Fighting
Vipers 2
STORY:
The Vipers
fought the hot battles at the City Tower. Despite the conspiracy
of the City Mayor, B.M., everyone thought that they had won with his own
power.
2 years has past... The City is still under the dictatorship of the mayor. With growing hatred against the
Vipers who stood against him, he proposed a municipal bylaw for the "Viper
Hunt", and enforced it. Many vipers were arrested and thrown into
jail, the rest who escaped, hid themselves and removed their armors. But, there were few who
would not give in to the mayor's oppression, and would continue to fight.
Here begin the hot battles of the last Vipers...
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Fighting
Vipers 2 character select screen.
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ABOUT: Fighting
Vipers 2—the
surprise sequel
to Sega's sleeper arcade hit, Fighting
Vipers—was released in arcades
(only in Japan) in 1998 and for Sega
Dreamcast (only in Japan and Europe) in 2001. A
North American release for Fighting Vipers 2 was originally planned but
was cancelled. That said, FV2 was a nearly impossible fighting game to
come across for most players overseas! Fighting Vipers 2 brings back the
roster of the first title and introduces
2
new characters, Emi & Charlie, along with new mechanics, and brand new stage designs
highlighting the game's most pronounced features: breakable walls and interactive stages. Some of the Virtua
Fighter 3 team worked on Fighting Vipers 2's core mechanics, so
the game has backbone and feels smooth at 60fps, similarly to VF games
before it.
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Charlie
fights with a mini-bike on his back.
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The gameplay of Fighting
Vipers 2 includes 3D movement through character attacks and waking up from
the ground, and even features a parry system! By inputting, f+P+K+G,
characters perform an animation where they use their armor to parry an attack.
If it connects, they can follow up
with a powerful counter-attack or sidestep! The sidestep was a "new"
gameplay mechanic—becoming
a staple among 3D fighters during this era—with
TEKKEN 3 changing the game in
1997 and dominating the 3D fighting space. The Dreamcast version of Fighting Vipers 2
features a plain and minimal main menu with only a few modes and options. Modes
include: Arcade, V.S., Random, Survival, Training, and
Options. There are 2 secret unlockable characters: Del Sol, a Mexican
wrestler with a Sun mask, and Kuhn, a mimic character whose moveset changes
after each round, similarly to Dural from Virtua Fighter.
Fighting
Vipers 2 builds upon the core jumping mechanics, walls, and armor breaking system
from the prequel. The enclosed stages can be used to juggle opponents and
keep the pressure on with fast attacks and combos. Slower and powerful
"charge-up" attacks send opponents flying across the stage into the
wall, potentially breaking their armor and even sending
them crashing through the wall—causing
destruction and low-budget explosions in the background.
When part of a character's armor is broken, they
are susceptible to more damage in that part of their body. The Armor Gauge displays the current state of each fighter's armor, and there are new effects on the
character when the armor is broken. Like in the prequel, this effect is done
well
visually, with
character wardrobes altering as they lose layers of attire. This is one of Fighting Vipers 2's
most distinguishing features, as most fighting games during this time period
weren't even attempting this level of detail on characters (or stages for that
matter).
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All returning vipers
get new clothing / armor designs.
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Character models are chunky
and beefy, until they lose their armor and resemble more human proportions
(sometimes). In
addition to armor breaks caused by the opponent's attacks, players can choose to
break all of their character's armor by inputting f,b,f,b+P+K+G. While
characters will take much more damage when they've lost all of their armor, they
now have access to an "instant kill" attack that can immediately win
the match. When a fighter has lost all of their armor, they
can initiate a "Super K.O." move on their opponent. Super K.O. moves
are done by inputting forward+P+K+G and when performed on the final hit, will
trigger a hilarious over-the-top "stage K.O." animation (unique to each stage). Super K.O. moves count as winning two rounds!
See TFG's Featured Video on this page to see some of the Super K.O. attacks.
There's something to like about Fighting Vipers 2
gameplay if you're a fan of fighting games like
Virtua
Fighter 2, TEKKEN
3, Rival Schools: United
By Fate, Street Fighter EX
or perhaps the obscure Fighting
Layer. The gameplay system is fully 3D, even though "most" of
the action remains on a 2D plane—until
characters are thrown into walls in various trajectories when they're hit with
powerful special attacks (some which
include built-in sidesteps). These techniques can definitely leverage the 3D
aspect of the game and set up spacing opportunities for getting opponents locked
against the wall. Waking up from the ground is similar to
Virtua Fighter or TEKKEN, with the options of left or right movement
from the ground. All characters have some form of launchers, 2-or-3 hit air
juggles, ground attacks, various grabs, and guaranteed hits after stuns—making
the roster fairly balanced and strong across the board. The parry system adds
interesting depth to the game, rewarding perfect-timing inputs with quick movement or
fast counter-attacks after parrying. I didn't know you had it in you,
Fighting Vipers 2!
As a 1998 game (released in 2001 on Dreamcast), Fighting Vipers has
simplified 3D fighting engine which doesn't come close to the side-stepping
fluidity of SoulCalibur or
even games like Rival Schools: United By Fate and Project
Justice which feature a raw sidestep. Even so, the entertaining jumping mechanics
like wall jumps
and "backwards running"—where
you can run forward but away from opponents and trick them into chasing you,
only to jump off of the wall and do it again—make FV2 a completely
original experience.
It might've been an unintended
mechanic, but it exists in the game and is a funny (and effective) gameplay
quirk, as all characters have several back-turned moves on the ground and in the
air.
For advanced players, it's important to learn the deflections and guard
breaker moves common to each character, as well as air escape moves which allows
you to quickly recover from potential air juggles (only working in certain
situations, of course). Overall, Fighting Vipers 2 features quirky but
playable 3D gameplay thanks to the core mechanics and the fairly
deep and entertaining movesets of the character roster.
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Page Updated: |
March
6th, 2025
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Developer(s): |
Sega-AM2 |
Publisher(s): |
Sega |
Platform(s): |
Arcade,
Sega Dreamcast
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Designer(s): |
Hiroshi
Kataoka
Director
Youji Kato
Chief Designer
Kentarow Nishimura
Character Designer
Kaoru Nagahama
Character Designer
Makio Kida
Character Designer
imaitoons
Original Character Designer
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Artwork
By: |
Arcade,
Sega Dreamcast
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Release Date(s): |
April
1998
Arcade
Jan. 18th, 2001
Dreamcast
2001
Dreamcast |
Characters: |
Bahn, Emi,
Charlie, Honey,
Raxel,
Picky, Grace,
Tokio, Jane,
Sanman, Mahler,
Del Sol, Kuhn |
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Featured Video:
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Related Games: |
Fighting
Vipers, Fighters Megamix, Last
Bronx, Virtua Fighter, Virtua
Fighter Remix, Virtua Fighter 2, Virtua
Fighter Kids, Virtua Fighter 3, Virtua
Fighter 4, Virtua Fighter 4 Evolution,
Virtua
Fighter 5, Virtua Fighter 5 R
, Virtua Fighter 5: Final Showdown, VF5:
Ultimate Showdown, VF5 R.E.V.O., Fighting
Layer |
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Gameplay Engine
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Story / Theme
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Overall Graphics
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Animation
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Music / Sound Effects
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Innovation
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Art Direction
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Customization
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Options / Extras
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Intro / Presentation
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Replayability / Fun
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"Ouch" Factor
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Characters
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BOTTOM LINE
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Final
Words: |
While I got a chance to play
the original arcade version of Fighting Vipers at the arcade
shortly after it released... I would never come across a Fighting Vipers 2
arcade cabinet during my childhood arcade adventures, living in North America.
After playing a shiny FV1 cabinet at Disney World
Orlando, I became a fan of the quirky-yet-cool
character roster and "off-the-wall" 3D fighting action that made Virtua
Fighter 2 (a game I loved) seem rather "slow". The graphics of FV1
were sharp for their time, with 60fps making the animations great! The air recoveries,
faster gameplay, breakable character armor, wall jumps & wall kicks, and big hits—knocking opponents
through walls and breaking parts of the stage—was the selling point of Fighting
Vipers. Action!
After decades of waiting, I finally played Fighting Vipers
2. While the core gameplay mechanics are intact for returning fans like
myself, let's just say... the sequel was not nearly as "epic" as I was
hoping for. In the early 2000s, other fighting game series
were evolving very quickly in technical and graphical prowess, and Vipers 2
really looks "last-gen" and unfinished—especially considering the
Dreamcast port was released in 2001. Lest we forget the all-mighty feature-rich SoulCalibur
on Dreamcast was released on 1999. To say the Dreamcast version of FV2 is "bare bones" is
a gross understatement. The game's main menu is painfully-boring and immediately lets
you know you're playing a low budget fighting game. What gives, Sega? The Fighting
Vipers 2
main menu might be in the top 5 "worst fighting game main menus" of all time.
The character select screen and modes aren't much to write home about either. Worth mentioning, this game
never released in North America!
It seems like those in charge at Sega were not taking fighting games seriously
at this time. 
Flaws aside... I was looking forward to playing Fighting
Vipers 2 and relearning some of the characters I remember from the first
game. As I was expecting, the character movelists are still impressively large
and considerably dynamic for the time. Each character has launchers, various air
attacks,
air combos, throw options, just frames, and more moves than you might expect, with many
singular "power strikes" sending opponents flying across the
entire stage. The gameplay is stupidly silly and entertaining (and still more fun to
play than some other "bad" fighting games during this time period).
Furthermore, the universal parry system adds solid depth to the game, rewarding
perfect-inputs with counter attacks and even sidestep movement. It's probably more
trouble than what its worth, but respect to Sega "future thinking"
with these deeper mechanics, at least. This type of 3D movement would be later refined
in future installments of Virtua Fighter, TEKKEN, and SoulCalibur.
When you connect a big move for the final K.O. hit, you'll send opponents flying
through the walls (destroying them) and crashing into destructible elements on each stage. While the destruction
elements are satisfying like in the first game, the effects, backgrounds, and camera
angles look terribly unfinished and poorly executed on most stages—creating plenty of unintentionally
laughable moments.
Was it supposed to look this bad early in development? I think not. I assume Sega had bigger plans
visually but just couldn't execute them. The plain backgrounds
have a mix of grainy and poorly-textured 2D environmental "walls" while other
"almost-3D-polygonal-objects" float awkwardly in the background.
One stage has three docked helicopters that are almost made of up all 3D
polygons, but they're just not. lol. At certain camera angles,
the helicopters look like chopped up hunks of metal, with background elements
awkwardly hiding their unfinished nature. Another stage has war planes floating
in the air, and sometimes the planes are seen awkwardly moving backwards. That's not what planes do,
Sega. The background visuals are
so laughably incomplete, glitchy, and outlandish that I actually like them in some ways.
They're mostly colorful and bright, at least.
Even though Fighting Vipers 2 is rough around the edges... I mess with this game.
The
character roster is something special. There are plenty of entertaining moves and
direction-changing throws that allow for fundamental 3D gameplay and also pack all-important "oomph and ouch factor" (as jank and as hilarious as
the animation may look at times).
Overall, this game makes me laugh often.. so how bad could it really be? I'll
tell you how bad. Fighting the lame boss, Mayor B.M.
The
final boss battle is a jittery-camera-angled mess on a very awkward stage with
characters fighting on a "floating giant hand surrounded by long spikes".
The boss fight is a boring and frustrating one (even on Easy
difficulty settings), with a terrible "twangy"
fake-early-2000s-techno soundtrack to boot. It's so bad. It's hilarious that Bossman has fast strings like a proper TEKKEN character,
while no one else on the roster can chain moves together as fast as him. Even a
mediocre fighting
game should have a cool boss battle. This game's boss is an example of
how not to do it. A solemn "thud" to end a player's enjoyment
and/or first impressions of the game.
As a presentation and package, especially at the time of its debut, Fighting Vipers 2 would be a very hard sell even to returning
fans of Sega fighting games.
In spite of its glaring flaws... I still look for "the best" a game has to offer, and
Fighting Vipers 2 is not a completely bad one technically. It's deeper and
more fun than any Mortal Kombat game of the era, for example. Speaking of
Mortal Kombat, some of FV2's wall breaks K.O.'s are much like
"Fatalities"... with characters being knocked off of very high places,
into burning buildings, and even into lava (which can happen once per round)—meaning
they die and immediately come back the next round. It's hilarious!
I almost think some of the devs were nudging Sega to make this a M-Rated game,
but they would not commit to adding blood or fleshing out these ridiculous stage
fatalities.
Fighting Vipers 2 is so bad aesthetically... yet so good. It's hard to
give this one a rating. FV2 is especially fun when playing against friends who know their way around a 3D
fighting game. FV2's 60fps responsive gameplay engine and many distinguishing mechanics
actually help keep its head above water, with Virtua Fighter-esk combos,
"modern" high-flying air combos with dramatic finishes, off-the-wall
(literally) combos and throws, and
innovative stage destruction. Sure, it's poorly executed in the visuals
department, but its heart is there. Thanks to the deep character movesets and 3D
movement, Fighting
Vipers 2 is definitely fun to play... if you can get past the jank and bad
voiceovers.
Dare I say "more fun" than recent Virtua Fighter games?
I dare say it. When's Fighting Vipers 3, Sega?
~TFG Webmaster |
@Fighters_Gen
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