888888 S U P E R 888888 88 88 88 888 888 88 88 88 88 88 88 88 88 8888 88 88 8 88 88 88 88 888888 88 88 88 88 88 88 888 88 88 888888 888 88 88 88 88 88 88 88 88 88 88 888888 88 888888 8 88 88 88 88 88 88 88 88 8888 88 888 8888 88 88 888 888 8888 88 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/ firstname.lastname@example.org ====================================================================== 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 email@example.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 <firstname.lastname@example.org> ======================== 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 <email@example.com> "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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