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1. Accessories
Obtained via the accessory roll system — not a direct shop. Character has slots for head, face, neck, and arm accessories, each with its own ID and reroll button.
1.1 Accessories with Combat Interactions
Headphones:
Available in standard black and a thinner brown variant
Connect to the phone's Music app for private music playback while walking/working/socializing
⚔️ Combat: a strong enough punch can knock them off. Whatever was playing privately becomes audible to nearby players
Glasses:
Available as Thick Black Glasses or Thin Black Glasses
⚔️ Combat: a powerful punch can knock them to the ground. Vision becomes blurred until you find them, pick them up, and re-equip them — a real gameplay penalty in a close fight
1.2 Cosmetic Accessories
Scarves: neck accessories; colors: pink, black, grey, blue
Keychains: collectible cosmetic charms:
Pink Tomodachi-style keychain
Silver chain keychain
8-Ball car keychain
Drinks/Coffee: consumable items from vending machines and the Coffee Shop — social/flavor items, not stat items
Eyepatches and Necklaces: confirmed accessory categories on Trello; variant details not yet published
1. Character & Customization
1.1 Character Creation
Characters are generated with randomized stats (based on population statistics) at creation:
First name: you choose (3–12 characters)
Gender: you choose (determines hair and face pools; female models are ~10% slimmer)
Last name: rolled (4,428 unique last names split by ethnicity: European 838, Latino 795, Middle Eastern 769, Indian 755, African 712, Japanese 559)
Fighting style: randomly rolled
Ethnicity: randomly rolled (see section 6.2)
Height: determined by ethnicity average (see section 6.2)
Age/School year: rolled (1st, 2nd, or 3rd year — cosmetic for now)
Hair/Face/Accessories: rolled (pool varies by gender and ethnicity)
Personality: rolled (effect not yet published by developers)
Nameplate: displays last name in Japanese (kanji for known surnames, katakana for transliterations). Outline color indicates school year: blue = 1st year, purple = 2nd year, yellow = 3rd year.
Rare face: 1% chance of rolling a "mogger face" regardless of ethnicity/gender.
Hair color: each ethnicity has a natural color table — 95% of rolls draw from it. The other 5% get a dyed color outside the natural table (examples: red, pink, purple, green, white, teal).
1.2 Ethnicity System & Height
There are 6 ethnicities in the game, rolled at character creation:
Ethnicity
Approximate Rate
Height Tendency
Japanese
~95%
Average
European
~1%
Taller
African
~1%
Taller
Middle Eastern
~1%
Average to tall
Latino
~1%
Average
Indian
~1%
Average
Height averages by ethnicity and gender (from official Trello):
Ethnicity
Male Average
Female Average
European
178 cm (5'10")
165 cm (5'5")
African
175 cm (5'9")
162 cm (5'4")
Middle Eastern
173 cm (5'8")
160 cm (5'3")
Japanese
171 cm (5'7")
159 cm (5'3")
Latino
170 cm (5'7")
158 cm (5'2")
Indian
167 cm (5'6")
155 cm (5'1")
Height is generated around this average — rolls close to the average are far more common than extremes.
1.3 How Height Affects Combat
Tall Characters
Short Characters
Damage
Higher per hit
Lower per hit
HP
More (better in long fights)
Less
Speed
Slower movement and attacks
Faster
Hitbox
Larger (easier to hit)
Smaller (harder to hit)
Cooldowns
Longer
Shorter
Which build to target?
Bruiser (more damage/HP): target European or African ethnicity for a taller average roll
Speed/evasion build: any ethnicity can roll short; Boxing pairs naturally with short builds
Balanced: Japanese (~95% default) is perfectly viable — no extreme drawbacks
Height optimization is end-game min-maxing. Combat skill (parry timing, weaving) impacts win rate far more than height alone.
1.4 Rerolls
Fighting style reroll: 5 Robux (Stats menu)
Ethnicity reroll: tied to a full character reroll (Robux) — cannot reroll ethnicity independently
Hair/face/accessories: individual slots each have their own reroll button
Free rerolls via codes: see Section 7
1. Combat System
1.1 Core Loop
Every fight flows from four chained actions: Punch → Weave → Slam → Stomp
Punch (M1): light attacks to build pressure and create openings
Weave: slip or dodge an incoming attack on reaction (not prediction)
Slam (R/M2): heavy attack to break the guard of a turtling opponent
Stomp: finisher after slamming an opponent to the ground
Main beginner rule: don't spam M1. Predictable attack strings are easy to parry.
1.2 Posture (Stamina)
Posture is the shared resource for both sprinting and blocking:
Blocking hits drains Posture
Sprinting drains Posture continuously
Guard Break: if Posture hits zero while blocking, you're stunned for ~2 seconds and completely vulnerable
Posture regenerates automatically when you're not sprinting or blocking
Key insight: Parries do NOT consume Posture. You can still parry at zero Posture — this is the correct response when your Posture is depleted rather than trying to block.
1.3 Blocking vs. Parrying
Normal Block (hold F)
Parry (F timed just before impact)
Damage received
Chip damage (partial)
Zero
Posture cost
Yes — drains per hit
Zero
Stuns attacker?
No
Yes — opens counter window
Requires Posture?
Yes
No
1.4 Guard Pierce — Chip Damage by Style
Every fighting style has a Guard Pierce tier that determines how much damage "leaks" through a held block:
Occurs when two players attack nearly simultaneously. The player who swung first normally wins, shoving the opponent back and dealing reduced damage. Some styles have a Resilience perk that gives a % chance to escape this outcome (see style perks below).
1.6 Other Combat Options
Action
Key
Notes
Dash
Q
Quick reposition; use to escape after a guard break
Use Style
T
Activates your style's special move (cooldown varies)
Carry
V
Carry another player
Execute
B
Used on downed opponents
1. Controls (PC) — Confirmed by Official Trello
Key
Action
M1 / Left Click
Light attack — chainable, no cooldown
R (M2)
Heavy attack — more damage than M1; has a cooldown between uses
F (hold)
Block — drains Posture on each hit absorbed
F (timed, just before impact)
Parry (Perfect Block) — no damage, no Posture cost, stuns attacker
T
Activate your fighting style's special move
Q
Dash — quick reposition or escape
Shift (hold)
Sprint — drains Posture
Space
Jump
V
Carry another player
B
Execute — used on downed opponents
Alt
Open phone (12 apps)
Ctrl
Shift Lock — locks camera behind character (strongly recommended for PvP)
W/A/S/D
Standard movement
Notes:
Shift Lock (Ctrl) is strongly recommended for PvP: without it your character faces the camera direction, which is unpredictable in tight spaces.
Mobile and console controls are not officially documented — check in-game settings.
On console, the phone is opened with D-pad Right.
1. Jobs & Economy
1.1 Economy Overview
The in-game currency is Yen, managed via the Yenapp on the phone. There is no direct shop — Yen is earned primarily through jobs and can be spent on items, drinks, and experiences around the map.
Player-to-player Yen transfers:
The Yenapp functions like a mobile payment service
Each player creates a Yen Tag (unique username for receiving payments)
Send/receive Yen instantly without meeting in person
App includes transaction history to track all payments
1.2 How to Get a Job (Step by Step)
Press Alt to open the phone
Open the Indeed app
Browse available job listings
Apply for a job
Travel to the workplace and complete shifts to earn Yen
Critical job rules:
Private servers do NOT pay. Jobs only generate Yen on public servers
Don't leave your work area. Leaving the designated zone significantly reduces your shift payout
Every job has its own uniform. You receive the uniform when you apply
Starting a shift earlier in the in-game day yields a higher payout
1.3 Available Jobs
Job
Location
Payout
Zone
Notes
The Club (Akuma)
Back alley / Red Zone
⭐ Highest
Red
Best payout; shifts available from ~4 AM in-game time (giving longest hours); bartender uniform; a powerful NPC bouncer is present — new players should avoid fighting him
Coffee Shop
Neighborhood
High
Green ✅
Barista role; Green Zone (combat disabled) = safest job; distinct uniform
7-Eleven
Neighborhood
Medium
Neutral
Cashier; uniform provided on application; door occasionally buggy; easter egg: a hidden Uzi behind the counter (not part of gameplay)
Sweet Treats Shop
Neighborhood
Unknown
Neutral
Storefront exists but functional status as a job is still in development
Cat Cafe
Neighborhood
N/A
Neutral
Charming theme but not currently an active job
Tip: The Club has the best payout but is a Red Zone — expect fights while working. Coffee Shop is the safest option. 7-Eleven is the best entry point for new players.
1.4 What Yen Is Used For
Buy items and drinks around the city
Purchase food at restaurants (Kobayashi Ramen, etc.)
General character lifestyle and progression
Exact Yen amounts for jobs and item prices have not been published in any accessible source — the Trello lists pay scales but no third-party source has reproduced the specific numbers.
1. Map & Locations
The game is set in the Nishikata District in May 2007 Japan, with 9 connected locations spread across a school campus and the surrounding neighborhood.
1.1 School Campus
Nishikata Highschool
The heart of the map and main social hub
Interior includes classrooms (some entered in first-person mode), hallways (tight — good for cornering, dangerous to be surrounded in), music room, Dojo training area, library
Certain indoor areas disable combat stance
Second floor: Music Room with playable instruments
Third floor: newer additions including training areas
Courtyard
Outdoor area attached to the school
Main spot for open PvP and group roleplay
Open space favors styles that need room to dash and reposition
Basketball Court
Functional basketball minigame (not just scenery)
Popular neutral ground between rival crews
1.2 The Neighborhood
Kobayashi Ramen — ramen restaurant; popular roleplay hub for school-life scenes
Nishikata Coffee Shop — café; Green Zone; also one of the available job locations
7-Eleven Gas Station — convenience store modeled on the real 2007 Japanese 7-Eleven; Neutral Zone; available as a job
Club Akuma — nightlife venue; Red Zone; highest-paying job location; has a powerful NPC bouncer — new players should avoid fighting him
Nishikata Fitness Center — gym; best place to practice PvP with lower stakes
Cycle Shop — currently not an active location but designed for future content (bicycles anticipated in future updates)
Cat Cafe — themed but not currently an active job location
1.3 Zone System
The map uses a color-coded zone system:
Zone
Combat
Examples
Green Zone
Disabled — combat stance auto-reverts on entry
Most school classrooms, Music Room, Coffee Shop
Neutral Zone
Possible but not enforced
7-Eleven, Basketball Court, most outdoors
Red Zone
Expected and enabled
Club Akuma alleyway
1.4 Interactable Objects
Object
Location
Interaction
Basketball
Basketball Court
Full playable minigame (see Section 9)
Instruments
Music Room (2nd floor)
Rhythm game mechanics, multiplayer sync
Chalkboard
Classrooms
Collaborative real-time drawing
Books
Library (2nd floor, left hallway end)
Actual flippable pages with full text
1. Minigames & Activities
1.1 Basketball
A full skill-based system with real shot timing, dribbling, and defense:
Shooting:
Hold F to start the shooting motion — a meter fills
Release F at the right moment to determine shot quality:
Bright Green — perfect release, guaranteed to score if uncontested
Lime Green — slightly late, high chance to score
Orange — late, lower chance
Red — mistimed, guaranteed miss
A defender contesting your shot reduces its chance regardless of timing
Height also affects basketball performance
Dribbling:
X — between the legs
Z + X — behind the back
C + X — alternate behind-the-back move
Backspace — drop the ball
Defense: hold Right Mouse Button to enter defensive stance and contest shots
1.2 Instruments
4 playable instruments using rhythm-game mechanics (notes fall down lanes, hit on beat):
Instrument
Lanes
Keys
Electric Guitar
2
F and J
Bass Guitar
4
—
Drums
4
—
Piano
4
—
Supports synchronized group performances — players who join a song in progress are automatically synced to the current point.
1.3 Chalkboard
Shared drawing surface. Multiple players can draw simultaneously, each in a different chalk color. Drawings persist until erased with a Chalk Eraser.
1.4 Library Books
Located on the 2nd floor at the end of the left hallway. Books have real flippable pages with full written text — not just a summary screen.
1. Phone System
Open with Alt (PC) / D-pad Right (console). The phone has 12 apps, all themed to 2007 Japan:
App
Function
Messages
In-game messaging between players
Contacts
Saved player contacts
Dial
Direct calls to other players
Recents
Call and message history
Socialink
Social network — share posts, connect with players
Mixi
Social platform (Mixi was Japan's largest social network in 2007 — a historically accurate touch)
Music
In-game music player
Camera
Take in-game photos
Games
Built-in phone arcade (Snake, Flappy Bird, 2048, and others)
Indeed
Job search app — browse and apply for jobs
Yenapp
Financial app — manage Yen balance, send/receive payments
Information
In-game help reference
Adding contacts via Socialink: two players stand near each other, both open Socialink, hold phones together, and confirm the connection. Each is automatically saved to the other's Contacts.
In-game currency: Yen, managed via Yenapp.
1. Roleplay, Gangs & Social Layer
Gakuran has a strong social dimension beyond combat:
Gangs/Crews: formed organically by the community; many organized via the official Discord
Territory disputes: turf claims across the map are part of the RP
Emote wheel: includes Bow, Lean, Sit, Dance, Duo, and others
Nameplates: display last name in Japanese with year-color outline (blue/purple/yellow)
School life: the phone, instruments, basketball, restaurants, and library create a daily routine beyond fighting
Common community terms:
Jumping — a group ambushing a single target
Pressing — verbally or physically intimidating another player to test their resolve
One tap — state where a player has so little HP they can be killed in one hit
Grip — finishing a downed opponent
Banging — active gang warfare or showing crew loyalty
Zone etiquette: Green Zone locations (coffee shop, classrooms, music room) are social spaces — fighting there disrupts RP scenes and goes against community norms.
1. Fighting Styles — Complete Guide
1.1 How the System Works
Each style determines your M1 animations, special move, and passive perks
Styles are randomly rolled at character creation
Reroll: 5 Robux per attempt (in the Stats menu) — result is random, you cannot choose directly
Style can also be changed using free Reroll codes (see Section 7)
1.2 Obtainable Styles by Rarity
There are 8 styles obtainable through the normal reroll system:
Rarity
Chance
Styles
Common
59%
Basic
Uncommon/Rare
30%
Slugger, Muay Thai, Karate
Epic
10%
Boxing, Hakari
Legendary
1%
Capoeira, Wrestling
Each specific Legendary is effectively ~0.5% (1% Legendary total ÷ 2 Legendary styles). Expect to reroll a lot before one lands.
1.3 Legendary Styles (1%)
Wrestling — Legendary
Grapple-focused heavy style. M2 is a command grab with Hyperarmor.
Takedown Grab: M2 grabs the opponent and slams them for 1.5x damage. Has Hyperarmor — uninterruptible unless parried or dodged.
Heavy Hitter III (MAX): +15% guardbreak damage on M1/M2
Guard Pierce II: 15% chip damage
Resilience V: 55% chance to clash into a grapple — highest of any obtainable style
Capoeira — Legendary
Mobility-focused style. Ragdoll on M2 with a shorter dash cooldown.
Powerful: M2 ragdolls the opponent on hit
Heavy Hitter I: +5% guardbreak damage on M1/M2
Guard Pierce II: 15% chip damage
Ginga: dash cooldown is 25% shorter
1.4 Epic Styles (10%)
Boxing — Epic(Community Tier: A)
Fast punches at close range. M2 has iFrames — the defining feature of this style.
Untouchable: M2 has iFrames — cannot be damaged during the heavy animation, only parried or dodged
Perfect Reflex: perfect blocks reduce M2 cooldown by 1 second of its remaining cooldown
Guard Pierce III: 20% chip damage
Hakari — Epic(Community Tier: B)
Combo-reward style. Landing a full M1 string activates a 3x M2 damage window.
Powerful: M2 ragdolls the opponent
Momentum Rush: completing a full M1 combo without being stunned opens a 7-second window where the next M2 deals 3x damage
Guard Pierce II: 15% chip damage
1.5 Uncommon/Rare Styles (30%)
Muay Thai — Rare(Community Tier: A)
Knees, elbows and kicks at mid-range. Highest Guard Pierce of any obtainable style.
Powerful: M2 ragdolls the opponent
Crushing Force II: +15% Posture damage on blocked hits
Guard Pierce V: 30% chip damage (highest in the game)
Resilience V: 55% chance to clash into a grapple (tied with Wrestling)
Karate — Rare(Unranked — perks confirmed)
Defensive, punish-focused style built around perfect blocking.
Steady Nerves: perfect blocking increases Posture regen by +15% for 3 seconds
Balanced Strike: landing an M2 refunds 25% of your max Posture
Guard Pierce II: 15% chip damage
Resilience II: 25% chance to clash into a grapple
Slugger — Rare(Unranked — perks confirmed)
High-risk, high-reward style. More damage output but also takes more damage.
Unstable: deal 10% more damage, but take 20% more damage
Guard Pierce V (MAX): 30% chip damage (tied with Muay Thai)
Resilience III: 45% chance to clash into a grapple
1.6 Common Styles (59%)
Basic — Common(Unranked)
The default style most new players roll first. Well-rounded perks — no rush to reroll away from it while learning.
Counterstrike: +5% damage on the next attack after a perfect block
Swift Recovery: +15% Posture regeneration rate
Guard Pierce II: 15% chip damage
Resilience II: 25% chance to clash into a grapple
1.7 Tier List Summary
Tier
Style
Notes
S
Hoop Demon
Current meta top pick; most sought-after reroll target (see note below)
A
Muay Thai
Range + power; controls neutral
A
Boxing
Fast, reliable; strong in tight spaces
B
Hakari
High ceiling; requires combo window mastery
Unranked
Wrestling
Likely A-tier based on Hyperarmor takedown + 55% grapple chance
Unranked
Capoeira
Mobility-focused Legendary; shorter dash cooldown
Unranked
Karate
Defensive, reactive
Unranked
Slugger
High-risk burst damage
Unranked
Basic
Solid fundamentals for beginners
Rankings are community-based, not official developer data. Subject to change with patches.
Note on Hoop Demon: Cited consistently across community sources as the current strongest PvP style. However, it does not appear in either the rollable styles list OR the unreleased styles list in the Trello board — its exact rarity category is unconfirmed via Trello. Its dominance is confirmed by gameplay footage.
1.8 Unreleased / Unrollable Styles (Listed on Trello but Not Obtainable)
These styles are documented on the official Trello under a separate "unreleased/unrollable" grouping. They are not part of the normal rarity table and cannot be obtained through rerolls. Some are intended for lore-specific NPCs, some are WIP, and one is actively marked for removal.
Style
Status
Key Perks
Dirty
🚨 Being removed — NPC lore style
Revenge: taking 3 hits from 2 attackers within 2.5s pushes both back and grants 3x damage + Hyperarmor for 10s; Guard Pierce IV (25%); Crushing Force I (+10% Posture dmg); Resilience III (45%); Iron Wall: immune to M2 ragdolls
Bulky
Unreleased
Crushing Force I (+10% posture dmg); Heavy Hitter I (+5% guardbreak); Guard Pierce IV (25%); Resilience IV (45%)
Kure
Unreleased
Last Stand: +15% total damage when HP ≤ 25%; Guard Pierce II (15%); Resilience I (15%)
Taekwondo
Unreleased
Powerful (ragdoll M2); Quickstep: landing a hit within 1s of a dash cuts remaining dash cooldown by 50%; Guard Pierce III (20%)
Sky Gaolang
Unreleased
Guard Pierce II (15%); Resilience I (15%)
Variant
Unreleased
Crushing Force I (+10% posture dmg); Guard Pierce IV (25%); Resilience IV (45%); Heavy Hitter I (+5% guardbreak)
Wild
Unreleased
Disorientating: M2 heavily blurs the victim's vision and halts Posture regen for 3 seconds; Guard Pierce II (15%)
Wingchun
Unreleased
Swift Hands: M1s 12.5% faster but -5% total damage; Fortified: +10% Posture resistance when blocking; Guard Pierce I (10%); Resilience I (15%)
📄 Description
May, 2007 - Japan
An INTENDED Slice of Life experience (though I guess our community just loves to fight LOL)
*NEW* ALL WORKING CODES in Gakuran! Gakuran Codes! ROBLOX
ItzVexo
How to REROLL STATS and FIGHTING STYLE in GAKURAN Roblox
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ALL ACCESSORIES GUIDE in GAKURAN Roblox
Radex Tips
ALL NAMEPLATE COLORS EXPLAINED in GAKURAN Roblox
Radex Tips
How to GET FREE REROLLS in GAKURAN Roblox
Radex Tips
BEST FIGHTING STYLES TIER LIST in GAKURAN Roblox
Radex Tips
What to DO in GAKURAN Roblox
Radex Tips
How to GET a JOB in GAKURAN ALL JOBS & MONEY METHOD Roblox
Radex Tips
[Roblox Gakuran] The OFFICIAL GUIDE! (Styles, Controls, Locations & Tips)
Chrisu
FULL GUIDE To GAKURAN! ROBLOX
ItzVexo
How To JOIN GAKURAN! ROBLOX
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How to Win 90% of Your Fights In Gakuran (Roblox)
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FECHEM ESSA ESCOLA! TENTANDO SOBREVIVER EM GAKURAN... O RP DE DELINQUENTE ESCOLAR DO...
Uzumaki
1. Accessories
Obtained via the accessory roll system — not a direct shop. Character has slots for head, face, neck, and arm accessories, each with its own ID and reroll button.
1.1 Accessories with Combat Interactions
Headphones:
Available in standard black and a thinner brown variant
Connect to the phone's Music app for private music playback while walking/working/socializing
⚔️ Combat: a strong enough punch can knock them off. Whatever was playing privately becomes audible to nearby players
Glasses:
Available as Thick Black Glasses or Thin Black Glasses
⚔️ Combat: a powerful punch can knock them to the ground. Vision becomes blurred until you find them, pick them up, and re-equip them — a real gameplay penalty in a close fight
1.2 Cosmetic Accessories
Scarves: neck accessories; colors: pink, black, grey, blue
Keychains: collectible cosmetic charms:
Pink Tomodachi-style keychain
Silver chain keychain
8-Ball car keychain
Drinks/Coffee: consumable items from vending machines and the Coffee Shop — social/flavor items, not stat items
Eyepatches and Necklaces: confirmed accessory categories on Trello; variant details not yet published
1. Character & Customization
1.1 Character Creation
Characters are generated with randomized stats (based on population statistics) at creation:
First name: you choose (3–12 characters)
Gender: you choose (determines hair and face pools; female models are ~10% slimmer)
Last name: rolled (4,428 unique last names split by ethnicity: European 838, Latino 795, Middle Eastern 769, Indian 755, African 712, Japanese 559)
Fighting style: randomly rolled
Ethnicity: randomly rolled (see section 6.2)
Height: determined by ethnicity average (see section 6.2)
Age/School year: rolled (1st, 2nd, or 3rd year — cosmetic for now)
Hair/Face/Accessories: rolled (pool varies by gender and ethnicity)
Personality: rolled (effect not yet published by developers)
Nameplate: displays last name in Japanese (kanji for known surnames, katakana for transliterations). Outline color indicates school year: blue = 1st year, purple = 2nd year, yellow = 3rd year.
Rare face: 1% chance of rolling a "mogger face" regardless of ethnicity/gender.
Hair color: each ethnicity has a natural color table — 95% of rolls draw from it. The other 5% get a dyed color outside the natural table (examples: red, pink, purple, green, white, teal).
1.2 Ethnicity System & Height
There are 6 ethnicities in the game, rolled at character creation:
Ethnicity
Approximate Rate
Height Tendency
Japanese
~95%
Average
European
~1%
Taller
African
~1%
Taller
Middle Eastern
~1%
Average to tall
Latino
~1%
Average
Indian
~1%
Average
Height averages by ethnicity and gender (from official Trello):
Ethnicity
Male Average
Female Average
European
178 cm (5'10")
165 cm (5'5")
African
175 cm (5'9")
162 cm (5'4")
Middle Eastern
173 cm (5'8")
160 cm (5'3")
Japanese
171 cm (5'7")
159 cm (5'3")
Latino
170 cm (5'7")
158 cm (5'2")
Indian
167 cm (5'6")
155 cm (5'1")
Height is generated around this average — rolls close to the average are far more common than extremes.
1.3 How Height Affects Combat
Tall Characters
Short Characters
Damage
Higher per hit
Lower per hit
HP
More (better in long fights)
Less
Speed
Slower movement and attacks
Faster
Hitbox
Larger (easier to hit)
Smaller (harder to hit)
Cooldowns
Longer
Shorter
Which build to target?
Bruiser (more damage/HP): target European or African ethnicity for a taller average roll
Speed/evasion build: any ethnicity can roll short; Boxing pairs naturally with short builds
Balanced: Japanese (~95% default) is perfectly viable — no extreme drawbacks
Height optimization is end-game min-maxing. Combat skill (parry timing, weaving) impacts win rate far more than height alone.
1.4 Rerolls
Fighting style reroll: 5 Robux (Stats menu)
Ethnicity reroll: tied to a full character reroll (Robux) — cannot reroll ethnicity independently
Hair/face/accessories: individual slots each have their own reroll button
Free rerolls via codes: see Section 7
1. Combat System
1.1 Core Loop
Every fight flows from four chained actions: Punch → Weave → Slam → Stomp
Punch (M1): light attacks to build pressure and create openings
Weave: slip or dodge an incoming attack on reaction (not prediction)
Slam (R/M2): heavy attack to break the guard of a turtling opponent
Stomp: finisher after slamming an opponent to the ground
Main beginner rule: don't spam M1. Predictable attack strings are easy to parry.
1.2 Posture (Stamina)
Posture is the shared resource for both sprinting and blocking:
Blocking hits drains Posture
Sprinting drains Posture continuously
Guard Break: if Posture hits zero while blocking, you're stunned for ~2 seconds and completely vulnerable
Posture regenerates automatically when you're not sprinting or blocking
Key insight: Parries do NOT consume Posture. You can still parry at zero Posture — this is the correct response when your Posture is depleted rather than trying to block.
1.3 Blocking vs. Parrying
Normal Block (hold F)
Parry (F timed just before impact)
Damage received
Chip damage (partial)
Zero
Posture cost
Yes — drains per hit
Zero
Stuns attacker?
No
Yes — opens counter window
Requires Posture?
Yes
No
1.4 Guard Pierce — Chip Damage by Style
Every fighting style has a Guard Pierce tier that determines how much damage "leaks" through a held block:
Occurs when two players attack nearly simultaneously. The player who swung first normally wins, shoving the opponent back and dealing reduced damage. Some styles have a Resilience perk that gives a % chance to escape this outcome (see style perks below).
1.6 Other Combat Options
Action
Key
Notes
Dash
Q
Quick reposition; use to escape after a guard break
Use Style
T
Activates your style's special move (cooldown varies)
Carry
V
Carry another player
Execute
B
Used on downed opponents
1. Controls (PC) — Confirmed by Official Trello
Key
Action
M1 / Left Click
Light attack — chainable, no cooldown
R (M2)
Heavy attack — more damage than M1; has a cooldown between uses
F (hold)
Block — drains Posture on each hit absorbed
F (timed, just before impact)
Parry (Perfect Block) — no damage, no Posture cost, stuns attacker
T
Activate your fighting style's special move
Q
Dash — quick reposition or escape
Shift (hold)
Sprint — drains Posture
Space
Jump
V
Carry another player
B
Execute — used on downed opponents
Alt
Open phone (12 apps)
Ctrl
Shift Lock — locks camera behind character (strongly recommended for PvP)
W/A/S/D
Standard movement
Notes:
Shift Lock (Ctrl) is strongly recommended for PvP: without it your character faces the camera direction, which is unpredictable in tight spaces.
Mobile and console controls are not officially documented — check in-game settings.
On console, the phone is opened with D-pad Right.
1. Jobs & Economy
1.1 Economy Overview
The in-game currency is Yen, managed via the Yenapp on the phone. There is no direct shop — Yen is earned primarily through jobs and can be spent on items, drinks, and experiences around the map.
Player-to-player Yen transfers:
The Yenapp functions like a mobile payment service
Each player creates a Yen Tag (unique username for receiving payments)
Send/receive Yen instantly without meeting in person
App includes transaction history to track all payments
1.2 How to Get a Job (Step by Step)
Press Alt to open the phone
Open the Indeed app
Browse available job listings
Apply for a job
Travel to the workplace and complete shifts to earn Yen
Critical job rules:
Private servers do NOT pay. Jobs only generate Yen on public servers
Don't leave your work area. Leaving the designated zone significantly reduces your shift payout
Every job has its own uniform. You receive the uniform when you apply
Starting a shift earlier in the in-game day yields a higher payout
1.3 Available Jobs
Job
Location
Payout
Zone
Notes
The Club (Akuma)
Back alley / Red Zone
⭐ Highest
Red
Best payout; shifts available from ~4 AM in-game time (giving longest hours); bartender uniform; a powerful NPC bouncer is present — new players should avoid fighting him
Coffee Shop
Neighborhood
High
Green ✅
Barista role; Green Zone (combat disabled) = safest job; distinct uniform
7-Eleven
Neighborhood
Medium
Neutral
Cashier; uniform provided on application; door occasionally buggy; easter egg: a hidden Uzi behind the counter (not part of gameplay)
Sweet Treats Shop
Neighborhood
Unknown
Neutral
Storefront exists but functional status as a job is still in development
Cat Cafe
Neighborhood
N/A
Neutral
Charming theme but not currently an active job
Tip: The Club has the best payout but is a Red Zone — expect fights while working. Coffee Shop is the safest option. 7-Eleven is the best entry point for new players.
1.4 What Yen Is Used For
Buy items and drinks around the city
Purchase food at restaurants (Kobayashi Ramen, etc.)
General character lifestyle and progression
Exact Yen amounts for jobs and item prices have not been published in any accessible source — the Trello lists pay scales but no third-party source has reproduced the specific numbers.
1. Map & Locations
The game is set in the Nishikata District in May 2007 Japan, with 9 connected locations spread across a school campus and the surrounding neighborhood.
1.1 School Campus
Nishikata Highschool
The heart of the map and main social hub
Interior includes classrooms (some entered in first-person mode), hallways (tight — good for cornering, dangerous to be surrounded in), music room, Dojo training area, library
Certain indoor areas disable combat stance
Second floor: Music Room with playable instruments
Third floor: newer additions including training areas
Courtyard
Outdoor area attached to the school
Main spot for open PvP and group roleplay
Open space favors styles that need room to dash and reposition
Basketball Court
Functional basketball minigame (not just scenery)
Popular neutral ground between rival crews
1.2 The Neighborhood
Kobayashi Ramen — ramen restaurant; popular roleplay hub for school-life scenes
Nishikata Coffee Shop — café; Green Zone; also one of the available job locations
7-Eleven Gas Station — convenience store modeled on the real 2007 Japanese 7-Eleven; Neutral Zone; available as a job
Club Akuma — nightlife venue; Red Zone; highest-paying job location; has a powerful NPC bouncer — new players should avoid fighting him
Nishikata Fitness Center — gym; best place to practice PvP with lower stakes
Cycle Shop — currently not an active location but designed for future content (bicycles anticipated in future updates)
Cat Cafe — themed but not currently an active job location
1.3 Zone System
The map uses a color-coded zone system:
Zone
Combat
Examples
Green Zone
Disabled — combat stance auto-reverts on entry
Most school classrooms, Music Room, Coffee Shop
Neutral Zone
Possible but not enforced
7-Eleven, Basketball Court, most outdoors
Red Zone
Expected and enabled
Club Akuma alleyway
1.4 Interactable Objects
Object
Location
Interaction
Basketball
Basketball Court
Full playable minigame (see Section 9)
Instruments
Music Room (2nd floor)
Rhythm game mechanics, multiplayer sync
Chalkboard
Classrooms
Collaborative real-time drawing
Books
Library (2nd floor, left hallway end)
Actual flippable pages with full text
1. Minigames & Activities
1.1 Basketball
A full skill-based system with real shot timing, dribbling, and defense:
Shooting:
Hold F to start the shooting motion — a meter fills
Release F at the right moment to determine shot quality:
Bright Green — perfect release, guaranteed to score if uncontested
Lime Green — slightly late, high chance to score
Orange — late, lower chance
Red — mistimed, guaranteed miss
A defender contesting your shot reduces its chance regardless of timing
Height also affects basketball performance
Dribbling:
X — between the legs
Z + X — behind the back
C + X — alternate behind-the-back move
Backspace — drop the ball
Defense: hold Right Mouse Button to enter defensive stance and contest shots
1.2 Instruments
4 playable instruments using rhythm-game mechanics (notes fall down lanes, hit on beat):
Instrument
Lanes
Keys
Electric Guitar
2
F and J
Bass Guitar
4
—
Drums
4
—
Piano
4
—
Supports synchronized group performances — players who join a song in progress are automatically synced to the current point.
1.3 Chalkboard
Shared drawing surface. Multiple players can draw simultaneously, each in a different chalk color. Drawings persist until erased with a Chalk Eraser.
1.4 Library Books
Located on the 2nd floor at the end of the left hallway. Books have real flippable pages with full written text — not just a summary screen.
1. Phone System
Open with Alt (PC) / D-pad Right (console). The phone has 12 apps, all themed to 2007 Japan:
App
Function
Messages
In-game messaging between players
Contacts
Saved player contacts
Dial
Direct calls to other players
Recents
Call and message history
Socialink
Social network — share posts, connect with players
Mixi
Social platform (Mixi was Japan's largest social network in 2007 — a historically accurate touch)
Music
In-game music player
Camera
Take in-game photos
Games
Built-in phone arcade (Snake, Flappy Bird, 2048, and others)
Indeed
Job search app — browse and apply for jobs
Yenapp
Financial app — manage Yen balance, send/receive payments
Information
In-game help reference
Adding contacts via Socialink: two players stand near each other, both open Socialink, hold phones together, and confirm the connection. Each is automatically saved to the other's Contacts.
In-game currency: Yen, managed via Yenapp.
1. Roleplay, Gangs & Social Layer
Gakuran has a strong social dimension beyond combat:
Gangs/Crews: formed organically by the community; many organized via the official Discord
Territory disputes: turf claims across the map are part of the RP
Emote wheel: includes Bow, Lean, Sit, Dance, Duo, and others
Nameplates: display last name in Japanese with year-color outline (blue/purple/yellow)
School life: the phone, instruments, basketball, restaurants, and library create a daily routine beyond fighting
Common community terms:
Jumping — a group ambushing a single target
Pressing — verbally or physically intimidating another player to test their resolve
One tap — state where a player has so little HP they can be killed in one hit
Grip — finishing a downed opponent
Banging — active gang warfare or showing crew loyalty
Zone etiquette: Green Zone locations (coffee shop, classrooms, music room) are social spaces — fighting there disrupts RP scenes and goes against community norms.
1. Fighting Styles — Complete Guide
1.1 How the System Works
Each style determines your M1 animations, special move, and passive perks
Styles are randomly rolled at character creation
Reroll: 5 Robux per attempt (in the Stats menu) — result is random, you cannot choose directly
Style can also be changed using free Reroll codes (see Section 7)
1.2 Obtainable Styles by Rarity
There are 8 styles obtainable through the normal reroll system:
Rarity
Chance
Styles
Common
59%
Basic
Uncommon/Rare
30%
Slugger, Muay Thai, Karate
Epic
10%
Boxing, Hakari
Legendary
1%
Capoeira, Wrestling
Each specific Legendary is effectively ~0.5% (1% Legendary total ÷ 2 Legendary styles). Expect to reroll a lot before one lands.
1.3 Legendary Styles (1%)
Wrestling — Legendary
Grapple-focused heavy style. M2 is a command grab with Hyperarmor.
Takedown Grab: M2 grabs the opponent and slams them for 1.5x damage. Has Hyperarmor — uninterruptible unless parried or dodged.
Heavy Hitter III (MAX): +15% guardbreak damage on M1/M2
Guard Pierce II: 15% chip damage
Resilience V: 55% chance to clash into a grapple — highest of any obtainable style
Capoeira — Legendary
Mobility-focused style. Ragdoll on M2 with a shorter dash cooldown.
Powerful: M2 ragdolls the opponent on hit
Heavy Hitter I: +5% guardbreak damage on M1/M2
Guard Pierce II: 15% chip damage
Ginga: dash cooldown is 25% shorter
1.4 Epic Styles (10%)
Boxing — Epic(Community Tier: A)
Fast punches at close range. M2 has iFrames — the defining feature of this style.
Untouchable: M2 has iFrames — cannot be damaged during the heavy animation, only parried or dodged
Perfect Reflex: perfect blocks reduce M2 cooldown by 1 second of its remaining cooldown
Guard Pierce III: 20% chip damage
Hakari — Epic(Community Tier: B)
Combo-reward style. Landing a full M1 string activates a 3x M2 damage window.
Powerful: M2 ragdolls the opponent
Momentum Rush: completing a full M1 combo without being stunned opens a 7-second window where the next M2 deals 3x damage
Guard Pierce II: 15% chip damage
1.5 Uncommon/Rare Styles (30%)
Muay Thai — Rare(Community Tier: A)
Knees, elbows and kicks at mid-range. Highest Guard Pierce of any obtainable style.
Powerful: M2 ragdolls the opponent
Crushing Force II: +15% Posture damage on blocked hits
Guard Pierce V: 30% chip damage (highest in the game)
Resilience V: 55% chance to clash into a grapple (tied with Wrestling)
Karate — Rare(Unranked — perks confirmed)
Defensive, punish-focused style built around perfect blocking.
Steady Nerves: perfect blocking increases Posture regen by +15% for 3 seconds
Balanced Strike: landing an M2 refunds 25% of your max Posture
Guard Pierce II: 15% chip damage
Resilience II: 25% chance to clash into a grapple
Slugger — Rare(Unranked — perks confirmed)
High-risk, high-reward style. More damage output but also takes more damage.
Unstable: deal 10% more damage, but take 20% more damage
Guard Pierce V (MAX): 30% chip damage (tied with Muay Thai)
Resilience III: 45% chance to clash into a grapple
1.6 Common Styles (59%)
Basic — Common(Unranked)
The default style most new players roll first. Well-rounded perks — no rush to reroll away from it while learning.
Counterstrike: +5% damage on the next attack after a perfect block
Swift Recovery: +15% Posture regeneration rate
Guard Pierce II: 15% chip damage
Resilience II: 25% chance to clash into a grapple
1.7 Tier List Summary
Tier
Style
Notes
S
Hoop Demon
Current meta top pick; most sought-after reroll target (see note below)
A
Muay Thai
Range + power; controls neutral
A
Boxing
Fast, reliable; strong in tight spaces
B
Hakari
High ceiling; requires combo window mastery
Unranked
Wrestling
Likely A-tier based on Hyperarmor takedown + 55% grapple chance
Unranked
Capoeira
Mobility-focused Legendary; shorter dash cooldown
Unranked
Karate
Defensive, reactive
Unranked
Slugger
High-risk burst damage
Unranked
Basic
Solid fundamentals for beginners
Rankings are community-based, not official developer data. Subject to change with patches.
Note on Hoop Demon: Cited consistently across community sources as the current strongest PvP style. However, it does not appear in either the rollable styles list OR the unreleased styles list in the Trello board — its exact rarity category is unconfirmed via Trello. Its dominance is confirmed by gameplay footage.
1.8 Unreleased / Unrollable Styles (Listed on Trello but Not Obtainable)
These styles are documented on the official Trello under a separate "unreleased/unrollable" grouping. They are not part of the normal rarity table and cannot be obtained through rerolls. Some are intended for lore-specific NPCs, some are WIP, and one is actively marked for removal.
Style
Status
Key Perks
Dirty
🚨 Being removed — NPC lore style
Revenge: taking 3 hits from 2 attackers within 2.5s pushes both back and grants 3x damage + Hyperarmor for 10s; Guard Pierce IV (25%); Crushing Force I (+10% Posture dmg); Resilience III (45%); Iron Wall: immune to M2 ragdolls
Bulky
Unreleased
Crushing Force I (+10% posture dmg); Heavy Hitter I (+5% guardbreak); Guard Pierce IV (25%); Resilience IV (45%)
Kure
Unreleased
Last Stand: +15% total damage when HP ≤ 25%; Guard Pierce II (15%); Resilience I (15%)
Taekwondo
Unreleased
Powerful (ragdoll M2); Quickstep: landing a hit within 1s of a dash cuts remaining dash cooldown by 50%; Guard Pierce III (20%)
Sky Gaolang
Unreleased
Guard Pierce II (15%); Resilience I (15%)
Variant
Unreleased
Crushing Force I (+10% posture dmg); Guard Pierce IV (25%); Resilience IV (45%); Heavy Hitter I (+5% guardbreak)
Wild
Unreleased
Disorientating: M2 heavily blurs the victim's vision and halts Posture regen for 3 seconds; Guard Pierce II (15%)
Wingchun
Unreleased
Swift Hands: M1s 12.5% faster but -5% total damage; Fortified: +10% Posture resistance when blocking; Guard Pierce I (10%); Resilience I (15%)