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Fighting Vipers move list request.

Discussion in 'Console' started by wall, Feb 4, 2013.

  1. wall

    wall Well-Known Member

    Checking to see if it would be cool to write all the moves for fighting vipers down on the site or if any one could help me with the project.

    It came out a few months ago got a few room matches but could never get ranked so Im trying to stir up interest in the game.

    Even though its a remake it has a solid am2 fighter feel and is a blast to play online.
     
  2. IcKY99

    IcKY99 Well-Known Member

    PSN:
    IcKY99
    XBL:
    IcKYIcKY
    Man I already tried begging for FV help and had none
     
  3. soke

    soke Well-Known Member

    i didnt even know this was available
     
  4. ToyDingo

    ToyDingo Well-Known Member

    PSN:
    BrodiMAN
    I should really pick this game up. I loved FV back in the day and its only like, what, 5 bucks?

    Gah...might as well go and get it...
     
  5. IcKY99

    IcKY99 Well-Known Member

    PSN:
    IcKY99
    XBL:
    IcKYIcKY
    Yep only $5 and its worth more than that I haven't played it since the week it came out
     
  6. Mister

    Mister Well-Known Member Content Manager Wolf Content Manager Sarah Content Manager Aoi

    o_O i just realizied that Fighting Vipers is Virtua Fighter backwards when you put the short version of the name: FV and VF
     
    IcKY99 likes this.
  7. IcKY99

    IcKY99 Well-Known Member

    PSN:
    IcKY99
    XBL:
    IcKYIcKY
    I forgot who replied to me in the other thread but they told me that FVDC was the place for fighting vipers tips lol ;)
     
  8. GodEater

    GodEater Well-Known Member

    FV was never a really popular fighter in NA. More of a diversion than anything. Movelists and some strategies are available at Gamefaqs.

    Still haven't downloaded it. I wonder if there's any actual competition on XBL?
     
  9. nou

    nou Well-Known Member

    Copy paste the relevant info from GameFAQs to here, and go from there. If any questions arise you'll have a template to work from at least.
     
  10. nou

    nou Well-Known Member

    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)
     
  11. nou

    nou Well-Known Member

    That took about 30 sec. at the most.

    Step it up people. The internet can be an awesome source of info. if you use it for more than just porn.
     
    Mister likes this.
  12. wall

    wall Well-Known Member

    Thanks Femto, not to computer savy this will help out a lot.
     

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