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    FAQ/Move List by falsehead

    Version: 1.0 | Updated: 03/14/03 | Printable Version | Search This Guide

    
    
    =========================================================================
    ********************* FIGHTING VIPERS: FAQ/MOVELIST *********************
    =========================================================================
    
                  Sega Saturn Fighting Game; released 1995 UK (PAL)
    
                       FAQ/MOVEIST (Version 1.0) 14/03/2003
    
    Author - falsehead (Sophie Cheshire). Contact me at falsehead@aol.com
    
    Copyright stuff; this is (c) Sophie Cheshire. If you wish to use this FAQ on
    your website, feel free to do so under the following conditions. a) You email
    me first and let me know where it will be appearing and b) you do not alter the
    content in anyway (if you need to change the formatting slightly for display
    purposes that's OK).
    
    This guide may NOT be used as part of a restricted Pay-to-Enter website or in
    print unless you are prepared to pay me for its inclusion.
    
    If I find out that any part of this FAQ has been lifted and used without credit
    to me, especially if you use it to earn money, then I will be annoyed. I didn't
    type all this up for the good of my health you know.
    
    ========================================================================
    ********************************* CONTENTS *****************************
    ========================================================================
    
    1) INTRODUCTION/REVISION HISTORY
    
    2) STORYLINE AND CHARACTER BIOGS
    a) Grace
    b) Bahn
    c) Raxel
    d) Tokio
    e) Sanman
    f) Jane
    g) Candy
    h) Picky
    i) Mahler
    
    3) BASIC FIGHTING GUIDE
    
    4) MOVELISTS
    a) Grace
    b) Bahn
    c) Raxel
    d) Tokio
    e) Sanman
    f) Jane
    g) Candy
    h) Picky
    i) Mahler
    j) Big Mahler
    k) Kumachan
    
    5) UNLOCKING THE SECRETS
    
    6) GAME MODE GUIDE
    
    
    =========================================================================
    *************************** 1) INTRODUCTION *****************************
    =========================================================================
    
    INTRODUCTION - This is guide written specifically for the Sega Saturn game,
    Fighting Vipers.  I noticed a couple of guides up on GameFAQs already, but
    these are for the arcade version and the Saturn Version has a few differences
    and refinements to it. This FAQ most importantly contains movelists for Big
    Mahler and Kumachan who are not included in the Arcade FAQs.
    
    This is actually one of the most enjoyable original Saturn fighting games, one
    which I find more fun to play than any of the Virtua Fighter series.  It even
    manages to be better than its own Dreamcast sequel, Fighting Vipers 2!  Anyway,
    please enjoy my FAQ/movelist, any questions or corrections to email address
    above.
    
    ***********************************************************************
    
    REVISIONS - (10/03/2003). Using a combination of information from the Manual,
    the in-game training mode and of course my own play strategies etc I have made
    this a pretty comprehensive guide to the game.  A guide to unlocking the secret
    characters and modes. Movelists and evaluations for all default characters;
    plus Mahler, BM and Kumachan. Also information for those who may be missing the
    manual on the various modes of play.   The next update is likely to be just
    some spell correcting and maybe some more detailed strategy for each character.
     I am playing a lot of Fighters Megamix for my next Saturn FAQ and so aim to
    write detailed strategies for characters in that game and will carry over
    relevant ones to this FAQ.
    
    =========================================================================
    ******************* 2) STORYLINE AND CHARACTER BIOGS ********************
    =========================================================================
    
    THE PLOT: "Hyper-adrenal combatants in full-body armour, battling night and day
    in back alley rings - only such young urban warriors as these have earned the
    right to be called Vipers...
    
    Now, in Armstone City, the Mayor has formally announced a fighting tournament
    on a grand scale, with the final bout to be held atop the staggering City Tower
    in the centre of town.
    
    With City Tower as their ultimate goal, eight young VIPERS start down the path
    to victory, a path to which only one will see the end..."
    
    **************************************************************************
    
    a) GRACE
    Sex: Female
    Birthday: 11/17
    Age: 19
    Weight: 58kg
    Height: 175cm
    Hometown: Armstone City
    Occupation: fashion Model
    Hobby: In-Line Skating
    Likes: Pasta
    Dislikes: Potato's
    BIO: Grace had her dreams of becoming a professional figure skater broken in
    high school when her coach betrayed her.  Now she makes a living as a fashion
    model.  She may look cold and distant but the fire of her rage blazes in the
    heat of the fight.
    
    **************************************************************************
    
    b) BAHN
    Sex: Male
    Birthday: 8/25
    Age: 17
    Weight: 87kg
    Height: 185cm
    Hometown: Nishino Machi
    Occupation: High School Student
    Hobby: Karate
    Likes: Ramen
    Dislikes: Western food
    BIO: Bahn's father abandoned him and his mother when he was still a baby.  Now,
    declaring himself to be "Genghis Bahn III", Bahn has set off across the ocean
    to prove himself to the father he's never met.  But will his long journey find
    an end in Armstone City?
    
    **************************************************************************
    
    c) RAXEL
    Sex: Male
    Birthday: 2/26
    Age: 18
    Weight: 54kg
    Height: 175cm
    Hometown: Armstone City
    Occupation: Temp
    Hobby: Rock Band
    Likes: Veggies
    Dislikes: Meat
    BIO: Raxel is the guitarist and vocalist for the band "Death Crunch".  Female
    fans are drawn to his dark aesthetic appeal.  Raxel dropped out of high school
    and left home after a fight with his father, who happens to be an Armstone City
    councilman.  This sinewy narcissist is fighting for fame and glory.
    
    **************************************************************************
    
    d) TOKIO
    Sex: Male
    Birthday: 4/19
    Age: 16
    Weight: 64kg
    Height: 174kg
    Hometown: Armstone City
    Occupation: Part-time jobs
    Hobby: Games (Virtua Fighter)
    Likes: Sushi
    Dislikes: Chicken
    BIO: Tokio was bought up in the strict environment of a kabuki actor's
    household, but when he turned 14 he joined the local gang "Black Thunder".  He
    quickly rose to become their leader, but left after the death of one of the
    members.  This lone wolf looks to the Vipers to provide him with new challenges
    and thrills.
    
    **************************************************************************
    
    e) SANMAN
    Sex: Male
    Birthday: 3/3
    Age: Unknown
    Weight: 120kg
    Height: 180cm
    Hometown: Armstone City
    Occupation: Unknown
    Hobby: Custom Bikes
    Likes: Sweets
    Dislikes: Garlic
    BIO: Nobody knows much about him, and he isn't saying.  The only thing for sure
    is that he rolled up to the tournament on a big custom hog, and he has a
    strange fascination with the number 3. Sanman lets his fists do the talking for
    him.
    
    **************************************************************************
    
    f) JANE
    Sex: Female
    Birthday: 8/18
    Age: 18
    Weight: 69kg
    Height: 165cm
    Hometown: Armstone City
    Occupation: Construction Worker
    Hobby: Physical Training
    Likes: Beefsteak
    Dislikes: Nothing
    BIO: Jane always wanted to join the navy, and she trained all through high
    school to achieve that dream.  Unfortunately she tends to lose her cool in
    fights and she was discharged after injuring a fellow seaman in training. Now
    she's working subway construction, but she hasn't given up on her dream.  She
    wants to show the world just how tough she is.
    
    **************************************************************************
    
    g) CANDY
    Sex: Female
    Birthday: 9/3
    Age: 16
    Weight: Secret!
    Height: 158cm
    Hometown: Armstone City
    Occupation: Fashion Model
    Hobby: Making clothing
    Likes: Strawberry cheesecake ice cream
    Dislikes: Carrots
    BIO: Candy is studying to be a fashion designer.  She's usually shy and quiet,
    but when she puts on the rubber dress she made herself - watch out! She is in
    this tournament to promote her original fashion line.
    
    **************************************************************************
    
    h) PICKY
    Sex: Male
    Birthday: 4/13
    Age: 14
    Weight: 50kg
    Height: 162cm
    Hometown: Armstone city
    Occupation: Junior High School Student
    Hobby: Skateboarding
    Likes: Potato Chips
    Dislikes: Tomatoes
    BIO: Picky is a typical junior high school skate rat.  He started a boarding to
    impress his first love Kathryn.  But here in Armstone, fighting in the
    tournament seems to be more popular than thrashing. So Picky took his board to
    try his luck as the youngest Viper.
    
    **************************************************************************
    
    i) MAHLER
    Sex: Male
    Birthday: 1/20
    Age: 20
    Weight: 72kg
    Height: 182cm
    Hometown: Armstone City
    Occupation: Unknown
    Hobby: Windsurfing
    Likes: Mexican Food
    Dislikes: Seafood
    BIO: Clad in poisonous snakeskin armour, Mahler seems to have a score to settle
    with the mayor of Armstone, but nobody knows why he ahs entered the vipers
    Tournament.  He hasn't even bothered to officially register his name...
    
    **************************************************************************
    
    Big Mahler and Kumachan/Pandachan do not have biogs.
    
    =========================================================================
    ************************ 3) BASIC FIGHTING GUIDE ************************
    =========================================================================
    
    When discussing moves in detail I will use abbreviations like qcb and qcf. 
    These stand for d-pad or analogue stick moved a "quarter circle forward" or
    "quarter circle back", - ie. From down, down-forward, forward (qcf) or down,
    down-back, back (qcb). Hcf and hcb mean "half circle forward" and "half circle
    back".  "fcf" and "fcb" mean a full circle of the d-pad forwards or backwards.
    A small "n" means leave the d-pad in neutral as you perform the button press.
    
    Here is a lovely rendition of the d-pad positions:
    
     O   O   O
      \  |  /              --O means "forward"
    
     O--   --O             \
                            O  means "down-fowards"
      /  |  \
     O   O   O             O-- means "back" (etc.)
    
    
    - P = Punch, K = Kick, B = Block (or Defend/Guard)
    - A capital F or D or U means press and HOLD that button while performing the
    rest of the button presses.
    - Dashing attacks are performed only when running.  Tap f,f or b,b to step
    quickly back and forwards. Tap f, then press and hold F to run. When you get
    close to an opponent hold d+K to do a sliding attack.
    - Downed Enemy Techniques are attacks performed when the enemy is lying on the
    ground.
    - Wall attacks are performed when either you or the enemy is close to the wall
    area.
    - All throws must be performed up close to the enemy.
    - All fighting Vipers have armour, this can be smashed off the top and bottom,
    as armour is lost, the character will take more damage, BUT becomes much
    faster.
    - U + P = Pounce Attack, D + K = Stomp Attack
    - Hammer the Block button for a Quick Recovery to a standing position
    - Press Punch will prone to jump back up in attacking mode
    - Press d-pad back or forwards to roll away or towards from a prone position
    - Press d-pad up or down to roll away to the side from a prone position
    - Press P+K+B when knocked into the air to do an Air Recovery
    - Press backwards on the d-pad to do a wall recovery if you are bashed up into
    the wall.
    - You can pull off a counter attack if after a successful Block you press b + P
    or b + K, you can use these to interrupt combo attacks if time correctly.
    
    Unlike Tekken, Virtua Fighter or even the Street Fighter games, Fighting Vipers
    has a rather simplistic fighting engine (but this makes fights often extremely
    exciting and easy to get into!).  Characters do not really possess very
    different fighting styles.  Although they all have some signature moves, much
    of the fighting is really a case of stringing together ever-longer combinations
    of basic punches and kicks.
    
    Fights tend to be very quick and brutal affairs and because the longer chain
    attacks can be so devastating it's important you learn to recognise a combo
    coming at from your opponent and use a block and counter to interrupt it. The
    lack of dodge or sidestep moves make this doubly important as it is easy to be
    pinned quickly against a wall and juggled into a KO within a few seconds.
    
    Although faster characters have an initial advantage, the slower characters
    tend to be able to take more punishment and so long as you have brushed up on
    your defensive techniques you should be fine with any fighter.  Once you have
    learned the timings for the lengthy combo inputs you can transfer this to other
    characters with little needing to be changed.
    
    There are some unbalanced characters, as you would expect secret characters
    Mahler and Big Mahler are easy to win with, and nasty to play against.  Big and
    slow or small and weak ones like Picky and Sanman also require extra effort if
    you are to be successful.
    
    =========================================================================
    ************************* 4) MOVELISTS/STRATEGY *************************
    =========================================================================
    
    [NOTE: On the character select screen, by pressing back button R you can bring
    up Options to toggle for your fights.  This is explained more in the final
    section of this FAQ but you should know here that if you set the game mode to
    "HYPER", then pressing d-pad backwards and buttons B and C will let you throw
    off your armour at any time in the fight, sacrificing defence for raised power
    and speed!]
    
    -------------------------------------------------------------------------
    a) GRACE
    -------------------------------------------------------------------------
    
    PUNCH and KICK ATTACKS
    
    Single Beat             P
    Dual Beat               P, P
    Triple Beat             P, P, P
    Wall Zap                P, P (while close to wall)
    Quad Beat               P, P, P, P
    Vulcan Beat             P, P, P, P, P
    Beat Blockbuster        P, P, K
    Beat High Kick          P, K
    Beat Turn Leg           P, K, K
    Beat Low Spin           P, d + K
    Ice Leg                 K
    Cross Kick              K + B
    Cross Blade             K + B, df + K
    Cross Blade Launch      K + B, df + K, K
    Cross Step              K + B, K
    Cross Step Launch       K + B, K, K
    Leg Beat                K, P
    Turn Leg                K, K
    Vulcan Leg              K, K, K
    Black Ice               P + K
    Black Slap              b + P
    Tip Slap                b, b + P
    Camel Kick              df + K
    Camel Spin              df + K, K
    Camel Spin Cutter       df + K, K
    Long Axis               f + K + B
    Long Axis Turn          f + K + B, K
    Blockbuster             b + K
    Blade Slash             U + B, D + K
    Leg Launch              df, df + K
    Sit Beat                d + P
    Sit Beat Spin           d + P, K
    Sit Camel               d + K
    Sit Spin                d + K + B
    Sit Spin 2              d + K + B, K
    Sit Spin 3              d + K + B, K, K
    Sit Spin 4              d + K + B, K, K, K
    Sit Spin 5              d + K + B, K, K, K, K
    Knuckle Hammer          U + P
    Front Jump Toe          UF + K
    Air Rolling Sawbutt     K (while jumping)
    Flare Toe               K (while landing)
    Front Air Kick          f + K (while jumping)
    Air Dive                d + K (while jumping)
    Flare Kick              d + K (while landing)
    Back Air Kick           b + K (while jumping)
    Somersault Kick         ub + K
    Coin                    u + K
    Hopping Kick            u, K
    Blade Cutter            u, d + K (while landing)
    
    THROWS
    
    Scratch Heart           P + B (Opponents back to wall)
    Wall Throw              P + B
    Back Suplex             P + B (From behind opponent)
    Frankensteiner          d + P + K + B (while jumping near opponent)
    Ice Nemesis             f, b + P + K + B
    Shoulder Throw          d, f + P + B
    
    POUNCE ATTACKS (Opponent on floor)
    
    Smart Dive              u + P
    Spit Kick               d + K
    
    TURNING ATTACKS (Opponent Behind You)
    
    Turn Beat               P
    Turn Kick               K
    Spin Turn Kick          u + K
    Low Turn Beat           d + P
    Low Spin Kick Turn      d + K
    Turn Double Beat        P, P
    
    RUNNING ATTACKS (performed while running)
    
    Running Beat            P
    Running tackle          P + B
    Dash Blade              K
    Dash Coin               K + B
    Somersault Kick         ub + K
    Sliding Kick            d + K
    
    ---------------------
    CHARACTER EVALUATION:
    ---------------------
    Long limbed lovely Grace is actually a female fighter with good all round
    ability, for comparison she is like Nina in Tekken in that she has great speed,
    matched to a lot of power.  She also has possibly the longest kick reach in the
    game thanks to her roller blades; so you should maximize you play strategies
    around that.  If your combos are being broken a lot, then get back and use the
    basic jumping and running attacks, again her extended reach makes these
    connectable from distances your opponent wouldn't expect.
    
    -------------------------------------------------------------------------
    b) BAHN
    -------------------------------------------------------------------------
    
    PUNCH and KICK ATTACKS
    
    Genkotsu                P
    Hiji Teppou             b + P
    Super Straight          f + P
    Ashige                  K
    Sokkou Ashige           f, f + K
    Chouban                 P + K + B
    Tetsu Hiji              f + P
    Kobushi Hanabi          df + P
    Dragon Upper            f, d, df + P
    Double Dragon Upper     f, d, df + P, f, d, df + P
    Hagane Hiji             f, f + P
    Hiji Combo              f, f + P, f, f + P
    Hiji Tetsuzan           f, f + P, b, f + P + K
    Jingi Gekitouha         db, df + P
    Konjou Hiji             b, f + P
    Tetsuzankou             b, f, f + P + K
    Kouhadan                b, d, db + P
    Rekkohadan              b, d, db + P, P
    Rekka Kouhadan          b, d, db + P, f, d, df + P
    Yakuza Kick             df + K
    Zagenkotsu              d + P
    Shita Ashige            d + K
    Knuckle Hammer          U + P
    Front Jump Toe          UF + K
    Air Rolling Sawbutt     K (while jumping)
    Flare Toe               K (while landing)
    Front Air Kick          f + K (while jumping)
    Air Dive                d + K (while jumping)
    Flare Kick              d + K (while landing)
    Back Air Kick           b + K (while jumping)
    Rolling Sawbutt         u + K
    Jump Toe Kick           u, K
    Side Kick               u, K (before landing)
    Low Cut Kick            u, d + K (before landing)
    Middle Rolling Sawbutt  uf + K
    
    THROWS
    
    Oroshigone              P + B (opponents back to wall)
    Kabenage                P + B
    Setsuna Otoshi          P + B, b, b, P + B
    Kotsuban Wari           P + B (behind opponent)
    Wrist Wall Slam         P + B (your back against wall)
    Taoshi                  b + P + B
    Gekichoupan             b, f + P + K + B
    
    POUNCE ATTACKS (Opponent on floor)
    
    Takkou                  u + P
    Todome                  d + P
    Indou                   d + P, P
    Taiman Kick             d + K
    
    TURNING ATTACKS (Opponent Behind You)
    
    Turn Knuckle            P
    Turn Kick               K
    Spin Kick Turn          u + K
    Low Turn Punch          d + P
    Low Spin Kick Turn      d + K
    Double Turn Knuckle     P, P
    
    RUNNING ATTACKS (performed while running)
    
    Running Straight        P
    Running Tackle          P + B
    Dash Tetsuzan           P + K
    Running Knee            K
    Hop Spin Kick           u + K
    Sliding Kick            d + K
    Running Jump Kick       uf + K
    
    ---------------------
    CHARACTER EVALUATION:
    ---------------------
    Depending on your previous fighting game experience Bahn is either a hard or
    easy fighter to use.  A lot of his simple moves require some d-pad manipulation
    to pull off, rather than the attack button combos favoured by most of the other
    fighters.  So if you are used to Streetfighter games you should feel at home
    with Bahn and find him a fast and strong and very effective character to use. 
    Tekken or Dead or Alive fans might find the d-pad twirling a little excessive
    and have some trouble at first using him to his full potential.  His lack of
    long combo strings means you need to make the most of his powerful attacks to
    cut and opponent down before they catch you in one of theirs.  You should also
    practice your countering skills to interrupt and strike back, which is Bahn at
    his best.
    
    -------------------------------------------------------------------------
    c) RAXEL
    -------------------------------------------------------------------------
    
    PUNCH and KICK ATTACKS
    
    Jab                     P
    Lighting Upper          b + P
    Right Spin              P, P
    Right Through           P, P, P
    Right Through Squash    P, P (near wall)
    Look that Kill          P, P, K
    Jab High Kick           P, K
    High Kick               K
    Death Spin Kick         f + K + B
    Death Spin Slash        qcf + K + B
    Death Spin Roller       f + K + B, qcf + K, hcf + K
    Back off Kick           F + K
    Back off Ditch          K, K
    Upper                   df + P
    Double Upper            df + P, P
    Elbow Cut               f + P
    Knuckle Black Claw      f + P, P
    Right Hand              f + P, P, P
    Knuckle Claw Kick       f + P, K
    Guitar Thrust           f, f + P
    Flying V                df, df + P
    Flying Screw            df, df, + P, P
    Sky Screamer            K + B
    Middle Kick             df + K
    Motor Crew              df + K, P
    Kick Away               f + K
    Block Buster            b + K
    Sit Jab                 d + P
    Low Punch               d + P + K + B
    Standing High Kick      K (while rising from ground)
    Low Spin Combo          df + K, P, d + K + B
    Death Spin Combo        df + K, P, f + K + B
    Low Side Kick           d + K
    Sliding Kick            d + K + B
    Jump Hammer             U + P
    Jump Toe                U + K
    Front Jump Toe          UF + K
    Air Rolling Sawbutt     K (while jumping)
    Flare Toe               K (while landing)
    Front Air Kick          f + K (while jumping)
    Air Dive                d + K (while jumping)
    Flare Kick              d + K (while landing)
    Back Air Kick           b + K (while jumping)
    Hopping Hammer          u + P
    Rolling Sawbutt         u + K
    Jump Toe Kick           u, K
    Leg Killer              u, d + K (before landing)
    Somersault Kick         ub + K
    
    THROWS
    
    Wall Squash             P + B (opponents back to wall)
    Wall Throw              P + B
    Death Drop              P + B (from behind opponent)
    Wrist Wall Slam         P + B (your back to wall)
    Detroit Lockdown        u + B, d + P + B
    Death Cannon            f, f + P + B
    Dangerous Noise         b, f + P + B
    
    POUNCE ATTACKS (Opponent on floor)
    
    Flying Task             f + P
    Guitar Crush            d + P
    Spit Kick               d + K
    Gravepost               d, d + P
    
    TURNING ATTACKS (Opponent Behind You)
    
    Turn Punch              P
    Turn Kick               K
    Spin Kick Turn          u + K
    Low Turn Punch          d + P
    Low Spin Kick Turn      d + K
    Turn Punch Knuckle      P, P
    
    RUNNING ATTACKS (performed while running)
    
    Running Straight        P
    Running Tackle          P + B
    Running Knee            K
    Running Somersault      ub + K
    Hop Spin Kick           u + K
    Sliding Kick            d + K
    Running Jump Kick       uf + K
    
    ---------------------
    CHARACTER EVALUATION:
    ---------------------
    Yeah, poodle haired heavy metal dudes like they made back in the 1980's! Raxel
    is good fun to use, he excels with his punch combos at short range and his long
    legs and guitar can be used to push opponents back for some long range
    trashing.  His main weakness is the obvious nature of the guitar attacks and
    the slight delay they have in landing, which makes them easily anticipated.  So
    don't over use the guitar.  But even without the guitar in play he can go
    toe-to-toe with most of the more powerful fighters like Bahn and Mahler in a
    straight fist fight and still come out on top.  Just remember to throw a few
    kicks in now and then to keep your opponent guessing and Raxel makes a good
    all-rounder for beginners to get to grip with.
    
    -------------------------------------------------------------------------
    d) TOKIO
    -------------------------------------------------------------------------
    
    PUNCH and KICK ATTACKS
    
    Justice Jab             P
    Open Chest              P, P
    Open Arm                P, P, P
    Open Roll               P, P, K
    Open Spin               P, K
    Roll Kick               K
    Spin-off Kick           K + B
    Spin Cossack            K + B, d + K
    Spin-off Sunrise        K + B, K
    Spin Float              K + B, K, K
    Catapult Kick           f + K + B
    Catapult Mid            f + K + B, df + K
    Catapult Low            f + K + B, d + K
    Catapult Low            f + K + B, K
    Long Roll Kick          F + K
    Reactor                 K, P
    Combo Reactor           K, P, P
    Combo Reactor Plus      K, P, P, P
    Combo Maxi Edge         K, P, P, K
    Combo Tricks            K, P, P, ub + K
    Combo Bent Edge         K, P, P, P, K
    Combo reactor Cossack   K, P, P, P, d + K
    Combo Tricks Pro        K, P, P, P, ub + K
    Combo Edge              K, P, K
    Open Upper              df + P
    Open Elbow              f + P
    Elbow Blow              f + P, P
    Lightning Arrow         f + P, P, d, f + P
    Open Arm Blow           f + P, P, P
    Standing Toe Kick       K (while rising)
    Middle Kick             df + K
    Clutch Step             df + K, K
    Double Clutch Kick      df + K, K f + K
    Pro Dancer              df + K + B
    Starlight Dancer        df + K + B, f + K
    Snap Knee               f + K
    Blockbuster             b + K
    Heel Drop               U + B, D + K
    Belly Flop              f, d + P + K + B
    Belly Flop Kick         f, d + P + K + B, K
    Sit Jab                 d + P
    Low Kick                d + K
    Low Spin Kick           d + K + B
    Low Spin Punch          d + K + B, P
    Low Spin Low            d + K + B, d + K
    Triple Low Spin         d + K + D, d + K, K
    Low Spin High           d + K + B, K
    Air Thrust Punch        U + P
    Jump Hammer             u, P
    Jump Toe                U + K
    Front Jump Toe          UF + K
    Air Rolling Sawbutt     K (while jumping)
    Flare Toe               K (while landing)
    Front Air Kick          f + K (while jumping)
    Air Dive                d + K (while jumping)
    Flare Kick              d + K (while landing)
    Back Air Kick           b + K (while jumping)
    Tricks                  ub + K
    Rolling Sawbutt         u + K
    Hopping Kick            u, K
    Side Kick               u, K (before landing)
    Low Cut Kick            u, d + K (before landing)
    Middle Hop Spin Kick    uf + K
    
    THROWS
    
    Back Wall Rush          P + B (opponents back to wall)
    Wall Throw              P + B
    Back Suplex             P + B (behind opponent)
    Wrist Wall Slam         P + B (your back to wall)
    Snap Stole              b + P + B
    Grand Axel              f, b + P + K + B
    Shoulder Throw          f, b + P + B
    Dead End Double Knee    b, f + K
    
    POUNCE ATTACKS (Opponent on floor)
    
    Eagle Landing           u + P
    Spit Kick               d + K
    
    TURNING ATTACKS (Opponent Behind You)
    
    Turn Punch              P
    Turn Roll Kick          K
    Spin Kick Turn          u + K
    Low Turn Punch          d + P
    Low Spin Kick Turn      d + K
    Turn Punch Jab          P, P
    Turn Punch Roll Kick    P, K
    Low Spin Kick Turn      K, P
    
    RUNNING ATTACKS (performed while running)
    
    Running Straight        P
    Running Tackle          P + B
    Fire Darts              K
    Running Tricks          ub + K
    Hop Spin Kick           u + K
    Sliding Kick            d + K
    Running Jump Kick       uf + K
    
    ---------------------
    CHARACTER EVALUATION:
    ---------------------
    Tokio is an offensive demon of kicking power! His kicks are his best offence
    and most of his long attack combos revolve around spinning and flying kick
    attacks.  His punches are also fast and effective and mix it up nicely.  He is
    a more all out offensive character than most, with more basic type attacks than
    the others he can hold his own easily in those ill-tempered jab, block, counter
    match ups as well as being able to string together some graceful and
    destructive kick combos.   Playing against Tokio can be hard, but learn to spot
    the beginnings of lethal combos and get ready to counter/interrupt them before
    launching one of you own.  You may have to stay on the defensive a lot as he is
    one of the fastest fighters in the game, so hold back, see what he's got, wait
    for a gap and get him!
    
    -------------------------------------------------------------------------
    e) SANMAN
    -------------------------------------------------------------------------
    
    PUNCH and KICK ATTACKS
    
    Sanman Punch            P
    One-two Punch           P, P
    One-two hammer          P, P, P
    One-two Crush           P, P (near wall)
    One-two Hip             P, P, K
    Sanman Punch Kick       P, K
    Sanman Punch Upper      P, df + P
    Boost Kick              P, df + P, K
    Power Knock             b, f + P
    Double Power Knock      b, f + P, P
    Triple Power Knock      b, f + P, P
    Sanman Kick             K
    Middle Punch            df + P
    Double Upper            df + P, P
    Double Upper Hip        df + P, P, K
    Jacknife Throw          df + P + B
    Ignition Punch          f + P
    Generator Punch         f + P, P
    Fire Generator Punch    f + P, P, P
    Atomic Generator Punch  f + P, P, P, P
    Fusion Generator Punch  f + P, P, P, P, P
    Power Hammer            d + P + K + B
    Round Trip Hammer Throw d + P + K + B, P + B
    Double Power Hammer     d + P + K + B, d + P
    Elbow Smash             f, f + P
    Hip Bomber              P + K + B
    Double Hip Bomber       P + K + B, P + K + B
    Middle Sanman Kick      df + K
    Block Bomber            b + K
    Low Punch               d + P
    Low Sanman Kick         d + K
    Leg Throw               d + K + B
    Sanman Hammer           U + P
    Sky Burner              U, P
    Front Jump Toe          UF + K
    Jump Toe                U + K
    Hip Four                K (while jumping)
    Rider Toe               K (while landing)
    Front Air Kick          f + K (while jumping)
    Air Dive                d + K (while jumping)
    Rider Kick              d + K (while landing)
    Back Air Kick           b + K (while jumping)
    Rolling Sawbutt         u + K
    Hopping Kick            u, K
    Leg Breaker             u, d + K (before landing)
    Middle Rolling Sawbutt  uf + K
    
    THROWS
    
    Spark Scratch           P + B (opponents back to wall)
    Sanman ten Pin          P + B
    Willy Drop              P + B (behind opponent)
    Wrist Wall Slam         P + B (opponent right back against wall)
    Power Hunting           d + P + B (opponent crouching)
    Overdrive               hcb + P + B
    Bear Hug                f, b + P + B
    Backbone Crack          f, b + P + K + B
    Full Overdrive          hcb + P + B, f, b + P + B
    Final Overdrive         hcb + P + B, f, b + P + B, b, d, f, u, b + P + B
    Pile Driver             df, df + P + B
    Max Trip                d, b, f + P (opponent downed)
    Sanman Bomb             b, f + P + B (opponent right back against wall)
    Giant Swing             hcf + P
    Giant Swing 2           hcf + P (opponent downed)
    
    POUNCE ATTACKS (Opponent on floor)
    
    Sitting Slam            u + P
    Megaton Stomp           d + K
    
    TURNING ATTACKS (Opponent Behind You)
    
    Turn Punch              P
    Turn Roll Kick          K
    Spin Kick Turn          u + K
    Low Turn Punch          d + P
    Low Spin Kick Turn      d + K
    Turn Punch Knuckle      P, P
    
    RUNNING ATTACKS (performed while running)
    
    Sanman Attack           P
    Running Hip Bomber      K
    Hop Spin Kick           u + K
    Sliding Kick            d + K
    Running Jump Kick       uf + K
    
    ----------------------
    CHARACTER EVALUTATION:
    ----------------------
    Euch.  The slowest fighter in the game and one of the least rewarding to get to
    grips with.  He has a lot of powerful throws in his arsenal but they are
    extremely tricky to pull off and his lacks speed making them even easier to
    anticipate.  He does have some good punch combos and a lot of power behind
    them, but nothing really to shout about in the kicks department.  He is rather
    slow as well, so you'll probably be fighting pretty defensively if you choose
    him against another good player.
    
    -------------------------------------------------------------------------
    f) JANE
    -------------------------------------------------------------------------
    
    PUNCH and KICK ATTACKS
    
    Clap Knuckle            P
    Block Straight          b + P
    Double Clap             P, P
    Triple Bash             P, P, P
    Combo Wall Scratch      P, P (near wall) P, P, P
    Double Clap Rush Kick   P, P, K
    Combo Raid Knee         P, P, f + K
    Low Spin Combo          P, P, d + K
    Combo Block Straight    P, P, d + P
    Knuckle High Kick       P, K
    Combo Switch Upper      P, K, P
    Smart Kick              K
    Toss Upper              df + P
    Body Blow               f + P
    Down Smash              f + P, P
    Upper                   DF + P
    Power Smash             f, f + P
    Crawl Tornado Punch     f, d, df + P
    Two-hand bash           d, f + P
    Tornado Punch           hcb + P
    Standing High Kick      K (while rising)
    Middle Spin Kick        df + K
    Cut Knee                f + K
    Knee Launcher           D, f + K
    Low Knuckle             d + P
    Low Knuckle Spin        d + P, K
    Double Spin Kick Low    d + K + B, d + K
    Low Spin Up             d + K + D, K
    Low Spin Kick           D + K
    Air Thrust Hammer       U + P
    Jump Hammer             U, P
    Jump Toe                U + K
    Air Rolling Sawbutt     K (while jumping)
    Flare Toe               K (while landing)
    Front Air Kick          f + K (while jumping)
    Air Dive                d + K (while jumping)
    Flare Kick              d + K (while landing)
    Flare Toe               K (while landing)
    Back Air Kick           b + K (while jumping)
    Rolling Sawbutt         u + K
    Hopping Kick            u, K
    Low Cut Kick            u, d + K (before landing)
    
    THROWS
    
    Wrist Wall Slam         P + B (your back to wall)
    Clinch Punch            P + B
    Double Clinch Punch     P + B, P
    Clinch Knee Strike      P + B, f + K
    Break Neck Driver       P + B (behind opponent)
    Tiger Suplex            P + K + B (behind opponent)
    Wall Scratch            P + B (opponent backed against wall)
    Wall Knee Strike        K + B
    Wall Strike Double Knee K + B, K + B
    Clinch Knee             K + B
    Fling Up Breaker        f, d + P + B
    Brainbuster             f, b + P + B
    Clinch Knee Grab        hcf + K + B
    Super Combo Knee        hcf + K + B, d, f + K
    
    POUNCE ATTACKS (Opponent on floor)
    
    Knuckle Dive            u + P
    Knuckle bat             d + P
    Spit Kick               d + K
    
    TURNING ATTACKS (Opponent Behind You)
    
    Turn Knuckle            P
    Turn Kick               K
    Spin Kick Turn          u + K
    Low Turn Punch          d + P
    Low Spin Kick Turn      d + K
    Turn Double Knuckle     P, P
    
    RUNNING ATTACKS (performed while running)
    
    Running Knuckle         P
    Running Tackle          P + B
    Running Knee            K
    Hop Spin Kick           u + K
    Sliding Kick            d + K
    Running Jump Kick       uf + K
    
    ---------------------
    CHARACTER EVALUATION:
    ---------------------
    Jane is quite an unusual fighter, a female character that fights with brute
    power rather than stereotypically fast, but weak.  She can dish out a lot of
    damage with basic combos of kicks and punches and fights more-or-less like a
    female version of Bahn.  Like him she doesn't have a huge variety of attacks
    and no long combination attacks, which makes her ideal for the beginner.  She
    does have quite a lot of simple throws at her disposal as well making her a
    nicely rounded fighter.  So play her fairly offensively using her kick and
    punch mix ups to force an opponent back until you can juggle them to death up
    against the wall!
    
    -------------------------------------------------------------------------
    g) CANDY
    -------------------------------------------------------------------------
    
    PUNCH and KICK ATTACKS
    
    Cat Snap                P
    Block Snap              b + P
    Cat Pat                 P, P
    Cat Scratch             P, P, P
    Combo Cat Kick          P, P, P, K
    Combo Low Kick          P, P, P, d + K
    Snap High Kick          P, K
    High Kick               K
    Jackknife Kick          K + B
    Cat Upper               df + P
    Candy Swing             f + P
    Candy One-Two           f + P, P
    Candy triple            f + P, P, P
    Cat Slap                f, f + P
    Rising cat Upper        f, d, df + P
    Cat Paw Sweep           df, df + P
    Bootie Bop              P + K + B
    Double Bootie Bop       P + K + B, P + K + B
    Toe Kick                K (while rising)
    Scorpion Attack         df + K
    Block Bomber            b + K
    Cat tail                d + K
    Cat Tail High           d + K, K
    Toe Kick Scorpion       K, K (while rising)
    Toe Kick Cat Heel       K, K + B (while rising)
    Toe Kick Cat Somersault K, ub + K (while rising)
    Low Snap                d + P
    Low Punch Low Kick      d + P, K
    Low Kick                D + K
    Double Low Kick         D + K, K
    Double Low Kick and Paw D + K, K, d + P
    Low Leg Beat            D + K, K, d + K
    Cat Barrow              f, f + K + B
    Cat Hammer              U + P
    Jump Hammer             u, P
    Jump Toe                U + K
    Front Jump Toe          UF + K
    Air Rolling Sawbutt     K (while jumping)
    Flare Toe               K (while landing)
    Front Air Kick          f + K (while jumping)
    Air Dive                d + K (while jumping)
    Flare Kick              d + K (while landing)
    Back Air Kick           b + K (while jumping)
    Cat Somersault Kick     ub + K
    Rolling Sawbutt         u + K
    Hopping Kick            u, K
    Low Cut Kick            u, d + K (before landing)
    Middle Hop Spin Kick    uf + K
    
    THROWS
    
    Back Wall Rush          P + B (opponents back to wall)
    Wall Throw              P + B
    Back Suplex             P + B (from behind opponent)
    Tickle Tickle           P + K + B (behind opponent)
    Wrist Wall Slam         P + B (your back to wall)
    Back Wall Throw         b + P + B
    Candy Aerial            b + P + K + B (both players in the air)
    Fork Through            d + P + K + D
    Cat Wheel               d, b + P + B
    Face Crusher            db, f + P +B
    Vaulting Horse          u + P
    
    POUNCE ATTACKS (Opponent on floor)
    
    Ei                      d + P
    Ei Ei                   d + P, P
    Ei Ei Ei                d + P, P, P
    Ei Ei Ei Ei             d + P, P, P, P
    Ei Ei Ei Ei             d + P, P, P, P, P
    Spin Landing            u + P
    Spit Kick               d + K
    
    TURNING ATTACKS (Opponent Behind You)
    
    Turn Snap               P
    Turn Kick               K
    Spin Kick Turn          u + K
    Low Turn Snap           d + P
    Low Spin Kick Turn      d + K
    Turn Double Snap        P, P
    
    RUNNING ATTACKS (performed while running)
    
    Running Straight        P
    Running Tackle          P + B
    Running Bootie Bop      P + K + B
    Running Knee            K
    Running Cat Somersault  ub + K
    Hop Spin Kick           u + K
    Sliding Kick            d + K
    Running Jump Kick       uf + K
    
    ----------------------
    CHARACTER EVALUATION:
    ----------------------
    It's the knicker flashing character that all Japanese fighting games MUST have
    by LAW!  Candy is a character that relies on a barrage of small poking attacks
    rather than all out power.  She has some useful roll moves that can get he in
    and out of an opponents face at speed and her kick reach is good and long. 
    Prioritise her kick combos over her punches and she is at her most effective. 
    Her Ei, Ei, EI attack on downed opponents is a great way of knocking that
    health bar down so always pounce on someone you knock down for that. Keep her
    moving poking and interrupting with her fast punches and then juggle them in
    the air with those long legged kick combos. [TRIVIA: Candy was renamed Honey in
    the Dreamcast Sequel Fighting Vipers 2]
    
    -------------------------------------------------------------------------
    h) PICKY
    -------------------------------------------------------------------------
    
    PUNCH and KICK ATTACKS
    
    Boarder Punch           P
    Double Boarder Punch    P, P
    Board bash              P, P, P
    One-two Coin            P, P, K
    One-two Knee            P, P, u + K
    Combo Skipping Knee     P, P, f + K, K
    One-Two Upper           P, P, f + P
    One-Two Toe Kick        P, P, d + K
    Combo Toe and High Kick P, P, d + K, K
    Punch Coin              P, K
    Combo Tail Kick         P, d + K
    Hopping Knee            K + B
    Knee and High Spin      K, K
    High Spin Kick          qcf + K
    Upper                   df + P
    Upper Middle Spin       df + P, f + K
    Upper High Spin         df + P, K
    Overhead Board Bash     ub + B df + P
    Board Slap              b,f, f + P
    Standing Knee           K
    Middle Spin Kick        df + K
    Rocket Missile          db + K (back to wall)
    Step Knee               f + K
    Block Knee              b + K
    Toe Kick                d + K
    Toe and High Kick       d + K, K
    Heel Drop               d + K, K + B
    Heel Drop 2             U + B, D + K
    Skipping Knee           d, f + K + B
    Block Upper             b + P
    Low Punch               d + P
    Low Punch tail Kick     d + P, K
    Tail Kick               D + K
    Jump Hammer             U + P
    Jump Toe                U + K
    Front Jump Toe          UF + K
    Air Rolling Sawbutt     K (while jumping)
    Flare Toe               K (while landing)
    Front Air Kick          f + K (while jumping)
    Hatch                   d + K (while jumping)
    Flare Kick              d + K (while landing)
    Back Air Kick           b + K (while jumping)
    Coin                    u + K
    Hopping Kick            u, K
    Low Cut Kick            u, d + K (before landing)
    
    THROWS
    
    Wall Rush               P + B (opponents back to wall)
    Wall Throw              P + B
    Back Suplex             P + B (behind opponent)
    Wrist Wall Slam         P + B (opponent backed up against wall)
    Flying Head Scissors    d + P + K + B (while jumping towards opponent)
    Air Grab                b + P + K + B (both players in the air)
    Fork Through            d + P + K + B
    Dead End Double Knee    b, f + K (opponent backed against wall)
    Overheard Cannon        b, f + P + B
    
    POUNCE ATTACKS (Opponent on floor)
    
    Flying Dolphin Attack   u + P
    Maul Bash               d + P
    Foot Stamp              d + K
    Double Stamp            d + K, K
    Triple Stamp            d + K, K, K
    
    TURNING ATTACKS (Opponent Behind You)
    
    Turn Punch              P
    Turn Kick               K
    Spin Kick Turn          u + K
    Low Turn Punch          d + P
    Low Spin Kick Turn      d + K
    Turn Double Punch       P, P
    
    RUNNING ATTACKS (performed while running)
    
    Running Board Slap      P
    Dash Air                P + K + B
    Flip Kick 1             d + K, K
    Flip Kick 2             P + K + B, K
    Running Knee            K
    Flip Low Kick 1         d + K, d + K
    Flip Low Kick 2         P + K + B, d + K
    Sliding Kick            d + K
    
    ----------------------
    CHARACTER EVALUATION:
    ----------------------
    Not one of my favourite fighters in the game, he suffers from the lack of side
    stepping in the game.  A small fighter like Picky needs to be able to dodge as
    much as possible and the game engine makes this tricky.  His short range
    attacks; even with his skateboard in hand have a diabolical lack of power.
    Although he can cover distance over the ring back and forth with great speed
    his fighting in close is poor and due to his short reach is hard to be
    effective from a distance.  He does have plenty of attacks on prone opponents
    and as you would expect his running attacks are better than most so make these
    a major part of your technique with Picky. Fighting with well with Picky is a
    matter of trying to catch your opponent in a good juggle combo, as you won't
    survive to long with just poke/hit/run fighting.
    
    -------------------------------------------------------------------------
    i) MAHLER
    -------------------------------------------------------------------------
    
    PUNCH and KICK ATTACKS
    
    Strong Fist             P
    Extreme Blow            P, P
    Blow Combo Upper        P, P, P
    Blow Combo High Kick    P, P, K
    Blow Combo Low Spin     P, P, d + K
    Fist and High Kick      P, K
    Combo Switch Upper      P, K, P
    Low Fist                d + P
    Low Fist Spin           d + P, K
    Blow Combo Straight     P, P, f + P
    Extreme Death Prelude   P, P, f + P, K
    Extreme Death Symphony  P, P, f + K, P
    Blow Combo High Kick    P, P, f + K, K
    Extreme Death Requiem   P, P, f + K, P, f + P
    Extreme Death Finale    P, P f + K, P, f, d, f + P
    Strong Upper            df + P
    Stomach Blow            f + P
    Blow and Fist           f, f + P
    Gust of Rage            b, f, f + P
    Hurricane punch         hcf + P
    Strong High Kick        K
    High and Side Kick      K, K
    High Kick and Fist      K, P
    Axel Roll               df + K
    Revolution One          d + K
    High and Double Axel    df + K, K
    Middle and Double Axel  df + K, f + K
    Low Double Axel         df + K, d + K
    Strong Knee             f + K
    Low Shot                db + K
    Low Shot Axel           db + K, K
    Low Shot Blow           db + K, K, P
    Low Shot Dark Prelude   db + K, K, P, P
    Revolution              d + K + B
    High Double Revolution  d + K + B, K
    Low Double Revolution   d + K + B, d + K
    Thrust Punch Air        u + P
    Jump Hammer             U + P
    Jump Toe                U + K
    Front Jump Toe          UF + K
    Air Rolling Sawbutt     K (while jumping)
    Flare Toe               K (while landing)
    Front Air Kick          f + K (while jumping)
    Air Dive                d + K (while jumping)
    Flare Kick              d + K (while landing)
    Back Air Kick           b + K (while jumping)
    Knuckle Hammer          u + P
    Hopping Kick            u + K
    Climb Wall              U + P (touch wall while jumping)
    Wall Dive               U + P (perform during Climb Wall)
    
    THROWS
    
    Wall Throw              P + B
    Wall Blaster            P + B (near wall facing it)
    Wall Axel               P + B (back to wall)
    German suplex           P + B  (From behind opponent)
    Brain Buster            d + P + B
    Black Rainbow           b, f, b + P + B
    Black Hole              b + P + K + B (while both players are in the air)
    
    POUNCE ATTACKS (Opponent on floor)
    
    Wrecking Dive           u + P
    Strike  Stomp           d + K
    
    TURNING ATTACKS (Opponent Behind You)
    
    Turn Fist               P
    Turn Double Fist        P, P
    Turn High Kick          K
    Low Turn Fist           d + P
    Spin Kick Turn          u + K
    Low Spin Turn Kick      d + K
    
    RUNNING ATTACKS (performed while running)
    
    Running Straight        P
    Running Tackle          P + B
    Running Knee            K
    Sliding Kick            d + K
    Running Jump Kick       uf + K
    
    ----------------------
    CHARACTER EVALUATION:
    ----------------------
    Mahler is a quiet cheesy character, he is extremely powerful and fast and if
    you master his large range of throws he can be devastating.  Outside of the Big
    Mahler he is probably the most powerful fighter in the game, but some of his
    throw attacks have quite long wind-up and recovery times so he can be
    vulnerable to some of the more persistent pokers. Especially as he lacks any
    long combos and his power throws are easily whiffed (dodged or anticipated).
    However even with just basic jumping, running attacks he can still be a nasty
    piece of work to fight against.
    
    -------------------------------------------------------------------------
    j) BIG MAHLER
    -------------------------------------------------------------------------
    PUNCH and KICK ATTACKS
    
    Strong Fist             P
    Extreme Blow            P, P
    Blow Combo Upper        P, P, P
    Blow Combo High Kick    P, P, K
    Blow Combo Low Spin     P, P, d + K
    Fist and High Kick      P, K
    Combo Switch Upper      P, K, P
    Low Fist                d + P
    Low Fist Spin           d + P, K
    Blow Combo Straight     P, P, f + P
    Extreme Death Prelude   P, P, f + P, K
    Extreme Death Symphony  P, P, f + K, P
    Blow Combo High Kick    P, P, f + K, K
    Extreme Death Requiem   P, P, f + K, P, f + P
    Extreme Death Finale    P, P f + K, P, f, d, f + P
    Strong Upper            df + P
    Stomach Blow            f + P
    Blow and Fist           f, f + P
    Gust of Rage            b, f, f + P
    Hurricane punch         hcf + P
    Strong High Kick        K
    High and Side Kick      K, K
    High Kick and Fist      K, P
    Axel Roll               df + K
    Revolution One          d + K
    Strong Knee             f + K
    Blockbuster             b + K
    Block Knee              b + K + B
    Ankle Fall              u + B, d + K
    Ankle Cross             u + B, d + K, K
    Cross Destruction       u + B, d + K, K, P
    Low Shot                db + K
    Low Shot Axel           db + K, K
    Low Shot Blow           db + K, K, P
    Low Shot Dark Prelude   db + K, K, P, P
    Revolution              d + K + B
    High Double Revolution  d + K + B, K
    Low Double Revolution   d + K + B, d + K
    Thrust Punch Air        u + P
    Jump Hammer             U + P
    Jump Toe                U + K
    Front Jump Toe          UF + K
    Air Rolling Sawbutt     K (while jumping)
    Flare Toe               K (while landing)
    Front Air Kick          f + K (while jumping)
    Air Dive                d + K (while jumping)
    Flare Kick              d + K (while landing)
    Back Air Kick           b + K (while jumping)
    Knuckle Hammer          u + P
    Hopping Kick            u + K
    Climb Wall              U + P (touch wall while jumping)
    Wall Dive               U + P (perform during Climb Wall)
    
    THROWS
    
    Wall Throw              P + B
    Wall Blaster            P + B (near wall facing it)
    Wall Axel               P + B (back to wall)
    German suplex           P + B  (From behind opponent)
    Brain Buster            d + P + B
    Black Rainbow           b, f, b + P + B
    Black Hole              b + P + K + B (while both players are in the air)
    
    POUNCE ATTACKS (Opponent on floor)
    
    Wrecking Dive           u + P
    Strike  Stomp           d + K
    
    TURNING ATTACKS (Opponent Behind You)
    
    Turn Fist               P
    Turn Double Fist        P, P
    Turn High Kick          K
    Low Turn Fist           d + P
    Spin Kick Turn          u + K
    Low Spin Turn Kick      d + K
    
    RUNNING ATTACKS (performed while running)
    
    Running Straight        P
    Running Tackle          P + B
    Running Knee            K
    Sliding Kick            d + K
    Running Sawbutt         u + K
    Running Jump Kick       uf + K
    
    ---------------------
    CHARACTER EVALUATION:
    ---------------------
    
     Cheese alert!  BM is Mister cheese.  He is simply a larger version of Mahler,
    with almost identical moves with the same range of devastating throws and
    unlike Mahler, less time needed to wind up big attacks.  For B.M is both faster
    and more powerful than Mahler and easily the best fighter in the game.
    
    -------------------------------------------------------------------------
    k) KUMA/PANDACHAN
    -------------------------------------------------------------------------
    
    PUNCH and KICK ATTACKS
    
    Bam                     P
    Bam-Bam                 P, P
    Bam-Bam-Boom            P, P, P
    Salmon Lover            P, K
    Barrel                  P, df + P
    Smiley Barrel           P, df + P
    Happy Barrel            P, df + P, f + P + B
    Kumade                  F + P
    Cuteron                 f + P
    Fan An                  f + P, P
    Dotamuse Royal          f + P, P, P
    President Rhapsody      f + P, P, P, P
    Canyon Laurel           f + P, P, P, P, P
    Six Panzers             f + P, P, P, P, P, P
    Death Standard          f + P, P, P, P, P, P, P
    Ox Attack               f, f + P
    Span Club               df + P
    Span Span Club          f + P, P
    Punch 2001              b + P
    Iyan                    b, f + P
    Yan-Yan                 b, f + P, P
    Yan-Yan-Yan             b, f + P, P, P
    Hello Tech              df, df + P
    Head-On                 D + P
    Kuma Kick               K
    Hama-Chan               df + K
    Kick 2001               b + K
    Dai-chan                d + K
    Glass Hansel            d + K + P + B
    Salmon Hunting          d + K + P + B, P + B
    Double Hansel           d + K + P + B, d + P
    Good Night              u + P
    Sawbutt Sapphire        u + K
    Sawbutt Diamond         uf + K
    Kumachan 33 & a Third   u, K
    Kumachan 45             u, d, K
    Flying Kuma             U + P
    Climb and kick          U + K
    Front Climb and Kick    uf + K
    Kuma Otoshi             U, K
    Hachi                   U, d + K
    Kuma Play               U, f + P
    Guru-Guru Q             U, f + K
    Kaiten Kuma             U, b + K
    Kuma Poko               U + K (while landing)
    Hachan!                 U, d + K (while landing)
    
    THROWS
    
    Yamagoya Throw          P + B
    Love Parade             P + B (back against wall)
    Kuma Oroshi             P + B (facing wall)
    Kumanchan Trick         P + B (from behind opponent)
    Kiss the Future         d + P + B (opponent crouching)
    Wild Animal             d + P + B
    Bucking Bear            f, f + P + K + B
    Bear Hug                f, b + P + K
    Killer Kuma Beast       f, b + P + K, b, b + P + B
    Hungry Bear Special     f, b + P + K, b, b + P + B, P + B
    Way of the Wild         hcb + P + B
    Naughty Bear            hcb + P + B, f, b + P + B
    Big Beast Attack        hcb + P + B, f, b + P + B, f, b + P + G
    Wild Thing              hcb + P + B, f, b + P + B, f, b + P + G,
                            b, d, f, u, b + P + B
    Super Washington Treaty hcb + P + B, f, b + P + B, f, b + P + G,
                            b, d, f, u, b + P + B, d, f, b + P
    
    POUNCE ATTACKS (Opponent on floor)
    
    Playing Dead            d, f, b + P (opponents head towards you)
    Earthquake              d + K
    Balloon Fall            u + K
    
    TURNING ATTACKS (Opponent Behind You)
    
    Poochy Punch            P
    Pooch Poochy Punch      P, P
    Poochy Punch remix      d + P
    Poochy Kick             K
    Poochy Acid Kick        d + K
    Poochy Trance Kick      u + K
    
    RUNNING ATTACKS (performed while running)
    
    Assault Kuma            P
    Assault Kuma Tackle     P + B
    Violent assault Kuma    K
    Sliding assault Kuma    d + K
    Assault Nobori Kuma     u + K
    Assault Nobori Guerilla uf + K
    
    ---------------------
    CHARACTER EVALUATION:
    ---------------------
    Yes, yes, very funny.  Well he looks big and useless and frankly he is.  The
    bizarre way Kumachan moves makes it hard to tell if your moves are being pulled
    off properly or whereabouts you are in a combo.  As for his throws, with so
    many button inputs needed to perform some of them you're either gonna need some
    extra fingers or get very fast, or more realistically get pounded s you attempt
    to pull one off!  Mind you worth persisting with, he's slow, awkward and not
    that powerful, but if you can pull of a win with him, then you can truly crown
    yourself the King of Fighting Vipers!
    
    =========================================================================
    ******************** 5) UNLOCKING THE SECRETS ***************************
    
    =========================================================================
    
    There are a few secrets to access in Fighting Vipers, and here is how to get
    them!
    
    Fight as Mahler: Simply finish Arcade Mode once with any character on the
    default settings and he will become selectable in all modes.  You can use
    continues.
    
    Fight as BM (Big Mahler): You need to finish Arcade Mode on VERY HARD
    difficulty once, with any character. You can use continues.  BM is selectable
    only in Versus, Training and Team Battle Modes.
    
    Fight as Kumachan/Pandachan: This is an odd one, when I checked another cheat
    site it said you needed to play 50 matches in Versus Mode to unlock Kumachan. 
    But after only 20 or so battles, he appeared. However, he appeared at the same
    time I unlocked Big Mahler. So either it takes into account ALL matches you
    play (i.e. in arcade mode in its count to 50) or it will appear anyway when you
    unlock BM. Pandachan is the "2P" version of Kumachan.
    
    Extra Options Mode: Finish Arcade mode once with any character and you'll get
    another Options Menu (it's in white type) appear.  To begin with two options
    are ?????? out. These are Invisible Wall and Big Head Modes.  Here you can also
    access the Portrait Gallery.
    
    Big Head Mode: Play a total of 100 matches to unlock this setting in Extra
    Options.  This looks pretty funny but can stop some moves being performed
    correctly and mess up any matches you wish to view in PlayBack Mode.
    
    Invisible Walls: You must get 350+ moves "OKed" in Training Mode.  This removes
    the wall detail, though you can still bash people against them.
    
    Extra Portraits: The more characters you finish Arcade Mode with, the more
    portraits will show up in Portrait mode. If you finish Arcade Mode on the
    default settings without using a continue you will get some "secret" portraits
    of Kumachan, and what looks like Bark and Bean.  If you finish Arcade mode with
    Tokio and use more than ten continues a new pic will be added.
    
    Pandachan in Intro: Complete Arcade Mode with Pandachan to see her take the
    place of BM in the intro sequence atop the city tower.
    
    =========================================================================
    ************************ 5) GUIDE TO GAME MODES *************************
    =========================================================================
    
    Just to finish the FAQ off here is a quick check of the main modes, which might
    be useful if you have lost your manual and some quite complex things can be
    done in some modes.
    
    1) ARCADE MODE, VS MODE and TEAM BATTLE MODE
    
    Your basic fighting game modes. In Arcade Mode you can take a Viper through an
    eight-stage tournament.  Clear all stages to see the end credits and highlights
    of your fight through the tournament.  VS. Mode allows you and a friend to
    fight against each other. TEAM BATTLE MODE allows you to pit a team of between
    2 and 5 Vipers against another Team controlled by a person or the CPU. You have
    20 seconds to select each fighter in each mode or you'll get whatever your
    selection cursor was on.
    
    After choosing fighters in Team Battle Mode you'll have the option of RECOVER
    LIFE, DON'T RECOVER LIFE.  Recover allows the victorious Viper to take the next
    one on with fully regenerated health and armour, DON'T Recover means it has all
    the damage from the prior bout.
    
    In all modes you can bring up and OPTION menu to adjust various aspects of the
    fight.  To do this press Button R on the controller when the Player Select
    screen is up.  There are different options for each Mode.
    
    a) DIFFICULTY: adjustable in Arcade and Team Battle Modes you can choose your
    CPU opponents fighting level from Very Easy to Very Hard
    b) MATCH POINT: Adjustable in VS and Arcade Mode, you can set the amount of
    rounds needed to win from 1-5
    c) TIME LIMIT: Adjustable in all modes, how long the fight should last. 10, 20,
    30, 60 seconds or NO LIMIT (i.e. must be won by a K.O)
    d)  CONTINUE:  Arcade only, can turn continues off in this mode
    e) RANDOM MODE:  Available in Arcade Mode, have opponents come at in a fixed
    order or at random.
    f) VERSION: Choose which version of Fighting Vipers you want to play (all
    modes) ORIGINAL = the Arcade version, ARRANGE = The Adapted Saturn Version, and
    HYPER = Saturn Version that allows Armour to be thrown off for super-fast
    attacks from the start.
    g) STAGE: In VS Mode only, you can here chose the stage to fight on
    h) KEY ASSIGN: All Modes, reconfigure control pad if you want.
    i) LIFE: In VS and Team Battle Mode you can extend or decrease the players
    Lifebars
    j) DEFAULT: Use this to return Option to default settings
    k) EXIT: Use this to return to Player Select (or press Button L)
    
    These will only stay valid for the mode of play you were in when you set them
    up.  Only KEY ASSIGN will carry over into other Modes
    
    2) TRAINING MODE
    
    Here you can practice combos and strategies against an opponent.  One chosen
    you can then assign it one of 11 Fighting Positions to adopt so you can try out
    attacks against a prone opponent, a jumping one and crouching one etc
    
    Once you start fighting you'll see a DAMAGE METER and GUAGE, which shows how
    powerful a single attack or combo was.
    
    Press Start to bring up the TRAINING MODE options.
    - COMMAND LIST shows you a list of the Vipers attacks.  Press A on the one you
    want to see and it will be demoed.  The commands will stay in the bottom left
    and if you can repeat it successfully you get an "OK!"  Carry on with this as
    much as you like or press B to EXIT
    - CPU TYPE SELECT:  Change the defence type of your opponent
    - PLAYER SELECT: This lets you go back to Player Select and choose a new
    fighter to train with.
    - FINISH TRAINING:  lets you quit the Training Mode
    
    3) RECORDING AND PLAYING BACK FIGHTS
    
    You can make a "Video Recording" of and Arcade or VS Mode battle to then watch
    in Playback mode.  To save a round, press either the L or R Button during the
    short replay at the end of a round.  This will bring up a Save Options menu. 
    Here you can save to the Saturn's internal RAM (make sure you have a working
    battery!) or to the Sega Backup Memory cartridge (a separate item which you may
    on may not have).  Once you have selected which you will choose to save on, you
    must be aware that only 30 second block can be saved, so if you fought for
    longer in a round only the first 30 seconds will be save. 30 secs = 65 empty
    memory blocks.  Any round that ran to a Time Out cannot be saved.  In the Main
    Options mode you can select Autosave to have ALL rounds save, but this will
    fill it up VERY fast and is not recommended.
    
    From the main option screen select PLAYBACK MODE to watch your recordings,
    delete them or watch exhibition matches between two CPU fighters. Select
    PLAYBACK RECORDED MATCH to bring up a list of saved matches on the Saturn's
    Internal Memory, press R to move onto the any saved on the Sega Backup Memory
    cartridge if you have it, with L to bring you back to the list on the Internal
    Memory.  While watching a replay you can do several things:
    
    Button X - Worms Eye View
    Button Y - Mid Level View
    Button Z - Birds Eye View
    Button L - Rotate Camera Left
    Button R - Rotate Camera Right
    Start    - Pause Match
    Button B - Return to Selection Menu
    
    DELETE RECORDE MATCH lets you remove any match-ups you don't want to save
    EXHIBITION MATCH lets you watch a match-up between two CPU opponents
    
    4) MAIN OPTION MODE
    
    Here you can change some aspects that affect all game modes.  Here you can also
    sample sound effects, music and voices heard in the game.  You can assign new
    key layouts, choose stereo or monaural sound output and select whether you want
    all matches saved for later Playback or not automatically.
    
    -----------------------------------------------------------------------
    ***********************************************************************
    -----------------------------------------------------------------------
    Feel free to email me about any aspect of this guide, any contributions you
    would like to make will be fully credited if used and are more than welcome. 
    Please inform me of any errors, typos etc so I can rectify them immediately
    My email is falsehead@aol.com
    
    (Blatant plug: check out my games website at www.kungfuhamster.cjb.net for
    loads of info on Martial Arts, Beat 'em Ups, Kung Fu Movies and Pokemon!)
    
    Big Thanks to CjayC, the mad bloke who runs GameFAQs.  You've given me the
    opportunity to reach more people with my stuff than I ever could have alone!
    
    Special thanks go out to: BillyKane, Magus747, Andy787, totalstuff and Pat
    Uhler for for being such a laugh, and giving me the push to actually start
    contributing my own work back in the good old days of the DC board.
    
    Thanks also to my homies in the Review and FAQ boards for continuing support
    and being all round awesome dudes! fakeplasticmanatree, bloomer, sashanan,
    ASchultz, MaxH, Vegita, the daremo and Bobo The Clown Love yah all guys!
    
    =======================================================================
    ***************************** THE END *********************************
    =======================================================================