Rival Schools: United by Fate box art

See more on IGDB

Rival Schools: United by Fate

Remove Ads with Grouvee Gold

Rival Schools: United by Fate

Nov 17, 1997

Main game

3.91 average rating based on 112 ratings

5
21
4
60
3
31
2
0
1
0
The main fighting game is best described as a polygonal Marvel vs. Capcom game, with some notable differences. Control wise, the game varies from other Capcom fighting games by only having four buttons (two punches and two kicks, which is closer to the SNK game format) rather than the standard six. A player chooses a team of two characters, and fights against another two character team. The actual fights, however, are one-on-one fights, with the partner only participating by being called in when a player has enough 'vigor' for a Team Up attack, done by pressing a punch and kick … More
The main fighting game is best described as a polygonal Marvel vs. Capcom game, with some notable differences. Control wise, the game varies from other Capcom fighting games by only having four buttons (two punches and two kicks, which is closer to the SNK game format) rather than the standard six. A player chooses a team of two characters, and fights against another two character team. The actual fights, however, are one-on-one fights, with the partner only participating by being called in when a player has enough 'vigor' for a Team Up attack, done by pressing a punch and kick button of the same pressure. The Team Ups would be some kind of double team attack by the character and partner, or (for most female characters' Team Ups) would heal the main character or give them more vigor. After the end of a round, a player (win or lose) has a choice to fight the next round with the partner from the previous round, or to keep their main character in play. The 'vigor' meter (essentially a super meter) could go up to 9 levels, with Team Ups costing two levels and super moves from a single person all costing one level of vigor. Much like the Marvel vs. Capcom games, launchers can be done that allow air combos to be performed, with all characters having universal low and high launchers. The game also had a few defensive techniques. Tardy Counters acted much like Alpha Counters from Street Fighter Alpha, allowing a player to immediately counter-attack from a blocking position. However, the restrictions on Tardy Counters are very lax; any hard normal, special or super attack can be used to Tardy counter (Alpha counters are only limited to certain special moves for each character), and Tardy Counters do not cost any extra vigor to perform (Alpha Counters required at least a level of Super Combo gauge to do). Attack Cancels allowed a player to cancel an incoming hit simply by timing their own hit with the attack, which would cancel out both attacks (though it does not nullify the remaining hits of a multi-hit move). Also, one additional level of vigor is awarded. Less
Developers
Capcom
Publishers
Capcom
Series
Rival Schools
Platforms
Arcade, PlayStation, PlayStation 3, PlayStation Portable
Genres
Fighting
Themes
Action, Fantasy
Release Dates
Nov 17, 1997 Full Release (Japan)
Arcade
Jul 30, 1998 Full Release (Japan)
PlayStation
Oct 26, 1998 Full Release (North_America)
PlayStation
Dec 04, 1998 Full Release (Europe)
PlayStation
Feb 23, 2012 Digital Compatibility Release (Japan)
PlayStation 3, PlayStation Portable
Remove Ads with Grouvee Gold
User Stats
224
In Collection
35
Wish Listed
6
Playing
32
Backlogged
How Long Is Rival Schools: United by Fate?
No playthrough data yet
Related Content
Reset_Tears
Reset_Tears updated their status Mar 16, 2020
Reset_Tears updated their status Mar 16, 2020

I loved Project Justice on the Dreamcast -- one of my favorite fighting games of all time, and a real hoot for a party game. Back in the good old days of stuff like Power Stone and Ready 2 Rumble. So at long last I got around to checking Project Justice's predecessor: Rival Schools, an arcade title ported to the PS1. To be honest though, I found this one much harder to get into. It's obviously not as good-looking, but also just feels stiffer and less exciting. It's also missing a couple of the characters I enjoyed the most, so that's a bummer too. It's still a fine 3D anime-style fighter though, and the PS1 version has a ton of content to explore. And at the very least it's definitely something different compared to Capcom's other fighting games of that era, most of which worked with a Street Fighter style for its base.