River City Super Sports Challenge ~All Stars Special~

River City Super Sports Challenge ~All Stars Special~

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General Guide
By HeatGenbu
So this is just a basic guide to enjoy and understand the game
   
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Introduction, Terminology, and Mechanics
Hello and welcome to my guide. Thank you for purchasing the game to help support the Kunio-kun IP. This is a rundown of understanding the mechanics and gameplay of this game. If they're any corrections or questions that want to be mentioned please contact me.


So what is River City Super Sports Challenge ~All Stars Special~?
  • This is a sports game named originally Downtown Nekketsu Kōshinkyoku: Soreyuke Daiundōkai in Japan.
  • This game was orginally for the Famicom (US: NES) that only released in Japan and had no American equivalent.
  • This game is the 2nd remake of DNK:SD, the 1st is for the DS (which came to America) back in 2010 which had a 3D look rather then the 2D look we see now
  • The American name of this game references the old beat em up River City Ransom, which the story in this game happens after RCR. (Which is explained in the intro of the story mode)

Terminology and Mechanics



I will describe displacement movement or abilities using this reference above.

X- Left or Right (Horizontal)
Y- Jump Height (Vertical)
Z- Up or Down (Depth)

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Hitbox vs Hurtbox

If you are familiar with gaming this should be a familiar term, if not:


Note: Yes it's a different game, however the concept is still the same; also i do not own this photo

Attacker- The person throwing out attacks

Defender- The one taking the hits

When the Attacker does an attack, the River City game will register it as the RED box (Hitbox). If your RED box collides with the defender's GREEN box (Hurtbox) it will register as a hit to the defender and damage with be taken for the defender. As pictured, even though you throw out an attack you are not invincible, you can still get hit while throwing out your attack, the same as the River City game. However there are some exceptions that will be noted in the abilities section.

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Hitstun- When the defender is hit, the defender is showning a very short animation getting hit, no actions can be done with in this animation, The hitstun time in RC is static and never changes in any circumstance.

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Knockdown- Where the defender is knocked off his feet and on the floor. The higher the Endurance stat the lower the time that you're knocked down. The defender that's knocked down is registered in the game as an item and can be used as a weapon, however in doing so there is no hurtbox on the defender. When the time elaspes to get up if he/she is picked up, the defender is in the air and can do attack actions.

Auto-Knockdown- When certain attacks can skip the hitstun animation and go straight to Knockdown.
I.E.: Some abilties, explosions, some items, etc.

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Rage- A mechanic in game where after breaking a damage threshhold you enter Rage mode. A character can only enter rage mode if he has certain amount of Endurance stat. But the higher the amount of the stat the faster you'll get to rage mode. In this state, you get a boost in all stats (except for HP) for around 30 sec.
Controls and Stats
Controls

In this game you only need to know 3 buttons and the directional pad (on an Xbox controller). Directional pad explains itself, move your character.

Please refer to the option screen to set up controls on how you want to set them, but the controls are limited. The 3 buttons and movement are already predetermined. For the Keyboard, W-A-S-D for movement and U-J-O for actions (Player 1). You can interchange the action between each other but you cannot choose other buttons to do actions, this also applies to the Xbox controllers. Xbox controllers just use the A-B-X buttons.

The actions in this games are Punch, Kick, and Jump. Though the meanings of these controls only apply to two of the events, Camphor Ball and Battle Royal, but that will be explained later.



To run you double tap left or right in the direction you want to go. However you don't have to hold down the direction to keep running. You cannot run in the up-down z-axis, however you can diagonally run on zx-axis. Please note when it comes to running, the Com players are cheating bastards because they CAN run on the z-axis.

Notes on weapons:
To pick up a weapon, you must be near it and press punch. You can still jump while holding a weapon. Downed opponents count as weapons. Pressing punch while wielding a weapons will swing the weapon. Kicking it will throw it. If you run then throw it, it will go faster and a farther distance then standing still, damage is not increased though. If you're hit while carrying an item, 1 hit will make you drop the weapon

Extra controls for Cross Country and Obstacle Relay:
With the kick button on these programs, instead of throwing out a kick forward, you throw an elbow behind you. This does damage based on your Punch statistic.

But when you press kick in the air the animation is now dive kick in an angle in front of you, you do not stop your momentum of going up if you press the kick button when elevating. The animation and hitbox stays till you land.

To scale walls and/ladders just press up as your near the object. You can just hold up to scale up. On Cross Country you CANNOT jump then scale, but in Obstacle Relay you can. For Obstacle Relay, this is an important technique to learn as you can shave off seconds to get to the end.

Extra controls for Camphor Ball:
When there are poles involved in this program you press up to start climbing. Unlike above with Cross country and Obstacle Relay, instead of holding up to climb, you have to press up continuously to climb higher. Like with Obstacle Relay, you can jump then start climbing halfway.

While climbing a pole you can still attack. Pressing punch will do a punch animation aimed above. Press left or right while pressing punch will aim the punch accordingly. Kick, however, defaults to kicking right when pressing nothing in the directional pad. So you must press left if you want to kick left. You cannot kick up. You cannot punch and kick down.

Stats



There are 10 stats that make up the gameplay of the game. The first stat Cost describes the quality of the member. The higher the Cost the higher tier they are.

Point is dependent on the Cost. Higher Cost means more points for the stats and abilities.

But the other 8-
  • Vitality- The maximum amount of HP the character has to be able to function for the event.
  • Punch- The amount of damage for the punch actions and punch related Special moves.
  • Kick- Same as above but replace punch for kick.
  • Weapon- Same as above but for weapon melee actions. This includes picking up players and using them as weapons.
  • Throwing- Same as above but for throwing any items. Again this includes players and throwing them.
  • Agility- How fast the character moves. Some special moves also takes agility into account.
  • Swimming- How fast the character can swim, only relevant for 2 events.
  • Endurance- How much damage can be reduced, cannot reduce damage to 0. How long before getting up when knocked down. How much damage before entering Rage state.
Programs and Reward Ceremony
So there are four programs and in standard play it's in this order:
  • Cross Country
  • Obstacle Relay
  • Camphor Ball
  • Battle Royal

In standard play each program has 2 matches, meaning you play the program twice before moving to the next program, two people each match (or one person for both of them). If the character you are using has lost some HP it will gain a percentage of HP back per match or program. Even if the character lost all HP for a match it can still attend the next one, just at a reduced amount of HP.

I'm going to give a general overview of how the programs playout in their standard mode.

Cross Country

In this program it's a race to the finish. The race is divided into separate screens, which act as check points. In standard play there are 15 checkpoints with each checkpoint having 2 items. There is a time limit to get to the finish. The rules for points goes as follows:

[+] Being first or second at each checkpoint
[+] More points are awarded to the first placer for how fast he/she gets to the checkpoint compared to the last place person
[-] Being last at each checkpoint
[-] Being last and not going through a checkpoint, you will lose points at increments of time
[-] Going out of the screen when the leader scrolls forward ahead

At the end of the race you are rewarded points depending on what place you have achieved at the finish line. Yes, you still are not rewarded the first place points even if you have so many points above your opponents but are last place at the finish line. You are disqualified if your HP is depleted, you take to long to get through a checkpoint, OR you drown during the underwater checkpoints. If you are disqualified you will not be rewarded points finishing the race BUT you still keep the points you gathered during the race.

Obstacle Relay

In this program it's a race to the finish. The race is divided into separate screens, which act as check points. In standard play there are only 8 checkpoints with each checkpoint having 2 items. There is a time limit, but unlike the above, each checkpoint has a time limit. Despite what the title says, this is not a relay race. The rules for points goes as follows:

[+] Getting through a check point before time runs out, you get more points the faster you are compared to others
[+] Doing damage to other characters, the amount of points scales on how much damage you do
[-] Not getting through a check point within the time limit

At the end of the race you are rewarded points depending on what place you have achieved at the finish line. Stated above, in terms of finishing, it's the same. You are disqualified if your HP is depleted. If you are disqualified you will not be rewarded points at the end of the race BUT you still keep the points you gathered during the race.

Camphor Ball

In this program it's a race to get the last hit on the Camphor Ball. For some reason, you are divided into two teams temporarily for this program only. Teams are set randomly and will be highlighted on the HP counter on the top screen. In standard play there are two poles to climb on and two items to pick up for your use. You must reach the top where the Camphor Ball is located. After you reach the Ball you must punch the Ball to gain points. The Ball has a preset amount of HP.

You can only gain points from hitting the Ball and you cannot lose points in this program. The amount of points you gain scale with how much damage you apply to the Ball. The person (Not the temporary team) are rewarded bonus amount of points when he/she get the last hit.

At the end the team with the winning hit are rewarded with a greater amount of points. Losers are still awarded but a lesser amount. You are disqualified if your HP is depleted and will not be rewarded the end game points but still gain the points you earn during the program. Even though you are divided into two teams you can still hurt your teammate and even disqualify him/her.

Battle Royal

In this program it's a battle royal. Last man standing wins. In standard play, the arena is not full screen so you can throw off your opponent off screen for a quick disqualification. There are walls on each side of the arena but on the bottom part it wedges out and there is space to throw people out. On the arena floor there are 2 items. You only gain points during the program by doing damage. Eliminating an opponent from the program does nothing. You cannot lose points in this program. You are awarded points depending your how long you live compared to others. Very straightforward.

Reward Ceremony

At the end of the programs, there is a Reward Ceremony. Bonus points are added OR deducted depending on your performance of the whole contest. For example, there is a "MVP" award that is given to a character to any team that has the highest overall score. There are others as well ones that are hidden and only given through special conditions. One thing to note though, the most important award to keep in mind the is the "Most Carried" award. This 'reward' will deduct points to ANY team member that did not participate in any part of the contest OR who has the less points. Be mindful of who you pick.
Story mode (Introduction)
So in Story mode you role play as a student in Nekketsu High. You go though the story as you level up your character. The more you play as your character, the more chances he levels up. But to level up your character, your character must WIN (meaning he must place first in general rather then overall) the match. Not only do you level up when you win a match, you also choose the abilities to get/replace the abilities of whom you won against at the end of the round. When choosing abilities there is only one rule, you cannot have two abilities that have the same command.


On the difficulty, there are no changes to numbers, rather its the RNG of what the decisions the CPU takes. Harder difficulties meaning, the CPU will have lesser chances to do actions that will cause a detriment to winning for themselves. As well as doing actions that will restrict you in winning.

Instead of manually leveling up stats, you automatically gain them. Meaning, during the event, the actions you take can actually play a role in how you level up your character. If you do Cross Country and mostly run without any other actions, there is more of a chance you level up the Agility and Swimming skill rather then the other skills. Why it's like that, i don't know. Its dumb in my opinion.

So normally there is only 9 rounds for story mode. HOWEVER there are 62 matches in total in all 9 Rounds. If you play as your character for about 36 matches and WIN said matches, you get the bonus Round 10 and extra scenes. You can more then the said 36, but you must at least win about 36 of the matches

On how story mode plays for the events, there may be different rules for each, I will expand about them later on the guide.
Story Mode (Nekketsu High Members)
Like in free mode (if you have played it) you choose a member for programs, some members are better than others for that program. So I'll introduce the team and run through their statistics and abilities you'll be using for story mode, Nekketsu High. Nekketsu High team that has 3 balanced members and 3 players that are specialists. Please note that if you want more information on abilities that Nekketsu high members DO NOT have please refer to the abilities page.

Kunio


The main character and the namesake of the IP. Kunio is the best member in the team and an all-rounder character that is suited for any type of program for any conditions. Though he has an emphasis on the Kick stat as well as the Mach Kick ability he is better off for Camphor Ball or more so, Battle Royal. In RCR we know him as Alex.

Abilities:
Mach Kick- For Battle Royal and Camphor Ball: Kick (Air and Running OK).
This ability replaces the regular kick attack. Mach Kick throws out 3 kicks in quick succession. Damage comes from the Kick stat however it does not amplify it, rather it's normal damage times 3.

Nuts Shot- For all programs: Throw Weapon during a running jump.
This ability beams the weapon at an angle (roughly 30 degrees from the x-axis) towards the ground and stops momentum when it hits the wall, ground, or the first target hit. Does increased damage from the Throw stat compared to a regular throw.

Sugata


Self proclaimed disciple of Kunio. He too is also an all-rounder and can play any type of program for any conditions. He has a bigger emphasis on the Punch stat, so he is a better choice then Kunio for Camphor Ball. He never made an appearance in RCR originally, since the original version of this game DNK:SD was his debut. However in the remake RCR:Ex he made his debut in American shores named Gary.

Abilities:
Bomb Punch- For Battle Royal and Camphor Ball: Punch during the landing animation.
A lunge punch in a space in front of the character that can knock down multiple characters. Increased damage from the Punch stat then a regular punch. It goes out quite fast. At the end of the animation you are about a half-second of vulnerability when you can't do any other action EXCEPT for pressing Punch and replaying the animation again. Can't move on the z-axis during the animation.

Burst Shot- For all programs: Throw weapon while running.
This ability throws the item in a slower speed then normal. When the item hits a character the item explodes and has a explosive AOE. Hitting a wall does nothing. This ability hits twice, the inital hit and the explosion. Regular throw damage from the Throw stat BUT the explosion damage is amplified. The item is destroyed in the process. Using Burst Shot with an explosive item doesn't affect the ability statistically.

Nanase


A friend of Sugata rather a then a friend of Kunio. He still respects Kunio either way. Again a balanced character BUT, he has a poor Swimming stat. Coupled with an average Agility stat, you are better off NOT using him in Cross Country. A good stand in for the other 3 programs though. Above average Punch and Kick stat, but below average Weapon and Throw damage. He's an average brawler, with an ability that helps with utility.

Abilities:
Double Chop- For all programs: Punch during a forward jump.
This ability has a property where it will interrupt the jump arc when used. On the ascent of the jump arc, you will stop the momentum and start forward descending as soon as the ability is used. On the peak or the descent, you will hover for a split second as well as slightly going forward. Increased damage from a regular punch, with auto knock down and can hit multiple people.

Sliding- For all programs: Kick while running.
An ability that gives you a low profile. You can avoid some attacks in certain situations. As you use the ability, you gain a burst of speed for a small distance before stopping.

Takamine


A guy who worries about looking too old. Best Freshman out of the 3 IMO. Very useful back up brawler, more so then Nanase. Because he has better damage across the board. WAY tankier with the better Endurance stat. Thing is, he is not recommended for Cross Country SPECIFICALLY because of the crap Swimming stat. Coupled with one of the better abilities in the game, Spin Attack. One thing in common with all the Freshman in this group, they only have one ability.

Ability:
Spin Attack- For Camphor Ball and Battle Royal: Press punch during the landing animation.
One of the better abilities in the game. Compared to Bomb Punch (Which has the same command) it has a lower damage multiplier, but it can hit up to two times in some situations. As well being faster and more mobile since it can slightly move on the Z-axis as well. It's main downfall however is the hitbox and hurtbox of this ability. The hitbox practically overlaps and almost is the same size, if not, smaller then the hurtbox. So if somebody has a good reaction or has a hard-read on you, they will hit you.

Morimoto


A guy known to have a subdued personality. Even so, this guy is a specialist in his own right. He has the strongest Throwing stat on par with Kunio. He has an above average Endurance to couple with an average Agility stat. Everything else is meh. He's ok on Battle Royal and I don't really recommend him on the other 3 programs. He's a gimmicky character that relies on weapons. If there are no weapons, he's pretty much handicapped.

Ability:
Obu-Obu Shot- For all programs. Throw weapon while running.
An ability where the item thrown slowly goes in the direction its flown. A very useful ability since you can use it like a trap for Cross Country and Obstacle Relay for an opponent behind you. It will stop its trajectory when it hits a person or wall. It can be thrown diagonally unlike other throws. For other programs you can use it for space trapping and buy you time. Damage is increased from a regular throw.

Ichijou


A guy who wants to be a badass. In overall statistics he is the worst character out of the group. HOWEVER, he is the best Agility out of everybody in the group and possibly in his Cost. He is the main pick when it comes to Cross Country and Obstacle Relay. Even though he has a below Swimming stat, his Agility is too good to pass up. Its just you have to be careful when playing as him. He is a squishy guy and a few good hits can bring his health down to half. I don't recommend him for Camphor Ball, HOWEVER he is a ok high risk Battle Royal pick, if you have gotten the hang of Battle Royal mechanics. But like Morimoto, it's a gimmick, if he can't get a weapon, he's pretty much screwed.

Ability:
Hurricane- For all programs: Use weapon while Running.
You dash forward in a vertical spin attack. It's a big space forward with a burst of speed, and has a hitbox away of where you spinning. But you stop for a split second at the end of the ability. Running does stop so you must redo the command after the animation. You can go slightly on the z-axis. Has a chance to hit multiple times on some conditions
Story mode (Guide: Rounds 1-4)
In this guide, I'm not gonna through every detail of the rounds and tell you how you should play, but rather give out general info and inform of any changes that happened to the programs. Most (Not all though) of the information is mentioned, I'm just regurgitating as the game itself will tell you if you haven't skipped the cutscenes.

Member Selection: Round 1 ~Expected Rookie~


So this is a warm up round with only one program, Cross Country. It's a standard course with 2 items per checkpoint. You control your character against the Freshman students of the team: Takamine, Morimoto, and Ichijou. In the story this is a tryout round to see whose going to be in team. In the end everybody is going to be in the team regardless of what you do. The idea is not to be last, but its worth it to be first to get the stats and the abilities from these guys.

Thing is, there is a function this round. Whomever is last, is a benchwarmer for some rounds of the story mode. Meaning the team will consist of you and 5 of the Nekketsu team members, instead of the team as a whole you see in free play. Though, you have the power to actively choose whose gets benched if you want to. To bench the person you don't want for some of the rounds, you must disqualify (meaning knock the ♥♥♥♥ outta him) the one you don't want, first. However if you disqualify the all 3 during the round, Ichijou will be the benchwarmer

No rewards ceremony.

Practice Match: Round 2 ~Threat of Reiho~


So in this round it's standard for all 4 programs, in the standard order. But instead of the standard 2 matches per program. It's one match per program except for Battle Royal which has 3 matches.

For Cross Country and Obstacle Relay its in the standard course. Camphor Ball is standard 2 poles with 2 items.For Battle Royal it has 3 items rather then 2.

You are going against Reiho School. Specifically, The Top 4 (in America we know them as the 4 Zombies from RCR), The Former Student Council, and The Sports Club. Despite what's being hinted at, this is still a free-for-all round. The Top 4 are consisted of members who have higher stats for their Cost, they have abilities to match with their stats. The Former Student Council have balanced team in general. The Sports Clubs are consisted of members that have best Agility stat for their Cost.

You are without Kunio on this one, so it may be slightly difficult to win if you're not familiar with the game. But you actually don't need to win the whole round. Rather take this round to focus on leveling up your character rather then winning.

Since this is a Practice match there is no Rewards Ceremony.

Special Training ~Just Practice~



This here is hands on practice. Where you can practice not only the programs but also the team members. Don't worry about winning or losing. Everything is set to the Story mode standard.

Qualifying Round 1: Round 3 ~Ploy of Wataru!~



In this round this is where things start to become much different. The starting program starts with Obstacle Relay with 2 matches. Both matches are standard BUT the first match has 2 items per checkpoint while the second match has 3 items. Next comes Camphor Ball with one match, 5 items. Then Cross Country with 1 match on standard with 3 items per checkpoint. Lastly, we have Battle Royal 2 matches, both with 5 items. Not only that, there is now a special condition, all items are now explosives.

Your team will consist of you and the other 5. Your going against Meian High, Senridai High, and Akiba High. Meian High is an odd team. The team is consisted of members that are specialists. To the point where no members can be used on all programs. Senridai High is a team that has the highest gross HP in the game. Every member has 240 or more and are balanced enough to be annoying for all programs. Akiba High are more ability based. Their members have ok stats for their Cost but have 2 abilties per member.

Qualifying Round 2: Round 4 ~Battle! Hanazono~

In this round there were teams that were injured so now it became a 1 team vs 1 team instead. So how these following programs will work is that it will be 2v2, you cannot friendly fire your teammate (except for explosions) so don't worry about hitting your partner. Also, there is another special condition, there is now going to be wind. Wind can push you left or right when you jump. You are visibly able to see not only the direction but also how strong the wind is. The bolder the wind the more you get pushed in that direction.

In terms of leveling your character, you will still gain the levels and abilities if your partner gets first place rather then yourself.

Contest will be in standard order, 1 match per program, except for Battle Royal which will be 3 matches. Every program is standard with 3 items.

Sugata will be unavailable this round because of his own injuries. So you will have the benched player taking his place for this match.

Hanazono High are consisted of attack oriented members. Cross Country and Obstacle Relay should be easy enough. Other 2 programs may give you some trouble.
Story Mode (Guide: Rounds 5-7)
Main Round 1: Round 5 ~New Captain~

In this round you will be without both Kunio and Sugata. So your team will be handicapped with only 5 members against everybody else's 6 members. Your character will act as captain since Kunio is out. It is explained that captain and vice captain are granted bonuse stats for their position. That is true. If you have a stat currently at 8, it will be 10 at this point.

There is a special condition on this round as well, once you pick your character, you cannot switch out between matches. You can only switch if that character is disqualified. And even then when they are disqualified they are out the whole contest. You can do this whole thing with your character. It may be a tad difficult, but the game will grant you some relief here and there.

The first program is Cross Country as 1 match. This is not standard as the checkpoints have been mixed up. The order is static and will not switch when you replay it. There are 20 checkpoints, so you will see some repeat checkpoints. There are 4 items per checkpoint. Note that there will be 1 room that ALL 4 items will be cans of cola.

Second program is Camphor Ball as 1 match. This is not standard in that there is now only one pole to climb on. There will be 5 items on the floor, 1 item will ALWAYS be a healing item.

Third program we have is Obstacle Relay as 2 matches. First match is in standard order with only 1 item per checkpoint. However the second match has the checkpoints in reverse order with 3 items per checkpoint. The finish line in the second match will have healing items.

Last program as Battle Royal with 2 matches. Both of these are not standard. The first match will have the arena streched on the Z-axis where you cannot throw people out. There is one item and it will always be a healing item. Second match will be the smallest possible arena with 5 items, the arena is cut shorter on the X-axis.

You are up against Hattori High, Kagemura High, and Osoreyama High. Hattori High has members with the highest Agility AND Swimming stats for their Cost. They are a team can completely dominate Cross Country and Obstacle Relay programs if you're not careful. Most members may have more then one stat weakness. Kagemura High are a team of specialists. Where they can take control of spacing against opponents with abilities. Stats are balanced. Osoreyama High are a team with highest gross Endurance. Because of that all members have a 2-3 stat weakness.

Main Round 2: Round 6 ~Chrisma of Gouda~

So in this round there are no modifiers in this round. However, It's explained in the game that are 3 teams have banded together to make you not get first place. Honestly this is not the case. The CPU will target you more often, but it's still treated like a Free for all and they can still get in each others way.

All programs have 2 matches but it's not in standard order.

The first program is Battle Royal. Both matches are in the small arena with both matches having 3 items.

Next is Camphor Ball. Both matches are standard with 4 items.

Then Cross Country comes next. The first match is not standard with 3 items per checkpoint. There are 13 checkpoints but half of the course is swimming. The second match is standard with 3 items per checkpoint, wind modifier is active.

Lastly we have Obstacle Relay. Both matches are not standard and are half as long as the standard. Both have 3 items per checkpoint. There's only 4 checkpoints on all of them with the jumping as the main obstacle. The second match is 5 checkpoints long. with conveyor belts as a focus.

The teams here consist of School Union, Sigma High, and Yurigaoka Girls High. School Union is also of those groups that are pretty well balanced. Sigma High have a team of where all of them have a focus on a single or 2 stats, the abilities synergy with their stat focus. Yurigaoka Girls High are an all female team with a focus with Agility with low Stamina stat, pretty much like the Reiho High Sports club team.

For this upcoming Round, I must suggest that you have abilities specifically for Battle Royal.

Curb Brawl: Round 7 ~Double Dragon~

The best and hardest round to play. As this is not a contest. This is a fight, a callback to it's roots of the series of being a Beat'em up genre. This is a test on how far you have grown your character, as you will be controlling him. You must either survive for the whole 3 minutes to win the Round.

OR don't be a ♥♥♥♥♥ and defeat all of them. Including the Dragon Twins, there are 20 you must defeat. There is a very big variety of people in this group. For example there's one who is very fast and can close the gap towards you by just walking while you're running. Some have very damaging abilities and will spam them if they desire it. One annoying tactic they like to do is one will pick up the one of the three items that spawn and throw them at you while you are busy by the other guys. You must be mobile at all costs if even survive the round.

At first they throw the twins out with five other guys against yourself and Nanase. There can only be a maximum of 7 of Reiho high enemies on the screen. When the timer reaches 2:15 Sugata comes out with the Bomb Punch ability from the left side of the screen and help. Then at 1:30 Kunio arrives to help by running in and throwing out Mach Kick. I specifically state this cause if you can coordinate this while fighting, their entrance can help you get a free hit on them during the fight.

You can only use abilities that are for Battle Royal since the game treats it as such. Just some basic advice, just do not get yourself surrounded and try to do hit and run tactics until you dwindle the numbers down.

Yes, this does count towards the match count for getting the bonus round.
Story Mode (Guide: Rounds 8-10 and Bonus)
Semifinal: Round 8 ~Counterattack of Kunio~

A rematch from round 2.

This round will be in standard order for the programs.

Cross Country has 2 matches. The first match is standard and has no items, and there is a minor modifier. Lighting will strike on the screen occasionally which will hinder vision. The second match is not standard and has 3 items. It is a shorter course with only 9 checkpoints. Wind modifier is now active, however it is always at max speed.

Obstacle Relay has 2 matches. The first match is standard, has no items, and has an unique modifier. There is no electricity so almost all obstacles have been rendered inactive, except for one obstacle, the automatic door in the freezer room. Please note on the two rooms with springs to jump to the end of the checkpoint you MUST manually jump now, you will not automatically jump. The second match is standard, has 4 items, and have the modifier where there are additional obstacles per checkpoint.

Camphor Ball has 2 matches. The first match is standard and has no items. Nothing special. The second match however, is not standard with only 1 pole to climb on and has 5 items. There is a wind modifier.

Lastly, Battle Royal has 6 matches. The first is standard and no items. second has the big arena with 1 items, third match is small arena with 2 items, fourth is standard with 3 items, fifth is big arena with 4 items, while the last match is small with 5 items. Clear pattern this one.

Teams have not really changed since round 2, please regard to round 2 about the team overall info.

Final Round: Round 9 ~Final Battle~

The final round, everything is set on standard order, with no modifiers to any of the matches.

You are up against Reiho, Hanazono, and United. This is a callback to the first version of the game where it was only these 4 teams that made an appereance, please regard to past rounds if you want to look at overall info of the teams.

Your "final" test and to see the final progress done to your character.

Exhibition: Round 10 ~Tabioka in Japan~

If you have done the requirements as mentioned in the introduction you have reached the bonus round.

For people who didn't know, this round is a reference to its first remake on the 3ds. As the Tabioka group were the main antagonists in the game. That game had a different story line is considered more of a Alternate Universe of this game, while All Stars is considered the true remake, story and all.

Nothing special as the contest is in Standard Order and have 2 items.

Cross Country, Obstacle Relay, and Camphor Ball have 2 matches, all are set to standard. However Battle Royal is at 6 matches, also set to standard. This is a test of skill and familiarity with this game.

You are going against probably the most broken teams to face against. These teams have the best stats overall as well as the individuals are probably the best for their Cost. If you are familiar with the Kunio-kun franchise you should be familiar with most of the faces they show for their teams.

Credits Brawl

Something similar to Round 7 where you have to fight a group. But this time there is no time limit. You're fighting against characterized versions of the staff that worked on the game. There are around 30 people you have to fight. Most only have about ~20 HP but the ones that have more important positions have more HP close to ~180 HP. Some even have 3 or 4 abilities.

You don't really have to win, but it's good if you do.
1 Comments
lithium 16 Oct, 2024 @ 4:59am 
Man, great guide for such an unpopular game, I was just looking for a completed save file but came across this, good work!:faithgarcia: