Raphael Lee´s SUPER PUNCH-OUT !! FAQs
8888 =============================== 888888 ============ 88 88
version 1.0 last updated:
2/21/00 faq maintainer: Raphael Lee
A Trapezoid Soft Co. Ltd. Inc. Production
http://www.ultranet.com/~lhh/
rafaeru84@yahoo.com
======================================================================
table of contents is a content tat is table
This symbol > means that this section has been
updated in version 1.0.
This symbol >> means that this section is new
in version 1.0.
1 Introduction
> 1.1 Revision History
> 1.2 What on earth...?
> 1.3 Most Wanted List
2 How to Play
2.1 Gameplay Mechanics
2.2 Punches
2.3 Blocking
2.4 Dodging
2.5 Basic Strategies
2.6 Scoring
2.7 Levels of Play
3 The Minor Circuit
3.1 Gabby Jay
3.2 Bear Hugger
3.3 Piston Hurricane
3.4 Bald Bull
4 The Major Circuit
4.1 Bob Charlie
4.2 Dragon Chan
4.3 Masked Muscle
4.4 Mr. Sandman
5 The World Circuit
5.1 Aran Ryan
5.2 Heike Kagero
5.3 Mad Clown
5.4 Super Macho Man
6 The Special Circuit
6.1 Narcis Prince
6.2 Hoy Quarlow
6.3 Rick Bruiser
> 6.4 Nick Bruiser
7 Advanced Strategies
7.1 Counter Punching
7.2 Unsteadiness
7.3 Gabby Jay
7.4 Bear Hugger
7.5 Piston Hurricane
> 7.6 Bald Bull
> 7.7 Bob Charlie
> 7.8 Dragon Chan
7.9 Masked Muscle
7.10 Mr. Sandman
> 7.11 Aran Ryan
> 7.12 Heike Kagero
7.13 Mad Clown
7.14 Super Macho Man
7.15 Narcis Prince
7.16 Hoy Quarlow
7.17 Rick Bruiser
> 7.18 Nick Bruiser
8 Killer Records
> 8.1 Best Times
> 8.2 Best Scores
9 Conclusion
> 9.1 Credits
> 9.2 Challenges
9.3 Disclaimer and Copyright
Notice
======================================================================
= Section 1 =================
I n t r o d u c t i o n ================
======================================================================
======================= 1.1 Revision History ========================
Version 1.0, 2/21/00, 91.8 KB
Guys, this
is probably going to be the last update. This game
will always be one of my favorites, but I'm too busy to
play it or to put major effort into updating this FAQ. I
wanna thank everyone involved in this FAQ for making it
what it is.
You'll notice
that I've removed the e-mail addresses of
contributors, because they probably don't need the extra
e-mail that they might get. Please don't e-mail any of us
for tips on how to play the game - if the FAQ can't answer
it, play more and you'll learn; this game has a steep
learning curve, but when you've learned it once you have it
forever.
Finally,
my e-mail address and web site address have changed.
What on
earth...? (1.2) updated.
Most Wanted
List (1.3) updated.
Nick Bruiser
(6.4) updated.
Bald Bull
Advanced Strategies (7.6) updated.
Bob Charlie
Advanced Strategies (7.7) updated.
Dragon Chan
Advanced Strategies (7.8) updated.
Aran Ryan
Advanced Strategies (7.11) updated.
Heike Kagero
Advanced Strategies (7.12) updated.
Nick Bruiser
Advanced Strategies (7.18) updated.
Best Times
(8.1) updated.
Best Scores
(8.2) updated.
Credits
(9.1) updated.
Challenges
(9.2) updated.
Bye ^^
Version 0.7, 6/14/99, 86.0KB
You guys
are too much! Big update this time - pretty much none
of it is my original content, it's all contributions.
I've set
up a new web site and closed down the wildly
unsuccessful old one. There's a link at the top, and this
FAQ can be found there. This has been noted in What on
Earth...? (1.2).
The Most
Wanted List (1.3) has also been updated.
A note on
Nick's Mix has been added to the Nick Bruiser section
(6.4).
Some advice
about getting record scores submitted by Jeff C.
Having no real place to put it, I floundered a bit and
eventually jammed it into Counter Punching (7.1).
Bear Hugger
Advanced Strategies (7.4) updated.
Bob Charlie
Advanced Strategies (7.7) updated.
Aran Ryan
Advanced Strategies (7.11) updated.
Heike Kagero
Advanced Strategies (7.13) updated.
Super Macho
Man Advanced Strategies (7.14) updated.
Narcis Prince
Advanced Strategies (7.15) updated.
Rick Bruiser
Advanced Strategies (7.17) updated.
Nick Bruiser
Advanced Strategies (7.18) updated.
Best Times
(8.1) updated.
Best Scores
(8.2) updated.
Credits
(9.1) updated.
Version 0.6, 5/15/99, 75.9KB
This is
a HUGE update, and most of it comes from Warmwasser's
contributed information. Thanks a lot!
The names
of contributors are now listed in front of their
e-mail addresses in the body of the FAQ, but the change
is not marked above.
What on
earth...? (1.2) updated.
Contributing
(1.3) renamed "Most Wanted List" and modified
greatly - it is now much more specific.
Dodging
(2.4) updated - dodging back to the center point by
pressing in the opposite direction won't help you when Hoy
Quarlow shoves you to the side.
Levels of
Play (2.7) updated.
Mad Clown
(5.3) updated.
Hoy Quarlow
(6.2) updated.
Nick Bruiser
(6.3) updated.
Section
7 rearranged to accomodate new sections.
Gabby Jay
Advanced Strategies (7.3) updated.
Bear Hugger
Advanced Strategies (7.4) updated.
Piston Hurricane
Advanced Strategies (7.5) updated.
Bald Bull
Advanced Strategies (7.6) updated.
Bob Charlie
Advanced Strategies (7.7) completed!
Dragon Chan
Advanced Strategies (7.8) updated.
Masked Muscle
Advanced Strategies (7.9) completed!
Aran Ryan
Advanced Strategies (7.11) updated.
Mad Clown
Advanced Strategies (7.13) updated.
Super Macho
Man Advanced Strategies (7.14) completed!
Narcis Prince
Advanced Strategies (7.15) updated.
Hoy Quarlow
Advanced Strategies (7.16) completed!
Rick Bruiser
Advanced Strategies (7.17) completed!
Nick Bruiser
Advanced Strategies (7.18) completed!
Best Times
(8.1) updated.
Credits
(9.1) updated.
Version 0.5, 4/28/99, 66.1KB
After such
a long wait, you're surely expecting a massive,
pulsating update. Too bad! Sorry... but this isn't so
big. However, over the long wait, a handful of people have
sent in all sorts of advice and records. Cool.
It has come
to my attention that, although this FAQ is only
being sent to GameFAQs, it's been appearing in other sites.
Because of the nature of the disclaimer, that's fine, but
remember: only noncommercial purposes, don't change the
text, and give me credit. Also, if you could keep it up to
date, that'd be ideal.
Contributing
(1.5) updated - forget about the endings, it sort
of ruins things. But thanks to those who've helped on this
point anyway.
Scoring
(2.6) updated, with the Special Points question being
answered, for the most part at least.
Section
7 rearranged to accomodate new sections.
Piston Hurricane
Advanced Strategies (7.5) completed!
Aran Ryan
Advanced Strategies (7.9) completed!
Best Times
(8.1) and Best Scores (8.2) updated. Send in your
scores! If you don't have the time or patience to record
every single one, send in the best.
Credits
(9.1) updated.
Disclaimer
and Copyright Notice (9.3) updated - there was a
tiny typo.
Version 0.4, 3/22/99, 61.3KB
Mad Clown
(5.3) updated.
Section
7 rearranged to accommodate new sections.
Gabby Jay
Advanced Strategies (7.3) completed!
Bear Hugger
Advanced Strategies (7.4) completed!
Bald Bull
Advanced Strategies (7.5) completed!
Dragon Chan
Advanced Strategies (7.6) completed!
Mad Clown
Advanced Strategies (7.9) completed!
Best Times
(8.1) updated.
Credits
(9.1) updated.
Disclaimer
and Copyright Notice (9.3) updated.
Wow... progress
is rolling along quickly! Soon all the boxers
will be analyzed in Section 7. The plot sickens!
Version 0.3, 3/21/99, 56.7KB
Basic Strategies
(2.5) updated. I can't believe I forgot to
mention this...
Aran Ryan
(5.1) updated.
Boxers of
Special Circuit (6) completed!
Unsteadiness
(7.2) completed! With some help.
Mr. Sandman
Advanced Strategies (7.3) completed!
Heike Kagero
Advanced Strategies (7.4) completed! The advanced
strategies aren't going to be completed in any real order.
Narcis Prince
Advanced Strategies (7.5) completed!
Best Times
(8.1) and Best Scores (8.2) updated.
Credits
updated.
Next to
come is a guide to getting the best scores on each
boxer, for Chapter 7. This may ruin the game majorly for
some of you, so don't read it unless you've already beaten
the game and are now striving for the record times.
Version 0.2, 3/15/99, 41.9KB
This is
a BIG BIG update, mostly because so little was done
last time around. Here goes...
One item
was added to section Contributing (1.3). It is marked
with an arrow, because I really need it.
Scoring
(2.6) completed!
All the
boxers of the Minor Circuit (3) were revised a bit; it
turns out that I missed something from each.
Boxers of
Major Circuit (4) completed!
Boxers of
World Circuit (5) completed!
Hoy Quarlow
(6.2) completed, because he gives people a lot of
trouble. Also, he has a lot of special attacks, which
means that the section about him would be huge, which means
that I would have to tackle it early on. And I did.
Counter
Punching (7.1) completed!
Best Times
(8.1) completed! Can you beat my times? (Yes...)
Best Scores
(8.2) completed! Mine are pathetic...
Challenges
(9.2) added! Try these if you think you're da man.
I told you
it was a big update... and there's more to come next
time. The FAQ has more than doubled in size... mwa ha!
Version 0.1, 3/13/99, 18.2KB
First version.
There isn't much here yet, but it's out so that
you-all will know that it's here... [the quest for world
domination begins. Beheheheh...]
======================= 1.2 What on earth...? =======================
What is Super Punch-Out? It's a video game,
a boxing video game, and
an awfully good one at that. I think I
first played it at a Lechmere
(an extinct electronics store) exhibit; it looked
terribly hard, and
it was, but the graphics and sound were great.
So I bought the game.
Now the game is six years old. It was designed
for the Super Nintendo
Entertainment System, or SNES, which is now pretty
much dead. Still,
if you have it, take it out again and play it
every so often. Super
Punch-Out!! is simply one of the best games that
there is. It sounds
cheesy, but it's true; sixteen boxers await,
each with their own
strategies, and there is a function that records
your best times.
Super Punch-Out!! is devilishly addicting and
has the highest replay
value of all the games I've ever played.
That's saying a lot, mon.
Reading Section 7 may derive from the fun of the
game. There are
spoilers as to the attack patterns of the boxers,
so read at your own
risk.
You can freely distribute this FAQ, as long as
you don't change it in
any way and I get credit for it. This FAQ
can be found at these
places:
Panangelium
http://www.ultranet.com/~lhh/
GameFAQs
http://www.gamefaqs.com/
======================== 1.3 Most Wanted List =======================
All contributions should be sent to me at rafaeru84@yahoo.com.
You'll
get full credit for it.
The FAQ is nearing completion, but there still
is a lot more to do,
and a lot more to add. These are the things
that, being missing, I
need the most:
- The mysterious 150 Special Points that
you get now and then - why?
- I need a Best Times strategy (Section
7) for Hoy Quarlow.
- Warmwasser has filled in all the Unsteady
Animations, but when
exactly
should a KO punch be thrown? I need this information
for:
- Gabby Jay
- Bear Hugger
- Piston Hurricane
- Bald Bull
- Bob Charlie
- Aran Ryan
- Mad Clown
- Super Macho Man
- Narcis Prince
- Hoy Quarlow
- Rick Bruiser
- Nick Bruiser
Of secondary importance, some of the boxers already
have more than one
different "Best Times" strategies. And
of course some strategies are
more effective than others. I would like
to keep exactly one strategy
per boxer, the one that yields the least amount
of time. If somebody
could test and compare them, that'd be awesome
- I am running low on
time. The following boxers have more than
one strategy:
- Bear Hugger
- Piston Hurricane
- Bald Bull
- Bob Charlie
- Dragon Chan
- Masked Muscle
- Aran Ryan
- Keike Kagero
Least important, but still badly wanted, are corrections
and record
times and scores.
By way of explanation, the term "Information from"
is used when I've
paraphrased the contributor's idea, "Contributed
by" is used when the
contribution is a direct, unchanged quote, and
"Tweaked by" is used
when tips have been improved by somebody.
======================================================================
= Section 2 ==================
H o w t o P l a y =================
======================================================================
======================= 2.1 Gameplay Mechanics ======================
Basically, you're trying to defeat your opponent
in the boxing ring by
knocking them out. To do this, you use
punches to lower his stamina;
when he's had sufficient punishment, he'll be
knocked to the mat and
the ref (who seems to be a disembodied voice)
begins the count to ten.
To win a match, either pound away at your opponent
so much that he
can't get up during the count, or knock him down
three times. The
same rules apply to you, so be warned!
You also have a handicap: if
the match exceeds three minutes, you are the
automatic loser. So
don't dawdle.
Your opponent's gloves will be either up or down
when he's not doing
anything. When his gloves are up, he'll
block your attacks to his
head, and when they're down, he'll block your
body blows.
At the bottom of the screen is a meter that fills
up, bit by bit, with
each hit that you land. For every hit that
your opponent tags you
with, it goes back down. When the Power
Meter is completely filled,
the "S" in the bottom-left corner of the screen
will be flashing.
This signifies that you may now use the hook,
the uppercut, the rapid
hook and the rapid uppercut as attacks.
If you're knocked down, the
Power Meter returns to zero.
Behind your ugly mug in the upper-left corner,
the background serves
as a Power-Up Indicator. As the match goes
on, the background changes
from blue to red. When it's red, you'll
be in Power-Up mode, which
means that your punches will be faster.
Your Knock Out punches will
also be stronger. You can tell when you're
in Power-Up; your gloves
flash. Unfortunately, the flow of time
will also remove your Power-Up
status, as will being knocked down.
If you go to Button Setting Mode, you can set
a button to activate
Power-Up mode instead of letting it kick in automatically.
I
personally use X. Of course, you still
have to wait until the
Indicator becomes red.
============================ 2.2 Punches ============================
There are eight punches to use, each with varying speed and strength.
Left jab - Press Y while holding Up on the Control
Pad. The quickest,
but very weak.
Left body blow - Press Y. Slower than the
left jab, but stronger.
Right jab - Press B while holding Up. Slower
and stronger than the
left body blow.
Right body blow - Press B. Slow, but pretty
strong.
The next four punches require your Power Meter
to be full; otherwise,
you can't use them. These are known as
Knock Out Punches.
Hook - Press A. A left-to-right body blow.
Takes some time to
execute, but it's strong.
Uppercut - Press A while holding Up. A
right-to-left hit to the face.
takes longer to execute than the hook, but stronger.
This is the strongest punch in the game.
Rapid hook - Press A twice. You'll keep
using weak and rapid hooks
until the opponent blocks or is knocked down.
Rapid uppercut - Press A twice while holding
Up. You'll keep using
weak and rapid uppercuts until the opponent
blocks or is knocked down.
============================ 2.3 Blocking ===========================
Sometimes you'll have to block certain attacks.
To block an attack to the head, hold Up.
Your gloves will be up and
ready to block punches.
However, this leaves you vulnerable to
body blows.
To block body blows, don't press anything.
Your gloves will
automatically be down to belly
level. This, however, leaves you
vulnerable to head punches.
Some particularly nasty attacks can't be blocked,
like uppercuts.
Which brings us to...
============================ 2.4 Dodging ============================
Dodging is usually the best way to avoid attacks.
There are three
dodges:
Dodge left - Press Left. Use this to avoid
most punches.
Dodge right - Press Right. Use this to
avoid most punches, too.
Duck - Press Down. Use this to avoid hits
to the head.
Unlike blocking, you can't dodge forever; though
you may hold Left or
Right or Down for years, you'll always end up
returning to the middle
of the screen after about a second.
There's isn't much of a difference between dodging
left and dodging
right, in general, though there may be certain
situations in which you
will need to dodge one way or another.
Ducking will still allow you
to take body blows, which is why it's not very
effective, although
you'll also need to do it in special cases.
Special note: return from a dodge faster by pressing
the opposite
direction. This is useful in a fight with
Mad Clown.
======================== 2.5 Basic Strategies =======================
Here are some basic strategies for the novice.
"I also didn't write how i know when to throw
a punch. Look closely
at characters. They usually give something
away before they do
something, so you know how to react.
Example: I know at the beginning of the
match Nick bruiser will throw
a punch because he STOPS moving right before
he throws a punch. So
when I see him stop moving, I dodge, and voila!
I dodge the punch.
(Even though it's so fast I can barely see the
punch.)"
- Contributed by ScuddMan
[Ed.- How could I forget this!?
The whole game is based on this
very concept.]
Each boxer has his own style, so what works against
Gabby Jay may not
work against Bear Hugger. When you lose,
try again and again! It
takes a while to learn the tricks of the opponent.
If your opponent takes a swipe at you and you
dodge it, come back at
him with a punch. He'll be stunned; take
the opportunity to hit him
more or use a Knock Out Punch. This is
the primary tactic at all
levels of play, so learn it well.
Blocking a punch is not as effective as a dodge,
because by the time
your opponent withdraws his glove he's ready
to defend again and you
will have no opportunity to stun him. Still,
there are times that
blocking is the only option that you can take
without getting hurt.
Rapid hooks and rapid uppercuts become obsolete
after the Minor
Circuit, so learn to use your other two Knock
Out Punches.
When you're knocked down, press all buttons as
fast as you can to get
up faster; you'll have more stamina when you
get back up. This really
works, so always do it. Also, when you
knock your opponent down,
mashing the buttons will refill your stamina
meter.
Punching your enemy refills your stamina meter
bit by bit, but don't
rely on it.
Try to knock your opponents down with Knock Out
Punches. Not only
will it earn you big points, it will take him
longer to get back up;
when he gets up, he'll have less stamina.
============================ 2.6 Scoring ============================
The scoring system is often hard to decode. Here it is:
NORMAL PUNCH............30x
COUNTER PUNCH...........100x
UPPERCUT, HOOK..........150x
RAPID PUNCH.............80x
KNOCKDOWN...............500x
SUPER KNOCKDOWN.........1500x
SPECIAL PRIZE...........
TECHNICAL POINTS........
STAMINA REMAINING BONUS.
TIME BONUS..............
NO REMATCH BONUS........
NORMAL PUNCH. You get this for each jab or body blow that connects.
COUNTER PUNCH. You get points here fore
how many counter punches you
pull off; here, it's not referring
to countering but to counter
punching. See Section
7.1 for details.
UPPERCUT, HOOK. You get big points each time you use one of them.
RAPID PUNCH. You get 80 points for each
rapid hook or rapid uppercut
that connects. It counts
for so little because a rapid punch is
likely to connect more than
once; Bear Hugger can easily be hit
seven times with one rapid
uppercut.
KNOCKDOWN. This is when your enemy loses
his stamina and falls to the
mat because of a normal punch.
SUPER KNOCKDOWN. You are credited with 1500
points if you can knock
your opponent down with a
KO punch.
SPECIAL PRIZE. "Any time you cause an opponent
to faint, back up from
you, clutch his side, or otherwise
show that you've weakened him,
you automatically get a 3000
point Special Prize. You get this
every time you cause the faint.
In addition, you get a certain
amount (I'm pretty sure it's
500 points) every time you do
something like this:
punch Bald Bull when he's in the middle of
his Bull Rush, hit Bob Charlie
in the middle of his spin move,
etc. The general rule
here is that you get the 500 points if you
interrupt your opponent's
strongest move. Now, I've gotten 150
(or some such amount) Special
points at one time or another, and
I'm not sure what this is
awarded for."
- Contributed
by mjohnson
Do YOU? Send it to me.
TECHNICAL POINTS. You get these during the
match for dodging,
blocking, punching, etc.
STAMINA REMAINING BONUS. This will vary
depending on how much total
stamina you have left.
TIME BONUS. During the match, at the upper-left
corner of the screen,
there's a big number counting
down. The sooner you defeat your
opponent, the bigger the number
will be. This number will be
added to your score as a bonus.
NO REMATCH BONUS. You get 15000 points if
you can beat your opponent
without losing to him first.
========================= 2.7 Levels of Play ========================
Super Punch-Out is largely a game of reaction.
As you improve, your
habits will change.
BEGINNER
The beginner takes wild punches and is
constantly on the offense.
He is more likely to dodge than to block,
which is good, although at
times he'll forget to. The beginner
favors Rapid KO Punches over
the slower ones, and this will work handsomely
in the Minor Circuit.
The beginner has trouble dealing with
enemy special attacks.
This style of play will get you past the
Minor Circuit, but you
will begin having trouble in the Major
Circuit, especially
against Dragon Chan.
EXPERIENCED
The experienced player knows to dodge punches,
then retaliate. He
will also dodge, instead of blocking.
He will probably use the slow
KO punches most of the time. He
is able to identify enemy special
attacks and is able to react accordingly.
The experienced player
focuses on defense and reaction.
This is a good level of play, and will
last you through the Major
Circuit. The last circuits' boxers
have quick attacks, but after
you face them a few times and experiment,
you'll be able to defeat
them and beat the game.
MASTER
The master will use the Time Attack mode
to review his opponents.
He tries to find patterns in the opponent's
attacks. He stuns his
opponents by using Counter Punches, then
builds on the stun to build
up the old Power Meter.
Hmm... the master may actually have a lot
of trouble if he uses
these tactics outside of Time Attack,
because it takes a LOT of
practice to remember the weaknesses of
all four opponents in a
circuit. A missed Counter Punch
is risky; you'll be passing up
a chance to stun the opponent and cause
damage.
REALLY AMAZINGLY AWESOMELY INSANELY GOOD PLAYER
Mixes tactics of the above three styles
to get record times. One
site that I've visited holds record times
for each enemy boxer, and
EVERY ONE was less than 20 seconds.
About half were in less than
ten. When you can do this, you've
mastered the game completely.
======================================================================
= Section 3 ============
T h e M i n o r C i r c u i t ===========
======================================================================
=========================== 3.1 Gabby Jay ===========================
SYNOPSIS
Gabby Jay is a good match for somebody
who is playing the game for
the first time. He blocks both high
and low, he uses all four
normal punches, and he has one unblockable
attack. For anybody but
the beginner, he's a punching bag with
a mustache.
He telegraphs his punches, so it's no problem to dodge.
SPECIAL ATTACKS
[Note: I'm just making up most of
these names, so in no way are
they official names. Forgive
me if they're dumb.]
SUPER POWERFUL YAY HOOK. Gabby Jay
backs up, lifts his glove and
exclaims "yay,"
then comes forward and unleashes a hook. Just
dodge it and come
back to punish him. If you can manage to hit
him right before
he hits you, he'll be down and out in one hit.
This technique
recurrs throughout the game.
"Back off, catch your breath." Gabby
Jay alternates between high
blocks and low.
This means that a punch has about a 50% chance
of connecting.
He won't attack, and if he stays in this mode
for long enough,
he'll shout "Yay" and regain about 1/3 of his
stamina.
Beat the stuffing out of him with KO Punches. (That's
_his_ cornerman
giving advice, by the way, not yours; you don't
have one.)
NOTES
This guy's a cinch. You can actually
just keep pressing A when your
power meter become full to throw one hook
after another; he's too
slow to dodge or punch you before the
hook hits him. Don't get
cocky, because this technique doesn't
work in later battles.
========================== 3.2 Bear Hugger ==========================
SYNOPSIS
Beginners tend to get stuck on Bear Hugger;
body blows won't injure
him, because he's too fat. If he
blocks a head blow, he'll counter
by crushing your head. This is unblockable,
and even if you dodge
left or right, he'll get you. Bear
Hugger teaches a player the
value of ducking.
Bear Hugger can be stunned by a body blow
when he's patting his
belly.
SPECIAL ATTACKS
BEAR HUG. He does this when your
jabs are blocked. Just press Down
to duck under,
then come back up and hit his head. He'll be
stunned now, and
you'll be able to attack.
"Go! Attack him now!" This
puts Bear Hugger in attack mode, though
he'll still counter
your jabs with the Bear Hug. His attacks
are just normal
punches, though, so you can dodge and counter.
NOTES
You might find the Rapid Uppercut a worthy investment in this match.
======================== 3.3 Piston Hurricane =======================
SYNOPSIS
His defense is nil, his punches are all
well-telegraphed, his
stamina goes down quickly, and he doesn't
dodge much. Still, he
gives a LOT of trouble to many beginners
with his Hurricane Rush.
Piston teaches a player why the art of
blocking is important.
SPECIAL ATTACKS
HURRICANE RUSH. He backs up, makes
a scary aggressive sound ^_^,
and comes forward,
alternating between jabs and body blows.
This chain is
unstoppable, so you need to block high, low, high,
low. After
he has punched 6 times, hit or miss, he prepares an
uppercut.
Just dodge this and come back at him with a combo of
your own.
"If he backs off
and starts his Hurricane Rush, Give him a KO
punch just before
he starts punching. That will stop him from
doing his punches.
If you dont have the KO punch,give two blows
to the head. He
wont stop rushing you, but you'll get two extra
punches"
- Contributed by Andrew Lang
"Show him your fancy footwork." When
Piston's cornerman tells him
this, Piston will
enter a special attack pattern: jab, body
blow, taunt.
Between each step he'll jump to the left or the
right. He'll
repeat this again and again. He doesn't pay
attention to defense
while in this mode, however, so if you time
your punches right,
he'll be down and out in no time.
NOTES
The Hook will inflict a mad amount of damage on him.
=========================== 3.4 Bald Bull ===========================
SYNOPSIS
Here's the first real boxer of the game!
This guy resembles the
more advanced boxers much more than the
first three losers of this
circuit. He mixes up his attacks
well, and can actually block your
punches. He also introduces the
concept of the attack that will
knock you down, even when your stamina
bar is full.
SPECIAL ATTACKS
BULL CHARGE. He backs up, then takes
three hops toward you and
deals a punch
that will invariably put you on the mat. The
safest thing to
do is to dodge this, but if you are able to give
him a body blow
right before he hits you, _he_ will go down in
one hit.
"Counter-attack!" After you put him
down twice, Bald Bull will use
the Bull Charge
a few times. The first time, however, he'll
take two hops,
not three. If you use a right body blow as he
starts his second
hop, he'll godown for good.
NOTES
Bald Bull seems to take a lot of damage
from all punches, especially
the right body blow. Just dodge
and counter his attacks.
======================================================================
= Section 4 ============
T h e M a j o r C i r c u i t ===========
======================================================================
========================== 4.1 Bob Charlie ==========================
SYNOPSIS
Hmmm... he's like a pumped-up Piston Hurricane.
Fortunately, he
doesn't have anything new, so he's not
much of a threat.
SPECIAL ATTACKS
WINDMILL PUNCH. He backs up, "woos"
a bit, then comes forward with
three huge punches.
It takes of a lot of damage if you're hit.
However, the first
two are just for show; dodge the third and
come back with
a combo. If you hit him before he hits you (as
he's spinning),
he'll lose all stamina, just like Bald Bull.
SIDE SHOW. He backs up, "woos" a
bit, then comes back forward.
Pointless and
annoying, but you have a good chance of smashing
his teeth in with
a KO punch when he gets back into position.
JIVE COMBO. When he covers and uncovers
his head, be prepared for
two quick body
blows. Dodge or block them.
"Bob, it's time to shuck and jive!"
This is annoying. He jumps
around and throws
punches. Sometimes he'll wind up for a punch,
then not follow
through. The best thing to do here is to
counter punch;
see Section 7 for more on that. If you can't,
just counter his
punches.
NOTES
Bob Charlie has a glass jaw; jabs and uppercuts
do much more damage
than their counterparts.
========================== 4.2 Dragon Chan ==========================
SYNOPSIS
Yeesh! This guy is a mockery of all
things Chinese. The first ten
times you face him, he'll murder you dead;
his speed is like nothing
you've seen before. As your reflexes
improve, you'll have an easier
time beating him.
SPECIAL ATTACKS
DRAGON KICK. Dragon Chan leaps to
one pole, then the other, then
flies forward
and kicks you. This is another instant-death
attack.
Duck or dodge it. You can probably put him down in one
hit if you hit
him before he kicks you, but I've never done this
before... is it
possible?
TRIPLE KICK. Amid shouts of "Hiyah!,"
Dragon Chan unleashes three
strong kicks that
can be on either side. Dodge all three, then
counter.
His cornerman tells him to do it; when you see the
Chinese word for
"three" (three horizontal lines) in his word
box, be prepared.
INNER HEALING. His cameraman shouts
five bulky-looking words,
Dragon Chan flickers,
and then meditates, regaining his stamina.
Hitting him will
stop the healing, so time a punch to hit him
the moment he
stops flickering.
NOTES
His punches are fast, but he takes a lot
of damage if you can
counter punch him. If you can't
do this, dodge whenever you see him
move, then counter; this is the "correct"
way to beat him.
He will use one of the special attacks
when he gets up from the mat,
so be warned!
========================= 4.3 Masked Muscle =========================
SYNOPSIS
What a cheater! This guy likes to
blind you, and when you first
play against him you'll be soundly beaten.
He also has a vicious
two-hit headbutt. He's quite easy
once you learn to beat him at his
own game by countering.
Masked Muscle also introduces the concept
of siding. To clarify:
his body blows carry him either left or
right. If he goes left, you
can only counter with a left-handed punch,
and vice versa.
SPECIAL ATTACKS
LIVERPOOL KISS. When he rears back,
dodge to the left or right,
because he'll
come forward with a huge headbutt. Don't return
from your dodge
too soon, either, because it's a two-hit attack
and you might
be hit by the second part. It is possible to hit
him with a body
blow just before he hits you; this will ruin his
stamina with just
one punch. It, however, is _very_ hard to
perform this feat,
so it's safest just to dodge.
ONE-TWO COMBO. When his glove starts
shivering, he'll do a jab,
then a body blow.
You can dodge this, but here blocking works
well; block high,
then low.
"Spit in his eyes!" His cornerman
will shout this every so often,
and Masked Muscle
will spit in your eyes. Dodge to the left or
right for some
time, because the spit is just kinda there for a
little while after
he actually spits; if you return too early,
you'll be blinded.
That's what the spit does; Masked Muscle
turns translucent,
becoming rather hard to see, which makes it a
bear to dodge
his attacks. You also can't punch. Make every
effort not to
be hit by this attack!
NOTES
The left body blow seems to do a lot of damage, as does the hook.
========================== 4.4 Mr. Sandman ==========================
SYNOPSIS
This guy's a house! He's got moderate
speed, and his recovery time
from a dizzy is the best in the first
three circuits. He also has
some very strong attacks, as well as a
special attack mode that he
uses after he falls twice. The first
few times you box with him,
you'll probably be able to last through
the first two-thirds of the
fight, then lose because of the Big Apple
Combo.
SPECIAL ATTACKS
NEW YORK MUGGING. Mr. Sandman covers
his head, serves two weak
jabs, then gives
a terrific punch. Block the jabs and avoid the
punch; you can't
dodge long enough to avoid the whole attack.
"Give him full power now Champ!"
This is what his cornerman says
after Mr. Sandman
rises for the second time. He'll use the New
York Mugging a
lot more often. He also begins to use the...
BIG APPLE COMBO. Mr. Sandman only
uses this after his cornerman
tells him to use
"full power." After drumming his feet, he'll
deliver three
uppercuts. Dodge them one at a time.
NOTES
His uppercuts take a long time to deploy,
so don't dodge too early.
If you can, counter punch him as he's
ducking.
Right jabs do a lot of damage, and uppercuts
are awesome. However,
the he usually recovers from a dizzy in
time to block; only attempt
an uppercut if you've just dizzied him
after a particularly nasty
attack, like the Big Apple Combo.
======================================================================
= Section 5 ============
T h e W o r l d C i r c u i t ===========
======================================================================
=========================== 5.1 Aran Ryan ===========================
SYNOPSIS
He takes almost no damage from your normal
punches, but KO punches
will kill him dead. He, however,
has a special counter against them
and this often deters players from using
the KO punches. He's
tough, but not that tough, and is a good
warm-up for the next three
fighters.
SPECIAL ATTACKS
KO COUNTER. When you KO punch him,
Aran uses the KO Counter. He
turns his back,
then turns to you and blocks for a second or
two. Next,
he crouches down to steal your stamina. When he's
done, he finishes
with an uppercut. If you are caught, just jam
the buttons until
he lets go, and dodge the uppercut. It is,
however, possible
to cancel this attack; in the middle of his
block sequence,
he lifts his hands for a split second. It is
possible to time
a left body blow to hit him when this happens.
After some practice,
you'll become better at this.
If you press A
to make a hook right before he lifts his hands,
the punch will
hit just in time for another hit. Then he'll KO
Counter again,
and you can keep on KO punching him.
IRISH JIG. An upgraded Hurricane
Rush, Aran backs off and snarls as
a prelude.
Then he comes up to you and alternates between body
blow and jab,
leading off with a body blow. After you've
successfully dodged
six punches, he goes for an uppercut, then
repeats the punching
sequence again, this time starting off with
a jab. He
finishes with another uppercut. This is a lot
quicker than the
Hurricane Rush, so be careful.
NOTES
For the best times, use a KO punch, knock
him out of the KO Counter,
use a KO punch, knock him out of the KO
Counter, etc. If you don't
use any KO punches, the clock becomes
your enemy, because you are
the automatic loser when the minute hand
strikes three.
========================== 5.2 Heike Kagero =========================
SYNOPSIS
Interesting-looking character, ne?
Yes, he's a male, otherwise
Nintendo would be maligned inside out.
He's got quick punches and a
lot of special attacks, so he's very tough
the first ten times
around.
SPECIAL ATTACKS
CLEAN SWEEP. Heike crouches, with
a glove over his face, making his
long hair very
prominent. Then he sweeps his hair around twice.
This attack can
hit twice and is terribly damaging. To avoid it
just dodge left
for the first sweep and duck under the second.
NIHON BUYO BREAKER. Heike crouches,
with both gloves down and a
smile on, then
throws two body blows and an uppercut. This
looks very very
similar to the Clean Sweep, so watch out.
STEP MINE. Heike takes a few quick
dance steps, throws three jabs,
the prepares an
uppercut. I don't think you can counter
anything except
for the uppercut.
"Show him the mirage dance." Heike
appears all over the screen,
impossible to
hit, until he begins to attack. You can punch him
out of this (use
left jabs, they're the fastest), but it's hard
to do and completely
random (I think...), and you may become
unprepared to
defend yourself from Heike's next attack if you do
miss.
NOTES
Body blows seem to do a little more damage to Heike than do jabs.
=========================== 5.3 Mad Clown ===========================
SYNOPSIS
He's like Bear Hugger, but much tougher.
He's astoundingly quick
for such a lardo, and I had a ton of trouble
fighting him the first
few times around. He also hasa lot
of very dangerous attacks.
SPECIAL ATTACKS
CLOWN COUNTER. If Mad Clown dodges
a punch, dodge away from him or
block low because
he'll come back with a strong body blow.
MILAN MAULER. Mad Clown bobs his
head to the left and right, then
uses an attack
very similar to the Bear Hug. Duck under it; he
crushes your brainpan,
throws you to the side and punches you,
causing massive
damage. The head crush hurts a lot, but you can
avoid the followup
by pressing left to return to center position
before the punch
connects.
SLAPSTICK. Mad Clown throws what
appears to be a punch that misses,
then comes back
forward with a huge slap. Just dodge to the
side that he's
not on and counter.
"Mad Clown's slapstick
can be counterpunched by jabbing at him
as he starts to
move forward (using your left if he's moving to
the left, and
vice versa.)"
- Contributed by Warmwasser
MAD SKILLZ. Mad Clown does a backflip
(aiyaa!) and backs away,
juggling some
red balls. He then throws two at a time at you.
Dodge left, right
or stay put, depending on where there are no
balls. (There
are three possible places where he'll throw them,
and only one slot
will be clear.) After three sets of balls,
Mad Clown flips
forward and uses a Milan Mauler. The red balls
don't hurt much,
so it's not a terribly damaging attack. Just
remember to duck
at the end.
"Show Time!" His cornerman shouts
this after Mad Clown has gone
down twice.
Mad Clown uses this attack combo: jab, jab, jab,
body blow, jab,
jab, jab, uppercut, jab, jab, Slapstick right,
Slapstick left.
Then he returns to normal attack mode. Block
all the jabs and
counter the others; I'm not sure if you can
counter punch
anything, because Mad Clown's punches here are
_very_ fast.
"You can counterpunch
his jabs during 'Show Time' with a well-
timed right jab."
- Contributed by Warmwasser
NOTES
Remember, you can't hurt him with body blows or hooks!
"One last note: you can stun him with a
body blow, similar to
Bear Hugger, BUT you must wait longer;
you have to do it toward the
end of the belly-patting animation."
- Contributed
by Warmwasser <ms-drake@students.uiuc.edu>
======================== 5.4 Super Macho Man ========================
SYNOPSIS
Can't you just hear the music? Super
Macho Man has lightning-speed
punches and some very strong attacks,
and it's very frustrating to
lost to him after plowing through Heike
and Mad Clown. Still, you
will catch on to his tricks in a few rounds.
SPECIAL ATTACKS
CEILING FAN. Super Macho Man faces
you, his fist shaking, then
makes a _wide_
horizontal punch. It hurts. A lot. Duck under
it and counter.
LOOP-DE-LOOP. Super Macho Man, his
back to you, his head turned to
you and his fist
shaking, makes a 360-degree punch and keeps
punching an indefinite
number of times. This drains all of your
stamina, so you're
gonna want to avoid this. Just duck under
every punch; when
he's done, he'll sort of freeze for a second,
giving you and
opportunity to pay him back.
"Exercise program A!" He wiggles
about with his gloves high up,
then throws four
quick jabs. Block them, then counter with a
body blow; his
hands are still at his face and will block head
shots.
"Exercise program B!" He moves around,
gloves low, and throws three
quick body blows.
Block them and counter with a jab; he'll
block body blows.
"Exercise program C!" Super Macho
Man squats, turning left and
right, and throws
a Mr. Sandman-esque combo of three uppercuts.
Dodge and counter;
it's nothing new.
NOTES
It's hard at first to see what the cornerman
is saying, so either
pause or learn to recognize Super Macho
Man's physical signs of
attack.
He does seem to get harder after you knock
him down twice, but how
exactly I'm not sure...
======================================================================
= Section 6 ==========
T h e S p e c i a l C i r c u i t =========
======================================================================
In case you're in the dark, your record must be
4-0 for each of the
preceding circuits. If you don't have this,
go back and replay the
problematic circuit.
========================= 6.1 Narcis Prince =========================
SYNOPSIS
He's fun to fight with! Narcis Prince's
personal quirk is his
insane vanity; his face is, in his opinion,
the most beautiful thing
under the sun, and he will guard it with
all his skill. This, of
course, means that his face is his weak
spot. If you don't know
"the secret" to hitting his face, he's
just a powered-up Aran Ryan
with improved defense. If you do...
then it's different!
SPECIAL ATTACKS
ROYAL RIDDLE. Narcis Prince flickers
for a second, then throws
three quick jabs.
Block them and counter. He won't use Royal
Riddle if "the
secret" is in effect.
COMEBACK KID. Sometimes, Narcis Prince
will dodge away from your
missed punches,
then come back at you with either a body blow or
a jab. If
this connects, his health is restored and of course
you are hurt.
The degree of injury/recovery is influenced by
the timer; at
the end of the match, the punch will do insane
damage.
He won't use Comeback Kid if "the secret" is in effect.
"Stay calm matey." This command will
neutralize the effects of "the
secret" (bet you're
itching to know what it is), lowering Narcis
Prince's attack
and boosting defense.
NOTES
Here's "the secret." If you can manage
to hit his face, he backs up
and gets REALLY mad, then goes into full
attack mode; every attack
of his can be countered.
To hit his face, dodge/counter either the
Royal Riddle or Narcis
Prince's uppercuts. If you counter
with a body blow, he'll become
dizzied, and you can hit him in the face.
If you're quick enough,
you can also counter his normal punches;
these will dizzy him too.
When he gets mad, he's very very fast.
It's very risky to try any
counter punches at this point, so just
dodge and counter. Uppercuts
do huge damage to him; if your power meter
isn't full, just use
jabs, because he's also vulnerable to
them.
If you let him remain angry for a while,
he'll eventually calm down.
He will also calm down after you knock
him down.
One more thing. Narcis Prince likes
to do things in pairs, so if he
tries a body blow, it's likely that he'll
follow up with another
from the other side.
========================== 6.2 Hoy Quarlow ==========================
SYNOPSIS
Hoy is the best boxer you've faced so far.
Even good players will
be easily outmatched for the first fifteen
fights. He has a very
very wide variety of attacks, and they
hurt like all get-out.
He also introduces the conept of alternate
punching, or punching in
a left-right-left-right pattern; when
you dizzy him, his whole body
goes in the direction of your last punch,
which means that you must
tag him with your other hand to hit him.
Learn to get around this,
because the Big Bad Boss (TM) of the circuit
does the same thing.
SPECIAL ATTACKS
SENIOR'S STAFF. Hoy lifts his staff
high to the left, jabs three
times with his
cane, then uses a body blow. Unless you have
good timing, you
should block the three jabs; it's possible,
though risky,
to dodge.
"You can counterpunch
Hoy Quarlow's "senior's staff" . . . with
a left jab JUST
as he drops the staff."
- Contributed by Warmwasser
CANE-TO-KICK. Hoy extends his staff
to the right, swings it toward
you for a body
blow, then unleashes a huge, unblockable kick.
Dodge the cane
and duck/dodge left under the kick. Both parts
can be counter
punched.
FOREFATHERS' FIST. Hoy puts his glove
over his cheek, swings his
staff at you twice
for body blows, then jabs.
CIRCLE FIST. Hoy makes a jab, then
takes an extremely wide punch
that is unblockable.
To avoid it, just duck. Both parts of the
Circle Fist are
counter punchable.
SENIOR'S SPECIAL. Hoy makes a terrific,
Dragoon-style leap to the
back of the ring,
where he will either swing at you with his
cane or pretend
to. He can only fake once in a row, and he'll
attack four times
before stopping.
"It is possible
to hit him with a jab during the Senior's
Special, I believe
you call it...it'll knock him down no matter
how much energy
he has. (Basically, you want to punch early so
your fist is in
the air when he moves forward to swing.)"
- Contributed by Warmwasser
SENIOR'S STAFF REVISED. Hoy lifts
his staff left and right over his
torso, making
rapid "swoosh" sounds. He then jabs three times,
jabs three times,
uses two body blows, and uses two more body
blows. Don't
even try to avoid them; the only thing you can do
is block.
SENIOR'S STAFF 3. Hoy swings his
staff around over his knees,
making rapid swoosh
sounds. He uses two body blows, three jabs,
two body blows,
then three more jabs. Block and counter.
NOTES
Hoy has a habit of pushing you to the side
if he blocks your punch.
He likes to time his next attack to hit
you just as you return. It
is possible to avoid this by blocking
or dodging, however.
He recovers too quickly for the uppercut
to have much effect, but
the hook works well anyway.
========================== 6.3 Rick Bruiser =========================
SYNOPSIS
Rick Bruiser is the younger of the Bruiser
Twins. He has a huge
variety of attacks and a strong fist.
Even if you've improved
greatly by fighting Hoy Quarlow, Rick
is still one tough cookie,
especially because your natural reflexes
of dodging whenever he
moves will get you in a lot of trouble.
SPECIAL ATTACKS
RETURN FIRE. If you catch Rick off
guard with a jab or a body blow
that is not part
of a counter or counter punch, he'll come back
with a big jab
that can be blocked or dodged. Rick will also
use Return Fire
whenever you hit him with a KO punch.
CRASH ARM. Sometimes, if Rick blocks
a punch, he'll shiver and
bash the offending
limb with a quick elbow thrust. Dodge away;
although the attack
does no damage, it puts the said limb out of
commission for
some time, which is very annoying. He'll do this
to KO punches,
too.
ROCKET COMBO. If Rick releases an
uppercut that goes straight up,
dodge again; he'll
bring his elbow down for double damage.
RICK'S BRUISER. Rick sidesteps twice,
leaps up and lands, then
throws a killing
uppercut. When he lands, you will freeze.
The landing itself
does no damage, but if you dodged too early,
you'll be on your
way back now and the uppercut will wipe you
out. The
secret? Start to dodge right before Rick hits the
mat. Then,
you'll be able to return after his uppercut has
missed.
RICK'S MIX. Rick flickers briefly,
then throws a body blow, a jab
and an uppercut.
Block the body blow and the jab, dodge the
uppercut, and
counter.
NOTES
Sometimes, the sheer force of one of Rick's
punches will carry him
to one side. In order to counter,
use a body blow on that side, or
your punch will miss.
========================== 6.4 Nick Bruiser =========================
SYNOPSIS
Here's the nasty boss of the game.
Don't be fooled by the fact that
he looks just like his little brother;
Rick is a pansy in comparison
to this monster. Nick has some horrifying
punches, as well as a few
attacks that are very hard to dodge.
It will take you a long time
to catch on to his tactics.
SPECIAL ATTACKS
SUSPENDED ANIMATION. This is more
of an attack style than a special
attack per se.
Nick always uses this at the start of the fight.
He'll just kind
of walk around, then freezes and throws a big
punch (one of
the four basic punches). These can be dodged with
ease.
"Monotonously,
you can counterpunch Nick Bruiser's Suspended
Animation. Try
to release the punch just BEFORE he moves to
throw his. The
punch you use depends on where his hands are; if
his gloves are
up when he freezes, he'll be throwing a jab; if
they're down,
it's a body blow. I believe he alternates sides as
well."
- Contributed by Warmwasser
In fact, he always
leads off with a right punch (YOUR right).
Suspended Animation
invariably ends in the...
NICK'S BRUISER. Nick backs up quickly
to the back of the ring, then
leaps forward,
knocking the hardiest of men down. If such a man
manages to avoid
this by dodging, Nick follows up with two quick
and mighty jabs.
These, when ducked, leave Nick open to major
payback.
"You can actually
punch Nick Bruiser when he's doing his charge
(the one that
takes away all of your stamina). I was fighting
him once and just
fooling around and giving him rapid uppercuts.
He jumped back
to set up his charge and I accidently unleashed
an uppercut. It
connected with him and knocked him down. It's
really hard to
time but I've done it several times."
- Contributed by Nick Koroman
CRUSH ARM. If Nick shivers as he
blocks a punch, be prepared to
dodge away.
He'll try to ruin your arm, like Rick's Crash Arm.
However, Nick's
Crush Arm lasts longer and is much more annoying
because to hit
Nick with a combo, you have to use alternate
punches!
With an arm on the fritz, you'll only be able to land
one punch at a
time.
ROCKET PUNCH. Rick used the two-hit
Rocket Combo, but Nick won't
bring down his
elbow; his identical-looking Rocket Punch is just
a straight uppercut.
Don't miss the opportunity to counter.
DRUM COMBO. When Nick drums his feet,
he'll release two uppercuts
in rapid succession.
Dodge them separately, then counter.
NICK'S MIX. Nick's own personal combo
is a killer. When he waggles
his gloves and
you hear a cannon shot (very appropriate...), get
ready! Nick's
Mix is like the Hurricane Rush and the Irish Jig,
except for the
fact that even blocking the punches will hurt
you! To
avoid the punches, dodge left between every one; this
takes a lot of
practice. After throwing twelve punches, Nick
readies an uppercut.
Dodge quickly one last time, then counter.
"When fighting
Nick Bruiser,he will use the Nick's Mix and you
wrote that to
survive it,keep dodging to the left.I found it
VERY VERY VERY
hard to do this as when you dodge the body blow,
the jab will come
RIGHT after it.I found a better solution to
survive this thing.Here
goes:
Block the body
blow,then quickly use the left body blow.It
should hit him
right before the jab and force him to cancel it.
He will go straight
to the next body blow and you can repeat the
pattern(block,body
blow,block,body blow etc.)."
- Contributed by Mega Man Legends
<ariana.anthony@pacific.net.sg>
"When Nick Bruiser
starts to throw the constant punches block
low and punch
his face. Do this 2 or 3 times and he will become
stunned."
- Contributed by Dr. Bruce Smith
NOTES
Like Hoy Quarlow, you're going to have
to use alternate punches;
Nick will move from side to side with
each punch that connects.
Nick recovers too quickly for the effective
use of uppercuts, and
sometimes he'll even block your hooks.
Use hooks, and be quick
about it.
At the start, take advantage of Nick's
Suspended Animation by
throwing wild punches; he'll make no attempt
to dodge. Just take
note of when he freezes, and get ready
to dodge.
======================================================================
= Section 7 ==========
A d v a n c e d S t r a t e g i e s =========
======================================================================
Some quick notes, first. Firstly, you'll
need to know about counter
punching and unsteadiness to get the very best
times. Read 7.1 and
7.2 for information. Secondly, sometimes
you'll have to open with a
few jabs for record times. To make sure
that their gloves are down at
the start of the battle, have your gloves be
in the low block position
when the clock starts.
Reading 7.3 and onward will ruin much of the game.
Unless you're
trying to get the best times, turn back!
Turn back!
By the way, the advice offered there is probably
not THE best way to
get the fastest times. You may have to
tweak it to get even better
times. If you'd like, send corrections/improvements
to me!
======================== 7.1 Counter Punching =======================
Here's one of the most important techniques to
master if you want the
best times. Counter punching is pretty
much just hitting your
opponent before he hits you. However, you
do need good timing to do
it. If you do it right, your opponent will
grunt and be dizzied. All
"lefts" and "rights" in this section are from
YOUR PERSPECTIVE.
Say that, for instance, you're fighting some guy
named Glass Joe. If
Joe lifts his hand for a right jab, you hit him
with a right jab right
before he punches, dizzying him. If you
hit him too early, he won't
be dizzied. If Joe tries a left jab, hit
him with a left jab.
Now say Joe gets wise and tries a right body blow.
You might try a
jab, or you might try a body blow. Only
one works, and it changes
with each opponent, so you'll have to figure
it out yourself.
Covered with bruises, Joe is really PO'ed now,
and winds up to take an
uppercut. Hit him with a body blow, depending
on which side he's
lined up on. Soon, Glass Joe will be down
and out, after you nail him
with some well-aimed KO punches.
Here's an excerpt from some contributor e-mail.
I didn't know where
to put it, because it's general advice on getting
record times.
"By the way, try this combo; it works for a suprising
amount of guys
in the game. This only covers the first
round really, the truth is in
the second and third rounds (if there is a third
round :)), all you
have to do is counter, right body blow, hook.
But here it is:
2 left jabs. Counter first punch, rbb, rbb.
Counter second punch,
rbb, hook. The opponent will do his "unsteady"
thing, as you call it,
give him a hook at the appropriate moment (or
an uppercut, whatever
you feel like). Then comes round 2.
I have used this on:
Piston Hurricane
Bald Bull
Dragon Chan
Mr. Sandman
Aran Ryan
Heike Kagero
Super Machoman
Rick Bruiser*
Nick Bruiser**
*On Rick, he comes back to give you one in the
head on the first left
jab, just dodge and counter, rbb, rbb, counter,
rbb, rbb, counter, hook
(I think).
**Countering was a helluva lotta fun on Nick (used
your faq to tell if
it was a high or low punch, thanx). Two
right body blows, then
COUNTER FOR THE LOVE OF GOD (I cringe when I
hear the hit sound)!!!!
Then you can juggle him back and forth 5 times
and he becomes unsteady
at the back of the ring. He takes two steps,
and you have to counter
on 1 1/3 steps or 1 1/2 and he's out like a light.
When he gets up,
counter, juggle, and a couple of right punches
should make him
unsteady, then punch him at the appropriate time.
Do the same thing
in Round 3. Hmm! Nick Bruiser only throws
3 punches.
I did this in 20 seconds, but it can be done faster."
- Contributed
by Jeff C.
========================== 7.2 Unsteadiness =========================
"I guess the BIGGEST key is that all the characters
have a dizzy
animation, and while they go through the animation,
the clock stops.
If you hit the character the EXACT frame the
clock starts, he goes
down regardless of life left. Usually the
trick is to get him dizzy,
then knock him down with a super knockdown, or
knockout.
How exactly do you get them dizzy? Well,
every punch that hits them
does a certain amount of stun, which goes on
an unseen stun meter that
slowly replenishes itself. left head punches
(lhp) do very little to
the meter, and right belly punches do a lot.
Exactly how much stun
for each punch depends on the character.
Counter punches do a lot of
stun, and so do uppercuts. The tough part
is that the meter
replenishes itself, so to get a dizzy animation
you need to do counter
punches in a row or lots of uppercuts one after
the other.
This also doesn't take into account other things...
like character
being exceptionally vulnerable at the start of
a certain move, etc
etc, so continual punches might not stun.
However, there's a trick
for each character, so that's how the record
times are done."
- Contributed by Scuddman
[Ed.- Couldn'ta said it better
myself. Because I've used the term
"dizzy" to mean something
else, I'm calling this condition
"unsteady." You
can tell when they're unsteady; they spin around
or fall or something.]
=========================== 7.3 Gabby Jay ===========================
UNSTEADY
"He slides to the left, then back to the
right, then back to his
normal position. To knock him down, you
must wait a little longer
than most other opponents."
- Contributed
by Warmwasser
BEST TIMES
Use five quick left jabs, then two right
jabs. He'll become
unsteady; use a KO punch to put him down.
This is easy, just get
the timing right and you've got it.
- Information
from Dan's Super Punch-Out!! FAQ
========================== 7.4 Bear Hugger ==========================
UNSTEADY
"Wobbles back to the ropes, then forward.
Hit him with an uppercut
as he gets back into position."
- Contributed
by Warmwasser
BEST TIMES
At the start of the match, use a left jab
to make him block, then
duck under the Bear Hug and counter with
right, left, right, left
jabs. Throw another left and do
it again. After that, use a left
jab to trigger the Bear Hug, but this
time use right, left, right
jabs and an uppercut. Bear Hugger
will go flying. When he gets up
again, counter punch his right jab and
use two uppercuts, one after
the other. Bear Hugger will become
unsteady. Smash his face in
with an uppercut and he won't rise again.
- Information
from Dan's Super Punch-Out!! FAQ
You can also begin your two right uppercuts
as Bear Hugger prepares
his right jab, but this is even harder
than the above. You must
have great timing to pull this off, but
it will shave a little time
off the clock.
- Information
from Dan's Super Punch-Out!! FAQ
"I at LAST beat him in under 17 seconds!
(Doesn't change the message
at the end, tho.) Here's what to do:
"Throw a left jab; he'll block it and do
that head smashing move.
Duck, pop back up and hit him with four
left jabs and a right jab.
Then wait for him to pat his belly, throw
a left body blow to stun
him and then throw two (or three?) left
jabs. Wait for the belly pat
again, throw one left jab and then an
uppercut. Wait once more for
the belly pat; JUST before he does it,
throw another uppercut. He'll
step back and get mad. Now comes the hard
part: Wait for a second,
then throw an uppercut JUST before he
jabs you. Immediately
afterward, throw another. Then wait a
little longer, and throw one
more (again, JUST before the punch.) He'll
be down for the count."
- Contributed
by Warmwasser
======================== 7.5 Piston Hurricane =======================
UNSTEADY
"Leans out of your way; sometimes to the
left, and sometimes to the
right. He's hard to knock down if he goes
to your left, but hit him
with a hook if he leans right and he'll
hit the canvas."
- Contributed
by Warmwasser
BEST TIMES
"For Piston Hurricane, a sure-fire tactic
has gotten me sub-11
second times. As soon as he comes out,
nail him in the body. Keep
hitting the open target (body or head)
until you power meter is
full, the use a hook. As soon as it lands,
use another. After the
third one, he'll dodge... but just keep
hooking. After about five or
so, he'll go down. As soon as he gets
up, nail him immediately with
another hook. It'll hit him as he goes
for an uppercut and KO him."
- Contributed
by Matt DeTura
"Left jab five times, right jab, then two
left jabs. He'll get
unsteady; knock him down with a super
punch of some sort. Then, when
he gets back up, hook IMMEDIATELY; he'll
stay down."
- Contributed
by Warmwasser
"8 straight punches to the head = unsteady,
super body blow =
knockdown super body blow = knockout.
Simple."
- Contributed
by Blair Golson
=========================== 7.6 Bald Bull ===========================
UNSTEADY
"Spins in a circle; clockwise if you hit
him with a left last punch,
counterclockwise if a right."
- Contributed
by Warmwasser
BEST TIMES
Use this combo: two right jabs, one right
body blow, eight right
jabs, two right body blows, and one right
jabs. He'll become
unsteady; knock him down. As soon
as he's back, use a hook. Dodge
and counter his attack with a left jab
and an uppercut. For the
third round, he'll use the Bull Charge;
you know what to do, do you
not?
- Information
from Dan's Super Punch-Out!! FAQ
"Two left jabs, counterpunch with your
right body blow, then three
more lefts. Then counter with your left
jab, and throw a few more
left jabs. This should unsteady him.
When he gets up, give him
three left jabs, a left body blow, and
then a hook; he'll go down
again. When he gets up, counter
his little bunny-hop thing and it's
game over for him."
- Contributed
by Warmwasser
========================== 7.7 Bob Charlie ==========================
UNSTEADY
"Wobbles back to the ropes, then regains
his composure and hops
forward. Smack him with an uppercut or
hook to knock him down."
- Contributed
by Warmwasser
BEST TIMES
"2 R. head punches, R Counter punch to
head. 2 L. Head punches, L
counter punch to head, L head punch, R
head punch, uppercut
Unsteady, knockdown with speed punch.
He gets up, throws a punch, i
speed punch him down."
- Contributed
by ScuddMan
"Well, you asked and it shall be given
unto you, here is the fastest
way to unsteady and beat Bob Charlie I
have found (8.58 seconds).
This works most of the time, but because
he moves erratically it may
take a few times to get it. At start,
3 left jabs, 2 left body
blows, 1 right jab, 1 left body blow,
this will make him unsteady.
When he comes back toward you from the
ropes, do a super body blow
(it must be timed perfectly!) and he will
go down. When he comes
back up, immediately throw 3 super body
blows, he will either dodge
or block the first one, but the next two
connect and the fat lady
sings."
- Contributed
by Tony Colafrancesco
"Also, you might want to add that this
combination only works about
1 of every 7 or 8 times you try it, but
when it works you will get a
time in under 9 seconds. Also, the
last punch can be either a left
jab or left body blow."
- Contributed
by Tony Colafrancesco
"first give 7 left jabs, he'll get dizzy
use an uppercut to throw
him down. when he gets up, use 2 hooks
and he should be down in less
than 7.20 secs."
Andrew adds that this works only about
1/10th of the time.
- Contributed
by Andrew Lang
========================== 7.8 Dragon Chan ==========================
UNSTEADY
Dragon drifts to far left, then to far
right, then returns. Thus,
you have two opporunities to slay him.
Let a hook go right before
Dragon begins to come back, changing directions.
BEST TIMES
Counter punch Dragon's right jab, then
use two right body blows.
Counter punch Dragon's right jab, then
use two right body blows.
Counter punch his left body blow, follow
up with another left body
blow and finish with a hook. He'll
become unsteady; you know the
drill! When he returns, he'll use
a special attack. Hope that he
uses Inner Healing, not Triple Kick; it
saves more time. Just jab
him and follow with a KO punch, and Dragon
will be lying on the mat.
"Hold "up" on the control pad to make him
block high (see above)
then right body blow, pause VERY briefly,
right body blow, right
body blow, pause VERY briefly, left body
blow, right body blow,
pause VERY briefly, right body blow, right
body blow. (You want to
time the right body blows just as he's
beginning his punch
animation.) He'll get unsteady; knock
him down. Then, (hopefully),
he'll do his energy-regaining move; smack
him with an uppercut at
EXACTLY the right second and he'll be
knocked out."
- Contributed
by Warmwasser
"I noticed that there is one Dragon Chan
'strategy' that is
extremely easy but it seems nobody mentioned
it in their FAQs. All
you have to do is build up a knockout
punch, then hit him with a
super hook. Don't worry if he dodges or
blocks. No matter if it hits
or not, immediately follow each hook with
another [just like
fighting Gabby Jay, except timing is a
bit more crucial, but the
timing is still very easy]. He'll stop
blocking/dodging and walk
right into some of them until his energy
is drained. As soon as he
gets up, you can STILL keep nailing him.
Watch out if he tries the
triple kick, though."
- Contributed
by KevFieldsDX
========================= 7.9 Masked Muscle =========================
UNSTEADY
"Falls on his ass right in front of you.
Hit him with a hook just as
he's trying to get up."
- Contributed
by Warmwasser
Begin your swing the moment before or during
his fall; with Masked
Muscle, there's a big window of opportunity
to hit him in.
BEST TIMES
Masked Muscle will begin the match with
a right body blow. Counter
punch, then throw a left body blow and
a right body blow. Then he
will try a left body blow; counter punch
and follow with a right
body blow and a left body blow.
Then counter punch his uppercut
with a right body blow, follow with two
left body blows and finish
with a hook. He'll become unsteady,
so knock him out.
In round two, keep your guard down when
he reenters the ring. Then
counter punch his right jab and use a
hook, and the job's done.
"Two left jabs, then counter punch with
a right body blow and give
him three left body blows. Then counter
with a left body blow, toss
one more left body blow and a hook. He'll
get unsteady; hook again
for the knockdown. Then when he gets up,
throw a quick left jab and
counter with a right jab. Throw another
hook and he won't get up
again."
- Contributed
by Warmwasser
========================== 7.10 Mr. Sandman =========================
UNSTEADY
Mr. Sandman spins around in a triangle
pattern. Time a punch to hit
him just as he returns to dead center.
A hook the moment that he
begins the last line of the triangle will
put him down.
BEST TIMES
Left jab about twice. He'll try a
right jab; counter punch this and
return two right jabs. He'll use
another right jab. Counter punch
it and fire off one right jab and one
uppercut. This will make him
unsteady, to take him out. When
he gets up, just wait until he
tries a right jab. Counter punch
and use a hook, and he'll fall.
For the last round, counter punch his
left jab and use an uppercut
right away. Then dodge his three
uppercuts, retaliate with a left
jab and another uppercut, counter punch
his left jab and use one
last uppercut to defeat Mr. Sandman.
I pity the foo'.
=========================== 7.11 Aran Ryan ==========================
UNSTEADY
"Slips to the left, then back to starting
position."
- Contributed
by Warmwasser
"In his unsteady, he will move either to
the left or right depending
on what hand you hit him last."
- Contributed
by CJ Simkins
BEST TIMES
"I have just figured out an unsteady technique
for Aran Ryan (I
noticed you didn't have one on your faq).
"To begin, 4 right jabs, then 4 left jabs
just slightly after he
moves right. He is unsteady.
Uppercut to knock him out. When he
gets up, dodge or block his punch then
bodyblow and hook. When his
hands move up after this blow, quickly
throw another hook and he is
down again. When he gets up, dodge
or block his punch and hook once
more."
- Contributed
by Kevin Frew
[Ed.- This doesn't
seem to work when I do it. Can anyone change
it a little?]
"Left jab, left jab, right jab, left jab;
he'll hop to the left.
Immediately after you get in position
again, throw left jab, left
jab, right jab, right jab. This'll unsteady
him, so smack him with
an uppercut and he'll fall. When he gets
up, use left jab, left jab,
right BB, left BB. He'll hop left; throw
a HOOK as fast as you can.
It probably won't finish him, so he'll
do his KO Counter thing; if
you can hook him during that he'll fall
again. If he gets up once
more, just give him another hook to put
him to sleep."
- Contributed
by Warmwasser
"This technique will you give you the fastest
time against Ryan,
possibly under 12 seconds.
"Throw four right jabs, he'll move to the
right, (now you have to
time this perfectly) nail him with a left
jab exactly when he is
done moving. You will have to start your
punch before it is doing,
it takes a little practive but you will
get the habg of it. Right
after you hit him eith that first left
jab, hit him with three
more. He will become unsteady. Again,
you have to throw a KO punch
at exactly the right time, it will take
a while to get it down
perfectly (be careful, your eyes may decieve
you in that part).
Right when he gets back up, counter punch
his jab with a right jab,
(make sure you really counter it, not
just dodge it) then uppercut
him. He will go into his "grab mode",
so just nail him with a hook
and he is down a second time. Right
when he gets back up hit him
with a right jab and then a hook immediately
after that. Sayonara."
- Contributed
by CJ Simkins
"let him drop his guard, then give him
four left jabs to the face,
pause for a second while he moves over,
give him four more left
jabs, he will wobble to the side stunned,
give him a ko body punch
to lay him out, when he gets up counter
his punch with a right jab
to the face, then give him a ko body shot,
he will fall back and
then try to grab you, after he flinches
the second time give him
another ko body blow, it will send him
to the mats and he won't grab
you, when he gets up give him a left jab
to the face, pause a second
and then give him a ko body blow before
he hits you with his left
hook, he will be sprawled out in under
12 seconds if you are
flawless and time it right."
- Contributed
by BigRedplyr
========================= 7.12 Heike Kagero =========================
UNSTEADY
Heike says "ooo," drops to the ground on
one knee, then dodges to
the side. Don't be fooled; he's
just regaining his steadiness.
Time a punch to hit just as he returns
from the dodge. Try a hook
while he's still hanging at the extreme
left of his dodge.
BEST TIMES
Lead with two right jabs. Counter
punch his right jab, then use one
more right jab followed by an uppercut.
Then use two left jabs. He
will become unsteady, so react accordingly.
When he gets back up,
Heike will try a left body blow.
Counter punch and uppercut. He'll
try another one; counter punch again and
uppercut, and he'll go
down. For round three, he will try
a left body blow again (the guy
doesn't seem to learn...). Counter
punch, uppercut, and you win.
Eat that, dancer!
"The second time he gets up, he tries the
left bb. Counter and
Uppercut, and he tries it again.
I couldn't get him down with the
counter and uppercut, so I tried a counter,
lbb, and then uppercut.
That still didn't put him down, but made
him unsteady. A simple
hook took care of that. The third
time was the same. Counter lbb
and uppercut for 13.11. Maybe that
second punch in his second round
isn't necessary and could eliminate some
time."
- Correction by
Justin Salzl
"Six left jabs, one right jab, two more
left jabs. He'll get
unsteady; hit him with a hook to take
him down. When he gets up,
counterpunch with a left body blow, then
hook, then throw a right
body blow, counterpunch with a right body
blow, then hook again &
he'll go down. He _may_ get up again;
if so, counterpunch with a
left body blow and hook again."
- Contributed
by Warmwasser
A variant on the above:
"open up with six left jabs, then one
right jab, then two more
lefts, he's unsteady, hook for knockdown.
When he gets up,
immediately set off 'rapid hook' (this
takes timing). after he's had
his dose of that, counter his right body
blow and hook him down.
when he gets up again, another quick rapid
hook should do it."
- Contributed
by John Brobst
"Begin with 6 left jabs, 1 right jab, then
2 left jabs. He will
become unsteady. Hook him as he
recovers for the knock down. When
he gets up, dodge left and counter with
a right body punch, then
hook him, followed by 2 right body punches.
This will make him put
his arms to his side and have a smeared
grin on his face, but do not
stop to watch. Hook him again for
knock down #2. When he gets up,
counter his uppercut with a left jab and
hook him for the kill.
This will result in a sub '14 time."
- Contributed
by Lordosis@aol.com
=========================== 7.13 Mad Clown ==========================
UNSTEADY
"Wobbles to the right, then the left, then
back to starting
position. (It's his juggling animation,
except he's not juggling
anything.)"
- Contributed
by Warmwasser
BEST TIMES
This is tough, because Mad Clown has a
tendency to dodge. Lead with
two left jabs, then counter punch his
left jab and follow with two
right jabs. Counter punch his right
jab and follow with two right
jabs. He'll become unsteady; if
both of your first left jabs
connected, you'll have an opportunity
to get a Super Knockdown. For
round two, do pretty much the same thing.
As for round three, block
his three jabs, throw a left jab, and
uppercut. All done.
- Information
from Scuddman
-
Tweaked by Raphael Lee
[Ed.- I've never
done this myself. It's rather difficult.]
======================== 7.14 Super Macho Man =======================
UNSTEADY
"Staggers back to the ropes VERY briefly,
then forward again."
- Contributed
by Warmwasser
BEST TIMES
"Counter Right Jab, throw 2 right body blows (timing is crucial)
"Counter Right Jab, throw 2 right body blows
"Counter Left Body Blow, Throw a left body blow and a hook.
"He'll become unsteady. Just as he is returning,
throw a left hook
and he'll go down. (laugh at him
as he tries to get up and falls)
"When he does get back up he'll PROBABLY
do Exercise Program C.
Dodge all three and unload with a onslaught
of rapid uppercuts, from
here on just follow this patern:
DODGE, LEFT JAB, UPPERCUT.
"If you are quick enough, he won't use
the spin punch, if he does,
duck and nail him with rapid uppercuts."
- Contributed
by Billy D-
========================= 7.15 Narcis Prince ========================
UNSTEADY
"Just stands there and makes a face."
- Contributed
by Warmwasser
BEST TIMES
After some possible dodging, Narcis Prince
uses a left body blow.
Counter punch this and follow with a left
jab, making him mad. Now
he'll sometimes mix up what happens; basically,
you want to counter
punch as much as possible. Remember
that Narcis Prince likes to do
things in pairs. Always follow up
a dizzy with an uppercut; lacking
that, use a left jab. Finish him
with an uppercut. When he gets up
again, counter punch his right jab and
uppercut. For the third
round, I think he usually uses a Royal
Riddle; block the punches and
finish him with an uppercut.
There is, however, a better way to do this,
and I've done it once
before; it's possible to finish him in
two knockdowns.
"counter lbp, he gets mad. but he
shuffles what he does next, so
you kinda need to practice this.
Anyways, counter punch, and rapid
punch when you get the chance. Well
times uppercut after dizzy
animation makes him go down. when
he gets up c rhp, he gets mad,
same routine. He doesn't get up
if he goes down from a dizzy
animation if you get him to the mat before
10 seconds elapses from
when he gets up."
- Contributed
by Scuddman
========================== 7.16 Hoy Quarlow =========================
UNSTEADY
"Just like Bald Bull's. I think he might
always go clockwise,
however."
- Contributed
by Warmwasser
BEST TIMES
<Blank.>
========================= 7.17 Rick Bruiser =========================
UNSTEADY
"Just like Aran Ryan's."
- Contributed
by Warmwasser
BEST TIMES
"Right head punch, dodge, Right head
counter punch, any two
punches, R head counter punch, any two
punches, left body punch
before he throws his hook, unsteady, knockdown
with uppercut
"he gets up, right head punch, dodge, right
body counter punch, left
head punch uppercut, knockdown
"he gets up, right head punch, dodge, throw
a punch at his belly,
hopefully he'll try to grab it and smash
it with his elbow, dodge,
finish him"
- Contributed
by ScuddMan
========================= 7.18 Nick Bruiser =========================
UNSTEADY
"Similar to Bob Charlie's; staggers back
to the ropes then steps
forward calmly. Nonetheless, if you whack
him as he gets back into
position, well..."
- Contributed
by Warmwasser
BEST TIMES
"Remember the counter punch to the "suspended
animation" that I sent
you last time? If you use that three times
in a row, you can get him
down in around ten seconds...my roommate
did it, but I never have.
Anyway, here's the basic strategy:
"Two left jabs, then it'll be time for
him to punch. If you can read
his gloves quick enough, you can counter
and get in four or five
more jabs. This will make him unsteady.
Throw an uppercut and he'll
be down (this is at about 5-6 seconds.)
"When he gets up, it's suspended animation
again. Wait for him to
freeze, and counter. (The punch will be
coming from your left side
this time; high or low depends on where
his gloves are.) Uppercut
him afterwards. Repeat this until he's
knocked down again.
"When he gets up the third time, he'll
barely have any energy left.
You may be able to sneak in a jab and
knock him down."
- Contributed
by Warmwasser
"0' 08'' 88 for Nick Bruiser. I just
got him unsteady, knocked him
down once with a super body blow, then
hit him with a super hook and
a super body blow when he got up.
He stayed down."
- Contributed
by Blair Golson
======================================================================
= Section 8 ===============
K i l l e r R e c o r d s ==============
======================================================================
Send me your records for best times and best scores.
Be honest! I'll
list the top three times and scores for each
player and circuit.
However, only one record for each boxer will be allowed per person.
=========================== 8.1 Best Times ==========================
Send 'em in! Use these records as challenges to beat.
BOXER
RECORDS HELD BY
Gabby Jay
0'06"67 Billy D-
0'06"69 B. Phalen
0'06"69 Rage93@aol.com
Bear Hugger 0'16"42
Rezzyn
0'17"45 BigRedplyr
0'17"62 ScuddMan
Piston Hurricane 0'05"50 Dramalord
0'05"77 KO King
0'06"13 Nick Koroman
Bald Bull
0'08"71 Dramalord
0'09"39 David Amagai
0'10"16 BigRedplyr
Bob Charlie 0'06"84
Nick Koroman
0'06"99 Andrew Lang
0'07"27 David Amagai
Dragon Chan 0'08"09
Warmwasser
0'11"64 David Amagai
0'12"11 ScuddMan
Masked Muscle 0'08"99
KO King
0'09"32 Nick Koroman
0'09"73 David Amagai
Mr. Sandman 0'17"54
Dramalord
0'18"98 Nick Koroman
0'19"30 Raphael Lee
Aran Ryan
0'09"79 Dramalord
0'11"84 BigRedplyr
0'12"37 CJ Simkins
Heike Kagero 0'12"39
John Brobst
0'13"11 Justin Salzl
0'13"18 Nick Koroman
Mad Clown
0'13"58 Nick Koroman
0'14"30 Dramalord
0'14"49 David Amagai
Super Macho Man 0'16"60 Dramalord
0'16"84 ScuddMan
0'18"13 David Amagai
Narcis Prince 0'12"32
David Amagai
0'13"47 LittleJJ69
0'13"94 Raphael Lee
Hoy Quarlow 0'12"32
David Amagai
0'12"86 LittleJJ69
0'18"48 ScuddMan
Rick Bruiser 0'12"45
David Amagai
0'19"18 ScuddMan
0'20"23 LittleJJ69
Nick Bruiser 0'08"88
Blair Golson
0'09"35 LittleJJ69
0'09"56 Bryan Daniels
Oh yeah - a Thomas Nguyen sent in a screenshot
with some unholy times
that I personally find hard to believe are authentic
(sorry Thomas,
but killing off Gabby Jay in two seconds seems
kind of far-fetched -
especially because this screenshot was probably
taken from an emulator
that allows Game Genie codes. If you would,
please share your tips
with us on how to get these times. Otherwise,
these times will remain
in this separate section). Here they are:
BOXER
RECORDS HELD BY
Gabby Jay
0'02"35 Thomas Nguyen
Bear Hugger 0'13"81
Thomas Nguyen
Piston Hurricane 0'05"18 Thomas Nguyen
Bald Bull
0'06"77 Thomas Nguyen
Bob Charlie 0'10"73
Thomas Nguyen
Dragon Chan 0'33"50
Thomas Nguyen
Masked Muscle 0'23"22
Thomas Nguyen
Mr. Sandman 0'35"45
Thomas Nguyen
Aran Ryan
0'05"28 Thomas Nguyen
Heike Kagero 0'14"20
Thomas Nguyen
Mad Clown
0'13"98 Thomas Nguyen
Super Macho Man 0'10"62 Thomas Nguyen
========================== 8.2 Best Scores ==========================
CIRCUIT
RECORDS HELD BY
Minor Circuit 255390
David Amagai
254100 ScuddMan
253760 LittleJJ69
Major Circuit 360040
David Amagai
353650 ScuddMan
305810 LittleJJ69
World Circuit 447580
David Amagai
426690 ScuddMan
416330 LittleJJ69
Special Circuit 592850 David
Amagai
582639 LittleJJ69
573580 ScuddMan
======================================================================
= Section 9 ===================
C o n c l u s i o n ==================
======================================================================
============================ 9.1 Credits ============================
- to Dan, writer of another Super Punch-Out FAQ
on getting fast times
in the first two
circuits. Thanks for letting me borrow your
info!
- to Warmwasser for a LOT of advanced advice,
including a way to
anticipate Nick
Bruiser's Suspended Animation punches.
- to ScuddMan, expert player and contributor.
He put in both advice
and ways to beat
enemies in record times. Thanks, dude.
- to Jeff C. for the interesting combo in Counter
Punching (7.1).
- to Jared Johnson for his information on how
the Special Points
system works.
There NO WAY I coulda figured this out myself,
not having the
patience to analyze the Special Points after each
fight.
- to Blair Golson for a Piston Hurricane and
a Nick Bruiser Best Times
strategy.
- to CJ Simkins for his Aran Ryan Best Times
and Unsteady
clarification.
- to Justin Salzl for his Heike Kagero Best Times
strategy.
- to John Brobst for his Heike Kagero Best Times
strategy.
- to Lordosis for his Heike Kagero Best Times
strategy.
- to Tony Colafrancesco for his Bob Charlie Best
Times strategy.
- to Andrew Lang for his Bob Charlie Best Times
strategy.
- to Billy D- for his strategy on Super Macho
Man.
- to Kevin Frew for his Best Times strategy on
Aran Ryan.
- to BigRedplyr for another Best Times strategy
on Aran Ryan.
- to Dr. Bruce Smith for a Nick Bruiser strategy.
- to Matt DeTura for his Piston Hurricane strategy.
- to KevFieldsDX for his Dragon Chan strategy.
- to Nick Koroman for his note on countering
Nick's Bruiser.
- to Mega Man Legends or the note on avoiding
Nick's Mix.
- to everyone who took the time to send me their
times and scores.
- Nintendo, of course, for making this top-notch
game.
=========================== 9.2 Challenges ==========================
Think you're all that, boxer? Well, try
these challenges! If you can
manage to do them, you get major bragging rights.
In increasing order of difficulty:
MINOR CIRCUIT - U CAN'T TOUCH THIS
Try not to get hit even once with any attack.
MAJOR CIRCUIT - U CAN'T TOUCH THIS
Try not to get hit even once with any attack.
THE RESILIANT
Play through the whole game without losing a match.
WORLD CIRCUIT - U CAN'T TOUCH THIS
Try not to get hit even once with any attack.
POKER
Play through the whole game without using any KO punches.
COTTON WADS
Play through the whole game with the sound
muted without losing a
match.
THE INVINCIBLE
Play through the whole game without being knocked down once.
FINISHING TOUCH
Finish off every boxer with a KO punch.
FINISHING TOUCH 2
Put every boxer down onto the mat with a KO punch every time.
SPECIAL CIRCUIT - U CAN'T TOUCH THIS
Try not to get hit even once with any attack.
TIME ATTACKER
Finish every single match under 1'00"00.
If you can do any of these, you're quite good.
If you can do, say,
five of them, you're amazingly good. Only
the best of the best will
be able to do eight or nine, not to mention all
eleven...
I sure haven't!
If anyone has, e-mail me. So far:
ALL CHALLENGES
JDarkLink
================ 9.3 Disclaimer and Copyright Notice ================
This FAQ is copyright 1999 by Raphael Lee.
Super Punch-Out is
copyright 1993 by Nintendo. This FAQ is
unofficial; it is not
associated with Nintendo. This FAQ may
be freely distributed for
noncommercial purposes, as long as it is not
altered and I am credited
as the author. OHOHOHOHOHOHOHO!
Information from the Super Punch-Out!! file at
http://www.gamefaqs.com
by Dan is borrowed with permission. Thanks!
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