projectile, goes farther along the screen. ---------------------------------------------------------------------------- *Tenchi-raimei-kiri | "Murderous Heaven and Earth Thunder" | Kuno jumps up doing an uppercut motion with his sword | \ -O + KICK | (this hits, btw), and comes down with sword extended, O O | with lightning at the tip for farther damage. ---------------------------------------------------------------------------- Sword Dash | Kuno rushes forward and delivers two hits with his sword. X + A | ---------------------------------------------------------------------------- Back Step | Kuno does a offensive back-hop. Y + B | ---------------------------------------------------------------------------- Taunt/Power-up | Kuno leans on his sword (as if using it for a cane), and | says some Japanese. ============================================================================ SUPER MOVE | "Tembatsu da da dadadadada..." (This is the vengeance of Cyclone Slash | heaven... and this and this and this and this...) OK, so he | doesn't say this in the game. Kuno moves forward while | / O- + X | doing 360s and slashing with his sword like crazy. This O O | move was originally intended to slice watermelons. ============================================================================ Winning Quotes: "Watashi no kachi da." (It's my victory.) [audio] "2nd grade, class E-- Swordsman Kuno, called the Blue Thunder of Furinkan High!" "You should be grateful. I went easy on you." "I... I won..." "Tendo Akane, I would date with you!" (after beating Akane) ============================================================================ 2-2-3-11 KODACHI KUNO Stage: Taj Mahal (Agra, India) Known as the "Black Rose", KODACHI is TATEWAKI's little sister, and attends an all-girls private school (St. Hebereke Jogakuin). KODACHI practices martial-arts-modern-gymnastics. KODACHI is in love with RANMA, and, like her brother, does not know that RANMA and the "pig-tailed girl" are the same person. KODACHI very often will put drugs in flowers, food, etc. to get to the person she wants. ---------------------------------------------------------------------------- Club Throw | KODACHI tosses out two clubs, which travel strangely (2 sec) | accross the screen. The weaker punch hits higher, O- -O + PUNCH | and goes more slowly. ---------------------------------------------------------------------------- Extended Ribbon Sweep | KODACHI uses her ribbon to hit her opponents low. (2 sec) | O- -O + KICK | ---------------------------------------------------------------------------- *Poison Rose | With poison planted in a bouquet of roses, they (2 sec) O | a good shield for KODACHI (why they don't effect her | | + PUNCH | is beyond me). O | ---------------------------------------------------------------------------- Thousand Club Strike | (Was this named differently in the game?) X + A or Y + B | KODACHI attacks with about 20 clubs in her hand. ---------------------------------------------------------------------------- Taunt/Power-up | She says something "kodachi", I think... ============================================================================ SUPER MOVE | "Black Rose Petal Snowfall" | Kodachi twirls around, hitting her opponent with her -O \ | / O- + X | ribbon, whild a lot of black rose petals fall out. O O O | ============================================================================ 2-2-3-12 HINAKO NINOMIYA Stage: (US) Savanna HINAKO was famous for being able to eliminate juvenile delinquency in high schools of bad areas, so Furinkan High's principal (KUNO's father) hired her to defeat RANMA. However, his plans were apparently foiled when he found out that HINAKO NINOMIYA looked and behaved like such a little girl; little anyone expect that HINAKO possessed the amazing power of draining other fighter's fighting ki for her own. HINAKO turns into her adult form when she executes her 5 or 50 yen coin attack, a technique she learned from HAPPOSAI (GENMA's master) when she was young (she doesn't remember HAPPOSAI). Because the ki of her opponents are limited, she does not last too long in her adult form. In the game, she turns into her adult form after you press "L" (Power-up). 2-2-3-12-1 Normal Form (Hinako) ---------------------------------------------------------------------------- *Goen (Gojuuen) Satsu | The full name of this move is actually "Happo Goen "5 (50) yen kill" | Satsu". HAPPOSAI taught this technique to Hinako | when she was really young (and sick), so that she | \ -O + PUNCH | would be able to (unknowingly) take out the O O | opposition on his nurse panty raids. Hits lower. ---------------------------------------------------------------------------- Goen (Gojuuen) Satsu | Save technique, except this one hits high. | \ -O + KICK | O O | ---------------------------------------------------------------------------- Running Slide | HINAKO runs, and then trips, sliding towards her opponent, X + A | and hits low. ---------------------------------------------------------------------------- Running Head Spin | HINAKO runs, and trips, doing a flip, and hits her Y + B | opponents high. ---------------------------------------------------------------------------- Taunt/Power-up | HINAKO turns into her adult self. ============================================================================ 2-2-3-12-2 Powered Up Form (Hinako) ---------------------------------------------------------------------------- *5 (50) Yen Coin Attack | Same technique as described above. | \ -O + PUNCH | O O | ---------------------------------------------------------------------------- Fifty Yen Return | Being in her adult form is proof that she has ki in her, | \ -O + KICK | and she can send these ki out like a fireball. O O | ---------------------------------------------------------------------------- Air Kick | HINAKO hops forward and kicks. Y + B or X + A | ---------------------------------------------------------------------------- Taunt/Power-up | HINAKO does a proud stance, and says "Huh!" ============================================================================ SUPER MOVE | Same as the move described above, only bigger. (Huge Fifty Yen Return) | | / O- + X | O O | ============================================================================ 2-2-3-13 HERB Stage: The Parthenon (Athens, Greece) Heir to the throne of Jakou-Maneki, an once thought extinct Chinese dynasty whose ancestors studied animals as the basis of their martial arts, HERB has the genes of a dragon, direct from his ancestors. HERB has two "servants", MINT and LIME, one has the genes of a wolf, the other has the genes of a tiger. Due to an unfortunate (stupid) accident, HERB also turns into a girl with cold water, and back with hot water (partially a monkey's fault, but mostly his own)... however, since HERB was able to go back to China, it is conceivable that he has cured himself of this curse (he never showed up in the manga again, so there's no way to know for sure). (Note: Herb doesn't crouch in the game) ---------------------------------------------------------------------------- Ryu Zan Ha | Full name: "Hito Ryu Zan Ha" (Flying Blade Dragon (2 sec) | Beheading). O- -O + PUNCH | ---------------------------------------------------------------------------- Ki Cannon | HERB does a fireball that hits the ground. (hits low) (2 sec) | O- -O + KICK | ---------------------------------------------------------------------------- *Rising Knife | With ki concentrated on his forearms, HERB jumps up (2 sec) O | for an attack. This move has a pretty high priority. | | + PUNCH | O | ---------------------------------------------------------------------------- Flash Kick | Not like Guile's Flash Kick. HERB jumps back, and then Y + B or X + A | desends forward, with ki concentrated on his legs. ---------------------------------------------------------------------------- Taunt/Power-up | HERB charges his ki. ============================================================================ SUPER MOVE | "Dragon Spirit Flight" Ryu-sei Hisho | With his powers of dragons, HERB is able to fly in O- / | \ -O + X | mid air, while shooting out two fireballs that hit O O O | the ground and bounce back up. ============================================================================ Winning Quotes: "You should be grateful to escape with your life." "Fortune has kicked you in the face." "You foolish dolt." "...annoying insect..." ============================================================================ 2-3 Is there a combo system in this game? Of course there is!! What's a good fighting without it? The general 2-in-1 system works in this game, but you have to be more laid-back with your timing. Do the special move when you want it to go off, don't try to pre-empt your normal move like you do in SF2. Below are some examples of the combos, many of which are pretty deadly >:), use similar tactics for more. 2-3-01 Saotome Ranma Combos (Male) Deep jumping kick, standing strong punch, Hiryu Shoten Ha. (Female) Deep jumping punch (charging down in midair), crouching punch, Hiryu Shoten Ha. 2-3-02 Hibiki Ryoga Combos Deep jump fierce kick, standing fierce punch (the uppercut), special move. The jumping headbutt works well and is reliable, but the Bakusai-Ten-ketsu and the Shishi Hoko-dan do more damage. Deep jump fierce kick, standing fierce punch (uppercut), headbutt, special move. 2-3-03 Mousse Combos Weak Take-zume Ken, standing strong punch, Knife Throw/Swan Punch. Close Fierce Kick, Swan Punch (Y+B). 2-3-04 Shampoo Combos Jumping strong punch/kick, standing strong punch, Double Roundhouse Kick (YB). 2-3-05 Tendo Akane Combos Deep fierce jumpkick, standing jab, weak Spinning Schoolbag. 2-3-06 Saotome Genma Combos Deep cross-up body splach, low fierce punch, Panda Headbutt. 2-3-07 Kuno Tatewaki Combos Deep Jumping firece kick, standing firece kick, special move. Deep strong kick, standing strong kick/crouching strong punch, Ko-kuu Zan. 2-3-08 Herb Combos Deep jumping punch (charging down in midair), crouching strong punch, Rising Knife. (Consecutive use of this combo sometimes cause re- dizzies, but it's rare... Besides, your opponent would probably already be dead with the third try) 3-0 STORY MODE... Continued There's a reason why this is back here instead of in the beginning of the FAQ, with the rest of the things that have to do with Story Mode. 3-1 Endings That's right, endings! I thought it might be sort of like a spoiler if I included the endings in the beginning of the document, so I've placed them here, all the way in the back of the FAQ, just in case. 3-1-01 Ranma Saotome Maneki Neko. Ranma's reaction: "Get that thing away from me!!" ...his wish becomes reality. 3-1-02 Ryoga Hibiki Instead of making the Maneki Neko, Ryoga gets a MANEKIN. 3-1-03 Mousse Mousse created the treasure in accordance with the recipe. "Yosh! With this, I can marry Shampoo! But where is Maneki Neko? Get me my glasses!" "Your glasses are here, meow. Then... meow." Maneki Neko's purpose had been achieved, so it left. The end. 3-1-04 Shampoo Shampoo pulls an unhappy Ranma out for a date. 3-1-05 Ukyo Kuonji Ukyo places the Maneki Neko in her store just like a regular maneki neko. 3-1-06 Akane Tendo In order to get the idol, Akane must mix the ingredients together according to the recipe (just like cooking)... 3-1-07 Mariko Konjou Mariko made the treasure in accordance with the recipe. "Introduce me to the most wonderful person in the world!" "The most wonderful guy in the world? You're looking at him. " 3-1-08 Genma Saotome "Finally, I can wish for luscious hair!!" Unfortunately for Genma, he is in his Panda form, and doesn't have hot water available to him, so he puts up signs indicating his wish, but the cat can't read. 3-1-09 Tatewaki Kuno Kuno made the treasure in accordance with the recipe. "Bring me the pig-tailed girl and Tendo Akane!" "You're too greedy. You can't have both!" "Well... then bring me the pig-tailed girl." 3-1-10 Kodachi Kuno "Bring Ranma-sama here!" Because she was not as specific as Kuno, and didn't know that Kuno's "pig-tailed goddess" is the same person as Ranma, even though the female Ranma is right there, she still can't find Ranma. 3-1-11 Hinako Ninomiya I want this ... I want that... Hinako pigs out and eats all kinds of snacks. 3-1-12 Herb Herb created the treasure in accordance with the recipe. "As heir to the throne of Jakou-Maneki, I command you! Serve me forever, and let all my wishes become reality!" (Maneki Neko cowers in fear) "Y... you coward!" "I can't help it, sir!" So, Maneki Neko became Herb's devoted follower. As it turned out, Herb was the wisest ruler of all. THE END. 4-0 FAQ INFORMATION Does anythone ever read anything beyond this point? 4-1 Revision History v1.0 (??/??/95) My very first attempt at any FAQ, was gonna start from scratch, but saw a FAQ at the "Ranma 1/2 Expanded Home Page" (no mention of the author), which contained a few errors, so I downloaded it, and added information about Options, Tag Game, Story Mode, Endings, and slightly modified the Special Moves section. Information about the Story and Endings VERY incomplete, names of moves are also not that great. It was then sent out to be placed at ftp.netcom.com and the Ranma 1/2 Expanded Home Page. v2.0 (04/25/95) Virtually everything in this FAQ was either completely new or revised. Added stuff includes: Table of Contents, meaning of the title, Story Mode messages, Versus Battle information, character & moves descriptions, some Combos, Ending translations, Revision History (can't have this until I've revised it, can I?), and an acknowledgment section. Many of the things added were for the benefit of those who may be new to Ranma, or have only watched/read the Viz translation of Ranma. v2.2 (07/17/95) Acknowledgements sorted in alphabetical order. Revised some info that was already sent to me before v2.0 as complete, but was overlooked. Added info for more combos, and corrected mistake(s) in the special moves section. Actually, all the revisions were done quite some time ago, but I didn't think they were enough to get an official update release... v2.5 (09/17/95) Having read through several questions on raa regarding the game (especially about if there was or will be a US release), I thought it might be wise to post the FAQ again, but also realizing that there have been a few more corrections sent to me, I decided to make the changes before posting. Ranma (male) moves corrections. Additions to the character quotes, info on Maneki Neko, possible US release of the game, a few questions answered in more detail, Ukyo's character file was slightly modified. Possibly the final version, since there hasn't been more feedback... v2.6 (01/10/96) Boy, it's been a long time... My e-mail address changed from to , so I thought I should make an update to the FAQ, but didn't really get any new info in. The only things added in this one are a few combos. I'm taking a Japanese class now, so maybe I can finally have the stage names (in katakana) translated soon.. 'though Ray said he was going to try and translate 'em for me. Hey, Ray, what's the word? v2.7 (01/23/96) Looked through my katakana handbook and translated most of the names of the stages (also used my encyclopedia to check my spelling)... Still can't figure out Akane's stage (toreui? toregui? what's that?), and Shampoo's stage (can read the kanji, but have no idea where the heck it would be). 4-2 Acknowledgements My special thanks to the following people (in alphabetical order by last name): Everyone at rec.arts.anime, rec.arts.manga, and rec.games.video.nintendo who's ever talked about this game (and many other Ranma related stuph). The information (and/or questions) you provided have been most invaluable. Thomas E. Cardwell II Ranma 1/2 Expanded Home Page. I also used the "What's what" section of the Homepage to find out the names of some of the special moves. Andy Eddy Hey, he's from GamePro. Actually, for his providing a place where this thing can be ftp'd. Charles Hagaman Combos. Ray Huang and (cousin) Jeffery Lin Holds miscellaneous/The combo dude. Kevin "The Lai-Lai Boy" Lew "Ranma 1/2 Stupid Help Desk" Corrections, suggestions, and many other helpful information. BTW, Kev, virtually all the romanizations in this FAQ were done by someone else... So I can't vouch for the validity of the romanization "Jakou-Maneki." Matthew "Yusuke" MacDougall Translations/Combos/the Reigan expert. Cory H Machida Translations and corrections. Ryouga (^_^) Hibiki Our lost friend. Rumiko Takahashi Guess. ^_^ Someone else also mentioned Mariko's taunt quote... I'm ashamed to say that I've lost your e-mail address... Gomen! Thank you for reading this FAQ! ...Please go on to the "Useless Drivel" section... 4-3 Useless Drivel Anyone who can read katakana want to tell me what Akane's stage is? Oh, and comments, suggestions, corrections, and/or additions are welcome.