Kunio-Kun Wiki
Kunio-Kun Wiki

Nekketsu High School Dodgeball Club[1] (熱血高校ドッジボール部 Nekketsu Kōkō Dodgeball Bu) is the second game in the Kunio-kun series, a dodge ball sports game released in arcades in 1987 and developed and published by Technōs Japan Corp.. The North American version of the game, re-titled Super Dodge Ball, was published by Leland Corporation. Unlike Renegade (the North American version of Nekketsu Kōha Kunio-kun) this localization made few changes to the game's graphics, teams were simply swapped around as well as the audio samples.

Nekketsu Kōkō Dodgeball Bu is the first Kunio-kun sports game and the first dodge ball video game. The game was designed by Hiroshi Sato, who wanted to create a dodge ball simulator game. According to Yoshihisa Kishimoto, Kunio's popularity in Japan as a result of Nekketsu Kōha Kunio-kun led to the character being added to the game, as well as various elements from that game. The idea behind the players in the game taking multiple hits was taken from the original Kunio-kun game, while the existence of the super shots emerged from a dodge ball tournament the developers made during development (they would run and jump prior to throwing the ball at someone).

The game was ported to multiple platforms. It first received an enhanced port on the Famicom in 1988, which gives names and stats to the players on each team, along with unique super shots for each character on the ground and in the air. It also includes two new teams, India and USSR. The game has a versus mode where players can use any team, along with a practice mode (Club Activity) that allows up to four players to play as the Nekketsu Team with no boundaries (this was the first game on the Famicom that allowed 4 players to play simultaneously). This version was released in North America by CSG Imagesoft Inc. for the NES, also named Super Dodge Ball. Since no peripherals were yet released to allow for more than two players on the NES at the time of the game's release, Club Activity (renamed Bean Ball mode) only allows two players.

The game also received another enhanced port on the PC Engine titled Nekketsu Kōkō Dodgeball Bu: PC Bangai Hen (熱血高校ドッジボール部 PC番外編 lit. "Nekketsu High School Dodgeball Club: PC Extra Edition"), developed by KID and published by Naxat Soft in 1990. It uses the gameplay of the arcade version but gives individual stats, super shots and names to each player like the Famicom version, and has a quest mode in which Kunio and the Nekketsu team (along with the captains other teams that can join when defeated) face of against aliens. The port on the Sharp X68000 developed by SPS is exactly like the arcade version, with the addition of stereo sound, parallax scrolling and a secret options mode.


The idea of a dodge ball game was envisioned by Hiroshi Sato (who worked at Taito at the time). Prior to development, the staff at Technōs, including the president, decided to open a dodge ball tournament at Shinjuku West Exit Park. The game was completed in five months by a team of six to seven people, including Sato, Kishimoto and M. Nomura, who programmed the game's AI.[2] The game takes the rules of real dodge ball and makes changes to them in order to make the game competitive and violent instead of recreational.

According to Yoshida[3], in the Famicom version each character was given stats and Power Shots because the arcade version was difficult (which was made to make gameplay short and force players to insert quarters into the game). The short timer of each match combined with the replacement players in the arcade version and the fact that only the leader could perform Power Shots (and if eliminated, the player was at a disadvantage) required that adjustments be made for the console version. These changes led to each team having their own strategies, strengths and weaknesses. This was also the first Famicom Kunio-kun game with super-deformed characters, which became a standard of the series since.


Translated excerpt from the manual of the Famicom version of the game. This is the story shown in DOUBLE DRAGON & Kunio-kun Retro Brawler Bundle

Kunio is captain of the Nekketsu High School dodgeball team.

Full of energy and willpower, the team is practicing hard again today.

Their goal is to become the world's best dodgeball team!


Gameplay in the arcade version.

The arcade version Nekketsu Kōkō Dodgeball Bu is played with a joystick and two buttons, this control scheme is used in the console versions as well. The game lacks the separate jump button from the arcade Nekketsu Kōha Kunio-kun, jumping is instead performed by pressing both buttons at once (like the Famicom version of Nekketsu Kōha Kunio-kun). Players can move the inner court player they are controlling in any direction with the joystick (directional buttons on the console versions) and double tapping either left or right will have the player run in that direction. Outer court players cannot run, but can move around the edge of the court. The actions done by the two buttons depend on whether the player is playing offense or defense:

Offense (possession of the ball)[]

Pressing the left button (A button on the Famicom, button I on the PC Engine) will make the player pass the ball to outer court players when the player is facing right and to inner court players if the player is facing left. Inner court players will gesture accordingly when the ball can be passed to them.

The right button (B button on the Famicom, button II on the PC Engine) is used to throw the ball at opposing players. The ball can be tossed while standing, jumping, running or during a running a jump. The joystick (directional buttons on the console versions) can be used to control the direction in which the player throws the ball.


The left button (A button on the Famicom, button I on the PC Engine) will make the player crouch in an attempt to dodge a ball thrown at him. The right button (B button on the Famicom, button II on the PC Engine) is used to attempt to catch a ball thrown at the player. If the ball is on the ground, pressing this button will pick it up.

Arcade version[]

The Sharp X68000 version of the game is a direct port and plays identically to the arcade version.


The objective of the game is simple: remove all opposing inner court players from the game before they take your own inner court players down. This is done by striking them with the ball, if players are hit multiple times with it their stamina will decrease and they will be removed from the court (this humorously happens by having players turn into angels and floating out of the court). The red bars at the top of the screen show the number of inner court players. CPU teams will have four inner court players but they will also have additional backup players, who enter the inner court once a member of their team is eliminated.

The player has three minutes to complete the match. If times runs out during a single player game the player loses regardless of how many inner court players they possess. In a two player game, the player with the most inner-court players wins and advances to the second match. If both players are tied, both players will lose the game.

There is a 15 second possession rule, if the ball is not thrown at an opponent the ball will be transferred to the opposing team if this time runs out. Passing the ball around will not reset the possession timer.

If an inner court player crosses the center line of the court while in possession of the ball they will drop it, at which point the opposing team can freely collect it. The player is able to jump past the center line to throw or pass the ball, but if they land past the line (in the opposing team's area), they will drop the ball.

In a single player game, after the player defeats all six teams, they will be awarded a trophy and the game will return the player to the second match against England. The timer will decrease by five seconds for every loop and the opposing players' stamina will increase, making it more difficult to win matches.

Player Types[]

The game has four types of players, each has their own strengths and weakness. The names in parenthesis are taken from the Strategy Wiki guide, the names shown are rough translations:

  • Team Captain / Ogre (Bruiser): The most important member of the team, they are stronger than any other player type both in offense and defense and thus can take multiple hits. They can also perform power shots. Their only weakness is their large size, which makes them a bigger target. In the Japanese version, Kunio is the captain of Nekketsu High School and Riki is the captain of Hanazono High School. The winning team represents the Japan Team. The Ogre is identical to Kunio and Riki, but the player might face more than one of them at time, they are the most dangerous opponents of the opposing team.
  • Runt (Average): The runt is an average player that is neither great nor awful in any category. Except for Kunio and Riki, all other team members of Nekketsu and Hanazono High School are runt type players.
  • Slim (Scrawny): Slim players have very low stamina and can be eliminated easily. To make up for this, there throw power is high, easily matching the Ogre in power.
  • Chubby (Tubby): Chubby players are slow and are easier to hit than a runt or a slim player, but they have a higher stamina and frequently catch balls thrown at them, which makes it hard to eliminate them.

Famicom version[]

Gameplay in the Famicom version.

In the Famicom version, the player has three inner court players instead of four. The CPU teams have no replacement players. Matches have no time limit and there is no penalty for holding the ball too long, players can hold on to the ball for as long as they want. In this version, each character on a team has their own stats, including an stamina meter. The stamina of the three inner court players is shown at the top of the screen. Players are now eliminated when their stamina is completely depleted.

Instead of four character types, there are now six. They are distinguishable by their faces instead of their bodies. Each team has one member of each player type, but the stats of each character is completely different. The face determines the stat in which the character specializes in. Every player is now capable of performing Power Shots, with each character having a distinct ground and jumping Power Shot.

The tournament mode is longer, with two new teams added: India and the Soviet Union (USSR). If the player beats the final team without losing a single player in every match they will face The Shadow Corps. in a bonus round.

The controls of the Famicom version are identical to the arcade version. The game has three game modes, the western version names are show in parenthesis:

  • Campaign Mode (World Cup Play): The single player mode pits the player as the Nekketsu High School's Dodgeball Club against the Hanazono High School's Dodgeball Club, then against seven world teams. Unlike the arcade version, the player cannot continue if they lose a match, they must start the game from the beginning.

Iceland playing against the Soviet Union in Battle Mode.

  • Battle Mode (Versus Play): This is the multiplayer mode, which allows two players to play against each other using any of the game's nine teams. Pressing the Select button while highlighting a team will show the stats of each team that the player is highlighting (this screen can also be accessed in Campaign Mode when the player presses the button on the screen that shows in which stage the player currently is).

The Nekketsu High School Dodgeball Club training for the tournament.

  • Club Activity (Bean Ball): In this mode, up to four players can play together as the Nekketsu High School Dodgeball Club in a battle royal with none of the boundary rules. The last player standing wins, though if all player-controlled characters are defeated while there are CPU controlled opponents the game will end with no winner. In the NES version, this mode can only be played by a maximum of two players.

The player can select from three difficulty settings on the main menu which affect the AI in both Campaign Mode and Club Activity: Easy, Normal and Difficult. The difficulty determines how good the AI is when catching and intercepting balls thrown at them and the frequency in which they use Power Shots.


The stat names in parenthesis are from the western versions.

  • Physical Fitness (Energy): The character's maximum amount of stamina, it is shown at the screen during matches for the three inner-court players. When it reaches 0, the character is eliminated from the game. Type A players (the captains of each team) have the highest stamina.
  • Ball Power (Throw Power): This stat determines the amount of damage a character can do when they hit someone with the ball. Type A players on each time have the highest amount of ball throwing power.
  • Shoot Tech (Throw Technique): This determines the character's skill at throwing the ball. Characters that have a high amount for this stat can perform difficult and higher than average shots (which are distinct from a power shot, known as the Nice or Super Shot). Type F players have the highest amount of shooting technique.
  • Ball Slice (Ball Break): This stat determines how much control a character has of a thrown ball. Players with high amount of ball slice can use the directional pad to control the direction in which the ball is thrown. Type E players on each time have the highest control of the ball.
  • Quickness (Agility): Determines how fast the player moves and how fast they recover and react to balls being thrown at them. Characters with high quickness can easily catch and dodge thrown balls. Type D characters on each team have the highest agility.
  • Catch Tech (Catch Technique): This stat determines how precise a character is when catching a ball thrown at him. The higher this stat, the less precise a character has to be to catch the ball. Type C players have the highest catching technique.
  • Striking Strength (Damage Capacity): This is the character's defensive stat. It determines how much damage a player can take from a thrown ball. Type B players have the highest endurance.

Player Types[]

Each team has six players and each specialize in an specific stat, the sole exception is the captain. Each player type has the same face though the captain is an exception yet again, each captain has a distinct face:

  • Type A: The captains of each team, they all have their own faces. They have the most physical fitness and ball power.
  • Type B: These players can be identified by their bangs hairstyle. Normally they don't have a lot of stamina, but they have the highest striking strength so their defense is high.
  • Type C: These players have the highest catching technique so catching a thrown ball is easier with them, precision is not always needed. They are identified by their buzz cuts.
  • Type D: The bald players of each team have the highest quickness. They move fast and recover fast after throwing or dodging a ball.
  • Type E: These players, which are identified by their bushy eyebrows, have the highest ball slice. They have better control of a thrown ball, so the player can hold either up or down on the directional ball and control its directions.
  • Type F: These type of players have a unique special skill (they are identified by their big eyes). Their shoot technique is the highest of all players, which allows them to perform a special kind of shot: the Nice/Super Shot. They also have better passing than the other players.

Power Shots[]

There are a total of 16 unique Power Shots in the game, eight are performed by running a few steps and then throwing the ball, while the other eight are performed by meeting this requirements and when the player is in the top height of his jump, throwing the ball. Each character has one of each shot. The timing to perform a Power Shot varies with the difficulty level, with a lower difficulty the player is able to easily perform Ground Power Shots.

The following are the Ground Power Shots:

  • Penetrating Shot: A simple shot, the ball compresses itself and moves fast without stopping, hitting anyone that gets in the way and eventually reaching the outer court. In Super Dodge Ball, this shot is named The Blaster.
  • Snake Shot: This shot sways left and right continuously, which can confuse opposing players. In Super Dodge Ball, this shot is named The Wave.
  • Screw Shot: Similar to the Snake Shot, but instead of moving left and right, it moves up and down. In Super Dodge Ball, this shot is named The Tsunami.
  • Accrued Shot: The ball moves slowly in the direction of its target and when close, rams it at full speed. In Super Dodge Ball, this shot is named The Stinger.
  • Double Off Shot: With this shot the ball goes after an opponent in a straight line, then rams into him at high speed. In Super Dodge Ball, this shot is named The Breaker.
  • Upper Shot: Riki's trademark shot. The ball moves slightly faster than a normal shot. When it hits the opponent, they are send flying into the air with the ball.
  • Warp Shot: After the ball is thrown, it disappears at some point during flight, then suddenly appears in front of the target, knocking them away. This is Heilman's trademark shot.
  • Boomerang Shot: This powerful shot flies past an opponent and freezes itself above and behind them for a few seconds, then strikes them. Upon being hit, the player is sent flying off-screen and will come flying to the ground from the other edge of the screen.

These are the Aerial Power Shots:

  • Nuts Shot: Kunio's trademark shot, a powerful and fast shot that doesn't stop upon hitting the opponent. In Super Dodge Ball, this shot is named The Spear.
  • Split Shot: This slow shot has the ball split into three tiny balls as it flies towards the opponents, switching back and forth between a normal ball and three tiny balls. In Super Dodge Ball, this shot is named The Psycho.
  • Lighting Shot: An aerial version of the Screw Shot, with the ball raising high into the air before the striking the opponent, making it difficult for them to see where the ball is. In Super Dodge Ball, this shot is named The Sidewinder.
  • Shrike Drop Shot: The ball flies so fast that it shrinks during flight, returning to its normal size upon striking the opponent. The player hit by this shot is sent flying off-screen just like the Boomerang Shot. In Super Dodge Ball, this shot is named The Compressor.
  • Compressed Shot: A stronger version of the Lighting Shot, it will raise high into the air before descending on top of the opposing player and sending them flying. In Super Dodge Ball, this shot is named The Lightning.
  • Accelerated Shot: This shot moves progressively faster the longer it is in flight, making it more effective if the player runs in the opposite direction before attempting the shot. In Super Dodge Ball, this shot is named The Accelerator.
  • Roaring Shot: A really power shot that is difficult to catch. It moves slowly towards an opponent, but once it connects the opponent is sent flying off-screen while taking heavy damage. In Super Dodge Ball, this shot is named The Slug.
  • Soft Shot: A weaker version of the Shrike Drop Shot. The ball will pulse as it flies towards the opponent until it hits them. In Super Dodge Ball, this shot is named The Pulse.

PC Engine version[]

Gameplay in Nekketsu Kōkō Dodgeball Bu: PC Bangai Hen

This version of the game combines elements from the arcade and Famicom versions. The game uses the same assets from the arcade version and has similar graphics. Each team has four inner court players instead of three (like in the arcade), but now each character has their own stamina meter (like in the Famicom). The player types (Runt, Slim and Chubby from the arcade) appear in the game, but similarly to the Famicom version each team specializes in something, so the player types are ignored. For example, the Icelandic team has high stamina but are slow, while the Chinese team is really fast.

While in the arcade version only the Captain/Ogre could perform Power Shots, in this version each character has two Power Shots like in the Famicom version, one done in mid-air and the other on the ground. The Power Shots are similar to the ones from the Famicom version. Unlike the Famicom, the player can only use the same four inner court players and cannot switch the position of each player. All players in the game are now identified by name, with some sharing the same names from the Famicom version while others are completely new. None of the opposing teams have replacement players in the single player mode.

During gameplay, the default timer is four minutes and there is no penalty timer for holding the ball too long. The timer is only used in the Arcade Mode and Quest Mode, not in Versus Mode. There are also some other noticeable gameplay changes:

  • The Nice Shots from the Famicom version are not in the game.
  • In the other two versions, when hitting a downed player with the ball they would remain on the ground while taking damage. This made it easier to eliminate downed players. In this version, when a downed player is hit he is lifted off the ground.
  • None of the Power Shots will send an opposing player flying "Around the world" (flying off-screen then appearing on the other side of the screen).

The PC Engine version has three modes of play:

  • World Tournament: This single player mode recreates the tournament from the arcade version, using the enhancements from the PC Engine version such as the stamina meter and Power Shots. There is a maximum of five loops.

2P versus mode.

  • 2P Battle (VS): The Nekketsu High School team (controlled by the first player) and the Hanazono High School team (controlled by the second player) face off in a two out of three match. The first team to win two matches wins the game. There is not time limt. The Hanazono High School team has the same stats and Power Shots as the Nekketsu team for balance reasons.

An alien is revealed in Quest Mode.

  • Quest Mode: In this single player mode, Kunio assembles the dodge ball club to go after the mysterious UFO that struck him with a dodge ball. Just like in the World Tournament Mode, the player will first face off against Hanazono High School. Upon defeating the team, the player can replace one of the three Nekketsu teammates with Riki (the player who replaces Riki becomes the captain of Hanazono High School). The player is then taken to a map screen where they can choose to play against any team in any order (including Hanazono High School).
    • The objective of Quest Mode is to find the aliens. They are using the third member of each team as a disguise. When this player is knocked out after his stamina is completely reduced, he might reveal his true colors. The match will end and the player will be unable to play against that team again. If the aliens don't show up and the player wins the match, they can replace more of their teammates with other captains (James, Heilman, Lao Chen, Njomo and William). Replaced players cannot be recruited again.
    • Regardless of if Kunio recruited a captain or not, he will ask the captain of the team if he's seen an UFO. The captain will tell Kunio a hint of which country the UFO was probably seen, or they will tell him that they didn't see it. If the latter, then the UFO will be in the country that Kunio is currently in. Upon finding an alien, the next match will not have one, forcing the player to play more matches.
    • When the all aliens have been found, Kunio's team will board a spaceship to face off against a team of aliens on the moon. The player will see an ending upon winning.


Arcade version[]

The game has seven teams, though only two of them can be controlled by the player: Nekketsu High School and Hanazono High School. The winner of their match becomes the Japan Team. The other teams are only controlled by the CPU.

Nekketsu High School / Japan[]

Led by Kunio, the team is only composed of runts. In Super Dodge Ball, this team represents Dallas before becoming the American team.

Inner court players

Outer court players

  • Runt x 3

Hanazono High School / Japan[]

Nekketsu High School (blue) against Hanazono High School (green).

The team captain is Riki, his team is exactly the same as Kunio's and in this game Riki looks identical to him. The two schools face off in a court overlooking Mt. Fuji. An arrangement of "Sakura Sakura" plays during the match. In Super Dodge Ball, this team represents Chicago. The match uses the same music and stage from the final match of the Japanese version.

Inner court players

Outer court players

  • Runt x 3


Nekketsu High School (representing Japan) against the English team.

The match is played near the River Thames on a street overlooking the London Bridge and the Palace of Westminster. The music for this round is an arrangement and a combination of two songs by The Beatles: "Get Back" and "A Hard Day's Night". The team has a single backup player.

Inner court players

  • Ogre x 1 (+ 1 backup)
  • Slim x 3

Outer court players

  • Runt x 2
  • Slim x 1


Japan facing the Iceland team.

The ice floor of the court is slippery, which can cause a dashing player to cross the center line by mistake. The team is identical to the previous team, but switches the slim players with chubby ones. There are penguins in the stage background, even though penguins are not native to Iceland. Strangely, the Ogres on this team will make beast-like grunts when performing super shots.

Inner court players

  • Ogre x 1 (+ 1 backup)
  • Chubby x 3

Outer court players

  • Runt x 2
  • Chubby x 1


Japan in a match against the Chinese team.

The match is played in Tiananmen Square.

Inner court players

  • Ogre x 1 (+ 2 backup)
  • Runt x 1
  • Slim x 1
  • Chubby x 1

Outer court players

  • Runt x 1
  • Slim x 1
  • Chubby x 1


The Japanese team playing against the African team.

The Ogres in this team (which erroneously represents a whole continent instead of a country) use beast-like grunts when performing a power shot, just like the ones in the Iceland team.

Inner court players

  • Ogre x 2 (+ 1 backup)
  • Slim x 2

Outer court players

  • Ogre x 1
  • Slim x 2


Japan faces off against the American team.

All members on this team are Ogres. There are two additional backup Ogre players as well. The American team is fought in a rooftop overlooking the statue of liberty. In Super Dodge Ball, this team is changed to the Japan team. The music and stage used in the first level of the Japanese version is used for these match.

Famicom version[]

Nekketsu High School[]

The team controlled by the player in the game's single player mode, players will also use this team in club activities. An all-around team with each player specializing in different areas and having varying power shots. Led by Kunio, his Penetrating Shot (his ground power shot) can make short work of opposing teams when used correctly. In Super Dodge Ball, this is the American team.

Character Type Energy Ball PW Throw TQ Break Agility Catch TQ Damage Ground PW Shot Aerial PW Shot
Kunio A 40 12 9 7 7 8 7 Penetrating Shot Nuts Shot
Hiroshi B 28 7 7 9 8 9 12 Snake Shot Split Shot
Kōji C 28 7 7 9 9 12 8 Screw Shot Lighting Shot
Ichirō D 32 8 7 9 12 8 7 Accrued Shot Shrike Drop Shot
Shinichi E 32 8 9 12 8 7 7 Double Off Shot Compressed Shot
Mitsuhiro F 36 9 12 8 7 7 7 Upper Shot Accelerated Shot

Hanazono High School[]

Nekketsu High School playing against Hanazono High School.

An all-around and balanced team led by Kunio's rival Riki, it is similar to the Nekketsu High School tean but they have lower stamina. They excel at their specific stats but are average in the others. Naritaka is able to perform his jumping power shot from the outer court if he attempts to do a Nice/Super Shot. In Super Dodge Ball this team is renamed the Pro All-Stars.

Character Type Energy Ball PW Throw TQ Break Agility Catch TQ Damage Ground PW Shot Aerial PW Shot
Riki A 36 12 6 8 5 6 7 Upper Shot Split Shot
Tōru F 28 8 10 10 5 5 7 Penetrating Shot Soft Shot
Akira D 24 7 4 11 12 6 6 Screw Shot Nuts Shot
Masahiko C 20 6 3 11 8 11 8 Double Off Shot Accelerated Shot
Naritaka B 16 5 5 11 7 7 13 Warp Shot
Shintarō E 24 7 6 15 7 4 7 Accrued Shot Roaring Shot


Nekketsu High School playing against England.

A team with a high throw technique but low defense (Robert, who is meant to have the highest defense is not durable enough either). They can pull of Power Shots and Nice/Super Shots with relative ease but they can get in trouble if they don't have the ball.

Character Type Energy Ball PW Throw TQ Break Agility Catch TQ Damage Ground PW Shot Aerial PW Shot
James A 48 11 12 4 4 6 4 Snake Shot Lighting Shot
Scott C 36 6 10 6 6 10 5 Penetrating Shot Roaring Shot
Howard F 44 8 15 5 4 5 4 Screw Shot Shrike Drop Shot
George E 40 7 12 9 5 5 4 Boomerang Shot Split Shot
Robert B 36 6 10 6 5 7 9 Double Off Shot Nuts Shot
Richard D 40 7 10 6 9 6 4 Upper Shot Soft Shot


Nekketsu High School playing against India.

This team as high endurance, with Muhammad having such a strong defense that he takes 1 point of damage from every normal shot and 2 with each power shot. Players should switch players positions around until Muhammad is placed in the outer court. Their ball slice is high and they are also fast, but they are not strong with the ball so they don't make a lot of damage.

Character Type Energy Ball PW Throw TQ Break Agility Catch TQ Damage Ground PW Shot Aerial PW Shot
Rahman A 20 9 7 10 11 5 13 Double Off Shot Roaring Shot
Muhammad B 16 6 7 10 11 5 16 Penetrating Shot Split Shot
Sattaru D 16 6 7 10 14 5 13 Snake Shot Shrike Drop Shot
Haddad C 16 6 7 10 11 8 13 Boomerang Shot Lighting Shot
Afudara E 16 6 7 13 11 5 13 Accrued Shot Compressed Shot
Sultan F 16 6 10 10 11 5 13 Warp Shot Accelerated Shot


Nekketsu High School playing against Iceland.

Led by Heilman, this team is slow but all members have high stamina. The match takes place in a high sheet of ice which exaggerates the momentum of dashing players (this also affects the catching of thrown balls as well).

Character Type Energy Ball PW Throw TQ Break Agility Catch TQ Damage Ground PW Shot Aerial PW Shot
Heilman A 64 14 9 3 3 7 8 Warp Shot Shrike Drop
Rimonson E 52 9 9 10 5 5 8 Upper Shot Roaring Shot
Johansen F 56 10 13 5 3 6 8 Double Off Shot Soft Shot
Neumann D 52 9 7 6 10 7 7 Boomerang Shot Nuts Shot
Thoresen B 44 7 8 6 5 8 14 Snake Shot Compressed Shot
Kekkonen C 48 8 6 6 6 12 9 Penetrating Shot Accelerated Shot


Nekkestu High School playing against China.

A fast team with high catching technique led by Lao Chen. Though they don't make a lot of damage, their shooting technique is strong. Their endurance is low but not lower than the English team.

Character Type Energy Ball PW Throw TQ Break Agility Catch TQ Damage Ground PW Shot Aerial PW Shot
Lao Chen A 40 11 10 7 10 13 6 Accrued Shot Soft Shot
Wen Hao D 36 8 10 7 13 13 6 Double Off Shot Split Shot
Li Fan C 36 8 10 7 10 16 6 Warp Shot Roaring Shot
Tao Wei B 36 8 10 7 10 13 9 Upper Shot Nuts Shot
Xiao Sun F 36 8 13 7 10 13 6 Boomerang Shot Shrike Drop Shot
Yun Tai E 36 8 10 10 10 13 6 Penetrating Shot Lighting Shot


Nekketsu High School playing against the Soviet Union.

This team led by Mordov has strong throwing power, though they are slow. The team's strategy is to rely exclusively on Mordov's power and teammates always pass the ball to him. The team's strategy is greatly hindered once Mordov is defeated. In Super Dodge Ball, the player will face Kenya (Africa in the Japanese version) after China, and after they defeat that team they will go against the Japan Team. The Japan team has the same strategy and stats as the USSR team in the Japanese version, the music and stage used in the match are the same as when facing Hanazono High School.

Character Type Energy Ball PW Throw TQ Break Agility Catch TQ Damage Ground PW Shot Aerial PW Shot
Mordov A 56 16 8 7 4 10 8 Screw Shot Compressed Shot
Kolianov C 40 10 5 10 7 15 9 Warp Shot Split Shot
Mileinin F 48 12 12 9 4 9 8 Boomerang Shot Accelerated Shot
Ilchov D 44 11 6 10 11 10 7 Upper Shot Lighting Shot
Rofski E 44 11 8 14 6 8 8 Penetrating Shot Shrike Drop Shot
Malenkov B 36 9 7 10 6 11 14 Snake Shot Soft Shot


Nekketsu High School playing against Africa.

The fastest team in the game, which benefits them since their court has a soft ground that makes movement slow. The player has to take into account the fact that the number of steps and not the distance traveled is what makes Power Shots possible when facing this team. The team is strong in other stats but their ball break is low. In Super Dodge Ball, this team represents Kenya, since Africa is a continent and not a country.

Character Type Energy Ball PW Throw TQ Break Agility Catch TQ Damage Ground PW Shot Aerial PW Shot
Njomo A 44 13 9 5 11 9 9 Boomerang Shot Soft Shot
Muba E 36 9 9 10 12 8 9 Warp Shot Nuts Shot
Biirimana B 32 8 7 7 12 10 14 Double Off Shot Shrike Drop Shot
Mikonbe F 40 10 12 6 11 8 9 Screw Shot Roaring Shot
Niparere C 32 8 7 7 13 13 10 Upper Shot Compressed Shot
Mokkii D 36 9 7 7 16 9 9 Penetrating Shot Accelerated Shot


Nekketsu High School playing against America.

The final team faced in the tournament has great stats, particularly their throwing power. Their lack of a Penetrating Shot is probably the only weakness the player can take advantage of. In Super Dodge Ball, this match is played against the Soviet Union with their stage and music while having the stats of the American team.

Character Type Energy Ball PW Throw TQ Break Agility Catch TQ Damage Ground PW Shot Aerial PW Shot
William A 60 15 8 8 7 11 10 Screw Shot Accelerated Shot
John B 56 12 8 8 7 11 13 Snake Shot Nuts Shot
Michael C 56 12 8 8 7 14 10 Boomerang Shot Roaring Shot
Randy E 56 12 8 11 7 11 10 Accrued Shot Split Shot
Bill D 56 12 8 8 10 11 10 Warp Shot Soft Shot
Steve F 56 12 11 8 7 11 10 Double Off Shot Lighting Shot

Shadow Corps.[]

Nekketsu High School facing their doppelgangers.

If the American team is defeated and Nekketsu High School never lost an inner court player in any matches, lighting will continuously strike the court after the final team is defeated. The player will then get to face shadow doppelgangers of the Nekketsu High School team with their current formation. Though their stats are identical to the real players, their ball power is slightly higher.

PC Engine version[]

The teams in this version are identical to the ones from the arcade version, but each character is now identified by name and has their own stats and Power Shots (like the Famicom version). Other than their stamina meter, the character stats are unknown. All characters have Power Shots, but only the stats and Power Shots from the opposing team captains can be seen during the game (the Power Shots of each teammate can only be seen during gameplay).

Nekketsu High School / Japan[]

  • Kunio
    • Physical Fitness: 40 Penetrating Shot | Nuts Shot
  • Kōji
    • Physical Fitness: 28 Screw Shot | Lightning Shot
  • Shinichi
    • Physical Fitness: 32 Double Off Shot | Compressed Shot
  • Akishi
    • Physical Fitness: 28 Warp Shot | Soft Shot

Hanazono High School[]

In "2P Battle (VS)" mode, this team has the same stats and Power Shots as the Nekketsu High School team. The match is thus a mirror match, for balancing reasons.


  • James
    • Physical Fitness: 44 Snake Shot | Lightning Shot
  • Howard
  • Robert
  • Mackie


  • Heilman
    • Physical Fitness: 44 Warp Shot | Shrike Drop Shot
  • Johansen
  • Thoresen
  • Lawson


  • Lao Chen
    • Physical Fitness: 40 Double Off Shot | Soft Shot
  • Li Fuan
  • Xiao Sun
  • Liang


  • Njomo
    • Physical Fitness: 44 Boomerang Shot | Soft Shot
  • Birimana
  • Niparere
  • Gada


  • William
    • Physical Fitness: 44 Screw Shot | Accelerated Shot
  • Michael
  • Bill
  • Lewis


The arcade version of the game was released in North American as Super Dodge Ball by Leland Corporation in 1987. When compared to Nekketsu Kōha Kunio-kun and the changes made for Renegade, Nekketsu Kōkō Dodgeball Bu had fewer changes made for Super Dodge Ball. The Famicom version was released in 1989 in North American on the NES by CSG Imagesoft Inc. and made similar changes to the game. The other ports of the game were never localized.

Regional differences[]

Few changes were made during the localization of the game.


The title screen was completely changed for both versions of the game. The music used in this screen is the same one used for the title screen of Nekketsu Kōha Kunio-kun (in the Famicom version, it is used in the screen that shows which team the player will be competing against in the single player mode). The music used in the attract mode is the one that would later be used for the title screen of the Famicom version, which is the main theme of the dodgeball games.

Super Dodge Ball doesn't have an intermission screen prior to the first match, the game goes straight to the start of the first match when the Start button is pressed. Instead of Nekketsu High School and Hanazono High School going up against each other, the schools are changed to teams representing the cities of Dallas and Chicago. The venue for the match is also changed to the one used for the American team.

The captains retain their palette, but the runts become blond in Super Dodge Ball. From the second match onward, the captain will keep the same palette from the Japanese version and the runts change the colors of their shorts as well, but remain blond. The order of the opposing teams remain the same, but the player will face Japan as the final team.

When performing a Power Shot in the Japanese version, Kunio and Riki would say "Name'nayo"", while the Ogres from England, China and American would make a grunt (the Ogres from Iceland and Africa make beast-like grunts). In Super Dodge Ball, the American teams make grunts while the Japanese team say Kunio and Riki's quote.

When beating the final team in Super Dodge Ball, a miniature ninja will award the team with a golden ninja star.


Like in the arcade version, the title screen was changed for both versions of the game.

The Japanese version was the first game on the Famicom that allowed 4 players to play simultaneously. This is done in the Club Activity mode. Since no peripherals were yet released to allow for more than two players on the NES at the time of the game's release, Club Activity (renamed Bean Ball mode) only allows two players.

In Super Dodge Ball, the color palettes of the Nekketsu High School and American team were switched around, with the former becoming Team USA and the latter the Japan Team. Hanazono High School was changed to Team Pro All-Stars to reflect this change.

In Super Dodge Ball, the player will face Kenya (Africa in the Japanese version) after defeating China. After defeating Kenya, the next team will be Japan. This team in the North American version uses the same formation and stats as the USSR team from the Japanese version, but the captain's face (Fuji) is William's from the Japanese version. The USSR team is the last one the player must face in Super Dodge Ball, but they have the same stats and strategies as the American team from the Japanese version.

The picture in the ending in the Japanese version is taken in America, while in the North American version it is taken in the Soviet Union. Additionally, Super Dodge Ball adds Hiro Ishiwaka as an Executive Producer. The Japanese version shows the Technōs Japan Corp. logo before showing the hiragana characters for "The End". In Super Dodge Ball, the CSG Imagesoft Inc. logo is shown right after the Technōs logo before showing "The End".

All players on each team also had their names changed in Super Dodge Ball.

Nekketsu High School / USA
Kunio Hiroshi Kōji Ichirō Shinichi Mitsuhiro
Sam John Mike Randy Bill Steve
Hanazono High School / Pro All-Stars
Riki Tōru Akira Masahiko Naritaka Shintarō
Jack Tom Fred Ben Paul David
James Scott Howard George Robert Richard
James Scott Henry Roger Peter Cliff
Rahman Muhammad Sattaru Haddad Afudara Sultan
Rajiv Swami Bata Kumar Zail Akbar
Heilman Rimonson Johansen Neumann Thoresen Kekkonen
Helgi Knut Hans Bjorn Nils Gisli
Lao Chen Wen Hao Li Fan Tao Wei Shao Chin Yun Tai
Wang Hsieh Li Chou Mao Tsai
Mordov Kolianov Mileinin Ilchov Rofski Malenkov
Boris Ivan Pavel Igor Volf Yakov
Africa / Kenya
Njomo Muba Biirimana Mikonbe Niparere Mokkii
Yemi Oba Taha Eyo Bwogi Mwai
America / Japan
William John Michael Randy Bill Steve
Fuji Sato Honda Aoki Oda Hino

Codes & Secrets[]

Famicom version[]

Name Entry Screen[]

In the mode select screen, pressing the Select button will take the player to a screen that allows them to edit the name of the players on each team. The names will be given to the team currently in the player's control. Both players will have a different screen.

PC Engine version[]

All codes are performed at the title screen when the game is asking to press the Run button, not during the mode select screen.

Infinite Health[]

Hold Select and press Up, Down, Up, Up, Right, Down, Left, Left, Left, II, I then Run. No sound confirmation is heard when the code is entered correctly, the only way for the player to confirm if the code worked is to go to the game and get hit with the ball. The code will work if a character's health meter doesn't decrease when hit with the ball.

Infinite Time[]

Hold Select and press I, I, I, II, I, II, I, I, II, I then Run. Like the previous code, the player will get no confirmation if the code worked. To confirm if the code works, the player has to enter the game and if the timer doesn't decrease then the code worked.


Configuration Mode[]

The secret code shown in Player 1's input mapping. The Pass key doesn't have to be changed.

To access the hidden configuration mode, the player has to enter the configuration menu and use the keyboard of the X68000 to change the keys on Player 1. They keys show the English letter/symbols on the left and the Japanese characters on the right. The sequence is U (な na), / ? (め me), Y (ん n), U (な na) and 9 (よ yo). This sequence spells Kunio's trademark phrase. After entering the code, the player has to leave the configuration screen by pressing escape. Returning to the configuration mode afterwards will allow the player to enter a new configuration mode or return to the key mapping screen.

Secret configuration screen.

This new configuration screen has the following settings:

  • Scroll Mode: Can select between Single and Multi (default).
  • Level: Difficulty level, can choose between Easy, Standard (default), Hard and Very Hard.
  • Time Limit: Enables the game's timer (On, default) or disables it (Off).
  • Scene Select: Level select. 1 will start the player against Hanazono High School. The rest of the numbers will take the player to England (2), Iceland (3), China (4), Africa (5) and America (6).
  • Game Speed: Default is Normal. Fast increases the game's speed.
  • H.P. Display: Default is Off. When enabled (On) a separate green meter will be visible below the red meter when a player is hit with the ball. This meter shows the character's current stamina.

Widescreen mode.

  • Game Screen: When set to Wide, the game screen is completely visible without the need of scrolling. Default is Normal.
  • Demo Scene: Default is Japan. The attract mode is always shown in the first level. Selecting Random will randomize the attract mode.

Position settings prior to a two player match in X68000 mode.

  • X68000 Mode: When this mode is enabled, all characters are given their own Power Shots, not just the captain and ogres. Before starting the game or a two player match, players can edit which character types they want to use on their team without restriction. Additionally, the defeated players will each show their respective faces instead of a preset one when they are floating off screen.


The arcade port of Nekketsu Kōkō Dodgeball Bu was released on the PlayStation 2 by Hamster on March 23, 2006 as part of their Ore-tachi Gasen Zoku collections, just like Nekketsu Kōha Kunio-kun. This version was re-released by Hamster on July 31, 2015 for the PlayStation 4. The arcade version of Super Dodge Ball was released for the PlayStation 4 by Hamster in North America on November 10, 2015 and in Europe and Australia on January 12, 2016, marking the first time that the arcade version is released on consoles.

The Famicom and NES versions of the game were re-released multiple times on Nintendo consoles. The Japanese version was released for the Wii Virtual Console on June 17, 2008 by Arc System Works, while Super Dodge Ball was released on September 22, 2008 by Aksys Games in North America. The Famicom version was re-released on the 3DS Virtual Console and the Wii U Virtual Console by Arc System Works on March 6, 2013 and December 18, 2013 respectively. The NES version was re-released on Europe and Australia on March 13, 2014 for the Wii U Virtual Console, then on June 5, 2014 for the 3DS Virtual Console. Finally, the American version was re-released on June 18, 2014 and June 19, 2014 on the Wii U and 3DS Virtual Consoles respectively, by Aksys Games.

The PC Engine version was re-released on the Wii Virtual Console by Naxat Soft on September 30, 2008.

The Famicom version is featured in the Nintendo 3DS compilation Kunio-kun Nekketsu Complete: Famicom Hen, released on December 8, 2016 only in Japan. It will also be made available in another compilation: Kunio-kun: The World Classics Collection, which will be released on Nintendo Switch, PlayStation 4, Xbox One and Microsoft Windows (via Steam). This compilation will also include Super Dodge Ball and will be released in Japan in 2018.


Single player versus mode, Nekketsu High School versus the Iceland team in the Soviet Union.

A fan remake of the Famicom version was created: Nekketsu Kōkō Dodgeball Bu (Re). The game uses the graphical style of Downtown Nekketsu Monogatari and Kunio-kun no Dodgeball da yo Zen'in Shūgō!!. It doesn't have a practice mode, but the game allows players to play the versus mode against the CPU and on any stage of their choosing. The game also allows players to make modifications to various parameters of gameplay. The game is available here (by clicking the fourth link on the right from the top).


Nekketsu Kōkō Dodgeball Bu was the first sport game in the Kunio-kun series and the first dodge ball video game in the industry. It established a new role for Kunio's character, who was now not only a delinquent who fought bullies, but a superhuman athlete. The game also spawned a series of sports games starring Kunio and centering on violence while still following the rules of the given sport, which gave the games a unique touch. Nekketsu Kōkō Dodgeball Bu has a number of sequels, among them Nekketsu Kōkō Dodgeball Bu: Kyōteki! Dodge Senshi no Maki​ for the Game Boy and Kunio-kun no Dodgeball da yo Zen'in Shūgō!! on the Super Famicom, among many others. Kunio-kun no Nekketsu Dodgeball ALLSTARS!! is the most recent Kunio-kun dodge ball game, released in 2015 for iOS and Android.

After the formation of Million Co., Ltd and prior to their acquisition of the Kunio-kun intellectual property, they developed Super Dodge Ball Advance (爆熱ドッジボールファイターズ, "Bakunetsu Dodgeball Fighters" in Japan) which was published by Atlus and released in 2001 for the Game Boy Advance. It used music from the original Famicom game. A similar game was released a year later by both companies for the PlayStation, Nijiiro Dodge Ball: Otome Tachi no Seishun.

Although Nekketsu Kōha Kunio-kun was a popular game after being released and gave Technōs Japan Corp. recognition, it wasn't until the release of the Famicom version of this game that the character of Kunio and the company would become a widely celebrated video game franchise in Japan.


  • A parody of Superman awards the trophy to the Japan team when they defeat the American team. Super Dodge Ball instead has a ninja hand the trophy to the American team, after they defeat the Japan team.




Famicom / NES[]


PC Engine[]


External links[]


Kunio-kun series
Nekketsu Kōha Kunio-kun series Nekketsu Kōha Kunio-kun / Consumer version / SPNekketsu Kōha Kunio-kun: Bangai Rantō HenShodai Nekketsu Kōha Kunio-kunShin Nekketsu Kōha: Kunio-tachi no Banka / River City Girls ZeroSuper Dodge Ball (Neo Geo)Riki DensetsuRiver City: Tokyo Rumble
Nekketsu Kōkō Dodgeball Bu series Nekketsu High School Dodgeball Club / NES / PC Bangai HenNekketsu High School Dodgeball Club – Soccer Story / PC / CD / MD / World Cup HenNekketsu Kōkō Dodgeball Bu: Kyōteki! Dodge Senshi no Maki​Go-Go! Nekketsu Hockey Club Slip-and-Slide MadnessKunio-kun's Nekketsu Soccer League
Downtown Nekketsu series Downtown Nekketsu Story / EX / Rival ShowdownDowntown Nekketsu March Super-Awesome Field Day! / DX / ~All Stars Special~Downtown Special Kunio-kun's Historical Period Drama! / Downtown Nekketsu JidaigekiSurprise! Nekketsu New Records! The Distant Gold MedalKunio-kun no Dodgeball da yo Zen'in ShūgōDowntown Nekketsu Baseball Monogatari: Yakyū de Shōbu da! Kunio-kunRiver City: Knights of JusticeRiver City Melee: Battle Royal Special / Mach!!Stay Cool, Kobayashi-san!: A River City Ransom StoryKunio-kun no Sangokushida yo Zen'in Shūgō!
Super Nekketsu series Super Dodgebal BrawlersRiver City Super Sports ChallengeRiver City Soccer Hooligans
Other games Nekketsu Fighting LegendNekketsu! Street Basketball All-Out Dunk HeroesKunio no OdenNekketsu! Beach Volley dayo: Kunio-kunNekketsu Kōha Kunio-kun (pachislot)River City Dodge Ball All-Stars!!Nekketsu Kōkō Online: Yamada no FukushūDowntown SMASH Dodgeball!Downtown Nekketsu Dodgeball
Spin-offs Target; RenegadeRenegade III: The Final ChapterSuper Mad ChampSuper Dodge Ball AdvanceNijiiro Dodge Ball Otome-tachi no seishunRiver City Ransom: UndergroundNekketsu Kōkō Huŏbàn-kei Tŏng Kōryaku!Nekketsu Kozúqiú-zhéngbǎn Shóuquán Shŏu YóuRiver City GirlsRiver City Girls 2
Crossovers CODE SHIFTERSuper Baseball 2020Super Smash Bros. UltimateMighty Fight FederationThe Battle Cats
Mobile Games Nekketsu Dodgeball Bu iNekketsu banchō fīa-henNekketsu Taisen Kunio-kun XKunio-kun no Nekketsu Dodgeball ALLSTARS!!Kunio-kun no Nekketsu Street
Compilations Kunio-kun Nekketsu Collection 1Kunio-kun Nekketsu Collection 2Kunio-kun Nekketsu Collection 3Kunio-kun Nekketsu Complete: Famicom HenKunio-kun: The World Classics CollectionDOUBLE DRAGON & Kunio-kun Retro Brawler Bundle
Unreleased Games Kunio-kun RPGNekketsu Yakyuu KozouNekketsu Kunio-Kun ZukanKunio-kun Polo / Kart RacingNekketsu Kōha Kunio-kun: Kowloon no TsumeDowntown Nekketsu Monogatari 2
Other media Ore wa Otoko Da! Kunio-kunNekketsu Kōha Kunio-kun (4koma Manga Kingdom)Kunio-kun! Nekketsu Game!Nekketsu Kōha Kunio-kun (TV series)Ā, Nekketsu Kantai Gayuku!Nekketsu Kōha Kunio-kun: Rantō Enbu-hen