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The Karate Tournament
FAQ By: Goh_Billy (
[email protected])
Version #: 3.0
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Sections
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1. Legend
2. System
2.1 Basics
2.2 Gameplay
3. Universal Moves
4. Strategies
4.1 Belt Difficulties
4.2 Tips
5. The Karate Tournament Ladder
5.1 White Belt
5.2 Brown Belt
5.3 Black Belt
6. Conclusion
6.1 What's Missing/Needed
6.2 Credits
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1. Legend
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ub u uf f - Forward A - Ordinary Attack
\ | / b - Back B - Jump
b-- --f u - Up + - And
/ | \ d - Down / - Or
db d df , - Then
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1. System
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2.1 Basics
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High Defense u/ub/uf
Middle Defense b/f or neutral
Low Defense d/db/df
Ordinary Attack A
Jump B
Special Technique A+B
2.2 Gameplay
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Lifebars = The lifebar is essentially split into 6 parts. To win a round you
must deplete all 6 parts of your opponent's lifebar. Each successful strike
will cause you to deplete 1 lifebar part from your opponent's side. A
successful strike is considered any strike that is NOT blocked by the opponent.
Scoring a knockdown will deplete another part of the opponent's
lifebar on top of those parts depleted with successful strikes.
Winning The Match = This is done by winning 1 round in solo mode or 2
rounds in versus mode.
Ordinary Attacks = These attacks consist of using the A button and a joypad
direction. Ordinary Attacks are only 1 hit moves. They are usually very
quick. Many step in and quickly step back. These attacks are perfect for
scoring a quick blow to your opponent while remaining relatively safe.
Special Techniques = These attacks are done by using both the A button and the
B button. Special Techniques are moves with two strikes. Most of these
attacks also "leave" the ground in some way during it's animation. This makes
them very risky as being tapped by any type of counter attack will knock you
down. Thus you lose not only 1 lifebar part for being hit, but another for
being knocked down as well. The good thing about these attacks is that
landing it in its entirety will guarantee a knockdown. However, being hit
by the first part of a Special Technique does not mean that the second hit
will combo. It is possible to be hit by the first hit, and block the second.
Knockdown Attacks = Knockdown Attacks are done in two ways. One way to
produce a knockdown is by striking the opponent with two successful strikes
in a row. In essence, you must hit the opponent a second time while they are
in the animation of being stunned by the attack. The second way is by striking
the opponent while they are jumping. This includes hitting the opponent when
they are performing attacks that leap off the ground (ala Spinning Bird Kick).
Blocking = Blocking is done according to the placement of the joystick.
In this game, you can block not only by holding away from your opponent, but
also with holding the joystick toward them. There are 3 heights of blocking
(High, Mid, Low). Holding up or any variant of up will cause a high block.
Staying neutral or holding forward or back blocks mid. Holding down or any
variant of down will block low.
Movement = Movement is essential in this game. You are able to walk either
forward or backwards. It is even possible to walk while preparing a block
of either level (High, Mid, Low). You may also dash back or quickly dash
forward. Jumping is done by using the B button. Jumping avoids low attacks,
but will be struck by mid or high attacks.
Ring Outs = If either player steps past the line on either side, the match
will stop and both fighters will return to the center.
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3. Universal Moves
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Movement
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Walk Back With Mid Block b
Walk Back With High Block hold ub
Walk Back with Low Block hold db
Walk Forward With Mid Block f
Walk Forward With High Block hold uf
Walk Forward With Low Block hold df
Jump Straight Up B
Jump Up And Back ub + B
Jump Up And Forward uf + B
Back Roll b + B
Small Dash Forward f + B
Attacks
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Straight Punch A Blocked Mid
Double Fist b + A Blocked Mid
Snap Kick f + A Blocked Mid
Chop u + A Blocked High
Turn Fist ub + A Blocked High
Stepping High Kick uf + A Blocked High
Low Punch And Retreat d + A Blocked Low
Low Kick db + A Blocked Low
Step Low Kick df + A Blocked Low
One Two Punch A+B Blocked Mid, Blocked Mid
Scissor Kicks b + A+B Blocked Mid, Blocked Mid
Forward Roll Out Kicks f + A+B Blocked Mid, Blocked Mid
Crane Kicks u + A+B Blocked High, Blocked High
Double Roundhouse ub + A+B Blocked High, Blocked High
Strong Jump Kick uf + A+B Blocked High, Blocked High
Spinning Bird Kick d + A+B Blocked Low, Blocked Low
Double Needle db + A+B Blocked Low, Blocked Low
Double Trip df + A+B Blocked Low, Blocked Low
Jump Kick B/ub + B/uf + B, Blocked High
A
Angled Jump Kick B/ub + B/uf + B, Blocked High
d + A
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4. Strategies
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*4.1 Belt Difficulties*
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You have three choices when starting the game. You can either choose to be
a white belt, a brown belt, or a black belt. In essence, these are
the difficulty settings. No matter which difficulty you choose, you will be
on a quest to reach a total of 16 wins, thus winning the game. The higher
the difficulty, the more likely you are to face opponents of a higher rank.
White Belts
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These opponent's tend to have very predictable patterns. Many will simply
go for one level of attack over and over. If the opponent goes for high
attacks over and over, make sure to block high and use medium attacks.
If they go for low attacks over and over, block low and use medium
attacks. If the attacks are mid in general, block mid and go either high
or low on the opponent. White belt opponent's also tend to be struck by
both hits of a Special Technique. They rarely produce a block inbetween.
Brown Belts
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Brown belts are, of course, the middle of the road fighters in this game.
They tend to mix up their attack ranges and have much better movement around
the fighting arena. They are good at blocking attacks. However, they do fall
for a nice trick. Mixing a high to mid or any combination of mixups seem to
really throw them off. They'll tend to block the first hit and get hit with
the second. Make sure you are fast on the attack, otherwise the trick fails
to work.
Black Belts
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Black belts are the hardest level of fighters in this game. Some seem to
block everything you throw at them. They will also block mid move and
go every which way on you. I've found that holding back and waiting for
them to mess up is the best way to beat them. Going on the attack will
usually get you knocked down as they almost immediately pull out a counter
attack.
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* 4.2 Tips *
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I've found the double fist (b + A) is a great move to counter highs and lows.
It's fast and it doesn't move you anywhere to put you in harms way. Moves
that are pretty risky are the small dash forward (f, f) and the spinning bird
kick (d + A+B). Although the spinning bird kick will knock some foes down, it
tends to be the most punished of all the Special Techniques. The double needle
(db + A+B) or the double trip (df + A+B) are far safer lows. Best advice
really is to keep a good distance. Pulling away from your opponent is usually
the best thing, as you can create distance for your opponent to strike and
miss, thus having the ability to counter attack. Make sure most of all that
you really pay attention to your block. You must remember the three heights
of attacks, and get used to blocking high as well as low. Getting used to
using high blocks (ub/u/uf) and low blocks (db/d/df) is essential. Many of the
harder opponent's will not rely on only mid attacks but on a mixture of highs
and lows.
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5. The Karate Tournament Ladder
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*5.1 White Belt*
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Stage - Moonlight Beach
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1) White belt w/ Yellow costume
2) White belt w/ Yellow costume
3) Black belt w/ Aqua costume
Upgrade To Grade 8
Stage - Mountainous Lake
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4) White belt w/ Red costume
5) White belt w/ Red costume
6) Black belt w/ Blue-Green costume
Upgrade To Grade 7
Stage - Cloudy Cliff Side
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7) White belt w/ Light Blue costume
8) Black belt w/ Aqua costume
Upgrade To Grade 6
Stage - Green Statue At Night
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9) White belt w/ Yellow costume
10) Black belt w/ Dark Blue costume
Upgrade To Grade 5
Stage - Temple Sunset
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11) White belt w/ Pink costume
12) Brown belt w/ Pink costume
13) Black belt w/ Blue-Green costume
Upgrade To Grade 4
Stage - Future City
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14) Brown belt w/ Red costume
15) Brown belt w/ Red costume
16) Black belt w/ Blue-Green costume
White Belt Champion! Upgrade To Grade 3
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*5.2 Brown Belt*
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Stage - Future City
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1) Brown belt w/ Red costume
2) Brown belt w/ Red costume
3) Black belt w/ Aqua costume
Upgrade To Grade 3
Stage - Temple Sunset
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4) Brown belt w/ Yellow costume
5) Brown belt w/ Yellow costume
6) Black belt w/ Blue-Green costume
Same Grade
Stage - Lava Cavern
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7) Black belt w/ Light Blue costume
8) Black belt w/ Gray costume
Upgrade To Grade 2
Stage - Icy Roof
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9) Brown belt w/ Pink costume
10) Brown belt w/ Pink costume
11) Black belt w/ Red costume
Upgrade To Grade 1
Stage - Tree At Night
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12) Brown belt w/ Aqua costume
13) Black belt w/ Yellow costume
Brown Belt Champion! Upgrade To Shodan Ho
Stage - Waterfall Cliff
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14) Black belt w/ Blue-Green costume
15) Black belt w/ Blue-Green costume
16) Black belt w/ Gray costume
Upgrade To Shodan
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*5.3 Black Belt*
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Stage - Waterfall Cliff
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1) Black belt w/ Blue-Green costume
2) Black belt w/ Blue-Green costume
3) Black belt w/ Gray costume
Upgrade To Shodan
Stage - Tree At Night
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4) Black belt w/ Aqua costume
5) Black belt w/ Yellow costume
Upgrade To Nidan
Stage - The Aquarium
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6) Black belt w/ Pink costume
7) Black belt w/ Pink costume
8) Black belt w/ Red costume
Upgrade To Sandan
Stage - Mountainous Lake
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9) Black belt w/ Yellow costume
10) Black belt w/ Blue-Green costume
Upgrade To Yondan
Stage - Green Statue At Night
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11) Black belt w/ Yellow costume
12) Black belt w/ Yellow costume
13) Black belt w/ Dark Blue costume
Upgrade to Rokudan
Stage - Moonlight Beach
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14) Black belt w/ Red costume
15) Black belt w/ Red costume
16) Black belt w/ Blue-Green costume
Grade Karate Champion! Upgrade To Hachidan
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6. Conclusion
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6.1 What's Missing/Needed
-Clean up and corrections
-If you have anything to add, any corrections I need to make, please email me
at
[email protected]. Credit will be given for your contribution.
6.2 Credits
-Mitchell
-Gamefaqs
-And me for writing this faq