• yamatonadasehiko
  • troublemakers
  • witches
  • pretty
  • tryingtoreform

The game is generally controlled with the mouse.
 

Left Click OK / Advance
Right Click Cancel (Back to Previous Screen)
Enter Advance Dialogue (Hold to Skip)
There are five save slots. Choose an empty slot to start a new game, or select a filled slot to load it.
The game saves automatically at the end of each day.

To complete your resume, provide the following:
Manager Name (The player’s name, which is also the name shown on the rankings.)
Qualities (Two managerial skills which have effects on training.)
Enthusiasm (Difficulty level.)
A few of the options only become available after beating the game once.

○Difficulty Options


EASY The CPU is weak, and you receive more AP.
Rankings are disabled on Easy, but it’s ideal for seeing events with fighters and collecting conversation topics.
NORMAL The standard setting.
Scores go on the Normal ranking.
HARD The CPU is tough, and you receive less AP.
Scores go on the Hard ranking.
※Only unlocked after beating the game.


Here is the essential menu for training in the gym.

① Main Menu These icons take you to important sub-screens.
② Info Board The current date, a button to view the calendar, and various status indicators.

AP Action Points. You need these to use the Move command, converse with fighters, or pick certain dialog options. You earn AP each week relative to your performance.
Rank Your current placing. You must finish the league in 1st to advance to the finals.
Policy An indicator of how rigorous your training is. Strictness gets you better gains, but it also means being harsh to the team.
Unity The higher it gets, the more likely members are to cheer each other on.
③ Today’s Regimen The currently-assigned set of training tasks.
Click the face icons to see stats for that fighter.
④ Train! Once you’re ready, click this to carry out the assigned training and proceed to the next day.

○ Schedule


On this screen, you assign training regimens for each member by placing labels corresponding to tasks.

○ Stats Screen


① Fighter Icons Click these to switch to other fighters.
② Tabs Click to show other info pages.
③ Stats Parameters indicating the power of the fighter.

HP Stamina. If it hits zero in battle, you’re KO’d, and the next fighter tags in.
Strength Mainly determines the damage of Punch and Kick moves.
Durability Mainly reduces damage taken.
Agility Mainly determines the damage of Rush moves.
Dexterity Mainly determines the damage of Throw and Grab moves.
Spirit Mainly determines the damage of Ki moves.
④ Affinities A graph of affinity levels for each of the move genres. Greater affinity for a genre increases attack power for those moves, and you get cards of that genre more often.
Affinity will slowly increase for the moves you use in battle. Training has no effect on them.

○ Stats Screen (Moves)


① Genre Tabs Click to see the moves learned in each genre.
② Level Icons These range from 1 to 5. Higher-level moves are harder to successfully execute.
Red: Attack Move
Blue: Defense/Counter Move
Green: Buff/Support Move
③ Move Description A description of the move itself, with essential info at the bottom.
“[Attack – STR]” indicates that this move is an attack move, and its damage depends on Strength.
When moves have special effects, those are noted next to it.
Utilize the moves you’ve learned, and KO all opponents for a victory.

Here is the essential menu for training in the gym.

① HP Gauge When this hits zero, the fighter will tag out to the next member.
② Arm/Leg Health Gauges When arms/legs take damage, these gauges go down, lowering the damage output of moves that use arms/legs.
③ Turns Left When the match’s turn limit runs out, a decision victory is awarded based on remaining HP.
④ Stance If the fighter is assuming a stance, it’s shown here.
⑤ Status Effects Any currently-active status effects are shown here.
⑥ Fighter Names The list of team members, in fighting order from top to bottom.
⑦ Move Cards Dealt out each turn. Pick one to open a list of possible moves in that genre.
⑧ Move Slots Shows the moves selected for each phase, by player and CPU.
Normally, the CPU’s moves show as ??? until revealed.
⑨ ADVANTAGE Once each move is selected, blips appear underneath it.
The first set of blips shows card value (the number on the card), and the light blue blips show move difficulty (inverse of move level).
These serve as an indicator of the move’s relative odds of success.

○ Action Select


You decide actions via the cards given out each turn.

A move genre is shown in the center of each card – here, “Punch.”
Cards can be used to select moves that fall under that genre.
(Guard and Evade can be used with any card.)

Turns are broken up into three phases, and you select actions for each phase.
A move only executes if it has the upper hand over the opponent’s move for that phase.

Move advantage takes into account two main factors:
Move Level (High-level moves have a harder time getting advantage)
Card Value (High-value cards help significantly for getting advantage)

○ Foresight


During battle, you may see your opponent’s actions or card selections at the start of a turn.
This becomes more likely if your fighter outclasses the opponent.
When this happens, make the most of it. Pick a move that’s likely to win (referring to the ADVANTAGE meters), or guard, or counter.

○ Cheers From Fighters


These become more likely as your team’s Unity increases.
While in effect, a flame surrounds your fighter, and you get the beneficial effects of boosted stats, higher card values, and better odds of foresight.

1. When you beat the game on Normal or Hard difficulty, you can upload your score to the rankings.
※Each ranking table goes up to 99th place, so only that many scores are shown.

2. The first time you beat the game, you unlock Hard mode, and the managerial skill which was formerly a ???.

3. Each time you beat the game, the conversation topics you acquired are saved to a system file and retained for future playthroughs.

○Beneficial Statuses

These icons indicate boosted stats for Strength, Durability, Agility, Dexterity, and Spirit respectively.

○Status Ailments

Dizzy Caused by bright flashes or attacks at the eyes.
Lowers success rate of moves.
Numb Caused by concussions or hitting pressure points.
Makes you immobile for the rest of the turn.
Nervous Can occur when the opponent is a step above you.
Lowers the value of distributed cards.
Frenzy Occurs when provoked.
Increases attack power, but lowers move success rate.
Those with the Lash Out skill may enter Frenzy without provocation.
Bleeding Can be caused by all striking attacks.
It makes you lose HP each turn.
Rather than an icon, blood appears on the character’s head.
Down A rare effect that occurs when thrown.
It renders you immobile for the following phase.

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