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    FAQ/Move List by Swift

    Version: 1.1 | Updated: 01/01/70 | Printable Version | Search Guide | Bookmark Guide

    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
    danissen@eagle.fgcu.edu -or- ariel@bc.seflin.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.