Super Dodge Ball Perfect Guide. unpublished work by Toxic (also know as Toxic Avanger) el_baron_toxico@hotmail.com ICQ number: 146473636 version 2.7 on 07/07/2002 - Fixed minor mistakes (engrish). - Added Guard Cancel. - Added notes on special defebces for Riki, Kunio and Sabu. This guide must be only found on: - www.gamefaqs.com - http://www.angelfire.com/games3/johnnyundaunted/ * (to be upgraded there shortly) ----------------------------------------------------------------------- Index: ----------------------------------------------------------------------- - Legal issues. - Super Dodge Ball context. - Legend. - Games rules and FAQ legend. - Character analisys. - Codes. - What was left out. - Thanks. ----------------------------------------------------------------------- - Legal issues: ----------------------------------------------------------------------- As you may know it, you cannot reproduct this document AND make any kind of profit by doing so, also you cannot use the content of this document without giving credit as due. This guide is meant for the Neo Geo Super Dodge Ball game and, by all means, this is not a perfect guide, just like the sound of it... ----------------------------------------------------------------------- - Super Dodge Ball context: ----------------------------------------------------------------------- In the early part of the 80's Thecnos released an excellent beat'em up called Renegade (Nekketsu Kouha Kunio-kun) on the arcades, but little did they know that the main character of that game, Kunio, will become one of theirs favourites main characters, getting to starring at least 26 games on many plataforms... (VERY GRATEFUL TO Johnny Undaunted - later know as Godai-Kun - for his indirect contribution on this feature.) Note that Renegade is the main inspiration of the Double Dragon Games; it also seems that Kunio is the main inspiration of Hanamishi Sakuragi (Slam Dunk) and Jo (Agressor of Dark Kombat or Gan Gan. Any way, in the Renegade history line, when Kunio first show up he did beat up badly a gang of punks and their Yakuza leader, as you may suspect, this did make him gain a few enemies, I only mention this due to the fact that many of the characters that are here are taken from this game. Also Kunio have a fighting partner who posses huge strenght rivaliting his, his name is Riki, and, if you did not know by now, Kunio is a powerful street fighter wich sometimes dedicates himself to "dangerous" sports such as dodge ball... by "dangerous" I mean that the sport is somehow headed to the fighting issue... I have heard that he only do this in order to help his school to gain competitions. Also in other game for nes called "Crash and the Boys, street challenge" Kinio seems to did have a girlfriend (she huges him in the intro), note that ethier Kunio sitched girlfriend or she was re-designed for the other games; and is my suspition that she also shows up here; I also belive that this is a girl from "Kunio no oden"... As you may know it, Super Dodge Ball for Neo Geo it seems to be the ultimate showdown in where everyone with a score to settle with Kunio and Riki shows up... Althrough, I have heard that technos did went bankrupt in 1996, the newly Game Boy Advance Super Dodge Ball makes me wonder. Censure hits Super Dodge Ball: if you are lucky enough and get to play the game on the japanese configuration; you will notice that Shinji uses a lot the "dick" taunt after his shoots, as a intro and as a taunt; but in the American and European configurations he, instead; will taunt you with his fist. This game is know as Kunio no Nekketsu Toukyuu Densetsu on japanese; I got not a clue of what this means. So, let the game Begin. ----------------------------------------------------------------------- - Legend: ----------------------------------------------------------------------- This legend uses the universal Neo Geo feature of A, B, C and D and has "mini sections" wich are UNIVERSAL (moves availiable always), DEFENSIVE (moves performed without the ball) and OFFENSIVE (moves performed while holding the ball). Universal ==== All the time f = Foward dn = Down bk = Back u = Up uf, df, dbk, ubk = Between the directions (Diagonals; uf = Up-Foward) 6 O'clock, 3 O'clock = It refers the directions in a comparation with a watch... it is used to explain, but I think is not to "understandable". Move stick: Move your character around the court. f, f = Run Foward- Runing will power up your normal shots, some special shots and your jumping abilities, note that when runing you cannot block or dodge, but you can use your special defense. bk, bk = Back Step- This move makes your character give a back hop, note that the length of this move is determinated by your characters jumping capabilities, after performing you will suffer a small lag; however, when back jumping you can block and/or attack, note that the small lag can be canceled into an special defensive move or special shoot, acording to the case. DEFENSIVE ==== WITHOUT THE BALL A button: Block Attempt- This action allows you to block the ball, but it has a very deeps effects that I will now mention and describe: - YOU CAN ONLY BLOCK THE BALL IF IT IS WINTHIN YOUR HANDS RANGE- This mean that if you are blocking Foward, that is (3 O'clock) you cannot catch the ball if it comes over your head (12 O'clock) or if it comes by your legs (6 O'clock). - IF YOU BLOCK IN THE WRONG DIRECCTION, NEVER ESPECT YOUR CHARACTER TO TURN AROUND TO CATCH THE BAll- This mostly happens when you attempt to block a shoot by the enemy and it turns out that the enemy did a pass to a partner that is behind you, this happens because your character take to long in turning his back. - IF YOU, SOMEHOW, BLOCKED WITH A BAD TIMMING THERE WILL BE A "PARTIAL BLOCK", WICH PRODUCES TICK DAMAGE- You can know if you made a "Partial Block" because you will see a hit frame followed by a block frame. Note that this not always you will recive thick damage and you will not always see a hit frame before it, a strange science, indeed; this happens if you block to late lr to early; also note that "partial block" recovers more slowly than normal block. B button: Crouch- Crouch is used to dodge attacks, but it can only avoid attacks that travel in rect line, like normal attacks and dashing attacks, you will most not been able to dodge special shots or jumping shots, and when you dodge a attack there are chances that the characters beind may get hurt... Is that what you want?. C button: Jump- Every character has his own jumping ability and you can block from this, but note that if you attempt to block in air you will, mostly recive full damage due to the blocking propieties (Your hands range), normal jump can be performedd in diagonals; but the running jump may be only performed foward. D button: Taunt- Taunting can only be canceled with special defense, and it lowers the enemy power bar a little, independing of how much the taunt last, such has KoF'96; the taunt cannot be canceled inmediatly, you need to wait a moment. A + B buttons: Power up- Powering up increases your power bar (duh!), but the thing is that the power bar increses slowly when your bar is empty, to gain more speed in powering up as the more full is your bar. f, d, df + A: Special Defense- This action will make your character hit the ball with a phisical attack, furter explanation on character's analisys. OFFENSIVE ==== WITH THE BALL A button: Throw the Ball- Using the button will make you throw the ball where the enemy is, note that every character has is own throwing ball propieties, such as speed and strenght, also not that if you run or jump and then throw the ball it will make the shot more powerfull, if you run AND throw the ball the shot will be even more strong. B button: Pass the Ball- Using this button will make you pass the ball to a team mate, using the control thowards your team mate you can make the pass thowards him (if you only pass the ball will the stick on neutral you will always pass it to your "next" team member -that dependeds on the order on the energy bar- and if a character is dead you will always pass the ball to him/her) C button: Jump- Every character has his own jumping ability and you can shoot from this, powering up your shoot, also you can make especial shoots from it, but that will be said on every character analisys. D button: Feint Shot- Using this button will make your character pretend to throw the ball, this can be done in mid air and note that the CPU, on higher difficult leves, does not "belive" the feint machine uses it pretty well, thoug. Qcf + A: Special Shot 1- This makes your character perform a special shot, note that only the "sidekicks" cannot perform this. Furter explanation on character's analisys. f, d, df + A: Special Shot 2- Another special shot for your character; note that everyone can perform this one; furter explanation on character's analisys. (Power Bar Full) f, HCF + A: Desperation Move- This will make your character perform an ultra deadly attack wich can drain a lot of energy, note that you cannot "partial block" this (explain in defensive moves, A button), it will drain life even if blocked and you cannot use your special defense on this; furter explanation on character's analisys. f, d, df + B: Special Pass Shot- This makes your characters perform a special play, and it will make you switch to the next character, unless you "control" the team mate you will pass this using the stick; furter explanation on character's analisys. ----------------------------------------------------------------------- Game Rules and FAQ Legend: ----------------------------------------------------------------------- This section is meant to show basic and advanced game play; also is meant to explain the lenguaje that the FAQ uses; therefore there are 2 sections; as the title suggest. GAME RULES ==== All sports have rules, thus Super Dodge Ball could not be an exception. - As far as I know, there are 3 spaces winthin the court; traspassing that space will make your character lose some of his basic moves. - Almost every shoot is aimed to the character that you are controling, is ratherly odd to hit enemy character unless you are using a technique that allows you to do that (further explanation on character analisys). - Every time you beat a team (does not matter if it is controled by the CPU or by a human) you will have the chance of making his capitain a part of your team, note that you can change members infinitly with this; but you cannot recover your character once you "throw them away"; note that you always lose first your third character; then the older one goes. - At the begining of the round the ball will be throw in the center of the court, you can attempt to catch it before your enemy by jumping, note that if you jump and catch the ball you will not be able to perform any move other than shooting and passing, you must wait to be on the ground to perform any "complicated" move. - Your side of the court: You have absolutly no strange effect while being on your side of the court; note that you cannot walk into the other sides of the court, you must run or/and jump toward it, also you can go there if you are throw by any kind of impact or if you use a special move that makes you go there. - Enemy side of the court: As said before, you can only get here if you run or/and jump toward this, also you can come here if you are throw by any kind of impact or if you use a special move that makes you go there; note that winthin the enemy side of the court you cannot run, you cannot block, you drop the ball automaticaly if you pick it up -but you got time to input a special move or make a simple play - and you walk toward your side of the court, thus, you cannot remain still, you can back hop, tough, and all the cancelling that the back hop can provide is not afected by the rule. - Out of the bounds: This domain belongs to Angela, the green haired girl on the back of the stage (she is the referee) and in this place is where the defeated characters end up, if your character is alive and you go there you will recibe all the negatives effects that comes by standing on the enemy side of the court; if your chacter is defeated he will be not afected in any way, thus, being able to control all of his moves. - When a character is defeated he/she will inmideatly move to the "Out of the Bounds" area the benefict is that they will place on the enemy side of the court, and they are mostly programed to catch the ball if it goes near them; note that they cannot, by any means, enter and remain again on any side of the court. - As many other fighting games there is the stun condition, wich happens when you get hit a lot, as many other cases, some attacks tend to leave you stuned more quickly; note that you can tell the enemy is stuned by a group of stars flying around the character's head and he is in a pain pose. If you get stuned try to recover by smashing the buttons and moving the stick. - If the ball is in the floor without anyone picking it up for 2 seconds; the referee will come to pick it up and throw it to the center of the field; if the balls falls in out of the bounds the referee will not wait and she will pick it up inmidiatly. - Whenever you are controling a character there is a "1p" or "2p" over his/her head, CPU has no sign on it. - If you keep the ball for over 4 seconds it will explode, making a small amount of damage to the characters that are close and leaving the ball in the enemy hand's; the ball start to shine yellow when the time line is about to end. You can escape from this by throwing the ball when it begins to shine. - As in most Technos games, the characters stand up slower as they have lost energy, thus is very easy to follow up with attacks on a near death character; the speeds are: 95% to 65% = the character recovers quickly 64% to 35% = the character recovers somewhat slow 34% to 01% = the character takes a LONG TIME to recover By recover I mean stand up, note that you can interrupt the standing frame (when you are on your knees) if you quickly or repeteadly input the special defense command. When a character is hitten by a DM they stand up as fast as they can; no mattering the energy that is left; ovbiosly; that not happens if the character dies with the damage of the DM. Even winthin these types; there are many other speeds on standing up; these are only the "biger groups". Also note that the enemy is very vulnerable while being on the floor. And one last note is that when you hit a grounded character he/she will recover inmidiatly in order to avoid other hits. And the most important; if you apply one of those multi hitting techniques on a grounded enemy (3 hits or more) the enemy will be left on the ground as if he/she where knocked down for the first time; this is the key for the longer combos (wich I have discovered and hopefully you will create). - When a character that has the ball comes near a enemy character there will be a struggle for the ball, very much like the Samurai Shodown games, note that you must tap the buttons quickly in order to win and if you win you will deliver a hard blow to your enemy, leaving him/her no the ground ready for another impact; also note that there is no pros or cons to whoever began the struggle (you can know that by the voice that comes out). - The power bar increases by powering up, but it also increases by being hit, by succefully block or by partial blocking, just as Kof'94/'95/'96 or the KoF'98/97 extra mode. - With the power bar full, besides being able to perform a DM, if you input a special defense the action will be performed by all three characters, this can help avoid some anoying shoots that have the tendence to hit characters that you are not controling; note will end up controling the charcter that repeled the ball, the powerbar last a few seconds. - To catch the ball when back hopping; if the ball is on the ground not moving you can catch it if you back hop to it and press no buttons, in order to catch the ball that is bouncing you need to press the A button, this is important if you want to play on the enemy court as it will be later explain on this Perfect Guide; note that also you can press the A button to catch the ball if its coming towards you, saving a few moments, some times, this small difference is the difference between comboing and getting hit by the "special defense". - When jumping either foward or back; and when back hoping; if you are in the air, the action will become a neutral jump; wich means that you will fall to the ground inmidiatly. - In order to turn around quicker you can run in the dirrection you want to end up; specially good to catch the ball; be careful; because if you do it to early you will end up back hoping; and -naturally- be careful with "the hands range" explained on the blocking attempt issue (defensive, A button), you can also power up with A + B, and then your character will be facing the other way when you stop charging (charge for a little moment). - When the ball is on enemy court you can also Run, catch it and quickly perform a special move; shoot or pass; even running when you are on the enemy side of court do not always focus on attacking; also consider the posibility of passing the ball. - Guard Cancel: This happens when you correctly blocl a shot and then you input a special shot or a special pass; this feature is hard to do; but it is useful on some occasions. FAQ LEGEND ==== Dictionary about this FAQ. - Follow ups: Follow ups are the so called combos; in order to made follow ups easier you need to knock down the enemy from close. - Capitain: The main character of your team. - Side kicks: Characters that begin under a capitain and can not never being one; these character are the default partners of any capitain and have less moves. - Special Defense: This action will make your character hit the ball with a phisical attack, returning it to the attacker; note that it does do a small amount of damage; furter explanation on character's analisys. - Special Shot 1 or 2: This will make your character perform a special and unique move using his/hers own skills, furter explanation on character's analisys. - Desperation Move: This will make your character perform an ultra deadly attack wich can drain a lot of energy, note that you cannot "partial block" this (explain in defensive moves, A button), it will drain life even if blocked and you cannot use your special defense on this; furter explanation on character's analisys. - Special Pass Shot: This makes your characters perform a special play, and it will make you switch to the next character, unless you "control" the team mate you will pass this using the stick; furter explanation on character's analisys; note that you always try to pass the ball to the character that is in the upper part of the screen; and if the character is dead you will always pass the ball to him. - Traveling: Special Shoot that makes you travel through any side of the court (not any place; any side ethier enemy or yours). - Poking: Special Shoot mainly used to anoy the opponent. - Power: Special Shoot have many offensive benefics if connects, not only for the power, also could be by the chances of follow ups that may leave or how can be easily chained after a previous attack. - Strategical: Shoot with a huge stregical value; unlike other games, you can put the CPU in a position that it will be triked by the shoot. - Psychal: Shoot made by a conbination of your character and the ball (Example= Motorcycle: character = Bike, ball = Wheels); note that if you get hit by a special defense is most likely that you will be knocked down near the enemy, by the fact is that you will be invincible while being on the floor; if you get hit by a special defense you will recibe damage acording to the move that you are performing. - Immediate and delayed: reffers to special defense; delayed means that is vulnerable at the begining; so you must anticipate it a bit; immediate means that needs not to be anticipated; thus may be performed at the latest time. - Affected by running: running, back hoping and/or jumping affect the move in some way; detailed explanation on the character's analisys, this also means affected by back hoping. - Simple plays and complicated plays: simple are the one that uses basic moves; complicated are the one's that uses special moves. - Playing in enemy court: You can constantly take actions even in enemy side; to acomplish this you must back hop in the enemy court or jump towards it, if you manage to catch the ball while in mid air you can perform any move that is avaliable on the air, usually managing to perform more damage; even some character can perform some suedo infinites combos on all characters if you got the necesary amount of skill. ----------------------------------------------------------------------- Character Analisys ----------------------------------------------------------------------- Overall: Note that all Special Pass Shoot are the same; the character that recibe the ball does a jumping shoot with good strenght; independent of the character's individual status; note that a good play to safely power up is perform the Special Pass Shoot to a defeated partner and then power up safely. Note that all DM are travelers; exept the one from Sabu, Riki and Maou. And, of course; all the normal attacks that knock down send the ball towards you after hitting. Note that all jumping shots hits once All DMs hits on floor and cannot be hit with a special defence; also they must be correctly blocked. Capitains ==== Characters. * Note that Special Shoot 1 is Qcf and Special Shoot 2 is f, d, df * Kunio: The main character of many adventure and sports games from Technos; he is a school student and seems that he only participates in the tournament for fun, if I am not mistaken; his school is called "Nekketsu High School". * Running shoot: 2 hits and does not knock down. * Jumping shoot: knocks down only while running. Special defence: Kunio will perform a really quick uppercut that is inmediate and his affected by running; note that he is vulnerable while going down and he is left on the crouching position, so he may cancel it with another special defence; also note that this move can be performed on air; this is mostly useful to dodge some desperation moves; as far as I know this move can not be performed from a back hop. Special shoot 1: Kunio will hold the ball while spining furiosly towards the enemy; this shoot usually hits between 7 and 10 hits, hits grounded enemies; is a traveler and a psychal; the last hit knocks down and note that this move can be performed in air (while going down, of course); it is not affected by running and has a huge range; wich will make him -most of the time- involve all enemies on it and -naturally- it will bounce the ball towards you after the last hit. Special shoot 2: Kunio will leap upwards and will lance a quick shoot towards the enemy; it can hit up to 3 damaging hits (about 80% damage), it can hit on floor and it is affected by running... the ball will bouce towards you only after a succeful third hit, this shoot does not knock down. Desperation move: Kunio will send the ball to their teammates and will, after they bounce it for a few moments; push it with powerfull jumping kick, characters with more agility can jump this DM. * You can perform a easy infinite combo if you succefully land the special shoot 1 and then back hop, catch the ball and perform it again. * Riki: A friend of Kunio and a real good fighter; Riki at first fought against Kunio, but later they did become allies and rivals; he is from a different school, thus they use different uniforms; note that they looks resemble their uniforms (similar colours). * Running shoot: one hit and knocks down. * Jumping shoot: always knocks down. Special defence: very similar to Kunio, if not identical; Riki will perform a really quick uppercut that is inmediate and his affected by running; note that he is vulnerable while going down and he is left on the crouching position, so he may cancel it with another special defence; just as Kunio, this move can be performed while the character is in the air, but not while Riki is back hoping. Special Shoot 1: Riki will hold the ball and spin towards the enemy while performing an uppercut; to a top of really 3 damaging hits (70%), this shoot is not affected by running, is a traveler and thus a psychal and does not hit on floor as it cannot be performed on air, the last hit does knock down. Special Shoot 2: Riki will leap a little and then will throw himself towards the enemy; to a top of 4 hits that may hit grounded enemies; this shoot his affected by running can can be performed on air; also this is a traveler and a psychal, this shoot will leave Riki a little bit vulnerable if the enemy defends it; it also can be hit while Riki is leaping, this shoot does not knock down. Desperation move: Riki will pass the ball towards his team mates and after they bounce it for a while he will push it with a uppercut that leaves him on enemy court, yet he can easily escape with a back hop. * Note that special shoot 2 is a very good follow up of special shoot 1, you just need to back hop and catch the ball to perform it. If you land a running shoot never doubt about following it with a special shoot 2; and finally; special shoot 2 can make some nasty cross up since Riki will leap foward if he run. If you have a grounded enemy and perform the mach shoot -special shoot 1- you can make a 70% cheap shoot on any character that is behid the grounded enemy; further more; if the grounded enemy have more than 80% damage there is no chance of him to stand up and retaliate. * Sabu: A Yakuza leader that is always having trobles due to Kunio's interference; it seems that he is now here to take care of that problem. * Running shoot: 1 hit and does not knock down. * Jumping shoot: always knocks down. Special defence: Sabu will perform a lariat kind of move while leaping upwards; despiting being an uppercut; this "inmediate" action can bounce the ball twice and it is not affected by running and it tooks a good time to recover; note that there is some invincibility time on this move; thus you can dodge desperation moves with it if you perform this at the latest moment; of course, if you dodge the dm chances are that one of your partners get walloped; so you are better trying this when only Sabu is on your court; also note that I haved dodged dms AND have my other two partners untouched, maybe it depends on the dm and/or the partners; might also depend on if you are maxed out or not. Special shoot 1: Sabu will hold his gun and will use it to give the ball a very nasty effect; this is one of the Dodge Ball history most tricky shoots, mostly used by toughs enemies; the ball will go either upwards or downwards of the screen and then will go towards the enemy; this move is not affected by running and does hit on floor; this single strong hit can be catched/special defenced or can hit while it is catching its effect; if the enemy reacts from close this may leave Sabu very vulnerable, note that this shoot can not be performed on air, this shoot knock down. Special shoot 2: traveler, psychal and hits grounded enemies; this shoot can hit up to four times, in this shoot Sabu will stand up on the ball and then he will spin towards the enemy, the main problem with this is the time it takes to come out, but the amazing speed on wich it travels can surely make up for it, it can be performed on air and it is not affected by running, if hit hits 4 times the ball will be left where the shoot stopped, making it imposibble to catch the ball again; if the shoot hits less than 4 times, the ball will be left in the "out of the bounds area", along with Sabu, this shoot knock down on any hit. Desperation move: Sabu will hold the ball with his gun and then he will shoot it towards the enemy, the main advantage of this is that Sabu will be left on his side of the court, making it no risky at all, a very secure poke. * Just as Shinji, you will find his special shoot 2 more effective when the enemy is with very low life. Depending of how the enemy places himself while coming out, special shoot 1 can make very cheaps strikes on the enemy or his teammates; this shoot will usually tick of energy, since due to it's properties, it is necessary to catch it on the latest moment. * Shinji: The leader of a biker gang and also an old enemy of Kunio, it seems that this person works under Sabu's orders, and he is one of Kunio's first enemies. * Running shoot: hits once and always knock down. * Jumping shoot: always knock down. Special defence: Shinji will make a uppercut using his legs; it looks very good, it his not affected by running and the move last a good amount of time; yet it as on of the worst recovery times along with Sabu special defence; altrough it last a lot; I have not bounced the ball twice, this move is inmediate. Special shoot 1: this shoot is not affected by running and does hit once, it can hit grounded enemies and have a very special characteristic; that when performed, Shinji will leap upwards; and when you press the button again he will shoot; if you are quick enough; this shoot will come out as speed light, or you may delay it for strategical purposes as you may do nothing; note that instead of pressing the A button you may cancel it using special shoot 2, and if it hits, the ball will bounce towards you. Special shoot 2: using this; Shinji will make a little back jump and then he will go foward, it does not matter where the enemy is, he always will go foward; and after he perform its, he will taunt the enemy; this taunt is what makes the shoot risky, but also is the reason of why you will like to use the shoot; this action is traveler and pshycal; it can hit up to three times and it does good damege; it also have a good range; if it hits 3 times the ball will be left where the shoot eneded; if it does not hit, the ball will be left bouncing, allowing you to catch it; canceling this shoot after special shoot 1 brings no special effects on it; do note that, no mattering if it hits, if it miss or if it is blocked; Shinji will ALWAYS perform the taunt after it; the only thing that stops Shinji from taunting is being hit during the shoot; and Shinji is left vulnerable while taunting. Desperation move: it is the same that special shoot 2, with a few differences; the shoot goes where the enemy is; your teammates are "riding" Shinji and you are invincible during the taunt, not counting the general DM properties (cannot being hit by special defence, etc.) * If you can perform special shoot quick enough; it will become a perfect follow up for the running shot and many other knock downs. Just as Sabu special shoot 2; Shinji special shoot 2 is advisable to use only on a low energy grounded enemy. * Misuzu: This character can only be described as "Masculine Female", she is also one of Kunio oldest enemies and She also seems to be working under Sabu's orders. * Running shoot: hit once, always knocks down. * Jumping shoot: always knocks down. Special defence: using this delayed action; Misuzu will beging trowing a lots of punches; since it last a lot of time; it can easily bounce the ball twice; this action is not affected by running. Special shoot 1: it looks like a voleyball play; Misuzu will throw the ball upwards and then she will strike it with her chest and send it where the enemy is; this is a single hit shoot; affected by running and does hit on floor; the main benefict of this is that the ball will be left almost on your hands when it does connect, you may perform this shoot on air; but only while falling, note that Misuzu will be left open for a few moments after perform this move. Special shoot 2: traveler and psychal; Misuzu will hold the ball on her chest and the she will charge the enemy; this shot is amazingly fast and damaging; it can not be performed on air and it is not affected by running; the only 2 cons of this shoot is that the ball will not always bounce towards you; the direction that the ball takes depends on the angle of where Misuzu caught the enemy; and the other fault of this shot is that she will recieve HUGE damage when she is hit with a special defence, note that she will give a couple of steps foward and then she goes toward the enemy. Desperation move: She will stand on the ball and, with the help of her teammates she will go towards the enemy is. * Special shoot 2 is your best follow up for everything and since it is to awfully quick; you may also use it as a reaction; to punish enemy mistakes. When good performes; the special shoot 1 may hit the enemy on the back or enemies teammates; it all depends on how the enemy put itselfs when you perform it. Her DM can be jumped. * Miyuki: This young schoolar girl seems to be participating in the tournament to find a boy friend (her quotes make me think so); this girl resembles a lot a character from Kunio no Oden as she also resembles a girl from the intro of Bikkuri Nekketsu Shinroku! Harukanaru Kin Medal; know in america as "Crash and the Boys: Street Challenge"; she is the faster character and have the best agility. * Running shoot: hit four times; does not knock down. * Jumping shot: does not knock down unless running. Special defence: this move seems to be inspired on vallet; Miyuki will spin and she will kick the ball when it comes near; this inmediate action last long and it can bounce the ball twice; this action also os affected by running. Special shoot 1: she will spin and after a few moments she will throw the ball to the enemy, by the ball will also be spinning; this shot can hit up to 5 times and does not hit on floor; it is not affected by running; it can ve performed on air and does knock down on any hit. Special shoot 2: this shoot is very strategical; Miyuki will "tap" the ball and then she will send it to the enemy very slowly; this is the slowest shoot; so it can caught people unaware; this shoot has the benefict that not only the ball will be left bouncing towards you; but also the enemy will be left flying towards you also; putting them into a really hard situation; this shot does only 1 hit; it is a mistery to me if can hit on floor; it is not affected by running and it can be performed air. Desperation move: Miyuki will stand on the ball and with her compagnions; she will attack the enemy; a really bad point of this is that she does a taunt after this move; no mattering if it hits or if it is blocked; note that she is totally vulnerable during the taunt; that lessens the "taunting pleasure". * Her only good pursuit is the jumping shot; her shoots have a high strategical value; in order to do "raw" damage she must use her running shoot; that shoot can make a good damage on all the hits Note that special shoot 1 may hit the enemy's teammates or the enemy's back, if you throw it at a right distance. * Kenji: I have no other records of this character; so I suppose that he is created to be in this game; he resembles a lot a Mazinger character; his agility is almost as high as Miyuki. * Running shoot: hits tree times, does not knock down. * Jumping shoot: knocks down only when running. Special defence: inmediate; Kenji will spin for a while with his fist; ending on a short jump; this action last a lot; so it may deflect the ball twice; this action is not affected by running. Special shoot 1: just as Miyuki; Kenji will throw the ball spining towards the enemy; this shoot hits 5 times and does knock down on the last hit; hits not on floor, it is affected by running and may not be performed on air. Special shoot 2: Kenji will throw the ball towards the enemy on a really powerful shoot; by powerful I do want to say that more than the damage; the power is show on the way the enemy flies across the screen; making it very easy to follow up; this shoot can be performed on air; it is affected by running, hits on floor and makes the ball bounce towards you. Deperation move: Kenji will hold the ball and will be surrounded by his teammates; then they will head towards the enemy; note that using fast chatacters I have managed to jump this shoot; but that will meant the damage of any of your teammates (if anyone is left). * Special shoot is very useful; if you manage to connect it from close, you mat perform it again, and again, and again, until the character is death or other enemy gets himself on the way, the easiest way of managing this is after a 2 hits special defence on a less than 70% energy enemy. Just as Miyuki, there is great strategical value on special shoot 1; it can really make some cheap strikes on your enemy. * D.B. Maou: Boss of the game; unplayable as far as I know; I guess that maybe D.B. means dodge ball; this character have two forms; the first one seems like a ancient veteran with a demon mask; the second one looks like a devil, just as his daugther; the referee Angela; the notes of their shoots are based on my experience figthing the CPU; note that when he changes forms he will regain all his energy back; also if the time is about to run out he will also transform (he also usually transform when low energy). First form. * Running shoot: does knock down and 4 hits. * Jumping shoot: does not knock down unless running. Special defence: inmediate; he will perform a "hienzan" kind of move; despiting being a uppercut; he will raise and fall hitting; so he is completely invulnerable. Special shoot 1: he jumps towards you with the ball on his foots; this shoot hits you on the head; thus it is very odd to block it; because it depends on the angle that he is taking if you can block it; rather just use special defence agains it; 1 hit. Special shoot 2: he will perform some juggling with the ball and then he will shoot it towards a teammate; it will end on a taunt; this shoot does only one hit and it can hit or be catched while he is juggling; while juggling he can also hit you; and since this shoot goes from high up; also is ratherly unusual for you to defend it; even if you try jumping; this is a classical dodge ball shoot. Desperation move: he will bounce the ball on his teammates and then he kick it towards you; this dm is not a traveler and takes a good time to come out. Second form; note that second form is always flying and can move freely on your side of the court. * Running shoot: 1 hit, knocks down. * Jumping shoot: unless running, does not knock down. Special defence: he spin arounds with an evil aura around him; it can bounce the ball twice and is inmediate. Special shoot 1: he runs towards you standing on the ball, thus is a traveler and a psychal; it does hit many times. Special shoot 2: he will start flying and he either will strike you inmediatly by the front (blockable) or he either flyies on top of your head with a heavy hit (nonblockable), this single hit shoot can be either be directed at you or at your teammates, this shoot can be performed on air. Desperation move: he will bounce the ball on his teammates once and then he head towards you, note that this dm comes out very fast; too fast for my taste. Sidekicks ==== Default partner of capitains. * Note that side kicks only got the f, d, df motion for their special shoots. I made not a description about the sidekicks characters because they are not to difficult to handle, specially if you get a grip of the mains. * Akira - Joyji - Takuya: These one are in Shinji; Kenji and Sabu teams; this characters uses sunglases; this character is balanced; mid speed/agility, mid power. * Running shoot: hits twice and does not knock out. * Jumping shoot: knocks out only when running. Special defence: he does a break dance kind of move, he lays on the ground and spin while kicking; this has a 2 way sharp by one hand can very useful, because it can bounce the ball twice making it 2 hits; and by the other hand if the enemy catchs the first hit you could be in trouble, this action falls on the "delayed" catefory; and it is not affected by running. Special shoot: he does a soccer kind of shoot, can hit upo to 3 times causing great damage and hits grounded enemies; but the trick is that the shoot must be going down in order to do that. Affected by running; can be perform on the air, but only while going down; if this shoot manages the 3 hits the ball will fly back towards you in order to some nasty follow ups, this shoot can also hit on floor at the begining, while the ball is going up. Kozue - Akemi - Keiko: She appears in Miyuki, Sabu and Riki teams, she is the only girl on the sidekicks characters; I have no previous record of this character; note that this character is fast and have good agility, thus less power. * Running shoot: hits once, does not knock down. * Jumping shoot: always knocks down. Special Defence: she does a shoryuken kind of move, with all the usual pros and cons; this is inmediate; yet it will bounce the ball just once; and it will leave this woman very vulnerable if the enemy blocks/repel it from close; it is not affected by running. Special Shoot: she swings for a few moments and then throw the ball where the enemy is; hits not on floor and can be crouched; can hit up to 3 times and does great damage, it can be performed on he air, but only while going down; also note that the ball will bounce towards you if the shoot manages all the hits. Hiromitsu - Musashi - Gonzou: From Misuzu; Kunio and Shinji teams; this bald fat guy seems to be the typical dodge ball player from the Snes, Arcade and Nes versions, strong and slow. * Running shoot: hits twice and does not knock down. * Jumping shoot: knock down only when running. Special Defence: he swings around the ground after holding air inside his body; it looks like a big ballon; this action is delayed and dispel itself after bouncing the ball, managing 1 hit and note that this is not affected by running. Special Shoot: he throws the ball up and then he hits it using a headbut; for a maximun of 3 hits than can hit grounded enemies; the ball can still hit or be catched while he is preparing the shoot; the ball will come to you after the third secceful hit, this action can not be performed on air. Kamekichi - Kaede - Makoto: From Kenji, Kunio and Miyuki teams; this weak persons looks a lot like a nerd due to his glasses; it resembles a Nes - Arcade dodge ball player, but with less physical power; he also looks like a River City Ramson boss. * Running shoot: hits tree times, does not knock down. * Jumping shoot: knocks down only when running. Special Defence: he shakes his head for a few moments; if he manage to repel the ball he will be exausted for a for a while, this will make you impossible to move for a while; if he does not manage to bounce the ball after a few moments, he will go into exausted stance, leaving him open; this action is delayed; not affected by running, note that "exausted" stance can be canceled with another special defence. Special Shoot: he falls on the ground while shooting the ball, hits once and can hit grounded opponents; for some strange reason, I find it hard to block this shoot from close; so I advice use a Special Defene on it if this character is very close; this shoot is affected by running and if the enemy is hit the ball will remain still; this shoot can be performed on air, but only when the character is going down. Ushimaru - Kiyoshi - Boo - Daa From Maou, Misuzi and Riki teams, this persons looks like a rugby player; this persons is also strong and slow; this seems to be a profesional dodge ball player. * Running shoot: hits twice and knocks down. * Jumping shoot: always knocks down. * Special Defence: this characters goes into a weird pose and spins around for a few moments; ending in a quick taunt; this action is not affected by running and is delayed; also it is dispeled after succefully bounced a shoot. * Special Shoot: he swings his arm and after a few swings he throw the ball towards the enemy, this action can be crouched; it is affected by running and does not hit grounded enemies; it can hit to a maximum of 3 hits; note that this shoot cannot be performed on air. ----------------------------------------------------------------------------- Codes: ----------------------------------------------------------------------------- There it seems to be only one secret on Super Dodge Ball, and it is very simple; when you finish the game with one credit you get to see all the characters taunting as a reward. ----------------------------------------------------------------------------- What was left out: ----------------------------------------------------------------------------- Stage descriptions: Since I now not all the characters on the Kunio saga; I cannot make a stage description of where the stage belong and what characters are on it (altrough, I know some) Character speeches: Character haves a lot of voices (2 intros, taunts, 2 death voices, 2 continue voices), but since my knowledge on japanese reachs 0%, I cannot do that either; even though I still found the vocies from the game envolving (the few ones I can understand and/or imitate). Characters aparances on other games: many, if not all of these characters are taken from other games; but since I know to little about the Kunio saga, I cannot do that, so many things I would like to do; so little knowledge to do them. Character Voices (seiyuus): Kunio Ryo Horikawa Riki Masaaki Âkura Sabu Yukisama Kishino Misuzu Keiko Yamamoto Shinji Hisao Egawa Kenji Tôru Furuya Miyuki Yuka Furuya D.B. Maou Daisuke Gouri Announcer Manami Nakayama * Dunno why Technos did not listed the side kicks seiyuus. ----------------------------------------------------------------------------- Thanks : ----------------------------------------------------------------------------- Technos. A very good company that is already gone. Godai - Kun. Needles is to say that all of the Kunio games original names are taken from his Kunio site; you may check it out at, also be ABSOLUTELY sure to check the "dodge ball murder caught on tape" videos from his site: http://www.angelfire.com/games3/johnnyundaunted/ Mad Man's Cafe: Why not; I mean, great site with some Dodge Ball players. Juan. Being insane... YOU ROCK!! and... "Hey! You are not up to dodge ball!..."