Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Final Fight Tough (aka Final Fight 3)
- - The title screen has four options: 1P Play, 2P Play, Auto 2P Play and
- Option.
- - In Auto 2P Play, the second character is controlled by the AI.
- - If you let the game idle in the title screen, the game will play a
- random gameplay demo followed by a character profile.
- - In the options, you can change the following settings:
- Game Level | Easy / Normal / Hard / Extreme
- Partner Level | Weak / Normal / Strong (Auto 2P AI skill level)
- Key Config
- Hit Config | On / Off (friendly fire in 2 player mode)
- Sound Mode | Stereo / Monaural
- - You have 71 HP (a full bar), 5 lives and 5 continues. Aside from
- healing items, you'll also be fully healed upon finishing a stage.
- When you continue, you restart from the beginning of the area where
- you got the game over.
- - You'll get a one up at the following scores: 100k, 200k, 500k, 1m.
- A typical playthrough above Easy gives you around 1,6m points. On Easy,
- you'll get around 1,1m.
- Contents
- Command List
- Item List
- Enemy List
- Stage Guide A01
- Score List
- Command List
- Basic controls
- D-pad
- Y: Attack / Pick up Dash: Double tap 6/4
- 789 B: Jump Back Dash: L/R+44
- 4 6 A/Y+B: Extra Joy Grapple: Approach enemy
- 123 L/R: Hold direction Grapple switch: 2Y
- - You can freely change the button mappings. I set Extra Joy to X.
- - Combo attacks require that you actually hit something for the combo
- to proceed. The combo resets if you either hit nothing or if a little
- time passes without you hitting anything.
- - You can get up from knockdown a little faster by mashing buttons.
- - You can't perform Extra Joy if you don't have enough HP.
- - You're invincible while backdashing and while performing throws, Supers
- and Extra Joy.
- - You can also perform a backdash without holding L/R by semi-buffering
- the input, such as during an attack, when getting hit, when getting up
- or when backdashing (ie. the first tap is made right before you regain
- control). You can't do this with every attack, though.
- - You can use Extra Joy and/or backdashing to avoid enemy combos. Extra
- Joy can break through hitstun and, as such, is the only way to interrupt
- many combos.
- - Most throws will hit other enemies as collateral.
- - Enemies will break out of your grapple after a while if you don't use
- a throw (or Super). Jumping will also break the grapple (except with
- Haggar).
- - If you want to switch positions with an enemy (to avoid pushing them
- off-screen), grapple them and quickly switch grapple positions three
- times. This is mainly of use when fighting one of the more passive
- enemies (Fat Jack, Hunter).
- - To be able to perform a Super move, the Super bar has to be filled.
- Filling it requires 40 points. You get 1 point per hit and 2 points per
- kill (you only get 1 point for a grapple combo regardless of the number
- of hits). Once full, the bar will reset once you either use the Super
- or 30 seconds have elapsed.
- - For all characters other than Lucia, the Super move is performed from
- a front grapple.
- - To jump forwards or backwards, you don't necessarily have to press
- left/right as you press jump; you can also press left/right quickly
- after pressing jump.
- - The only jump attack you can perform while jumping backwards is 2Y.
- - Some containers hold a random weapon. There are four weapons in total,
- and each character specializes in one. The weapon replaces your basic
- combo, but you can still perform other moves normally. Also, the hammer
- is single use.
- Lucia
- Ground Command Damage
- Basic combo Y Y Y Y 16 (kd) (3 3 4 6 kd)
- Combo+Bw Throw Y Y Y 2/8Y 20 kd + 10 kd (3 3 4 10 kd)
- Dash combo Y Y Y 28 (kd) (7 8 5 8 kd)
- Flying Kick 6323Y 32 kd (8 fl 8 8 8) + 10 kd
- Super 226Y 49 kd (2 2 2 2 3 6 4 fl 4 4 20)
- Extra Joy X 10 kd (-4 HP)
- Air
- Jump kick Y 8 kd
- Dash jump kick Y 12 kd
- Knee 2Y 5
- Flame Kick 236Y 18 kd
- Grapple
- Combo (front) Y Y Y 12 (kd) (3 4 5 kd)
- Throw (frwd) 6Y 12 kd + 10 kd
- Throw (backw.) 4Y 10 kd + 10 kd
- Throw (back) Y 20 kd + 10 kd
- Throw 2 (back) 6Y 10 kd + 10 kd
- Weapon
- Steel Club Y Y Y 18 (kd) (5 6 7 kd)
- Steel Pipe Y 8 kd
- Nunchaku Y 8 kd
- Hammer Y 36 fl (6 6 6 6 6 6)
- - Lucia's basic combo has limited reach, so it doesn't work too well
- on Dirks and many of the bosses. At least it chains well with the
- flying kick. You should chain it after the first two hits so as to
- avoid triggering the throw.
- - The dash combo has even less range than the basic combo, so better
- not use it indiscriminately. You can always chain it with the basic
- combo. A good choice if you have trouble pulling off the flying kick
- (or if you just don't like using it). In any case, the last kick does
- two hits, but the first one has a habit of missing if you're not quite
- close enough, leaving you at 23 pod.
- - Spamming the first two hits of the dash combo is some of the best
- dps in the game, but you don't have to obsess about using it - unless
- you're speedrunning.
- - The flying kick is quite satisfying to use, but it does leave you
- vulnerable on the recovery. It can also get interrupted while you're
- rising. You'll also drop the enemy if you hit the edge. Fat Jack, Arby
- and Hunter will stay in the combo even close to the edge, though.
- - Likewise, the flame kick can leave you vulnerable as well. It's
- possible to perform the move very quickly after jumping if you're
- nimble and precise enough with your thumb. The move ignores evade and
- has pretty good range. As a little bonus, it does two hits on Dirks
- (but not Ricks).
- - The jump knee attack has a long hitstun. Kind of risky to use on
- fast backpedalers (like Dirk), since they can easily avoid it and greet
- you with a fist in the face when you whiff.
- - When jumping straight up or backwards, Lucia can attack at any time.
- When jumping forwards, she'll lose the ability to attack soon after
- she starts falling.
- - The dash jump kick can be used at any point in the jump, but if it's
- too late, it won't do anything, since it takes a while to reach active
- frames.
- - Lucia's Super is the only one that doesn't involve grappling. It can
- hit multiple enemies, but at the same time, it can also completely whiff.
- Try to make sure you have enough space for it. The last hit does a lot
- of damage, so you really don't want to drop the enemies at the end. Also,
- the flame kick at the end can't hit enemies on the ground like it normally
- does.
- - Lucia is the hardest character to use, but that's exactly why I find
- her the most enjoyable.
- Guy
- Ground
- Basic combo Y Y Y Y Y 18 (kd) (2 2 3 5 6 kd)
- Combo+Bw Throw Y Y Y Y 2/8Y 23 kd + 10 kd (2 2 3 5 11 kd)
- Dash combo Y Y Y Y 32 (kd) (6 7 9 10 kd)
- Fire Fist 236Y 30 kd (5 5 5 5 5 5 kd)
- Extra Joy X 10 kd (-4 HP)
- Air
- Jump kick Y 7 kd
- Jump kick (still) Y 9 kd
- Dash jump kick Y 10 kd
- Knee 2Y 4
- Grapple
- Combo (front) Y Y Y 15 (kd) (4 5 6 kd)
- Throw (fwd/backw) 6/4Y 11 kd + 10 kd
- Combo (back) Y Y Y 24 kd (8 kd 8 8)
- Throw (back) 6/4Y 20 kd + 10 kd
- Super (front) 632Y 50 kd + 30 kd
- Weapon
- Steel Club Y 8 kd
- Steel Pipe Y 8 kd
- Nunchaku Y Y Y 20 (kd) (6 6 8 kd)
- Hammer Y 42 fl (6 6 6 6 6 6 6)
- - Guy's fireball allows you to deal good damage from a (more or less)
- safe distance. Enemies might still get through if they approach you
- from an angle or if they're fast enough. Also, since Guy takes a step
- forward when using the move, you don't want to use it when the enemy
- is too close.
- - Just like with Lucia, Guy's best dps comes from spamming the dash
- combo without finishing it. It's harder to do with Guy, though, since
- it has less range.
- - Try to be careful when using Guy's back throws. The combo, of course,
- does no collateral damage and leaves you vulnerable from all directions
- (though it does feature brief, intermittent invulnerability). The actual
- throw, on the other hand, only clears enemies from behind you and has
- a slow recovery.
- Haggar
- Ground
- Basic combo Y Y Y 20 (kd) (4 6 10 kd)
- Combo+Bw Throw Y Y 2/8Y 23 kd (4 6 13) + 10 kd
- Dash attack Y 32 (kd) (8 8 8 8 kd)
- Double fist 236Y 30 kd (10 10 10 kd)
- Extra Joy X 10 kd (-4 HP)
- Air
- Jump kick Y 6 kd
- Dash jump slam Y 10 kd
- Butt stomp 2Y 8 kd
- Grapple
- Combo (front) Y Y Y 18 (kd) (4 6 8 kd)
- Throw (fwd/backw) 6/4Y 13 kd + 10 kd
- Throw (jump,frnt) Y 23 kd + 8 kd
- Throw (back) Y 21 kd + 10 kd
- Throw (jump,back) Y 26 kd + 8 kd
- Super (front) 6323Y 50 kd + 10 kd + 23 kd + 8 kd
- Weapon
- Steel Club Y 8 kd
- Steel Pipe Y Y Y 21 (kd) (6 7 8 kd)
- Nunchaku Y 8 kd
- Hammer Y 36 fl (6 6 6 6 6 6)
- - Haggar's basic combo has the best range
- - The dash attack usually only does one or two hits.
- - Haggar is the only character who can move and jump while grappling.
- - Haggar's Super hits all enemies as collateral at the end. It's the
- hardest Super to pull off. If you have too much trouble with the exact
- input, try doing 632323Y. That works best for me.
- Dean
- Ground
- Basic combo Y Y Y(Y) 20/24 (kd) (5 5 4 6/10 kd)
- Combo+Bw Throw Y Y 2/8Y 25 kd + 10 kd (5 5 15 kd)
- Slide kick Y 5 kd
- Electric Fist 698Y 23 kd
- Extra Joy X 10 kd (-4 HP)
- Air
- Jump kick Y 5 kd
- Dash jump slam Y 7 kd
- Jump punch 2Y 3
- Grapple
- Grab 236Y (grapple)
- Combo (front) Y Y Y 20 (kd) (5 6 9 kd)
- Throw (fwd/backw) 6/4Y 15 kd + 10 kd
- Throw (back) Y 13 kd (4 4 5)
- Throw(bck)to Slam Y nY 19/23 kd + 10 kd (4(4)15)
- Throw(bck)->Super Y 28Y 41/45 kd + 10 kd
- Throw 2 (back) 8Y 18 kd
- Throw 2+ (back) 8Y 22Y 26 kd (18 kd 8)
- Super 28Y 37 kd (12 25) + 10 kd
- Weapon
- Steel Club Y 8 kd
- Steel Pipe Y 8 kd
- Nunchaku Y 8 kd
- Hammer Y 40 kd
- - The last punch in Dean's basic combo does two hits. If you press Y
- between these two hits, the second hit will be electrified and deal extra
- damage with an increased area of effect.
- - Electric Fist is a tad slow and has limited range, but it does stay
- active for a good while and ignores evade.
- - Grab can be used to grapple enemies from quite a distance. Not very
- useful when fighting multiple enemies, though.
- - Dean's slam has a very limited area of effect for collateral damage.
- - Dean's Super hits all present enemies as collateral. Even the main
- target can get hit by it if it's an enemy who gets up quickly.
- --------------------------------------------------------------------------
- Item List
- Healing Valuable Weapon
- Candy 7 Bouquet 1000 Club
- Drink 7 Lighter 1000 Pipe
- Sandwiches 7 Glasses 1000 Nunchaku
- Chocolate 17 Watch 3000 Hammer
- Fries 17 Dollar 3000
- Hot Dog 17 Necklace 5000
- Bun 35 Coin 5000
- Chicken 35 Gold Bar 10k
- Curry 35 Diamond 10k
- Barbecue 71
- Yashichi Inv.
- 1 Up
- - The Yashichi gives you 10 seconds of invincibility.
- - You'll drop the weapon you're holding if you're hit. Whenever a weapon
- drops, it has a ~50% chance of despawning. You can't take weapons with
- you to the next area.
- --------------------------------------------------------------------------
- Enemy List
- - Below the name is the enemy's common HP range, speed rating (A-D),
- knockdown recovery speed, and stage appearance. The enemy's knockdown
- recovery time varies slightly.
- - (kd) = Can cause knockdown if used in a combo.
- - You'll take double damage if you're hit in the air by an attack that
- doesn't (always) cause knockdown. There are a few exceptions, like
- Fritz's Molotovs, Andore's Smack and Black's Tornado Spin. This actually
- applies to enemies as well, but there aren't many opportunities to hit
- an enemy in the air. If you do manage to land these kinds of hits, you
- don't just get double damage but double Super Points as well.
- G / Johnny Kick 3 (kd)
- 23-47 D B Punch 3 (kd)
- 1234A4B56
- - Your basic, low threat enemy.
- Billy / Ray Punch a 2
- 23-47 B B Punch b 3 (kd)
- 1234A4B56 Hook 4 kd
- - These guys are not to be underestimated. Their combos can deal pretty
- substantial damage. The speed of their combos varies, so you may or may
- not be able to backdash out of it. Probably best to play it safe and
- use Extra Joy. Of course, it's preferable not to let them start that
- combo in the first place. You need to react quickly when they're close
- to you in an angle and come in for an attack. If they're directly above
- or below you, consider going for a grapple
- Fat Jack / Arby Charge 12 kd
- 47-111 D A Palm 15 kd
- 234A4B56
- - Fat Jack and Arby are very slow and shouldn't give you much trouble
- unless you're distracted by another enemy. The charge is fairly easy
- to avoid (unless they're too close or you're preoccupied), but you can
- also interrupt it with a well-timed attack.
- - The palm strike is only occasionally used. You can tell they're going
- to use it when they're walking right at you.
- Fritz 1 D/B Molotov 10 kd
- 4B56
- - Fritz throws a Molotov Cocktail, then flees. The bottle rolls on the
- ground for a second or two and homes in on you a little before exploding.
- The explosion can even damage enemies, but usually there are no other
- types of enemies present.
- - Fritz is invincible while throwing the bottle. Before he throws it,
- he takes the bottle to his face to remove the cork with his teeth (that's
- not really how Molotovs work, but whatever). The invincibility begins
- when he starts taking the bottle away from his face and ends after he's
- finished tossing the bottle.
- May Dagger 3 Evade
- 31-47 B D Kick 3 kd
- 34A4B56 Throw 8 kd
- - Possibly the most annoying enemy in the game. Mays like to switch
- between four positions diagonally around you (when space allows it)
- until they decide to attack. The throw is your main concern, as you
- can't really interrupt it with basic attacks, not even when they approach
- you directly from the front. I'd say your best course of action is to
- be highly aggressive with your own throws. Flame Kick and Electric Fist
- work too, especially on wakeup. You might even get a chance to do a
- Flying Kick combo.
- Joe Palm 15 kd Throw 12 kd (4 4 4)
- 39-47 B B Kick 15 kd Evade
- 4A4B56 Jump Kick 15 kd
- - Another contender for the most annoying enemy in the game. Joes move
- in a similar way to Mays. They're more passive, but they're faster
- backpedalers and their attacks are more damaging. Because of their fast
- knockdown recovery (that doesn't vary), you may find them easier to
- handle. Indeed, you can easily get them on wakeup (with a grapple, Flame
- Kick or Electric Fist).
- Hunter Smash 30 kd
- 55-71 D A Slide 10 kd
- 56 Punch 6 kd
- - The Hunter is one of the easiest enemies in the game. They're slow
- and they're programmed to attack you when you approach them. If you
- don't get close enough, they do nothing. Even when they do attack, you
- generally have nothing to worry about. Both the baseball bat smash and
- slide are quite slow and easily interrupted. If you can't interrupt them
- in time, you can just jump at the last moment to avoid them, even the
- bat, as it really has no vertical range whatsoever, despite appearances.
- They do have significant vertical ground range, so keep that in mind.
- - The smash is by far their most common attack. The punch is rarely used.
- Dirk / Rick Light 3
- 39-71 B D Heavy 10 kd
- 1234A4B56 Charge 4 4 5 kd
- - Dirk/Rick is a fairly high-level threat thanks to their speed, range,
- and damage output potential.
- - Lucia in particular has to be careful with them. Her basic combo
- typically only hits them once after which they're pushed out of range,
- while they can still hit you. Flame kicks will quickly take out Dirks,
- but it can be rather difficult to get those kicks in, since you have to
- accurately predict their approach, and you might not even be able to
- execute the move consistently. If you're facing a Rick or you just don't
- want to or can't use Flame Kick, you should try to backdash through
- their attack.
- - Their light attack has a short hitstun, so you can always backdash,
- or possibly just walk, out of it. This will leave them swinging at the
- air as they finish the combo. The heavy attack has good range, so watch
- out for that.
- - While you might be able to interrupt G's or Billy's combos with a
- frontal grapple (if you're close enough), this doesn't really work on
- Dirk/Rick. In general, you need to choose carefully when grappling them;
- if they start backpedaling, you won't be able to catch them. Not unless
- you're using Guy.
- - You can often easily see the charge attack coming when he backs away
- while also aligning himself up with you. It usually only does two hits
- for 9 pod. If you're hit in the air, you'll take either 8 or 5 pod.
- Backdashing away from it doesn't help, because he'll just keep coming
- at you.
- Andore Smack 5 (kd) Throw 1 26 kd (6 6 6 8)
- 71-111 D A Charge 9 kd Throw 2 30 kd
- 34A4B56 Jump 5 kd
- - Andore's throws are devastating, so don't take too many chances.
- - Just like with Dirks, you can often see the charge attack coming. You
- can avoid it by backing away, which also leaves them open for a combo.
- The jump attack also leaves them vulnerable, provided you can avoid it.
- In stark contrast to the charge attack, the jump attack has loads of
- inactive frames at the end; as soon as they've hit the ground, it's safe
- to approach them.
- --------------------------------------------------------------------------
- Stage Guide A01
- - For the purpose of this guide, a single screen is considered 5 meters
- in length. Enemies will then appear when the edge of the screen reaches
- certain distances. With a handful of exceptions (mainly boss areas), the
- screen will generally not scroll to the left.
- - [L]: Lock. Defeat all enemies to proceed.
- - With a couple of exceptions, there can be at most 3 enemies at play
- at a given time. Containers also take up these spawn slots. If you
- trigger more spawns than there are free slots, the additional enemies
- will queue up and spawn as slots open up. The spawn order is specific
- and enemies can't jump the queue. Additionally, the following enemies
- are limited to two simultaneous spawns (any combination): Dirk/Rick,
- Fat Jack/Arby, Hunter and Andore.
- - The full HP bar is indeed 71 HP (technically 72, as 0 counts as well),
- with each pixel being one HP (although one HP is hidden, so taking 2 pod
- at full HP will only take you one pixel in the red). It can also be
- divided into blocks, where a single block is 8 HP and one letter/character
- in size. As such, you can easily tell how many blocks of HP an enemy has
- (when it's fewer than 10). You can then calculate their HP with 8x - 1.
- - Bosses have 3-7 full bars of health.
- - As already mentioned, there are four difficulty levels: Easy, Normal,
- Hard and Extreme. The amount of damage received is the same on all levels,
- but enemies are more aggressive the higher the level. On Easy, you also
- face fewer enemies.
- - I mostly play the game on Expert. On Normal, I use 1, maybe 2, continues.
- On Expert, I use 4 or 5.
- - In 2 player mode, the enemies and everything are exactly the same as
- in single player. The main difference (aside from having two characters)
- is that you'll get slowdown.
- - The game features a vestigial time limit system that has no real impact
- on anything in practice. The time limit is 6 minutes and 36 seconds (99
- ticks, 4 seconds per tick). If the timer reaches 0, you die. The timer
- resets when you die or when you move to another area.
- - I mostly keep things horizontal (a) when listing enemies, but I switch
- to vertical (b) when there are enough enemies.
- a. 1 2 3 b. 1 4 7
- 4 5 2 5 8
- 3 6 9
- - Breaking doors allows you to access alternate routes and sub-areas.
- You can break them by throwing an enemy (or yourself) at them. Once in
- a sub-area, you'll return to the main area if you touch the left end
- of the area or when you defeat all the enemies.
- - Healing A: Fries, Hotdog, Bun, Chicken (17/17/35/35)
- - Healing B: Candy, Drink, Sandwiches, Chocolate (7/7/7/17)
- - Healing C: Any except Candy or Hot Dog
- - Valuable A: Glasses, Bouquet, Lighter, Dollar
- - Valuable B: Coin, Dollar, Watch, Necklace
- - Valuable C: Any except Diamond
- - There are seven stages in total. Stages 1, 2, 5 and 6 are (largely)
- mandatory. Stage 3 can be ended prematurely, in which case you'll move
- on to Stage 4A, whereas completing Stage 3 takes you to Stage 4B. Going
- through Stage 4A gives you a chance to sidetrack in Stage 5 in order to
- complete Stage 4B as well (with slightly different enemies and items).
- Stage 1 - Streets 1
- Stage 2 - Streets 2
- Stage 3 - Bus / Junkyard
- Stage 4A - Docks
- Stage 4B - Restaurant
- Stage 5 - Industrial (+ Restaurant)
- Stage 6 - High-Rise
- ======= Stage 1 - Streets 1 =======
- S1 - Area 1 [20m]
- 6,3m | Barrel (Valuable A) (seconds to crate: 1)
- 7,5m | G 23 Billy 23
- 10,0m | G -/23
- [L]
- 12,5m | Johnny 23 Billy 31 G 23
- 15,0m | Billy -/31 G -/23
- [L]
- 16,7m | Billy 23
- 17,5m | Johnny 23
- 18,5m | Barrel (Valuable C)
- 20,0m | Dirk 39 Billy 31
- S1 - Area 2 [20m]
- 7,5m | G 23 Billy -/23
- 10,0m | Johnny 23 Dirk 23
- [L]
- 10,6m | Yashichi (hidden)
- 12,5m | Billy 23 G 23
- 15,0m | Billy 23 Billy -/31
- [L]
- 17,5m | Dirk 39 Johnny 31 G 23
- 20,0m | Dirk 47 Billy -/23
- S1 - Area 3 [15m 6,25m free]
- 6,6m | Barrel (Valuable A)
- 6,9m | Barrel (Weapon)
- 8,8m | G 23 Ray 23
- 10,0m | Johnny 31 G -/23
- [L]
- 12,5m | G 23
- 13,1m | Dirk 47 Ray 31
- 13,8m | G -/23
- [L]
- 14,2m | Dave 215 Ray 23 Johnny 31 Billy 31
- Dave
- Light Attack 6
- Heavy Attack 10 kd
- Jump Kick 10 kd
- Butt Stomp 10 kd wu
- - You should find the first boss quite manageable, as you might expect.
- Don't get too complacent, though. He can still deal heavy damage if he
- comboes his light attack. If it happens, try to backdash out of it or
- interrupt it with Extra Joy. The jump kick can also catch you off-guard
- if you're just standing around (kind of like the jump kicks in Double
- Dragon 3).
- - Bosses usually have attacks with long reach, so that's something you
- need to watch out for, especially with Lucia.
- - Bosses will use their wake-up (wu) attacks if you're close to them
- when they recover from a knockdown. Dave's wake-up attack is quite slow,
- but it does home in on you, so you may need to use a backdash or Extra
- Joy to avoid the damage. Or you can just get some distance to avoid
- triggering it.
- ======= Stage 2 - Streets 2 =======
- S2 - Area 1 [15m]
- 5,5m | Barrel (Weapon)
- 7,5m | G 31
- 10,0m | Dirk 39 G 23
- [L]
- 11,3m | Dirk 39 G 31
- 12,5m | Ray 31 Johnny -/31
- [L]
- 13,8m | Dirk 47 Billy 31
- 15,0m | Johnny 31 G -/31
- S2 - Area 2 [10m + 18,7m v + 15m]
- - This is the only area in the game to feature a vertically scrolling
- section. Let's say a single screen is 8 meters in vertical length.
- 7,5m | Billy 31 G 31
- 10,0m | Dirk 39 Johnny -/31
- [L]
- 8,5mv| Billy -/31
- 10,0mv| Dirk 47
- 11,5mv| Billy 31
- 18,3mv| G 31
- 18,7mv| Fat Jack 55
- [L]
- 6,0m | Barrel (Valuable C)
- 8,8m | Fat Jack 55 Arby 71 Johnny 31
- 10,0m | Billy -/31
- [L]
- 12,5m | Fat Jack 55 Johnny 31
- 12,5m | -> Area 3b
- 15,0m | Arby 71 G -/31
- S2 - Area 3a [15m - 6,25m free]
- 7,0m | Barrel (Healing A)
- 7,5m | Dirk 39 Billy 31
- 10,0m | Fat Jack 55
- 13,8m | Billy 31 Johnny 31 G -/31
- [L]
- 15,0m | Callman 215 Billy 31 G 31 May 31
- May -/31
- Callman
- Attack 10 (kd)
- Tackle Charge a 30 kd
- Tackle Charge b 10 kd (wu)
- Throw 13 kd
- Evade
- - His evade habit makes him quite formidable. Instead of trying to deal
- with that, I do recommend you loop him into his wakeup attack by staying
- above or below him when he gets up and then going in for a throw when he
- hits the air.
- - Tackle Charge b is used as a wakeup attack and also if he breaks from
- your grapple.
- S2 - Area 3b [15m - 7,5m free]
- 7,0m | Plant (Curry/Barbecue)
- 7,5m | Billy 31 Johnny 31
- 10,0m | Dirk 39 G -/31
- [L]
- 13,5m | G 31 May 31 May -/31
- 13,8m | Callman 215
- ======= Stage 3 - Bus / Junkyard =======
- S3 - Area 1 [15m]
- 7,5m | Ray 31 G 31 May 31
- Billy -/31 May -/31
- [L]
- 8,8m | May 31
- 10,0m | Arby 71 Billy -/31
- [L]
- 12,5m | Billy 31 Mays -/31 G -/31
- 13,0m | Bus stop sign
- 15,0m | Arby 71 Dirk 47 May 31
- - If you destroy the bus stop sign, the stage will end, and you'll move
- to Stage 4A. Completing the full stage takes you to Stage 4B.
- S3 - Area 2 [10m]
- 5,4m | Diamond (hidden)
- 6,3m | Johnny 31 Billy 23 G -/23
- [L]
- 6,6m | G 31 Johnny -/31
- 6,9m | Ray 31
- [L]
- 7,2m | Fat Jack 71 Johnny 31
- 7,5m | Billy -/31 G 31
- [L]
- 8,1m | Arby 71 Billy 31 Johnny 31
- 8,8m | Billy -/31
- [L]
- 9,1m | Billy 31 Johnny 31
- 9,4m | G -/31 May 31
- [L]
- 9,7m | May 31 Andore -/111
- 10,0m | Johnny 31 Billy 31
- S3 - Area 3 [14,4m]
- 3,9m | Barrel (Healing A)
- 4,5m | Barrel (Valuable A)
- 8,8m | Johnny 39 Dirk -/55 Billy 39
- 10,0m | G -/39 Dirk 55 Billy -/39
- [L]
- 11,3m | Fat Jack 71 Arby 103 Billy 39
- 11,6m | Fat Jack 71 G -/39
- 12,4m | Arby -/71
- [L]
- 12,8m | Dirk 55
- 13,8m | Billy 39 G 39 Dirk 55
- 14,4m | Rick 55 Johnny -/39 Andore -/71
- S3 - Area 4 [10m \ 8,1m free]
- 7,5m | Caine 287 G -/39
- G 39 Ray -/39
- Ray 39 Ray -/39
- Caine 287 HP
- Smack 6
- Smack combo 30 (kd) (6 6 6 6 6 kd)
- Wakeup smack 6 kd wu
- Thrust combo 15 (kd) (5 5 5 kd)
- Throw 18 kd (6 6 6 kd)
- - This guy is one of the hardest bosses in the game (well, at least for
- Dean and Lucia). He moves fast and his attacks are fast and have long
- reach. Backdashing closer is too risky because of the thrust combo (which
- stays active for too long) and throw, so you can't really use it as an
- offensive tool here (unless you're going for the loop).
- - You'll need to take out his backup first. The only relatively safe
- way to do so is to use throws and then hit the boss as collateral.
- - With Lucia, your first option is to go TMNT2 on his ass and spam
- jump kicks. Dean might need to do that from the very beginning, since
- his throw lacks collateral range.
- - Another option is to try and loop him into his wakeup attack. If you
- backdash with good timing and from the right distance, you can avoid
- the attack and grapple him.
- - The full smack combo is only used if the first hit lands. Also, you
- briefly have control between the hits, so it's possible to interrupt it
- (even with a normal attack). He doesn't use it much, though.
- ======= Stage 4A - Docks =======
- S4A - Area 1 [20m]
- 6,7m | G 39 Billy -/39
- 6,9m | Barrel (nothing / Weapon)
- 7,5m | Dirk 55
- 10,0m | Johnny 39 Rick 55 Dirk -/55
- [L]
- 11,9m | Barrel (nothing)
- 12,5m | Rick 55 Dirk 39 G 39
- 15,0m | Andore -/71 Billy -/39 Ray 39
- [L]
- 17,5m | Dirk 55 Billy 39 Andore -/71
- 20,0m | Johnny 31 Andore 71 Ray -/39
- S4A - Area 2 [17,5m]
- 7,4m | Crate (Weapon)
- 8,0m | Crate (Valuable B)
- 7,5m | May 39 May 39 Fat Jack 71
- 10,0m | Fat Jack -/71 May -/39 Arby 71
- [L]
- 12,5m | May 39 Fat Jack 71 Arby -/103
- 15,0m | May 39 May -/39 Fat Jack 111
- [L]
- 15,6m | May 39 May 39 Andore -/103
- 16,6m | Andore 71
- 16,7m | May -/39
- [L]
- S4A - Area 3 [7,5m free]
- 3,8m | Crate (Healing B)
- 4,4m | Crate (Healing A)
- - Upper path -> Area 4a
- - Lower path -> Area 4b
- S4A - Area 4a [10m \ 8,125m free] (limit 4)
- 6,3m | Johnny 39 x4/6
- 9,4m |
- [L]
- S4A - Area 4b [10m free]
- 3,8m | Gold Bar (hidden)
- 6,3m | Johnny 39 Ray 39 Johnny 39 Ray -/39
- Billy 39 Joe 47 G -/39 Joe -/47
- Joe 47 Billy 39 Joe -/47 Johnny -/39
- - The Gold Bar despawns if it goes off-screen.
- S4A - Area 5 [10m \ 8,75m free]
- 8,5m | Drake 287
- Drake
- Headbutt Charge 10 kd
- Jump Smash 10 kd (wu)
- Quake Jump 2 kd
- Throw 10 kd
- Anchor Spin 10 kd
- Anchor Smash 10 kd
- Anchor Throw 10 kd
- - He'll drop the anchor if you hit him or grapple him or if he throws it.
- - The jump smash can be either low and quick or high and slow. The high
- one homes in on you if you move away from him.
- Bonus Stage A [8,3m]
- Bulldozer 215 HP
- - You have 40 seconds to take out the bulldozer.
- - Haggar has a slight advantage here, as he's able to hit it with both
- his regular jump attack and 2Y attack in a single jump.
- - Score bonus: 500xTime.
- ======= Stage 4B - Restaurant =======
- S4B - Area 1 [15m]
- Regular
- 6,6m | Dirk 55
- 7,5m | Billy 31 G 39
- 10,0m | Fat Jack 55 Ray -/39 Joe -/47
- [L]
- 11,3m | Fritz 1 x3
- [L]
- 11,9m | Joe 47 Joe -/47 Arby -/55
- 12,5m | Dirk 55 Fat Jack 55
- [L]
- 13,5m | Barrel (Gold Bar / Diamond)
- 13,8m | Joe 47 G -/39
- 15,0m | Arby 55 Johnny 39
- Detour
- 6,3m | Dirk 55 Billy 31 G 39
- 7,5m | Fat Jack -/55
- 10,0m | Ray -/39 Joe 47
- [L]
- 11,3m | Fritz 1 x3
- [L]
- 12,5m | Joe 47 Arby 55 Fat Jack -/55
- [L]
- 13,1m | Barrel (Curry / BBQ)
- 13,8m | Joe 47 G -/39
- 15,0m | Arby 39 Johnny -/39
- S4B - Area 2 [20m]
- Regular
- 6,3m | Dirk 55 G 39
- 7,5m | Joe 39 Dirk 55
- 10,0m | Billy 39 May -/39 May -/39
- [L]
- 11,3m | Fritz 1 x3
- [L]
- 12,5m | May 39
- 15,0m | Joe 39 Ray 39 May -/39
- [L]
- 15,7m | Barrel (Healing A)
- 16,0m | Barrel (Gold Bar / Diamond)
- 17,5m | May 39 Fat Jack 71 Arby 103
- 20,0m | Ray 39 G 39 May -/39
- Joe -/39 Fat Jack -/71
- Detour
- 6,3m | Dirk 55 G 39
- 10,0m | Joe 39 Dirk -/55 May -/39
- [L]
- 11,3m | Fritz 1 x3
- [L]
- 12,5m | Barrel (Curry / BBQ)
- 15,0m | May 31 May 31
- [L]
- 17,5m | Fat Jack 71 May 39
- 20,0m | Arby 103 May -/39 G -/39 Joe -/39
- S4B - Area 3 [15m]
- Regular
- 6,3m | Joe 39 Johnny 39 Ray -/39
- 6,4m | Andore 71
- 6,6m | Billy 39
- 6,7m | Joe 47
- 6,9m | G 39
- 7,0m | Andore 71
- 7,2m | May 39
- 7,3m | Joe -/39
- 7,5m | May -/39
- 7,7m | Johnny -/39
- 10,0m |
- [L]
- 11,3m | Andore 103 Andore 71 Fat Jack 47
- 11,9m | Joe 47
- 12,0m | Johnny 39
- 12,2m | Arby 103
- 12,3m | May 39
- 12,5m | Billy -/39
- 12,7m | Andore 71
- 12,8m | May 39
- 13,0m | Andore -/71
- 13,1m | Joe -/39
- 13,3m | Fat Jack -/71
- 13,4m | Johnny -/39
- Detour
- 6,3m | Joe 39 Ray 39 Johnny 39
- 7,5m | Andore 71 Billy 39 Joe 47
- 10,0m | G -/39 Andore -/71 May -/39
- [L]
- 11,3m | Andore 103 Andore 71
- 12,5m | Fat Jack 47 Joe 47 Johnny 39
- 13,1m | Arby 103 May 39
- 13,8m | Billy 39 Andore -/71
- 15,0m | May -/39 Joe -/39 Fat Jack -/47
- S4B - Area 4 [10m free]
- Regular
- 7,5m | Joe 47 Billy 39 G 39
- Ray -/39 Joe -/47 Johnny -/39
- 9,0m | Wong
- - The regular enemy spawns are a little buggy here. They're likely
- meant to be the boss's backup, but you can take them out before
- fighting the boss. However, the ones after the first two tend to get
- stuck in the void on the left if they spawn on that side. You can pull
- them out if you hit them with an attack that can reach them.
- Detour
- 6,3m | Barbecue (hidden)
- 7,5m | Joe 47 Billy 39 G -/39
- 9,0m | Wong
- -> S5 - A2
- - The BBQ spawns along with the enemies and despawns if it goes off-screen.
- Wong 359 (regular) / 431 HP (detour)
- Light Attack 6
- Long Punch 8 (kd)
- Tackle Charge 10 kd (5 5)
- Spin Jump a 8 kd
- Spin Jump b 15 kd (wu) (7 8 8)
- - Wong appears when you approach the door at the end.
- - Wong is one of the easier bosses, as he's slow and doesn't have any
- throws. You can easily attack him if you approach him from an angle.
- - He wipes out after using his wakeup attack. He has to get up before
- you can damage him again. He'll also use spin jump b if he breaks your
- grapple.
- - If the tackle charge misses, he'll follow it up with a spin attack.
- ======= Stage 5 - Industrial (+ Restaurant) =======
- S5 - Area 1 [20m]
- - If you completed Stage 4B, you'll start from Area 2.
- 0,8m | Yashichi
- 6,2m | Billy 31 G 39 Rick 47
- 6,4m | Barrel (Weapon)
- 6,6m | Dirk 47
- 6,7m | May 39
- 6,8m | Joe 39
- 7,0m | Rick -/47
- 7,2m | Joe -/39
- 7,4m | May -/39
- 10,0m |
- [L]
- 11,0m | -> Restaurant
- 11,3m | Dirk 47 Johnny 31 Joe 39
- 11,5m | Joe 39
- 11,8m | Joe 39
- 12,2m | Rick 47
- 12,5m | May -/39
- 12,8m | Dirk -/47
- 13,1m | Ray -/39
- - Taking the path up here will indeed result in having to go through
- the entire restaurant level. This is a completely pointless detour, so
- unless you just want to do it for the heck of it, stay away.
- 15,0m |
- [L]
- 16,3m | May 39
- 17,5m | May 39 May 39
- 18,8m | May 39
- 20,0m | May -/39 May -/39
- S5 - Area 2 [15m]
- 5,6m | Barrel (Healing B)
- 6,3m | Johnny 39 Rick -/71 Hunter -/55
- 7,5m | Ray -/47
- 8,8m | Hunter 71 Billy 31 G 47 Hunter 55
- 10,0m | Fritz 1 x2
- [L]
- 10,6m | Fritz 1 x3
- [L]
- 11,3m | Dirk 71 Ray 47 Hunter -/55
- 11,9m | Johnny 39 Ray -/47 Hunter 55 G 39
- 12,5m | Joe -/47 Johnny 39 Hunter 55
- [L]
- 13,1m | Fritz 1 x2
- [L]
- 15,0m | Andore 71 G 39 Hunter -/55
- S5 - Area 3 [15m]
- 4,4m | -> Area 3s1 [5m]
- Rick 95 Johnny 39 Billy -/39
- 1 Up (hidden)
- <- 8,5m
- - Visiting Area 3s1 will remove the 6,3-7,5m enemies (since you're
- past the spawn trigger). If you enter the room after killing the 8,6+m
- enemies, you'll have to fight them again.
- 6,3m | May 47
- 6,6m | Billy 47
- 6,9m | Hunter -/55
- 7,2m | Andore 111
- 7,5m | Johnny -/39
- 8,4m | Ray 47 Hunter 55 May 47
- 8,8m | Rick -/95
- 9,4m | -> Area 3s2 [5m]
- Dirk 71 Ray 39 G -/47
- -> Area 4
- <- 13,5m
- - Visiting Area 3s2 and coming back will remove the 6,3-12,5m enemies.
- 10,0m | G 47
- [L]
- 12,2m | Fritz 1 x3
- 12,5m | Fritz 1 x2
- [L]
- 13,8m | Arby 111 Fat Jack 71 G 39
- 14,4m | Ray 47 Joe 39 Hunter 71
- Fat Jack -/71 Joe -/47
- 15,0m | G -/39 Andore 111 Hunter -/55
- Ray 47
- -> Area 5
- S5 - Area 4 [19,6m]
- 6,3m | G -/23
- 7,5m | Ray 23
- 10,0m | May 31
- [L]
- 13,8m | Billy 23 Johnny -/23
- 15,0m | Hunter 39
- [L]
- 19,6m | Arby 71 May 39 Fat Jack -/71
- - If you destroy the four computers here, the stage will end, but you
- won't get the bonus stage.
- S5 - Area 5 [15m]
- 5,6m | Barrel (healing C)
- 5,9m | Barrel (healing C)
- 6,3m | Ray 39
- 6,6m | G 39
- 6,9m | Andore 71
- 7,2m | Rick -/71
- 7,5m | Billy -/47
- 7,8m | Joe -/39
- 8,1m | Hunter 71
- 10,0m | G -/39
- [L]
- 11,3m | Rick 71 Joe 39 Dirk -/55
- 12,5m | G 39 Johnny -/39
- 13,7m | Andore -/95 Joe 39
- 15,0m | Andore 143 Andore 111 Billy -/47
- S5 - Area 6 [25m, 6,25m free]
- 6,3m | Ray 47
- 6,9m | Hunter 111
- 7,5m | Fat Jack 71
- 8,7m | G 39 Johnny -/39
- 10,0m | Fat Jack -/119
- [L]
- 10,6m | Ray 47
- 11,3m | Arby 111
- 11,9m | Joe 47
- 12,5m | Joe -/39
- 13,7m | Fat Jack 119
- 15,0m | Hunter 71 Ray -/39 G -/47
- [L]
- 16,3m | Ray 47
- 16,9m | Barrel (Barbecue)
- 17,5m | Hunter 111 G 39
- 20,0m | Johnny -/39
- [L]
- 24,4m | Stray 359
- 24,5m | Johnny 39 Billy 39 Rick -/47
- Ray -/39 Hunter 47 Joe -/47
- G 39 Joe 47
- Stray
- Quick Attack 8
- Combo 32 (8 8 8 8)
- Long Punch 12
- Dash Attack 30 kd (10 10 10 kd)
- Jump Attack a 10 kd
- Jump Attack b 20 kd wu
- Block
- - Stray could be considered the hardest boss in the game. He's very fast
- and has some highly dangerous attacks. On his own, he's not really all
- that difficult to manage, but throw some normal enemies into the mix to
- distract you, and he'll easily get plenty of chances to obliterate your HP.
- - You can often see the dash attack coming, as he'll move the same way
- as Dirks and Andores when they use their charge attacks. Stray's dash
- attack is even nastier, though, since it does heavy damage and homes in
- on you. If you react quickly enough, you should be able to avoid it with
- vertical movement, but depending on your positioning, it doesn't always
- work. When you avoid it, you should be able to grapple him afterwards.
- - The combo has very short range, so even Lucia can easily interrupt it
- so long as you react accordingly. He likes to follow up the combo with
- a dash attack. If you eat both, you're looking at a *massive* 62 pod.
- - If you can see the long punch coming, you should backdash through that.
- - You can usually avoid jump attack a with basic movement. Jump attack
- b won't hit you if you're standing really close to him.
- - He can block your attacks, but only for a moment, and throws will
- still go through. He's pushed back when he blocks. If he's pushed out
- of reach, he might whiff-punish you.
- - Regarding his backup, the first four enemies appear normally, but the
- remaining ones spawn one at a time. The spawn trigger doesn't become
- active until the hook is gone.
- - As you can see, you can avoid spawning his backup if you manage to
- stay on the left side (although it doesn't work on Easy for some reason).
- As I'm sure you can imagine, this makes a *huge* difference and might
- be the only way you can survive if you're low on lives.
- - And if that's not enough, there's also an AI loop option that tends to
- work quite well. It involves staying in the lower left corner and throwing
- Stray to your right after which he should jump off-screen. When he comes
- back, you can quite easily grapple him again and repeat the process.
- Bonus Stage B [37,5m]
- - Your goal is to destroy the computer at the end of the area. You have
- 30 "seconds" (26,5 actual seconds). A more practical goal is scoring the
- two One-Ups. If you can manage to avoid any barrels, you don't need to
- run, although it'll be close. You can easily run most of the way, though,
- if you start from the bottom lane, then switch to the mid-lane.
- - Normal barrels will come tumbling down from above, whereas explosive
- barrels are always on the ground. You can safely take out explosive
- barrels with attacks that have longer reach.
- - Score bonus: 500xTime + 500xBarrels
- - A: Glasses, Bouquet, Lighter, Dollar
- - B: Watch, Dollar, Coin, Necklace
- - C: Gold Bar, Diamond
- - D: Random heal
- - E: One Up
- - F: Nothing
- Bottom Middle Top
- 6,3m | Barrel A
- 8,5m | Bomb
- 10,0m | Bomb Barrel A
- 12,3m | Barrel D
- 12,5m | Barrel B
- 15,0m | Barrel B Bomb
- 17,5m | Barrel B
- 20,0m | Bomb Barrel B
- 22,5m | Barrel F Barrel D
- 24,0m | Bomb Bomb
- 25,0m | Bomb
- 27,5m | Barrel C
- 30,0m | Bomb Barrel C
- Bomb, Barrel C
- Barrel E Barrel E
- Barrel F Bomb
- ======= Stage 6 - High-Rise =======
- S6 - Area 1 [20m]
- 6,3m | G 39 Dirk -/47
- 7,5m | Ray 39 Joe 47
- 10,0m | Rick -/55 Hunter 55 Joe -/47
- [L]
- 11,3m | Fritz 1 x3
- [L]
- 12,5m | Billy 39 Hunter 55 Dirk -/55
- 15,0m | Joe 47 Fat Jack 55
- [L]
- 16,3m | Joe 47 Billy 39 Johnny 39
- 17,5m | Arby 71 Ray 39 Dirk -/55
- 20,0m | G -/39 Andore 111
- S6 - Area 2 [20m]
- 4,4m | -> Area 2s1 [6,25m free]
- Billy 47 Joe 47
- Hunter 71 Johnny -/47
- Pot (1 Up) G -/47
- <- 8,5m
- 6,3m | Rick 71 Joe 47
- 7,5m | Billy -/39 Dirk 55
- 10,0m | G 39 Ray -/39
- Billy 39 Arby 103
- Fat Jack 71
- [L]
- 10,7m | May 47 May 47 May 47
- 11,3m | May 47
- 12,5m | May 47 May -/47
- 11,5m | -> Area 2s2 [6,25m free]
- Andore 103 Joe 47
- Dirk 71 Joe -/47
- Pot (Barbecue) G -/47
- <- 16,0m
- 15,0m | May -/47 May -/47
- [L]
- 17,7m | Johnny 39 Ray 39 Billy -/39
- 18,1m | May -/47
- 18,4m | Arby -/103
- 18,8m | G -/47
- 19,0m | Fat Jack 71
- 19,4m | May 47
- 20,0m | Andore 103 Dirk 55 G 39
- S6 - Area 3 [5m] (limit 4)
- | Joe 47 x7/10
- S6 - Area 4 [20m]
- 6,3m | Joe 55 Rick 47 Fat Jack -/55
- 7,5m | May 55 May 47
- 8,8m | May 47 May 55 May -/103
- 10,0m | May -/47 May -/71 May -/95
- [L]
- 10,6m | Fritz 1 x3
- 11,3m | Barrel x3 (Gold Bar/Dmnd, nothing, Curry/BBQ)
- [L]
- 11,9m | Barrel x3 (Valuable C, Healing C, nothing)
- 12,5m | Fat Jack 71 Arby 103 Arby 103
- 13,1m | Fat Jack 71 Fat Jack -/95 Arby -/111
- 13,9m | Andore 119 Ray 47 G 47
- 15,0m | Andore -/143
- [L]
- 15,6m | Barrel x3 (Valuable C, Healing C, Valuable C)
- 16,3m | Billy 47
- 16,6m | May 47 Rick -/71 G -/47
- 16,9m | Joe 47 Arby 95 Johnny 47
- 17,5m | Andore 103 Andore -/143 Joe 55
- [L]
- - The Fat Jacks and Arbies in the middle queue up in an unusual way in
- that you have to kill both enemies before any more spawn.
- S6 - Area 5 [15m 6,9m free]
- Black 431 HP
- Normal Attack 10 (kd)
- Fire Fist 5-30 (kd) (5 5 5 5 5 5 kd)
- Tornado Spin 16 fl (wu) (8 8)
- Knife Throw 10 kd
- - The final boss is not very different from the other bosses. If you
- could handle them, you can handle him.
- - His most notable aspect is his sheer speed; he's faster than any other
- boss in the game, to the point where he can easily slip out of your
- combos. I'm not entirely sure if that's simply because of his speed
- or if he also has a shorter hitstun. Either way, don't get stubborn
- about it. Just accept that certain combos aren't viable here.
- - His basic attack has no vertical range, but avoiding it with a jump
- requires predicting it, since he's so fast he could otherwise easily hit
- you before you actually get off the ground. He might also backpedal,
- causing you to whiff.
- - Use a backdash or Extra Joy to avoid his wakeup attack. You can also
- stay above or below him. He'll often pass right by you after his wakeup
- Tornado Spin, giving you a good grapple opportunity. When he uses the
- Tornado Spin at other times, it can easily catch you off-guard. If you
- manage to avoid it, you can try to catch up with him and go for a grapple
- or combo right after the attack ends.
- - You can block the knives with Extra Joy, but you can easily avoid
- them with vertical movement as well. If you approach him during knife
- throw, he'll try to hit you with his normal attack.
- - With Lucia, you should try to backdash through his attacks to get an
- opening. It's definitely her best option here, although you could also
- try doing some knee stuns. Learning to predict his attacks accurately
- might take some practice. As a defensive measure, you can interrupt his
- normal attack with your basic attack, but don't try to combo it at max
- distance, since you'll whiff (just like with Dirks). Likewise, you can
- only use the flying kick if he's really close.
- - Initially, the arena is in the middle, but it shifts to the right
- once Black is below 72 HP. At that point, Black will stick to the right
- end of the arena, which makes it relatively easy to finish him off. Note,
- however, that you can't grapple him anymore. Avoiding Knife Throw will be
- harder, since he now tracks your position before throwing them (although
- if you're really close, the tracking kind of fails, and he'll miss). He'll
- often do Tornado Spin in place, but he can also do two moving spins in
- a row, to go back and forth. If the first one hits you, the second one
- may hit you on wakeup (can be avoided with a semi-buffered backdash).
- He also uses a whip/fireball/Tornado Spin combo.
- - On Easy, he's not likely to use his whip combo until he's below 72 HP.
- - You won't see the ending unless you're playing on Expert.
- --------------------------------------------------------------------------
- Score List
- Items
- Candy 1000 Bouquet 1000 Club 0
- Drink 1000 Lighter 1000 Pipe 0
- Sandwiches 1000 Glasses 1000 Nunchaku 0
- Chocolate 3000 Watch 3000 Hammer 0
- Fries 3000 Dollar 3000
- Hotdog 3000 Necklace 5000
- Bun 5000 Coin 5000
- Chicken 5000 Gold Bar 10k
- Curry 5000 Diamond 10k
- Barbecue 10k
- Yashichi 0
- 1 Up 0 Use a Continue 1
- Moves
- Lucia
- Basic combo Y Y Y Y [1000] 100 100 300 500
- Combo+Bw Throw Y Y Y 2/8Y [850] 100 100 300 350
- Dash combo Y Y Y [1500] 200 300 500 500
- Flying Kick 6323Y [400] 100 100 100 100
- Super 226Y [3300] 500 300 500 300 500 300 100 100 100 600
- Extra Joy X 500
- Jump kick Y 150
- Dash jump kick Y 300
- Knee 2Y 250
- Flame Kick 236Y 600
- Throw (combo,frn) Y Y Y [600] 100 200 300
- Throw (frwd) 6Y 350
- Throw (backw.) 4Y 350
- Throw (back) Y 400
- Throw 2 (back) 6Y 400
- Steel Club Y Y Y [750] 200 250 300
- Steel Pipe Y 200
- Nunchaku Y 200
- Hammer Y 200x
- Guy
- Basic combo Y Y Y Y Y [1000] 100 100 200 250 350
- Combo+Bw Throw Y Y Y Y 2/8Y[950] 100 100 200 250 300
- Dash combo Y Y Y Y [1200] 150 250 350 450
- Fire Fist 236Y 6x100
- Extra Joy X 300
- Jump kick Y 100
- Jump kick (still) Y 100
- Dash jump kick Y 200
- Knee 2Y 200
- Combo (front) Y Y Y [600] 100 200 300
- Throw (fwd/backw) 6/4Y 300
- Combo (back) Y Y Y [900] 200 300 400
- Throw (back) 6/4Y 500
- Super 632Y 1500
- Steel Club Y 200
- Steel Pipe Y 200
- Nunchaku Y Y Y [600] 200 200 200
- Hammer Y 200x
- Haggar
- Basic combo Y Y Y [800] 100 100 600
- Combo+Bw Throw Y Y 2/8Y [1000] 100 100 800
- Dash attack Y 100x
- Double fist 236Y [400] 100 200 100
- Extra Joy X 400
- Jump kick Y 100
- Dash jump slam Y 150
- Butt stomp 2Y 100
- Combo (front) Y Y Y [900] 200 300 400
- Throw (fwd/backw) 6/4Y 800
- Throw (jump,frnt) Y 1200
- Throw (back) Y 900x2
- Throw (jump,back) Y 1300
- Super 6323Y 2000
- Steel Club Y 200
- Steel Pipe Y Y Y [1000] 200 600 200
- Nunchaku Y 200
- Hammer Y 200x
- Dean
- Basic combo Y Y Y(Y) [700/900] 150 150 300 100/300
- Combo+Bw Throw Y Y 2/8Y [1900] 150 150 1600
- Slide kick Y 150
- Electric Fist 698Y 400
- Extra Joy X 300
- Jump kick Y 100
- Dash jump slam Y 150
- Jump punch 2Y 150
- Grab 236Y -
- Combo (front) Y Y Y [800] 200 200 400
- Throw (fwd/backw) 6/4Y 800/1600
- Throw (back) Y [1000] 0 0 1000
- Throw(bck)to Slam Y nY [800] 0(0) 800
- Throw(bck)->Super Y 28Y [1200] 0(0)1200
- Throw 2 (back) 8Y 600
- Throw 2+ (back) 8Y 22Y [1100] 600 500
- Super 28Y 1200
- Steel Club Y 300
- Steel Pipe Y 500
- Nunchaku Y 300
- Hammer Y 200
- - Collateral hits give no points.
- - Guy gets an extra 300 points when he kills an enemy with his frontal
- grapple combo.
- Enemies
- Container 100 Dave 10 000
- G / Johnny 1000 Callman 12 000
- Billy / Ray 1500 Caine 14 000
- Joe 1200 Drake 12 000
- Fritz 1300 Wong 17 000
- May 1400 Stray 20 000
- Fat Jack / Arby 1600 Black 25 000
- Dirk / Rick 1800
- Hunter 2000
- Andore 4000
- e
Add Comment
Please, Sign In to add comment