Super Punch Out

Super Punch Out

06.10.2013 23:41:27
~B

******************************************************************************
* *
* S U P E R P U N C H O U T F.A.Q./Walkthru *
* Written by |X|treme *
* Ver. 1.00 fuzzby@yesic.com *
* *
* *
* Special thanks to MacroS for helping me in the beginnings :) *
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This FAQ is written in ASCII format. <-- 80 Chracters Wide -->

Hey!
Welcome to Super Punchout. An amazing sequal to the classic game PUNCHOUT on
NES. This game in my opinion is one of the best for the Super Nintendo.
Anyways, enough with the boring chit chat.

Control:

Offense:
This game has 3 significant buttons. Y button is for left punch, B button is
for right punch, and A button is for Knockout Special. When you hold UP on
the Direction pad and press a punch, you hit your opponents head area. Damage
is varied on your opponent. When you don't press any direction and press a
punch key, this is aimed at the torso area. Punches aimed at the torso area
tend to be a tad quicker, and punches aimed at the head tend to be a tad
stronger. *Note: Some opponents are immune to punches directed here.
There is a bar on the lower part of your screen. This is your super bar.
Street Fighter players should be familiar with this principle. You land more
punches, your super bar goes up. If you get hit, it goes down. So make sure
when you're in a tight fight, to keep that special!. When it is glowing, it
is full, at this point you press your Knockout Special key and you land your
special attack. Holding down on the Knockout Special key makes your attempt
to land an Uppercut/Hook on your opponent. Tapping it rapidly makes you do a
chained lightning punch on him. This allows you to land many hits in a row on
your opponent and do some serious damage! However, some opponents are quick
enough in recovery to block after the first 2-3 hits. However some are not,
and you land the whole chain on him. Usually around 5-6 hits. Also, there is
a colored background picture of you in the corner. The color switches between
Blue, Green, Yellow, Red. At blue, it means your punches are slow. As it goes
up in color, your punches get faster. When it's blinking red, it's at it's max
so this would be the best time to pull out a chained lightning super punch.
What causes the color changes is till a mystery to me. If you know, email me!

Defense:
You can dodge or parry in this game, all determined by the direction pad.
PARRYING:
When you leave it in neutral, you block your torso area. Punches from the
opponent that are aimed in your torso area will be blocked. *Note: Some
opponents will cause block damage. When you hold up on your direction pad
you guard your head area.
DODGING:
When you hold left or right, you quickly dash yourself the the left or right.
This will cause you to avoid almost all punches directed at you. The most
primary defense in the game. Holding down will cause you to dodge punches
aimed at your head.

Game:
Each boxer has a stamina meter. e.g. Fighting games. When you get hit it goes
down. When it is gone you pass out. If recovers at a very slow rate. Usually
faster when you avoid punching. A player is defeated in 2 ways, a TKO or a KO.
TKO stands for Technical Knockout. This is when you pass out your opponent 3
times. KO stands for just Knockout. This is when you beat your opponent so
badly, that he's too chicken/hurt or just too unconscious to fightback. This
involves quick punches and a few super punches. *Note: You must defeat your
opponent in under 3 minutes, otherwise the computer automaticall wins. Crap
eh? So make sure you keep an eye on that timer. If it takes your mother than
a minute to pass him out once, then you better hurry up!

Strategies:
The best time to punch your opponent is after a dodge or parry. It's more
easier to retaliate after a dodge cause it takes more skill to dodge than
to parry. To dodge, you must recognise each charater's animation sequence
before he punches. Most of them bring back their arm or some other visible
sequence before they punch. To parry, you keep an eye of where he is holding
his fists. If they are near his head, you hold up. If they are near his
chest, then you just leave in neutral. Retaliating after parries is ALOT
harder than dodging. *Note: Careful not to dodge to early, otherwise you'll
land right into a punch. If you've accidently dodged to early, you can
extend your dodge animation by holding the direction.
Once you find your opponents punching sequence and know when to dodge, it's
time to kick some retaliating *ss! As soon as you come out of the dodge,
start pounding they punches. I don't think it really matters where you hit
him or with left or right punches. It's your choice. But some opponents
take more damage in certain areas and some characters take NO damage from
certain areas. You can usually punch 3 times in a row before your opponent
will block. Some remember to only punch 3 times, otherwise your opponent
will parry or block your 4th hit and retaliate. However, sometimes it is
possible to hit 4 times in a row. But you can never be sure when or when
you can't, so I use what I call "4 Hit Safety". When you dodge a punch,
aim for his head 3 times and aim his torso for the 4th hit. This will work
on MOST opponents. Since torso punches are a bit quicker, usually after the
3rd hit the computer will retaliate but the torso punch is quick so it usually
hits the computer before he can land his punch on you. AND, if the computer
is still dizzy after the 3rd hit, you won't miss it because you're punching
him 4 times anyway. AND, on most computers, if he blocks the 4th, you should
have enuff time to be ready for his retaliation. If you wanna be careful and
not have a little fun :), you can tell when the computer will be dizzy after
your next hit by looking at his head. When you retaliate, look at his head
when you punch him. If his head gets knocked straight back, it's okay to hit
him again. But if his head knocks to the side, then he CAN block the next hit.
However, usually they'll try retaliate and if you hit him with the 4 hit
safety, you'll probably hit him first with the torso punch. Please note that
the Dizzy Check ONLY works for HEAD PUNCHES. There is no way to check the
torso punches. So why bother punch in the torso? They usually do more damage
on most characters and they tend to be a tad quicker. Another great little
move I use is called the "Special Dizzy". This only works when you have a
super. Instead of doing a 4 Hit Safety after retaliating, do this: PUNCH
PUNCH SUPER. Does great damage. You can choose which super, as it doesn't
really matter. *Note: Multiple hits work because the computer gets into a
dizzy when you hit them. This allows you to get 3 straight hits on MOST
opponents before they get out of the dizzy, hence the 4th hit is a safety.
Please note some opponents are only dizzy for the first 2 hits. So the 3rd hit
would have to be the safety. Some opponents are 4 hits so you can add on a 5th
safety hit. Remember, in order to do the Special Dizzy combo effectively, you
must replace the last hit before the safety, with a Special. If you're never
sure if the computer will block the next hit, do the Dizzy Check.
One last note. You can RECOVER health in many ways. For one thing, it recovers
by itself slowly. 2nd, if you punch someone that's not a retaliatory punch,
you get a bit of health. Lastly, if you punch someone out, keep pressing the
buttons during the count, and you'll get health back real quick.


Walkthrough:

*************
Minor Circuit
*************
GABBY JAY:
Okay, as you can figure, this guy really sucks. You can do 2 things to beat
this guy'ss easy *ss. Just pound him, though he does know how to block.
Or just wait for him to punch and retaliate. His punch sequence is really
easy to pick out. As soon as you get super, use it on him.

BEAR HUGGER:
This guy is THE EASIEST guy in the game. It's so easy to beat him without
taking a single hit. Bear Hugger is immune to hits aimed at the torso. If you
try, he just laughs at you. So always aim for the head. As soon as the round
starts, aim for his head. He'll probably block, then IMMEDIATELY hold down to
duck his Thunder Clap move. Then just keep punching him in the head. When he
blocks again, duck IMMEDIATELY cause he'll do his Thunder Clap again. Then
stand up and punch him silly. Keep repeating this patter and you'll beat him
no sweat. After 3 times you'll get supers and instead of just punching
him after ducking his T C move, just super him. I beat this guy in 28 seconds.

PISTON HURRICANE:
This guys a bit more difficult. But it's a simple formula:
Pick out his punch animation and retaliate when you can. He has a Rapid Power
Punch super move which is pretty tricky. While fighting, before he pulls it
out, he'll sway to the left then right or vice versa. This will tell you he's
gonna pull out the Rapid Power punch super. He'll rush in and punch HIGH, LOW,
HIGH, LOW, HIGH, LOW, UPPERCUT, UPPERCUT. So to block this, just press UP,
NEUTRAL, UP, NEUTRAL, UP, NEUTRAL, LEFT, RIGHT, then punch his head out.

BALD BULL:
This guys is the hard guy in the whole circuit. Pick out his punching
animation sequence and be ready to dodge a lot. He has a bad *ss Ragin' Bull
super which takes a lot of damage. However, he punches a lot so there's a lot
of room to retaliate. You should beat him once you figure him out.

*************
MAJOR CIRCUIT
*************
BOB CHARLIE:
He's easy. Find his punch sequence, blah blah etc. And retaliate. He's only
got one super and it's really easy to dodge. He'll pull back from the fight
and do this weird pose, you'll know when you see it. He "coos" too. Then
he'll do 3 uppercuts in a row. The first 2 uppercuts won't reach near you.
hit you but the 3rd will. So just duck the 3rd one. It's that easy :) His
other super, the 2 Hit Uppercut will start when he starts to bob his mits
up and down. Just leave the direction pad on neutral. Should take care of it.
Oh yeah, 4 Hit Safety works wonders on this guy.

DRAGON CHAN:
This guy was REALLY hard to figure out. He has 3 supers and they're all not
good news. First of all, it is REALLY hard to pick out his punching sequence.
It'll take some time with this guy. Lemme start with how to retaliate. He
has 2 punches only. A hi and a lo punch. When he is about to high punch,
we will have his fists near his head and he will move them in a circular
motion. When you see this, dodge immediately. Don't mistaken this circulay
motion for his "twitches". He does this alot with his fists when he holds
them high. It's a distinct CIRCULAR motion. When he hits lo, is tricker. This
guy likes to move around a lot. When he does, he snaps to the left and right,
and YOU ALSO move a bit the left and right shadowing him. But when he moves
to the left and right but YOU DON'T move, then he's about to punch low, and
it's time to dodge. His punches are EXTREMELY quick so you'll have to be quick
too. The 4 hit safety does't work well on him don't use it often. Sometimes..
As i sad before, he has "3" supers. That's alot! :) The first one is a real
bitch cause if he hits you with it, you're automatically passed out.
I've been hit by this with FULL HEALTH and still you lose ALL of it when you
get hit. So remember, ONE HIT, BYE BYE. Here's how you dodge the Jumping
Dragon Death. He'll jump to the ropes of the ring TWICE before he attacks
you with a drop kick on the third jump. So remember, 2 jumps and the DUCK!
He changes the timing on the drop kick so here's the trick. Hold down only
when you heard him yell, (turn up the speaker) before his third jump/attack.
He usually does 3 or 4 of these supers in a row. His other super is a
standing jump kick. This also does a lot of damage but it doesn't pass you
out. It takes about 1/3 of your full health. The way you dodge the Jumping
Dragon is this, while you're fighting, he'll start to move his fists up
and down. Sometimes you'll see some chinese words from a word balloon. When
this happens get ready to dodge left or right. Dragon Chan will move either
left of you or right. Just be patient, this if a fairly easy move to dodge.
If he's on your right, dodge left. Vice Versa. His last super is his Healing
Factor super. He is completey vulnerable when he's in this stance. It's a
good idea to try to have a super when this happens. You'll see him completey
disappear from the ring. When this happens hold down the super and BOOM!
he get's hit :) If you don't have a super just punch his lights out. One
last note, Dragon Chan takes a while to beat. So keep an eye on the clock.

MASKED MUSCLE:
This guy is quite easy. Again, get his punch sequence down. He has 2 supers.
First he has his Spit super. You'll know when this happens when a word
balloon pops up. Don't dodge immediately. There's a delay. Watch after
the balloon pops up, and catch his head pull back. This is when you dodge.
When you come out of the dodge, smack his head a few times and tell him
not to play dirty. The 4 Hit Safety works AMAZING on this guy. The 4th
hit usually hits him out of a punch. If you DO get spit on, and you probably
will, he'll turn gray and you won't be able to punch. You can still defend
though. This guy only has one super so he shouldn't be too hard. One of the
hardest things to do is though, to retaliate against his high punches. They
are too quick to effectively retaliate, so whenever he has his mits high,
he's about to throw high punches, so just leave the direction pad up and wait
until he pulls another move, and retaliate that.

SANDMAN:
This guy is pretty much like Masked Muscle until you pass him out twice.
When he comes back the 3rd time, he's is SO FRIGGIN HARD! Anyhow, this guy
has 2 supers. One is the "Rekka Ken". He punches you 3 times really quickly
with uppercuts. However, if you get hit by the first hit, you can't do
anything about the 2nd hit, but then you can dodge the 3rd hit if you're quick
enough. But if you don't wanna get hit at all, block it with this sequence:
High Block, High Block, Dodge or Duck. You'll know he's about to pull this
move out when he studders his mits up and down. This move does about 75%
damage if you hits with all 3 hits, so don't get hit! His other super,
the "Rising Uppercut", isn't really a super but there's an intro to this
move so, oh well. Anyhow, he starts to studder his FEET, and you can hear
this if you turn the volumeup. All yo have to do is remember generally how
long he studders and then just duck or dodge. It does fair damage.
Sandman's right punch is a lot quicker than his left. His uppercut is
DELAYED. So if you tried to dodge it like a normal punch, you'll land RIGHT
ON his uppercut when you come back. So remember that when you see him go low,
he's about to do an uppercut, either wait a tad bit, or hold extra long on the
dodge. It's better to wait a tad because you come out of a dodge when you
don't hold extra long, but it's also a bit harder to react to. Also,
you can tack on 4 hits in a row after this uppercut before he comes out of
his dizzy. If you have a super, then this is my favorite move; duck his
uppercut, then punch,punch,punch,super rapid punch. >:> You get about 8 hits
if you do it right. Also, always throw torso punches at Sandman. It does more
damage.

*************
World Circuit
*************
AARON RYAN:
This guy's pretty easy until you get into his supers. One of his supers is
the Drain Hold. You'll see a word balloon that says "Grab Him". There's really
not much you can do. However, you CAN punch him out of trying to grab you
but it's REALLY hard. So as soon as he grabs you, rapidly press the buttons
otherwise he drains your life. One thing that is really important is that
as soon as you break his Drain Hold, he'll always do an uppercut at the end
of it. So get ready to dodge it and retaliate. Another one of his supers is
the Beserker Barrage. You'll know he's about to do it when he backs off and
starts moving to the left and right. Then he charges and and punchs LOW HIGH
LOW HIGH LOW HIGH UPPERCUT HIGH LOW HIGHT LOW HIGHT LOW UPPERCUT. Blocking
this is synch. However, you must block the first 6 hits in order for him to
pull out the uppercut. If he hit's you with any of the first 6 hits, he'll
just keep on punching you. So you HAVE to block 6 hits for him to pull out
the uppercut. You can retaliate after the first uppercut so he won't pull out
the 2nd sequence of his super on you. Try to use supers on him as much as you
can. It'll make life a lot easier. His punchs are very quick, as are almost
everyone in the world circuit, so be ready to tap. One good thing is that
if you dodge to early, HOLD IT. His punches are so quick that if you dodge
to early and hold, by the time you come out of his dodge, it's a goo chance
he's thrown his punch and you can retaliate :)
HEIKE KAGERO:
This guy is ONE BAD *SS mother. He's got lightning quick punches. You REALLY
have to anticipate his punches. He's got 3 supers both which are painful.
One his his Hair Sweep. You'll know he'll do this when he twirls his hair
around and ducks REALLY LOW, and then he'll swipe you with his hair TWICE.
I emphasize REALLY low because, this is REALLY easy to mix this move up with
his uppercut if you're not watching carefully. Remember that he'll twirl his
hair around first. I haven't figured out how to avoid the first hair swipe but
you duck the second one. He has another super, the Mirage Dance. You'll know
he'll pull this off by the word balloon at the side. He just teleports and
disappears but then he reappears ALWAYS in the centre, and immediately
uppercuts you. So while he's phazing in and out, just be ready to spot his
hand go back to punch you, as soon as you see that, just tap the dodge key
lightly and retaliate. Remember that his punches are DAMN quick. You really
want to do the Dizzy Check on this guy. Here's a good strategy, since this
guy is friggin hard. Watch for him to punch, the dodge and punch him in the
head about 3 times or until he's out of the dizzy. As SOON you finish your
last punch, press the dodge key and IMMEDIATELY look at him. If he pulls
his hand back, HOLD the dodge key and let go when he's released his punch
and then you're free to retaliate. If he hasn't pull his hand back, then
quickly let go of the dodge and get ready to dodge his next punch. Also, he
when he does big uppercuts, he does them 2 in a row. One to each side. So
get ready to dodge 2. It's not that hard to pick out. One more thing, he has
a semi super, where he twitches left and right. Block high until he punches
you 3 times and the dodge his 4rth uppercut.
MAD CLOWN:
This guy is really weird. He has moves that you won't be used to, AND he
can only be hit in the head. His punches, like most world circuit players,
are REALLY fast. Like as fast as Haike. He's got 3 supers. They're not
too bad. One of them, he rolls back and pulls out these balls that he
starts juggling. Then he'll throw 2 balls at you. Either LEFT, MIDDLE or
RIGHT. Since there are 2 balls, there's only one safe place to be. So
make sure you're there when he throws them. It's REALLY easy to dodge
them. He throw's 3 sets, then he'll twirl and jump ON YOU! So make sure
you duck as soon as you see him twirl. If he gets you with this, bye bye!
Even with full house. >:( Another one of his supers, he pulls up his pants
and then CLAPS down on your head. Not a good thing. Just duck when you see
him pull up his pants. His last super, he starts pointing at his pants and
then WHAM! He uppercuts you. Don't dodge to early for this one. Wait till
you see him take back his punch. This clown is a really good fighter. He'll
retaliate you, if you miss a punch. And the "time window" to retaliate after
one of his missed punches is really small so only punch him when you are
pretty sure you'll hit. If not, it's better to just skip it and get ready
for the next punch. Also, watchout for his Elbow Slam. It's REALLY delayed
so WAIT 1/2 a second before you dodge. If you dodge to quickly, quickly
release the dodge button and press it a gain. This is REALLY hard to spot
and avoid! Good LUCK!

SUPER MACHOMAN
If I told you, that would real the whole fun of the game :)
He's not as hard as he looks. His supers can be spotted coming easily.
Dodge and retaliate. Good look in round 3 :)
If you have real trouble, email me :)


HAVE FUN WITH THE GREAT GAME FOR SNES!

 
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