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Final Fight Tough

Aug 28th, 2021 (edited)
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  1. Final Fight Tough (aka Final Fight 3)
  2.  
  3.  
  4. - The title screen has four options: 1P Play, 2P Play, Auto 2P Play and
  5. Option.
  6. - In Auto 2P Play, the second character is controlled by the AI.
  7. - If you let the game idle in the title screen, the game will play a
  8. random gameplay demo followed by a character profile.
  9.  
  10. - In the options, you can change the following settings:
  11. Game Level | Easy / Normal / Hard / Extreme
  12. Partner Level | Weak / Normal / Strong (Auto 2P AI skill level)
  13. Key Config
  14. Hit Config | On / Off (friendly fire in 2 player mode)
  15. Sound Mode | Stereo / Monaural
  16.  
  17. - You have 71 HP (a full bar), 5 lives and 5 continues. Aside from
  18. healing items, you'll also be fully healed upon finishing a stage.
  19. When you continue, you restart from the beginning of the area where
  20. you got the game over.
  21. - You'll get a one up at the following scores: 100k, 200k, 500k, 1m.
  22. A typical playthrough above Easy gives you around 1,6m points. On Easy,
  23. you'll get around 1,1m.
  24.  
  25.  
  26.  
  27. Contents
  28.  
  29. Command List
  30. Item List
  31. Enemy List
  32. Stage Guide A01
  33. Score List
  34.  
  35.  
  36.  
  37. Command List
  38.  
  39. Basic controls
  40.  
  41. D-pad
  42. Y: Attack / Pick up Dash: Double tap 6/4
  43. 789 B: Jump Back Dash: L/R+44
  44. 4 6 A/Y+B: Extra Joy Grapple: Approach enemy
  45. 123 L/R: Hold direction Grapple switch: 2Y
  46.  
  47. - You can freely change the button mappings. I set Extra Joy to X.
  48. - Combo attacks require that you actually hit something for the combo
  49. to proceed. The combo resets if you either hit nothing or if a little
  50. time passes without you hitting anything.
  51. - You can get up from knockdown a little faster by mashing buttons.
  52. - You can't perform Extra Joy if you don't have enough HP.
  53. - You're invincible while backdashing and while performing throws, Supers
  54. and Extra Joy.
  55. - You can also perform a backdash without holding L/R by semi-buffering
  56. the input, such as during an attack, when getting hit, when getting up
  57. or when backdashing (ie. the first tap is made right before you regain
  58. control). You can't do this with every attack, though.
  59. - You can use Extra Joy and/or backdashing to avoid enemy combos. Extra
  60. Joy can break through hitstun and, as such, is the only way to interrupt
  61. many combos.
  62. - Most throws will hit other enemies as collateral.
  63. - Enemies will break out of your grapple after a while if you don't use
  64. a throw (or Super). Jumping will also break the grapple (except with
  65. Haggar).
  66. - If you want to switch positions with an enemy (to avoid pushing them
  67. off-screen), grapple them and quickly switch grapple positions three
  68. times. This is mainly of use when fighting one of the more passive
  69. enemies (Fat Jack, Hunter).
  70. - To be able to perform a Super move, the Super bar has to be filled.
  71. Filling it requires 40 points. You get 1 point per hit and 2 points per
  72. kill (you only get 1 point for a grapple combo regardless of the number
  73. of hits). Once full, the bar will reset once you either use the Super
  74. or 30 seconds have elapsed.
  75. - For all characters other than Lucia, the Super move is performed from
  76. a front grapple.
  77. - To jump forwards or backwards, you don't necessarily have to press
  78. left/right as you press jump; you can also press left/right quickly
  79. after pressing jump.
  80. - The only jump attack you can perform while jumping backwards is 2Y.
  81. - Some containers hold a random weapon. There are four weapons in total,
  82. and each character specializes in one. The weapon replaces your basic
  83. combo, but you can still perform other moves normally. Also, the hammer
  84. is single use.
  85.  
  86.  
  87.  
  88. Lucia
  89.  
  90. Ground Command Damage
  91. Basic combo Y Y Y Y 16 (kd) (3 3 4 6 kd)
  92. Combo+Bw Throw Y Y Y 2/8Y 20 kd + 10 kd (3 3 4 10 kd)
  93. Dash combo Y Y Y 28 (kd) (7 8 5 8 kd)
  94. Flying Kick 6323Y 32 kd (8 fl 8 8 8) + 10 kd
  95. Super 226Y 49 kd (2 2 2 2 3 6 4 fl 4 4 20)
  96. Extra Joy X 10 kd (-4 HP)
  97.  
  98. Air
  99. Jump kick Y 8 kd
  100. Dash jump kick Y 12 kd
  101. Knee 2Y 5
  102. Flame Kick 236Y 18 kd
  103.  
  104. Grapple
  105. Combo (front) Y Y Y 12 (kd) (3 4 5 kd)
  106. Throw (frwd) 6Y 12 kd + 10 kd
  107. Throw (backw.) 4Y 10 kd + 10 kd
  108. Throw (back) Y 20 kd + 10 kd
  109. Throw 2 (back) 6Y 10 kd + 10 kd
  110.  
  111. Weapon
  112. Steel Club Y Y Y 18 (kd) (5 6 7 kd)
  113. Steel Pipe Y 8 kd
  114. Nunchaku Y 8 kd
  115. Hammer Y 36 fl (6 6 6 6 6 6)
  116.  
  117. - Lucia's basic combo has limited reach, so it doesn't work too well
  118. on Dirks and many of the bosses. At least it chains well with the
  119. flying kick. You should chain it after the first two hits so as to
  120. avoid triggering the throw.
  121. - The dash combo has even less range than the basic combo, so better
  122. not use it indiscriminately. You can always chain it with the basic
  123. combo. A good choice if you have trouble pulling off the flying kick
  124. (or if you just don't like using it). In any case, the last kick does
  125. two hits, but the first one has a habit of missing if you're not quite
  126. close enough, leaving you at 23 pod.
  127. - Spamming the first two hits of the dash combo is some of the best
  128. dps in the game, but you don't have to obsess about using it - unless
  129. you're speedrunning.
  130. - The flying kick is quite satisfying to use, but it does leave you
  131. vulnerable on the recovery. It can also get interrupted while you're
  132. rising. You'll also drop the enemy if you hit the edge. Fat Jack, Arby
  133. and Hunter will stay in the combo even close to the edge, though.
  134. - Likewise, the flame kick can leave you vulnerable as well. It's
  135. possible to perform the move very quickly after jumping if you're
  136. nimble and precise enough with your thumb. The move ignores evade and
  137. has pretty good range. As a little bonus, it does two hits on Dirks
  138. (but not Ricks).
  139. - The jump knee attack has a long hitstun. Kind of risky to use on
  140. fast backpedalers (like Dirk), since they can easily avoid it and greet
  141. you with a fist in the face when you whiff.
  142. - When jumping straight up or backwards, Lucia can attack at any time.
  143. When jumping forwards, she'll lose the ability to attack soon after
  144. she starts falling.
  145. - The dash jump kick can be used at any point in the jump, but if it's
  146. too late, it won't do anything, since it takes a while to reach active
  147. frames.
  148. - Lucia's Super is the only one that doesn't involve grappling. It can
  149. hit multiple enemies, but at the same time, it can also completely whiff.
  150. Try to make sure you have enough space for it. The last hit does a lot
  151. of damage, so you really don't want to drop the enemies at the end. Also,
  152. the flame kick at the end can't hit enemies on the ground like it normally
  153. does.
  154. - Lucia is the hardest character to use, but that's exactly why I find
  155. her the most enjoyable.
  156.  
  157.  
  158.  
  159. Guy
  160.  
  161. Ground
  162. Basic combo Y Y Y Y Y 18 (kd) (2 2 3 5 6 kd)
  163. Combo+Bw Throw Y Y Y Y 2/8Y 23 kd + 10 kd (2 2 3 5 11 kd)
  164. Dash combo Y Y Y Y 32 (kd) (6 7 9 10 kd)
  165. Fire Fist 236Y 30 kd (5 5 5 5 5 5 kd)
  166. Extra Joy X 10 kd (-4 HP)
  167.  
  168. Air
  169. Jump kick Y 7 kd
  170. Jump kick (still) Y 9 kd
  171. Dash jump kick Y 10 kd
  172. Knee 2Y 4
  173.  
  174. Grapple
  175. Combo (front) Y Y Y 15 (kd) (4 5 6 kd)
  176. Throw (fwd/backw) 6/4Y 11 kd + 10 kd
  177. Combo (back) Y Y Y 24 kd (8 kd 8 8)
  178. Throw (back) 6/4Y 20 kd + 10 kd
  179. Super (front) 632Y 50 kd + 30 kd
  180.  
  181. Weapon
  182. Steel Club Y 8 kd
  183. Steel Pipe Y 8 kd
  184. Nunchaku Y Y Y 20 (kd) (6 6 8 kd)
  185. Hammer Y 42 fl (6 6 6 6 6 6 6)
  186.  
  187. - Guy's fireball allows you to deal good damage from a (more or less)
  188. safe distance. Enemies might still get through if they approach you
  189. from an angle or if they're fast enough. Also, since Guy takes a step
  190. forward when using the move, you don't want to use it when the enemy
  191. is too close.
  192. - Just like with Lucia, Guy's best dps comes from spamming the dash
  193. combo without finishing it. It's harder to do with Guy, though, since
  194. it has less range.
  195. - Try to be careful when using Guy's back throws. The combo, of course,
  196. does no collateral damage and leaves you vulnerable from all directions
  197. (though it does feature brief, intermittent invulnerability). The actual
  198. throw, on the other hand, only clears enemies from behind you and has
  199. a slow recovery.
  200.  
  201.  
  202.  
  203. Haggar
  204.  
  205. Ground
  206. Basic combo Y Y Y 20 (kd) (4 6 10 kd)
  207. Combo+Bw Throw Y Y 2/8Y 23 kd (4 6 13) + 10 kd
  208. Dash attack Y 32 (kd) (8 8 8 8 kd)
  209. Double fist 236Y 30 kd (10 10 10 kd)
  210. Extra Joy X 10 kd (-4 HP)
  211.  
  212. Air
  213. Jump kick Y 6 kd
  214. Dash jump slam Y 10 kd
  215. Butt stomp 2Y 8 kd
  216.  
  217. Grapple
  218. Combo (front) Y Y Y 18 (kd) (4 6 8 kd)
  219. Throw (fwd/backw) 6/4Y 13 kd + 10 kd
  220. Throw (jump,frnt) Y 23 kd + 8 kd
  221. Throw (back) Y 21 kd + 10 kd
  222. Throw (jump,back) Y 26 kd + 8 kd
  223. Super (front) 6323Y 50 kd + 10 kd + 23 kd + 8 kd
  224.  
  225. Weapon
  226. Steel Club Y 8 kd
  227. Steel Pipe Y Y Y 21 (kd) (6 7 8 kd)
  228. Nunchaku Y 8 kd
  229. Hammer Y 36 fl (6 6 6 6 6 6)
  230.  
  231. - Haggar's basic combo has the best range
  232. - The dash attack usually only does one or two hits.
  233. - Haggar is the only character who can move and jump while grappling.
  234. - Haggar's Super hits all enemies as collateral at the end. It's the
  235. hardest Super to pull off. If you have too much trouble with the exact
  236. input, try doing 632323Y. That works best for me.
  237.  
  238.  
  239.  
  240. Dean
  241.  
  242. Ground
  243. Basic combo Y Y Y(Y) 20/24 (kd) (5 5 4 6/10 kd)
  244. Combo+Bw Throw Y Y 2/8Y 25 kd + 10 kd (5 5 15 kd)
  245. Slide kick Y 5 kd
  246. Electric Fist 698Y 23 kd
  247. Extra Joy X 10 kd (-4 HP)
  248.  
  249. Air
  250. Jump kick Y 5 kd
  251. Dash jump slam Y 7 kd
  252. Jump punch 2Y 3
  253.  
  254. Grapple
  255. Grab 236Y (grapple)
  256. Combo (front) Y Y Y 20 (kd) (5 6 9 kd)
  257. Throw (fwd/backw) 6/4Y 15 kd + 10 kd
  258. Throw (back) Y 13 kd (4 4 5)
  259. Throw(bck)to Slam Y nY 19/23 kd + 10 kd (4(4)15)
  260. Throw(bck)->Super Y 28Y 41/45 kd + 10 kd
  261. Throw 2 (back) 8Y 18 kd
  262. Throw 2+ (back) 8Y 22Y 26 kd (18 kd 8)
  263. Super 28Y 37 kd (12 25) + 10 kd
  264.  
  265. Weapon
  266. Steel Club Y 8 kd
  267. Steel Pipe Y 8 kd
  268. Nunchaku Y 8 kd
  269. Hammer Y 40 kd
  270.  
  271. - The last punch in Dean's basic combo does two hits. If you press Y
  272. between these two hits, the second hit will be electrified and deal extra
  273. damage with an increased area of effect.
  274. - Electric Fist is a tad slow and has limited range, but it does stay
  275. active for a good while and ignores evade.
  276. - Grab can be used to grapple enemies from quite a distance. Not very
  277. useful when fighting multiple enemies, though.
  278. - Dean's slam has a very limited area of effect for collateral damage.
  279. - Dean's Super hits all present enemies as collateral. Even the main
  280. target can get hit by it if it's an enemy who gets up quickly.
  281.  
  282.  
  283. --------------------------------------------------------------------------
  284.  
  285.  
  286. Item List
  287.  
  288. Healing Valuable Weapon
  289. Candy 7 Bouquet 1000 Club
  290. Drink 7 Lighter 1000 Pipe
  291. Sandwiches 7 Glasses 1000 Nunchaku
  292. Chocolate 17 Watch 3000 Hammer
  293. Fries 17 Dollar 3000
  294. Hot Dog 17 Necklace 5000
  295. Bun 35 Coin 5000
  296. Chicken 35 Gold Bar 10k
  297. Curry 35 Diamond 10k
  298. Barbecue 71
  299. Yashichi Inv.
  300. 1 Up
  301.  
  302.  
  303. - The Yashichi gives you 10 seconds of invincibility.
  304. - You'll drop the weapon you're holding if you're hit. Whenever a weapon
  305. drops, it has a ~50% chance of despawning. You can't take weapons with
  306. you to the next area.
  307.  
  308.  
  309. --------------------------------------------------------------------------
  310.  
  311.  
  312. Enemy List
  313.  
  314.  
  315. - Below the name is the enemy's common HP range, speed rating (A-D),
  316. knockdown recovery speed, and stage appearance. The enemy's knockdown
  317. recovery time varies slightly.
  318. - (kd) = Can cause knockdown if used in a combo.
  319. - You'll take double damage if you're hit in the air by an attack that
  320. doesn't (always) cause knockdown. There are a few exceptions, like
  321. Fritz's Molotovs, Andore's Smack and Black's Tornado Spin. This actually
  322. applies to enemies as well, but there aren't many opportunities to hit
  323. an enemy in the air. If you do manage to land these kinds of hits, you
  324. don't just get double damage but double Super Points as well.
  325.  
  326.  
  327. G / Johnny Kick 3 (kd)
  328. 23-47 D B Punch 3 (kd)
  329. 1234A4B56
  330.  
  331. - Your basic, low threat enemy.
  332.  
  333. Billy / Ray Punch a 2
  334. 23-47 B B Punch b 3 (kd)
  335. 1234A4B56 Hook 4 kd
  336.  
  337. - These guys are not to be underestimated. Their combos can deal pretty
  338. substantial damage. The speed of their combos varies, so you may or may
  339. not be able to backdash out of it. Probably best to play it safe and
  340. use Extra Joy. Of course, it's preferable not to let them start that
  341. combo in the first place. You need to react quickly when they're close
  342. to you in an angle and come in for an attack. If they're directly above
  343. or below you, consider going for a grapple
  344.  
  345. Fat Jack / Arby Charge 12 kd
  346. 47-111 D A Palm 15 kd
  347. 234A4B56
  348.  
  349. - Fat Jack and Arby are very slow and shouldn't give you much trouble
  350. unless you're distracted by another enemy. The charge is fairly easy
  351. to avoid (unless they're too close or you're preoccupied), but you can
  352. also interrupt it with a well-timed attack.
  353. - The palm strike is only occasionally used. You can tell they're going
  354. to use it when they're walking right at you.
  355.  
  356. Fritz 1 D/B Molotov 10 kd
  357. 4B56
  358.  
  359. - Fritz throws a Molotov Cocktail, then flees. The bottle rolls on the
  360. ground for a second or two and homes in on you a little before exploding.
  361. The explosion can even damage enemies, but usually there are no other
  362. types of enemies present.
  363. - Fritz is invincible while throwing the bottle. Before he throws it,
  364. he takes the bottle to his face to remove the cork with his teeth (that's
  365. not really how Molotovs work, but whatever). The invincibility begins
  366. when he starts taking the bottle away from his face and ends after he's
  367. finished tossing the bottle.
  368.  
  369. May Dagger 3 Evade
  370. 31-47 B D Kick 3 kd
  371. 34A4B56 Throw 8 kd
  372.  
  373. - Possibly the most annoying enemy in the game. Mays like to switch
  374. between four positions diagonally around you (when space allows it)
  375. until they decide to attack. The throw is your main concern, as you
  376. can't really interrupt it with basic attacks, not even when they approach
  377. you directly from the front. I'd say your best course of action is to
  378. be highly aggressive with your own throws. Flame Kick and Electric Fist
  379. work too, especially on wakeup. You might even get a chance to do a
  380. Flying Kick combo.
  381.  
  382. Joe Palm 15 kd Throw 12 kd (4 4 4)
  383. 39-47 B B Kick 15 kd Evade
  384. 4A4B56 Jump Kick 15 kd
  385.  
  386. - Another contender for the most annoying enemy in the game. Joes move
  387. in a similar way to Mays. They're more passive, but they're faster
  388. backpedalers and their attacks are more damaging. Because of their fast
  389. knockdown recovery (that doesn't vary), you may find them easier to
  390. handle. Indeed, you can easily get them on wakeup (with a grapple, Flame
  391. Kick or Electric Fist).
  392.  
  393. Hunter Smash 30 kd
  394. 55-71 D A Slide 10 kd
  395. 56 Punch 6 kd
  396.  
  397. - The Hunter is one of the easiest enemies in the game. They're slow
  398. and they're programmed to attack you when you approach them. If you
  399. don't get close enough, they do nothing. Even when they do attack, you
  400. generally have nothing to worry about. Both the baseball bat smash and
  401. slide are quite slow and easily interrupted. If you can't interrupt them
  402. in time, you can just jump at the last moment to avoid them, even the
  403. bat, as it really has no vertical range whatsoever, despite appearances.
  404. They do have significant vertical ground range, so keep that in mind.
  405. - The smash is by far their most common attack. The punch is rarely used.
  406.  
  407. Dirk / Rick Light 3
  408. 39-71 B D Heavy 10 kd
  409. 1234A4B56 Charge 4 4 5 kd
  410.  
  411. - Dirk/Rick is a fairly high-level threat thanks to their speed, range,
  412. and damage output potential.
  413. - Lucia in particular has to be careful with them. Her basic combo
  414. typically only hits them once after which they're pushed out of range,
  415. while they can still hit you. Flame kicks will quickly take out Dirks,
  416. but it can be rather difficult to get those kicks in, since you have to
  417. accurately predict their approach, and you might not even be able to
  418. execute the move consistently. If you're facing a Rick or you just don't
  419. want to or can't use Flame Kick, you should try to backdash through
  420. their attack.
  421. - Their light attack has a short hitstun, so you can always backdash,
  422. or possibly just walk, out of it. This will leave them swinging at the
  423. air as they finish the combo. The heavy attack has good range, so watch
  424. out for that.
  425. - While you might be able to interrupt G's or Billy's combos with a
  426. frontal grapple (if you're close enough), this doesn't really work on
  427. Dirk/Rick. In general, you need to choose carefully when grappling them;
  428. if they start backpedaling, you won't be able to catch them. Not unless
  429. you're using Guy.
  430. - You can often easily see the charge attack coming when he backs away
  431. while also aligning himself up with you. It usually only does two hits
  432. for 9 pod. If you're hit in the air, you'll take either 8 or 5 pod.
  433. Backdashing away from it doesn't help, because he'll just keep coming
  434. at you.
  435.  
  436. Andore Smack 5 (kd) Throw 1 26 kd (6 6 6 8)
  437. 71-111 D A Charge 9 kd Throw 2 30 kd
  438. 34A4B56 Jump 5 kd
  439.  
  440. - Andore's throws are devastating, so don't take too many chances.
  441. - Just like with Dirks, you can often see the charge attack coming. You
  442. can avoid it by backing away, which also leaves them open for a combo.
  443. The jump attack also leaves them vulnerable, provided you can avoid it.
  444. In stark contrast to the charge attack, the jump attack has loads of
  445. inactive frames at the end; as soon as they've hit the ground, it's safe
  446. to approach them.
  447.  
  448.  
  449. --------------------------------------------------------------------------
  450.  
  451.  
  452. Stage Guide A01
  453.  
  454.  
  455. - For the purpose of this guide, a single screen is considered 5 meters
  456. in length. Enemies will then appear when the edge of the screen reaches
  457. certain distances. With a handful of exceptions (mainly boss areas), the
  458. screen will generally not scroll to the left.
  459. - [L]: Lock. Defeat all enemies to proceed.
  460. - With a couple of exceptions, there can be at most 3 enemies at play
  461. at a given time. Containers also take up these spawn slots. If you
  462. trigger more spawns than there are free slots, the additional enemies
  463. will queue up and spawn as slots open up. The spawn order is specific
  464. and enemies can't jump the queue. Additionally, the following enemies
  465. are limited to two simultaneous spawns (any combination): Dirk/Rick,
  466. Fat Jack/Arby, Hunter and Andore.
  467.  
  468. - The full HP bar is indeed 71 HP (technically 72, as 0 counts as well),
  469. with each pixel being one HP (although one HP is hidden, so taking 2 pod
  470. at full HP will only take you one pixel in the red). It can also be
  471. divided into blocks, where a single block is 8 HP and one letter/character
  472. in size. As such, you can easily tell how many blocks of HP an enemy has
  473. (when it's fewer than 10). You can then calculate their HP with 8x - 1.
  474. - Bosses have 3-7 full bars of health.
  475.  
  476. - As already mentioned, there are four difficulty levels: Easy, Normal,
  477. Hard and Extreme. The amount of damage received is the same on all levels,
  478. but enemies are more aggressive the higher the level. On Easy, you also
  479. face fewer enemies.
  480. - I mostly play the game on Expert. On Normal, I use 1, maybe 2, continues.
  481. On Expert, I use 4 or 5.
  482. - In 2 player mode, the enemies and everything are exactly the same as
  483. in single player. The main difference (aside from having two characters)
  484. is that you'll get slowdown.
  485. - The game features a vestigial time limit system that has no real impact
  486. on anything in practice. The time limit is 6 minutes and 36 seconds (99
  487. ticks, 4 seconds per tick). If the timer reaches 0, you die. The timer
  488. resets when you die or when you move to another area.
  489.  
  490. - I mostly keep things horizontal (a) when listing enemies, but I switch
  491. to vertical (b) when there are enough enemies.
  492.  
  493. a. 1 2 3 b. 1 4 7
  494. 4 5 2 5 8
  495. 3 6 9
  496.  
  497. - Breaking doors allows you to access alternate routes and sub-areas.
  498. You can break them by throwing an enemy (or yourself) at them. Once in
  499. a sub-area, you'll return to the main area if you touch the left end
  500. of the area or when you defeat all the enemies.
  501.  
  502. - Healing A: Fries, Hotdog, Bun, Chicken (17/17/35/35)
  503. - Healing B: Candy, Drink, Sandwiches, Chocolate (7/7/7/17)
  504. - Healing C: Any except Candy or Hot Dog
  505. - Valuable A: Glasses, Bouquet, Lighter, Dollar
  506. - Valuable B: Coin, Dollar, Watch, Necklace
  507. - Valuable C: Any except Diamond
  508.  
  509. - There are seven stages in total. Stages 1, 2, 5 and 6 are (largely)
  510. mandatory. Stage 3 can be ended prematurely, in which case you'll move
  511. on to Stage 4A, whereas completing Stage 3 takes you to Stage 4B. Going
  512. through Stage 4A gives you a chance to sidetrack in Stage 5 in order to
  513. complete Stage 4B as well (with slightly different enemies and items).
  514.  
  515.  
  516. Stage 1 - Streets 1
  517. Stage 2 - Streets 2
  518. Stage 3 - Bus / Junkyard
  519. Stage 4A - Docks
  520. Stage 4B - Restaurant
  521. Stage 5 - Industrial (+ Restaurant)
  522. Stage 6 - High-Rise
  523.  
  524.  
  525.  
  526. ======= Stage 1 - Streets 1 =======
  527.  
  528. S1 - Area 1 [20m]
  529.  
  530. 6,3m | Barrel (Valuable A) (seconds to crate: 1)
  531. 7,5m | G 23 Billy 23
  532. 10,0m | G -/23
  533. [L]
  534. 12,5m | Johnny 23 Billy 31 G 23
  535. 15,0m | Billy -/31 G -/23
  536. [L]
  537. 16,7m | Billy 23
  538. 17,5m | Johnny 23
  539. 18,5m | Barrel (Valuable C)
  540. 20,0m | Dirk 39 Billy 31
  541.  
  542.  
  543. S1 - Area 2 [20m]
  544.  
  545. 7,5m | G 23 Billy -/23
  546. 10,0m | Johnny 23 Dirk 23
  547. [L]
  548. 10,6m | Yashichi (hidden)
  549. 12,5m | Billy 23 G 23
  550. 15,0m | Billy 23 Billy -/31
  551. [L]
  552. 17,5m | Dirk 39 Johnny 31 G 23
  553. 20,0m | Dirk 47 Billy -/23
  554.  
  555.  
  556. S1 - Area 3 [15m 6,25m free]
  557.  
  558. 6,6m | Barrel (Valuable A)
  559. 6,9m | Barrel (Weapon)
  560. 8,8m | G 23 Ray 23
  561. 10,0m | Johnny 31 G -/23
  562. [L]
  563. 12,5m | G 23
  564. 13,1m | Dirk 47 Ray 31
  565. 13,8m | G -/23
  566. [L]
  567. 14,2m | Dave 215 Ray 23 Johnny 31 Billy 31
  568.  
  569. Dave
  570. Light Attack 6
  571. Heavy Attack 10 kd
  572. Jump Kick 10 kd
  573. Butt Stomp 10 kd wu
  574.  
  575. - You should find the first boss quite manageable, as you might expect.
  576. Don't get too complacent, though. He can still deal heavy damage if he
  577. comboes his light attack. If it happens, try to backdash out of it or
  578. interrupt it with Extra Joy. The jump kick can also catch you off-guard
  579. if you're just standing around (kind of like the jump kicks in Double
  580. Dragon 3).
  581. - Bosses usually have attacks with long reach, so that's something you
  582. need to watch out for, especially with Lucia.
  583. - Bosses will use their wake-up (wu) attacks if you're close to them
  584. when they recover from a knockdown. Dave's wake-up attack is quite slow,
  585. but it does home in on you, so you may need to use a backdash or Extra
  586. Joy to avoid the damage. Or you can just get some distance to avoid
  587. triggering it.
  588.  
  589.  
  590.  
  591. ======= Stage 2 - Streets 2 =======
  592.  
  593. S2 - Area 1 [15m]
  594.  
  595. 5,5m | Barrel (Weapon)
  596. 7,5m | G 31
  597. 10,0m | Dirk 39 G 23
  598. [L]
  599. 11,3m | Dirk 39 G 31
  600. 12,5m | Ray 31 Johnny -/31
  601. [L]
  602. 13,8m | Dirk 47 Billy 31
  603. 15,0m | Johnny 31 G -/31
  604.  
  605.  
  606. S2 - Area 2 [10m + 18,7m v + 15m]
  607.  
  608. - This is the only area in the game to feature a vertically scrolling
  609. section. Let's say a single screen is 8 meters in vertical length.
  610.  
  611. 7,5m | Billy 31 G 31
  612. 10,0m | Dirk 39 Johnny -/31
  613. [L]
  614. 8,5mv| Billy -/31
  615. 10,0mv| Dirk 47
  616. 11,5mv| Billy 31
  617. 18,3mv| G 31
  618. 18,7mv| Fat Jack 55
  619. [L]
  620. 6,0m | Barrel (Valuable C)
  621. 8,8m | Fat Jack 55 Arby 71 Johnny 31
  622. 10,0m | Billy -/31
  623. [L]
  624. 12,5m | Fat Jack 55 Johnny 31
  625. 12,5m | -> Area 3b
  626. 15,0m | Arby 71 G -/31
  627.  
  628.  
  629. S2 - Area 3a [15m - 6,25m free]
  630.  
  631. 7,0m | Barrel (Healing A)
  632. 7,5m | Dirk 39 Billy 31
  633. 10,0m | Fat Jack 55
  634. 13,8m | Billy 31 Johnny 31 G -/31
  635. [L]
  636. 15,0m | Callman 215 Billy 31 G 31 May 31
  637. May -/31
  638.  
  639. Callman
  640. Attack 10 (kd)
  641. Tackle Charge a 30 kd
  642. Tackle Charge b 10 kd (wu)
  643. Throw 13 kd
  644. Evade
  645.  
  646. - His evade habit makes him quite formidable. Instead of trying to deal
  647. with that, I do recommend you loop him into his wakeup attack by staying
  648. above or below him when he gets up and then going in for a throw when he
  649. hits the air.
  650. - Tackle Charge b is used as a wakeup attack and also if he breaks from
  651. your grapple.
  652.  
  653.  
  654. S2 - Area 3b [15m - 7,5m free]
  655.  
  656. 7,0m | Plant (Curry/Barbecue)
  657. 7,5m | Billy 31 Johnny 31
  658. 10,0m | Dirk 39 G -/31
  659. [L]
  660. 13,5m | G 31 May 31 May -/31
  661. 13,8m | Callman 215
  662.  
  663.  
  664.  
  665. ======= Stage 3 - Bus / Junkyard =======
  666.  
  667. S3 - Area 1 [15m]
  668.  
  669. 7,5m | Ray 31 G 31 May 31
  670. Billy -/31 May -/31
  671. [L]
  672. 8,8m | May 31
  673. 10,0m | Arby 71 Billy -/31
  674. [L]
  675. 12,5m | Billy 31 Mays -/31 G -/31
  676. 13,0m | Bus stop sign
  677. 15,0m | Arby 71 Dirk 47 May 31
  678.  
  679. - If you destroy the bus stop sign, the stage will end, and you'll move
  680. to Stage 4A. Completing the full stage takes you to Stage 4B.
  681.  
  682.  
  683. S3 - Area 2 [10m]
  684.  
  685. 5,4m | Diamond (hidden)
  686. 6,3m | Johnny 31 Billy 23 G -/23
  687. [L]
  688. 6,6m | G 31 Johnny -/31
  689. 6,9m | Ray 31
  690. [L]
  691. 7,2m | Fat Jack 71 Johnny 31
  692. 7,5m | Billy -/31 G 31
  693. [L]
  694. 8,1m | Arby 71 Billy 31 Johnny 31
  695. 8,8m | Billy -/31
  696. [L]
  697. 9,1m | Billy 31 Johnny 31
  698. 9,4m | G -/31 May 31
  699. [L]
  700. 9,7m | May 31 Andore -/111
  701. 10,0m | Johnny 31 Billy 31
  702.  
  703.  
  704.  
  705. S3 - Area 3 [14,4m]
  706.  
  707. 3,9m | Barrel (Healing A)
  708. 4,5m | Barrel (Valuable A)
  709. 8,8m | Johnny 39 Dirk -/55 Billy 39
  710. 10,0m | G -/39 Dirk 55 Billy -/39
  711. [L]
  712. 11,3m | Fat Jack 71 Arby 103 Billy 39
  713. 11,6m | Fat Jack 71 G -/39
  714. 12,4m | Arby -/71
  715. [L]
  716. 12,8m | Dirk 55
  717. 13,8m | Billy 39 G 39 Dirk 55
  718. 14,4m | Rick 55 Johnny -/39 Andore -/71
  719.  
  720.  
  721. S3 - Area 4 [10m \ 8,1m free]
  722.  
  723. 7,5m | Caine 287 G -/39
  724. G 39 Ray -/39
  725. Ray 39 Ray -/39
  726.  
  727. Caine 287 HP
  728. Smack 6
  729. Smack combo 30 (kd) (6 6 6 6 6 kd)
  730. Wakeup smack 6 kd wu
  731. Thrust combo 15 (kd) (5 5 5 kd)
  732. Throw 18 kd (6 6 6 kd)
  733.  
  734. - This guy is one of the hardest bosses in the game (well, at least for
  735. Dean and Lucia). He moves fast and his attacks are fast and have long
  736. reach. Backdashing closer is too risky because of the thrust combo (which
  737. stays active for too long) and throw, so you can't really use it as an
  738. offensive tool here (unless you're going for the loop).
  739. - You'll need to take out his backup first. The only relatively safe
  740. way to do so is to use throws and then hit the boss as collateral.
  741. - With Lucia, your first option is to go TMNT2 on his ass and spam
  742. jump kicks. Dean might need to do that from the very beginning, since
  743. his throw lacks collateral range.
  744. - Another option is to try and loop him into his wakeup attack. If you
  745. backdash with good timing and from the right distance, you can avoid
  746. the attack and grapple him.
  747. - The full smack combo is only used if the first hit lands. Also, you
  748. briefly have control between the hits, so it's possible to interrupt it
  749. (even with a normal attack). He doesn't use it much, though.
  750.  
  751.  
  752.  
  753. ======= Stage 4A - Docks =======
  754.  
  755. S4A - Area 1 [20m]
  756.  
  757. 6,7m | G 39 Billy -/39
  758. 6,9m | Barrel (nothing / Weapon)
  759. 7,5m | Dirk 55
  760. 10,0m | Johnny 39 Rick 55 Dirk -/55
  761. [L]
  762. 11,9m | Barrel (nothing)
  763. 12,5m | Rick 55 Dirk 39 G 39
  764. 15,0m | Andore -/71 Billy -/39 Ray 39
  765. [L]
  766. 17,5m | Dirk 55 Billy 39 Andore -/71
  767. 20,0m | Johnny 31 Andore 71 Ray -/39
  768.  
  769.  
  770. S4A - Area 2 [17,5m]
  771.  
  772. 7,4m | Crate (Weapon)
  773. 8,0m | Crate (Valuable B)
  774. 7,5m | May 39 May 39 Fat Jack 71
  775. 10,0m | Fat Jack -/71 May -/39 Arby 71
  776. [L]
  777. 12,5m | May 39 Fat Jack 71 Arby -/103
  778. 15,0m | May 39 May -/39 Fat Jack 111
  779. [L]
  780. 15,6m | May 39 May 39 Andore -/103
  781. 16,6m | Andore 71
  782. 16,7m | May -/39
  783. [L]
  784.  
  785.  
  786. S4A - Area 3 [7,5m free]
  787.  
  788. 3,8m | Crate (Healing B)
  789. 4,4m | Crate (Healing A)
  790.  
  791. - Upper path -> Area 4a
  792. - Lower path -> Area 4b
  793.  
  794.  
  795. S4A - Area 4a [10m \ 8,125m free] (limit 4)
  796.  
  797. 6,3m | Johnny 39 x4/6
  798. 9,4m |
  799. [L]
  800.  
  801. S4A - Area 4b [10m free]
  802.  
  803. 3,8m | Gold Bar (hidden)
  804. 6,3m | Johnny 39 Ray 39 Johnny 39 Ray -/39
  805. Billy 39 Joe 47 G -/39 Joe -/47
  806. Joe 47 Billy 39 Joe -/47 Johnny -/39
  807.  
  808. - The Gold Bar despawns if it goes off-screen.
  809.  
  810.  
  811. S4A - Area 5 [10m \ 8,75m free]
  812.  
  813. 8,5m | Drake 287
  814.  
  815. Drake
  816. Headbutt Charge 10 kd
  817. Jump Smash 10 kd (wu)
  818. Quake Jump 2 kd
  819. Throw 10 kd
  820. Anchor Spin 10 kd
  821. Anchor Smash 10 kd
  822. Anchor Throw 10 kd
  823.  
  824. - He'll drop the anchor if you hit him or grapple him or if he throws it.
  825. - The jump smash can be either low and quick or high and slow. The high
  826. one homes in on you if you move away from him.
  827.  
  828.  
  829. Bonus Stage A [8,3m]
  830.  
  831. Bulldozer 215 HP
  832.  
  833. - You have 40 seconds to take out the bulldozer.
  834. - Haggar has a slight advantage here, as he's able to hit it with both
  835. his regular jump attack and 2Y attack in a single jump.
  836. - Score bonus: 500xTime.
  837.  
  838.  
  839.  
  840. ======= Stage 4B - Restaurant =======
  841.  
  842. S4B - Area 1 [15m]
  843.  
  844. Regular
  845. 6,6m | Dirk 55
  846. 7,5m | Billy 31 G 39
  847. 10,0m | Fat Jack 55 Ray -/39 Joe -/47
  848. [L]
  849. 11,3m | Fritz 1 x3
  850. [L]
  851. 11,9m | Joe 47 Joe -/47 Arby -/55
  852. 12,5m | Dirk 55 Fat Jack 55
  853. [L]
  854. 13,5m | Barrel (Gold Bar / Diamond)
  855. 13,8m | Joe 47 G -/39
  856. 15,0m | Arby 55 Johnny 39
  857.  
  858. Detour
  859. 6,3m | Dirk 55 Billy 31 G 39
  860. 7,5m | Fat Jack -/55
  861. 10,0m | Ray -/39 Joe 47
  862. [L]
  863. 11,3m | Fritz 1 x3
  864. [L]
  865. 12,5m | Joe 47 Arby 55 Fat Jack -/55
  866. [L]
  867. 13,1m | Barrel (Curry / BBQ)
  868. 13,8m | Joe 47 G -/39
  869. 15,0m | Arby 39 Johnny -/39
  870.  
  871.  
  872. S4B - Area 2 [20m]
  873.  
  874. Regular
  875. 6,3m | Dirk 55 G 39
  876. 7,5m | Joe 39 Dirk 55
  877. 10,0m | Billy 39 May -/39 May -/39
  878. [L]
  879. 11,3m | Fritz 1 x3
  880. [L]
  881. 12,5m | May 39
  882. 15,0m | Joe 39 Ray 39 May -/39
  883. [L]
  884. 15,7m | Barrel (Healing A)
  885. 16,0m | Barrel (Gold Bar / Diamond)
  886. 17,5m | May 39 Fat Jack 71 Arby 103
  887. 20,0m | Ray 39 G 39 May -/39
  888. Joe -/39 Fat Jack -/71
  889.  
  890. Detour
  891. 6,3m | Dirk 55 G 39
  892. 10,0m | Joe 39 Dirk -/55 May -/39
  893. [L]
  894. 11,3m | Fritz 1 x3
  895. [L]
  896. 12,5m | Barrel (Curry / BBQ)
  897. 15,0m | May 31 May 31
  898. [L]
  899. 17,5m | Fat Jack 71 May 39
  900. 20,0m | Arby 103 May -/39 G -/39 Joe -/39
  901.  
  902.  
  903. S4B - Area 3 [15m]
  904.  
  905. Regular
  906. 6,3m | Joe 39 Johnny 39 Ray -/39
  907. 6,4m | Andore 71
  908. 6,6m | Billy 39
  909. 6,7m | Joe 47
  910. 6,9m | G 39
  911. 7,0m | Andore 71
  912. 7,2m | May 39
  913. 7,3m | Joe -/39
  914. 7,5m | May -/39
  915. 7,7m | Johnny -/39
  916. 10,0m |
  917. [L]
  918. 11,3m | Andore 103 Andore 71 Fat Jack 47
  919. 11,9m | Joe 47
  920. 12,0m | Johnny 39
  921. 12,2m | Arby 103
  922. 12,3m | May 39
  923. 12,5m | Billy -/39
  924. 12,7m | Andore 71
  925. 12,8m | May 39
  926. 13,0m | Andore -/71
  927. 13,1m | Joe -/39
  928. 13,3m | Fat Jack -/71
  929. 13,4m | Johnny -/39
  930.  
  931. Detour
  932. 6,3m | Joe 39 Ray 39 Johnny 39
  933. 7,5m | Andore 71 Billy 39 Joe 47
  934. 10,0m | G -/39 Andore -/71 May -/39
  935. [L]
  936. 11,3m | Andore 103 Andore 71
  937. 12,5m | Fat Jack 47 Joe 47 Johnny 39
  938. 13,1m | Arby 103 May 39
  939. 13,8m | Billy 39 Andore -/71
  940. 15,0m | May -/39 Joe -/39 Fat Jack -/47
  941.  
  942.  
  943. S4B - Area 4 [10m free]
  944.  
  945. Regular
  946. 7,5m | Joe 47 Billy 39 G 39
  947. Ray -/39 Joe -/47 Johnny -/39
  948. 9,0m | Wong
  949.  
  950. - The regular enemy spawns are a little buggy here. They're likely
  951. meant to be the boss's backup, but you can take them out before
  952. fighting the boss. However, the ones after the first two tend to get
  953. stuck in the void on the left if they spawn on that side. You can pull
  954. them out if you hit them with an attack that can reach them.
  955.  
  956. Detour
  957. 6,3m | Barbecue (hidden)
  958. 7,5m | Joe 47 Billy 39 G -/39
  959. 9,0m | Wong
  960. -> S5 - A2
  961.  
  962. - The BBQ spawns along with the enemies and despawns if it goes off-screen.
  963.  
  964. Wong 359 (regular) / 431 HP (detour)
  965. Light Attack 6
  966. Long Punch 8 (kd)
  967. Tackle Charge 10 kd (5 5)
  968. Spin Jump a 8 kd
  969. Spin Jump b 15 kd (wu) (7 8 8)
  970.  
  971. - Wong appears when you approach the door at the end.
  972. - Wong is one of the easier bosses, as he's slow and doesn't have any
  973. throws. You can easily attack him if you approach him from an angle.
  974. - He wipes out after using his wakeup attack. He has to get up before
  975. you can damage him again. He'll also use spin jump b if he breaks your
  976. grapple.
  977. - If the tackle charge misses, he'll follow it up with a spin attack.
  978.  
  979.  
  980.  
  981. ======= Stage 5 - Industrial (+ Restaurant) =======
  982.  
  983. S5 - Area 1 [20m]
  984. - If you completed Stage 4B, you'll start from Area 2.
  985.  
  986. 0,8m | Yashichi
  987. 6,2m | Billy 31 G 39 Rick 47
  988. 6,4m | Barrel (Weapon)
  989. 6,6m | Dirk 47
  990. 6,7m | May 39
  991. 6,8m | Joe 39
  992. 7,0m | Rick -/47
  993. 7,2m | Joe -/39
  994. 7,4m | May -/39
  995. 10,0m |
  996. [L]
  997. 11,0m | -> Restaurant
  998. 11,3m | Dirk 47 Johnny 31 Joe 39
  999. 11,5m | Joe 39
  1000. 11,8m | Joe 39
  1001. 12,2m | Rick 47
  1002. 12,5m | May -/39
  1003. 12,8m | Dirk -/47
  1004. 13,1m | Ray -/39
  1005.  
  1006. - Taking the path up here will indeed result in having to go through
  1007. the entire restaurant level. This is a completely pointless detour, so
  1008. unless you just want to do it for the heck of it, stay away.
  1009.  
  1010. 15,0m |
  1011. [L]
  1012. 16,3m | May 39
  1013. 17,5m | May 39 May 39
  1014. 18,8m | May 39
  1015. 20,0m | May -/39 May -/39
  1016.  
  1017.  
  1018. S5 - Area 2 [15m]
  1019.  
  1020. 5,6m | Barrel (Healing B)
  1021. 6,3m | Johnny 39 Rick -/71 Hunter -/55
  1022. 7,5m | Ray -/47
  1023. 8,8m | Hunter 71 Billy 31 G 47 Hunter 55
  1024. 10,0m | Fritz 1 x2
  1025. [L]
  1026. 10,6m | Fritz 1 x3
  1027. [L]
  1028. 11,3m | Dirk 71 Ray 47 Hunter -/55
  1029. 11,9m | Johnny 39 Ray -/47 Hunter 55 G 39
  1030. 12,5m | Joe -/47 Johnny 39 Hunter 55
  1031. [L]
  1032. 13,1m | Fritz 1 x2
  1033. [L]
  1034. 15,0m | Andore 71 G 39 Hunter -/55
  1035.  
  1036.  
  1037. S5 - Area 3 [15m]
  1038.  
  1039. 4,4m | -> Area 3s1 [5m]
  1040. Rick 95 Johnny 39 Billy -/39
  1041. 1 Up (hidden)
  1042. <- 8,5m
  1043.  
  1044. - Visiting Area 3s1 will remove the 6,3-7,5m enemies (since you're
  1045. past the spawn trigger). If you enter the room after killing the 8,6+m
  1046. enemies, you'll have to fight them again.
  1047.  
  1048. 6,3m | May 47
  1049. 6,6m | Billy 47
  1050. 6,9m | Hunter -/55
  1051. 7,2m | Andore 111
  1052. 7,5m | Johnny -/39
  1053. 8,4m | Ray 47 Hunter 55 May 47
  1054. 8,8m | Rick -/95
  1055. 9,4m | -> Area 3s2 [5m]
  1056. Dirk 71 Ray 39 G -/47
  1057. -> Area 4
  1058. <- 13,5m
  1059.  
  1060. - Visiting Area 3s2 and coming back will remove the 6,3-12,5m enemies.
  1061.  
  1062. 10,0m | G 47
  1063. [L]
  1064. 12,2m | Fritz 1 x3
  1065. 12,5m | Fritz 1 x2
  1066. [L]
  1067. 13,8m | Arby 111 Fat Jack 71 G 39
  1068. 14,4m | Ray 47 Joe 39 Hunter 71
  1069. Fat Jack -/71 Joe -/47
  1070. 15,0m | G -/39 Andore 111 Hunter -/55
  1071. Ray 47
  1072. -> Area 5
  1073.  
  1074.  
  1075. S5 - Area 4 [19,6m]
  1076.  
  1077. 6,3m | G -/23
  1078. 7,5m | Ray 23
  1079. 10,0m | May 31
  1080. [L]
  1081. 13,8m | Billy 23 Johnny -/23
  1082. 15,0m | Hunter 39
  1083. [L]
  1084. 19,6m | Arby 71 May 39 Fat Jack -/71
  1085.  
  1086. - If you destroy the four computers here, the stage will end, but you
  1087. won't get the bonus stage.
  1088.  
  1089.  
  1090. S5 - Area 5 [15m]
  1091.  
  1092. 5,6m | Barrel (healing C)
  1093. 5,9m | Barrel (healing C)
  1094. 6,3m | Ray 39
  1095. 6,6m | G 39
  1096. 6,9m | Andore 71
  1097. 7,2m | Rick -/71
  1098. 7,5m | Billy -/47
  1099. 7,8m | Joe -/39
  1100. 8,1m | Hunter 71
  1101. 10,0m | G -/39
  1102. [L]
  1103. 11,3m | Rick 71 Joe 39 Dirk -/55
  1104. 12,5m | G 39 Johnny -/39
  1105. 13,7m | Andore -/95 Joe 39
  1106. 15,0m | Andore 143 Andore 111 Billy -/47
  1107.  
  1108.  
  1109. S5 - Area 6 [25m, 6,25m free]
  1110.  
  1111. 6,3m | Ray 47
  1112. 6,9m | Hunter 111
  1113. 7,5m | Fat Jack 71
  1114. 8,7m | G 39 Johnny -/39
  1115. 10,0m | Fat Jack -/119
  1116. [L]
  1117. 10,6m | Ray 47
  1118. 11,3m | Arby 111
  1119. 11,9m | Joe 47
  1120. 12,5m | Joe -/39
  1121. 13,7m | Fat Jack 119
  1122. 15,0m | Hunter 71 Ray -/39 G -/47
  1123. [L]
  1124. 16,3m | Ray 47
  1125. 16,9m | Barrel (Barbecue)
  1126. 17,5m | Hunter 111 G 39
  1127. 20,0m | Johnny -/39
  1128. [L]
  1129. 24,4m | Stray 359
  1130. 24,5m | Johnny 39 Billy 39 Rick -/47
  1131. Ray -/39 Hunter 47 Joe -/47
  1132. G 39 Joe 47
  1133.  
  1134. Stray
  1135. Quick Attack 8
  1136. Combo 32 (8 8 8 8)
  1137. Long Punch 12
  1138. Dash Attack 30 kd (10 10 10 kd)
  1139. Jump Attack a 10 kd
  1140. Jump Attack b 20 kd wu
  1141. Block
  1142.  
  1143. - Stray could be considered the hardest boss in the game. He's very fast
  1144. and has some highly dangerous attacks. On his own, he's not really all
  1145. that difficult to manage, but throw some normal enemies into the mix to
  1146. distract you, and he'll easily get plenty of chances to obliterate your HP.
  1147. - You can often see the dash attack coming, as he'll move the same way
  1148. as Dirks and Andores when they use their charge attacks. Stray's dash
  1149. attack is even nastier, though, since it does heavy damage and homes in
  1150. on you. If you react quickly enough, you should be able to avoid it with
  1151. vertical movement, but depending on your positioning, it doesn't always
  1152. work. When you avoid it, you should be able to grapple him afterwards.
  1153. - The combo has very short range, so even Lucia can easily interrupt it
  1154. so long as you react accordingly. He likes to follow up the combo with
  1155. a dash attack. If you eat both, you're looking at a *massive* 62 pod.
  1156. - If you can see the long punch coming, you should backdash through that.
  1157. - You can usually avoid jump attack a with basic movement. Jump attack
  1158. b won't hit you if you're standing really close to him.
  1159. - He can block your attacks, but only for a moment, and throws will
  1160. still go through. He's pushed back when he blocks. If he's pushed out
  1161. of reach, he might whiff-punish you.
  1162. - Regarding his backup, the first four enemies appear normally, but the
  1163. remaining ones spawn one at a time. The spawn trigger doesn't become
  1164. active until the hook is gone.
  1165. - As you can see, you can avoid spawning his backup if you manage to
  1166. stay on the left side (although it doesn't work on Easy for some reason).
  1167. As I'm sure you can imagine, this makes a *huge* difference and might
  1168. be the only way you can survive if you're low on lives.
  1169. - And if that's not enough, there's also an AI loop option that tends to
  1170. work quite well. It involves staying in the lower left corner and throwing
  1171. Stray to your right after which he should jump off-screen. When he comes
  1172. back, you can quite easily grapple him again and repeat the process.
  1173.  
  1174.  
  1175. Bonus Stage B [37,5m]
  1176.  
  1177. - Your goal is to destroy the computer at the end of the area. You have
  1178. 30 "seconds" (26,5 actual seconds). A more practical goal is scoring the
  1179. two One-Ups. If you can manage to avoid any barrels, you don't need to
  1180. run, although it'll be close. You can easily run most of the way, though,
  1181. if you start from the bottom lane, then switch to the mid-lane.
  1182. - Normal barrels will come tumbling down from above, whereas explosive
  1183. barrels are always on the ground. You can safely take out explosive
  1184. barrels with attacks that have longer reach.
  1185. - Score bonus: 500xTime + 500xBarrels
  1186. - A: Glasses, Bouquet, Lighter, Dollar
  1187. - B: Watch, Dollar, Coin, Necklace
  1188. - C: Gold Bar, Diamond
  1189. - D: Random heal
  1190. - E: One Up
  1191. - F: Nothing
  1192.  
  1193. Bottom Middle Top
  1194. 6,3m | Barrel A
  1195. 8,5m | Bomb
  1196. 10,0m | Bomb Barrel A
  1197. 12,3m | Barrel D
  1198. 12,5m | Barrel B
  1199. 15,0m | Barrel B Bomb
  1200. 17,5m | Barrel B
  1201. 20,0m | Bomb Barrel B
  1202. 22,5m | Barrel F Barrel D
  1203. 24,0m | Bomb Bomb
  1204. 25,0m | Bomb
  1205. 27,5m | Barrel C
  1206. 30,0m | Bomb Barrel C
  1207. Bomb, Barrel C
  1208. Barrel E Barrel E
  1209. Barrel F Bomb
  1210.  
  1211.  
  1212.  
  1213.  
  1214. ======= Stage 6 - High-Rise =======
  1215.  
  1216. S6 - Area 1 [20m]
  1217.  
  1218. 6,3m | G 39 Dirk -/47
  1219. 7,5m | Ray 39 Joe 47
  1220. 10,0m | Rick -/55 Hunter 55 Joe -/47
  1221. [L]
  1222. 11,3m | Fritz 1 x3
  1223. [L]
  1224. 12,5m | Billy 39 Hunter 55 Dirk -/55
  1225. 15,0m | Joe 47 Fat Jack 55
  1226. [L]
  1227. 16,3m | Joe 47 Billy 39 Johnny 39
  1228. 17,5m | Arby 71 Ray 39 Dirk -/55
  1229. 20,0m | G -/39 Andore 111
  1230.  
  1231.  
  1232. S6 - Area 2 [20m]
  1233.  
  1234. 4,4m | -> Area 2s1 [6,25m free]
  1235. Billy 47 Joe 47
  1236. Hunter 71 Johnny -/47
  1237. Pot (1 Up) G -/47
  1238. <- 8,5m
  1239.  
  1240. 6,3m | Rick 71 Joe 47
  1241. 7,5m | Billy -/39 Dirk 55
  1242. 10,0m | G 39 Ray -/39
  1243. Billy 39 Arby 103
  1244. Fat Jack 71
  1245. [L]
  1246. 10,7m | May 47 May 47 May 47
  1247. 11,3m | May 47
  1248. 12,5m | May 47 May -/47
  1249. 11,5m | -> Area 2s2 [6,25m free]
  1250. Andore 103 Joe 47
  1251. Dirk 71 Joe -/47
  1252. Pot (Barbecue) G -/47
  1253. <- 16,0m
  1254.  
  1255. 15,0m | May -/47 May -/47
  1256. [L]
  1257. 17,7m | Johnny 39 Ray 39 Billy -/39
  1258. 18,1m | May -/47
  1259. 18,4m | Arby -/103
  1260. 18,8m | G -/47
  1261. 19,0m | Fat Jack 71
  1262. 19,4m | May 47
  1263. 20,0m | Andore 103 Dirk 55 G 39
  1264.  
  1265.  
  1266. S6 - Area 3 [5m] (limit 4)
  1267.  
  1268. | Joe 47 x7/10
  1269.  
  1270.  
  1271. S6 - Area 4 [20m]
  1272.  
  1273. 6,3m | Joe 55 Rick 47 Fat Jack -/55
  1274. 7,5m | May 55 May 47
  1275. 8,8m | May 47 May 55 May -/103
  1276. 10,0m | May -/47 May -/71 May -/95
  1277. [L]
  1278. 10,6m | Fritz 1 x3
  1279. 11,3m | Barrel x3 (Gold Bar/Dmnd, nothing, Curry/BBQ)
  1280. [L]
  1281. 11,9m | Barrel x3 (Valuable C, Healing C, nothing)
  1282. 12,5m | Fat Jack 71 Arby 103 Arby 103
  1283. 13,1m | Fat Jack 71 Fat Jack -/95 Arby -/111
  1284. 13,9m | Andore 119 Ray 47 G 47
  1285. 15,0m | Andore -/143
  1286. [L]
  1287. 15,6m | Barrel x3 (Valuable C, Healing C, Valuable C)
  1288. 16,3m | Billy 47
  1289. 16,6m | May 47 Rick -/71 G -/47
  1290. 16,9m | Joe 47 Arby 95 Johnny 47
  1291. 17,5m | Andore 103 Andore -/143 Joe 55
  1292. [L]
  1293.  
  1294. - The Fat Jacks and Arbies in the middle queue up in an unusual way in
  1295. that you have to kill both enemies before any more spawn.
  1296.  
  1297.  
  1298. S6 - Area 5 [15m 6,9m free]
  1299.  
  1300. Black 431 HP
  1301. Normal Attack 10 (kd)
  1302. Fire Fist 5-30 (kd) (5 5 5 5 5 5 kd)
  1303. Tornado Spin 16 fl (wu) (8 8)
  1304. Knife Throw 10 kd
  1305.  
  1306. - The final boss is not very different from the other bosses. If you
  1307. could handle them, you can handle him.
  1308. - His most notable aspect is his sheer speed; he's faster than any other
  1309. boss in the game, to the point where he can easily slip out of your
  1310. combos. I'm not entirely sure if that's simply because of his speed
  1311. or if he also has a shorter hitstun. Either way, don't get stubborn
  1312. about it. Just accept that certain combos aren't viable here.
  1313. - His basic attack has no vertical range, but avoiding it with a jump
  1314. requires predicting it, since he's so fast he could otherwise easily hit
  1315. you before you actually get off the ground. He might also backpedal,
  1316. causing you to whiff.
  1317. - Use a backdash or Extra Joy to avoid his wakeup attack. You can also
  1318. stay above or below him. He'll often pass right by you after his wakeup
  1319. Tornado Spin, giving you a good grapple opportunity. When he uses the
  1320. Tornado Spin at other times, it can easily catch you off-guard. If you
  1321. manage to avoid it, you can try to catch up with him and go for a grapple
  1322. or combo right after the attack ends.
  1323. - You can block the knives with Extra Joy, but you can easily avoid
  1324. them with vertical movement as well. If you approach him during knife
  1325. throw, he'll try to hit you with his normal attack.
  1326. - With Lucia, you should try to backdash through his attacks to get an
  1327. opening. It's definitely her best option here, although you could also
  1328. try doing some knee stuns. Learning to predict his attacks accurately
  1329. might take some practice. As a defensive measure, you can interrupt his
  1330. normal attack with your basic attack, but don't try to combo it at max
  1331. distance, since you'll whiff (just like with Dirks). Likewise, you can
  1332. only use the flying kick if he's really close.
  1333. - Initially, the arena is in the middle, but it shifts to the right
  1334. once Black is below 72 HP. At that point, Black will stick to the right
  1335. end of the arena, which makes it relatively easy to finish him off. Note,
  1336. however, that you can't grapple him anymore. Avoiding Knife Throw will be
  1337. harder, since he now tracks your position before throwing them (although
  1338. if you're really close, the tracking kind of fails, and he'll miss). He'll
  1339. often do Tornado Spin in place, but he can also do two moving spins in
  1340. a row, to go back and forth. If the first one hits you, the second one
  1341. may hit you on wakeup (can be avoided with a semi-buffered backdash).
  1342. He also uses a whip/fireball/Tornado Spin combo.
  1343. - On Easy, he's not likely to use his whip combo until he's below 72 HP.
  1344.  
  1345. - You won't see the ending unless you're playing on Expert.
  1346.  
  1347.  
  1348. --------------------------------------------------------------------------
  1349.  
  1350.  
  1351. Score List
  1352.  
  1353. Items
  1354.  
  1355. Candy 1000 Bouquet 1000 Club 0
  1356. Drink 1000 Lighter 1000 Pipe 0
  1357. Sandwiches 1000 Glasses 1000 Nunchaku 0
  1358. Chocolate 3000 Watch 3000 Hammer 0
  1359. Fries 3000 Dollar 3000
  1360. Hotdog 3000 Necklace 5000
  1361. Bun 5000 Coin 5000
  1362. Chicken 5000 Gold Bar 10k
  1363. Curry 5000 Diamond 10k
  1364. Barbecue 10k
  1365. Yashichi 0
  1366. 1 Up 0 Use a Continue 1
  1367.  
  1368.  
  1369. Moves
  1370.  
  1371. Lucia
  1372. Basic combo Y Y Y Y [1000] 100 100 300 500
  1373. Combo+Bw Throw Y Y Y 2/8Y [850] 100 100 300 350
  1374. Dash combo Y Y Y [1500] 200 300 500 500
  1375. Flying Kick 6323Y [400] 100 100 100 100
  1376. Super 226Y [3300] 500 300 500 300 500 300 100 100 100 600
  1377. Extra Joy X 500
  1378. Jump kick Y 150
  1379. Dash jump kick Y 300
  1380. Knee 2Y 250
  1381. Flame Kick 236Y 600
  1382. Throw (combo,frn) Y Y Y [600] 100 200 300
  1383. Throw (frwd) 6Y 350
  1384. Throw (backw.) 4Y 350
  1385. Throw (back) Y 400
  1386. Throw 2 (back) 6Y 400
  1387. Steel Club Y Y Y [750] 200 250 300
  1388. Steel Pipe Y 200
  1389. Nunchaku Y 200
  1390. Hammer Y 200x
  1391.  
  1392. Guy
  1393. Basic combo Y Y Y Y Y [1000] 100 100 200 250 350
  1394. Combo+Bw Throw Y Y Y Y 2/8Y[950] 100 100 200 250 300
  1395. Dash combo Y Y Y Y [1200] 150 250 350 450
  1396. Fire Fist 236Y 6x100
  1397. Extra Joy X 300
  1398. Jump kick Y 100
  1399. Jump kick (still) Y 100
  1400. Dash jump kick Y 200
  1401. Knee 2Y 200
  1402. Combo (front) Y Y Y [600] 100 200 300
  1403. Throw (fwd/backw) 6/4Y 300
  1404. Combo (back) Y Y Y [900] 200 300 400
  1405. Throw (back) 6/4Y 500
  1406. Super 632Y 1500
  1407. Steel Club Y 200
  1408. Steel Pipe Y 200
  1409. Nunchaku Y Y Y [600] 200 200 200
  1410. Hammer Y 200x
  1411.  
  1412. Haggar
  1413. Basic combo Y Y Y [800] 100 100 600
  1414. Combo+Bw Throw Y Y 2/8Y [1000] 100 100 800
  1415. Dash attack Y 100x
  1416. Double fist 236Y [400] 100 200 100
  1417. Extra Joy X 400
  1418. Jump kick Y 100
  1419. Dash jump slam Y 150
  1420. Butt stomp 2Y 100
  1421. Combo (front) Y Y Y [900] 200 300 400
  1422. Throw (fwd/backw) 6/4Y 800
  1423. Throw (jump,frnt) Y 1200
  1424. Throw (back) Y 900x2
  1425. Throw (jump,back) Y 1300
  1426. Super 6323Y 2000
  1427. Steel Club Y 200
  1428. Steel Pipe Y Y Y [1000] 200 600 200
  1429. Nunchaku Y 200
  1430. Hammer Y 200x
  1431.  
  1432. Dean
  1433. Basic combo Y Y Y(Y) [700/900] 150 150 300 100/300
  1434. Combo+Bw Throw Y Y 2/8Y [1900] 150 150 1600
  1435. Slide kick Y 150
  1436. Electric Fist 698Y 400
  1437. Extra Joy X 300
  1438. Jump kick Y 100
  1439. Dash jump slam Y 150
  1440. Jump punch 2Y 150
  1441. Grab 236Y -
  1442. Combo (front) Y Y Y [800] 200 200 400
  1443. Throw (fwd/backw) 6/4Y 800/1600
  1444. Throw (back) Y [1000] 0 0 1000
  1445. Throw(bck)to Slam Y nY [800] 0(0) 800
  1446. Throw(bck)->Super Y 28Y [1200] 0(0)1200
  1447. Throw 2 (back) 8Y 600
  1448. Throw 2+ (back) 8Y 22Y [1100] 600 500
  1449. Super 28Y 1200
  1450. Steel Club Y 300
  1451. Steel Pipe Y 500
  1452. Nunchaku Y 300
  1453. Hammer Y 200
  1454.  
  1455. - Collateral hits give no points.
  1456. - Guy gets an extra 300 points when he kills an enemy with his frontal
  1457. grapple combo.
  1458.  
  1459.  
  1460. Enemies
  1461.  
  1462. Container 100 Dave 10 000
  1463. G / Johnny 1000 Callman 12 000
  1464. Billy / Ray 1500 Caine 14 000
  1465. Joe 1200 Drake 12 000
  1466. Fritz 1300 Wong 17 000
  1467. May 1400 Stray 20 000
  1468. Fat Jack / Arby 1600 Black 25 000
  1469. Dirk / Rick 1800
  1470. Hunter 2000
  1471. Andore 4000
  1472.  
  1473.  
  1474. e
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