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)