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    FAQ/Move List by TLawson

    Updated: 08/27/96 | Printable Version | Search This Guide

    
                                FIGHTING VIPERS
                           Frequently Asked Questions
                   Version is current as of August 27, 1996.
    
    
    
    Please mail questions/comments/corrections to tlawson@acs.ucalgary.ca.
    
    
    Feel free to distribute this document - if you want to modify it, or use
    material from it, and then distribute it, acknowledge your sources.
    This document, and all parts within, are NOT for commercial use without
    express written consent of the author.
    
    
    -----------------
    Table of Contents
    -----------------
    
    
    Some General Information
    New (tm)
    Notation
    Basic Gameplay
      -The character selection screen
      -Inside the game
      -Moving around
      -Types of attacks
        Close combat
        Throws
        Running attacks
        Hopping and jumping attacks
        Hit them when they're down
      -Methods of defense
        Blocking
        Dodging
        Guard & attack
        Interrupting
        Flipouts and escapes
        Getting up
    Things to Pay Attention To
      -The clock
      -Armour
        Breaking armour off
        Keeping your armour on
      -Floating
        Floating people
        Protection against being floated
      -Fun with the wall
        Death and the wall
        Hopping off the wall
        Climbing the wall
        Smashing people against the wall
        Throwing and the wall
      -From behind
        Killing them from behind
        Defense while your back is turned
      -Counters of counters of counters
      -Odd uses for the guard button
        Pulling back attacks
        Stopping combinations
    Individual Character Moves
      -Grace
      -Bahn
      -Raxel
      -Tokio
      -Sanman
      -Jane
      -Candy
      -Picky
    Defeating the CPU
    Tricks, Glitches, Etc.
    Credits
    
    
    ------------------------
    Some General Information
    ------------------------
    
    
    Fighting Vipers is an arcade game by Sega, in which your objective is to
    kill your opponent before they kill you.  This document is intended to
    give those interested in the game a start towards learning how to play
    effectively.
    
    
    Fighting Vipers shares quite a few similarities with Virtua Fighter,
    another series of games by Sega.  However, I'll try to avoid references
    to it here, as not everybody has played it.
    
    
    The game has been released for the Sega Saturn overseas.  The North
    American version should be out soon.
    
    
    This faq can be found in the following places:
    
    
    WWW   - http://www.ucalgary.ca/~tlawson/fv_faq.html
    FTP   - ftp.netcom.com in /pub/vi/vidgames/faqs/fv_faq.txt
    
    
    --------
    New (tm)
    --------
    
    
    Aug 27:
      Added damage ratings for moves.
      Added frame rate statistics for moves.
      Added information about different armour strengths for different
        characters.
          (Many thanks to Graham Chubb for providing me with all this.)
      Added a 'back' special for moves that cause the opponent to fly at the
        wall, and a 'backwards' special for moves that require you to have
        your back to your opponent.
      Fixed a lot of moves where things were incorrect, and added a whole
        pile of turnaround moves and air moves I was missing.
      I'll update this thing again if/when I get my hands on a Saturn version
        of FV, or I get filled in on some of the differences from what's here.
    April 24:
      Added a section on some uses for the guard button.
      Added some notes for several characters telling information specific
        to that character.
      Changed quite a few moves to 'B' level (hits non-blockers) as they
        were classified wrong.  There are probably still several moves still
        in the wrong categories, but I've changed all those I know of.
      (+ misc. additions)
    April 10:
      First release.
    
    
    --------
    Notation
    --------
    
    
    Through most of this document, this shorthand notation will be used for
    joystick motions and button presses, most especially in the move lists.
    
    
    u, d, b, and f refer to briefly moving the joystick up, down, backwards,
      and forwards respectively.  (forwards being the direction your
      character is facing)
    uf, ub, df, db are diagonal directions - up and forwards, up and back,
      down and forward, and down and back.
    U, D, B, F, UF, UB, DF, and DB are the same, except the joystick must be
      HELD in that direction.
    n means 'neutral' or return the joystick to the center after holding it
      in a direction.
    P, K, and G refer to the buttons Punch, Kick, and Guard (or Defend).
    The START button is not abbreviated, mainly because it's rarely used.
    
    
    When several motions are joined together or are to be done in sequence,
    they will be listed as follows.
    
    
    If two items are joined by a plus (+), it means to do them at the same
    time, ie:
      P+G - press Punch and Guard at the same time.
      u+P - tap Up and press Punch at the same time.
    If two items are joined by a comma (,), it means to do them one after
    the other, ie:
      P,K - press Punch, and then press Kick.
      F,P - hold Forward, and then (still holding) press Punch.
    If two items are separated by a period (.), it means to do one OR the
    other (either will work), ie:
      (d.df)+K - is the same as either d+K or df+K.
    A double-less-than sign means to roll the joystick between two
    positions, ie:
      d>>f+P - means down, roll to df, roll to forward, and press Punch.
    Always roll through the downward stick motions before the upward ones,
    so db>>b+P means db,d,df,f,uf,u,ub,b+P.
    
    
    If a move starts with (cr), it means you must begin the move while
    crouching.  If it starts with (air), you must be in the air on the way
    down, and if it starts with (run), you must be running.  Ie:
      (cr) n+K+G - hold the joystick down until crouching, then return it to
      the center and press Kick and Guard together.
      (run) d+K - start running (f,F), and then slide the joystick to the
      down position and press Kick.
      (air) f+K - while in the air, tap forwards and press Kick.
    
    
    The 'special' section of the move list tells some information about how
    the move must be done, or what its effects are if it hits.
      (wall) means that the move must be done when your opponent is stuck
        between you and the wall.
      (atwall) means that YOU must have your back against the wall for this
        move to work.
      (onwall) means that you must climb the wall before doing this move.
      (down) means that, if the move hits, the victim will be knocked down.
      (back) means that, if the move hits, the victim will fly backwards at
        high speed.
      (float) means that the move will knock your opponent *very* high up
        into the air, and can usually be followed up with another move.
      (smash) means that the move can break armour.  High and mid-level
        moves break upper armour; low and ground-level moves break lower
        armour.
      (guard) means the move is a guard & attack, and also breaks armour.
      (backwards) means your back must be facing your opponent.
    
    
    More detailed information on these things can be found later.
    
    
    --------------
    Basic Gameplay
    --------------
    
    
    This section covers some of the basic elements of playing the game, such
    as attacking and defense.  More complex things will be covered later;
    for now, the section deals with the foundations of good gameplay.
    
    
     --The character selection screen
    
    
       This is fairly straightforward.  Using the joystick, you move your
       character selection box (shown at the bottom) over the picture of the
       character you want to select, and press any button. (except START)
    
    
       To select an alternate set of colours, you must be holding down the
       START button when moving the character selection box; the character's
       large picture on screen will change colours as well, to let you know
       that it's been done correctly.
    
    
       There are two special modes you can activate when fighting against
       the CPU; Random Mode and Ranking mode.  Only one can be turned on at
       a time.  To start the game in Random Mode, insert your money into the
       machine then hold the joystick in the UP position when you press
       START to begin.  To start the game in Ranking mode, instead hold the
       Punch Kick, and Guard buttons down when you press START.
    
    
       Random Mode simply makes the order in which the CPU characters fight
       you random, instead of the usual Bahn -> Grace -> Picky -> etc
       lineup.  Random mode is far more difficult than normal mode.  Ranking
       Mode will gauge your skill based on your fights against the computer.
    
    
       The factory default settings make Ranking Mode unavailable.  Complain
       if it's disallowed on your machine.
    
    
     --Inside the game
    
    
       Once you begin the game, the majority of the screen is taken up
       displaying the actual combat scene.  When fighting against the CPU,
       the lower corner of the screen displays how much total time the
       player has taken.  This is not present when fighting in player vs.
       player mode.
       The upper portion of the screen displays several things:
         Lifebars - Each player has a lifebar, which displays how much life
           they have left.  Initially, your lifebar is full.  Whenever you
           are hit by an attack which you don't block, your lifebar goes
           down.  If it becomes empty, you die.
           The lifebar changes colours depending on how much armour you have
           left.  Green means you are fully armoured, red means you have no
           armour left, and yellow means you have either your upper or lower
           armour broken, but not both.
         Armour guy - Each player also has a small picture of a body which
           tells the current state of their armour.  The armour guy is split
           into two sections - upper armour and lower armour.  If one of the
           sections is solid green, your armour is still in fairly good
           shape.  If it is flashing green, your armour is in danger of
           being broken.  If it is flashing red, your armour has broken off.
         A timer - You are allowed 30 seconds per round in which to defeat
           off your opponent (or be defeated).  The timer starts at 30 and
           counts down to 0; when 0 is reached, the round ends and the
           player with more life left wins.
         Message bar - At the very top of the screen there are two message
           bars which say such things as how many other humans a player has
           successfully defeated (winning streak), whether the player is the
           resident champion or challenger of a 2-player game, and invites
           people to join in.
       Some of these things will be covered in more depth later.
    
    
     --Moving around
    
    
       Once fighting, a very important thing to know is how to control your
       character's movement.  Moving can get you out of the way of attacks,
       or help you get into a good position for making attacks of your own.
    
    
       There are several ways to do this:
            Walking: To walk, just hold the joystick forwards or backwards.
              This is fairly slow, and not too effective.
            Crouching: To crouch, hold the joystick down.  This is important
              sometimes, as it allows some moves to miss you entirely by
              going over your head.
            Crawling: To crawl, hold the joystick diagonally down and
              forward (to crawl forwards) or down and back (to crawl
              backwards).  Like walking, it's very slow.
            Dashing: To dash, you tap the joystick twice, either forwards or
              backwards, depending on the direction that you want to move.
              Dashing is usually the preferred method of getting closer or
              farther from your opponent; walking is much too slow.
            Crouch dashing: Crouch dashing is similar to dashing, except the
              joystick is tapped diagonally (down and forwards or down and
              back).  Crouch dashing makes you vulnerable to mid-level
              attacks, but you duck right under high-level ones; and once
              the crouch dash is complete, you can use moves which require
              you to begin in a crouch.
            Hopping: You can hop by tapping the joystick in any upwards
              direction.  Tapping diagonally will make your character hop
              slightly forwards or backwards.  Its uses are limited, as
              you can't defend yourself in midair and can take severe hits.
            Backflips: Backflips are done by tapping the joystick diagonally
              up and back.  I don't know of any use for them other than
              style - they don't move you back very far, and don't seem to
              be very effective at getting away from anything.  Bahn and
              Sanman cannot backflip.
            Jumping: Jumping is done by holding the joystick in any upwards
              direction - holding diagonally will make your character jump
              forwards or backwards.  Like hopping, jumping is dangerous,
              though it can sometimes quickly get you out of danger.
            Running: You can run forwards by tapping forwards once, then
              pressing forwards and holding in that direction - essentially
              like dashing forwards except the second joystick motion is
              held, not a tap.  Running cannot be started if your opponent
              is very close in front of you.  A very aggressive tactic, it
              can be very effective.  You can stop running quickly by moving
              the joystick into the back position.
    
    
     --Types of attacks
    
    
       Each character has a multitude of attacks.  Some are unique, some are
       not, but each does things differently and is useful in different
       situations.  Knowing what attack to use and when to use it is vital.
    
    
       One important thing to know is to try not to use a move which will
       miss your opponent entirely - if you miss, it's very easy for them to
       retaliate.
    
    
       Most attacks have a 'level', which gives a description of when the
       move will hit, when it will miss, and how it should be blocked.
       Throws are the exception to this, as their hitting conditions are
       more specialized - the section on throws will cover this.
       Low-level moves, or level 'L', strike at the opponent's legs.  If the
       opponent is standing, they will be hit; they must crouch and block,
       or get out of the way, to avoid these.  Low-level moves are generally
       not so powerful, and not so common, but people will often forget to
       protect against them.
       Mid-level moves, or level 'M', must be blocked high; anyone who
       crouches to try and avoid these will be hit.  Mid-level moves are
       strong, and very effective against those who try and block while
       crouching.
       High-level moves, or level 'H', are blocked high; however, if your
       opponent crouches, these moves will go right over their head and
       miss.  These are the least likely moves to hit with, but most of them
       are deadly if you do make contact.
       Some moves hit only those characters who are not blocking, whether
       they are standing or crouching.  These are fairly rare.  They're
       referred to as level 'B'.
       Ground-hitting moves, or level 'G', are the only moves which can hit
       people who have been knocked down and are lying on the ground.  You
       can usually ONLY do these moves if the opponent has been knocked
       down, or is falling down.  However, just as a side note, if your
       opponent is NOT on the ground when you do a ground-hitting move, you
       can still hit them if they are not blocking.
    
    
       --Close combat
         The most basic type of attacks are close combat attacks.
         Everything from basic punches and kicks to the nastiest of armour
         breakers fall into this category.
    
    
         Most close combat attacks have something special about them; they
         guarantee a knockdown, float the opponent high, or similar things.
         Some close combat moves don't seem to do anything special, but
         don't be fooled; most of the time this is because they strike fast
         as lightning.  Armour breakers are a dangerous threat, which do a
         lot of damage and can smash off your protection, which puts you at
         a heavy disadvantage, but these moves tend to be fairly easy to
         avoid.
    
    
         Beyond simple close combat attacks, there are combinations, which
         are strings of several attacks in a row.  Combinations can do a lot
         of damage, and several attacks at different levels will occur very
         quickly within a combo.  They can be deceptive in some cases.
         Combinations can also recover very quickly, making it very hard to
         counter them.  Don't overuse them, though; you'll end up being
         interrupted, or hit with a guard & attack.
    
    
       --Throws
         Throws are moves which can only be done from extremely close range.
         Throws can either send your opponent running at full speed towards
         a wall, or do crushing amounts of damage.  Missing a throw,
         however, causes your character to do a very slow reaching grab,
         which leaves you very vulnerable.
         No throws can be done on an opponent who has just begun an attack,
         though they can be thrown immediately after the part of the attack
         which would hit you is finished.  Blocking is no protection against
         throws.
         Some throws can only be done when you are specially positioned near
         the wall - with either you or your opponent having their back up
         against it.
         Most throws are category 'ST', done to opoonents who are standing
         up.  Crouching avoids these entirely.
         Category 'CT' throws work on people who are crouching, but not
         those who are standing.  The reaching grab animation looks exactly
         the same, however; this may fool your opponent into crouching to
         avoid a standing throw.
         Throws of type 'BT' are behind throws - they can only be done when
         your character is very close to your opponent's back.  These are
         fairly rare to get, as most people won't let you get near enough to
         their back to throw them.
         Lastly, there are air throws - 'AT' - which must be done when you
         and your opponent are both in the air, and very close together.
         These work very well after floating your opponent, especially since
         you can usually catch them before they have a chance to do a
         jumping kick at you.
    
    
       --Running attacks
         Running towards your opponent and attacking is a very aggressive
         tactic that can force people into making bad decisions.  Most
         running attacks hit mid-level, and many recover too fast to
         guarantee a counter for your opponent.  The running low slide,
         which is common to all characters, is a way to break low armour for
         everybody, and can keep your opponent guessing as to what level
         you're going to attack at.
         However, in reality, it's not very difficult to interrupt a running
         attack, and you should be careful about overusing them.
         By running towards your opponent and then coming to a sudden stop,
         you may be able to trick them into trying to counter a running
         attack before it comes out, and as a consequence you can get a free
         hit.
    
    
       --Hopping and jumping attacks
         Hopping attacks can be useful for dodging over low attacks.
         However, if you make a wrong guess and hop at the wrong time, you
         are extremely vulnerable.  They seem to work best as an occasional
         surprise tactic.
         Jumping attacks can be useful sometimes, but while in the air you
         are very vulnerable; most of the time when you use jumping attacks,
         it's because your opponent was responsible for firing you into the
         air.
         Takeoff kicks, which happen when you kick out immediately as you
         jump, come out very fast and can take your opponent by surprise.
         However, once you do a takeoff kick, you're committed; you cannot
         do anything else until landing, giving your opponent plenty of time
         to do something powerful.
         Drop kicks, which can hit somebody on the ground, are relatively
         safe; if your opponent blocks them, they'll be stunned and won't be
         able to hit you before you're on the ground and ready for them.
         However, if you miss, the drop kick has a huge recovery time.
         Hopping and jumping attacks which hit low are great for deceiving
         people, but again, don't overuse them.
    
    
       --Hit them when they're down
         The various ground attacks are a quick and easy way to do extra
         damage to someone who's just been hit.
         The jumping pounce, common to all characters, does a lot of damage.
         If it misses, you'll take so long to recover that your opponent is
         almost guaranteed a chance to severely punish you.
         Most attacks which guaraantee a knockdown also guarantee that a
         jumping pounce will hit.
         Ground punches and kicks are much safer, and quicker, but do very
         little damage.  As a bonus, if you hit with a quick ground attack
         just as they're beginning to get up, you can often get a second one
         for free.
         Sometimes, if your opponent is not particularly smart about which
         method they're using to get up, you can get several punches or
         kicks to hit before they clue in.
         As a rule, pounces which break armour break leg armour.
         There is one other type of attack: the ground throw (category 'GT')
         which allows you to pick up a downed opponent and throw them
         around.  These only tend to work if you're very close to your
         victim, and do it fairly quickly after they were knocked down.
         Ground throws do a lot of damage and are much safer to execute than
         other types of pounces.
    
    
     --Methods of defense
    
    
       While Fighting Vipers places a heavy emphasis on offensive play,
       knowing how to protect yourself is still very important to winning.
       Properly defending yourself can often grant you the ability to hit
       your opponent in return.
    
    
       --Blocking
         Blocking is the basic method of defense - it's quick and easy to
         do.  Just hold down the 'guard' button while standing to block high
         or midlevel attacks, or hold down the guard button while crouching
         to block low attacks.  You cannot block while in the air; as a
         matter of fact, you cannot block when you're moving at all.
         Blocking is far from the best method of protecting yourself.
         Blocked hits can do a tremendous amount of damage to your armour,
         and once you block an attack you're often stuck in something called
         'block stun' - you are unable to do anything until your character
         recovers from it.  Often, you will recover from block stun far too
         slowly to punish your opponent from attacking you, and you're stuck
         in a no-win situation.  Moves which do heavy damage, like armour
         breakers, often cause a lot of block stun.
         Keep in mind, though, that while blocking is not the best option,
         sometimes there aren't many others.  Blocking is still better than
         taking a hit.
    
    
       --Dodging
         Dodging covers a variety of techniques, but they all do basically
         the same thing.  Dodging is when you get out of the way of an
         attack altogether, letting it hit nothing but air.  Crouching under
         a high attack is dodging; hopping over a low attack is dodging;
         dashing out of range from an attack is dodging as well.
         When you dodge, you obviously don't suffer from armour weakening or
         block stun that are a problem after blocking a hit.  Most
         importantly, dodging leaves you in a position where you can attack
         your opponent immediately after they attack.
         Unfortunately, dodging often requires quite a bit of thinking
         ahead, and predicting what your opponent is going to do.  If you
         try and dodge an attack but make the wrong choice, you'll put
         yourself in an extremely bad situation.
    
    
       --Guard & attack
         A guard & attack is a special kind of move which blocks for a
         split-second, and then immediately afterwards does a counterhit.
         If your opponent attacks you with a high or mid-level attack, the
         guard & attack will block it and you are guaranteed that you'll hit
         with the counter.  Against opponents who use combinations a lot,
         this is very effective.
         There are a lot of reasons, however, that guard & attacks are very
         dangerous to use.  Firstly, they are very slow to come out, and
         your opponent has plenty of time to see that you're doing a guard
         & attack, then block or dodge away.  Second, they are very slow to
         recover, giving your opponent plenty of time to hit you if you
         miss.
         While in the 'guard' portion of these moves, you can be hit by
         throws and low attacks very easily; a single quick low punch is
         enough to stop the guard & attack dead.  Very strong moves, such as
         armour breakers, will still be blocked, but you will suffer from
         block stun instead of hitting with the counter.
         Guard & attacks are not very useful when used as attacks instead of
         defense, due to the fact that they're so slow.  If your opponent
         blocks them, you can usually be thrown easily.
    
    
       --Interrupting
         It requires quick reflexes or good prediction to do this properly,
         but it's fairly safe.  Interrupting an attack means that you do
         another attack which hits the opponent very quickly, stopping their
         attack dead in its tracks.  It's much easier to do this when your
         opponent is doing a slow attack, like an armour breaker.
         Simple, ordinary low punches are very effective at interrupting
         high and mid level attacks.  Most characters have a quick mid-level
         attack that's fairly simple to do, and this works well against
         people trying to do low attacks.  In some circumstances, you can
         use takeoff kicks to interrupt an attack, which have the added
         bonus of getting you out of the way.
         If you don't interrupt your opponent, either because you missed or
         were too slow, you will end up being hit.  This is bad.  Don't
         miss.
    
    
       --Flipouts and escapes
         Often, when you're hit, you'll be knocked into the air.  If you do
         nothing when that happens, you may end up flying into a wall and
         taking a lot of extra damage, or falling heavily to the ground and
         taking more damage.  In these situations, it's best to flip out by
         pressing Punch, Kick, and Guard all together; you'll flip yourself
         to an upright position, essentially as if you had jumped up instead
         of being hit.  Doing this also helps you avoid being hit by ground
         attacks; if you do this and your opponent does a pounce, block it
         and hit them with the worst you can do.
         Flipouts are not always a good idea, as you'll stay up in the air
         longer after flipping out; it gives your opponent a good
         opportunity to hit you again, and again, and again.  More on this
         in the floating section, later.
         All character have a throw which sends you running at full speed
         towards the wall.  You can stop running towards the wall in two
         ways; by tapping forwards, then pressing all the butttons together,
         or by tapping backwards, then pressing all the buttons together.
         The first method makes you slow down and stop, while the second
         makes you hop and turn around, so that your back is no longer
         exposed.  Learning to do these escapes will help you survive
         against wall throws.  It's a better idea to do the hop escape, due
         to the fact that leaving your back exposed is not a good idea.
         Sanman's 'bowling' wall throw cannot be broken out of, as you're
         not running.  Ouch.
    
    
       --Getting up
         Often, you'll find yourself knocked down and lying on the ground.
         There are several ways of getting up, though which is the right
         choice depends on your situation.
           Jumping up in place: To do this, tap Punch repeatedly.  This gets
           you up somewhat quickly, and can avoid ground attacks sometimes.
           Rolling away: Tap either up or down on the joystick, depending on
           whether you want to roll towards yourself (out of the screen) or
           away from yourself (into the screen).  Rolling away puts you at
           an angle to the way your opponent was, making them pretty much
           inable to hit you as you get up.
           Tumbling away: Tap away from your opponent to somersault away.
           This distances you from your opponent, which is good if you need
           a break.
           Tumbling towards: Tap towards your opponent to somersault right
           towards their feet before getting up.  This is a fairly
           aggressive way to get up, and you may be able to hit your
           opponent quickly after getting up.  Rolling into their feet can
           also mean that you'll get hit by several ground punches or kicks
           in a row.  If you tumble towards them and they miss a jumping
           pounce, you get a free shot at their back, which is always nice.
           Just get up: Don't press Punch.  Don't move the joystick
           anywhere.  Your character will get up in place, fairly simply.
           The nice thing about this method is that it leaves you ready to
           attack almost before your opponent knows that you're rising.
         Some attacks will leave you lying with your head towards your
         opponent, or at bizarre angles.  With your head towards your
         opponent, you often take longer to stand up; at bizarre angles, you
         can never quite tell which way rumbling or rolling will take you.
         In these cases, rolling to get up is probably the safest idea.
         When you are getting up, you can repeatedly tap the Kick and Guard
         buttons; this helps you to get up much faster.
    
    
    --------------------------
    Things to Pay Attention To
    --------------------------
    
    
    This section is more useful than it sounds.  While you might be able to
    get through a match and ignore most of these things, they're important
    once you get beyond the most basic levels of play.
    
    
     --The clock
    
    
       The clock might seem fairly innocent, as it just counts down the
       amount of time that you're allowed to continue playing.  It's a good
       idea to keep an eye on it once in a while, to know when to start a
       last attempt to kill your opponent before time runs out, and to know
       when to hold your opponent off for the last few seconds when you're
       ahead.
    
    
     --Armour
    
    
       Armour is your protection against the worst the opponent can do to
       you.  When all your armour is knocked off, even a simple jumping
       pounce can take off between 1/3 and 1/2 of a full lifebar.  Losing
       your armour can be devastating, but it's not a reason for you to give
       up the game; some of the most amazing playing can come from someone
       desparate who has just had all their armour knocked off.
       Having your armour knocked off also gives you a small extra burst of
       speed and power.
    
    
       --Breaking armour off
         To be broken off, armour must first be weakened.  Armour will
         become weaker if you get hit by an attack, or even if you block it.
         Large, powerful attacks and armour breakers do a better job of
         weakening armour than quick, light attacks do, but they're not as
         safe to do.  If you concentrate on trying to weaken somebody's
         armour, you become predictable.  Don't worry; in the course of any
         game, most of the time at least half of your opponent's armour will
         become weak.
         Once armour is weak, you need to hit with an armour breaking attack
         to actually knock it off.  Everybody has at least one guard &
         attack, which knocks armour off if it hits, as well as some running
         attacks.  Many mid-level running attacks knock off upper armour,
         and all characters have the running slide kick which knocks off
         lower armour.  Most characters have special armour breaking moves.
         High or mid-level armour breakers knock off upper armour only, and
         the more rare low-level armour breakers knock off low armour.  Some
         characters have pounces which knock off low armour.
         One thing to remember about armour breaking moves is that you can
         usually see them coming.  Running attacks and reversals are very
         easy to deal with.  The best time to use your armour breakers is
         often when your opponent is floated, as they don't have as many
         ways to defend against you.
         As an aside, in some arcades it's customary to give mercy rounds to
         a player who loses.  Abusing these to break off armour is generally
         considered to be a good way to stop getting mercy rounds.
    
    
       --Keeping your armour on
         It is very difficult keep your armour from being weakened.  Unless
         you win rounds without your opponents touching you, you're probably
         going to be in danger of losing armour, and often.  However, once
         your armour is weakened (armour guy is flashing green), then there
         are some tactics you can use to protect yourself.
         Many people, upon seeing that your armour is weak, will very
         predictably try to hit you with nothing but armour breaking
         attacks.  Knowing this, it's easy to block against them in the
         worst cases, or keep out of the way.  Knowing something about how
         various characters can break armour will help you here, by allowing
         you to spot when people are going to try and hit you.
         Other than that, the only other advice is not to get hit; if you
         can do that perfectly, then you don't need to read anything else I
         write.
         Different characters have different strengths of armour; it takes
         longer for them to have it knocked off.
         All characters can take their armour off with the armour blast off
         move (f,b,f,b+P+K+G); this move is mostly for showing off.  If your
         opponent has you almost dead, but you still have armour left, this
         move can save you, as you don't need your armour anyways, and can
         hit your opponent if you're close enough.
    
    
     --Floating
    
    
       Floating is, quite simply, the art of hitting your opponent several
       times before they finally fall to the ground.  Needless to say, the
       damage from a float adds up very quickly.  Being able to float your
       opponent can cripple them, and being able to protect yourself from
       someone trying to float you is a good skill to help you stay alive.
    
    
       --Floating people
         Having your opponent up in the air severely limits their options.
         They can't block, dodge, or in any way get out of your way.  They
         aren't completely helpless, but use these opportunities to do your
         worst to them.
         Getting someone to float is not too difficult.  Some moves float
         people just by hitting them.  Most of the time, though, if your
         opponent crashes into the wall, this causes them to float as well,
         but not as high up.  If your opponent likes to jump around a lot,
         use this against them by hitting them out of the air.
         Once someone is floating, you can hit them with almost any attack.
         Combinations are good for floating, as you can be pretty sure that
         your opponent won't block any of the hits.  Even better, your slow
         armour breaking attacks are unlikely to be defended against.  If
         you're far away from your opponent, running attacks work well.  A
         running slide can connect on your floating opponent too, knocking
         off lower armour.
         When learning the game, a lot of people will do the flipout (P+K+G)
         whenever they get hit.  This keeps them in the air quite a bit
         longer, and allows you to hit them again and again before they
         finally hit the ground.  If you do this a lot, they tend to learn
         pretty quickly not to flipout.
         Don't blindly rush in and try to smash your opponent, though.  They
         aren't completely helpless; after doing a flipout, if they have
         enough time, they can do a dropkick and send you flying away.  In
         these cases, you can use moves which hit them while they're still
         high in the air, or you can dodge just outside the range of their
         dropkick; if they miss it, their recovery time is long enough for
         you to run in and quickly throw them.
         Air throws also work well when your opponent is floated, and you're
         not at much risk of being kicked out before it hits.
    
    
       --Protection against being floated
         When in the air, you don't have many options.  However, there are
         some things you can do to protect yourself from taking too much
         damage from a float.
         First, it's essential that you do not do the flipout (P+K+G) all
         the time after being hit.  In a lot of cases, it only hurts you
         more.  This move is still essential to avoid taking huge amounts of
         damage when you fly and hit the wall, but in a lot of cases you
         don't need it.  Sometimes not flipping out will also give your
         opponent a free pounce, but compared to the damage you might take
         while being floated, this isn't usually much.
         Second, you can try and interrupt them by flipping out and doing a
         dropkick. (hold towards your opponent and press Kick) The dropkick
         has high priority, and can usually hit them before they hit you,
         but it takes some time to come out.  If they hit you after you flip
         out, but before you dropkick, you're worse off than you were
         before.  Getting into a habit of this is bad, too, because if you
         miss, your opponent can run in and get a free hit.
    
    
     --Fun with the wall
    
    
       The wall is the boundary that holds both fighters in the ring, but
       it also allows you to do a multitude of interesting things.  It
       hurts you if you hit it, but it can help as well; a multitude of
       moves and throws make use of the walls.
    
    
       --Death and the wall
         When an opponent is killed by a strong attack which send them
         flying back, they will break through the ring's wall and fly out
         into the surrounding environment.  The only exceptions are the
         stages belonging to Jane and B.M., the boss at the game's end -
         instead, the wall (made of wrestling-ring ropes) flings you
         competely out of the ring.
         If you kill someone with a move which floats them, and your
         positioning is perfect, they may fall down and break their back on
         the top of the ring's wall.  This is hard to do but a nice crowd
         pleaser.
    
    
       --Hopping off the wall
         When you're in the air and near the wall, you can hop off it by
         pressing up on the joystick.  This can get you out of a tight
         corner sometimes, by hopping back towards the wall, using it to
         push off, and then flying over your opponent's head.  These leave
         the two of you with your backs to each other, but can really
         surprise someone who's never seen it happen before.  As always,
         though, jumping in the air is generally not a good idea against
         someone who knows what they're doing.
         The farther your opponent is from the wall, the faster you'll be
         going when you spring off the wall.  In such cases it's possible to
         hop all the way to the middle of the ring; if your opponent was
         running towards you, you'll probably fly over their head.
         If you're lucky, you can even land a backwards dropkick (hold back
         and press Kick) on your opponent's head after flying over.
    
    
       --Climbing the wall
         Candy, Jane, and Picky can all climb the wall, by jumping towards
         it and press up and Punch before they reach it.  Once climbing to
         the top, they will jump off, towards their opponent, allowing you
         to do the air attack of your choice.  Again, this is not good to do
         regularly as your opponent will probably catch on.
         Once climbing the wall, however, they can also do a jumping pounce
         (tap up and Punch at the same time), whether their opponent is
         knocked down or not.  What's special about this pounce is that it
         knocks off leg armour if it connects.  It can be blocked high or
         low, however, and I've never seen someone aside from early CPU
         characters knocked down for long enough to climb the wall and jump
         on them.  If anybody can do this regularly, let me know.
    
    
       --Smashing people against the wall
         The wall adds extra damage if you hit it; in some cases, it adds a
         lot.  What's more, it aids in floating someone by both adding more
         damage and keeping them in place while you hit them.  Most of the
         truly damaging float combos happen with the aid of the wall.
         If you're really feeling like doing something strange, you can run
         into the wall and hurt yourself on it.  This usually happens by
         accident, though, and is a very embarassing way to die unless you
         intended to do it.
    
    
       --Throwing and the wall
         Many throws make use of the wall in once way or another.
         The basic P+G throw, which everybody has, does 3 different things
         depending on where you are in relationship to the wall.  If neither
         you nor your opponent has their back to the wall, you'll grab them
         and sending them running or flying towards the wall at full speed
         (except for Jane, who has no wall rush throw). If they have their
         back to the wall, you'll press/crush/ram them against it.  If you
         have your back to the wall, you'll grab your opponent's arm and
         switch places with them, with you now standing where they were and
         them being rammed into the wall.
         Both of the throws which make your opponent hit the wall are
         perfect setups for floating.
         As a side note, the throw which makes your opponent run towards the
         wall can be escaped.  If your opponent has a habit of doing this,
         try running after them after throwing them; if they stop, you can
         hit them with a running attack in the back, making them hit the
         wall anyways.
         Some characters have special throws that can only be done when
         their opponent has their back against the wall.  These can be quite
         nasty.  Some also have special throws which throw the opponent at
         the wall, but don't allow them to escape, like Picky and Raxel's
         neck throw.  If you want to play it safe, you can use these.
    
    
     --From behind
    
    
       There is nothing quite so dangerous as having your back to your
       opponent.  You can't defend yourself properly in this state, and you
       have very few attacks that you can use; most of these, quite plainly,
       are terrible.  On the other hand, if you can get a free shot at your
       opponent's back, it may spell the end for them.
    
    
       --Killing them from behind
         When they find that they have their back to you, most people will
         panic and do anything in their power to keep you from getting a
         free shot.  This is a good idea on their part, but makes it
         difficult to do anything to them.  In most cases, stick to simple,
         quick attacks, or try and predict what they're going to do; you can
         hop over low turning attacks or use a guard & attack against high
         ones.  If you have enough time, you can hit them with a behind
         throw.  If you have enough room to run at them, a dashing attack
         would be hard for them to get away from.
    
    
       --Defense while your back is turned
         Your first option when you discover that you're facing the wrong
         way is to run.  This is quick, safe, and if your opponent
         doesn't run after you too soon, you can turn yourself around after
         distancing yourself.  However, if you run too far and hit the wall,
         you may end up saving your opponent the trouble of killing you.
         Turning around with a low punch or kick can often interrupt them if
         they're overanxious and try to hit you with something that's too
         slow.  Turning around with a mid-level attack is generally a bad
         idea, as not many people will crouch when in this position.
         If you're really feeling lucky, you can try to jump backwards -
         over their head - and reverse your positions.  Most people will
         never fall for this, but it's very funny if you manage it.
         When turning around with a high punch, you can immediately after do
         any combo that starts with a high jab; this can extend combos such
         as Grace's machine gun punches to up to 6 hits.
    
    
     --Counters of counters of counters
    
    
       Most people are aware that, if two people do a guard & attack, the
       one who does it later will win the exchange.  However, if you were
       the one to do the first guard & attack, you can do it again, and end
       up being the one who hits.  This sounds confusing, but it goes
       something like this:
         You do a guard & attack.
         Your opponent sees this, and does a guard & attack to counter
         yours.
         You see this and do your guard & attack motion again.
         You end up hitting.
       You can't do this with some guard & attacks, like Bahn's uppercut
       guard & attack.
    
    
     --Odd uses for the guard button
    
    
       --Pulling back attacks
         Most high-kicks can be pulled back before they finish, by pressing
         G before the kick would usually hit.  This is mostly useful to
         trick your opponent into trying to retaliate to an attack that
         never happened.  If your opponent is attacking you already,
         however, it's not very useful to do a non-attack like this; you'll
         most likely be hit.  However, it takes no time to recover from
         pulling back an attack.
    
    
       --Stopping combinations
         If you want to stop a combination in the middle, you can press
         Guard; this will cause the game to ignore the rest of the attacks
         you've entered in (if any).  It also cancels the rest of the
         combination, so that you can do such things as repeated standing
         jabs; usually, if you did this, you would get a P,P,P combo.  This
         can be useful when floating someone, but pressing P,G,P,G,P,G...
         requires some degree of coordination.
    
    
    --------------------------
    Individual Character Moves
    --------------------------
    
    
    This section contains, primarily, a list of all the moves each character
    can do.  If these are what you're after, you've probably ignored most
    everything else anyways.
    If the 'level' category looks confusing, read the section on types of
    attacks under Basic Gameplay.  If anything else looks confusing, read
    the section on notation.
    The second line of each move contains some information about how much
    damage a move does, and the number of frames it takes for the move to
    finish once you've started.  The number of frames is listed like this:
            11A - 2D - 17R
    11A means it takes 11 frames before the move actually does damage.
    2D means the move does damage for a total of 2 frames.
    17R means it takes 17 frames after you do damage before the move
    finishes and you can do something else.
    Throws aren't listed like this, because they have no such separate parts
    to the move; there's just one number which tells the total amount of
    time it takes to execute the throw.
    Each frame is 1/60 of a second.
    The damage and number of frames always relate to the LAST hit in a
    combination, not to the combination as a whole.
    Along with these, there's some information on more advanced techniques.
    There are likely some mistakes, both mine and others, here; if you see a
    technique where the motion is listed wrong, the attack level is listed
    wrong, it's missing information in the "special" category, or it's
    missing altogether, please mail me about it.
    Some of the move names on this list are outdated, and I'm sure to have
    missed some things when it comes to techniques.  If you have anything to
    contribute, whether it be move names or something more interesting,
    please do.
    
    
    GRACE
    ~~~~~
    Grace's upper armour has a strength of 150.
    Her lower armour has a strength of 50.
    
    
    Move Name               Level   Special         Command
    ----------------------  ------  --------------  ----------------------
    Jab                     H                       P
            12 damage                 9A   1D  20R
    
    
    Low jab                 L                       d+P
            20 damage                10A   1D  16R
    
    
    Standing kick           H       (down)          K
            30 damage                12A   4D  26R
    
    
    Low kick                L                       d+K
            22 damage                19A   1D  25R
    
    
    Blade cutter            H                       u,d+K
            49 damage                18A   3D  30R
    
    
    Vertical kick           M       (float)         df,df+K
            35 damage                16A   4D  26R
    
    
    Hand chop               M                       P+K
            28 damage                16A   2D  32R
    
    
    Backhand slap           M       (down,smash)    f,f+P
            35 damage                18A   3D  29R
    
    
    Double jab              HH                      P,P
            8 damage                 11A   2D  17R
    
    
    Triple jab              HHH                     P,P,P
            8 damage                 11A   2D  17R
    
    
    Quad jab                HHHH                    P,P,P,P
            8 damage                  8A   2D  18R
    
    
    Machine gun punches     HHHHH                   P,P,P,P,P
            8 damage                 11A   2D  17R
    
    
    Beat leg                HH                      P,K
            20 damage                12A   4D  26R
    
    
    Beat turn leg           HHH     (down)          P,K,K
            20 damage                20A   2D  28R
    
    
    Combo guard kick        HHB     (guard,back)    P,P,K
            25 damage                25A   2D  43R
    
    
    Jab & sit spin          HL      (down)          P,d+K
            20 damage                17A   6D  33R
    
    
    Jow jab & sit spin      LL                      d+P,K
            20 damage                17A   6D  33R
    
    
    Double high kick        HH                      K,K
            15 damage                20A   2D  28R
    
    
    Triple high kick        HHH     (down)          K,K,K
            30 damage                14A   2D  28R
    
    
    Camel kick              M                       df+K
            26 damage                15A   2D  31R
    
    
    Camel spin              MM                      df+K,K
            20 damage                20A   2D  26R
    
    
    Camel spin cutter       MMM                     df+K,K,K
            22 damage                18A   3D  30R
    
    
    Cross kick              H                       K+G
            20 damage                13A   3D  28R
    
    
    Cross step              HH                      K+G,K
            21 damage                21A   3D  20R
    
    
    Cross step vertical     HHM     (float)         K+G,K,K
            35 damage                16A   4D  36R
    
    
    Cross blade             HM                      K+G,df+K
            25 damage                15A   2D  31R
    
    
    Cross blade vertical    HMH     (down)          K+G,df+K,K
            30 damage                14A   2D  26R
    
    
    Sit spin kick           L       (down)          d+K+G
            20 damage                17A   6D  33R
    
    
    Double sit spin         LL      (down)          d+K+G,K
            20 damage                15A   6D  35R
    
    
    Triple sit spin         LLL     (down)          d+K+G,K,K
            13 damage                15A   6D  35R
    
    
    Quad sit spin           LLLL    (down)          d+K+G,K,K,K
            20 damage                15A   6D  35R
    
    
    Combo sit spin          LLLLL   (down)          d+K+G,K,K,K,K
            13 damage                15A   6D  35R
    
    
    Long axes               M       (down)          f+K+G
            35 damage                15A   1D  30R
    
    
    Long axes turn          MH      (back)          f+K+G,K
            38 damage                27A   2D  31R
    
    
    Block straight kick     B       (guard,back)    b+K
            25 damage                25A   2D  43R
    
    
    Block delay kick        B       (guard,back)    b+K,b+K
            30 damage                25A   2D  43R
    
    
    Block backhand slap     B       (guard,back)    b+P
            30 damage                25A   2D  43R
    
    
    Turning punch           H       (backwards)     P
            18 damage                13A   1D   6R
    
    
    Turning low punch       L       (backwards)     d+P
            18 damage                13A   1D  14R
    
    
    Turning kick            M       (backwards)     K
            38 damage                12A   2D  30R
    
    
    Turning low kick        L       (backwards)     d+K
            28 damage                12A   2D  30R
    
    
    Turning hopkick         M       (backwards)     u+K
            30 damage                15A   1D  29R
    
    
    Kickflip                M       (down)          ub+K
            50 damage                10A   4D  50R
    
    
    Forward rollkick        M       (down)          u+K
            30 damage                24A   4D  26R
    
    
    Hopkick                 M       (down)          u,K
            30 damage                 9A   2D  27R
    
    
    Hopping low kick        L       (down)          u,d+K
            30 damage                10A   2D  26R
    
    
    Hopping hammer          M       (down)          u+P
            30 damage                28A   3D  10R
    
    
    Front takeoff kick      M       (down)          UF+K
            30 damage                 4A   5D  55R
    
    
    Takeoff kick            M       (down)          U+K
            26 damage                 9A   2D  57R
    
    
    Air spinkick            M       (down)          U,K
            45 damage                15A   1D  29R
    
    
    Landing kick            M                       (air)K
            30 damage                 8A   3D  19R
    
    
    Front dropkick          M       (back)          (air)F+K
            40 damage                12A   4D  53R
    
    
    Back dropkick           M       (back)          (air)B+K
            40 damage                12A   4D  43R
    
    
    Air dive                M       (down)          U,d+K
            40 damage                15A   2D  23R
    
    
    Flare kick              M       (down)          (air)d+K
            30 damage                15A   2D  13R
    
    
    Jump hammer             M       (down)          U+P
            50 damage                50A   5D  24R
    
    
    Drop hammer             M       (down)          (air)P
            30 damage                28A   3D  10R
    
    
    Running straight        B       (back,smash)    (run)P
            65 damage                13A   1D  36R
    
    
    Running divekick        M       (back,smash)    (run)K
            40 damage                15A   2D  31R
    
    
    Running rollkick        M       (down)          (run)K+G
            40 damage                26A   5D  29R
    
    
    Shoulder ram            M       (back,smash)    (run)P+G
            40 damage                16A   6D  23R
    
    
    Running dropkick        M       (down)          (run)uf+K
            50 damage                10A   4D  50R
    
    
    Sliding kick            L       (down,smash)    (run)(d.df)+K
            40 damage                18A   3D  29R
    
    
    Wall rush               ST                      P+G
            No damage                84
    
    
    Wall scratch            ST      (wall)          P+G
            50 damage                72
    
    
    Wall exchange           ST      (atwall)        P+G
            No damage                76
    
    
    Hip toss                ST                      d,b+P+G
            50 damage                75
    
    
    Shoulder breaker        ST                      f,b+P+K+G
            55 damage               123
    
    
    Punching wall press     HHST    (wall)          P,P,P
            30 damage               130
    
    
    Frankensteiner          AT                      d+P+K+G
            36 damage               110
    
    
    Back drop               BT                      P+G
            80 damage               191
    
    
    Jumping pounce          G                       u+P
            50 damage                40A   1D  61R
    
    
    Spit kick               G                       d+K
            15 damage                19A   1D  49R
    
    
    Armour blast            M                       f,b,f,b+P+K+G
            ?
    
    
    Notes:
      The Frankensteiner can grab people who are on the ground.  If the
      person is blocking, they will be caught in the Frankensteiner.  On
      another note, if Grace does the Frankensteiner, and misses, she takes
      damage; if she hits her opponent but doesn't catch them in the throw,
      both characters take damage.
      Grace's standing kick (K) can be followed up immediately by any
      combination that begins with a jab punch (P) - for example, the combo
      K,P,P,P,P,P.
      Grace must stay on the ground to execute the blade cutter; you should
      hold G to prevent her from hopping when you press up.
    
    
    
    BAHN
    ~~~~
    Bahn's upper armour has a strength of 250.
    His lower armour has a strength of 100.
    
    
    Move Name               Level   Special         Command
    ----------------------  ------  --------------  ----------------------
    Jab                     H                       P
            14 damage                 9A   1D  19R
    
    
    Low jab                 L                       d+P
            20 damage                10A   1D  16R
    
    
    Uppercut                M       (float)         df+P
            26 damage                10A   2D  34R
    
    
    Iron elbow              M       (down)          f+P
            28 damage                11A   1D  25R
    
    
    Kick                    H       (down)          K
            40 damage                15A   1D  24R
    
    
    Shin kick               L                       d+K
            22 damage                15A   1D  30R
    
    
    Straight kick           B       (down)          df+K
            30 damage                14A   2D  29R
    
    
    Quick high-kick         H       (down)          f,f+K
            30 damage                13A   3D  32R
    
    
    Super straight          H       (back,smash)    F,P
            55 damage                19A   1D  28R
    
    
    Dodge elbow             M       (back,smash)    b,f+P
            45 damage                28A   2D  30R
    
    
    Bodycheck               B       (back,smash)    b,f,f+P+K
            100 damage               13A   1D  42R
    
    
    Headbutt                M       (down,smash)    P+K+G
            45 damage                19A   1D  30R
    
    
    Hand sweep              L       (down,smash)    db,DF,P
            33 damage                21A   1D  30R
    
    
    Dash elbow              M                       f,f+P
            45 damage                19A   1D  25R
    
    
    Double elbow            MM      (down)          f,f+P,f+P
            30 damage                17A   1D  35R
    
    
    Elbow into bodycheck    MB      (back,smash)    f,f+P,b,f+P+K
            60 damage                13A   1D  42R
    
    
    Rising uppercut         M       (float)         f,d,df+P
            40 damage                10A   2D  48R
    
    
    Double rising uppercut  MM      (float)         f,d,df+P,f,d,df+P
            60 damage                10A   2D  58R
    
    
    Block elbow             B       (guard,back)    b+P
            27 damage                24A   2D  44R
    
    
    Block delay elbow       B       (guard,back)    b+P,b+P
            33 damage                24A   2D  44R
    
    
    Block uppercut          B       (guard)         b,d,db+P
            20 damage                21A   3D  46R
    
    
    Block upper combo       BB      (float)         b,d,db+P,P
            20 damage                27D   8A  35R
    
    
    Block upper rising      BB      (float,smash)   b,d,db+P,f,d,df+P
            20 damage                27D   8A  35R
    
    
    Turning punch           H       (backwards)     P
            18 damage                13D   1A   6R
    
    
    Turning low punch       L       (backwards)     d+P
            18 damage                13D   1A  14R
    
    
    Turning kick            M       (backwards)     K
            38 damage                12D   2A  30R
    
    
    Turning low kick        L       (backwards)     d+K
            28 damage                12D   2A  30R
    
    
    Turning hopkick         M       (backwards)     u+K
            30 damage                15D   1A  29R
    
    
    Hopping spinkick        M       (down)          (uf.u.ub)+K
            30 damage                15D   1A  29R
    
    
    Hopping punt            M       (down)          (uf.u.ub),K (quickly)
            30 damage                 9D   2A  21R
    
    
    Hopping kick            M       (down)          (uf.u.ub),K
            30 damage                 9D   2A  27R
    
    
    Hopping low kick        L       (down)          (uf.u.ub),d+K
            30 damage                10D   2A  26R
    
    
    Hopping hammer          M       (down)          (uf.u.ub)+P
            30 damage                28D   3A  10R
    
    
    Front takeoff kick      M       (down)          UF+K
            30 damage                 4D   5A  55R
    
    
    Takeoff kick            M       (down)          (U.UB)+K
            26 damage                 9D   2A  57R
    
    
    Air spinkick            M       (down)          (UF.U.UB),K
            25 damage                15D   1A  29R
    
    
    Landing kick            M                       (air)K
            30 damage                 8D   3A  19R
    
    
    Front dropkick          M       (back)          (air)F+K
            40 damage                12D   4A  54R
    
    
    Back dropkick           M       (back)          (air)B+K
            40 damage                12D   4A  43R
    
    
    Air dive                M       (down)          U,d+K
            40 damage                15D   2A  23R
    
    
    Flare kick              M       (down)          (air)d+K
            30 damage                15D   2A  13R
    
    
    Jump hammer             M       (down)          U+P
            50 damage                50D   5A  24R
    
    
    Drop hammer             M       (down)          (air)P
            30 damage                28D   3A  10R
    
    
    Running straight        B       (back,smash)    (run)P
            25 damage                15D   1A  28R
    
    
    Running bodycheck       B       (back,smash)    (run)P+K
            60 damage                13D   1A  42R
    
    
    Running knee            M       (float)         (run)K
            40 damage                13D   5A  22R
    
    
    Shoulder ram            M       (back,smash)    (run)P+G
            40 damage                16D   6A  23R
    
    
    Running dropkick        M       (down)          (run)uf+K
            50 damage                18D   1A  21R
    
    
    Sliding kick            L       (down,smash)    (run)(d.df)+K
            40 damage                16D   3A  29R
    
    
    Wall rush               ST                      P+G
            No damage                60
    
    
    Wall press              ST      (wall)          P+G
            30 damage               133
    
    
    Wall exchange           ST      (atwall)        P+G
            No damage                76
    
    
    Heel sweep              ST                      b+P+G
            30 damage                64
    
    
    Crushing headbutt       ST                      b,f+P+K+G
            50 damage               100
    
    
    Atomic drop             BT                      P+G
            100 damage              190
    
    
    Jumping pounce          G                       u+P
            50 damage                30D   1A  70R
    
    
    Ground punch            G                       d+P
            15 damage                19D   1A  39R
    
    
    Double ground punch     GG                      d+P,P
            10 damage                32D   1A  37R
    
    
    Spit kick               G                       d+K
            15 damage                19D   1A  49R
    
    
    Armour blast            M                       f,b,f,b+P+K+G
            ?
    
    
    Notes:
      The block uppercut and block upper combo do not break armour, unlike
      other guard & attacks.  The block upper rising combination does,
      however.
      After beginning the quick high-kick, you can press G to abort it.  If
      you time the press of G to about the exact moment that Bahn would
      have hit his opponent, the kick will hit but be retracted extremely
      quickly.  (also called Iaigeri)
    Some things to try:
      Knee Lift and Uppercuts: Bahn runs towards his opponent and hits them
       with a running knee, and while they are still in the air he hits them
       with a double uppercut.  This takes away most of your opponent's
       lifebar.
       The running knee ((run)K) must make contact when your opponent is
       moving somehow, or your opponent must try to do the flipout, for them
       to be high enough in the air that the uppercuts will hit.  The knee
       itself is fairly safe as running attacks go - it has high priority
       and recovers quickly.  Once you hit them with this, try and do the
       rising uppercut (f,d,df+P); either you will hit them, or they'll be
       on the ground and you lose nothing.  If the first uppercut hits, do
       the second for more damage.
      Switch and Grab: Bahn grabs his opponent and pushes then towards the
       wall, but before they can take more than a step towards it he closes
       in behind them and grabs them in the atomic drop.  This technique
       takes away most of your opponent's lifebar.
       The wall rush throw allows Bahn to recover incredibly quickly, before
       his opponent has even started running towards the wall.  After
       pushing them towards the wall (P+G), as soon as Bahn recovers,
       quickly dash towards them (f,f) and then do the atomic drop. (P+G)
       When you miss this, however, you don't have another chance to hit
       your opponent.
      Switch and Uppercuts: Bahn gives his opponent a push towards the wall,
       but before they go anywhere he quickly uppercuts them in the back
       twice.  This technique does about as much as the Switch and Grab, but
       can also cause more damage if your opponent hits the wall.
       Grab your opponent in the wall rush throw (P+G), and partway through
       it, begin doing the motions for the rising uppercut (f,d,df+P), so
       that the uppercut comes out as soon as Bahn can move again.  Follow
       it up with the second uppercut for more damage.
      Sudden Death: Bahn is about one character length away from the wall,
       and has his back to it.  He grabs his opponent in the wall rush
       throw, pushes them into the wall, and bodychecks them through it.
       This technique is an instant kill.
       Positioning is important for the throw.  When you do it, you must be
       close enough for the bodycheck to connect, but if you are too close
       you will do the wall exchange instead, which recovers too slowly.
       Grab your opponent from this distance will the wall rush (P+G).  Just
       before Bahn pushes his opponent towards the wall, begin the motions
       for the bodycheck (b,f,f+P+K).  You want the bodycheck to come out
       almost as soon as it possibly can.  If you do it too fast, though,
       the bodycheck won't happen.
      Wall Drop: Bahn, a short distance from the wall and with his back
       towards it, grabs his opponent and pushes them towards the wall.
       They run into it facefirst, but before they begin falling Bahn grabs
       them from behind in the atomic drop.  This technique is an instant
       kill, but is unconfirmed.
       Positioning, again, is important for this.  From approximately the
       same distance as for doing the Sudden Death technique, grab your
       opponent in the wall rush (P+G).  When you have recovered, quickly
       dash towards your opponent (f,f) and attempt to do the atomic drop.
       If you grab your opponent before they hit the wall, it was done too
       fast or from too close to the wall; if you miss the grab entirely you
       were either too far from the wall or too slow.
    
    
    
    RAXEL
    ~~~~~
    Raxel's upper armour has a strength of 200.
    His lower armour has a strength of 75.
    
    
    Move Name               Level   Special         Command
    ----------------------  ------  --------------  ----------------------
    Jab                     H                       P
            12 damage                 9D   1A  20R
    
    
    Low jab                 L                       d+P
            20 damage                10D   2A  15R
    
    
    Kick                    H                       K
            30 damage                12D   4A  28R
    
    
    Low kick                L                       d+K
            22 damage                17D   1A  30R
    
    
    Rising spinkick         M       (down)          (cr)n+K
            40 damage                14D   4A  30R
    
    
    Backoff kick            M       (down)          f+K
            29 damage                12D   4A  30R
    
    
    Vertical kick           M       (float)         K+G
            35 damage                16D   4A  26R
    
    
    Quick slidekick         L       (down)          d+K+G
            30 damage                22D   7A  45R
    
    
    Guitar thrust           H       (back,smash)    f,f+P
            50 damage                25D   1A  44R
    
    
    Jab spin                HH                      P,P
            22 damage                14D   4A  14R
    
    
    Jab spin punch          HHB                     P,P,P
            18 damage                11D   1A  24R
    
    
    Jab highkick            HH                      P,K
            20 damage                12D   4A  26R
    
    
    Combo guard kick        HHM     (guard,back)    P,P,K
            24 damage                28D   2A  40R
    
    
    Double kick             HM                      K,K
            15 damage                20D   2A  28R
    
    
    Uppercut                M                       df+P
            28 damage                15D   2A  26R
    
    
    Double uppercut         MB      (down)          df+P,P
            26 damage                15D   1A  27R
    
    
    Elbow                   M                       f+P
            19 damage                13D   2A  19R
    
    
    Elbow knuckle           MH                      f+P,P
            22 damage                19D   1A  22R
    
    
    Elbow knuckle straight  MHB     (down)          f+P,P,P
            25 damage                15D   1A  28R
    
    
    Elbow spinkick          MM                      f+P,K
            25 damage                15D   2A  31R
    
    
    Elbow spinkick knuckle  MMH                     f+P,K,P
            22 damage                  ?    ?    ?
    
    
    Deathkick combo         MMHH    (down)          f+P,K,P,f+K+G
            50 damage                20D   4A  22R
    
    
    Low deathkick combo     MMHL    (down)          f+P,K,P,d+K+G
            35 damage                18D   4A  34R
    
    
    Sidekick                M                       df+K
            25 damage                15D   2A  31R
    
    
    Sidekick jab            MH                      df+K,P
            22 damage                  ?    ?    ?
    
    
    Death spin combo        MHH     (down)          df+K,P,f+K+G
            50 damage                20D   4A  22R
    
    
    Low death spin combo    MHL     (down)          df+K,P,d+K+G
            35 damage                18D   4A  34R
    
    
    Guitar swing            H       (float)         df,df+P
            34 damage                19D   2A  39R
    
    
    Guitar swing and swat   HM      (back)          df,df+P,P
            34 damage                30D   3A  27R
    
    
    Fast Crescent           H       (down,smash)    f+K+G
            50 damage                15D   5A  40R
    
    
    Smashing Crescent       HH      (down,smash)    f+K+G,d>>f+K
            40 damage                17D   4A  35R
    
    
    Death Crescent          HHH     (down,smash)    f+K+G,d>>f+K,d>>f+K
            20 damage                19D   3A  44R
    
    
    Block straight kick     M       (guard,back)    b+K
            24 damage                28D   2A  40R
    
    
    Block delay kick        M       (guard,back)    b+K,b+K
            30 damage                28D   2A  40R
    
    
    Block uppercut          M       (guard,float)   b+P
            20 damage                24D   2A  44R
    
    
    Turning punch           H       (backwards)     P
            18 damage                13D   1A   6R
    
    
    Turning low punch       L       (backwards)     d+P
            18 damage                13D   1A  14R
    
    
    Turning kick            M       (backwards)     K
            38 damage                12D   2A  30R
    
    
    Turning low kick        L       (backwards)     d+K
            28 damage                12D   2A  30R
    
    
    Turning hopkick         M       (backwards)     u+K
            30 damage                15D   1A  29R
    
    
    Kickflip                M       (down)          ub+K
            50 damage                10D   4A  30R
    
    
    Hopping spinkick        M       (down)          u+K
            30 damage                15D   1A  29R
    
    
    Hopping kick            M       (down)          u,K
            26 damage                 9D   2A  27R
    
    
    Hopping low kick        L       (down)          u,d+K
            30 damage                10D   2A  26R
    
    
    Hopping guitar smash    M       (down)          u+P
            43 damage                28D   3A  19R
    
    
    Front takeoff kick      M       (down)          UF+K
            30 damage                 4D   5A  55R
    
    
    Takeoff kick            M       (down)          U+K
            26 damage                 9D   2A  57R
    
    
    Air spinkick            L       (down)          U,K
            45 damage                15D   1A  29R
    
    
    Landing kick            M                       (air)K
            30 damage                 8D   3A  19R
    
    
    Front dropkick          M       (back)          (air)F+K
            40 damage                12D   4A  54R
    
    
    Back dropkick           M       (back)          (air)B+K
            40 damage                12D   4A  44R
    
    
    Air dive                M       (down)          U,d+K
            40 damage                15D   2A  23R
    
    
    Flare kick              M       (down)          (air)d+K
            30 damage                15D   2A  13R
    
    
    Jump hammer             M       (down)          U+P
            60 damage                50D   5A  24R
    
    
    Drop hammer             M       (down)          (air)P
            43 damage                28D   3A  10R
    
    
    Running straight        B       (back,smash)    (run)P
            65 damage                13D   1A  36R
    
    
    Running knee            M       (float)         (run)K
            40 damage                13D   5A  22R
    
    
    Shoulder ram            M       (back,smash)    (run)P+G
            40 damage                16D   6A  23R
    
    
    Running dropkick        M       (down)          (run)uf+K
            50 damage                18D   1A  21R
    
    
    Sliding kick            L       (down,smash)    (run)(d.df)+K
            40 damage                18D   3A  29R
    
    
    Wall rush               ST                      P+G
            No damage                81
    
    
    Wall press              ST      (wall)          P+G
            30 damage               150
    
    
    Wall exchange           ST      (atwall)        P+G
            No damage                76
    
    
    Neck breaker            ST                      b,f+P+G
            50 damage               197
    
    
    Overhead cannon         ST                      f,f+P+G
            30 damage                97
    
    
    Crashdown               ST                      u,d+P+G
            65 damage               170
    
    
    Punching wall press     HHST    (wall)          P,P,P
            30 damage               124
    
    
    Back drop               BT                      P+G
            80 damage               181
    
    
    Jumping pounce          G                       u+P
            50 damage                39D   1A  65R
    
    
    Guitar crash            G                       d+P
            14 damage                29D   1A  40R
    
    
    Gravepost               G                       d,d+P
            14 damage                25D   1A  39R
    
    
    Spit kick               G                       d+K
            15 damage                19D   1A  49R
    
    
    Armour blast            M                       f,b,f,b+P+K+G
            ?
    
    
    Notes:
      Raxel's Death Crescent cannot be blocked; if you block the first or
      second hit, you go into block stun and will be hit by the rest.
      You can do the Crashdown throw in the following way:
        hold Guard, tap the joystick up, release Guard, press d+P+G.
      This prevents you from hopping into the air, making the throw easier.
    
    
    
    TOKIO
    ~~~~~
    Tokio's upper armour has a strength of 200.
    His lower armour has a strength of 75.
    
    
    Move Name               Level   Special         Command
    ----------------------  ------  --------------  ----------------------
    Jab                     H                       P
            12 damage                 9D   1A  20R
    
    
    Low jab                 L                       d+P
            20 damage                10D   2A  15R
    
    
    Uppercut                M       (float)         df+P
            30 damage                13D   3A  24R
    
    
    Kick                    H       (down)          K
            30 damage                12D   4A  26R
    
    
    Low kick                L                       d+K
            22 damage                17D   1A  30R
    
    
    Toe kick                M                       (cr)n+K
            24 damage                13D   2A  31R
    
    
    Snap knee               M       (down)          f+K
            30 damage                15D   2A  33R
    
    
    Rolling high kick       H       (down)          F,K
            40 damage                15D   1A  24R
    
    
    Heel drop               M                       u,d+K
            49 damage                18D   3A  30R
    
    
    Open chest              HM                      P,P
            18 damage                15D   1A  24R
    
    
    Open arm                HMM                     P,P,P
            10 damage                 8D   1A  24R
    
    
    Open spin               HH      (down)          P,K
            50 damage                22D   3A  26R
    
    
    Open roll               HMH     (down)          P,P,K
            30 damage                14D   3A  33R
    
    
    Elbow                   M                       f+P
            18 damage                15D   1A  24R
    
    
    Elbow-backhand          MM                      f+P,P
            10 damage                 8D   1A  21R
    
    
    Open arm blow           MMM                     f+P,P,P
            39 damage                19D   1A  26R
    
    
    Lightning arrow         MMH     (back)          f+P,P,d,f+P
            35 damage                11D   1A  29R
    
    
    Midkick                 M                       df+K
            25 damage                15D   2A  31R
    
    
    Double midkick          MM      (down)          df+K,K
            20 damage                21D   2A  30R
    
    
    Triple midkick          MMM     (down)          df+K,K,f+K
            31 damage                29D   1A  30R
    
    
    Spin-off kick           H       (down)          K+G
            50 damage                22D   3A  26R
    
    
    Spin-off sunrise        HM      (down)          K+G,K
            30 damage                16D   3A  30R
    
    
    Spin float              HMM                     K+G,K,K
            20 damage                25D   1A  32R
    
    
    Spin cossack            HL      (down)          K+G,d+K
            30 damage                24D   3A  26R
    
    
    Low sweep               L       (down)          d+K+G
            37 damage                22D   3A  26R
    
    
    Sweep highkick          LH      (down)          d+K+G,K
            25 damage                19D   3A  24R
    
    
    Sweep kick sidekick     LHM     (down)          d+K+G,K,K
            20 damage                  ?    ?    ?
    
    
    Double low sweep        LL      (down)          D+K+G,K
            20 damage                19D   3A  24R
    
    
    Triple low sweep        LLL     (down)          D+K+G,K,K
            20 damage                30D   3A  31R
    
    
    Middle kick             M                       df+K+G
            26 damage                14D   2A  30R
    
    
    Midkick combo           MM      (back)          df+K+G,f+K
            31 damage                29D   1A  30R
    
    
    Catapult                H       (down)          f+K+G
            50 damage                24D   6A  15R
    
    
    Catapult highkick       HH      (down)          f+K+G,K
            40 damage                18D   4A  28R
    
    
    Catapult midkick        HM                      f+K+G,df+K
            26 damage                14D   4A  30R
    
    
    Catapult lowkick        HL                      f+K+G,d+K
            22 damage                17D   1A  30R
    
    
    Reactor                 HH                      K,P
            14 damage                 9D   1A  20R
    
    
    Reactor kick            HHH     (down)          K,P,K
            30 damage                14D   3A  33R
    
    
    Reactor jabs            HHH                     K,P,P
            12 damage                 8D   2A  18R
    
    
    Reactor jabs kick       HHHH    (down)          K,P,P,K
            30 damage                14D   3A  30R
    
    
    Reactor jabs kickflip   HHHM    (down)          K,P,P,b+K
            40 damage                14D   3A  33R
    
    
    Reactor fury            HHHH                    K,P,P,P
            8 damage                 11D   2A  17R
    
    
    Reactor fury kick       HHHHH   (down)          K,P,P,P,K
            30 damage                14D   3A  33R
    
    
    Reactor fury kickflip   HHHHM   (down)          K,P,P,P,b+K
            40 damage                14D   3A  33R
    
    
    Reactor fury sweep      HHHHL   (down)          K,P,P,P,d+K
            30 damage                17D   5A  28R
    
    
    Sweepup                 LH                      d+K+G,P
            18 damage                25D   1A  14R
    
    
    Sweepup kick            LHH     (down)          d+K+G,P,K
            30 damage                14D   3A  33R
    
    
    Sweepup jabs            LHH                     d+K+G,P,P
            12 damage                 8D   2A  18R
    
    
    Sweepup jabs kick       LHHH    (down)          d+K+G,P,P,K
            30 damage                14D   3A  33R
    
    
    Sweepup jabs kickflip   LHHM    (down)          d+K+G,P,P,b+K
            40 damage                14D   3A  33R
    
    
    Sweepup fury            LHHH                    d+K+G,P,P,P
            8 damage                 11D   2A  17R
    
    
    Sweepup fury kick       LHHHH   (down)          d+K+G,P,P,P,K
            30 damage                14D   3A  33R
    
    
    Sweepup fury kickflip   LHHHM   (down)          d+K+G,P,P,P,b+K
            40 damage                14D   3A  33R
    
    
    Sweepup fury sweep      LHHHL   (down)          d+K+G,P,P,P,d+K
            30 damage                17D   5A  28R
    
    
    Bellyflop               _                       f,d+P+K+G
            No damage                  ?    ?    ?
    
    
    Bellyflop kick          _M      (float)         f,d+P+K+G,K
            26 damage                11D   2A  47R
    
    
    Block straight kick     B       (guard,back)    b+K
            24 damage                28D   2A  40R
    
    
    Block delay kick        B       (guard,back)    b+K,b+K
            30 damage                28D   2A  40R
    
    
    Turning punch           H       (backwards)     P
            18 damage                13D   1A   6R
    
    
    Turning low punch       L       (backwards)     d+P
            18 damage                13D   1A  14R
    
    
    Turning kick            M       (backwards)     K
            38 damage                13D   5A  26R
    
    
    Turning low kick        L       (backwards)     d+K
            28 damage                12D   2A  30R
    
    
    Turning hopkick         M       (backwards)     u+K
            30 damage                15D   1A  29R
    
    
    Kickflip                M       (down)          ub+K
            30 damage                14D   3A  33R
    
    
    Hopping spinkick        M       (down0          u+K
            30 damage                15D   1A  29R
    
    
    Hopping kick            M       (down)          u,K
            30 damage                34D   4A  26R
    
    
    Hopping low kick        L       (down)          u,d+K
            30 damage                10D   2A  26R
    
    
    Hopstrike               M       (down)          (uf.u.ub)+P
            30 damage                28D   3A  10R
    
    
    Front takeoff kick      M       (down)          UF+K
            30 damage                 4D   5A  55R
    
    
    Takeoff kick            M       (down)          U+K
            26 damage                 9D   2A  57R
    
    
    Air spinkick            L       (down)          U,K
            45 damage                15D   1A  29R
    
    
    Landing kick            M                       (air)K
            30 damage                 8D   3A  19R
    
    
    Front dropkick          M       (back)          (air)F+K
            40 damage                12D   4A  54R
    
    
    Back dropkick           M       (back)          (air)B+K
            40 damage                12D   4A  43R
    
    
    Air dive                M       (down)          U,d+K
            40 damage                15D   2A  23R
    
    
    Flare kick              M       (down)          (air)d+K
            30 damage                15D   2A  13R
    
    
    Jump hammer             M       (down)          U+P
            30 damage                50D   5A  24R
    
    
    Drop hammer             M       (down)          (air)P
            30 damage                28D   3A  10R
    
    
    Running straight        B       (back,smash)    (run)P
            25 damage                15D   1A  28R
    
    
    Running flykick         M       (back,smash)    (run)K
            56 damage                18D   9A  33R
    
    
    Shoulder ram            M       (back,smash)    (run)P+G
            40 damage                16D   6A  23R
    
    
    Running dropkick        M       (down)          (run)uf+K
            50 damage                18D   1A  21R
    
    
    Sliding kick            L       (down,smash)    (run)(d.df)+K
            40 damage                18D   3A  29R
    
    
    Wall rush               ST                      P+G
            No damage                75
    
    
    Wall press              ST      (wall)          P+G
            50 damage               100
    
    
    Wall exchange           ST      (atwall)        P+G
            No damage                76
    
    
    Arm crutch slam         ST                      b+P+G
            45 damage               120
    
    
    Neck throw              ST                      f,b+P+G
            60 damage                81
    
    
    Rolling throw           ST                      f,b+P+K+G
            50 damage                76
    
    
    Double knee             ST      (wall)          b,f+K
            30 damage               183
    
    
    Punching wall press     HHST    (wall)          P,P,P
            30 damage               130
    
    
    Back drop               BT                      P+G
            80 damage               191
    
    
    Jumping pounce          G                       u+P
            50 damage                30D   1A  70R
    
    
    Spit kick               G                       d+K
            15 damage                19D   1A  49R
    
    
    Armour blast            M                       f,b,f,b+P+K+G
            ?
    
    
    Notes:
      Any of Tokio's combinations which begin with a jab (P) can be started
      with a hopstrike ((uf.u.ub)+P) instead.  (ie, uf+P,P,K)
    Some things to try:
      Wall crushing flykick: Tokio grabs his opponent, and pushes them
       towards the wall.  Tokio then runs after them, and after they hit the
       wall, he does a running flykick, crushing them against it again.
       This technique does a crippling amount of damage, but is avoidable.
       First, throw your opponent with the wall rush (P+G).  After getting
       thrown this way, they can escape; be ready if they manage to.  You
       should then begin running (f,F) towards them, but it has to be timed
       so that when you do the flykick ((run)K) afterwards, it will hit them
       into the wall again.
    
    
    
    SANMAN
    ~~~~~~
    Sanman's upper armour has a strength of 250.
    His lower armour has a strength of 100.
    
    
    Move Name               Level   Special         Command
    ----------------------  ------  --------------  ----------------------
    Jab                     H                       P
            12 damage                 9D   1A  20R
    
    
    Low jab                 L                       d+P
            15 damage                10D   1A  16R
    
    
    Kick                    H                       K
            38 damage                15D   1A  26R
    
    
    Low kick                L                       d+K
            22 damage                15D   1A  30R
    
    
    Straight kick           M       (down)          df+K
            40 damage                18D   2A  28R
    
    
    Shin knockdown          L       (down)          d+K+G
            24 damage                18D   2A  29R
    
    
    Launch fling            M       (float)         df+P+G
            40 damage                20D   4A  26R
    
    
    Elbow smash             H       (down,smash)    f,f+P
            35 damage                22D   3A  25R
    
    
    Jab swing               HM                      P,P
            16 damage                14D   3A  23R
    
    
    Jab swing hammer        HMM     (down)          P,P,P
            30 damage                22D   2A  38R
    
    
    Jab highkick            HH      (down)          P,K
            16 damage                15D   1A  26R
    
    
    Combo guard bomber      HMB     (guard,back)    P,P,K
            25 damage                25D   3A  42R
    
    
    Jab uppercut            HB                      P,df+P
            28 damage                17D   1A  27R
    
    
    Jab upper kick          HBM     (down)          P,df+P,K
            27 damage                18D   2A  36R
    
    
    Uppercut                B                       df+P
            27 damage                13D   3A  30R
    
    
    Double uppercut         BB                      df+P,P
            28 damage                20D   2A  26R
    
    
    Double upper bomber     BBB     (down)          df+P,P,K
            27 damage                22D   2A  38R
    
    
    Swinging chop           M                       b,f+P
            20 damage                19D   2A  25R
    
    
    Double chop             MM                      b,f+P,P
            20 damage                19D   1A  26R
    
    
    Triple chop             MMM     (down)          b,f+P,P,P
            20 damage                16D   1A  29R
    
    
    Ignition punch          M                       f+P
            20 damage                16D   3A  21R
    
    
    2 steamroller punches   MM                      f+P,P
            16 damage                14D   3A  23R
    
    
    3 steamroller punches   MMM                     f+P,P,P
            20 damage                14D   3A  23R
    
    
    4 steamroller punches   MMMM                    f+P,P,P,P
            16 damage                14D   3A  23R
    
    
    5 steamroller punches   MMMMM                   f+P,P,P,P,P
            20 damage                14D   3A  23R
    
    
    Butt bomber             M       (down)          P+K+G
            30 damage                16D   2A  24R
    
    
    Double bomber           MM      (down)          P+K+G,P+K+G
            30 damage                32D   2A  42R
    
    
    Overhead hammer         M       (down)          d+P+K+G
            50 damage                20D   2A  38R
    
    
    Double hammer down      MM      (down)          d+P+K+G,d+P
            30 damage                14D   4A  32R
    
    
    Hammer and reverse      MM      (down)          d+P+K+G,d+P+G
            40 damage                26D   2A  22R
    
    
    Block bomber            B       (guard,back)    b+K
            25 damage                25D   3A  42R
    
    
    Block delay bomber      B       (guard,back)    b+K,b+K
            29 damage                25D   3A  42R
    
    
    Turning punch           H       (backwards)     P
            18 damage                13D   1A   6R
    
    
    Turning low punch       L       (backwards)     d+P
            18 damage                13D   1A  14R
    
    
    Turning kick            M       (backwards)     K
            38 damage                12D   2A  30R
    
    
    Turning low kick        L       (backwards)     d+K
            28 damage                12D   2A  30R
    
    
    Turning hopkick         M       (backwards)     u+K
            30 damage                15D   1A  29R
    
    
    Hopping spinkick        M       (down)          u+K
            30 damage                15D   1A  29R
    
    
    Hopping kick            M       (down)          u,K
            30 damage                 9D   2A  27R
    
    
    Hopping low kick        L       (down)          u,d+K
            30 damage                10D   2A  26R
    
    
    Hopping hammer          M       (down)          u+P
            40 damage                16D   3A  39R
    
    
    Front takeoff kick      M       (down)          UF+K
            30 damage                 4D   5A  55R
    
    
    Takeoff kick            M       (down)          U+K
            26 damage                 9D   2A  57R
    
    
    Air bomber              M       (down)          U,K
            40 damage                 3D   5A  55R
    
    
    Landing kick            M                       (air)K
            30 damage                 8D   3A  19R
    
    
    Front dropkick          M       (back)          (air)F+K
            40 damage                12D   4A  53R
    
    
    Back dropkick           M       (back)          (air)B+K
            40 damage                12D   4A  43R
    
    
    Air dive                M       (down)          U,d+K
            40 damage                15D   2A  23R
    
    
    Flare kick              M       (down)          (air)d+K
            30 damage                15D   2A  13R
    
    
    Death from above        M       (down)          U+P
            40 damage                21D  10A  59R
    
    
    Dropping hammer         M       (down)          (air)F+P
            40 damage                28D   3A  10R
    
    
    Charging ram            M       (back,smash)    (run)P
            35 damage                15D   6A  39R
    
    
    Running bomber          M       (back,smash)    (run)K
            30 damage                15D  15A  30R
    
    
    Running dropkick        M       (down)          (run)uf+K
            50 damage                18D   1A  21R
    
    
    Sliding kick            L       (down,smash)    (run)(d.df)+K
            40 damage                18D   3A  29R
    
    
    Bowling throw           ST                      P+G
            No damage               180
    
    
    Wall press              ST      (wall)          P+G
            30 damage               133
    
    
    Wall exchange           ST      (atwall)        P+G
            No damage                76
    
    
    Giant swing             ST                      b>>f+P
            80 damage               283
    
    
    Neck hang slam          ST                      f>>b+P+G
            50 damage               100
    
    
    Neck hang triple slam   ST                      f>>b+P+G,f,b+P+G
            50+30 damage            134
    
    
    Neck hang typhoon       ST                      f>>b+P+G,f,b+P+G,
                                                      b>>d>>f>>u>>b+P+G
            50+30+30 damage         116
    
    
    Bearhug                 ST                      f,b+P+G
            50 damage                90
    
    
    Bearhug and crush       ST                      f,b+P+G,b,b+P+G
            50+30 damage            136
    
    
    Canadian backbreaker    ST                      f,b+P+K+G
            50 damage               318
    
    
    Double powerbomb        ST      (wall)          b,f+P+G
            40 damage               282
    
    
    Punching wall press     HHST    (wall)          P,P,P
            30 damage               114
    
    
    Piledriver              CT                      df,df+P+G
            80 damage               284
    
    
    Iron claw               CT      (wall)          d+P+G
            50 damage               183
    
    
    Back drop               BT                      P+G
            80 damage               181
    
    
    Slow giant swing        GT      by feet         b>>f+P
            80 damage               283
    
    
    Neck hang double slam   GT      by head         d,b,f+P
            30 damage               134
    
    
    Jumping pounce          G                       u+P
            50 damage                38D   1A  63R
    
    
    Earthquake stomp        G                       d+K
            30 damage                33D   1A  46R
    
    
    Armour blast            M                       f,b,f,b+P+K+G
            ?
    
    
    Notes:
      Sanman's Iron Claw throw (d+P+G) comes out as a low punch when it
      misses, unlike other throws.  It then hits all players who are
      standing, and throws all people who are crouching.
    Some things to try:
      Knockdown and slam: Sanman kicks the opponent's exposed legs, knocking
       them quickly down onto the ground.  He then reaches down and grabs
       their neck, swinging them overhead and slamming them into the ground
       twice.  This technique does quite a bit of damage.
       Your opponent must be quite close to you after being knocked down.
       You must either be very close to them when you hit them, or their
       back must be very close to the wall; they'll slide off the wall and
       towards your feet, making this easy.  Kick their legs out with the
       shin knockdown (d+K+G) first, then do the neck hang ground throw
       (d,b,f+P) before they can get up.  If Sanman reaches down but nothing
       happens, you weren't close enough; if he reaches down and tries to
       grab them, and they twitch, but no ground throw happens, you did the
       ground throw too slowly.
      Launch at point blank: Sanman grabs his opponent in the Giant Swing,
       and rapidly begins spinning.  He continues to speed up and finally
       releases his opponent, who flies headfirst into the wall only a few
       feet away.  This technique does a crippling amount of damage.
       More than anything, you need to know when to try and grab the
       opponent in a giant swing.  Since Sanman always throws his opponent
       to the side, you'll want to do this when you have the wall to your
       side.
      Crush and spin: Sanman picks his opponent up, and slams them twice
       forcefully, first into the wall and then onto the ground.  Before
       they have a chance to get up, he reaches down, grabs their legs, and
       swings them around, finally releasing them to fall heavily across the
       ring.  This technique does a crippling amount of damage.
       When your opponent's back is to the wall, do the double powerbomb
       throw (f,b,f+P+G) to them.  Immediately after Sanman finishes the
       throw and drops them on the ground, pick them up with the giant swing
       ground throw (b>>f+P).  If Sanman reaches down and grabs at them, and
       they twitch, but no ground throw happens, you did the second part too
       slowly.
    
    
    
    JANE
    ~~~~
    Jane's upper armour has a strength of 200.
    Her lower armour has a strength of 75.
    
    
    Move Name               Level   Special         Command
    ----------------------  ------  --------------  ----------------------
    Jab                     H                       P
            12 damage                 9D   1A  20R
    
    
    Low jab                 L                       d+P
            15 damage                10D   1A  16R
    
    
    Twohand strike          M       (down)          d>>f+P
            60 damage                19D   1A  25R
    
    
    Uppercut                M       (float)         df+P
            33 damage                17D   3A  26R
    
    
    Rising uppercut         M       (float)         (cr)df+P
            37 damage                13D   3A  24R
    
    
    Kick                    H                       K
            30 damage                12D   4A  26R
    
    
    Low kick                L                       d+K
            22 damage                17D   1A  30R
    
    
    Mid spin kick           M                       df+K
            26 damage                14D   4A  30R
    
    
    Rising kick             M       (down)          (cr)n+K
            40 damage                14D   4A  30R
    
    
    Knee                    M       (down)          f+K
            30 damage                15D   2A  33R
    
    
    Launch knee             M       (float)         (cr)f+K
            48 damage                14D   4A  38R
    
    
    Power smash             H       (down,smash)    f,f+P
            35 damage                16D   2A  32R
    
    
    Tornado strike          M       (back,smash)    b>>f+P
            100 damage               39D   1A  36R
    
    
    Low tornado strike      L       (down,smash)    f,d,df+P
            60 damage                39D   1A  36R
    
    
    Double jab              HH                      P,P
            22 damage                19D   1A  22R
    
    
    Jabs and stomach punch  HHM                     P,P,P
            24 damage                16D   1A  23R
    
    
    Combo guard straight    HHB     (guard,back)    P,P,b+P
            26 damage                29D   1A  46R
    
    
    Jab highkick            HH                      P,K
            20 damage                12D   4A  26R
    
    
    Jab kick uppercut       HHB     (down)          P,K,P
            22 damage                21D   2A  25R
    
    
    Jabs and rush kick      HHH     (down)          P,P,K
            30 damage                14D   2A  28R
    
    
    Jabs and low spinkick   HHL                     P,P,d+K
            22 damage                17D   1A  30R
    
    
    Low jab and spinkick    LL                      d+P,K
            22 damage                17D   1A  30R
    
    
    Bodyblow                M                       f+P
            24 damage                16D   1A  23R
    
    
    Bodyblow and smashdown  MM      (down)          f+P,P
            24 damage                19D   2A  31R
    
    
    Low spinkick            L                       d+K+G
            22 damage                17D   1A  30R
    
    
    Low spin up             LH                      d+K+G,K
            30 damage                14D   4A  36R
    
    
    Double low spinkick     LL                      D+K+G,K
            18 damage                17D   1A  31R
    
    
    Block straight          B       (guard,back)    b+P
            26 damage                29D   1A  46R
    
    
    Block delay straight    B       (guard,back)    b+P,b+P
            31 damage                29D   1A  46R
    
    
    Turning punch           H       (backwards)     P
            18 damage                13D   1A   6R
    
    
    Turning low punch       L       (backwards)     d+P
            18 damage                13D   1A  14R
    
    
    Turning kick            M       (backwards)     K
            38 damage                12D   2A  30R
    
    
    Turning low kick        L       (backwards)     d+K
            28 damage                12D   2A  30R
    
    
    Turning hopkick         M       (backwards)     u+K
            30 damage                15D   1A  29R
    
    
    Hopping spinkick        M       (down)          u+K
            30 damage                15D   1A  29R
    
    
    Hopping kick            M       (down)          u,K
            30 damage                 9D   2A  27R
    
    
    Hopping low kick        L       (down)          u,d+K
            30 damage                10D   2A  26R
    
    
    Hopping hammer          M       (down)          u+P
            30 damage                28D   3A  10R
    
    
    Front takeoff kick      M       (down)          UF+K
            30 damage                 4D   5A  55R
    
    
    Takeoff kick            M       (down)          U+K
            26 damage                 9D   2A  57R
    
    
    Air spinkick            L       (down)          U,K
            45 damage                15D   1A  29R
    
    
    Landing kick            M                       (air)K
            30 damage                 8D   3A  19R
    
    
    Front dropkick          M       (back)          (air)F+K
            40 damage                12D   4A  53R
    
    
    Back dropkick           M       (back)          (air)B+K
            40 damage                12D   4A  43R
    
    
    Air dive                M       (down)          U,d+K
            40 damage                15D   2A  23R
    
    
    Flare kick              M       (down)          (air)d+K
            30 damage                15D   2A  13R
    
    
    Jump hammer             M       (down)          U+P
            50 damage                50D   5A  24R
    
    
    Drop hammer             M       (down)          (air)P
            30 damage                28D   3A  10R
    
    
    Wall climb              _       (atwall)        (air)u+P
            ?
    
    
    Running straight        B       (back,smash)    (run)P
            25 damage                15D   1A  28R
    
    
    Running knee            M                       (run)K
            40 damage                13D   5A  22R
    
    
    Shoulder ram            M       (back,smash)    (run)P+G
            40 damage                16D   6A  23R
    
    
    Running dropkick        M       (down)          (run)uf+K
            50 damage                18D   1A  21R
    
    
    Sliding kick            L       (down,smash)    (run)(d.df)+K
            40 damage                18D   3A  29R
    
    
    Clinch punch            ST                      P+G
            40 damage                76
    
    
    Double clinch punch     ST                      P+G,P
            40+10 damage             62
    
    
    Clinch punch and knee   ST                      P+G,f+K
            40+50 damage             79
    
    
    Wall scrape             ST      (wall)          P+G
            50 damage               153
    
    
    Wall exchange           ST      (atwall)        P+G
            No damage                76
    
    
    Clinch knee             ST                      K+G
            40 damage                70
    
    
    Wall knee               ST      (wall)          K+G
            60 damage                70
    
    
    Double wall knee        ST      (wall)          K+G,K+G
            60+30 damage             82
    
    
    Double clinch knee      ST                      b>>f+K+G
            20 damage               110
    
    
    Triple clinch knee      ST                      b>>f+K+G,d,f+K
            20+48 damage             38
    
    
    Brainbuster             ST                      f,b+P+G
            60 damage               143
    
    
    Backbreaker             ST                      f,d+P+G
            50 damage               119
    
    
    Punching wall press     HHST    (wall)          P,P,P
            30 damage               124
    
    
    Punching clinch knee    HHST                    P,P,f+K
            30 damage                70
    
    
    Neck breaker            BT                      P+G
            20 damage               150
    
    
    Tiger suplex            BT                      P+K+G
            80 damage               227
    
    
    Jumping pounce          G                       u+P
            50 damage                39D   1A  61R
    
    
    Down fist slam          G                       d+P
            34 damage                29D   1A  39R
    
    
    Spit kick               G                       d+K
            15 damage                19D   1A  49R
    
    
    Super heel drop         G       (onwall,smash)  u+P
            60 damage                39D   1A  40R
    
    
    Armour blast            M                       f,b,f,b+P+K+G
            ?
    
    
    
    CANDY (HONEY)
    ~~~~~~~~~~~~~
    Candy's upper armour has a strength of 150.
    Her lower armour has a strength of 50.
    
    
    Move Name               Level   Special         Command
    ----------------------  ------  --------------  ----------------------
    Jab                     H                       P
            12 damage                 9D   1A  20R
    
    
    Low jab                 L                       d+P
            15 damage                10D   1A  16R
    
    
    Cat uppercut            M       (float)         df+P
            33 damage                12D   3A  30R
    
    
    Kick                    H                       K
            30 damage                12D   4A  26R
    
    
    Low kick                L                       db+K . D,K
            18 damage                17D   1A  30R
    
    
    Scorpion kick           M       (down)          df+K
            30 damage                15D   1A  29R
    
    
    Vertical kick           M       (float)         K+G
            35 damage                15D   2A  28R
    
    
    Mule kick               M       (back)          f,f+K+G
            40 damage                25D   3A  42R
    
    
    Cat slap                H       (down,smash)    f,f+P
            35 damage                18D   3A  29R
    
    
    Cat scratch             L       (down,smash)    df,df+P
            30 damage                21D   1A  36R
    
    
    Cat rising uppercut     M       (float)         f,d,df+P
            43 damage                22D   3A  50R
    
    
    1-2 punch               HH                      P,P
            14 damage                15D   1A  24R
    
    
    Cat jabs                HHH     (down)          P,P,P
            18 damage                14D   2A  24R
    
    
    Combo cat kick          HHHM    (float)         P,P,P,K
            35 damage                18D   2A  40R
    
    
    Combo low kick          HHHL                    P,P,P,d+K
            18 damage                17D   1A  32R
    
    
    Jab snapkick            HH                      P,K
            20 damage                12D   4A  26R
    
    
    Low jab and kick        LL                      d+P,K
            18 damage                17D   1A  32R
    
    
    Swing punch             M                       f+P
            24 damage                19D   1A  30R
    
    
    Double swing punch      MM                      f+P,P
            24 damage                20D   2A  30R
    
    
    Double swing upper      MMB     (float)         f+P,P,P
            33 damage                19D   5A  23R
    
    
    Double shin kick        LL                      db+K,K . D,K,K
            24 damage                14D   2A  30R
    
    
    Double shin highkick    LLH     (down)          db+K,K,K . D,K,K,n+K
            34 damage                30D   2A  22R
    
    
    Triple shin kick        LLL     (down)          db+K,K,d+K . D,K,K,K
            24 damage                30D   2A  22R
    
    
    Double shin scratch     LLL     (down,smash)    db+K,K,d+P . D,K,K,P
            26 damage                24D   2A  38R
    
    
    Cat tail                M                       d+K
            24 damage                17D   1A  32R
    
    
    Cat tail and highkick   MH      (down)          d+K,K
            34 damage                30D   2A  22R
    
    
    Toe kick                M                       (cr)n+K
            24 damage                13D   2A  31R
    
    
    Toe kick scorpion       MM      (down)          (cr)n+K,K
            26 damage                25D   1A  29R
    
    
    Toe kick kickflip       MM      (down)          (cr)n+K,ub+K
            40 damage                22D   4A  38R
    
    
    Toe kick heel down      MM                      (cr)n+K,K+G
            30 damage                12D   5A  24R
    
    
    Bomber                  B       (down)          P+K+G
            30 damage                16D   2A  42R
    
    
    Double bomber           BM      (down)          P+K+G,P+K+G
            30 damage                33D   2A  42R
    
    
    Block cat slap          M       (guard,down)    b+P
            30 damage                28D   3A  39R
    
    
    Block bomber            B       (guard,back)    b+K
            25 damage                25D   3A  42R
    
    
    Block delay bomber      B       (guard,back)    b+K,b+K
            29 damage                25D   3A  42R
    
    
    Turning punch           H       (backwards)     P
            18 damage                13D   1A   6R
    
    
    Turning low punch       L       (backwards)     d+P
            18 damage                13D   1A  14R
    
    
    Turning kick            M       (backwards)     K
            38 damage                12D   2A  30R
    
    
    Turning low kick        L       (backwards)     d+K
            28 damage                12D   2A  30R
    
    
    Turning hopkick         M       (backwards)     u+K
            30 damage                15D   1A  29R
    
    
    Kickflip                M       (down)          ub+K
            40 damage                16D   3A  39R
    
    
    Hopping spinkick        M       (down)          u+K
            30 damage                15D   1A  29R
    
    
    Hopping kick            M       (down)          u,K
            30 damage                 9D   2A  27R
    
    
    Hopping low kick        L       (down)          u,d+K
            30 damage                10D   2A  26R
    
    
    Hopping hammer          M       (down)          u+P
            30 damage                28D   3A  10R
    
    
    Front takeoff kick      M       (down)          UF+K
            30 damage                 4D   5A  55R
    
    
    Takeoff kick            M       (down)          U+K
            26 damage                 9D   2A  57R
    
    
    Air spinkick            M       (down)          U,K
            45 damage                15D   1A  29R
    
    
    Landing kick            M                       (air)K
            30 damage                 8D   3A  19R
    
    
    Front dropkick          M       (back)          (air)F+K
            40 damage                12D   4A  54R
    
    
    Back dropkick           M       (back)          (air)B+K
            40 damage                12D   4A  43R
    
    
    Air dive                M       (down)          U,d+K
            40 damage                15D   2A  23R
    
    
    Flare kick              M       (down)          (air),d+K
            30 damage                15D   2A  13R
    
    
    Jump hammer             M       (down)          U+P
            50 damage                50D   5A  24R
    
    
    Drop hammer             M       (down)          (air)P
            30 damage                28D   3A  10R
    
    
    Wall climb              _       (atwall)        (air)u+P
            ?
    
    
    Running straight        M       (back,smash)    (run)P
            25 damage                15D   1A  28R
    
    
    Running bomber          M       (back,smash)    (run)K
            30 damage                15D  15A  30R
    
    
    Shoulder ram            M       (back,smash)    (run)P+G
            40 damage                16D   6A  23R
    
    
    Running dropkick        M       (down)          (run)uf+K
            50 damage                19D   1A  21R
    
    
    Sliding kick            L       (down,smash)    (run)(d.df)+K
            40 damage                18D   3A  29R
    
    
    Wall rush               ST                      P+G
            No damage                58
    
    
    Wall press              ST      (wall)          P+G
            50 damage               100
    
    
    Wall exchange           ST      (atwall)        P+G
            No damage                76
    
    
    Back wall rush          ST                      b+P+G
            No damage                58
    
    
    Face sit                ST                      db,f+P+G
            60 damage                92
    
    
    Cat flip                ST                      d,b+P+G
            50 damage               164
    
    
    Leapfrog switch         ST                      uf+P
            No damage                75
    
    
    Between legs switch     ST                      d+P+K+G
            No damage                60
    
    
    Punching wall press     HHST    (wall)          P,P,P
            30 damage               130
    
    
    Air grab                AT                      b+P+K+G
            30 damage               131
    
    
    Back drop               BT                      P+G
            80 damage               191
    
    
    Knee trap               BT                      P+K+G
            No damage               191
    
    
    Jumping pounce          G                       u+P
            50 damage                40D   1A  61R
    
    
    Ground punch            G                       d+P
            10 damage                23D   1A  35R
    
    
    2 ground punches        G                       d+P,P
            5 damage                 17D   1A  48R
    
    
    3 ground punches        G                       d+P,P,P
            5 damage                 15D   1A  46R
    
    
    4 ground punches        G                       d+P,P,P,P
            5 damage                 17D   1A  48R
    
    
    5 ground punches        G                       d+P,P,P,P,P
            5 damage                 15D   1A  46R
    
    
    Spit kick               G                       d+K
            15 damage                19D   1A  49R
    
    
    Super heel drop         G       (onwall,smash)  u+P
            60 damage                39D   1A  40R
    
    
    Armour blast            M                       f,b,f,b+P+K+G
            ?
    
    
    Some things to try:
      Drop of Doom: Candy kicks her opponent high up into the air, and then
       jumps up, grabs them, and spins them so she lands on them when they
       hit the ground.  This technique is more visually impressive than
       damaging.
       First, hit your opponent while they are on the ground with the
       vertical kick (K+G); this sends them high up into the air.  Then,
       as soon as you can move again, jump towards them (UF), and when next
       to them in midair do the air grab (b+P+K+G).
    
    
    
    PICKY
    ~~~~~
    Picky's upper armour has a strength of 150.
    His lower armour has a strength of 50.
    
    
    Move Name               Level   Special         Command
    ----------------------  ------  --------------  ----------------------
    Jab                     H                       P
            18 damage                13D   1A  12R
    
    
    Low jab                 L                       d+P
            15 damage                10D   1A  16R
    
    
    Standing knee           M                       K
            20 damage                 8D   2A  20R
    
    
    Tail kick               L                       D,K
            25 damage                15D   1A  30R
    
    
    Heel drop               MM                      u,d+K
            20+30 damage             12D   5A  24R
    
    
    Mid spinkick            M                       df+K
            26 damage                14D   3A  30R
    
    
    High spinkick           H       (down)          d>>f+K
            60 damage                12D   3A  39R
    
    
    Hopping knee            M       (down)          K+G
            30 damage                15D   2A  33R
    
    
    Rising knee             M       (float)         (cr)f+K+G
            34 damage                14D   4A  35R
    
    
    Board bash              M       (back,smash)    b,f,f+P
            40 damage                17D   2A  32R
    
    
    Overhead board bash     M       (down)          ub,df+P
            40 damage                17D   2A  41R
    
    
    Rocket missile          M       (atwall,down)   db+K
            39 damage                40D  10A  26R
    
    
    1-2 punch               HH                      P,P
            18 damage                11D   1A  24R
    
    
    1-2 board bash          HHH     (down)          P,P,P
            25 damage                17D   2A  41R
    
    
    Jab and rollover kick   HM      (down)          P,K
            40 damage                26D   5A  29R
    
    
    Jab and tail kick       HL                      P,d+K
            25 damage                15D   1A  30R
    
    
    Low jab and tail kick   LL                      d+P,K
            25 damage                15D   2A  30R
    
    
    1-2 rollover kick       HHM     (down)          P,P,K
            40 damage                26D   5A  29R
    
    
    1-2 toe kick            HHM                     P,P,d+K
            24 damage                13D   2A  31R
    
    
    1-2 toe high spin       HHMH                    P,P,d+K,K
            16 damage                18D   3A  30R
    
    
    1-2 uppercut            HHM     (down)          P,P,f+P
            30 damage                22D   2A  30R
    
    
    1-2 upper spin          HHMH    (down)          P,P,f+P,K
            20 damage                16D   3A  30R
    
    
    1-2 upper midspin       HHMM    (down)          P,P,f+P,f+K
            26 damage                14D   3A  30R
    
    
    1-2 knee                HHM                     P,P,f+K
            20 damage                17D   1A  32R
    
    
    1-2 knee kick           HHMM    (float)         P,P,f+K,K
            34 damage                14D   4A  34R
    
    
    Knee high spin          MH                      K,K
            20 damage                14D   3A  30R
    
    
    Uppercut                B       (float)         df+P
            33 damage                15D   2A  26R
    
    
    Uppercut high spin      MH      (float)         df+P,K
            20 damage                16D   3A  30R
    
    
    Uppercut mid spin       MM      (float)         df+p,f+K
            26 damage                14D   3A  30R
    
    
    Toe kick                M                       d+K
            24 damage                13D   2A  31R
    
    
    Toekick highkick        MH                      d+K,K
            16 damage                18D   3A  30R
    
    
    Toekick heel drop       MM                      d+K,K+G
            30 damage                12D   5A  24R
    
    
    Step knee               M                       f+K
            20 damage                10D   2A  20R
    
    
    Step knee highkick      MH                      f+K,K
            20 damage                14D   3A  30R
    
    
    Block uppercut          B       (guard,float)   b+P
            20 damage                24D   2A  44R
    
    
    Block knee              B       (guard,back)    b+K
            22 damage                26D   2A  42R
    
    
    Block delay knee        B       (guard,back)    b+K,b+K
            28 damage                26D   2A  42R
    
    
    Turning punch           H       (backwards)     P
            18 damage                13D   1A   6R
    
    
    Turning low punch       L       (backwards)     d+P
            18 damage                13D   1A  14R
    
    
    Turning kick            M       (backwards)     K
            38 damage                12D   2A  30R
    
    
    Turning low kick        L       (backwards)     d+K
            28 damage                12D   2A  30R
    
    
    Turning hopkick         M       (backwards)     u+K
            30 damage                15D   1A  29R
    
    
    Rollover kick           M       (down)          u+K
            30 damage                24D   4A  26R
    
    
    Hopping kick            M       (down)          u,K
            30 damage                 9D   2A  27R
    
    
    Hopping low kick        L       (down)          u,d+K
            30 damage                10D   2A  29R
    
    
    Hopping board bash      M       (down)          u+P
            43 damage                28D   3A  19R
    
    
    Front takeoff kick      M       (down)          UF+K
            30 damage                 4D   5A  55R
    
    
    Takeoff kick            M       (down)          U+K
            26 damage                 9D   2A  57R
    
    
    Air spinkick            L       (down)          U,K
            45 damage                15D   1A  29R
    
    
    Landing kick            M                       (air)K
            30 damage                 8D   3A  19R
    
    
    Front dropkick          M       (back)          (air)F+K
            40 damage                12D   4A  53R
    
    
    Back dropkick           M       (back)          (air)B+K
            40 damage                12D   4A  43R
    
    
    Air knee                M       (down)          U,d+K
            28 damage                 9D  15D  15R
    
    
    Flare kick              M       (down)          (air)d+K
            30 damage                15D   2A  13R
    
    
    Jump hammer             M       (down)          U+P
            60 damage                50D   5A  24R
    
    
    Landing board bash      M       (down)          (air)P
            43 damage                28D   3A  19R
    
    
    Wall climb              _       (atwall)        (air)u+P
            ?
    
    
    Running board bash      M       (back,smash)    (run)P
            35 damage                17D   1A  32R
    
    
    Running knee            M                       (run)K
            40 damage                13D   5A  22R
    
    
    Running rollover        M       (down)          (run)P+K+G
            40 damage                26D   5A  29R
    
    
    Running roll highkick   MM      (down)          (run)P+K+G,K
            41 damage                12D   2A  30R
    
    
    Running roll low spin   ML      (down)          (run)P+K+G,d+K
            28 damage                12D   2A  30R
    
    
    Sliding kick            L       (down,smash)    (run)(d.df)+K
            40 damage                18D   3A  29R
    
    
    Wall rush               ST                      P+G
            No damage                92
    
    
    Wall ram                ST      (wall)          P+G
            30 damage               104
    
    
    Wall exchange           ST      (atwall)        P+G
            No damage                76
    
    
    Overhead cannon         ST                      b,f+P+G
            30 damage                97
    
    
    Between legs switch     ST                      d+P+K+G
            No damage                60
    
    
    Switch and mule kick    ST                      d+P+K+G,b+K
            30 damage                97
    
    
    Double knee             ST      (wall)          b,f+K
            30 damage               183
    
    
    Punching wall press     HHST    (wall)          P,P,P
            30 damage               130
    
    
    Air grab                AT                      b+P+K+G
            50 damage               134
    
    
    Frankensteiner          AT                      d+P+K+G
            36 damage               134
    
    
    Back drop               BT                      P+G
            80 damage               191
    
    
    Jumping pounce          G                       u+P
            50 damage                36D   1A  64R
    
    
    Board smash             G                       d+P
            26 damage                18D   2A  50R
    
    
    Foot stomp              G                       d+K
            20 damage                27D   2A  35R
    
    
    Double foot stomp       G                       d+K,K
            5 damage                 31D   4A  42R
    
    
    Triple foot stomp       G                       d+K,K,K
            5 damage                 31D   4A  42R
    
    
    Super heel drop         G       (onwall,smash)  u+P
            60 damage                39D   1D  40R
    
    
    Armour blast            M                       f,b,f,b+P+K+G
            ?
    
    
    Notes:
      The Frankensteiner can grab people who are on the ground.  If the
      person is blocking, they will be caught in the Frankensteiner.  On
      another note, if Picky does the Frankensteiner, and misses, he takes
      damage; if he hits his opponent but doesn't catch them in the throw,
      both characters take damage.
    Some things to try:
      Drop of Doom: Picky does a rising knee, knocking his opponent high
       into the air.  He then jumps up towards them, grabs hold of them, and
       spins them down to a heavy landing on the ground.  This technique is
       more visually impressive than damaging.
       First, you must land the rising knee ((cr)f+K+G) on your opponent
       while they are standing on the ground; this knocks them high into the
       air.  Then, when you've recovered from the rising knee, jump towards
       them (UF), and when next to them in midair do the air grab (b+P+K+G).
    
    
    
    MAHLER
    ~~~~~~
    Mahler is a smaller version of B.M., the game's end character.
    To select the character Mahler, the machine must have played 15000 or
    more matches between humans.  Insert your coin(s) into the machine,
    then:
        -Hold the joystick up
        -Press START
        -Keeping the joystick up, move the character selection box outside
         the list of selectable characters (to the right of Picky or the
         left of Grace)
        -Press START within 9 seconds.
    If this portion of the FAQ looks incomplete, that's because it is.  If
    anybody can contribute information about Mahler, please do, as I have
    little to none.
    
    
    Move Name               Level   Special         Command
    ----------------------  ------  --------------  ----------------------
    Jab                     H                       P
    Low jab                 L                       d+P
    Strong uppercut         M                       df+P
    Kick                    H                       K
    Strong knee             M                       f+K
    Hurricane punch         M       (smash)         b>>f+P
    Gust of rage            M                       b,f,f+P
    1-2 punch               HM                      P,P
    Blow combo upper        HMM                     P,P,P
    Blow combo straight     HMM                     P,P,f+P
    Punch and kick          HH                      P,K
    Punch kick upper        HHM                     P,K,P
    Blow combo low spin     HML                     P,P,d+K
    Extreme Death prelude   HMM                     P,P,f+K
    Extreme Death symphony  HMMH                    P,P,f+K,P
    Extreme Death requiem   HMMHM                   P,P,f+K,P,f+P
    Extreme Death finale    HMMHMM  (smash)         P,P,f+K,P,f+P,b>>f+P
    Blow combo doublekick   HMMH                    P,P,f+K,K
    Stomach blow            M                       f+P
    Stomach blow and fist   MM                      f+P,P
    High kick fist          HH                      K,P
    Low shot                L                       db+K
    Low shot accel          LH                      db+K,K
    Low shot blow           LHH                     db+K,K,P
    Low shot dark prelude   LHHM                    db+K,K,P,P
    Accel roll              M                       df+K
    High double accel       MH                      df+K,K
    Mid double accel        MM                      df+K,f+K
    Low double accel        ML                      df+K,d+K
    Revolution              L                       d+K+G
    High double revolution  LH                      d+K+G,K
    Low double revolution   LL                      d+K+G,d+K
    Wall climb              _       (atwall)        (air)u+P
    Running straight        M                       (run)P
    Running knee            M                       (run)K
    Shoulder ram            M       (smash)         (run)P+G
    Running dropkick        M                       (run)uf+K
    Sliding kick            L       (smash)         (run)(d.df)+K
    Wall rush               ST                      P+G
    Wall blaster            ST      (wall)          P+G
    Wall exchange           ST      (atwall)        P+G
    Brain buster            ST                      d+P+G
    Black rainbow           ST                      b,f,b+P+G
    Black hole              AT                      b+P+K+G
    German suplex           BT                      P+G
    Wrecking dive           G       (smash)         u+P
    Strike stomp            G                       d+K
    Super heel drop         G       (onwall,smash)  u+P
    
    
    
    -----------------
    Defeating the CPU
    -----------------
    
    
    There are several tactics which the CPU is particularly vulnerable to.
    
    
    When the round begins, no matter what CPU character you are fighting,
    you can do a forwards takeoff kick (UF+K) and be almost assured of it
    hitting.
    
    
    When some distance away from the CPU, run in towards them, and do a
    shoulder ram (P+G usually) or the equivalent for your character
    (Sanman's charging ram works nicely, as does Picky's knee).  If the CPU
    gets hit, great - if not, then throw them.  (This works better if your
    dashing attack pressed them against the wall)
    
    
    When you are knocked down and your feet are towards the CPU character,
    you can roll towards them (tap the joystick towards them) and do a throw
    immediately upon getting up - the early CPU opponents will always fall
    for it.  Raxel, Jane, and B.M. have a tendency to dodge just out of
    throw range and then kickflip/stomach punch/etc you if you try this,
    however, so it's not advised.
    
    
    The above also has the nice bonus that, if the computer does a late u+P
    pounce, you'll roll under them and they'll miss, with you right behind
    them.  Press back ONCE (too many times and you'll end up doing backward
    dashes) to turn around, then run towards them and hit them with your
    choice of dashing attack, behind throw, armour breaker, nasty combo,
    etc.
    
    
    (Note that these are not very flashy techniques - they're more useful
    for desparate situations.)
    
    
    The CPU also has a bad habit of not protecting its legs in close combat.
    Low punches and kicks will hit fairly often, and if your character has a
    low armour breaker, use it repeatedly.
    
    
    When floating the computer, you don't have to worry about it doing a
    flipout and then dropkicking you - float combos are easy and pretty safe
    to do.  In fact, the CPU sometimes will flip out again and again,
    allowing you to do huge damage to them.
    
    
    ----------------------
    Tricks, Glitches, Etc.
    ----------------------
    
    
           -Many characters have moves which require you to move the
            joystick forward, then neutral, then down, then roll to down-
            forward (a classic uppercut motion), or the same except
            backwards.  In a sense, the game is fairly lenient with these,
            and allows you to do (f, db, d, df) instead.  This is sometimes
            easier to do, as you almost have to go through neutral when
            going from forwards to down and back; and the lower circle (db,
            d, df) makes it easier for some to stop on diagonally down and
            forwards.
           -On the character selection screen, you can gain control of your
            character by doing the following:
                   -Hold the joystick down
                   -Press P+K+G repeatedly
            Your character will begin do what you tell it to instead of
            practicing moves.  You only really have enough time to do this
            if you're the current champion and someone challenges you.
           -If you take control of your character on the selection screen,
            and then remove your armour with the armour blast as the round
            is beginning, you will begin the round appearing to have your
            armour on, but you will act and take damage as if you had no
            armour at all.
           -During long winning streaks, the armour-status picture will
            change poses, depending on how many wins the player has:
                    8 wins: Hanging on lifebar
                    16 wins: Macho pose
                    24 wins: Guts pose
                    32 wins: Chin pose
           -During a winning streak of 100 or more wins, if Candy/Honey's
            lower armour is broken off, her skirt will be removed (!) also.
           -Rounds can end in draws, which will give BOTH players credit for
            a win.  If this happens in the final round of the match, the
            game goes into Sudden Death - both characters will have NO life
            whatsoever.  The first unblocked hit will kill.
            (Does anybody know what happens if Sudden Death is a draw?)
           -After killing an opponent through the wall at the round's end,
            you can follow them by running out after them.  (do this on
            Raxel's stage especially)  However, during the victory taunt,
            you will be moved back inside the ring and the wall will
            magically reappear.  Running yourself into the walls on Jane or
            B.M.'s stages will not fling you out, which would be pretty
            funny.
           -Sometimes, when doing the above on Raxel's stage, your character
            will start walking on air instead of falling, though I don't
            know what conditions cause this to happen.
           -It's rumoured that doing one of Sanman's ground throws when a
            round ends may cause Sanman to be in the "throwing" animation
            when the next round starts, or the other player to be in the
            "being thrown" animation and take damage as the round starts.
            (anybody confirm this?)
           -On American machines, Candy is referred to as Honey (her name in
            Japan) on the high score lists, but as Candy everywhere else.
           -At least CPU Tokio, possibly other characters, will sometimes
            decide to do the armour blast in mid-round for no apparent
            reason.
           -Supposedly, pressing the Guard button a lot will cause your
            character to turn sideways.  I've never seen this so I don't
            know any specifics.
    
    
    -------
    Credits
    -------
    
    
    Yukinobu Miyamoto (miyamo@jedi.seg.kobe-u.ac.up)
            - who maintains the Fighting Vipers webpage which is probably
              the ultimate origin of most of the movelists for this game.
    Takeshi Morozumi (nij@teleport.com)
            - creator of the Bahn FAQ, from where most of his special
              techniques originated.
    Jirawat Uttawata (jirawat@phys.ufl.edu)
            - who runs another webpage with information on the game, and
              translated Gamest's information about Bahn.
    Graham Chubb (chubb@ecf.toronto.edu)
            - who was willing to read through the first draft of the FAQ I
              wrote and point out where I'd screwed up and what I'd missed,
              as well as helping me with some things I wasn't clear on; and
              for giving me the list of ALL the damage and frame statistics
              for this game (many many moons ago).
    Gamest
            - a Japanese gaming magazine which published all the moves with
              the damage and frame statistics.
    
    
    And the various people at the U of C who (sometimes unwillingly) let me
    practice and experiment with a lot of the things I wrote here. ;)
    
    
    (end)