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Best Bout Boxing
FAQ By: Goh_Billy (
[email protected])
Version #: 1.0
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Sections
--------
1. Legend
2. System
2.1 Basics
2.2 Combinations
3. Characters
3.1 Jose Hum Dinger
3.2 Biff Vulgue
3.3 Carold First
3.4 Jyoji Horiuchi
3.5 Kim Hi-Soo
3.6 Thamalatt Zip
3.7 Grute Smith
--------------------------------
3.8 Draef Varona
4. Conclusion
4.1 What's Missing/Needed
4.2 Credits
===============================================================================
1. Legend
===============================================================================
ub u uf f - Forward HP - High Punch (Button 1) + - And
\ | / b - Back LP - Low Punch (Button 2) / - Or
b-- --f u - Up FB - Finishing Blow (Button 3) , - Then
/ | \ d - Down
db d df
===============================================================================
2. System
===============================================================================
2.1 Basics
----------
Back Up b (hold b to continue
to retreat)
Move Forward f (hold f to continue
to move forward)
Block High b
Blow Low db
High Parry u + HP if opponent's high attack
strikes this you will
parry and leave the
opponent stunned for a
short time
Low Parry u + LP if opponent's low attack
strikes this you will
parry and leave the
opponent stunned for a
short time
Taunt And Dodge u will dodge upon opponent
throwing out an attack;
can hold to delay
Duck d can dodge high attacks
Step Out (Sidestep) uf will dodge upon opponent
throwing out an attack;
can hold to continue to
sidestep
Step In (Sidestep) df will dodge upon opponent
throwing out an attack;
can hold to continue to
sidestep
Quick Back Up b, b
Duck And Move f, f invulnerable for a second
Dodge And Move f, f (Draef only) invulnerable for a second
Dizzy Recovery shake joystick and tap
attack buttons rapidly
KO Recovery shake joystick and tap
attack buttons rapidly
when knocked down
KO - If you are struck enough you will be knocked to the floor. This can
also occur when you are hit with multiple Finishing Blow attacks
(especially ones that come at the end of a Combination). You must
shake joystick and tap the attack buttons rapidly to get back up
before the 10 count. If you cannot, you will lose the match.
TKO - Occurs after the lifebar is depleted completely. This will end the
match.
Decision - If after 3 rounds no one is defeated with a KO or a TKO, the game
will pick a winner using points earned during each round.
Draw - If after 3 rounds both characters have the same amount of points the
game will go to an extra round. If in that extra round both players
still have the same amount of points the match will be declared a
draw.
2.2 Combinations
----------------
This game contains chain attacks called Combinations. These are strings of
attacks that can be executed by performing a series of set button presses.
Each character has their own unique Combinations. What makes combinations
unique in this game is that they are very timing specific. You can not simply
mash out the button presses and hope to execute the Combination. If you mash
too much your character will drop said Combination and it will not finish
executing. I've tried giving tips after each Combination command on how to
time your button presses.
A thing worth noting is that there does seem to be two prevailing methods to
get Combinations to work. One method is to enter in as many button presses as
you can before the initial attack finishes. It is possible, with very fast
hands, to enter the next 5 or even 6 button presses before the initial attack
finishes. You can then delay and watch said button presses execute in order.
However, if you enter any button presses right when the initial attack finishes
the entire Combination will drop. Another method is to enter in the button
presses at a pace that links up to "Combinations! +" messages that flash on
screen. This can be a little tricky sometimes depending on the speed of each
character's attacks. My guide will use a combination of these methods to
hopefully give you the easiest way to execute each character's Combinations.
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 Jose Hum Dinger *
*******************************************************************************
Origin: Mexico Colors
Height: 82.7 in ------
Weight: 194 lbs LP/HP - Yellow trunks w/ Red gloves
Reach: 86.6 in FB - Purple trunks w/ Purple gloves
Type: Out-Boxer
Style: Hitman
Basic Moves
-----------
Outside Side Punch HP close can be blocked high or
low
Backfist HP far or a step away must block high; can be
sidestepped
Low Blow LP close must block low
Outside Sweep Punch LP a step away must block low
Outside Downward Punch LP far must block low
Come On u taunt and dodge; can
hold to delay
Duck d can dodge high attacks
Step Out (Sidestep) uf will dodge upon opponent
throwing out an attack;
can hold to continue to
sidestep
Step In (Sidestep) df will dodge upon opponent
throwing out an attack;
can hold to continue to
sidestep
Command Moves
-------------
High Hook b/db/df/f/uf + HP close must block high; can be
or a step away sidestepped
Lunging Straight b/db/df/f/uf + HP far must block high; can be
sidestepped
Outside Uppercut d + HP close or a step can be blocked high or
away low
Inside Uppercut d + HP far can be blocked high or
low
High Parry u + HP if opponent's high attack
strikes this you will
parry and leave the
opponent stunned for a
short time
Inside Side Punch b/db/df/f/uf + LP close must block low
or a step away
Inside Downward Punch b/db/df/f/uf + LP far must block low
Outside Gut Punch d + LP close or a step must block low
away
Inside Gut Punch d + LP far must block low
Low Parry u + LP if opponent's low attack
strikes this you will
parry and leave the
opponent stunned for a
short time
Quick Back Up b, b
Duck And Move f, f invulnerable for a second
Special Move
------------
Solid Upper FB (can hold to delay) can delay up to 2 seconds
before move comes out
automatically; can be
blocked high or low;
can be sidestepped
Combinations
------------
b/db/df/f/uf + HP close/step away/far ----> LP ----> LP ----> LP ----> LP
*Combination is a High Hook (if close or step away)/Lunging Straight (if far),
Spin Backfist, Reverse Backfist, Spin Backfist, Reverse Backfist
*Timing is two quick LPs after initial command, delay, then LP when
"Combinations! + 3" is on screen and then another HP when "Combinations! + 4"
is on screen
d + HP close/step away ----> FB ----> FB ----> FB
*Combination is a Outside Uppercut, Short Arm Backfist, Reverse Short Arm
Backfist, Solid Upper
*Timing is two quick FBs after initial command, delay, then FB when
"Combinations! + 3" is on screen
d + HP far ----> FB ----> FB ----> FB
*Combination is a Inside Uppercut, Quick Straight, Reverse Backfist, Solid
Upper
*Timing is two quick FBs after initial command, delay, then FB when
"Combinations! + 3" is on screen
b/db/df/f/uf + LP close/step away/far ----> HP ----> HP ----> HP
*Combination is a Inside Side Punch (if close or step away)/Inside Downward
Punch (if far), Backfist, Diagonal Tap, Solid Upper
*Timing is two quick HPs after initial command, delay, then HP when
"Combinations! + 3" is on screen
d + LP close/step away/far ----> FB
*Combination is a Outside Gut Punch (if close or step away)/Inside Gut Punch
(if far), Solid Upper
*Timing is a quick FB after initial command
``````````````````````````````````````````````````````````````````````````````
Defeated Quotes
---------------
~To Jose - My nose hurts.
~To Biff - Give me strength!
~To Carold - Ooo! My eye!
~To Jyoji - Ooo! My eye!
~To Kim - Ooo! My eye!
~To Zip - My nose hurts.
~To Grute - Give me strength!
~To Draef - Give me strength!
*******************************************************************************
* 3.2 Biff Vulgue *
*******************************************************************************
Origin: Australia Colors
Height: 72.1 in ------
Weight: 463 lbs LP/HP - Black trunks w/ Black gloves
Reach: 68.5 in FB - Purple trunks w/ Red gloves
Type: Fighter
Style: Stand Up
Basic Moves
-----------
Headbutt HP close Jose, Grute, and Draef
can block this high or
low; Biff, Carold,
Jyoji, Kim, and Zip
must block this high
Short Jab HP a step away must block high; can be
sidestepped
Outside Straight HP far must block high; can be
sidestepped
Belly Bump LP close must block low
Outside Side Punch LP a step away must block low
Outside Downward Punch LP far Zip and Draef can block
this high or low; Jose,
Biff, Carold, Jyoji,
Kim, and Grute must
block this low
Belly Pat u taunt and dodge; can
hold to delay
Duck d can dodge high attacks
Step Out (Sidestep) uf will dodge upon opponent
throwing out an attack;
can hold to continue to
sidestep
Step In (Sidestep) df will dodge upon opponent
throwing out an attack;
can hold to continue to
sidestep
Command Moves
-------------
Inside Hook b/db/df/f/uf + HP close must block high; can be
or a step away sidestepped
Inside Straight b/db/df/f/uf + HP far must block high; can be
sidestepped
Short Upper d + HP close or a step must block high; can be
away sidestepped
Double Push d + HP far can be blocked high or
low
High Parry u + HP if opponent's high attack
strikes this you will
parry and leave the
opponent stunned for a
short time
Inside Side Punch b/db/df/f/uf + LP close must block low
or a step away / d + LP
close or a step away
Flying Belly Bump b/db/df/f/uf + LP far must block low
Inside Downward Punch d + LP far Zip and Draef can block
this high or low; Jose,
Biff, Carold, Jyoji,
Kim, and Grute must
block this low
Low Parry u + LP if opponent's low attack
strikes this you will
parry and leave the
opponent stunned for a
short time
Quick Back Up b, b
Duck And Move f, f invulnerable for a second
Special Move
------------
Over Rolling Punch FB (can hold to delay) can delay up to 2 seconds
before move comes out
automatically; must
block high; can be
sidestepped; if you
block the first punch
the second will always
miss
Combinations
------------
HP close ----> LP ----> LP ----> LP ----> LP ----> LP ----> LP ----> LP
*Combination is a Headbutt, Short Upper, Reverse Upper, Short Upper, Reverse
Upper, Short Upper, Reverse Upper, Short Upper
*Timing is four really quick LPs after the initial command, delay, then press
LP when "Combinations! + 5" is on screen, LP when "Combinations! + 6" is on
screen, and finally LP when "Combinations! + 7" is on screen
HP far/step away ----> LP ----> LP ----> LP ----> LP ----> LP ----> LP ----> LP
*Combination is a Outside Straight (if far)/Short Jab (if step away), Flying
Belly Bump, Reverse Upper, Short Upper, Reverse Upper, Short Upper, Reverse
Upper, Short Upper
*Timing is four really quick LPs after the initial command, delay, then press
LP when "Combinations! + 5" is on screen, LP when "Combinations! + 6" is on
screen, and finally LP when "Combinations! + 7" is on screen
b/db/df/f/uf + HP close/step away ----> LP ----> LP ----> LP
*Combination is a Inside Hook, Flying Belly Bump, Outside Straight, Double Push
*Timing is two quick LPs after initial command, delay, then LP when
"Combinations! + 3" is on screen
b/db/df/f/uf + HP far ----> LP ----> LP ----> LP
*Combination is a Inside Straight, Outside Hook, Outside Straight, Double Push
*Timing is two quick LPs after initial command, delay, then LP when
"Combinations! + 3" is on screen
FB ----> LP ----> LP ----> LP ----> LP ----> LP ----> LP ----> LP
*Combination is a Over Rolling Punch, Over Rolling Punch, Over Rolling Punch,
Over Rolling Punch, Over Rolling Punch, Over Rolling Punch, Over Rolling
Punch, Over Rolling Punch
*Timing is four really quick LPs after the initial command, delay, then press
LP when "Combinations! + 5" is on screen, LP when "Combinations! + 6" is on
screen, and finally LP when "Combinations! + 7" is on screen
``````````````````````````````````````````````````````````````````````````````
Defeated Quotes
---------------
~To Jose - I lost, but I'll keep on fighting!
~To Biff - Nice punch!
~To Carold - I learned a lot.
~To Jyoji - I learned a lot.
~To Kim - I learned a lot.
~To Zip - I lost, but I'll keep on fighting!
~To Grute - Nice punch!
~To Draef - Nice punch!
*******************************************************************************
* 3.3 Carold First *
*******************************************************************************
Origin: Great Britain Colors
Height: 70.1 in ------
Weight: 132 lbs LP/HP - Green trunks w/ Red gloves
Reach: 70.1 in FB - Orange trunks w/ White gloves
Type: Boxer
Style: Baseball-Style
Basic Moves
-----------
Inside Jab HP close must block high; can be
sidestepped
Quick Outside Jab HP a step away must block high; can be
sidestepped
Outside Jab HP far must block high; can be
sidestepped
Inside Side Punch LP close Zip can block this high
or low; Jose, Biff,
Carold, Jyoji, Kim,
Grute, and Draef must
block this low
Outside Side Punch LP a step away Zip can block this high
or low; Jose, Biff,
Carold, Jyoji, Kim,
Grute, and Draef must
block this low
Outside Downward Punch LP far must block low
Chin Flick u taunt and dodge; can
hold to delay
Duck d can dodge high attacks
Step Out (Sidestep) uf will dodge upon opponent
throwing out an attack;
can hold to continue to
sidestep
Step In (Sidestep) df will dodge upon opponent
throwing out an attack;
can hold to continue to
sidestep
Command Moves
-------------
High Hook b/db/df/f/uf + HP close Jose, Grute, and Draef
or a step away can block this high or
low; Biff, Carold,
Jyoji, Kim, Zip must
block this high
Inside Straight b/db/df/f/uf + HP far must block high; can be
sidestepped
Outside Uppercut d + HP close or a step must block high; can be
away sidestepped
Inside Uppercut d + HP far must block high; can be
sidestepped
High Parry u + HP if opponent's high attack
strikes this you will
parry and leave the
opponent stunned for a
short time
Inside Gut Swing b/db/df/f/uf + LP close must block low
or a step away
Inside Downward Punch b/db/df/f/uf + LP far must block low
Outside Gut Punch d + LP close or a step must block low
away
Inside Gut Punch d + LP far Zip can block this high
or low; Jose, Biff,
Carold, Jyoji, Kim,
Grute, and Draef must
block this low
Low Parry u + LP if opponent's low attack
strikes this you will
parry and leave the
opponent stunned for a
short time
Quick Back Up b, b
Duck And Move f, f invulnerable for a second
Special Move
------------
Fast Shot FB (can hold to delay) can delay up to 2 seconds
before move comes out
automatically; can be
blocked high or low
from far and must be
blocked low when near
Combinations
------------
HP close/step away/far ----> HP ----> HP ----> HP ----> HP ----> HP ----> HP --
|
HP <---
*Combination is a Outside Jab (if close)/Quick Outside Jab (if a step
away)/Inside Jab (if far), Inside Downward Punch, Inside Jab, Inside Downward
Punch, Inside Jab, Inside Downward Punch, Inside Jab, Inside Downward Punch
*Timing is a steady fast pace of HPs after the initial command (HPs should
link up with the pace of the onscreen prompts for "Combinations!" that flash
on screen)
LP close ----> LP ----> LP ----> LP
*Combination is a Inside Side Punch, Outside Jab, Inside Gut Punch, Fast Shot
*Timing is three really quick LPs after the initial command
LP step away ----> LP ----> LP ----> LP
*Combination is a Outside Side Punch, Inside Jab, Outside Side Punch, Fast Shot
*Timing is three really quick LPs after the initial command
LP far ----> LP ----> LP ----> LP
*Combination is a Outside Downward Punch, Inside Jab, Outside Gut Punch, Fast
Shot
*Timing is three really quick LPs after the initial command
d + LP close/step away/far ----> FB
*Combination is a Outside Gut Punch (if close or step away)/Inside Gut Punch
(if far), Fast Shot
*Timing is a quick FB after initial command
``````````````````````````````````````````````````````````````````````````````
Defeated Quotes
---------------
~To Jose - If only I had moved faster!
~To Biff - I need more than speed to win.
~To Carold - Oh well, my speed didn't help.
~To Jyoji - Oh well, my speed didn't help.
~To Kim - Oh well, my speed didn't help.
~To Zip - If only I had moved faster!
~To Grute - I need more than speed to win.
~To Draef - I need more than speed to win.
*******************************************************************************
* 3.4 Jyoji Horiuchi *
*******************************************************************************
Origin: Japan Colors
Height: 67.7 in ------
Weight: 135 lbs LP/HP - Red trunks w/ Red gloves
Reach: 69.7 in FB - Black trunks w/ Gold gloves
Type: In-Fighter
Style: Orthodox
Basic Moves
-----------
Chin Upper HP close must block high; can be
sidestepped
Quick Outside Jab HP a step away must block high; can be
sidestepped
Outside Jab HP far must block high; can be
sidestepped
Outside Side Punch LP close Zip can block this high
or low; Jose, Biff,
Carold, Jyoji, Kim,
Grute, and Draef must
block this low
Outside Upward Side Punch LP a step away Zip can block this high
or low; Jose, Biff,
Carold, Jyoji, Kim,
Grute, and Draef must
block this low
Outside Downward Punch LP far must block low
Glove Pat u taunt and dodge; can
hold to delay
Duck d can dodge high attacks
Step Out (Sidestep) uf will dodge upon opponent
throwing out an attack;
can hold to continue to
sidestep
Step In (Sidestep) df will dodge upon opponent
throwing out an attack;
can hold to continue to
sidestep
Command Moves
-------------
High Hook b/db/df/f/uf + HP close Jose, Grute, and Draef
or a step away can block this high or
low; Biff, Carold,
Jyoji, Kim, and Zip
must block this high
Inside Jab b/db/df/f/uf + HP far must block high; can be
sidestepped
Outside Uppercut d + HP close or a step must block high; can be
away sidestepped
Inside Uppercut d + HP far must block high; can be
sidestepped
High Parry u + HP if opponent's high attack
strikes this you will
parry and leave the
opponent stunned for a
short time
Inside Side Swing b/db/df/f/uf + LP close must block low
or a step away
Outside Side Punch b/db/df/f/uf + LP far must block low
Outside Gut Punch d + LP close or a step must block low
away
Inside Gut Punch d + LP far Zip can block this high
or low; Jose, Biff,
Carold, Jyoji, Kim,
Grute, and Draef must
block this low
Low Parry u + LP if opponent's low attack
strikes this you will
parry and leave the
opponent stunned for a
short time
Quick Back Up b, b
Duck And Move f, f invulnerable for a second
Special Move
------------
Gazelle Punch FB (can hold to delay) can delay up to 2 seconds
before move comes out
automatically; can be
blocked high or low
from far and must be
blocked low when near
Combinations
------------
HP close/step away/far ----> LP ----> HP ----> LP ----> HP ----> LP
*Combination is a Chin Upper (if close)/Quick Outside Jab (step away)/Outside
Jab (if far), Inside Jab, Outside Jab, Inside Jab, Outside Jab, Inside Jab
*Timing is a steady fast pace of alternating LPs and HPs after the initial
command (button presses should link up with the pace of the onscreen prompts
for "Combinations!" that flash on screen)
b/db/df/f/uf + LP close/step away/far ----> FB
*Combination is a Inside Side Swing (if close or step away)/Outside Side Punch
(if far), Gazelle Punch
*Timing is a quick FB after initial command
d + LP close/step away/far ----> HP ----> LP ----> HP
*Combination is a Outside Gut Punch (if close or step away)/Inside Gut Punch
(if far), Outside Hook, Outside Upward Side Punch, Gazelle Punch
*Timing is pressing HP, LP, HP really quickly after the initial command
``````````````````````````````````````````````````````````````````````````````
Defeated Quotes
---------------
~To Jose - My footwork needs help.
~To Biff - You are one tough boxer.
~To Carold - My technique needs work.
~To Jyoji - My technique needs work.
~To Kim - My technique needs work.
~To Zip - My footwork needs help.
~To Grute - You are one tough boxer.
~To Draef - You are one tough boxer.
*******************************************************************************
* 3.5 Kim Hi-Soo *
*******************************************************************************
Origin: Korea Colors
Height: 66.9 in ------
Weight: 141 lbs LP/HP - Dark Blue trunks w/ Blue gloves
Reach: 69.3 in FB - White trunks w/ Sky Blue gloves
Type: In-Fighter
Style: Orthodox
Basic Moves
-----------
Headbutt HP close Jose, Grute, and Draef
can block this high or
low; Biff, Carold,
Jyoji, Kim, and Zip
must block this high
Quick Outside Jab HP a step away must block high; can be
sidestepped
Outside Jab HP far must block high; can be
sidestepped
Driving Side Punch LP close Zip can block this high
or low; Jose, Biff,
Carold, Jyoji, Kim,
Grute, and Draef must
block this low
Outside Side Punch LP a step away Zip can block this high
or low; Jose, Biff,
Carold, Jyoji, Kim,
Grute, and Draef must
block this low
Outside Downward Punch LP far must block low
Double Beckon u taunt and dodge; can
hold to delay
Duck d can dodge high attacks
Step Out (Sidestep) uf will dodge upon opponent
throwing out an attack;
can hold to continue to
sidestep
Step In (Sidestep) df will dodge upon opponent
throwing out an attack;
can hold to continue to
sidestep
Command Moves
-------------
High Elbow b/db/df/f/uf + HP close must block high; can be
or a step away sidestepped
Inside Hook b/db/df/f/uf + HP far must block high; can be
sidestepped
Outside Uppercut d + HP close or a step must block high; can be
away sidestepped
Overhead Bash d + HP far must block high; can be
sidestepped
High Parry u + HP if opponent's high attack
strikes this you will
parry and leave the
opponent stunned for a
short time
Inside Side Swing b/db/df/f/uf + LP close must block low
or a step away
Inside Downward Punch b/db/df/f/uf + LP far must block low
Outside Gut Punch d + LP close or a step must block low
away
Inside Gut Punch d + LP far Zip can block this high
or low; Jose, Biff,
Carold, Jyoji, Kim,
Grute, and Draef must
block this low
Low Parry u + LP if opponent's low attack
strikes this you will
parry and leave the
opponent stunned for a
short time
Quick Back Up b, b
Duck And Move f, f invulnerable for a second
Special Move
------------
Dash Jolt FB (can hold to delay) can delay up to 2 seconds
before move comes out
automatically; must
block high; can be
sidestepped
Combinations
------------
b/db/df/f/uf + HP close/step away/far ----> LP ----> HP ----> LP
*Combination is a High Elbow (if close or step away)/Inside Hook (if far), High
Elbow, Inside Hook, Outside Jab
*Timing is LP, HP, LP entered at a steady pace (button presses should link up
with the pace of the onscreen prompts for "Combinations!" that flash on
screen)
d + HP close/step away/far ----> LP ----> FB
*Combination is a Outside Uppercut (if close or step away)/Overhead Bash (if
far), Overhead Bash, Reverse Overhead Bash
*Timing is entering LP, FB quickly after initial command
b/db/df/f/uf + LP close/step away/far ----> FB
*Combination is a Inside Side Swing (if close or step away)/Inside Downward
Punch (if far), Dash Jolt
*Timing is a quick FB after initial command
d + LP close/step away/far ----> FB
*Combination is a Outside Gut Punch (if close or step away)/Inside Gut Punch
(if far), Dash Jolt
*Timing is a quick FB after initial command
``````````````````````````````````````````````````````````````````````````````
Defeated Quotes
---------------
~To Jose - I'll beat you next time.
~To Biff - What?! With such iron fists of mine?!
~To Carold - I'll train and fight you again.
~To Jyoji - I'll train and fight you again.
~To Kim - I'll train and fight you again.
~To Zip - I'll beat you next time.
~To Grute - What?! With such iron fists of mine?!
~To Draef - What?! With such iron fists of mine?!
*******************************************************************************
* 3.6 Thamalatt Zip *
*******************************************************************************
Origin: Thailand Colors
Height: 74.0 in ------
Weight: 187 lbs LP/HP - Green trunks w/ Red gloves
Reach: 78.7 in FB - Red trunks w/ Yellow gloves
Type: Boxer
Style: No Guard
Basic Moves
-----------
Short Arm Upper HP close can be blocked high or
low
Quick Outside Jab HP a step away must block high; can be
sidestepped
Quick Outside Swing HP far Biff, Jyoji, Kim, Zip,
and Draef can block
this high or low; Jose,
Carold, and Grute must
block this low
Low Outside Side Punch LP close must block low
Strong Outside Swing LP a step away or far Biff, Jyoji, Kim, Zip,
and Draef can block
this high or low; Jose,
Carold, and Grute must
block this low
Head Beckon u taunt and dodge; can
hold to delay
Duck d can dodge high attacks
Step Out (Sidestep) uf will dodge upon opponent
throwing out an attack;
can hold to continue to
sidestep
Step In (Sidestep) df will dodge upon opponent
throwing out an attack;
can hold to continue to
sidestep
Command Moves
-------------
Inside Straight b/db/df/f/uf + HP close Zip can block this high
or a step away or low; Jose, Biff,
Carold, Jyoji, Kim,
Grute, and Draef must
block this low
Inside Overtop Punch b/db/df/f/uf + HP far must block high
Double Arm Cross d + HP close or a step Biff, Jyoji, Kim, Zip,
away and Draef can block
this high or low; Jose,
Carold, and Grute must
block this low
Reaching Inside Uppercut d + HP far Jose, Grute, and Draef
can block this high or
low; Biff, Carold,
Jyoji, Kim, and Zip
must block this high;
can be sidestepped
High Parry u + HP if opponent's high attack
strikes this you will
parry and leave the
opponent stunned for a
short time
Inside Lunge Punch b/db/df/f/uf + LP close must block low
or a step away
Inside Digging Punch b/db/df/f/uf + LP far Biff, Jyoji, Kim, Zip
(sometimes), and Draef
can block this high or
low; Jose, Carold, and
Grute must block this
low
Punch To Reach Gut Punch d + LP when close to Biff must block low; only
works on Biff
Outside Reach Gut Punch d + LP close or a step must block low
away
Inside Reach Gut Punch d + LP far Zip can block this high
or low; Jose, Biff,
Carold, Jyoji, Kim,
Grute, and Draef must
block this low
Low Parry u + LP if opponent's low attack
strikes this you will
parry and leave the
opponent stunned for a
short time
Quick Back Up b, b
Duck And Move f, f invulnerable for a second
Special Move
------------
Jumping Chopper FB (can hold to delay) can delay up to 2 seconds
before move comes out
automatically; can be
blocked high or low
Combinations
------------
HP close/step away/far ----> FB
*Combination is a Short Arm Upper (if close)/Quick Outside Jab (step
away)/Quick Outside Swing (if far), Jumping Chopper
*Timing is a quick FB after initial command
d + HP close/step away/far ----> LP ----> HP ----> LP ----> HP
*Combination is a Double Arm Cross (if close or step away)/Reaching Inside
Uppercut (if far), Outside Digging Punch, Inside Digging Punch, Outside
Overtop Punch, Inside Overtop Punch
*Timing is pressing LP, HP, LP, HP really quickly after the initial command
b/db/df/f/uf + LP close/step away ----> HP
*Combination is a Inside Lunge Punch, Outside Overtop Punch
*Timing is a quick HP after initial command
``````````````````````````````````````````````````````````````````````````````
Defeated Quotes
---------------
~To Jose - What! I've got longer reaches and I lost?!
~To Biff - Unbelievable!
~To Carold - How did I lose with my long reach like that?!
~To Jyoji - How did I lose with my long reach like that?!
~To Kim - How did I lose with my long reach like that?!
~To Zip - What! I've got longer reaches and I lost?!
~To Grute - Unbelievable!
~To Draef - Unbelievable!
*******************************************************************************
* 3.7 Grute Smith *
*******************************************************************************
Origin: USA Colors
Height: 74.8 in ------
Weight: 287 lbs LP/HP - American Flag trunks w/ Red gloves
Reach: 76.8 in FB - Blue trunks w/ Blue gloves
Type: Out-Boxer
Style: Orthodox
Basic Moves
-----------
Short Arm Outside Upper HP close must block high; can be
sidestepped
Quick Outside Jab HP a step away must block high; can be
sidestepped
Outside Straight HP far must block high; can be
sidestepped
Inside Driving Punch LP close Carold, Jyoji, Kim, and
Draef can block this
high or low; Jose,
Biff, Zip, and Grute
must block this low</pre><pre id="faqspan-2">
Outside Side Punch LP a step away must block low
Outside Downward Punch LP far must block low
Hit Me u taunt and dodge; can
hold to delay
Duck d can dodge high attacks
Step Out (Sidestep) uf will dodge upon opponent
throwing out an attack;
can hold to continue to
sidestep
Step In (Sidestep) df will dodge upon opponent
throwing out an attack;
can hold to continue to
sidestep
Command Moves
-------------
Inside Hook b/db/df/f/uf + HP close Jose and Draef can block
or a step away this high or low; Biff
Carold, Jyoji, Kim,
Zip, and Grute must
block this high
Inside Straight b/db/df/f/uf + HP far must block high; can be
sidestepped
Outside Uppercut d + HP close or a step must block high; can be
away sidestepped
Inside Uppercut d + HP far must block high; can be
sidestepped
High Parry u + HP if opponent's high attack
strikes this you will
parry and leave the
opponent stunned for a
short time
Inside Side Punch b/db/df/f/uf + LP close must block low
or a step away
Inside Downward Punch b/db/df/f/uf + LP far must block low
Outside Gut Punch d + LP close or a step must block low
away
Inside Gut Punch d + LP far must block low
Low Parry u + LP if opponent's low attack
strikes this you will
parry and leave the
opponent stunned for a
short time
Quick Back Up b, b
Duck And Move f, f invulnerable for a second
Special Move
------------
Fire Smash FB (can hold to delay) can delay up to 2 seconds
before move comes out
automatically; Jose,
Grute, and Draef can
block this high or low;
Biff, Carold, Jyoji,
Kim, and Zip must block
this high; can be
sidestepped
Combinations
------------
HP close/step away/far ----> LP ----> HP ----> LP ----> HP ----> LP
*Combination is a Short Arm Outside Upper (if close)/Quick Outside Jab (step
away)/Outside Straight (if far), Inside Straight, Outside Straight, Inside
Straight, Inside Straight, Outside Straight
*Timing is a steady fast pace of alternating LPs and HPs after the initial
command (button presses should link up with the pace of the onscreen prompts
for "Combinations!" that flash on screen)
b/db/df/f/uf + LP close/step away/far ----> HP ----> LP ----> HP
*Combination is a Inside Side Punch (if close or step away)/Inside Downward
Punch (if far), Outside Hook, Inside Gut Punch, Fire Smash
*Timing is HP, LP, HP entered very quickly after initial command
d + LP close/step away/far ----> FB
*Combination is a Inside Gut Punch (if close or step away)/Outside Gut Punch
(if far), Fire Smash
*Timing is a quick FB after initial command
``````````````````````````````````````````````````````````````````````````````
Defeated Quotes
---------------
~To Jose - Arm reach alone doesn't make a boxer!
~To Biff - I am the best!
~To Carold - One punch and I would have won!
~To Jyoji - One punch and I would have won!
~To Kim - One punch and I would have won!
~To Zip - Arm reach alone doesn't make a boxer!
~To Grute - I am the best!
~To Draef - I am the best!
-------------------------------------------------------------------------------
*******************************************************************************
* 3.8 Draef Varona *
*******************************************************************************
Origin: Russia Colors
Height: 86.6 in ------
Weight: 326 lbs LP/MP - Red trunks w/ Red gloves
Reach: ? FB - Black trunks w/ Red gloves
Type: ?
Style: ?
Basic Moves
-----------
Outside Uppercut HP close must block high; can be
sidestepped
Quick Outside Jab HP a step away must block high; can be
sidestepped
Outside Straight HP far must block high; can be
sidestepped
Outside Driving Punch LP close can be blocked high or
low
Outside Side Punch LP a step away Zip can block this high
or low; Jose, Biff,
Carold, Jyoji, Kim,
Grute, and Draef must
block this low
Outside Downward Punch LP far must block low
Celebrate u taunt and dodge; can
hold to delay
Duck d can dodge high attacks
Step Out (Sidestep) uf will dodge upon opponent
throwing out an attack;
can hold to continue to
sidestep
Step In (Sidestep) df will dodge upon opponent
throwing out an attack;
can hold to continue to
sidestep
Command Moves
-------------
Outside Overhead Smash b/db/df/f/uf + HP close must block high; can be
or a step away sidestepped
Inside Straight b/db/df/f/uf + HP far must block high; can be
sidestepped
Double Glove Punch d + HP close or a step must block high
away
Outside Uppercut d + HP far must block high; can be
sidestepped
High Parry u + HP if opponent's high attack
strikes this you will
parry and leave the
opponent stunned for a
short time
Inside Side Punch b/db/df/f/uf + LP close Zip can block this high
or a step away or low; Jose, Biff,
Carold, Jyoji, Kim,
Grute, and Draef must
block this low
Shoulder Charge b/db/df/f/uf + LP far can be blocked high or
low (however this
sometimes can only be
be blocked high if
Draef performs this
from a far distance)
Inside Gut Punch d + LP far or a step Jyoji, Kim, Zip, Grute,
away and Draef can block
this high or low; Jose,
Biff, and Carold must
block this low
Low Parry u + LP if opponent's low attack
strikes this you will
parry and leave the
opponent stunned for a
short time
Quick Back Up b, b
Dodge And Move f, f invulnerable for a second
Special Moves
-------------
Hammer Blow FB (can hold to delay) can delay up to 2 seconds
before move comes out
automatically; can be
blocked high or low
Step In Hammer Blow d + LP far can be blocked high or
low
Combinations
------------
HP close ----> HP ----> HP ----> HP
*Combination is a Outside Uppercut, Outside Uppercut, Outside Driving Punch,
Inside Uppercut
*Timing is three really quick HPs after the initial command
HP step away/far ----> HP ----> HP ----> HP
*Combination is a Quick Outside Jab (step away)/Outside Straight (far), Inside
Straight, Outside Straight, Inside Straight
*Timing is three really quick HPs after the initial command
b/db/df/f/uf + HP close/step away ----> HP ----> HP ----> HP ----> HP
*Combination is a Outside Overhead Smash, Inside Uppercut, Inside Side Punch,
Outside Downward Punch, Step In Hammer Blow
*Timing is three quick HPs after initial command, delay, then HP when
"Combinations! + 4" is on screen
d + HP close/step away/far ----> HP
*Combination is a Double Glove Punch (if close or step away)/Outside Uppercut
(if far), Step In Hammer Blow
*Timing is a quick HP after initial command
b/db/df/f/uf + LP close/step away ----> LP ----> LP ----> LP
*Combination is a Inside Side Punch, Inside Overhead Smash, Outside Side Punch,
Step In Hammer Blow
*Timing is three really quick LPs after the initial command
b/db/df/f/uf + LP far ----> LP ----> LP ----> LP
*Combination is a Shoulder Charge, Shoulder Charge, Outside Downward Punch,
Hammer Blow
*Timing is three really quick LPs after the initial command
``````````````````````````````````````````````````````````````````````````````
Defeated Quotes
---------------
~To Jose - N/A
~To Biff - N/A
~To Carold - N/A
~To Jyoji - N/A
~To Kim - N/A
~To Zip - N/A
~To Grute - N/A
~To Draef - N/A
===============================================================================
4. Conclusion
===============================================================================
4.1 What's Missing/Needed
-Clean up and corrections
-Any missing moves, Combinations, mechanics?
-A method or code to unlock Draef Varona?
****************************************************************************
* NEED YOUR HELP. Considering the timing involved in many of this game's *
* combination attacks, it is likely I have missed some or have not listed *
* the full command for a particular Combination attack. If you find any *
* that I have missed or listed incorrectly please contact me by emailing me*
* at
[email protected]. Credit will be given for your *
* contribution, of course. *
****************************************************************************
4.2 Credits
-Jaleco Entertainment
-Gamefaqs
-And me for writing this faq