War of the High SchoolsRival Schools is a fighting game populated by High School Students. As some web review said "Finally, a game that has a reason to have a few dozen schoolgirls." Each fighter belongs to one of several different schools, in a war between the learning organizations.Hyo | Akira (Armored) | Hinata | Kyusuke | Roy | Batsu | Hideo | Shoma | Ran | Incho | Momo | Nagare | Zaki | Yurika | Alternate: Burning Batsu | Back |
![]() The President of Justice High, an evil high school that brainwashes its students and Staff. Hyo is the person orchestrating the war of the schools. Hyo wields a masamune-type blade. Strategy: Hyo should stay in close to the enemy. Like Strider, his blade gives him longer range than most others and his speed lets him combo well. Projectile users can keep him back, but his speed makes dodging most projectiles fairly easy. Combos: Similar Fighters: Morrigan;Strider Mix Stats: Power: 3 Energy: 5 Defense: 5 Speed*: 7 Ratio: 2 Special Moves: Sword Beam*: Throws a medium ranged beam off his sword Spiral Blade*: An uppercut attack that hits multiple times Charge Blade*: Hyo dashes forward with a sword attack Ground Crush: Air Only. Dives downwards, causing a disturbance in the ground (E) Launcher: A rising sweep of his blade Hyper Attacks: Diamond Driver*: Performs 2 Spiral Blades followed by a downward stab. 12 hits Dual Blade: Runs forward (C) splits into 2 and pummels enemy. Ends with Spiral Blade. 25 hits Enter: Sits at his desk, then slices it up with his sword Taunt: Pic Pose Victory: Sheathes his blade and bows to the enemy Top |
![]() A kind hearted woman being controlled by her armor. With her Armor on, Akira is a blood-thirsty killing machine. Strategy: All of Akira's moves require her to be close to her enemy. Stay close to the enemy and use her speed to stay ahead of the enemy's attacks. Combos: Similar Fighters: Rogue, Chun-Li Stats: Power: 4 Energy: 4 Defense*: 7 Speed: 6 Strength: P Weakness: S Ratio: 2 Special Moves: Flip Throw*: Runs forward, grabs the enemy's leg, and flips them back Armor Kick*: Jumps forward with a double kick (A) Skull Ball*: Holds a small globe of energy in front of her. Not a projectile (A)(P) Gate Elbow: Steps forward and jabs the enemy with her elbow Skull Fist: Only after a elbow smash. Punches forward with a purple glowing fist. Powerful (P) Launcher: Steps forward, one leg raised with an uppercut Hyper Attacks: Skull Aura*: A huge version of the Skull Ball envelops Akira. Hits 12 times (A)(P) Reflex Barrage: Dashes forward (C) and unleashes a flurry of punches. 15 hits Armor Dive: Does a sweep kick (C), jumps into the air, and skids along on the enemy. 2 hits Enter: Does a throat cut motion Taunt: Laughs insanely Victory: Grabs her head and laughs more insanely Top |
![]() The little sister of the Street Fighter Sakura. Hinata was never formally trained in the arts of combat, but she took a mail correspondence course on it. She is best friends with Kyosuke and Batsu. Strategy: Hinata is quick, but her moves will probably be underestimated. Her moves are actually fairly powerful to compensate for their limited range. Play aggressively, but don't stay close for too long. Combos: Similar Fighters: Sakura, Lilith, Dan Stats: Power: 4 Energy: 4 Defense: 4 Speed*: 7 Strength: F Weakness: W Ratio: 2 Special Moves: Enbukyaku*: A 3 hit spinning kick with a flaming leg. Counts to 3 in Japanese(A)(F) Shourryuken*: A dragon punch uppercut attack Rengekiken*: Throws a short distance fireball at the enemy. Extremely short range (A)(F) Renkyakudan: Air Only. Hinata kicks and a shoe flies downward Senpukyaku: A spin kick attack along the ground Launcher: Ducks down and kicks up with one leg Hyper Attacks: Incendiary Senpukyaku*: Does a stationary Enbukyaku. Hits 15 times (A)(F) Shinku Rengekiken: Throws a full screen fireball that hits 5 times (A) Rennishindan: Air Only. Hinata kicks 16 shoes down at the enemy Enter: Sort of kneels down and puts her fists in her face Taunt: The pose in the picture Victory: Leans to one side a little and pumps her elbows inwards. Top |
![]() Kyusuke is the brother of Hyo. The siblings have not spoken for years, ever since Hyo began his plan to create an army of mind controlled high school students. Kyusuke is opposed to his brother's plan and is secretly fighting against Justice High. Strategy: Kyusuke is best off staying in the middle distance. Just within range of enemy, he can avoid most attacks, while beginning able to use his specials. The homing blades are too weak to use against projectile users, and he has little defense against grapplers. Combos: Similar Fighters: Ruby Heart, Yuri Stats: Power: 4 Energy: 5 Defense*: 6 Speed: 6 Strength: S Weakness: E Ratio: 2 Special Moves: Cross Cutter*: Kyusuke throws one blade high, one low, and then they home slightly towards the target (A) Lightning Strike*: Jumps upward and forward, and punches downward (S) Lightning Upper*: A bolt of lightning bursts out from the ground. Launches (S) Shadow Cutter: Kyusuke does a jumping backflip attack(A) Launcher: A basic uppercut Hyper Attacks: Super Cross Cutter*: A hyper version of Homing Blades. Kyusuke throws 12 blades instead of 2(A) Double Shadow Cut: Performs a series of 3 Twisted Sparkles. 10 hits total. Enter: Straightens his jacket Taunt: Cleans his glasses Victory: Turns his back and grunts Top |
![]() An American Style Football player. Roy is an exchange student from the US and gets drawn into the War of the Schools against his will. In actuality, Roy's father is some type of secret agent sent in to control the situation. Strategy: Roy is built like a football player (Well Duh..) and should we treated as such. Linebackers don't wait around or throw things, they charge! Stay close to the enemy and don't let them get away. Combos: Similar Fighters: Ken/Ryu Family, particulary Ken Stats: Power*: 7 Energy: 4 Defense: 6 Speed: 3 Ratio: 2 Special Moves: Touchdown Wave*: Jumps forward and punches downward. Creates a short wave along the ground (A.to the ground)(E) Twister Upper*: A flaming, spinning uppercut attack (A)(F) Dynamite Straight*: Roy does a punch that reaches across the screen QB Sack: Runs forward to tackle the enemy Launcher: Basic standing uppercut Hyper Attacks: Super Touchdown*: Hyper version of the Touchdown Wave. Hits 12 times (A,downward)(E) Triple Twiser: Does 3 Twister Upper flaming punches. Like Ken. Hits 10 times Enter: A football flies onscreen and Roy does a flying catch Taunt: Roughing penalty gesture Victory: Yell's go long and throws a pass Top |
![]() Batsu is a trouble maker from Taiyo High. He is often getting into trouble with school officals. However, he is also a member of the strange Imawano family. Being an heir to incredible power, only Batsu can stop the strange war of Justice High. Strategy: Although he has a projectile, Batsu works best by staying close to the enemy. Move back and forth between being in melee range and just far enough back to avoid the enemies attacks. If the enemy is open on the way back, throws a Yaisen. Combos: Similar Fighters: Ken/Ryu Family;Ryu especially Stats: Power: 6 Energy: 4 Defense*: 6 Speed: 4 Ratio: 2 Special Moves: Guts Bullet*: A blue projectile attack (A)(W) Cresent Drive*: Jumps forward with a double axel that causes a bolt of lightning (S) Guts Upper*: A aqua powered uppercut (W) Shooting Star: Jumps forward and up with a roundhouse kick (A)(S) Launcher: A standing uppercut Hyper Attacks: Shinkai Guts Bullet*: Throws a very large Yaisen aquaball. Hits 10 times (W) Triple Gut Punch: Does 3 Rising Fists in series. 10 hits (W) Shinkai Kick: Air only. Dives downward with his foot extended. Hits 5 times (W) Enter: Taunt: Victory: Top |
![]() A teacher at Justice High. Hideo fights under the control of Hyo. Normally an honorable man, he is now being used to do the bidding of the evil Justice High. Hideo is almost exactly like Ryu or Akuma in style. Strategy: Hideo's main strength is his air specials. Both of them are extremely cheap and can be comboed together quite well. Hideo works best as a medium ranged fighter, not getting to far away and not getting too close. Combos: Similar Fighters: Ryu, Akuma Stats: Power: 4 Energy*: 6 Defense: 5 Speed: 5 Ratio: 2 Special Moves: Seihaken*: Hideo throws a fireball at the enemy.(A)(H) Jicchokuken*: An uppercut attack. Same as Shoryuuken (A) Shinenkyaku*: Creates a small twister around himself and does a spinning kick combo. 3 hits (A)(B) Raieishuu: Air Only. Zips forward through the air. Can be used up to 3 times in a row Triple Shioken: Air Only. Throws up to 3 fireballs down towards the enemy. Launcher: Standing uppercut Hyper Attacks: Shimazu Seihaken*: Hideo throws a very large fireball. 10 Hits (A)(H) Shimazu Jicchokuken: Punches out (C) followed by 3 hits from a jumping uppercut. If misses, leaps up for 10 hits Enter: Holds his lower back and leans backwards Taunt: Does a "Come here" gesture Victory: Shakes his head in shame Top |
![]() A baseball player. Shoma is a great clean up batter. He goes to the same school as Roberto. Shoma may be a star baseball player, but his is a moron. He is failing all of his classes and is far too pig-headed to realize that Natsu loves him. Strategy: He is a guy with a REALLY big bat. You figure it out. Combos: Similar Fighters: None Stats: Power*: 7 Energy: 4 Defense: 6 Speed: 4 Ratio: 2 Special Moves: Fastball*: throws a high speed, but weak, baseball at the enemy (A) HomeRun Swing*: A huge wind-up and a powerful swing. Strike Out*: A 2 hit attack with the bat Safe Slide: A Long range slide kick attack Frustration: Slams the ground hard with his bat. Launcher: An upward bat swing Hyper Attacks: Hundred Balls*: Shoma throws 12 Fastballs at various heights. Can be used in Air Grand Slam: A hyper Homerun Swing. Deals a ton of damage and forces a change in character. Slow Enter: Takes a practice swing Taunt: Does a baseline shuffle while taunting with "Nee Nee Nee!" Victory: Throws a Baseball card of himself towards the screen Top |
![]() ![]() Ran is a reporter for the Taiyo school newspaper. Her only goals are to find the best scoop. Ran is a little bitter about missing the events in the first Rival School game because she was on vacation. Now that Justice High is once again creating havoc, she refuses to be left out of this story. Strategy: Ran is a one-trick fighter. Her camera attacks are basically all she has. Her melee fighting skills suck and she can't take a solid hit. Her camera work is the only thing keeping her alive. Combos: Similar Fighters: None Stats: Power: 1 Energy*: 6 Defense: 2 Speed: 5 Ratio: 1 Size: M Special Moves: Flash Attack*: Takes a picture with her camera, causing damage. High or low (H)(A,downward). Takes 1 picture Extra Editor*: Throws a newspaper into the air. Works as anti-air Time-lapse Flash*: Takes a picture that doesn't cause damage, but slows down the victim. Takes a picture Changing Film: Can change to two different kinds of film Reloading Camera: Ran must put new film in after every 6 pictures. Basic Throw: Trips the enemy, steps on top of the victim and takes a close ranged picture. Launcher: An upward swing of her camera Hyper Attacks: Super Flash*: Reloads, then takes a series of pictures from different angles, then reloads. 8 hits (H) Exclusive Interview: Swings her newspaper up (C) then interviews her opponent, causing damage. 2 hits Glamour Photo Shoot: Level 3. A blast of light surrounds Ran (C) and the victim is shown in a Enter: Performs a camera and lighting test Taunt: Looks around saying "Where?" Victory: Strings up a wire and starts developing her photos. Top |
![]() Incho is the Japanese term for a classroom president or task-master type role. Thus, Incho is not her name, but the only name she uses in the game. She is very strong willed and is always looking out for the school's appearance above her own needs and wishes. Strategy: Incho can be a good fighter, but her attacks are really weak. I'm not taking about just the damage; her single hit, uncharged moves don't even knocked the enemy back very much. If Incho can fully charge her specials (about 6 seconds) they do tremendous damage and send the enemy flying. However, 6 seconds in this type of fighter is a long time and the moves are still blockable. Combos: Similar Fighters: None Stats: Power: 3 Energy: 3 Defense: 3 Speed*: 5 Ratio: 1 Size: M Special Moves: Wind Stance*: Incho steps forward with a single punch. May be done twice in a row Dragon Stance*: Ducks down for a jumping uppercut. Charge for more damage and hits. 1-6 hits Lightning Stance*: Leans back, then flies forward with a flying kick. Charge for damage. 1-6 hits Rock Break Stance: Hops forward with a downward blow. Must be blocked high Basic Throw: Grabs her enemy in a headlock and then runs and jumps. Bonus Abilities: Rolling Evade Launcher: A basic standing uppercut Hyper Attacks: Demonstrations*: Starts stepping forward, while doing a series of 9 Wind Stance punches. Enter: Goes into her martial arts pose and wishes everyone luck Taunt: Starts doing knee bend exercises Victory: Jumps up and down, then realizes what she is doing and looks embarrassed. Top |
![]() Momo is a "cute and defenseless" (her words) little girl. The truth is, she is a junior member of the Darkside Student Congress terror group led by Kurow. Her mission is to disturb the relationships between the various high schools in Tokyo so the Darkside Congress can rule Japan. Yep. Momo is a member of the tennis club, as she is always carrying a tennis racquet and balls. Strategy: Momo is a little goddess. While her stats aren't anything special, her moves are exceptionally quick to start, making it very hard to beat her to the attack. The lag times on her jumping attacks are a little long and her hypers more or less suck (except for Against the Wall), but her special moves are hard enough to beat without hyper powered help. Combos: Similar Fighters: None Stats: Power: 3 Energy: 5 Defense: 4 Speed*: 8 Ratio: 2 Size: S Special Moves: Whale Serve*: Throws a ball up and smashes it down and forward. The ball bounces Serve Volley: Runs forward with a quick chop with her racquet Rocket Racquet*: Jumps into the air, her racquet held over her head. A trail of hearts follows her. 3 hits Spin Smasher*: Flies through the air in an arc, spinning around with her racquet out. 4 hits Giant Swing: Reaches out (T) grabs the enemy by the ankles, spins around, and releases Instant Volley: Air Only. Swings her racquet in an overhead smash fashion 6 times in a row! Basic Throw: Headbutts her foe then smashes the victim in the head with her racquet Bonus Abilities: Double Jump Launcher: Slips her racquet along the ground and sweeps it upward Hyper Attacks: Whamm Slam*: Runs forward, chopping up and down with a racquet while crying. 8 hits Momo Crusher: Does a Rocket Racquet up, then falls down with a Spin Smasher. 10 hits Against the Wall: Level 3. Dives at her victims feet (C) throws the victim into the air and repeatedly Enter: Skips on screen while singing "La la tra la la" Taunt: Spins in a circle and claps Victory: Runs around in cirlces, giggling like a little girl. Top |
![]() ![]() A swimmer from Gorin High School. Nagare is perhaps the scariest character in Rival Schools, mostly because he nothing but a jacket, speedo, and flippers. His strong point is that his moves are beyond weird. While not really important to the Project Justice story, Nagare is one of the strangest new additions. Strategy: As would be expected off a swimmer, his air attacking capabilities are high. Unfortunately for Nagare, speedos do not provide much protection, so his defense is horrible. Using his water kicks and trying to time his concrete dive are best ways to victory. Combos: Similar Fighters: Felicia Stats: Power: 5 Energy*: 7 Defense: 2 Speed: 6 Strength: W Weakness: S Ratio: 2 Size: M Special Moves: Concrete Dive*: Jumps into the air, and lands in a dive. Leaves him wide open if he misses. (A,no jump) Breast Stroke Kick*: Sorta lays down and kicks with his feet, sending out short ranged water blasts. 3 hits (W) Breast Stroke*: Swims forward hanging in mid-air. 3 hits (A) Artificial Respirator: Jumps forward (T) and starts giving his opponent CPR. Basic Throw: Jumps up and drops kicks his opponent Bonus Abilities: Air Dash Launcher: A double upward arm sweep. 2 hits Hyper Attacks: Splashing Kick*: Sits down and kicks his legs, sending massive water waves forward. 12 hits (W) Underwater Dash: Swims upward at a 45 degree angle. His arm motions cause damage. 8 hits Synchronize Swimmers: Dashes forward (C) and Nagare and his opponent start doing synchro swimming. (W) Enter: Walks forward making swimming motions with his arms Taunt: Hops on one foot then hits himself on the head Victory: Puts his arms at his side and begins panting Top |
![]() Zaki is enroled at the same all girls school as Akira. She is trained as a ninja who specializes with a length of chain. After Akira defeats her, Zaki agrees to help the new student to investigate the strange happenings around the school. Strategy: Zaki is definitely good at the waiting game. Stand around and charge her chain. One special note is that her chain can defeat projectiles, although it reduces the effectiveness of her chain attack to do so. Her moves are far more effective when charged, but it takes over 4 seconds to fully charge, which is actually quite a long time. Combos: Similar Fighters: Omega Red Stats: Power: Energy: Defense: Speed: Ratio: 2 Size: M Special Moves: Hakou no Tessa*: Spins her chain around and then throws it out. Chargable. 1 to 8 hits Douuhehi no Tessa*: Same as Hakou no Tessa, except that the chain goes along the ground. Charge. 1 to 8 hits Lonesome Pride*: Zaki does a medium ranged drop kick Genkou Geri: Leaps forward with a downward kick. Block high. Can be done twice in a row Kuuha no Tessa: Another chargable chain attack. This one sends a chain up-forward at an angle. 1 to 8 hits For each two seconds of charging, gains 3 more hits to chains. Basic Throw: Wraps her chain away her victim for 7 slaps Launcher: An upward sweep of her chain Hyper Attacks: Hissatsu Inuzuma Geri*: Moves forward doing 4 Genkou Geris and then a Lonesome Pride to finish. 9 hits Hissatsu Penkou Tessa: Throws out her chain (C) which chokes her opponent with ripples along the chain. 5 hits Bursting Pride: Rushes forward (C) exchanges eye bolts with her victim, then 4 low kicks and hits with one Enter: Stands bouncing with her back turns, then turns around and smoothes out her hair Taunt: Sweeps her hand up over her head Victory: Holds her chain lovingly Top |
![]() A violin player who goes to the all girls school. However, she is also the sister of Kurow and a member of the Darkside Student Congress. Yurika often feels bad about the lives she destroys as a Congresswoman. Quiet and melancholy, Yurika simply follows Akira around, waiting to complete her mission. Strategy: Yurika is completely worthless in hand-to-hand combat. To win, she must make good use of her special and hyper moves. If she gets cornered, its all over. Combos: Similar Fighters: None Stats: Power: 1 Energy*: 9 Defense: 4 Speed: 5 Ratio: 2 Size: M Special Moves: Tragic Serenade*: Hops back, sending a projectile of musical notes ahead (A,short range) Tragic Waltz*: Slides forward with a stab from her violin bow Tragic Lullaby*: Rises into the air, spinning around with notes falling from her. 6 hits (A) Tragic Minuet: A quick triple stab attack with her bow. Basic Throw: Spins the enemy around and slashes the back of the victim's head with her bow Launcher: An upward swing of her bow Hyper Attacks: Fatal Nocturne*: Slides forward, trailing a series of musical notes. 11 hits Fatal Requiem: A series of bow stabs that ends with her launcher. 7 hits Fatal Rondo: Does a hyper Lullaby. Rises up with notes. 13 hits (A) Enter: Threatens her foes with her bow Taunt: Plays music that raises her teams vigor, regardless of groove Victory: Stands holding her violin and bow with a smug expression Top |
![]() After Hinata is kidnapped by the Darkside Congress and Batsu is struck down in the battle to rescue her, he leaves in agony. He immediately begins intense training. This training transforms him into Burning Batsu, with new moves and a large improvement in his defense. Strategy: Burning Batsu is simply an improved version of Batsu. His battle plans are basically the same, except the Burning Batsu is a little stronger and has much high defense. Combos: Similar Fighters: Batsu, Ken/Ryu Family Stats: Power: 7 Energy: 5 Defense*: 10 Speed: 4 Ratio: 3 Size: M Special Moves: Guts Bullet*: Throws a large projectile straight ahead (A,downward)(F) Elbow Burn*: Does a jumping uppercut. May be done twice in a row. 3 hits a piece(F) Crescent Star*: Jumps forward with a kick that must be blocked high. 2 hits Shooting Star: Air Only. Dives downward with a kick, just like Akuma's classic move. 3 hits Basic Throw: Pushes his foe back while tripping Launcher: A basic standing uppercut Hyper Attacks: Burning Bullet*: Throws a giant Guts Bullet that travels in a flash. 5 hits (A,downward)(F) Burning Guts Upper: Dashes forward, then does an uppercut that sends a blast of fire up. 8 hits (F) Burning Star: Air Only. Does a shooting star that hits 8 times (S) Imawano Mozo Otoshi: Reaches out (T) and does a jumping, spinning piledriver. High damage. Enter: Rears back and does a quiet scream Taunt: Moves his arms as if swatting flies Victory: Wipes sweat off his face and wanders away Top |