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FAQ/Move List by Toxic

Version: 3.0 | Updated: 10/27/02

  Super Dodge Ball Perfect Guide.

unpublished work by Toxic (also know as Toxic Avanger)
 el_baron_toxico@hotmail.com
 ICQ number: 146473636

version 3.0 on 10/27/2002

 - Added title interpretation.


   This guide must be only found on:

    - www.gamefaqs.com
    - http://cheats.de
    - 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.

 Here is an interpetation about the title, you must give a big 'merci'
to Monsieur Gualtiero 'Shito' Cannarsi for his help on this feature:

 The Original Japanese name of the game is:
       Kunio no nekketsu toukyuu densetsu

1) Nekketsu means 'hotblood', or 'hotblooded', tipically referring to
   Japanese juvenile gangs or 'nasty' students, as Kunio is.

2) Toukyuu is a neologism, it does not exist in any dictionary. It's a
   two kanji composistion arranged as the names of many sports: the
   first kanji is 'fight/battle', the second one is 'ball'. Thus this
   must translate as 'fightball'. Please note the knaji writing is also
   'force-pronounced' by a katakana entry, just put above it, which
   actually reads as'dojjiboru' (dodgeball). This is no surprising:
   when an english term is 'picked up' by Japanese language, it often
   get a brand-new kanji composite to express, but also mantain its
   orignal English, just as 'yakyuu/baseball' (do you se any
   parallelism? ^^)

3) Densetsu: legend, just limple like that


   Thus the full transaltion is:

      Kunio's hotblooded fightball [dodgeball] legend

 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; also note that the
      guard frame can be canceled into a specual defense if you don't
      have the ball.


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: delayed; 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 (unblockable), 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.



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Codes:
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 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... But seems to be rising
   again from his grave.

 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/

 Gualtiero 'Shito' Cannarsi.
   As you might have read, the original name of the game was translated
   by him.

 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!..."

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