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(学乱) Gakuran
📖 GAME GUIDE

(学乱) Gakuran

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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:

EthnicityApproximate RateHeight 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):

EthnicityMale AverageFemale Average
European178 cm (5'10")165 cm (5'5")
African175 cm (5'9")162 cm (5'4")
Middle Eastern173 cm (5'8")160 cm (5'3")
Japanese171 cm (5'7")159 cm (5'3")
Latino170 cm (5'7")158 cm (5'2")
Indian167 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 CharactersShort Characters
DamageHigher per hitLower per hit
HPMore (better in long fights)Less
SpeedSlower movement and attacksFaster
HitboxLarger (easier to hit)Smaller (harder to hit)
CooldownsLongerShorter

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

  1. Punch (M1): light attacks to build pressure and create openings
  2. Weave: slip or dodge an incoming attack on reaction (not prediction)
  3. Slam (R/M2): heavy attack to break the guard of a turtling opponent
  4. 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 receivedChip damage (partial)Zero
Posture costYes — drains per hitZero
Stuns attacker?NoYes — opens counter window
Requires Posture?YesNo

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:

LevelChip DamageStyles
Guard Pierce I10%Wingchun
Guard Pierce II15%Hakari, Karate, Kure, Sky Gaolang, Wild, Wrestling, Capoeira
Guard Pierce III20%Boxing, Taekwondo
Guard Pierce IV25%Bulky, Dirty, Variant
Guard Pierce V30%Muay Thai, Slugger

1.5 Grapple / Clash

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

ActionKeyNotes
DashQQuick reposition; use to escape after a guard break
Use StyleTActivates your style's special move (cooldown varies)
CarryVCarry another player
ExecuteBUsed on downed opponents

1. Controls (PC) — Confirmed by Official Trello

KeyAction
M1 / Left ClickLight 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
TActivate your fighting style's special move
QDash — quick reposition or escape
Shift (hold)Sprint — drains Posture
SpaceJump
VCarry another player
BExecute — used on downed opponents
AltOpen phone (12 apps)
CtrlShift Lock — locks camera behind character (strongly recommended for PvP)
W/A/S/DStandard 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)

  1. Press Alt to open the phone
  2. Open the Indeed app
  3. Browse available job listings
  4. Apply for a job
  5. 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

JobLocationPayoutZoneNotes
The Club (Akuma)Back alley / Red Zone⭐ HighestRedBest 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 ShopNeighborhoodHighGreen ✅Barista role; Green Zone (combat disabled) = safest job; distinct uniform
7-ElevenNeighborhoodMediumNeutralCashier; uniform provided on application; door occasionally buggy; easter egg: a hidden Uzi behind the counter (not part of gameplay)
Sweet Treats ShopNeighborhoodUnknownNeutralStorefront exists but functional status as a job is still in development
Cat CafeNeighborhoodN/ANeutralCharming 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

Laundromat — slice-of-life setting; neighborhood texture

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:

ZoneCombatExamples
Green ZoneDisabled — combat stance auto-reverts on entryMost school classrooms, Music Room, Coffee Shop
Neutral ZonePossible but not enforced7-Eleven, Basketball Court, most outdoors
Red ZoneExpected and enabledClub Akuma alleyway

1.4 Interactable Objects

ObjectLocationInteraction
BasketballBasketball CourtFull playable minigame (see Section 9)
InstrumentsMusic Room (2nd floor)Rhythm game mechanics, multiplayer sync
ChalkboardClassroomsCollaborative real-time drawing
BooksLibrary (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):

InstrumentLanesKeys
Electric Guitar2F and J
Bass Guitar4
Drums4
Piano4

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:

AppFunction
MessagesIn-game messaging between players
ContactsSaved player contacts
DialDirect calls to other players
RecentsCall and message history
SocialinkSocial network — share posts, connect with players
MixiSocial platform (Mixi was Japan's largest social network in 2007 — a historically accurate touch)
MusicIn-game music player
CameraTake in-game photos
GamesBuilt-in phone arcade (Snake, Flappy Bird, 2048, and others)
IndeedJob search app — browse and apply for jobs
YenappFinancial app — manage Yen balance, send/receive payments
InformationIn-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:

RarityChanceStyles
Common59%Basic
Uncommon/Rare30%Slugger, Muay Thai, Karate
Epic10%Boxing, Hakari
Legendary1%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

TierStyleNotes
SHoop DemonCurrent meta top pick; most sought-after reroll target (see note below)
AMuay ThaiRange + power; controls neutral
ABoxingFast, reliable; strong in tight spaces
BHakariHigh ceiling; requires combo window mastery
UnrankedWrestlingLikely A-tier based on Hyperarmor takedown + 55% grapple chance
UnrankedCapoeiraMobility-focused Legendary; shorter dash cooldown
UnrankedKarateDefensive, reactive
UnrankedSluggerHigh-risk burst damage
UnrankedBasicSolid 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.

StyleStatusKey Perks
Dirty🚨 Being removed — NPC lore styleRevenge: 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
BulkyUnreleasedCrushing Force I (+10% posture dmg); Heavy Hitter I (+5% guardbreak); Guard Pierce IV (25%); Resilience IV (45%)
KureUnreleasedLast Stand: +15% total damage when HP ≤ 25%; Guard Pierce II (15%); Resilience I (15%)
TaekwondoUnreleasedPowerful (ragdoll M2); Quickstep: landing a hit within 1s of a dash cuts remaining dash cooldown by 50%; Guard Pierce III (20%)
Sky GaolangUnreleasedGuard Pierce II (15%); Resilience I (15%)
VariantUnreleasedCrushing Force I (+10% posture dmg); Guard Pierce IV (25%); Resilience IV (45%); Heavy Hitter I (+5% guardbreak)
WildUnreleasedDisorientating: M2 heavily blurs the victim's vision and halts Posture regen for 3 seconds; Guard Pierce II (15%)
WingchunUnreleasedSwift Hands: M1s 12.5% faster but -5% total damage; Fortified: +10% Posture resistance when blocking; Guard Pierce I (10%); Resilience I (15%)