Bio Freaks FAQ ver 1.1 Rundown: Well, Bio Freaks certainly isn't by any means an orthodox fighting game, quite frankly it spawns the use of the word orthodox. Bio Freaks is set in a fully 3D environment, with quasi-limited 3D action. The quasi is tagged on because as a rule the game must be broken down into two modes, ground and airborne. On the ground you have Tekken style movement with specific sidestepping buttons or techniques. In the air it becomes more or less real 3D, similar to that of Bushido Blade. The battle arenas make use of dangerous obstacles such as lava pools, toxic ooze pits, huge buzz saws, and many of the arenas are multi-leveled, some being 3 storied with some raised areas above that. Many of the pre-release previews and reviews account much of the gameplay to ranged, such was the case with games like Psychic Force. In fact, I have owned Psychic Force, and now own Bio Freaks, and there is a distinct difference. Granted many of the special techniques in Bio Freaks are long ranged, and there is a distinct element of run and shoot, or in Sabotage's case, load and wait, but Bio Freaks, when played with some skill, relies much more on close combat. Unfortunately for the game, the close combat isn't quite as detailed as in such games as Tekken or Virtua Fighter, but it still holds enough on its own. In a sense, Bio Freaks takes up where Midway left off with God Wars, adding more moves, more distinct characters, and a lot more blood and carnage, with the exception of less fatalities. Many have claimed, and many will claim that Bio Freaks is God Wars meets Time Killers and a jet pack, and they are correct. Basic Fighting: There are two types of combat, close and long ranged, accompanied with two types of damage, physical and fire. Close Ranged: Each character has a very limited amount of combos, which act and feel very much like God Wars fighting. When at close range, you can pummel away with combos, but of course you must be wary of those who would block. The combos don't seem to vary very much with low and high hits, allowing nearly every combo to be blocked with a crouch block. This is in fact an easy way to score some hits, block low and wait for a window, but one must be aware that throws work regardless of standing position, and the computer, or a smart player, will use that on would-be turtles. Note: All combos score physical damage, so shields don't do much good at close range. Long Range: All long ranged combat inflicts fire damage, with the exception of a few techniques, such as Minotek's mace throw, or those nasty teleport hits Purge and Ssapo have. This is where long range combat lacks enough to sustain descent fire fights. All one needs to do is raise the shield, and all fire related damage is canceled out, with the exception of certain techniques such as Sabotage's shield breaker ammo. You CAN run down the clock by running away and shooting or tossing bombs, but in the long run it wont accomplish much of anything, unless your opponent isn't smart enough to raise their shields often enough. Airborne vs. Ground combat: The inclusion of the airborne element certainly sets this game apart. Specific techniques can be performed in the air, as well as the increased use of 3D space. It becomes much easier to dodge attacks in the air, and for some reason people aren't as likely to raise a shield when someone takes flight, making it much easier to commit to a fire fight. One bad thing about flying is the limited supply of jet you actually do possess. It doesn't last long, spurt hovering takes a great amount of practice and still wastes fuel quickly, and once you've used the extent of your fuel, your jets become damaged and you are flightless for a small amount of time. With all that in mind, fly cautiously and it can pay off in the long run. Move lists: Well, with the basic mechanics out of the way, we can get down to strategies and moves for each character. There will be more strategies listed for those characters I favor, but that's life isn't it? Also note that all of these moves, with the exception of the combos and a few of the mutilations can be found within the game itself, but I'd like a printed copy myself to review mid-game, so you get one as well. Combos: The combo system generally doesn't follow the tree system like Tekken or Star Gladiator, and it also doesn't follow the strict one combo system that War Gods had. It's more or less a system with a few small combos, some that lead into special techniques, and one large combo. As a rule, a combo has truly ended when some small sparks fly from the opponent's body, which means some that I have found aren't complete combos I am suspecting, but who knows at this point. Strategies for Playing the Computer: Well, the turtle-combo strategy works well until the Mutilator, whereas combos just don't do anything to her. The easiest <?> way I've come to beat her is to fly away and keep lobbing whatever you have at her: Sabotage's Spears Minotek's Shockwave Zipperhead's Grenades Bullzeye's Skull bombs Psyclown's Balloon mines/shield Delta's Hover Lock Ssapo's Puke Cannon Purge's Fire-something <I don't use purge often ;)> Moves Key: Lp - Left Punch Rp - Right Punch Lk - Left Kick Rk - Right Kick U - Up D - Down F - Forward B - Back Hcf - Half Circle Forward < B,DB,D,DF,F > Hcb - Half Circle Back < F,DF,D,DB,B > Qcf - Quarter Circle Forward < D,DF,F > Qcb - Quarter Circle Back < D,DB,B > f - Fire T - Thrust + - Press at the same time as < ie - Lk+f > _ - Press quickly after < ie - Lk_f > [ ] - Either or < ie - [Rp, Lp] > Comments Key: P - Physical Damage F - Fire Damage <Able to be shielded> I - Unblockable N - Adds fire damage <napalm> St - Staggers Opponent Sh - Causes A Shockwave L - Long ranged S - Short Ranged D - Dashing Dm - Damages You Ds - Drains Opponent's Shield Dt - Drains Opponent's Hover Power T - Timed Damage <waits before it explodes> Flo - Floors Opponent Str - Causes you to strafe right or left. <direction is usually in the name> General Moves: Normal Fire f Activate Shield B+f Forward Dash F,F Upward Fire Lp+f Taunt Lp+Rk Throw F+Lp+Lk Set Up <for a combo, or tech> D,D+[Lp,Rp] :Bullzeye: Ground Techniques: Triple Grenade F,L,Sh,D Hcf+Rp+f Hi-Low Attack F,L Hcf+Rp+Lp Plasma Rain F,S U+Rp+Lp Rocket Climb F,L,D Hcf+f Dive, Roll, Shoot F,L,D B,F+f Skull Bomb F,L,T Hcb+Rk Charge Forward, Shoot F,L,D B,F+Rp+Lp Energy Drain I,S,Ds F,B+Lp Slide Away, Shoot F,L,D B,B+Lp+Rp Triple Skull Bomb F,L,T U+Lk+Rk Left Grenade F,L,Sh B+Lp Right Grenade F,L,Sh B+Rp Shoulder Charge P,S,D,Fl B,F+Lp Plasma Storm F,S,D D,U+f Nuke Bomb F,L,Sh F,Hcf+Rp Strafe Right, Shoot F,L,Str Rp+Rk+f Strafe Left, Shoot F,L,Str Lp+Lk+f Dance Freak Dance F,S B+Lk+Rk Foot Stomp P,S,St Hcf+Rk Jump Back, Shoot F,S,D B,B+Lp+f Airborne Techniques: Left Air Grenade F,L,Sh B+Lp Right Air Grenade F,L,Sh B+Rp Air Skull Bomb F,L,T Rk+f Mutilations: Rolling Arm Chop Arm Hcf+Lp Double Feature Both Arms B,B,F+Lp+Rp Spin and Decap Head F,B+Rp Taunt: Duke Nukem In Swan Lake Combos: Rp,Lp,Rp <Floors Opponent> Rk,Rk,Lp Rp,Rp,Rk Lp,Rk,Rk <Floors Opponent> Lp,Lp,Rp <Quick> Lk,Lk,Rk Rk,Rk,Rp,Rk,Lp,Rp,Rk <Floors Opponent> General Strategies: <And odd techniques debunked> The skull bombs work wonderfully, since they have a delay, but watch out for the shrapnel. The grenades aren't much better than straight bullets, unless you need to create a shockwave, in which case they do the job. The nuke, which looks pretty and makes a shockwave isn't all it could be. The Energy Drain replenishes your shield energy, while stealing it from the opponent, it also only works at close range. The arm chop mutilation is fast and easy, which is unfortunate, for your opponent... :Sabotage: Ground Moves: Tazer Shot F,L Hcb+Rp Teleport D+Lk+Rk Dodge Left, Shoot F,L,Str Lp+Lk+f Dodge Right, Shoot F,L,Str Rp+Rk+f Spear Toss F,L,Flo B,F+Rp Triple Spear Toss F,L,Flo F,Hcf+Rp Spinning Bola F,L,Flo F,B+Rp+Lp Back Thrust Defense F,S f Floating Mines F,S,T B+Rp+f Poison Dart F,L,St Hcb,F+Lp Blinding Shot F,S,St B,F+f Short Circuit F,L,Ds<I> B,F,B+Lp Flame Ammo Load * D,D+f Shield Breaker Ammo Load ** D,F+f Air Techniques: Homing Mine F,L,T B+Lp+Rp Electric Snare F,L f+Rk Spear Toss F,L,Flo B,F+Rp Mutilations: It'll blow your mind Head B,B+Rk+Rp Taunt: Come 'n get 'em! *: Flame load adds napalm effect to bullets **:Shield Breaker Load makes the next bullet unblockable <floors you and opp> Combos: Rp,Rp,Rk,Rk Lp,Lp,Rk Lk,Lk,Lk <Quick> Lk,Lk,Lp,Rk Rk,Rk,Rk Rk,Rk,Lk Rp,Rp,Rk,Lp,Lp <Floors Opponent> Strategies: Well, Sabotage, besides being the best dressed <wink wink> also makes the best use of condition alteration damage, and ranged combat. Her Spears are probably the best aimed and most fun to use ranged weapons in the game, once they hit, they either stick in the ground or in the victim for the rest of the round. Her Shield breaker ammo, though limited to one per load, creates a situation where you can hide and ambush, since it floors the opponent, and you unfortunately, and it can not be blocked by any means. Her short circuit technique drains the opponents thrust power through a shield, and the blinding shot gives an opportunity to perform a combo, or whatever else you want. She only lacks in the physical damage department, which can be a hindrance, but a smart player will take advantage of her mobility and ambush possibilities. Lastly there's her mutilation, which must be seen, it's a riot! :Psyclown: Ground Techniques: Bouncing Ball F,L Rp+f Shield Skip F,L F,B+Lp Head Tracker * D+Lp+Rp Hammer Uppercut P,S,D D,U+Rp Sliding Flea Trail ** B,F+Lk+Rk Big Wheel Slide P,S,D B+Lk+Rk Foot Smash P,S,St D,D+Rp Hammer Glove P,S,Flo Lp+Rp+Rk Shield Throw F,L B,F+Lp Chattering Teeth F,S,T,Flo D,U+Lp Flea Attack F,L,T,Flo Hcb+Lp Boomerang Shield F,L Hcf+Lp Hammer Throw F,L B,F+Rp Golf Swing P,S,Flo F,B+Lk Dyno Balloons F,L,T F,B+Rk Clown Flip <P> P,S,D,Flo U+Lp Air Techniques: Shield Throw F,L B,F+Lp Balloon Mines F,L,T,Flo Lp+Rp+f Mutilations: Zorro Cut Arm Hcb+Rp Torso Tantrum Torso F,B+Lk+Lp Taunt: Cabbage Patch of Doom *: Allows player to fire multiple laser beams <f> **: Does no damage itself but releases a contingent of fleas. Combos: Lp,Lp,Rk Rp,Rp,Rk,Lk,Rp <Floors Opponent> Lp,Lk,Rk,Lp Rk,Lp,Rk,Lk,Rp <Floors Opponent> Lk,Lk,Rk Strategies: PsyClown has much potential, but he is a thinking man's character. The Ranged weapons he has have differing tragectory, speed, and some are timed or create a barrier such as the flea or the chattering teeth, or the floating bombs <dyno balloons>. His mutilation isn't all that great, since its rather slow. The big wheel slide and flea slide are great, as well as the hammer glove to get opponents away from you. Be wary of his long range attacks however, as timing with the flea is essential, and once you use the shield or hammer, you lose that damage and range in the combos, and of course u cant throw them again, until they repop, which can ruin you if your timing is off. :Ssapo: Ground Techniques: Gas Bubble F,L,Ds B,B+Lp+Lk Swamp Attack P,L D,U+f Swamp Teleport L D,U+Lp Stink Attack F,S D+Rp+Lk JAWS F,S,Flo B,F+Rp Energy Spread F,L F,B+Lk Puke Ball F,L,Flo Hcf+f Fire Blast F,L B,F+f Bad Breath Attack F,S B,F+Rk Triple Shockwave F,S,Sh Lp+Lk+Rk Electrical Shockwave F,S,Sh Lp+Rp+Lk Cannon Puke Ball F,L Hcb+Rk Maul Attack P,S,D B,F+Lp+Rp Sinister Stomp P,S * D+Lk+Rk Foot Shockwave F,S,Sh Hcf+Lk Crippling Harpoon F,L,Flo Lp+f Bouncing Ball <P> P,S,D Hcf+Rk Air Techniques: Puke Ball F,L Rp+f Harpoon F,L,Flo Lp+f Mutilations: Rolly Polly Severed Heads Head F,B+Rp+Rk Taunt: Neener Neener <In Frog> *: Only works if the opponent is down. Combos: Lp,Lp,Rk Lp,Rp,Rp,Lp <Floors Opponent> Rp,Lp,Lp <Sets up for a special technique or another combo> Rp,Rp,Lp Lk,Rk,Lp,Rk <Floors Opponent, ends in a shockwave> Strategies: Well, I don't use Ssapo much, but his teleports are extremely annoying, and therefor useful, his mutilation is fun to watch, and that gas bubble, which makes shields inoperative for a few seconds can be a round winner in itself, besides his immense amount of shockwave attacks. All in all he is a bit slow, and has bad arm/leg length, making combos harder to start, but his ranged attacks and annoyance level make up for it. :Zipperhead: Ground Techniques: Tornado Vortex F,S,Flo * F,B+Lk Triple Buzzsaw F,L Rp+f Gunfighter F,L ** Rk+f Boot Leg P,S,D F+Lk+Rk Buzz Strafe F,L B,F+Rk Mitt Shockwave F,S,Sh Lp+Rp+Lk Dive, Slide, Shoot F,L,D,Sh Lk+Rk Double Whammy P,S B+Rp+Rk Ram and Slam P,S,D B,F,B+Lp+Lk Running Clothesline P,S,D Hcf+Rp Twist Again P,S B+Rp+Lk Foot Hurricane P,S F+Rk Tumble and Slam P,S,D Hcf+Lp Spike Grenade F,L,T B,F+f Maul Attacker P/F,S,D *** F,B+Rk Zipper Impaler P,S,D B,F+Lk Air Techniques: Double Spike Grenade F,L,T B,F+f Nail 'N Spike F,L,T B,F+Lp Mutilations: Up, Up and Away Torso F,B+Rp Venus De Psycho Arm B,F+Lp+Rp Taunt: Poo Gas! <Does anyone else watch Freakazoid out there? ANYONE?!?> *: Picks the opponent up in a tornado, you can hit them during the twister. **: Rather slow shoots a nail, then a saw, then a nail. ***: The physical damage, then the dash, then the fire. Combos: Rp,Rp,Lk Lp,Lp,Rk Rp,Lp,Rp <sets up for a tech or a combo> Rk,Rk,Lp Rk,Lk,Rp,Lp,Lp Lk,Rk,Rk,Lp,Rp Strategies: While Zipperhead doesn't have much use long range, his large amount of useful and varied physical techniques more than makes up for it. The spike grenades are useful, but since they are shrapnel and timed, one must be wary, as a shield will cause them to bounce erratically, and who knows, you might be standing on one when it goes off, but of course your opponent might be as well... :Minatek: Ground Techniques: Jet Uppercut P,S,D,Flo B,F+Lp Mouth Cannon Barrage F,L,Sho Lp+Rp+Lk Guided Salvo F,L Hcb+Lp Spinning Hammer P,S,Flo Hcb+Rp Rocket Salvo F,L D+Lp+Rp Rocket Slide Attack Left F,L,Str Lp+Lk+f Ram 'N Slide <P> P,S,D,Flo B,F+f Triple Shot Battle Cannon F,L Hcf+Lk M.R.V. F,L * D+Rk+f Ground Shockwave F,S,Sh Hcf+Rp Nuke Canister F,L ** F,Hcf+f Mace Cannon P,L B,F+Rp Chain Sweep P,S,Flo B,B,F+Rp Gas Breath F,S ** B,F+Lp+Rp Charge 'N Ram F/P,S,D *** F,Hcf+Lp Target 'N Fire F,L **** F,Hcf+Rk Bull Bellow F,S,Flo B,F+Rp+Rk Spinning Shockwave F,S,Sh B,F+Lk+Rk Rocket Slide Attack Right F,L,Str Rp+Rk+f Air Techniques: Ground Shockwave F,L,Sh Rp+f Mutilations: Wrong Answer! Head F,B+Lp+Lk Bite me! Arm B,B+Lp Taunt: Roar of the Titan *: Press f again to make it explode **: Creates a cloud that damages opponent until it vanishes ***: Dash and fire, then physical damage ****: Press f multiple times for rockets Combos: Lp,Lp,Rp Rp,Rp Lk,Rp <Sets up for a combo or tech> Rk,Lp,Rp,Rp,Rp <Floors> Rk,Rk,Lp Strategy: Minatek is probably the strongest character in the game, but also the slowest. His array of physical attacks, which include a number of useful dashing, and the only long range physical attack in the game give him a distinct advantage. His mutilation is fun to watch, but too slow for regular combat. The salvo attacks provide the heavy firepower for a long range round, even if his air techniques lack a bit. Overall he's the powerhouse of the game, besides the Mutilator of course. :Purge: Ground Techniques: Flame Pillars F,L,D,N B,F+Rp+f Phoenix Attack F,S,N Hcf+Lp+Rp Blender P,S,throw D+Lk+Rk Fire Ring * U+f Burning Top F,S,N B,F+f Flame Blast F,S,N Hcf+f Fan Deflect ** F,B+Rp+Rk Cutting Top P,S,D Hcb+Rp Multi-Fireballs F,L Lp+Lk+f Fan Stumble P,S,Flo B+Lp+Rp Napalm Canister F,L,N *** B,F+Lp+Rp Fan Charge P,S,D,Flo F,B+Lp Fanning Flames F,S,N Rp+Rk+f Lawn Mower P,S,D,Flo B,F+Rp Hand Fan F,S,D,N B,B+Lp Ground Attack P,L,D Hcf+Rk Hi-Lo Burn F,S,N D,U+f Air Techniques: Carpet Bombing F,S,N Lp+Rp Mutilations: Time Killers Revisited! All B,F+Rp+Rk Fan Blades Arm Hcb+Rk Taunt: Uh Uh... *: Creates a ring of fire around the user **: Deflects physical dashing attacks, might deflect some fire attacks <?> ***: Can explode with f Combos: Rp,Rp,Lp Rp,Lp,Lp,Rp Lp,Lp,Lk Rk,Lk,Rp <sets up for a combo or tech> Strategy: This guy is for all the pyromaniacs and wannabe pyros out there. Everything he does involves fire, with the exception of the fan attacks. The fire is probably the most annoying projectile weapon in the game, as its hard to judge when its over or not. His air tech is really good, unless the opp. uses shields, his ground attack move is truly bothersome, and his other physical attacks hold their own as well. His mutilation is actually fast enough to try and use, and in the spirit of Time Killers, it chops everything off with not one drop of blood spared. :Delta: Ground Techniques: Razor Spin P,S Hcb+Lp Rising Turbo Top P,S,D B,F+Rk Sword Spout F,L Hcf+f Energy Demon F,L,Dm,Ds B,B+Rp+f Energy Stab P,S,St B,F+Lp+Rp Scissor Sword P,S B,F+Lp Turbo Top II P,S,D B,F+Rp Plasma Dome F,S * Lp+Lk+f Spirit Fire F,L ** F,B,F+Lp Raised Sword Attack F,S,Fl F,B+Rp+f Fly by Wing P,S,D B,B+Lp+Rp Spin Strike P,S,Flo B,B+Lk+Rk Laser Swipe F,L,Flo B,F,B+Lp Mystic Rumble F,S Hcf+Lp+Lk Planted Pounce P,S,Flo D+Lk+Rk Back Strike P,S,throw D,F+Rp+Rk LifeStealer F,L,Dm *** B,B+Lk+f Laser Spin F,L,Flo Hcf+Lp+Rk Air Techniques: Track Shot **** Rp+f Mutilations: Home Surgery Torso F,B+Lk Swinger Arm B,B+Rp Taunt: Buns of Steel *: Creates a dome of fire energy which damages opponent until it vanishes. **: I normally can't get this one off due to the conflict with scissor sword ***: Adds the damage it dealt to you back if it hits opponent. ****: Allows player to get off multiple sword laser shots <f> Combos: Rp,Rp,Lp Rp,Rp,Lk Lp,Lp,Rp,Rk,Lp,Rp <Floors> Lp,Lp,Lp Lk,Rp,Lp,Lp Lk,Rp,Rk Rk,Lp <Sets up for combo or tech> Strategy: Delta has a funny array of stuff. Her little energy demons are pretty slow, so they can be shielded against easily, unless they are coupled with some sword lasers or the air tech track shot, which is actually probably the most useful air-fire technique, as it hits multiple times, and if done at the right moment can easily bring down even the toughest shielder. Version History: 1.0: First version! God help you if you have this version, in my defense I wrote it using columns in WP7 so let's just say in text format it's a bit weird looking... 1.1: Fixed spacing, a few mutilations we're wrong, fixed 'em. Added more mutilations, a few more combos. Added comments section of the moves list and each character's taunt. Added player vs. Mutilator strategy. Stuff: Well, I've seen/heard rumors about secret characters, I'm sure clonus is somewhere, in his true form, and I'd be a fool not to think the Mutilator isn't playable, even though the thought of a human controlled Mutilator frightens me. I Hope's: I hopes are what I hope are in the game. A complex battle pit would be nice, like tunnels or something of the like, and more hazards, no fire pits, we need more meat grinders and buzz saws, those things are probably the most hazardous hazards, and the most fun to have in a battle pit. Character types I hope will be in there: Some kind of squid or octopus-like retro, maybe a different type of dozer, one that isn't an elephant. A true- breed, maybe someone with a strange weapon. Acknowledgments: I'd like to thank myself, for purchasing the game, spending time to learn it before returning it for being harder to learn than a street fighter clone, putting down Tekken 3 for just a second to try a different game, spending the 4 or 5 hours to take the time to make this FAQ, since I haven't found another one out there <then again the game debuted only a few days ago>. Oh yeah, thanks to the wonderful people at Sony for building the Playstation <over 3 million sold!> and the warped people at Midway for creating Bio Freaks. Information: I, of course, am Swift, I can be reached at email@example.com -or- firstname.lastname@example.org ICQ UIN: 2513688 This was produced in mono-space format,10 point courier new font. This is the property of me, Swift. If you go off and try to sell this FAQ, not that anyone would purchase it, you will be in violation of some law somewhere, and I'll nail your arse to the wall, so don't do it. You may, however, freely distribute this FAQ/file wherever you please, as long as it remains unchanged. Tekken is trademarked by Namco, Star Gladiator by Capcom, Playstation by Sony, War Gods and nearly everything else in this FAQ by Midway. If I missed something, and your too damned lazy to make a FAQ, inform me and It'll go into my next edition. Anything else, contact me anyhow.