PCs courtesy Gourry.
Kyar.
Blame Meeple.
Ranma 1/2 is probably easier to interpret than you'd expect. Despite the fact that characters have cursed forms, statistics do not change between forms. A couple techs require one form, though, but that's probably one of the only things that the forms affect.
Damage for physicals seems to be subtractive, and the enemies I tested on had a defense of ~70. For enemy attacks, it's (Enemy Attack Power - PC's defense)/2, so a large difference in defense isn't quite as pronounced as it seems in raw numerics.
Levels are taken at 40 (or ~600,000 exp), which might be a bit overlevelled. I dunno. It isn't too unreasonable either way, though.
Ki is what's used for techniques. Ki costs vary depending on the technique, but not all techniques cost Ki. It's a bar, and the game doesn't really list how much each technique is, so I eyeballed them and tried to see how many times a character could use a certain technique before running out. Note that Ki costs vary on level (or by something else. Not sure) somehow.
You usually start battles with a full ki bar, but it can be partially filled if you use a lot of ki in one fight and fight a random shortly afterwards.
The defend skill in the game is incredibly badass, reducing damage that does hundreds to single digits. It also restores a bit of ki (~8%, it took 12 turns of defending to go from near zero to almost full), allowing for some really obnoxious turtling strategies for some characters (assuming you allow universal defend commands and such).
Equipment is generally the best storebought stuff available. I included a couple other weapons for defensive boosts. Ignoring accessories for now.
Stats
---
HP is HP.
Power adds to Attack
Speed is a complete mystery.
Strength adds to Defense.
Status Effects
---
Paralysis lasts 3-4? turns. Hitting opponents does not break Paralysis, I think.
Confusion. Enemies will attack themselves or allies. ~2 turns. Getting hit does not break confusion.
Sleep. Lasts 3-4 turns.
Ranma
HP: 509
Power: 148
Speed: 147
Strength: 107
Attack: 278
Defense: 207
Equipment
---
Blood Sword: +130 ATK
Storm Helm: +40 DEF
Thunder Gi: +60 DEF
Physical: 208
Specials
---
Tekizen Daigyakusou: Flee in terror, with NO KI COST!?!!1 hi
Ryuusekyaku (~18%): 483. [2x]
Amaguriken (~18%): 345. [1.5x]
Hiryuu Shoten Ha (~28%): 345, MT. He could do this three times, and he couldn't use Ryuusekyaku or Amarguriken afterwards. [1.5x]
Hishoukyaku (~35%): 764. [3x]
Hiryuu Kourindan (~48-50%): 625, MT. [2.5x]
CatFist (0%): 832, ST.
Akane
HP: 373
Power: 106
Speed: 109
Strength: 109
Attack: 226
Defense: 214
Equipment
---
Foxtail: +120 ATK
Stardust Helm: +40 DEF
Stardust Clothes: +65 DEF
Physical: 156
Specials
---
Teate (~0%): Heals 100 damage. This costs Ki early in the game, but it's virtually free at my level.
Jigoku Guruma (~18%): 269 [1.5x]
Mina Teate (~18%): Heals 150 damage, MT.
Yama Arashi (~30%): 269, MT [1.5x]
Mina Chiryou (~40%): Full healing?, MT. (healed Ranma from 1 to 509)
Zenkai Teate (~60%): Revival and/or full heal.
Moeru Kobushi (0%): 1738 [8x]. This is an Ultima-esque move that Akane learns at level 99. However, levelling to 99 in this game takes forever (it takes millions of experience, and fights give you thousands), so take this how you want. This is an insane damage boost for her, assuming you allow it.
Ryoga
HP: 602
Power: 150
Speed: 105
Strength: 183
Attack: 265 [280]
Defense: 303 [283]
Equipment
---
Dragon Tonfa: +115 ATK, +20 DEF
[Blood Sword]: +130 ATK
Storm Helm: +40 DEF
Thunder Gi: +60 DEF
Physical: 195 [210]
Specials
---
Sekiteki Kairin Gasa (~8%?): 35% (7/20) Paralysis.
Bakusai Tenketsu (~30%): 195 [210], MT. [1x]
Chiri Metsuretsu (~48-50%): 35% (18/51) confusion, MT. See Mousse.
Shishi Houkoudan (~30): 460 [490]. [2x]
Shinteki Kairin Gasa (~40%): 33% (17/51) sleep, MT. Lasts 3-4 turns.
Hishou Kouryuu Ha (~40%?): 725 [770]. [3x]
Mousse
HP: 530
Power: 138
Speed: 108
Strength: 143
Attack: 278 [253]
Defense: 243 [263]
Equipment
---
Mace: +140 ATK
[Dragon Tonfa: +115 ATK, +20 DEF]
Storm Helm: +40 DEF
Thunder Gi: +60 DEF
Physical: 208 [173]
RG Physical: 486 [436]
Specials
---
Hakushouken (~18%): 347 [310]. [1.5x]
Mokumetsudama (~40%]: 47% (24/51) Paralysis, MT. Paralysis lasts 3-4? turns. Hitting opponents does not break Paralysis, I think.
Gyakukou Mashouken (~48-49%): 33% (17/51) Confusion, MT. Enemies will attack themselves or allies. ~2 turns. Getting hit does not break confusion.
Shippou Kikouheki (~40%): Defense Doubles?, MT.
Ryuuou Gouwanriki (~48-49%): Attack Doubles, MT.
RG Hakushouken: 764 [689].
Shampoo
HP: 437
Power: 105
Speed: 187
Strength: 106
Attack: 225
Defense: 226
Equipment
---
Amazon Hammer: +115 ATK, +20 DEF
Stardust Helm: +40 DEF
Stardust Clothes: +65 DEF
Physical: 155
Gouwanriki Physical: 380
Specials
---
Chiryou (~18%): Heals 100 damage.
Hengou Shiatsuken (~8%): 40% (8/20) Confusion.
Gourikki Nanka (~18%): Paralysis. It always showed the hit animation, but the enemy could still act on their turn, making this move rather useless.
Fukkatsu (2-3%): Heals 200 damage.
Reppu Kihouki (~8%): Doubles? Defense.
Gouwanriki (~8%): Doubles Attack.
Koteki Seiryuuken (~49-50%): 493, MT. [2.5x]
Gouwanriki + Koteki Seiryuuken: 1055
Genma
HP: 638
Power: 191
Speed: 100
Strength: 152
Attack: 321
Defense: 252
Equipment
---
Blood Sword: +130 ATK
Storm Helm: +40 DEF
Thunder Gi: +60 DEF
Physical: 251
Specials
---
Kaeru Reki Shitai (0%): Uh.
Jigoku no Yurikago (~18%): Supposedly causes paralysis. I've never seen it succeed in ten trials. I am lazy, so I gave up. Panda Only.
Shanmao Kikoudan (~18%): 412, MT. [1.5x]
Mouko Rakuchizei (~66%): Run away! If someone wants to find out how this is better than Ranma's flee skill (which is free and gotten earlier), be my guest.
Mouko Takabisha (~8%): Draws enemy attacks. The ultimate duelling move, short of kililng yourself.
Mouko Ichegekitai (~60%): 572, MT. [2x]
Rouga Shuuhaitai (~66%): 572. [2x] Someone should explain why this costs more and is single target.
AVERGE
HP: Genma (638) > Ryoga (602) > Mousse (530) > Ranma (509) > Shampoo (437) > Akane (373)
Average: 514.8
Defense: Ryoga (303) > Mousse (263) > Genma (252) > Shampoo (226) > Akane (214) > Ranma (207)
Average: 244.2
Relative Physical Durabilities [they all have average magic defense AFAIK, so HP is the way to determine that]
Mousse + Shippou Kikouheki (0.399) [not 100% sure on this]
Shampoo + Reppu Kihouki (0.695) [not 100% sure on this]
Ryoga (0.814)
Genma (0.868)
Mousse (1.019)
Ranma (1.199)
Shampoo (1.342)
Akane (1.612)
Speed: Shampoo (187) > Ranma (147) > Akane (109) > Mousse (108) > Ryoga (105) > Genma (100)
Average: 126
First Turn Damage
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1. Ranma's Hishoukyaku (764)
2. Ryoga's Hishou Kouryuu Ha (725)
3. Genma's Mouko Ichegekitai (572)
4. Shampoo's Koteki Seiryuuken (493)
5. Mousse's Hakushouken (347)
6. Akane's Jigoku Guruma (269)
Average: 528
Three Turn Damage Average
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Ranma (2xHishoukyaku + Ryuusekyaku) = 2011
Ryoga (2xHishou Kouryuu Ha + Physical) = 1645
Mousse (Ryuuou Gouwanriki + 2xHakushouken) = 1528
Shampoo (Gouwanriki + Koteki Seiryuuken + Physical) = 1435
Genma (Mouko Ichegekitai + 2xShanmao Kikoudan) = 1396
Akane (3xJigoku Guruma) = 807
Average: 1470