FIGHTING VIPERS Frequently Asked Questions Version is current as of August 27, 1996. Please mail questions/comments/corrections to tlawson@acs.ucalgary.ca. Feel free to distribute this document - if you want to modify it, or use material from it, and then distribute it, acknowledge your sources. This document, and all parts within, are NOT for commercial use without express written consent of the author. ----------------- Table of Contents ----------------- Some General Information New (tm) Notation Basic Gameplay -The character selection screen -Inside the game -Moving around -Types of attacks Close combat Throws Running attacks Hopping and jumping attacks Hit them when they're down -Methods of defense Blocking Dodging Guard & attack Interrupting Flipouts and escapes Getting up Things to Pay Attention To -The clock -Armour Breaking armour off Keeping your armour on -Floating Floating people Protection against being floated -Fun with the wall Death and the wall Hopping off the wall Climbing the wall Smashing people against the wall Throwing and the wall -From behind Killing them from behind Defense while your back is turned -Counters of counters of counters -Odd uses for the guard button Pulling back attacks Stopping combinations Individual Character Moves -Grace -Bahn -Raxel -Tokio -Sanman -Jane -Candy -Picky Defeating the CPU Tricks, Glitches, Etc. Credits ------------------------ Some General Information ------------------------ Fighting Vipers is an arcade game by Sega, in which your objective is to kill your opponent before they kill you. This document is intended to give those interested in the game a start towards learning how to play effectively. Fighting Vipers shares quite a few similarities with Virtua Fighter, another series of games by Sega. However, I'll try to avoid references to it here, as not everybody has played it. The game has been released for the Sega Saturn overseas. The North American version should be out soon. This faq can be found in the following places: WWW - http://www.ucalgary.ca/~tlawson/fv_faq.html FTP - ftp.netcom.com in /pub/vi/vidgames/faqs/fv_faq.txt -------- New (tm) -------- Aug 27: Added damage ratings for moves. Added frame rate statistics for moves. Added information about different armour strengths for different characters. (Many thanks to Graham Chubb for providing me with all this.) Added a 'back' special for moves that cause the opponent to fly at the wall, and a 'backwards' special for moves that require you to have your back to your opponent. Fixed a lot of moves where things were incorrect, and added a whole pile of turnaround moves and air moves I was missing. I'll update this thing again if/when I get my hands on a Saturn version of FV, or I get filled in on some of the differences from what's here. April 24: Added a section on some uses for the guard button. Added some notes for several characters telling information specific to that character. Changed quite a few moves to 'B' level (hits non-blockers) as they were classified wrong. There are probably still several moves still in the wrong categories, but I've changed all those I know of. (+ misc. additions) April 10: First release. -------- Notation -------- Through most of this document, this shorthand notation will be used for joystick motions and button presses, most especially in the move lists. u, d, b, and f refer to briefly moving the joystick up, down, backwards, and forwards respectively. (forwards being the direction your character is facing) uf, ub, df, db are diagonal directions - up and forwards, up and back, down and forward, and down and back. U, D, B, F, UF, UB, DF, and DB are the same, except the joystick must be HELD in that direction. n means 'neutral' or return the joystick to the center after holding it in a direction. P, K, and G refer to the buttons Punch, Kick, and Guard (or Defend). The START button is not abbreviated, mainly because it's rarely used. When several motions are joined together or are to be done in sequence, they will be listed as follows. If two items are joined by a plus (+), it means to do them at the same time, ie: P+G - press Punch and Guard at the same time. u+P - tap Up and press Punch at the same time. If two items are joined by a comma (,), it means to do them one after the other, ie: P,K - press Punch, and then press Kick. F,P - hold Forward, and then (still holding) press Punch. If two items are separated by a period (.), it means to do one OR the other (either will work), ie: (d.df)+K - is the same as either d+K or df+K. A double-less-than sign means to roll the joystick between two positions, ie: d>>f+P - means down, roll to df, roll to forward, and press Punch. Always roll through the downward stick motions before the upward ones, so db>>b+P means db,d,df,f,uf,u,ub,b+P. If a move starts with (cr), it means you must begin the move while crouching. If it starts with (air), you must be in the air on the way down, and if it starts with (run), you must be running. Ie: (cr) n+K+G - hold the joystick down until crouching, then return it to the center and press Kick and Guard together. (run) d+K - start running (f,F), and then slide the joystick to the down position and press Kick. (air) f+K - while in the air, tap forwards and press Kick. The 'special' section of the move list tells some information about how the move must be done, or what its effects are if it hits. (wall) means that the move must be done when your opponent is stuck between you and the wall. (atwall) means that YOU must have your back against the wall for this move to work. (onwall) means that you must climb the wall before doing this move. (down) means that, if the move hits, the victim will be knocked down. (back) means that, if the move hits, the victim will fly backwards at high speed. (float) means that the move will knock your opponent *very* high up into the air, and can usually be followed up with another move. (smash) means that the move can break armour. High and mid-level moves break upper armour; low and ground-level moves break lower armour. (guard) means the move is a guard & attack, and also breaks armour. (backwards) means your back must be facing your opponent. More detailed information on these things can be found later. -------------- Basic Gameplay -------------- This section covers some of the basic elements of playing the game, such as attacking and defense. More complex things will be covered later; for now, the section deals with the foundations of good gameplay. --The character selection screen This is fairly straightforward. Using the joystick, you move your character selection box (shown at the bottom) over the picture of the character you want to select, and press any button. (except START) To select an alternate set of colours, you must be holding down the START button when moving the character selection box; the character's large picture on screen will change colours as well, to let you know that it's been done correctly. There are two special modes you can activate when fighting against the CPU; Random Mode and Ranking mode. Only one can be turned on at a time. To start the game in Random Mode, insert your money into the machine then hold the joystick in the UP position when you press START to begin. To start the game in Ranking mode, instead hold the Punch Kick, and Guard buttons down when you press START. Random Mode simply makes the order in which the CPU characters fight you random, instead of the usual Bahn -> Grace -> Picky -> etc lineup. Random mode is far more difficult than normal mode. Ranking Mode will gauge your skill based on your fights against the computer. The factory default settings make Ranking Mode unavailable. Complain if it's disallowed on your machine. --Inside the game Once you begin the game, the majority of the screen is taken up displaying the actual combat scene. When fighting against the CPU, the lower corner of the screen displays how much total time the player has taken. This is not present when fighting in player vs. player mode. The upper portion of the screen displays several things: Lifebars - Each player has a lifebar, which displays how much life they have left. Initially, your lifebar is full. Whenever you are hit by an attack which you don't block, your lifebar goes down. If it becomes empty, you die. The lifebar changes colours depending on how much armour you have left. Green means you are fully armoured, red means you have no armour left, and yellow means you have either your upper or lower armour broken, but not both. Armour guy - Each player also has a small picture of a body which tells the current state of their armour. The armour guy is split into two sections - upper armour and lower armour. If one of the sections is solid green, your armour is still in fairly good shape. If it is flashing green, your armour is in danger of being broken. If it is flashing red, your armour has broken off. A timer - You are allowed 30 seconds per round in which to defeat off your opponent (or be defeated). The timer starts at 30 and counts down to 0; when 0 is reached, the round ends and the player with more life left wins. Message bar - At the very top of the screen there are two message bars which say such things as how many other humans a player has successfully defeated (winning streak), whether the player is the resident champion or challenger of a 2-player game, and invites people to join in. Some of these things will be covered in more depth later. --Moving around Once fighting, a very important thing to know is how to control your character's movement. Moving can get you out of the way of attacks, or help you get into a good position for making attacks of your own. There are several ways to do this: Walking: To walk, just hold the joystick forwards or backwards. This is fairly slow, and not too effective. Crouching: To crouch, hold the joystick down. This is important sometimes, as it allows some moves to miss you entirely by going over your head. Crawling: To crawl, hold the joystick diagonally down and forward (to crawl forwards) or down and back (to crawl backwards). Like walking, it's very slow. Dashing: To dash, you tap the joystick twice, either forwards or backwards, depending on the direction that you want to move. Dashing is usually the preferred method of getting closer or farther from your opponent; walking is much too slow. Crouch dashing: Crouch dashing is similar to dashing, except the joystick is tapped diagonally (down and forwards or down and back). Crouch dashing makes you vulnerable to mid-level attacks, but you duck right under high-level ones; and once the crouch dash is complete, you can use moves which require you to begin in a crouch. Hopping: You can hop by tapping the joystick in any upwards direction. Tapping diagonally will make your character hop slightly forwards or backwards. Its uses are limited, as you can't defend yourself in midair and can take severe hits. Backflips: Backflips are done by tapping the joystick diagonally up and back. I don't know of any use for them other than style - they don't move you back very far, and don't seem to be very effective at getting away from anything. Bahn and Sanman cannot backflip. Jumping: Jumping is done by holding the joystick in any upwards direction - holding diagonally will make your character jump forwards or backwards. Like hopping, jumping is dangerous, though it can sometimes quickly get you out of danger. Running: You can run forwards by tapping forwards once, then pressing forwards and holding in that direction - essentially like dashing forwards except the second joystick motion is held, not a tap. Running cannot be started if your opponent is very close in front of you. A very aggressive tactic, it can be very effective. You can stop running quickly by moving the joystick into the back position. --Types of attacks Each character has a multitude of attacks. Some are unique, some are not, but each does things differently and is useful in different situations. Knowing what attack to use and when to use it is vital. One important thing to know is to try not to use a move which will miss your opponent entirely - if you miss, it's very easy for them to retaliate. Most attacks have a 'level', which gives a description of when the move will hit, when it will miss, and how it should be blocked. Throws are the exception to this, as their hitting conditions are more specialized - the section on throws will cover this. Low-level moves, or level 'L', strike at the opponent's legs. If the opponent is standing, they will be hit; they must crouch and block, or get out of the way, to avoid these. Low-level moves are generally not so powerful, and not so common, but people will often forget to protect against them. Mid-level moves, or level 'M', must be blocked high; anyone who crouches to try and avoid these will be hit. Mid-level moves are strong, and very effective against those who try and block while crouching. High-level moves, or level 'H', are blocked high; however, if your opponent crouches, these moves will go right over their head and miss. These are the least likely moves to hit with, but most of them are deadly if you do make contact. Some moves hit only those characters who are not blocking, whether they are standing or crouching. These are fairly rare. They're referred to as level 'B'. Ground-hitting moves, or level 'G', are the only moves which can hit people who have been knocked down and are lying on the ground. You can usually ONLY do these moves if the opponent has been knocked down, or is falling down. However, just as a side note, if your opponent is NOT on the ground when you do a ground-hitting move, you can still hit them if they are not blocking. --Close combat The most basic type of attacks are close combat attacks. Everything from basic punches and kicks to the nastiest of armour breakers fall into this category. Most close combat attacks have something special about them; they guarantee a knockdown, float the opponent high, or similar things. Some close combat moves don't seem to do anything special, but don't be fooled; most of the time this is because they strike fast as lightning. Armour breakers are a dangerous threat, which do a lot of damage and can smash off your protection, which puts you at a heavy disadvantage, but these moves tend to be fairly easy to avoid. Beyond simple close combat attacks, there are combinations, which are strings of several attacks in a row. Combinations can do a lot of damage, and several attacks at different levels will occur very quickly within a combo. They can be deceptive in some cases. Combinations can also recover very quickly, making it very hard to counter them. Don't overuse them, though; you'll end up being interrupted, or hit with a guard & attack. --Throws Throws are moves which can only be done from extremely close range. Throws can either send your opponent running at full speed towards a wall, or do crushing amounts of damage. Missing a throw, however, causes your character to do a very slow reaching grab, which leaves you very vulnerable. No throws can be done on an opponent who has just begun an attack, though they can be thrown immediately after the part of the attack which would hit you is finished. Blocking is no protection against throws. Some throws can only be done when you are specially positioned near the wall - with either you or your opponent having their back up against it. Most throws are category 'ST', done to opoonents who are standing up. Crouching avoids these entirely. Category 'CT' throws work on people who are crouching, but not those who are standing. The reaching grab animation looks exactly the same, however; this may fool your opponent into crouching to avoid a standing throw. Throws of type 'BT' are behind throws - they can only be done when your character is very close to your opponent's back. These are fairly rare to get, as most people won't let you get near enough to their back to throw them. Lastly, there are air throws - 'AT' - which must be done when you and your opponent are both in the air, and very close together. These work very well after floating your opponent, especially since you can usually catch them before they have a chance to do a jumping kick at you. --Running attacks Running towards your opponent and attacking is a very aggressive tactic that can force people into making bad decisions. Most running attacks hit mid-level, and many recover too fast to guarantee a counter for your opponent. The running low slide, which is common to all characters, is a way to break low armour for everybody, and can keep your opponent guessing as to what level you're going to attack at. However, in reality, it's not very difficult to interrupt a running attack, and you should be careful about overusing them. By running towards your opponent and then coming to a sudden stop, you may be able to trick them into trying to counter a running attack before it comes out, and as a consequence you can get a free hit. --Hopping and jumping attacks Hopping attacks can be useful for dodging over low attacks. However, if you make a wrong guess and hop at the wrong time, you are extremely vulnerable. They seem to work best as an occasional surprise tactic. Jumping attacks can be useful sometimes, but while in the air you are very vulnerable; most of the time when you use jumping attacks, it's because your opponent was responsible for firing you into the air. Takeoff kicks, which happen when you kick out immediately as you jump, come out very fast and can take your opponent by surprise. However, once you do a takeoff kick, you're committed; you cannot do anything else until landing, giving your opponent plenty of time to do something powerful. Drop kicks, which can hit somebody on the ground, are relatively safe; if your opponent blocks them, they'll be stunned and won't be able to hit you before you're on the ground and ready for them. However, if you miss, the drop kick has a huge recovery time. Hopping and jumping attacks which hit low are great for deceiving people, but again, don't overuse them. --Hit them when they're down The various ground attacks are a quick and easy way to do extra damage to someone who's just been hit. The jumping pounce, common to all characters, does a lot of damage. If it misses, you'll take so long to recover that your opponent is almost guaranteed a chance to severely punish you. Most attacks which guaraantee a knockdown also guarantee that a jumping pounce will hit. Ground punches and kicks are much safer, and quicker, but do very little damage. As a bonus, if you hit with a quick ground attack just as they're beginning to get up, you can often get a second one for free. Sometimes, if your opponent is not particularly smart about which method they're using to get up, you can get several punches or kicks to hit before they clue in. As a rule, pounces which break armour break leg armour. There is one other type of attack: the ground throw (category 'GT') which allows you to pick up a downed opponent and throw them around. These only tend to work if you're very close to your victim, and do it fairly quickly after they were knocked down. Ground throws do a lot of damage and are much safer to execute than other types of pounces. --Methods of defense While Fighting Vipers places a heavy emphasis on offensive play, knowing how to protect yourself is still very important to winning. Properly defending yourself can often grant you the ability to hit your opponent in return. --Blocking Blocking is the basic method of defense - it's quick and easy to do. Just hold down the 'guard' button while standing to block high or midlevel attacks, or hold down the guard button while crouching to block low attacks. You cannot block while in the air; as a matter of fact, you cannot block when you're moving at all. Blocking is far from the best method of protecting yourself. Blocked hits can do a tremendous amount of damage to your armour, and once you block an attack you're often stuck in something called 'block stun' - you are unable to do anything until your character recovers from it. Often, you will recover from block stun far too slowly to punish your opponent from attacking you, and you're stuck in a no-win situation. Moves which do heavy damage, like armour breakers, often cause a lot of block stun. Keep in mind, though, that while blocking is not the best option, sometimes there aren't many others. Blocking is still better than taking a hit. --Dodging Dodging covers a variety of techniques, but they all do basically the same thing. Dodging is when you get out of the way of an attack altogether, letting it hit nothing but air. Crouching under a high attack is dodging; hopping over a low attack is dodging; dashing out of range from an attack is dodging as well. When you dodge, you obviously don't suffer from armour weakening or block stun that are a problem after blocking a hit. Most importantly, dodging leaves you in a position where you can attack your opponent immediately after they attack. Unfortunately, dodging often requires quite a bit of thinking ahead, and predicting what your opponent is going to do. If you try and dodge an attack but make the wrong choice, you'll put yourself in an extremely bad situation. --Guard & attack A guard & attack is a special kind of move which blocks for a split-second, and then immediately afterwards does a counterhit. If your opponent attacks you with a high or mid-level attack, the guard & attack will block it and you are guaranteed that you'll hit with the counter. Against opponents who use combinations a lot, this is very effective. There are a lot of reasons, however, that guard & attacks are very dangerous to use. Firstly, they are very slow to come out, and your opponent has plenty of time to see that you're doing a guard & attack, then block or dodge away. Second, they are very slow to recover, giving your opponent plenty of time to hit you if you miss. While in the 'guard' portion of these moves, you can be hit by throws and low attacks very easily; a single quick low punch is enough to stop the guard & attack dead. Very strong moves, such as armour breakers, will still be blocked, but you will suffer from block stun instead of hitting with the counter. Guard & attacks are not very useful when used as attacks instead of defense, due to the fact that they're so slow. If your opponent blocks them, you can usually be thrown easily. --Interrupting It requires quick reflexes or good prediction to do this properly, but it's fairly safe. Interrupting an attack means that you do another attack which hits the opponent very quickly, stopping their attack dead in its tracks. It's much easier to do this when your opponent is doing a slow attack, like an armour breaker. Simple, ordinary low punches are very effective at interrupting high and mid level attacks. Most characters have a quick mid-level attack that's fairly simple to do, and this works well against people trying to do low attacks. In some circumstances, you can use takeoff kicks to interrupt an attack, which have the added bonus of getting you out of the way. If you don't interrupt your opponent, either because you missed or were too slow, you will end up being hit. This is bad. Don't miss. --Flipouts and escapes Often, when you're hit, you'll be knocked into the air. If you do nothing when that happens, you may end up flying into a wall and taking a lot of extra damage, or falling heavily to the ground and taking more damage. In these situations, it's best to flip out by pressing Punch, Kick, and Guard all together; you'll flip yourself to an upright position, essentially as if you had jumped up instead of being hit. Doing this also helps you avoid being hit by ground attacks; if you do this and your opponent does a pounce, block it and hit them with the worst you can do. Flipouts are not always a good idea, as you'll stay up in the air longer after flipping out; it gives your opponent a good opportunity to hit you again, and again, and again. More on this in the floating section, later. All character have a throw which sends you running at full speed towards the wall. You can stop running towards the wall in two ways; by tapping forwards, then pressing all the butttons together, or by tapping backwards, then pressing all the buttons together. The first method makes you slow down and stop, while the second makes you hop and turn around, so that your back is no longer exposed. Learning to do these escapes will help you survive against wall throws. It's a better idea to do the hop escape, due to the fact that leaving your back exposed is not a good idea. Sanman's 'bowling' wall throw cannot be broken out of, as you're not running. Ouch. --Getting up Often, you'll find yourself knocked down and lying on the ground. There are several ways of getting up, though which is the right choice depends on your situation. Jumping up in place: To do this, tap Punch repeatedly. This gets you up somewhat quickly, and can avoid ground attacks sometimes. Rolling away: Tap either up or down on the joystick, depending on whether you want to roll towards yourself (out of the screen) or away from yourself (into the screen). Rolling away puts you at an angle to the way your opponent was, making them pretty much inable to hit you as you get up. Tumbling away: Tap away from your opponent to somersault away. This distances you from your opponent, which is good if you need a break. Tumbling towards: Tap towards your opponent to somersault right towards their feet before getting up. This is a fairly aggressive way to get up, and you may be able to hit your opponent quickly after getting up. Rolling into their feet can also mean that you'll get hit by several ground punches or kicks in a row. If you tumble towards them and they miss a jumping pounce, you get a free shot at their back, which is always nice. Just get up: Don't press Punch. Don't move the joystick anywhere. Your character will get up in place, fairly simply. The nice thing about this method is that it leaves you ready to attack almost before your opponent knows that you're rising. Some attacks will leave you lying with your head towards your opponent, or at bizarre angles. With your head towards your opponent, you often take longer to stand up; at bizarre angles, you can never quite tell which way rumbling or rolling will take you. In these cases, rolling to get up is probably the safest idea. When you are getting up, you can repeatedly tap the Kick and Guard buttons; this helps you to get up much faster. -------------------------- Things to Pay Attention To -------------------------- This section is more useful than it sounds. While you might be able to get through a match and ignore most of these things, they're important once you get beyond the most basic levels of play. --The clock The clock might seem fairly innocent, as it just counts down the amount of time that you're allowed to continue playing. It's a good idea to keep an eye on it once in a while, to know when to start a last attempt to kill your opponent before time runs out, and to know when to hold your opponent off for the last few seconds when you're ahead. --Armour Armour is your protection against the worst the opponent can do to you. When all your armour is knocked off, even a simple jumping pounce can take off between 1/3 and 1/2 of a full lifebar. Losing your armour can be devastating, but it's not a reason for you to give up the game; some of the most amazing playing can come from someone desparate who has just had all their armour knocked off. Having your armour knocked off also gives you a small extra burst of speed and power. --Breaking armour off To be broken off, armour must first be weakened. Armour will become weaker if you get hit by an attack, or even if you block it. Large, powerful attacks and armour breakers do a better job of weakening armour than quick, light attacks do, but they're not as safe to do. If you concentrate on trying to weaken somebody's armour, you become predictable. Don't worry; in the course of any game, most of the time at least half of your opponent's armour will become weak. Once armour is weak, you need to hit with an armour breaking attack to actually knock it off. Everybody has at least one guard & attack, which knocks armour off if it hits, as well as some running attacks. Many mid-level running attacks knock off upper armour, and all characters have the running slide kick which knocks off lower armour. Most characters have special armour breaking moves. High or mid-level armour breakers knock off upper armour only, and the more rare low-level armour breakers knock off low armour. Some characters have pounces which knock off low armour. One thing to remember about armour breaking moves is that you can usually see them coming. Running attacks and reversals are very easy to deal with. The best time to use your armour breakers is often when your opponent is floated, as they don't have as many ways to defend against you. As an aside, in some arcades it's customary to give mercy rounds to a player who loses. Abusing these to break off armour is generally considered to be a good way to stop getting mercy rounds. --Keeping your armour on It is very difficult keep your armour from being weakened. Unless you win rounds without your opponents touching you, you're probably going to be in danger of losing armour, and often. However, once your armour is weakened (armour guy is flashing green), then there are some tactics you can use to protect yourself. Many people, upon seeing that your armour is weak, will very predictably try to hit you with nothing but armour breaking attacks. Knowing this, it's easy to block against them in the worst cases, or keep out of the way. Knowing something about how various characters can break armour will help you here, by allowing you to spot when people are going to try and hit you. Other than that, the only other advice is not to get hit; if you can do that perfectly, then you don't need to read anything else I write. Different characters have different strengths of armour; it takes longer for them to have it knocked off. All characters can take their armour off with the armour blast off move (f,b,f,b+P+K+G); this move is mostly for showing off. If your opponent has you almost dead, but you still have armour left, this move can save you, as you don't need your armour anyways, and can hit your opponent if you're close enough. --Floating Floating is, quite simply, the art of hitting your opponent several times before they finally fall to the ground. Needless to say, the damage from a float adds up very quickly. Being able to float your opponent can cripple them, and being able to protect yourself from someone trying to float you is a good skill to help you stay alive. --Floating people Having your opponent up in the air severely limits their options. They can't block, dodge, or in any way get out of your way. They aren't completely helpless, but use these opportunities to do your worst to them. Getting someone to float is not too difficult. Some moves float people just by hitting them. Most of the time, though, if your opponent crashes into the wall, this causes them to float as well, but not as high up. If your opponent likes to jump around a lot, use this against them by hitting them out of the air. Once someone is floating, you can hit them with almost any attack. Combinations are good for floating, as you can be pretty sure that your opponent won't block any of the hits. Even better, your slow armour breaking attacks are unlikely to be defended against. If you're far away from your opponent, running attacks work well. A running slide can connect on your floating opponent too, knocking off lower armour. When learning the game, a lot of people will do the flipout (P+K+G) whenever they get hit. This keeps them in the air quite a bit longer, and allows you to hit them again and again before they finally hit the ground. If you do this a lot, they tend to learn pretty quickly not to flipout. Don't blindly rush in and try to smash your opponent, though. They aren't completely helpless; after doing a flipout, if they have enough time, they can do a dropkick and send you flying away. In these cases, you can use moves which hit them while they're still high in the air, or you can dodge just outside the range of their dropkick; if they miss it, their recovery time is long enough for you to run in and quickly throw them. Air throws also work well when your opponent is floated, and you're not at much risk of being kicked out before it hits. --Protection against being floated When in the air, you don't have many options. However, there are some things you can do to protect yourself from taking too much damage from a float. First, it's essential that you do not do the flipout (P+K+G) all the time after being hit. In a lot of cases, it only hurts you more. This move is still essential to avoid taking huge amounts of damage when you fly and hit the wall, but in a lot of cases you don't need it. Sometimes not flipping out will also give your opponent a free pounce, but compared to the damage you might take while being floated, this isn't usually much. Second, you can try and interrupt them by flipping out and doing a dropkick. (hold towards your opponent and press Kick) The dropkick has high priority, and can usually hit them before they hit you, but it takes some time to come out. If they hit you after you flip out, but before you dropkick, you're worse off than you were before. Getting into a habit of this is bad, too, because if you miss, your opponent can run in and get a free hit. --Fun with the wall The wall is the boundary that holds both fighters in the ring, but it also allows you to do a multitude of interesting things. It hurts you if you hit it, but it can help as well; a multitude of moves and throws make use of the walls. --Death and the wall When an opponent is killed by a strong attack which send them flying back, they will break through the ring's wall and fly out into the surrounding environment. The only exceptions are the stages belonging to Jane and B.M., the boss at the game's end - instead, the wall (made of wrestling-ring ropes) flings you competely out of the ring. If you kill someone with a move which floats them, and your positioning is perfect, they may fall down and break their back on the top of the ring's wall. This is hard to do but a nice crowd pleaser. --Hopping off the wall When you're in the air and near the wall, you can hop off it by pressing up on the joystick. This can get you out of a tight corner sometimes, by hopping back towards the wall, using it to push off, and then flying over your opponent's head. These leave the two of you with your backs to each other, but can really surprise someone who's never seen it happen before. As always, though, jumping in the air is generally not a good idea against someone who knows what they're doing. The farther your opponent is from the wall, the faster you'll be going when you spring off the wall. In such cases it's possible to hop all the way to the middle of the ring; if your opponent was running towards you, you'll probably fly over their head. If you're lucky, you can even land a backwards dropkick (hold back and press Kick) on your opponent's head after flying over. --Climbing the wall Candy, Jane, and Picky can all climb the wall, by jumping towards it and press up and Punch before they reach it. Once climbing to the top, they will jump off, towards their opponent, allowing you to do the air attack of your choice. Again, this is not good to do regularly as your opponent will probably catch on. Once climbing the wall, however, they can also do a jumping pounce (tap up and Punch at the same time), whether their opponent is knocked down or not. What's special about this pounce is that it knocks off leg armour if it connects. It can be blocked high or low, however, and I've never seen someone aside from early CPU characters knocked down for long enough to climb the wall and jump on them. If anybody can do this regularly, let me know. --Smashing people against the wall The wall adds extra damage if you hit it; in some cases, it adds a lot. What's more, it aids in floating someone by both adding more damage and keeping them in place while you hit them. Most of the truly damaging float combos happen with the aid of the wall. If you're really feeling like doing something strange, you can run into the wall and hurt yourself on it. This usually happens by accident, though, and is a very embarassing way to die unless you intended to do it. --Throwing and the wall Many throws make use of the wall in once way or another. The basic P+G throw, which everybody has, does 3 different things depending on where you are in relationship to the wall. If neither you nor your opponent has their back to the wall, you'll grab them and sending them running or flying towards the wall at full speed (except for Jane, who has no wall rush throw). If they have their back to the wall, you'll press/crush/ram them against it. If you have your back to the wall, you'll grab your opponent's arm and switch places with them, with you now standing where they were and them being rammed into the wall. Both of the throws which make your opponent hit the wall are perfect setups for floating. As a side note, the throw which makes your opponent run towards the wall can be escaped. If your opponent has a habit of doing this, try running after them after throwing them; if they stop, you can hit them with a running attack in the back, making them hit the wall anyways. Some characters have special throws that can only be done when their opponent has their back against the wall. These can be quite nasty. Some also have special throws which throw the opponent at the wall, but don't allow them to escape, like Picky and Raxel's neck throw. If you want to play it safe, you can use these. --From behind There is nothing quite so dangerous as having your back to your opponent. You can't defend yourself properly in this state, and you have very few attacks that you can use; most of these, quite plainly, are terrible. On the other hand, if you can get a free shot at your opponent's back, it may spell the end for them. --Killing them from behind When they find that they have their back to you, most people will panic and do anything in their power to keep you from getting a free shot. This is a good idea on their part, but makes it difficult to do anything to them. In most cases, stick to simple, quick attacks, or try and predict what they're going to do; you can hop over low turning attacks or use a guard & attack against high ones. If you have enough time, you can hit them with a behind throw. If you have enough room to run at them, a dashing attack would be hard for them to get away from. --Defense while your back is turned Your first option when you discover that you're facing the wrong way is to run. This is quick, safe, and if your opponent doesn't run after you too soon, you can turn yourself around after distancing yourself. However, if you run too far and hit the wall, you may end up saving your opponent the trouble of killing you. Turning around with a low punch or kick can often interrupt them if they're overanxious and try to hit you with something that's too slow. Turning around with a mid-level attack is generally a bad idea, as not many people will crouch when in this position. If you're really feeling lucky, you can try to jump backwards - over their head - and reverse your positions. Most people will never fall for this, but it's very funny if you manage it. When turning around with a high punch, you can immediately after do any combo that starts with a high jab; this can extend combos such as Grace's machine gun punches to up to 6 hits. --Counters of counters of counters Most people are aware that, if two people do a guard & attack, the one who does it later will win the exchange. However, if you were the one to do the first guard & attack, you can do it again, and end up being the one who hits. This sounds confusing, but it goes something like this: You do a guard & attack. Your opponent sees this, and does a guard & attack to counter yours. You see this and do your guard & attack motion again. You end up hitting. You can't do this with some guard & attacks, like Bahn's uppercut guard & attack. --Odd uses for the guard button --Pulling back attacks Most high-kicks can be pulled back before they finish, by pressing G before the kick would usually hit. This is mostly useful to trick your opponent into trying to retaliate to an attack that never happened. If your opponent is attacking you already, however, it's not very useful to do a non-attack like this; you'll most likely be hit. However, it takes no time to recover from pulling back an attack. --Stopping combinations If you want to stop a combination in the middle, you can press Guard; this will cause the game to ignore the rest of the attacks you've entered in (if any). It also cancels the rest of the combination, so that you can do such things as repeated standing jabs; usually, if you did this, you would get a P,P,P combo. This can be useful when floating someone, but pressing P,G,P,G,P,G... requires some degree of coordination. -------------------------- Individual Character Moves -------------------------- This section contains, primarily, a list of all the moves each character can do. If these are what you're after, you've probably ignored most everything else anyways. If the 'level' category looks confusing, read the section on types of attacks under Basic Gameplay. If anything else looks confusing, read the section on notation. The second line of each move contains some information about how much damage a move does, and the number of frames it takes for the move to finish once you've started. The number of frames is listed like this: 11A - 2D - 17R 11A means it takes 11 frames before the move actually does damage. 2D means the move does damage for a total of 2 frames. 17R means it takes 17 frames after you do damage before the move finishes and you can do something else. Throws aren't listed like this, because they have no such separate parts to the move; there's just one number which tells the total amount of time it takes to execute the throw. Each frame is 1/60 of a second. The damage and number of frames always relate to the LAST hit in a combination, not to the combination as a whole. Along with these, there's some information on more advanced techniques. There are likely some mistakes, both mine and others, here; if you see a technique where the motion is listed wrong, the attack level is listed wrong, it's missing information in the "special" category, or it's missing altogether, please mail me about it. Some of the move names on this list are outdated, and I'm sure to have missed some things when it comes to techniques. If you have anything to contribute, whether it be move names or something more interesting, please do. GRACE ~~~~~ Grace's upper armour has a strength of 150. Her lower armour has a strength of 50. Move Name Level Special Command ---------------------- ------ -------------- ---------------------- Jab H P 12 damage 9A 1D 20R Low jab L d+P 20 damage 10A 1D 16R Standing kick H (down) K 30 damage 12A 4D 26R Low kick L d+K 22 damage 19A 1D 25R Blade cutter H u,d+K 49 damage 18A 3D 30R Vertical kick M (float) df,df+K 35 damage 16A 4D 26R Hand chop M P+K 28 damage 16A 2D 32R Backhand slap M (down,smash) f,f+P 35 damage 18A 3D 29R Double jab HH P,P 8 damage 11A 2D 17R Triple jab HHH P,P,P 8 damage 11A 2D 17R Quad jab HHHH P,P,P,P 8 damage 8A 2D 18R Machine gun punches HHHHH P,P,P,P,P 8 damage 11A 2D 17R Beat leg HH P,K 20 damage 12A 4D 26R Beat turn leg HHH (down) P,K,K 20 damage 20A 2D 28R Combo guard kick HHB (guard,back) P,P,K 25 damage 25A 2D 43R Jab & sit spin HL (down) P,d+K 20 damage 17A 6D 33R Jow jab & sit spin LL d+P,K 20 damage 17A 6D 33R Double high kick HH K,K 15 damage 20A 2D 28R Triple high kick HHH (down) K,K,K 30 damage 14A 2D 28R Camel kick M df+K 26 damage 15A 2D 31R Camel spin MM df+K,K 20 damage 20A 2D 26R Camel spin cutter MMM df+K,K,K 22 damage 18A 3D 30R Cross kick H K+G 20 damage 13A 3D 28R Cross step HH K+G,K 21 damage 21A 3D 20R Cross step vertical HHM (float) K+G,K,K 35 damage 16A 4D 36R Cross blade HM K+G,df+K 25 damage 15A 2D 31R Cross blade vertical HMH (down) K+G,df+K,K 30 damage 14A 2D 26R Sit spin kick L (down) d+K+G 20 damage 17A 6D 33R Double sit spin LL (down) d+K+G,K 20 damage 15A 6D 35R Triple sit spin LLL (down) d+K+G,K,K 13 damage 15A 6D 35R Quad sit spin LLLL (down) d+K+G,K,K,K 20 damage 15A 6D 35R Combo sit spin LLLLL (down) d+K+G,K,K,K,K 13 damage 15A 6D 35R Long axes M (down) f+K+G 35 damage 15A 1D 30R Long axes turn MH (back) f+K+G,K 38 damage 27A 2D 31R Block straight kick B (guard,back) b+K 25 damage 25A 2D 43R Block delay kick B (guard,back) b+K,b+K 30 damage 25A 2D 43R Block backhand slap B (guard,back) b+P 30 damage 25A 2D 43R Turning punch H (backwards) P 18 damage 13A 1D 6R Turning low punch L (backwards) d+P 18 damage 13A 1D 14R Turning kick M (backwards) K 38 damage 12A 2D 30R Turning low kick L (backwards) d+K 28 damage 12A 2D 30R Turning hopkick M (backwards) u+K 30 damage 15A 1D 29R Kickflip M (down) ub+K 50 damage 10A 4D 50R Forward rollkick M (down) u+K 30 damage 24A 4D 26R Hopkick M (down) u,K 30 damage 9A 2D 27R Hopping low kick L (down) u,d+K 30 damage 10A 2D 26R Hopping hammer M (down) u+P 30 damage 28A 3D 10R Front takeoff kick M (down) UF+K 30 damage 4A 5D 55R Takeoff kick M (down) U+K 26 damage 9A 2D 57R Air spinkick M (down) U,K 45 damage 15A 1D 29R Landing kick M (air)K 30 damage 8A 3D 19R Front dropkick M (back) (air)F+K 40 damage 12A 4D 53R Back dropkick M (back) (air)B+K 40 damage 12A 4D 43R Air dive M (down) U,d+K 40 damage 15A 2D 23R Flare kick M (down) (air)d+K 30 damage 15A 2D 13R Jump hammer M (down) U+P 50 damage 50A 5D 24R Drop hammer M (down) (air)P 30 damage 28A 3D 10R Running straight B (back,smash) (run)P 65 damage 13A 1D 36R Running divekick M (back,smash) (run)K 40 damage 15A 2D 31R Running rollkick M (down) (run)K+G 40 damage 26A 5D 29R Shoulder ram M (back,smash) (run)P+G 40 damage 16A 6D 23R Running dropkick M (down) (run)uf+K 50 damage 10A 4D 50R Sliding kick L (down,smash) (run)(d.df)+K 40 damage 18A 3D 29R Wall rush ST P+G No damage 84 Wall scratch ST (wall) P+G 50 damage 72 Wall exchange ST (atwall) P+G No damage 76 Hip toss ST d,b+P+G 50 damage 75 Shoulder breaker ST f,b+P+K+G 55 damage 123 Punching wall press HHST (wall) P,P,P 30 damage 130 Frankensteiner AT d+P+K+G 36 damage 110 Back drop BT P+G 80 damage 191 Jumping pounce G u+P 50 damage 40A 1D 61R Spit kick G d+K 15 damage 19A 1D 49R Armour blast M f,b,f,b+P+K+G ? Notes: The Frankensteiner can grab people who are on the ground. If the person is blocking, they will be caught in the Frankensteiner. On another note, if Grace does the Frankensteiner, and misses, she takes damage; if she hits her opponent but doesn't catch them in the throw, both characters take damage. Grace's standing kick (K) can be followed up immediately by any combination that begins with a jab punch (P) - for example, the combo K,P,P,P,P,P. Grace must stay on the ground to execute the blade cutter; you should hold G to prevent her from hopping when you press up. BAHN ~~~~ Bahn's upper armour has a strength of 250. His lower armour has a strength of 100. Move Name Level Special Command ---------------------- ------ -------------- ---------------------- Jab H P 14 damage 9A 1D 19R Low jab L d+P 20 damage 10A 1D 16R Uppercut M (float) df+P 26 damage 10A 2D 34R Iron elbow M (down) f+P 28 damage 11A 1D 25R Kick H (down) K 40 damage 15A 1D 24R Shin kick L d+K 22 damage 15A 1D 30R Straight kick B (down) df+K 30 damage 14A 2D 29R Quick high-kick H (down) f,f+K 30 damage 13A 3D 32R Super straight H (back,smash) F,P 55 damage 19A 1D 28R Dodge elbow M (back,smash) b,f+P 45 damage 28A 2D 30R Bodycheck B (back,smash) b,f,f+P+K 100 damage 13A 1D 42R Headbutt M (down,smash) P+K+G 45 damage 19A 1D 30R Hand sweep L (down,smash) db,DF,P 33 damage 21A 1D 30R Dash elbow M f,f+P 45 damage 19A 1D 25R Double elbow MM (down) f,f+P,f+P 30 damage 17A 1D 35R Elbow into bodycheck MB (back,smash) f,f+P,b,f+P+K 60 damage 13A 1D 42R Rising uppercut M (float) f,d,df+P 40 damage 10A 2D 48R Double rising uppercut MM (float) f,d,df+P,f,d,df+P 60 damage 10A 2D 58R Block elbow B (guard,back) b+P 27 damage 24A 2D 44R Block delay elbow B (guard,back) b+P,b+P 33 damage 24A 2D 44R Block uppercut B (guard) b,d,db+P 20 damage 21A 3D 46R Block upper combo BB (float) b,d,db+P,P 20 damage 27D 8A 35R Block upper rising BB (float,smash) b,d,db+P,f,d,df+P 20 damage 27D 8A 35R Turning punch H (backwards) P 18 damage 13D 1A 6R Turning low punch L (backwards) d+P 18 damage 13D 1A 14R Turning kick M (backwards) K 38 damage 12D 2A 30R Turning low kick L (backwards) d+K 28 damage 12D 2A 30R Turning hopkick M (backwards) u+K 30 damage 15D 1A 29R Hopping spinkick M (down) (uf.u.ub)+K 30 damage 15D 1A 29R Hopping punt M (down) (uf.u.ub),K (quickly) 30 damage 9D 2A 21R Hopping kick M (down) (uf.u.ub),K 30 damage 9D 2A 27R Hopping low kick L (down) (uf.u.ub),d+K 30 damage 10D 2A 26R Hopping hammer M (down) (uf.u.ub)+P 30 damage 28D 3A 10R Front takeoff kick M (down) UF+K 30 damage 4D 5A 55R Takeoff kick M (down) (U.UB)+K 26 damage 9D 2A 57R Air spinkick M (down) (UF.U.UB),K 25 damage 15D 1A 29R Landing kick M (air)K 30 damage 8D 3A 19R Front dropkick M (back) (air)F+K 40 damage 12D 4A 54R Back dropkick M (back) (air)B+K 40 damage 12D 4A 43R Air dive M (down) U,d+K 40 damage 15D 2A 23R Flare kick M (down) (air)d+K 30 damage 15D 2A 13R Jump hammer M (down) U+P 50 damage 50D 5A 24R Drop hammer M (down) (air)P 30 damage 28D 3A 10R Running straight B (back,smash) (run)P 25 damage 15D 1A 28R Running bodycheck B (back,smash) (run)P+K 60 damage 13D 1A 42R Running knee M (float) (run)K 40 damage 13D 5A 22R Shoulder ram M (back,smash) (run)P+G 40 damage 16D 6A 23R Running dropkick M (down) (run)uf+K 50 damage 18D 1A 21R Sliding kick L (down,smash) (run)(d.df)+K 40 damage 16D 3A 29R Wall rush ST P+G No damage 60 Wall press ST (wall) P+G 30 damage 133 Wall exchange ST (atwall) P+G No damage 76 Heel sweep ST b+P+G 30 damage 64 Crushing headbutt ST b,f+P+K+G 50 damage 100 Atomic drop BT P+G 100 damage 190 Jumping pounce G u+P 50 damage 30D 1A 70R Ground punch G d+P 15 damage 19D 1A 39R Double ground punch GG d+P,P 10 damage 32D 1A 37R Spit kick G d+K 15 damage 19D 1A 49R Armour blast M f,b,f,b+P+K+G ? Notes: The block uppercut and block upper combo do not break armour, unlike other guard & attacks. The block upper rising combination does, however. After beginning the quick high-kick, you can press G to abort it. If you time the press of G to about the exact moment that Bahn would have hit his opponent, the kick will hit but be retracted extremely quickly. (also called Iaigeri) Some things to try: Knee Lift and Uppercuts: Bahn runs towards his opponent and hits them with a running knee, and while they are still in the air he hits them with a double uppercut. This takes away most of your opponent's lifebar. The running knee ((run)K) must make contact when your opponent is moving somehow, or your opponent must try to do the flipout, for them to be high enough in the air that the uppercuts will hit. The knee itself is fairly safe as running attacks go - it has high priority and recovers quickly. Once you hit them with this, try and do the rising uppercut (f,d,df+P); either you will hit them, or they'll be on the ground and you lose nothing. If the first uppercut hits, do the second for more damage. Switch and Grab: Bahn grabs his opponent and pushes then towards the wall, but before they can take more than a step towards it he closes in behind them and grabs them in the atomic drop. This technique takes away most of your opponent's lifebar. The wall rush throw allows Bahn to recover incredibly quickly, before his opponent has even started running towards the wall. After pushing them towards the wall (P+G), as soon as Bahn recovers, quickly dash towards them (f,f) and then do the atomic drop. (P+G) When you miss this, however, you don't have another chance to hit your opponent. Switch and Uppercuts: Bahn gives his opponent a push towards the wall, but before they go anywhere he quickly uppercuts them in the back twice. This technique does about as much as the Switch and Grab, but can also cause more damage if your opponent hits the wall. Grab your opponent in the wall rush throw (P+G), and partway through it, begin doing the motions for the rising uppercut (f,d,df+P), so that the uppercut comes out as soon as Bahn can move again. Follow it up with the second uppercut for more damage. Sudden Death: Bahn is about one character length away from the wall, and has his back to it. He grabs his opponent in the wall rush throw, pushes them into the wall, and bodychecks them through it. This technique is an instant kill. Positioning is important for the throw. When you do it, you must be close enough for the bodycheck to connect, but if you are too close you will do the wall exchange instead, which recovers too slowly. Grab your opponent from this distance will the wall rush (P+G). Just before Bahn pushes his opponent towards the wall, begin the motions for the bodycheck (b,f,f+P+K). You want the bodycheck to come out almost as soon as it possibly can. If you do it too fast, though, the bodycheck won't happen. Wall Drop: Bahn, a short distance from the wall and with his back towards it, grabs his opponent and pushes them towards the wall. They run into it facefirst, but before they begin falling Bahn grabs them from behind in the atomic drop. This technique is an instant kill, but is unconfirmed. Positioning, again, is important for this. From approximately the same distance as for doing the Sudden Death technique, grab your opponent in the wall rush (P+G). When you have recovered, quickly dash towards your opponent (f,f) and attempt to do the atomic drop. If you grab your opponent before they hit the wall, it was done too fast or from too close to the wall; if you miss the grab entirely you were either too far from the wall or too slow. RAXEL ~~~~~ Raxel's upper armour has a strength of 200. His lower armour has a strength of 75. Move Name Level Special Command ---------------------- ------ -------------- ---------------------- Jab H P 12 damage 9D 1A 20R Low jab L d+P 20 damage 10D 2A 15R Kick H K 30 damage 12D 4A 28R Low kick L d+K 22 damage 17D 1A 30R Rising spinkick M (down) (cr)n+K 40 damage 14D 4A 30R Backoff kick M (down) f+K 29 damage 12D 4A 30R Vertical kick M (float) K+G 35 damage 16D 4A 26R Quick slidekick L (down) d+K+G 30 damage 22D 7A 45R Guitar thrust H (back,smash) f,f+P 50 damage 25D 1A 44R Jab spin HH P,P 22 damage 14D 4A 14R Jab spin punch HHB P,P,P 18 damage 11D 1A 24R Jab highkick HH P,K 20 damage 12D 4A 26R Combo guard kick HHM (guard,back) P,P,K 24 damage 28D 2A 40R Double kick HM K,K 15 damage 20D 2A 28R Uppercut M df+P 28 damage 15D 2A 26R Double uppercut MB (down) df+P,P 26 damage 15D 1A 27R Elbow M f+P 19 damage 13D 2A 19R Elbow knuckle MH f+P,P 22 damage 19D 1A 22R Elbow knuckle straight MHB (down) f+P,P,P 25 damage 15D 1A 28R Elbow spinkick MM f+P,K 25 damage 15D 2A 31R Elbow spinkick knuckle MMH f+P,K,P 22 damage ? ? ? Deathkick combo MMHH (down) f+P,K,P,f+K+G 50 damage 20D 4A 22R Low deathkick combo MMHL (down) f+P,K,P,d+K+G 35 damage 18D 4A 34R Sidekick M df+K 25 damage 15D 2A 31R Sidekick jab MH df+K,P 22 damage ? ? ? Death spin combo MHH (down) df+K,P,f+K+G 50 damage 20D 4A 22R Low death spin combo MHL (down) df+K,P,d+K+G 35 damage 18D 4A 34R Guitar swing H (float) df,df+P 34 damage 19D 2A 39R Guitar swing and swat HM (back) df,df+P,P 34 damage 30D 3A 27R Fast Crescent H (down,smash) f+K+G 50 damage 15D 5A 40R Smashing Crescent HH (down,smash) f+K+G,d>>f+K 40 damage 17D 4A 35R Death Crescent HHH (down,smash) f+K+G,d>>f+K,d>>f+K 20 damage 19D 3A 44R Block straight kick M (guard,back) b+K 24 damage 28D 2A 40R Block delay kick M (guard,back) b+K,b+K 30 damage 28D 2A 40R Block uppercut M (guard,float) b+P 20 damage 24D 2A 44R Turning punch H (backwards) P 18 damage 13D 1A 6R Turning low punch L (backwards) d+P 18 damage 13D 1A 14R Turning kick M (backwards) K 38 damage 12D 2A 30R Turning low kick L (backwards) d+K 28 damage 12D 2A 30R Turning hopkick M (backwards) u+K 30 damage 15D 1A 29R Kickflip M (down) ub+K 50 damage 10D 4A 30R Hopping spinkick M (down) u+K 30 damage 15D 1A 29R Hopping kick M (down) u,K 26 damage 9D 2A 27R Hopping low kick L (down) u,d+K 30 damage 10D 2A 26R Hopping guitar smash M (down) u+P 43 damage 28D 3A 19R Front takeoff kick M (down) UF+K 30 damage 4D 5A 55R Takeoff kick M (down) U+K 26 damage 9D 2A 57R Air spinkick L (down) U,K 45 damage 15D 1A 29R Landing kick M (air)K 30 damage 8D 3A 19R Front dropkick M (back) (air)F+K 40 damage 12D 4A 54R Back dropkick M (back) (air)B+K 40 damage 12D 4A 44R Air dive M (down) U,d+K 40 damage 15D 2A 23R Flare kick M (down) (air)d+K 30 damage 15D 2A 13R Jump hammer M (down) U+P 60 damage 50D 5A 24R Drop hammer M (down) (air)P 43 damage 28D 3A 10R Running straight B (back,smash) (run)P 65 damage 13D 1A 36R Running knee M (float) (run)K 40 damage 13D 5A 22R Shoulder ram M (back,smash) (run)P+G 40 damage 16D 6A 23R Running dropkick M (down) (run)uf+K 50 damage 18D 1A 21R Sliding kick L (down,smash) (run)(d.df)+K 40 damage 18D 3A 29R Wall rush ST P+G No damage 81 Wall press ST (wall) P+G 30 damage 150 Wall exchange ST (atwall) P+G No damage 76 Neck breaker ST b,f+P+G 50 damage 197 Overhead cannon ST f,f+P+G 30 damage 97 Crashdown ST u,d+P+G 65 damage 170 Punching wall press HHST (wall) P,P,P 30 damage 124 Back drop BT P+G 80 damage 181 Jumping pounce G u+P 50 damage 39D 1A 65R Guitar crash G d+P 14 damage 29D 1A 40R Gravepost G d,d+P 14 damage 25D 1A 39R Spit kick G d+K 15 damage 19D 1A 49R Armour blast M f,b,f,b+P+K+G ? Notes: Raxel's Death Crescent cannot be blocked; if you block the first or second hit, you go into block stun and will be hit by the rest. You can do the Crashdown throw in the following way: hold Guard, tap the joystick up, release Guard, press d+P+G. This prevents you from hopping into the air, making the throw easier. TOKIO ~~~~~ Tokio's upper armour has a strength of 200. His lower armour has a strength of 75. Move Name Level Special Command ---------------------- ------ -------------- ---------------------- Jab H P 12 damage 9D 1A 20R Low jab L d+P 20 damage 10D 2A 15R Uppercut M (float) df+P 30 damage 13D 3A 24R Kick H (down) K 30 damage 12D 4A 26R Low kick L d+K 22 damage 17D 1A 30R Toe kick M (cr)n+K 24 damage 13D 2A 31R Snap knee M (down) f+K 30 damage 15D 2A 33R Rolling high kick H (down) F,K 40 damage 15D 1A 24R Heel drop M u,d+K 49 damage 18D 3A 30R Open chest HM P,P 18 damage 15D 1A 24R Open arm HMM P,P,P 10 damage 8D 1A 24R Open spin HH (down) P,K 50 damage 22D 3A 26R Open roll HMH (down) P,P,K 30 damage 14D 3A 33R Elbow M f+P 18 damage 15D 1A 24R Elbow-backhand MM f+P,P 10 damage 8D 1A 21R Open arm blow MMM f+P,P,P 39 damage 19D 1A 26R Lightning arrow MMH (back) f+P,P,d,f+P 35 damage 11D 1A 29R Midkick M df+K 25 damage 15D 2A 31R Double midkick MM (down) df+K,K 20 damage 21D 2A 30R Triple midkick MMM (down) df+K,K,f+K 31 damage 29D 1A 30R Spin-off kick H (down) K+G 50 damage 22D 3A 26R Spin-off sunrise HM (down) K+G,K 30 damage 16D 3A 30R Spin float HMM K+G,K,K 20 damage 25D 1A 32R Spin cossack HL (down) K+G,d+K 30 damage 24D 3A 26R Low sweep L (down) d+K+G 37 damage 22D 3A 26R Sweep highkick LH (down) d+K+G,K 25 damage 19D 3A 24R Sweep kick sidekick LHM (down) d+K+G,K,K 20 damage ? ? ? Double low sweep LL (down) D+K+G,K 20 damage 19D 3A 24R Triple low sweep LLL (down) D+K+G,K,K 20 damage 30D 3A 31R Middle kick M df+K+G 26 damage 14D 2A 30R Midkick combo MM (back) df+K+G,f+K 31 damage 29D 1A 30R Catapult H (down) f+K+G 50 damage 24D 6A 15R Catapult highkick HH (down) f+K+G,K 40 damage 18D 4A 28R Catapult midkick HM f+K+G,df+K 26 damage 14D 4A 30R Catapult lowkick HL f+K+G,d+K 22 damage 17D 1A 30R Reactor HH K,P 14 damage 9D 1A 20R Reactor kick HHH (down) K,P,K 30 damage 14D 3A 33R Reactor jabs HHH K,P,P 12 damage 8D 2A 18R Reactor jabs kick HHHH (down) K,P,P,K 30 damage 14D 3A 30R Reactor jabs kickflip HHHM (down) K,P,P,b+K 40 damage 14D 3A 33R Reactor fury HHHH K,P,P,P 8 damage 11D 2A 17R Reactor fury kick HHHHH (down) K,P,P,P,K 30 damage 14D 3A 33R Reactor fury kickflip HHHHM (down) K,P,P,P,b+K 40 damage 14D 3A 33R Reactor fury sweep HHHHL (down) K,P,P,P,d+K 30 damage 17D 5A 28R Sweepup LH d+K+G,P 18 damage 25D 1A 14R Sweepup kick LHH (down) d+K+G,P,K 30 damage 14D 3A 33R Sweepup jabs LHH d+K+G,P,P 12 damage 8D 2A 18R Sweepup jabs kick LHHH (down) d+K+G,P,P,K 30 damage 14D 3A 33R Sweepup jabs kickflip LHHM (down) d+K+G,P,P,b+K 40 damage 14D 3A 33R Sweepup fury LHHH d+K+G,P,P,P 8 damage 11D 2A 17R Sweepup fury kick LHHHH (down) d+K+G,P,P,P,K 30 damage 14D 3A 33R Sweepup fury kickflip LHHHM (down) d+K+G,P,P,P,b+K 40 damage 14D 3A 33R Sweepup fury sweep LHHHL (down) d+K+G,P,P,P,d+K 30 damage 17D 5A 28R Bellyflop _ f,d+P+K+G No damage ? ? ? Bellyflop kick _M (float) f,d+P+K+G,K 26 damage 11D 2A 47R Block straight kick B (guard,back) b+K 24 damage 28D 2A 40R Block delay kick B (guard,back) b+K,b+K 30 damage 28D 2A 40R Turning punch H (backwards) P 18 damage 13D 1A 6R Turning low punch L (backwards) d+P 18 damage 13D 1A 14R Turning kick M (backwards) K 38 damage 13D 5A 26R Turning low kick L (backwards) d+K 28 damage 12D 2A 30R Turning hopkick M (backwards) u+K 30 damage 15D 1A 29R Kickflip M (down) ub+K 30 damage 14D 3A 33R Hopping spinkick M (down0 u+K 30 damage 15D 1A 29R Hopping kick M (down) u,K 30 damage 34D 4A 26R Hopping low kick L (down) u,d+K 30 damage 10D 2A 26R Hopstrike M (down) (uf.u.ub)+P 30 damage 28D 3A 10R Front takeoff kick M (down) UF+K 30 damage 4D 5A 55R Takeoff kick M (down) U+K 26 damage 9D 2A 57R Air spinkick L (down) U,K 45 damage 15D 1A 29R Landing kick M (air)K 30 damage 8D 3A 19R Front dropkick M (back) (air)F+K 40 damage 12D 4A 54R Back dropkick M (back) (air)B+K 40 damage 12D 4A 43R Air dive M (down) U,d+K 40 damage 15D 2A 23R Flare kick M (down) (air)d+K 30 damage 15D 2A 13R Jump hammer M (down) U+P 30 damage 50D 5A 24R Drop hammer M (down) (air)P 30 damage 28D 3A 10R Running straight B (back,smash) (run)P 25 damage 15D 1A 28R Running flykick M (back,smash) (run)K 56 damage 18D 9A 33R Shoulder ram M (back,smash) (run)P+G 40 damage 16D 6A 23R Running dropkick M (down) (run)uf+K 50 damage 18D 1A 21R Sliding kick L (down,smash) (run)(d.df)+K 40 damage 18D 3A 29R Wall rush ST P+G No damage 75 Wall press ST (wall) P+G 50 damage 100 Wall exchange ST (atwall) P+G No damage 76 Arm crutch slam ST b+P+G 45 damage 120 Neck throw ST f,b+P+G 60 damage 81 Rolling throw ST f,b+P+K+G 50 damage 76 Double knee ST (wall) b,f+K 30 damage 183 Punching wall press HHST (wall) P,P,P 30 damage 130 Back drop BT P+G 80 damage 191 Jumping pounce G u+P 50 damage 30D 1A 70R Spit kick G d+K 15 damage 19D 1A 49R Armour blast M f,b,f,b+P+K+G ? Notes: Any of Tokio's combinations which begin with a jab (P) can be started with a hopstrike ((uf.u.ub)+P) instead. (ie, uf+P,P,K) Some things to try: Wall crushing flykick: Tokio grabs his opponent, and pushes them towards the wall. Tokio then runs after them, and after they hit the wall, he does a running flykick, crushing them against it again. This technique does a crippling amount of damage, but is avoidable. First, throw your opponent with the wall rush (P+G). After getting thrown this way, they can escape; be ready if they manage to. You should then begin running (f,F) towards them, but it has to be timed so that when you do the flykick ((run)K) afterwards, it will hit them into the wall again. SANMAN ~~~~~~ Sanman's upper armour has a strength of 250. His lower armour has a strength of 100. Move Name Level Special Command ---------------------- ------ -------------- ---------------------- Jab H P 12 damage 9D 1A 20R Low jab L d+P 15 damage 10D 1A 16R Kick H K 38 damage 15D 1A 26R Low kick L d+K 22 damage 15D 1A 30R Straight kick M (down) df+K 40 damage 18D 2A 28R Shin knockdown L (down) d+K+G 24 damage 18D 2A 29R Launch fling M (float) df+P+G 40 damage 20D 4A 26R Elbow smash H (down,smash) f,f+P 35 damage 22D 3A 25R Jab swing HM P,P 16 damage 14D 3A 23R Jab swing hammer HMM (down) P,P,P 30 damage 22D 2A 38R Jab highkick HH (down) P,K 16 damage 15D 1A 26R Combo guard bomber HMB (guard,back) P,P,K 25 damage 25D 3A 42R Jab uppercut HB P,df+P 28 damage 17D 1A 27R Jab upper kick HBM (down) P,df+P,K 27 damage 18D 2A 36R Uppercut B df+P 27 damage 13D 3A 30R Double uppercut BB df+P,P 28 damage 20D 2A 26R Double upper bomber BBB (down) df+P,P,K 27 damage 22D 2A 38R Swinging chop M b,f+P 20 damage 19D 2A 25R Double chop MM b,f+P,P 20 damage 19D 1A 26R Triple chop MMM (down) b,f+P,P,P 20 damage 16D 1A 29R Ignition punch M f+P 20 damage 16D 3A 21R 2 steamroller punches MM f+P,P 16 damage 14D 3A 23R 3 steamroller punches MMM f+P,P,P 20 damage 14D 3A 23R 4 steamroller punches MMMM f+P,P,P,P 16 damage 14D 3A 23R 5 steamroller punches MMMMM f+P,P,P,P,P 20 damage 14D 3A 23R Butt bomber M (down) P+K+G 30 damage 16D 2A 24R Double bomber MM (down) P+K+G,P+K+G 30 damage 32D 2A 42R Overhead hammer M (down) d+P+K+G 50 damage 20D 2A 38R Double hammer down MM (down) d+P+K+G,d+P 30 damage 14D 4A 32R Hammer and reverse MM (down) d+P+K+G,d+P+G 40 damage 26D 2A 22R Block bomber B (guard,back) b+K 25 damage 25D 3A 42R Block delay bomber B (guard,back) b+K,b+K 29 damage 25D 3A 42R Turning punch H (backwards) P 18 damage 13D 1A 6R Turning low punch L (backwards) d+P 18 damage 13D 1A 14R Turning kick M (backwards) K 38 damage 12D 2A 30R Turning low kick L (backwards) d+K 28 damage 12D 2A 30R Turning hopkick M (backwards) u+K 30 damage 15D 1A 29R Hopping spinkick M (down) u+K 30 damage 15D 1A 29R Hopping kick M (down) u,K 30 damage 9D 2A 27R Hopping low kick L (down) u,d+K 30 damage 10D 2A 26R Hopping hammer M (down) u+P 40 damage 16D 3A 39R Front takeoff kick M (down) UF+K 30 damage 4D 5A 55R Takeoff kick M (down) U+K 26 damage 9D 2A 57R Air bomber M (down) U,K 40 damage 3D 5A 55R Landing kick M (air)K 30 damage 8D 3A 19R Front dropkick M (back) (air)F+K 40 damage 12D 4A 53R Back dropkick M (back) (air)B+K 40 damage 12D 4A 43R Air dive M (down) U,d+K 40 damage 15D 2A 23R Flare kick M (down) (air)d+K 30 damage 15D 2A 13R Death from above M (down) U+P 40 damage 21D 10A 59R Dropping hammer M (down) (air)F+P 40 damage 28D 3A 10R Charging ram M (back,smash) (run)P 35 damage 15D 6A 39R Running bomber M (back,smash) (run)K 30 damage 15D 15A 30R Running dropkick M (down) (run)uf+K 50 damage 18D 1A 21R Sliding kick L (down,smash) (run)(d.df)+K 40 damage 18D 3A 29R Bowling throw ST P+G No damage 180 Wall press ST (wall) P+G 30 damage 133 Wall exchange ST (atwall) P+G No damage 76 Giant swing ST b>>f+P 80 damage 283 Neck hang slam ST f>>b+P+G 50 damage 100 Neck hang triple slam ST f>>b+P+G,f,b+P+G 50+30 damage 134 Neck hang typhoon ST f>>b+P+G,f,b+P+G, b>>d>>f>>u>>b+P+G 50+30+30 damage 116 Bearhug ST f,b+P+G 50 damage 90 Bearhug and crush ST f,b+P+G,b,b+P+G 50+30 damage 136 Canadian backbreaker ST f,b+P+K+G 50 damage 318 Double powerbomb ST (wall) b,f+P+G 40 damage 282 Punching wall press HHST (wall) P,P,P 30 damage 114 Piledriver CT df,df+P+G 80 damage 284 Iron claw CT (wall) d+P+G 50 damage 183 Back drop BT P+G 80 damage 181 Slow giant swing GT by feet b>>f+P 80 damage 283 Neck hang double slam GT by head d,b,f+P 30 damage 134 Jumping pounce G u+P 50 damage 38D 1A 63R Earthquake stomp G d+K 30 damage 33D 1A 46R Armour blast M f,b,f,b+P+K+G ? Notes: Sanman's Iron Claw throw (d+P+G) comes out as a low punch when it misses, unlike other throws. It then hits all players who are standing, and throws all people who are crouching. Some things to try: Knockdown and slam: Sanman kicks the opponent's exposed legs, knocking them quickly down onto the ground. He then reaches down and grabs their neck, swinging them overhead and slamming them into the ground twice. This technique does quite a bit of damage. Your opponent must be quite close to you after being knocked down. You must either be very close to them when you hit them, or their back must be very close to the wall; they'll slide off the wall and towards your feet, making this easy. Kick their legs out with the shin knockdown (d+K+G) first, then do the neck hang ground throw (d,b,f+P) before they can get up. If Sanman reaches down but nothing happens, you weren't close enough; if he reaches down and tries to grab them, and they twitch, but no ground throw happens, you did the ground throw too slowly. Launch at point blank: Sanman grabs his opponent in the Giant Swing, and rapidly begins spinning. He continues to speed up and finally releases his opponent, who flies headfirst into the wall only a few feet away. This technique does a crippling amount of damage. More than anything, you need to know when to try and grab the opponent in a giant swing. Since Sanman always throws his opponent to the side, you'll want to do this when you have the wall to your side. Crush and spin: Sanman picks his opponent up, and slams them twice forcefully, first into the wall and then onto the ground. Before they have a chance to get up, he reaches down, grabs their legs, and swings them around, finally releasing them to fall heavily across the ring. This technique does a crippling amount of damage. When your opponent's back is to the wall, do the double powerbomb throw (f,b,f+P+G) to them. Immediately after Sanman finishes the throw and drops them on the ground, pick them up with the giant swing ground throw (b>>f+P). If Sanman reaches down and grabs at them, and they twitch, but no ground throw happens, you did the second part too slowly. JANE ~~~~ Jane's upper armour has a strength of 200. Her lower armour has a strength of 75. Move Name Level Special Command ---------------------- ------ -------------- ---------------------- Jab H P 12 damage 9D 1A 20R Low jab L d+P 15 damage 10D 1A 16R Twohand strike M (down) d>>f+P 60 damage 19D 1A 25R Uppercut M (float) df+P 33 damage 17D 3A 26R Rising uppercut M (float) (cr)df+P 37 damage 13D 3A 24R Kick H K 30 damage 12D 4A 26R Low kick L d+K 22 damage 17D 1A 30R Mid spin kick M df+K 26 damage 14D 4A 30R Rising kick M (down) (cr)n+K 40 damage 14D 4A 30R Knee M (down) f+K 30 damage 15D 2A 33R Launch knee M (float) (cr)f+K 48 damage 14D 4A 38R Power smash H (down,smash) f,f+P 35 damage 16D 2A 32R Tornado strike M (back,smash) b>>f+P 100 damage 39D 1A 36R Low tornado strike L (down,smash) f,d,df+P 60 damage 39D 1A 36R Double jab HH P,P 22 damage 19D 1A 22R Jabs and stomach punch HHM P,P,P 24 damage 16D 1A 23R Combo guard straight HHB (guard,back) P,P,b+P 26 damage 29D 1A 46R Jab highkick HH P,K 20 damage 12D 4A 26R Jab kick uppercut HHB (down) P,K,P 22 damage 21D 2A 25R Jabs and rush kick HHH (down) P,P,K 30 damage 14D 2A 28R Jabs and low spinkick HHL P,P,d+K 22 damage 17D 1A 30R Low jab and spinkick LL d+P,K 22 damage 17D 1A 30R Bodyblow M f+P 24 damage 16D 1A 23R Bodyblow and smashdown MM (down) f+P,P 24 damage 19D 2A 31R Low spinkick L d+K+G 22 damage 17D 1A 30R Low spin up LH d+K+G,K 30 damage 14D 4A 36R Double low spinkick LL D+K+G,K 18 damage 17D 1A 31R Block straight B (guard,back) b+P 26 damage 29D 1A 46R Block delay straight B (guard,back) b+P,b+P 31 damage 29D 1A 46R Turning punch H (backwards) P 18 damage 13D 1A 6R Turning low punch L (backwards) d+P 18 damage 13D 1A 14R Turning kick M (backwards) K 38 damage 12D 2A 30R Turning low kick L (backwards) d+K 28 damage 12D 2A 30R Turning hopkick M (backwards) u+K 30 damage 15D 1A 29R Hopping spinkick M (down) u+K 30 damage 15D 1A 29R Hopping kick M (down) u,K 30 damage 9D 2A 27R Hopping low kick L (down) u,d+K 30 damage 10D 2A 26R Hopping hammer M (down) u+P 30 damage 28D 3A 10R Front takeoff kick M (down) UF+K 30 damage 4D 5A 55R Takeoff kick M (down) U+K 26 damage 9D 2A 57R Air spinkick L (down) U,K 45 damage 15D 1A 29R Landing kick M (air)K 30 damage 8D 3A 19R Front dropkick M (back) (air)F+K 40 damage 12D 4A 53R Back dropkick M (back) (air)B+K 40 damage 12D 4A 43R Air dive M (down) U,d+K 40 damage 15D 2A 23R Flare kick M (down) (air)d+K 30 damage 15D 2A 13R Jump hammer M (down) U+P 50 damage 50D 5A 24R Drop hammer M (down) (air)P 30 damage 28D 3A 10R Wall climb _ (atwall) (air)u+P ? Running straight B (back,smash) (run)P 25 damage 15D 1A 28R Running knee M (run)K 40 damage 13D 5A 22R Shoulder ram M (back,smash) (run)P+G 40 damage 16D 6A 23R Running dropkick M (down) (run)uf+K 50 damage 18D 1A 21R Sliding kick L (down,smash) (run)(d.df)+K 40 damage 18D 3A 29R Clinch punch ST P+G 40 damage 76 Double clinch punch ST P+G,P 40+10 damage 62 Clinch punch and knee ST P+G,f+K 40+50 damage 79 Wall scrape ST (wall) P+G 50 damage 153 Wall exchange ST (atwall) P+G No damage 76 Clinch knee ST K+G 40 damage 70 Wall knee ST (wall) K+G 60 damage 70 Double wall knee ST (wall) K+G,K+G 60+30 damage 82 Double clinch knee ST b>>f+K+G 20 damage 110 Triple clinch knee ST b>>f+K+G,d,f+K 20+48 damage 38 Brainbuster ST f,b+P+G 60 damage 143 Backbreaker ST f,d+P+G 50 damage 119 Punching wall press HHST (wall) P,P,P 30 damage 124 Punching clinch knee HHST P,P,f+K 30 damage 70 Neck breaker BT P+G 20 damage 150 Tiger suplex BT P+K+G 80 damage 227 Jumping pounce G u+P 50 damage 39D 1A 61R Down fist slam G d+P 34 damage 29D 1A 39R Spit kick G d+K 15 damage 19D 1A 49R Super heel drop G (onwall,smash) u+P 60 damage 39D 1A 40R Armour blast M f,b,f,b+P+K+G ? CANDY (HONEY) ~~~~~~~~~~~~~ Candy's upper armour has a strength of 150. Her lower armour has a strength of 50. Move Name Level Special Command ---------------------- ------ -------------- ---------------------- Jab H P 12 damage 9D 1A 20R Low jab L d+P 15 damage 10D 1A 16R Cat uppercut M (float) df+P 33 damage 12D 3A 30R Kick H K 30 damage 12D 4A 26R Low kick L db+K . D,K 18 damage 17D 1A 30R Scorpion kick M (down) df+K 30 damage 15D 1A 29R Vertical kick M (float) K+G 35 damage 15D 2A 28R Mule kick M (back) f,f+K+G 40 damage 25D 3A 42R Cat slap H (down,smash) f,f+P 35 damage 18D 3A 29R Cat scratch L (down,smash) df,df+P 30 damage 21D 1A 36R Cat rising uppercut M (float) f,d,df+P 43 damage 22D 3A 50R 1-2 punch HH P,P 14 damage 15D 1A 24R Cat jabs HHH (down) P,P,P 18 damage 14D 2A 24R Combo cat kick HHHM (float) P,P,P,K 35 damage 18D 2A 40R Combo low kick HHHL P,P,P,d+K 18 damage 17D 1A 32R Jab snapkick HH P,K 20 damage 12D 4A 26R Low jab and kick LL d+P,K 18 damage 17D 1A 32R Swing punch M f+P 24 damage 19D 1A 30R Double swing punch MM f+P,P 24 damage 20D 2A 30R Double swing upper MMB (float) f+P,P,P 33 damage 19D 5A 23R Double shin kick LL db+K,K . D,K,K 24 damage 14D 2A 30R Double shin highkick LLH (down) db+K,K,K . D,K,K,n+K 34 damage 30D 2A 22R Triple shin kick LLL (down) db+K,K,d+K . D,K,K,K 24 damage 30D 2A 22R Double shin scratch LLL (down,smash) db+K,K,d+P . D,K,K,P 26 damage 24D 2A 38R Cat tail M d+K 24 damage 17D 1A 32R Cat tail and highkick MH (down) d+K,K 34 damage 30D 2A 22R Toe kick M (cr)n+K 24 damage 13D 2A 31R Toe kick scorpion MM (down) (cr)n+K,K 26 damage 25D 1A 29R Toe kick kickflip MM (down) (cr)n+K,ub+K 40 damage 22D 4A 38R Toe kick heel down MM (cr)n+K,K+G 30 damage 12D 5A 24R Bomber B (down) P+K+G 30 damage 16D 2A 42R Double bomber BM (down) P+K+G,P+K+G 30 damage 33D 2A 42R Block cat slap M (guard,down) b+P 30 damage 28D 3A 39R Block bomber B (guard,back) b+K 25 damage 25D 3A 42R Block delay bomber B (guard,back) b+K,b+K 29 damage 25D 3A 42R Turning punch H (backwards) P 18 damage 13D 1A 6R Turning low punch L (backwards) d+P 18 damage 13D 1A 14R Turning kick M (backwards) K 38 damage 12D 2A 30R Turning low kick L (backwards) d+K 28 damage 12D 2A 30R Turning hopkick M (backwards) u+K 30 damage 15D 1A 29R Kickflip M (down) ub+K 40 damage 16D 3A 39R Hopping spinkick M (down) u+K 30 damage 15D 1A 29R Hopping kick M (down) u,K 30 damage 9D 2A 27R Hopping low kick L (down) u,d+K 30 damage 10D 2A 26R Hopping hammer M (down) u+P 30 damage 28D 3A 10R Front takeoff kick M (down) UF+K 30 damage 4D 5A 55R Takeoff kick M (down) U+K 26 damage 9D 2A 57R Air spinkick M (down) U,K 45 damage 15D 1A 29R Landing kick M (air)K 30 damage 8D 3A 19R Front dropkick M (back) (air)F+K 40 damage 12D 4A 54R Back dropkick M (back) (air)B+K 40 damage 12D 4A 43R Air dive M (down) U,d+K 40 damage 15D 2A 23R Flare kick M (down) (air),d+K 30 damage 15D 2A 13R Jump hammer M (down) U+P 50 damage 50D 5A 24R Drop hammer M (down) (air)P 30 damage 28D 3A 10R Wall climb _ (atwall) (air)u+P ? Running straight M (back,smash) (run)P 25 damage 15D 1A 28R Running bomber M (back,smash) (run)K 30 damage 15D 15A 30R Shoulder ram M (back,smash) (run)P+G 40 damage 16D 6A 23R Running dropkick M (down) (run)uf+K 50 damage 19D 1A 21R Sliding kick L (down,smash) (run)(d.df)+K 40 damage 18D 3A 29R Wall rush ST P+G No damage 58 Wall press ST (wall) P+G 50 damage 100 Wall exchange ST (atwall) P+G No damage 76 Back wall rush ST b+P+G No damage 58 Face sit ST db,f+P+G 60 damage 92 Cat flip ST d,b+P+G 50 damage 164 Leapfrog switch ST uf+P No damage 75 Between legs switch ST d+P+K+G No damage 60 Punching wall press HHST (wall) P,P,P 30 damage 130 Air grab AT b+P+K+G 30 damage 131 Back drop BT P+G 80 damage 191 Knee trap BT P+K+G No damage 191 Jumping pounce G u+P 50 damage 40D 1A 61R Ground punch G d+P 10 damage 23D 1A 35R 2 ground punches G d+P,P 5 damage 17D 1A 48R 3 ground punches G d+P,P,P 5 damage 15D 1A 46R 4 ground punches G d+P,P,P,P 5 damage 17D 1A 48R 5 ground punches G d+P,P,P,P,P 5 damage 15D 1A 46R Spit kick G d+K 15 damage 19D 1A 49R Super heel drop G (onwall,smash) u+P 60 damage 39D 1A 40R Armour blast M f,b,f,b+P+K+G ? Some things to try: Drop of Doom: Candy kicks her opponent high up into the air, and then jumps up, grabs them, and spins them so she lands on them when they hit the ground. This technique is more visually impressive than damaging. First, hit your opponent while they are on the ground with the vertical kick (K+G); this sends them high up into the air. Then, as soon as you can move again, jump towards them (UF), and when next to them in midair do the air grab (b+P+K+G). PICKY ~~~~~ Picky's upper armour has a strength of 150. His lower armour has a strength of 50. Move Name Level Special Command ---------------------- ------ -------------- ---------------------- Jab H P 18 damage 13D 1A 12R Low jab L d+P 15 damage 10D 1A 16R Standing knee M K 20 damage 8D 2A 20R Tail kick L D,K 25 damage 15D 1A 30R Heel drop MM u,d+K 20+30 damage 12D 5A 24R Mid spinkick M df+K 26 damage 14D 3A 30R High spinkick H (down) d>>f+K 60 damage 12D 3A 39R Hopping knee M (down) K+G 30 damage 15D 2A 33R Rising knee M (float) (cr)f+K+G 34 damage 14D 4A 35R Board bash M (back,smash) b,f,f+P 40 damage 17D 2A 32R Overhead board bash M (down) ub,df+P 40 damage 17D 2A 41R Rocket missile M (atwall,down) db+K 39 damage 40D 10A 26R 1-2 punch HH P,P 18 damage 11D 1A 24R 1-2 board bash HHH (down) P,P,P 25 damage 17D 2A 41R Jab and rollover kick HM (down) P,K 40 damage 26D 5A 29R Jab and tail kick HL P,d+K 25 damage 15D 1A 30R Low jab and tail kick LL d+P,K 25 damage 15D 2A 30R 1-2 rollover kick HHM (down) P,P,K 40 damage 26D 5A 29R 1-2 toe kick HHM P,P,d+K 24 damage 13D 2A 31R 1-2 toe high spin HHMH P,P,d+K,K 16 damage 18D 3A 30R 1-2 uppercut HHM (down) P,P,f+P 30 damage 22D 2A 30R 1-2 upper spin HHMH (down) P,P,f+P,K 20 damage 16D 3A 30R 1-2 upper midspin HHMM (down) P,P,f+P,f+K 26 damage 14D 3A 30R 1-2 knee HHM P,P,f+K 20 damage 17D 1A 32R 1-2 knee kick HHMM (float) P,P,f+K,K 34 damage 14D 4A 34R Knee high spin MH K,K 20 damage 14D 3A 30R Uppercut B (float) df+P 33 damage 15D 2A 26R Uppercut high spin MH (float) df+P,K 20 damage 16D 3A 30R Uppercut mid spin MM (float) df+p,f+K 26 damage 14D 3A 30R Toe kick M d+K 24 damage 13D 2A 31R Toekick highkick MH d+K,K 16 damage 18D 3A 30R Toekick heel drop MM d+K,K+G 30 damage 12D 5A 24R Step knee M f+K 20 damage 10D 2A 20R Step knee highkick MH f+K,K 20 damage 14D 3A 30R Block uppercut B (guard,float) b+P 20 damage 24D 2A 44R Block knee B (guard,back) b+K 22 damage 26D 2A 42R Block delay knee B (guard,back) b+K,b+K 28 damage 26D 2A 42R Turning punch H (backwards) P 18 damage 13D 1A 6R Turning low punch L (backwards) d+P 18 damage 13D 1A 14R Turning kick M (backwards) K 38 damage 12D 2A 30R Turning low kick L (backwards) d+K 28 damage 12D 2A 30R Turning hopkick M (backwards) u+K 30 damage 15D 1A 29R Rollover kick M (down) u+K 30 damage 24D 4A 26R Hopping kick M (down) u,K 30 damage 9D 2A 27R Hopping low kick L (down) u,d+K 30 damage 10D 2A 29R Hopping board bash M (down) u+P 43 damage 28D 3A 19R Front takeoff kick M (down) UF+K 30 damage 4D 5A 55R Takeoff kick M (down) U+K 26 damage 9D 2A 57R Air spinkick L (down) U,K 45 damage 15D 1A 29R Landing kick M (air)K 30 damage 8D 3A 19R Front dropkick M (back) (air)F+K 40 damage 12D 4A 53R Back dropkick M (back) (air)B+K 40 damage 12D 4A 43R Air knee M (down) U,d+K 28 damage 9D 15D 15R Flare kick M (down) (air)d+K 30 damage 15D 2A 13R Jump hammer M (down) U+P 60 damage 50D 5A 24R Landing board bash M (down) (air)P 43 damage 28D 3A 19R Wall climb _ (atwall) (air)u+P ? Running board bash M (back,smash) (run)P 35 damage 17D 1A 32R Running knee M (run)K 40 damage 13D 5A 22R Running rollover M (down) (run)P+K+G 40 damage 26D 5A 29R Running roll highkick MM (down) (run)P+K+G,K 41 damage 12D 2A 30R Running roll low spin ML (down) (run)P+K+G,d+K 28 damage 12D 2A 30R Sliding kick L (down,smash) (run)(d.df)+K 40 damage 18D 3A 29R Wall rush ST P+G No damage 92 Wall ram ST (wall) P+G 30 damage 104 Wall exchange ST (atwall) P+G No damage 76 Overhead cannon ST b,f+P+G 30 damage 97 Between legs switch ST d+P+K+G No damage 60 Switch and mule kick ST d+P+K+G,b+K 30 damage 97 Double knee ST (wall) b,f+K 30 damage 183 Punching wall press HHST (wall) P,P,P 30 damage 130 Air grab AT b+P+K+G 50 damage 134 Frankensteiner AT d+P+K+G 36 damage 134 Back drop BT P+G 80 damage 191 Jumping pounce G u+P 50 damage 36D 1A 64R Board smash G d+P 26 damage 18D 2A 50R Foot stomp G d+K 20 damage 27D 2A 35R Double foot stomp G d+K,K 5 damage 31D 4A 42R Triple foot stomp G d+K,K,K 5 damage 31D 4A 42R Super heel drop G (onwall,smash) u+P 60 damage 39D 1D 40R Armour blast M f,b,f,b+P+K+G ? Notes: The Frankensteiner can grab people who are on the ground. If the person is blocking, they will be caught in the Frankensteiner. On another note, if Picky does the Frankensteiner, and misses, he takes damage; if he hits his opponent but doesn't catch them in the throw, both characters take damage. Some things to try: Drop of Doom: Picky does a rising knee, knocking his opponent high into the air. He then jumps up towards them, grabs hold of them, and spins them down to a heavy landing on the ground. This technique is more visually impressive than damaging. First, you must land the rising knee ((cr)f+K+G) on your opponent while they are standing on the ground; this knocks them high into the air. Then, when you've recovered from the rising knee, jump towards them (UF), and when next to them in midair do the air grab (b+P+K+G). MAHLER ~~~~~~ Mahler is a smaller version of B.M., the game's end character. To select the character Mahler, the machine must have played 15000 or more matches between humans. Insert your coin(s) into the machine, then: -Hold the joystick up -Press START -Keeping the joystick up, move the character selection box outside the list of selectable characters (to the right of Picky or the left of Grace) -Press START within 9 seconds. If this portion of the FAQ looks incomplete, that's because it is. If anybody can contribute information about Mahler, please do, as I have little to none. Move Name Level Special Command ---------------------- ------ -------------- ---------------------- Jab H P Low jab L d+P Strong uppercut M df+P Kick H K Strong knee M f+K Hurricane punch M (smash) b>>f+P Gust of rage M b,f,f+P 1-2 punch HM P,P Blow combo upper HMM P,P,P Blow combo straight HMM P,P,f+P Punch and kick HH P,K Punch kick upper HHM P,K,P Blow combo low spin HML P,P,d+K Extreme Death prelude HMM P,P,f+K Extreme Death symphony HMMH P,P,f+K,P Extreme Death requiem HMMHM P,P,f+K,P,f+P Extreme Death finale HMMHMM (smash) P,P,f+K,P,f+P,b>>f+P Blow combo doublekick HMMH P,P,f+K,K Stomach blow M f+P Stomach blow and fist MM f+P,P High kick fist HH K,P Low shot L db+K Low shot accel LH db+K,K Low shot blow LHH db+K,K,P Low shot dark prelude LHHM db+K,K,P,P Accel roll M df+K High double accel MH df+K,K Mid double accel MM df+K,f+K Low double accel ML df+K,d+K Revolution L d+K+G High double revolution LH d+K+G,K Low double revolution LL d+K+G,d+K Wall climb _ (atwall) (air)u+P Running straight M (run)P Running knee M (run)K Shoulder ram M (smash) (run)P+G Running dropkick M (run)uf+K Sliding kick L (smash) (run)(d.df)+K Wall rush ST P+G Wall blaster ST (wall) P+G Wall exchange ST (atwall) P+G Brain buster ST d+P+G Black rainbow ST b,f,b+P+G Black hole AT b+P+K+G German suplex BT P+G Wrecking dive G (smash) u+P Strike stomp G d+K Super heel drop G (onwall,smash) u+P ----------------- Defeating the CPU ----------------- There are several tactics which the CPU is particularly vulnerable to. When the round begins, no matter what CPU character you are fighting, you can do a forwards takeoff kick (UF+K) and be almost assured of it hitting. When some distance away from the CPU, run in towards them, and do a shoulder ram (P+G usually) or the equivalent for your character (Sanman's charging ram works nicely, as does Picky's knee). If the CPU gets hit, great - if not, then throw them. (This works better if your dashing attack pressed them against the wall) When you are knocked down and your feet are towards the CPU character, you can roll towards them (tap the joystick towards them) and do a throw immediately upon getting up - the early CPU opponents will always fall for it. Raxel, Jane, and B.M. have a tendency to dodge just out of throw range and then kickflip/stomach punch/etc you if you try this, however, so it's not advised. The above also has the nice bonus that, if the computer does a late u+P pounce, you'll roll under them and they'll miss, with you right behind them. Press back ONCE (too many times and you'll end up doing backward dashes) to turn around, then run towards them and hit them with your choice of dashing attack, behind throw, armour breaker, nasty combo, etc. (Note that these are not very flashy techniques - they're more useful for desparate situations.) The CPU also has a bad habit of not protecting its legs in close combat. Low punches and kicks will hit fairly often, and if your character has a low armour breaker, use it repeatedly. When floating the computer, you don't have to worry about it doing a flipout and then dropkicking you - float combos are easy and pretty safe to do. In fact, the CPU sometimes will flip out again and again, allowing you to do huge damage to them. ---------------------- Tricks, Glitches, Etc. ---------------------- -Many characters have moves which require you to move the joystick forward, then neutral, then down, then roll to down- forward (a classic uppercut motion), or the same except backwards. In a sense, the game is fairly lenient with these, and allows you to do (f, db, d, df) instead. This is sometimes easier to do, as you almost have to go through neutral when going from forwards to down and back; and the lower circle (db, d, df) makes it easier for some to stop on diagonally down and forwards. -On the character selection screen, you can gain control of your character by doing the following: -Hold the joystick down -Press P+K+G repeatedly Your character will begin do what you tell it to instead of practicing moves. You only really have enough time to do this if you're the current champion and someone challenges you. -If you take control of your character on the selection screen, and then remove your armour with the armour blast as the round is beginning, you will begin the round appearing to have your armour on, but you will act and take damage as if you had no armour at all. -During long winning streaks, the armour-status picture will change poses, depending on how many wins the player has: 8 wins: Hanging on lifebar 16 wins: Macho pose 24 wins: Guts pose 32 wins: Chin pose -During a winning streak of 100 or more wins, if Candy/Honey's lower armour is broken off, her skirt will be removed (!) also. -Rounds can end in draws, which will give BOTH players credit for a win. If this happens in the final round of the match, the game goes into Sudden Death - both characters will have NO life whatsoever. The first unblocked hit will kill. (Does anybody know what happens if Sudden Death is a draw?) -After killing an opponent through the wall at the round's end, you can follow them by running out after them. (do this on Raxel's stage especially) However, during the victory taunt, you will be moved back inside the ring and the wall will magically reappear. Running yourself into the walls on Jane or B.M.'s stages will not fling you out, which would be pretty funny. -Sometimes, when doing the above on Raxel's stage, your character will start walking on air instead of falling, though I don't know what conditions cause this to happen. -It's rumoured that doing one of Sanman's ground throws when a round ends may cause Sanman to be in the "throwing" animation when the next round starts, or the other player to be in the "being thrown" animation and take damage as the round starts. (anybody confirm this?) -On American machines, Candy is referred to as Honey (her name in Japan) on the high score lists, but as Candy everywhere else. -At least CPU Tokio, possibly other characters, will sometimes decide to do the armour blast in mid-round for no apparent reason. -Supposedly, pressing the Guard button a lot will cause your character to turn sideways. I've never seen this so I don't know any specifics. ------- Credits ------- Yukinobu Miyamoto (miyamo@jedi.seg.kobe-u.ac.up) - who maintains the Fighting Vipers webpage which is probably the ultimate origin of most of the movelists for this game. Takeshi Morozumi (nij@teleport.com) - creator of the Bahn FAQ, from where most of his special techniques originated. Jirawat Uttawata (jirawat@phys.ufl.edu) - who runs another webpage with information on the game, and translated Gamest's information about Bahn. Graham Chubb (chubb@ecf.toronto.edu) - who was willing to read through the first draft of the FAQ I wrote and point out where I'd screwed up and what I'd missed, as well as helping me with some things I wasn't clear on; and for giving me the list of ALL the damage and frame statistics for this game (many many moons ago). Gamest - a Japanese gaming magazine which published all the moves with the damage and frame statistics. And the various people at the U of C who (sometimes unwillingly) let me practice and experiment with a lot of the things I wrote here. ;) (end)