---------------------------------------------------------------------- Ranma 1/2, Part 2 (SFC) Ranma 1/2 (SNES) **** Important Note - The following is for both the SFC Ranma 1/2, Part 2 and also the SNES Ranma 1/2 **** Configuration Code 1. On Continue Screen 2. Press and Hold R X and A 3. Continue Holding until next match begins 4. Configuration Screen will appear The characters in this game, clockwise from the top of the selection screen, are: Ranma-kun (male) Ranma-chan (female) Akane Shampoo Mousse Ukyou Panda (Genma, Ranma's father) Gosunkugi Gambler King Ryouga In Duel mode, you can also choose Pansuto Tarou (human or minotaur form). Normally, you have to win a game (at any difficulty level) against the computer in order to use Tarou in the Scenario mode. By default, Y is your Light attack button, B is your Heavy attack button. Using Heavy Attacks and Charging a move at the same time -- if you define more than one button as your Heavy attack, you can hold one of them down to charge, and use the other to attack with. Better throw damage -- most characters do more damage if they throw their opponent over their heads. (If your opponent is on your right, throw them to your left.) Gosunkugi and Happosai are the exceptions -- they do more damage with the Heavy attack button, regardless which direction they throw. Reducing throw damage (this is documented) if you hit the attack buttons with the right timing after being thrown, you will land on your feet and take about half normal damage from the throw. If you can describe exactly when to hit the button, let me know. Ranma-kun, Ranma-chan, and Shampoo can double-jump -- when at the peak of their jump, hit X a second time for more height. Shampoo can steer herself anywhere on the screen if you use this. Ranma-chan just comes down really fast. (Happosai can double-jump too, actually.) Moves List: Here's a description of all of the special moves (other than throws and "normal" moves that just involve hitting a button at the right distance). 'CHARGE' means to hold down a Heavy attack button for a second or two, then release it and point in the direction given. (CHARGE, then DOWN, means to hold it for a few seconds, then push DOWN on the direction pad and release the Heavy attack button.) RANMA (both) ------------ KAITEN KICK CHARGE, then DOWN. (A rolling kick, longer range with higher CHARGE) (As Ranma-chan, this is a rolling elbow move instead) FUMITSUKE Jump towards your opponent, then press DOWN and B. (A head-stomp move) HIRYUU SHOUTENHA Press Y and B at the same time. (Hurricane Punch, a little like a dragon punch) MOUKO TAKABISHA CHARGE, then TOWARDS or AWAY from your opponent. It goes towards them either way. (An explosion of blue [or yellow, if Ranma-chan] energy appears directly in front of you. Longer CHARGE time = bigger explosion) KACHUU TENSHIN AMAGURIKEN Press Y or B rapidly. (A fast-hands move, like E. Honda's 100-hands punch in SF2) RYOUGA ------ KASA TSUKI TOWARDS and B. (Pokes an umbrella at your opponent) TOBI KASA TSUKI JUMP TOWARDS, then press DOWN and B. (Comes down on their heads with your umbrella) SHISHI HOUKOUDAN Y and B at the same time. (An explosion of energy appears before you, like a full-strength version of Ranma's MOUKO TAKABISHA move.) BAKUSAI TENKETSU CHARGE, then DOWN. (The 'exploding point' technique. Rocks roll along the ground at your opponent, CHARGE=Range) BANDANA NAGE CHARGE, then TOWARDS or AWAY. (Throws bandannas at your opponent. CHARGE=Number.) SHAMPOO ------- KAKATO OTOSHI JUMP TOWARDS, then push DOWN and B. (Head stomp) RYOUGA RETSUSHOU KYAKU Y and B at the same time. (Leaps into the air feet-first, to the top of the screen, then comes back down.) MOUGEKI TOTSUJINHA CHARGE, then TOWARDS or AWAY. (Rushes at your opponent with Chinese maces. CHARGE=Distance) AKANE ----- NIDAN MAWASHI GERI TOWARDS opponent and B. (Two high kicks) SHOUMAKUUHAKEN Y and B at the same time. (A leaping uppercut. A Dragon Punch, plain and simple. She's not invulnerable in it, though.) SHIPPU BAKURETSUKEN CHARGE, then TOWARDS or AWAY. (Rushes at your opponent with fist out. CHARGE affects distance.) PANDA (GENMA) ----- CHICHI NO IKARI (OSHIOKIHEN) Y and B at the same time, from throw range. (Genma bounces on his opponent. Nearly half a bar of damage!) CHICHI NO IKARI (TAIBATSUHEN) CHARGE, then TOWARDS or AWAY. (A rush-at. CHARGE=Distance.) PANDA HYAKURETSUKEN Y or B, quickly and repeatedly. (A "100-hands" move, like Ranma's TENSHIN AMAGURIKEN. Seems more effective with B.) GOSUNKUGI --------- DAIKAITEN WARANINGYOU Y and B at the same time. (Spins around twice with a large voodoo doll in his hands.) WARANINGYOU NAGE CHARGE, then TOWARDS or AWAY. (Looks just like DAIKAITEN WARANINGYOU, but he throws the doll afterwards.) UKYOU ----- KONJOU GIRI B and TOWARDS. (Looks just like B, to me. A long-range swing with her big spatula.) TENKASU KANSHAKUDAMA MIKKSU CHARGE, then DOWN. (Throws some exploding mix at the opponent.) KOHERA NAGE CHARGE, then TOWARDS or AWAY. (Throws spatulas at the opponent. CHARGE=Number) MOUSSE ------ KATANA B and TOWARDS. (Extends several long blades from the arm of his robe) KEIRANKEN CHARGE, then TOWARDS or AWAY. (Throws exploding eggs at the opponent. CHARGE=Number) HYAKURETSU ANKI Y or B, quickly and repeatedly. (A fast-hands move, but with ranged weapons from the arm of his robe.) TAKATSUMEKEN JUMP, then DOWN and B. (Comes down from his jump with claws extended from his feet, which can hit the opponent.) GAMBLER KING ------------ TEN BOW CHARGE, then TOWARDS or AWAY. (Fires something at the opponent from a bow.) JOKER SHOWER JUMP AWAY, then DOWN and B. (Throws some cards diagonally down, forward. Only useful if the opponent is close or chasing you.) PANSUTO TAROU (HUMAN) ------------- SUKASHIKI KIKKU JUMP, then DOWN and B. (A head-stomp) SENPORAKU B and TOWARDS. (Swings some pantyhose at his opponent. That's what the 'PANSUTO' in his name means.) IPPATSU GYAKUTEN OTOKOGERI Y and B at the same time. (Leaps at the opponent, feet first, but with his leading foot on fire.) PANSUTO TAROU (AKUMA) ------------- MOUGYUU TOTSUSHIN CHARGE, then TOWARDS or AWAY. (Charges at his opponent. CHARGE=Distance) JET ATTACK JUMP, then DOWN and B. (Comes down at his opponent, diagonally, from his jump... with his fist outstretched.) Debug Mode - Pick any two characters. When you reach the screen that asks you to pick a background to fight on, press the R, X, and A keys, simultaneously, on controller one. Hold them. A menu screen should come up in a few seconds. You are now in DEBUG mode. Enjoy. (You can play Happosai from here. He has two CHARGE moves. One is DOWN (Happodaikarin, he throws firecrackers), the other is TOWARDS/AWAY, where he shoots a blue fireball. He also has a Y+B move that makes him grow large for a few seconds.) Fighting vs the Computer in DUEL and TEAM modes - If you hold down the L and R buttons on the Character Selection screen, you can move the other player's character-selection box. Hitting the Y button with the L and R buttons held down will select the character for your opponent, but it will be controlled by the computer, at whatever difficulty level you currently have the game set to. The next two are ones that I posted to the net before, but don't remember "for sure" at the moment, so I'll mark them as unverified until I'm sure they are correct here. If these are wrong, try reversing the direction of the circle on the directional keypad. (go UP, LEFT, DOWN, RIGHT, UP instead of what I have here) You may need to do these after hitting START at the title screen. (So you have the 'scenario/duel/team/option' menu visible.) Playing as Pansuto Tarou without winning a Scenario Mode game first - UP, RIGHT, DOWN, LEFT, UP, X, SELECT, from the title screen. You should hear Ranma-kun yell out. Now Tarou will be an option in Scenario Mode. Looking at the visuals without playing the game - Reverse the code for playing as Pansuto Tarou. (SELECT, X, UP, LEFT....) Again, do this at the title screen. If you do it right, the final UP will bring a line of text onto the screen that has the name of a character followed by OP or ED. OP is their Opening animation, and ED is their EnDing animation (when they win the game). There's another, but I don't remember what the game calls it at the moment.