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Battles to choose:
These classes teach new riders basic movements for them to learn AT's. Although these classes are considered basic, even high-level Storm Riders participate in them frequently.
F - Dash Edit
Movement taught - "Run". Dash is a simple race to a finish line; the person to get there first wins the battle. Dash matches are carried out in a series of one-on-one races, meaning even 2 opposing Storm Riders could engage in a function Dash match (as seen in the battle between Ikki and Ringo).
E - Hurdle Edit
Movement taught - "Avoid Obstacles". Hurdle incorporates the same concepts present in F-Class Dash matches, meaning one simply has to reach the finish line to win. However, to make things more difficult, large obstacles such as buildings or wide gaps are added to require more skilled AT usage. Storm Riders do not have to go over the obstacles in their way, they are able to go through, round or over. This is shown in the battle between Ikki and Bucca where Ikki smashes through a school window to pass through the building and eventually win the race.
D - Cube Edit
Movement taught - "Manage to Use Wall Surfaces". The focus in the majority of Cube matches is one-on-one combat within an enclosed space. However, some battlefields may allow for larger scale combat, as seen during Kogarasumaru's match against Behemoth.
C - Air Edit
Movement taught - "Jump". Air consists of ten platforms, each with a specific number. After a certain amount of time set at the start of the battle, these platforms are successively knocked down in random order. This means that riders must fight against the other team in order to gain solid footing. The last team standing wins the match. Two arenas for Air battles have been seen: the Animal House battle used a "Chupa Chups" arena, in which the platforms were themed after different types of candy. Against Sleipnir, jet airplanes were used, greatly adding to the difficulty and danger of the match.
A team needs to win against B-Class to Special A-Class to enter the Advanced Class.
B - Disk Edit
Disk has two different decisive factors. The first is limit to attack. The person with the disk is called the 'disk keeper', and can attack anyone at will. The others cannot attack anyone else besides the disk keeper. If anyone breaks this rule, a penalty point is given to the other team. The second most important factor in this class is teamwork. If a team does not co-operate, they definitely will not win.
A - Balloon Edit
The highest ranked, and hardest, battle system utilizing the 6 layers between A and F. Whoever takes the balloon with the emblem wins. The rules may look simple, but the difficulty is extremely high. A balloon battle is where both teams must access their full potential both mentally and physically. Every single one of their accumlating strengths and skills is a decisive factor to victory. Balloon is a team game usually carried out in 5-to-5 teams (although 6-to-6 has also been seen), where each team is separated into positions:
■ Panther - chases the balloon, and is the only member of the team who is allowed to touch it. If any other rider touches the balloon, the team will be disqualified.
■ Decoy - lures enemies away, pretending to be the Panther.
■ Ultimate - battles the other team.
■ Middle - assists the 3 people in front.
■ Keeper - stops the enemies attacks.
Each position has fatal risks. The Panther must not reveal itself otherwise it will be the opponents' primary target. The Decoy must pretend to be the Panther, giving the real Panther an opportunity, but risking his or her own life in the process. The Ultimate must fight the opponents hand-to-hand. The Middle assists the attacks causing him or her to share the Ultimate's risks. The Keeper stops the attacks, sometimes blocking the enemies attacks with his/her body.
(Note: Remember that the balloon does not remain stationery. Outside factors such as wind or wildlife can affect the balloon's flight path.)
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