________________________________________________________________
/ GUIDE TO HIGH SCORES ON PUNCH OUT!! \
------------------------------------------------------------------
by Jack Wedge (RIP: Dingus McGee)
Disclaimer
History
Intro
My Terminology
General Strategies
Individual Strategies:
-Glass Joe
-Von Kaiser
-Piston Honda 1
-Don Flamenco 1
-King Hippo
-Great Tiger
*A note about Bald Bull
-Bald Bull 1
-Piston Honda 2
-Soda Popinski
-Bald Bull 2
-Don Flamenco 2
-Mr Sandman
-Super Machoman
-Mr Dream/Mike Tyson
My Best Scores
Thanks, Acknowledgments, And Other Crap I Forgot
This FAQ is copyright 2003 by Jack Wedge (Dingus McGee). If you
steal it, I'll hunt you down and tear off your face, cook your
liver and shove it up your ass, This FAQ is for use of gamefaqs,
RedTom's and Eric's punch out sites only. If you would like to
post this FAQ on your site, get my permission first. Got it, BUB?
Version 1.0
-Has basic format, nothing special
-Have strategies for all opponents
-General Strategies used in every fight
-My Scores as of March 23 2003
Version 1.1
-A note about Bald Bull added.
-Added Samurai Katsu to thank you list
-Better Don Flamenco 2 strategy
-Minor formatting
Version 1.2
-Current version
-Added Soda Popinski strat
-A few notes here and there
-Submit to gameFAQs
This guide was designed to assist you in obtaining high pointage,
well, ok, its a high score guide. Personally, Im not great at
getting fast times, I think I have a good time and then one of you
guys on the board beats it by like a minute... oh well. But, I am
somehow killer at getting points. So, I like to try for points
most of the time. As I say, "time for show, points for dough".
So this guide is for high scores. Those of you requiring punching
patterns or speed strategies or general info about the game, see
Brian's excellent FAQ and come back to this one when you wanna go
for points.
Scoring occurs as follows:
normal punch : 10 points
gaining a Star: 110 points
Star punch : 500 points
Knockdown : 1010 points
Star Knockdown: 1500 points
I list estimated score on top of each strategy because you'll most
likely never get the same score twice. That's an estimated score
using that strategy, to get higher either involves perfectly
following that strategy or luck.
Im used to using original terms or words you might not be familiar
with. Below is a list of hopefully all those words.
My Terminology:
------------------------------------------------------------------
These are terms I use throughout the FAQ, they might be uncommonly
used words, or abbreviations.
#####
#Jab#
#####
A straight punch fired at opponent's face.
##########
#Bodyblow#
##########
A straight punch fired at opponent's gut.
#####
#Gut#
#####
The word I use for belly.
######
#Face#
######
The big emotional thing on your melon.
####
#RF#
####
A jab fired by Little Mac to the face with his right hand.
####
#LF#
####
A jab fired by Little Mac to the face with his left hand.
####
#RG#
####
A bodyblow to the gut by Little Mac with his right.
####
#LG#
####
An organization to help the barbers in Turkey...alright, it's
actually a left bodyblow to the gut by Little Mac, but you get the
idea.
############
#Star Punch#
############
What I decided to call Little Mac's super attack.
#########
#Counter#
#########
A punch that stops an opponents punch, it doesn't necessarily
connect. See, when you see Bald Bull do his twirly arm thingie
before he does a jab, and punch his gut during that, he blocks it,
but doesn't hit you with the jab you interrupted. To me, those are
counter punches, whether they connect or not. But, if they connect
or not is case specific, and will be noted in each appearance of
the term. So this definition makes little to no sense, onwards!
######
#Hook#
######
The boxing equivalent of a haymaker.
##########
#Uppercut#
##########
A punch that starts low and finishes high, usually catches someone
under the chin.
##############
#Select Trick#
##############
Holding select in between rounds slightly recovers Little Macs
stamina.
#############
#2x LF Combo#
#############
The combo used to get stars easily on Piston Honda 2. LF, he
blocks, pause to lower his guard and use another LF, catching him
off guard earning you a star.
######
#Step#
######
When your opponent appears to be walking in place. I call those
steps. They're mostly used to time punches by you.
General Strategies:
------------------------------------------------------------------
-Try to only do punches that score high points, like star obtain
punches and star punches. Make as many knockdowns as possible
star knockdowns.
-Opponents gain back life when they hit you, use this tactic to
gain extra hits on them. This technique is most obvious with King
Hippo scores:
Here's a diagram of your life bar
_.___.___.___.___.___._
l_______l_______________l
So you know, the bar is filled halfway past the second dot. This
is as far as your opponents (or you for that matter) can recover
by hitting you. If their life is lower than that and you get hit,
they recover slightly.
-Know when your opponents can only take 2 more normal punches. So,
stun them if necessary, or just get another star then send him to
the floor witha star punch for maximum points. However, sometimes
it is better to use a normal knockdown, accidental KO's can be
quite annoying.
-Force punches. This is usually done by swinging at an opponent
and they block/dodge it. Like on Mr Sandman, if you jab his face
he will dodge and use a hook on you.
-The combo used to get stars easily on Piston Honda 2. LF, he
blocks, pause to lower his guard and use another LF, catching
him off guard earning you a star. This is called 2x LF combo!
Stand. Wait. At the 40 second mark, he does his taunting thing.
Stare blindly at him. But, as soon as you see him prepare his hook
use a LF. Now, the star pattern. Glass Joe is a random guy who
doesn't like to give people stars, the greedy bastard. SO, use
this technique. LF LG LF LG and so on. He blocks every face or
every gut punch, but the ones that do connect are most likely a
star. Use stars as soon as you get them. He'll go down around 1:20
depending on his greediness level.
Now, if he gets up at 1, fine. Continue the pattern without stars
and send him to the floor again with a star when he's low on
stamina, approximately 2:50. If he didn't get up at 1, continue
the pattern using stars as soon as you get them for another
knockdown around 2:10. Wait until round 2 in either case, do not
damage the poor sap anymore... this round.
Round 2
-------
Continue the pattern until the 30 second mark. He does his taunter
hook, like before swing as soon as he prepares. Then continue the
pattern LF LG LF LG but no star punches. Get him 1 hit away from
a knockdown and wait until 1:30 to send him to the floor.
He gets up, most often at 1, but in either case only use the star
to knock him down. You've hurt him enough for round 2. Wait until
round 3 to beat him up some more.
Round 3
-------
END IT- NOW!!! He is going to KO the first knockdown no matter
what you do. So, start up our friend the pattern, use no stars
except for the finisher. KO!
Von Kaiser:
------------------------------------------------------------------
Estimated score- 11000
Round 1
-------
Begin with a LF. Then, dodge his normal jab and hit him with 5
counter punches. Then, wait for him to throw his next jab. As soon
as he lifts his guard, LG him for a star. Deliberately get hit by
his next jab (ill explain why later) then once he lifts his guard
LG for another star. use it, counter his next jab with a LG for
another star, use this one. continue this pattern until he falls
down.
Now, the reason you got hit was so he doesnt get up at 1
preventing you from using your star punches. So, he uses 2
uppercuts because you knocked him down, but before he does, LF
immediately once he gets up for a star, then counter both
uppercuts with LGs for stars. ignore that you have these 3 stars,
and LF for another, counter his jab with a LG for yet another
star. From here, continue the pattern from earlier on to get him
down again.
Time should be around 1:40 by now. He gets up, immediately LF him
for a star, counter the 2 uppercuts for stars with LGs and then
another LF for a star. counter his jab, but instead of star punch,
LF him for another star. Keep up the LG LF pattern until hes 1 hit
away from dying. Now, deliberately get hit 3 times so he recovers
a bit. LG counter his jabs for more stars, but dont knock him down
and dont get knocked down yourself. Continue till end of r1. If
you're nearly dead, use the select trick to recover some.
Round 2
-------
Continue the get hit, get stars pattern until around 1:30. You'll
most likely get knocked down somewhere along the way, please, try
to get up. After the 1:30 mark, get him to about 1 hit away from
getting knocked down and use a star punch. Why wait? so he'll
actually get up. You should be on or about 10000 points by now.
Keep up the get hit/ get some stars pattern, but before the round
ends, star knockdown him for KO. Don't bother going into round 3,
even if you continue the get hit/get some stars pattern, you wont
get many more points. KO!
LF. He blocks this, but then he lowers his guard, so LFx3 for 3
stars. Use all 3. Now, LF again. He blocks and lowers his guard.
LFx3 for 3 more stars. Use them. LF, he blocks, LF for a star,
use it and he's down. Hopefully, the clock is around 50 seconds,
and your points are exactly 5270. He'll get up at 1.
He gets up, LF, he blocks, LFx4 this time, each giving you stars.
Set up your blocks, he's gonna use the Piston punch now. Block
the first 4 and dodge the last one to save yourself a heart. Now,
dodge the uppercut, wait until he's done then LF, he blocks, LFx3
for 3 stars. LF, he blocks, LF for a star. Continue this pattern
until around 2:30, and if you get hit by an uppercut, thats okay.
At precisely 2:30, use the star.
He gets up, most likely at 2, so LF, he blocks, LFx4 for 4 stars.
He does the Piston punch, block the first 4 and dodge the last
one. Dodge his uppercut, then LF, he blocks, LFx3 for 3 stars.
Round over. Save the select trick for next intermission though.
Your points should be around 9000
Round 2
-------
Lf, he blocks, LFx4- 4 stars. LF, block, LF, star, continue until
the 40 second mark. He backs off for the Piston punch. Counter
it with a star punch for a knockdown.
He gets up at 1, so LF, block, LFx4, 4 stars, LF, block, LF star
and so on until 2:20. He backs off for Piston punch again. Same
as before, tag him with a star uppercut to send him to the floor.
He gets up, LF, block, LFx4, 4 stars, LF block, LF star until end
of round. The chances of you gotten hit by uppercuts during this
round are quite good, you're probably almost down, so use the
select trick.
Round 3
-------
Lf, he blocks, LFx4 for 4 stars, he backs off for the Piston
punch. Block it, dodge the last one, wait until after his
uppercut to start the LF, block, LF, star combo. Around 1:30 he
should be incredibly weak, so get knocked down. Get up LF, block,
LF star until he's weak again. Get knocked down again. Get up,
continue the combo until he's weak. Dodge his punches until the
2:30 mark until he does Piston punch again. Tag him with a star
for a knockdown.
Now, Hopefully, HOPEFULLY he gets up, LF, block, LF, star and the
fight's over. KO! If he didn't get up, that just means your score
will be 2000 points lower than it could have been.
Don Flamenco 1:
-----------------------------------------------------------------
Estimated Score- 13000, 15000 with late counters
Round 1
-------
This one requires a little practice. Timing is the key to sucess.
Begin the round by forcing him to do an uppercut with a LF. Dodge
it, and at the very last possible second, RF him for a star. This
is the timing thing I mentioned. Now, get him to within 1 punch
of a knockdown. Wait until 1:00 so he gets up with more stamina,
then starknockdown him. Your points should be on or about 2000.
If you're particularly good at the last star hits, try to get in
more of those before you knock him down.
Now, he gets up. Begin pounding the B button to counter his
uppercuts for stars each time. Stop when he's one hit away from a
knockdown. Wait until about the 2:30 mark and starknockdown him.
He gets up, continue the furious pounding of B button. NOW- this
next part is up to you: if you can almost at will get the delayed
star, leave him with 2 hits left. If not, only 1.
Round 2
-------
Now, if you opted for the star, LF/dodge, late counter for the
star. Then wait, in either scenario till 1:15. Starknockdown if
possible, or just normal knockdown.
Time for the B button killing! Wait until 1 hit left, and wait
until 2:30 again. Star knockdown. Now, hammer that blasted B
button some more, and again opt for either the 2 hit star/
knockdown or single hit in round 3. I advise to stick with what
you do best.
Round 3
-------
Wait for 1:30 and then knock him down whatever way you picked
earlier. He gets up, kill button B, when 1 hit left, dodge/star
knockdown. KO!
King Hippo:
-----------------------------------------------------------------
Estimated score- 1440
Round 1
-------
Play as usual, dodging his regular jabs, countering his jaw
opening jabs and give him some bodyblows. When he has 1 hit left,
get hit by his normal jabs, dodge his jaw opening ones. Once
you're out of stars, dodge the first to jaw ones, counter the 3rd
and get hit 1 hit away from KO again. Continue this pattern, and
if you get knocked down he immediately uses a jaw opener when you
get up. Counter that and weaken him. Only get knocked down 2
times this round. Definitely use the select trick.
Round 2
-------
Now, the tricky part. Its more or less the same as before, but
you can only afford getting knocked down one more time. So
please, do not get knocked down more than once. Like always, only
get hit by his regular jabs, counter/weaken after out of hearts
combo. When you can not take any more damage at all, finish him.
KO!
NOTE: Try not to get up at 1, because if you do, to me it seems
that he can knock you down in 1 hit with a regular jab. 4 or 5 is
a much safer choice. 9 is another dangerous number to get up on
despite your maximum health, because you go down in 1 hit
sometimes.
Great Tiger:
-----------------------------------------------------------------
Estimated score- 20000
Round 1
-------
Hold the up button. This helps predict when he does his flashy
jab. Once his guard drops, LF for a star. Continue this. 8 stars
later, he resorts to a stupider tactic- 10 consecutive uppercuts.
Heehee... when he goes down, counter with LG counter the next one
with RG, LG RG LG RG for the first set of 10. The next set
happens soon afterward. LG RG and so on until he can take only 1
punch. Dodge and starpunch for a knockdown.
He gets up and continues his stupid pattern. This time, LG then
dodge/LF starpunch, Then continue with LG RG LG RG until he backs
off for his Tiger Punch. Block the stupid thing and star
knockdown him.
Time is about 2:45 and your score is close to 8000. He gets up,
and goes back to the 10 uppercuts pattern. LG RG until end of
round 1.
Round 2
-------
He opens with the Tiger Punch. Block it, and ignore that urge to
jab him knocking him down. Be patient. Now, hold up, he wants to
try his flashy jabs again. Hit him as soon as his guard drops for
stars. At 1:30, he uses the uppercuts again. Dodge/star punch
twice and then at 1:40 the Tiger Punch returns. Block it, and
send him to the floor with a star punch.
He gets up, counter his uppercuts until he has 2 hits left,
dodge/LF star punch. Check your score (15000) and time (2:50).
You can get in 2 more uppercut counters this round. Use the
select trick if you got hit.
Round 3
-------
He begins with his Tiger Punch again. Like before, block it but
do not knock him down. Back to the uppercuts. LG RG, you know the
drill. When weak, dodge/LF star punch for a knockdown. time is
close to 1:20.
Now, he gets up, more of those uppercuts, get stars. At 1:40
comes... you guessed it, the Tiger Punch. Block it but dont knock
him down. He still has plenty of stamina. Continue getting stars
from his uppercuts, and he goes for the Tiger Punch again at
2:20. Send him down with a star punch this time.
Time is about 2:45, so you must be fast. Get a star with LG from
his uppercut, dodge/LF star knockdown. TKO, but if you feel you
don't have enough time left, just skip to the dodge starknockdown
part to get in those last 1520 points. Check your score- KAPOW!
Well over 20000 points!
NOTE: In this strategy I suggested dodging and starring his
uppercuts. If you dont have perfect timing it is wise to stun him
with a LF before unloading the star, but you can quick dodge and
use a star, but your timing must be perfect.
A Note About Bald Bull
-----------------------------------------------------------------
Bald Bull is the opponent with the highest possible attainable
scores. The current record is approx. 28000 by Daniel T, though
scores well into 30000 are quite possible. If you are over 30000
please be sure to let me know, as this will be the first over
30000 score in Punch Out history. This walkthrough may be very
hard to follow, but thats because of all the different random
factors which occur.
Bald Bull 1:
-----------------------------------------------------------------
Estimated score- Above 20000
Round 1
-------
Everyone's seen the 17 second knockdown NSM right? No? Anyways,
here's the run down. He opens up with sets of two rolling jabs.
What you do if LF LF the first ones as he does them, getting a
star. Use it immediately, then LF Star. LF star again twice and
he's down. Time is 18 seconds, your score is exactly 3460.
Now, he gets up. Immediately LF, countering his jab and possibly
getting a star. Now, this is the tricky part. Bald Bull now goes
through 3 sets of patterns as follows. Instead of step by step as
this is random, I will list each pattern and what you should do.
Firstly, he does two hooks. Then he does either a hook and
anywhere between 1 and 6 uppercuts. Thats the one we dont want.
However, he may do 3 rolling jabs instead. Thats what we want. Ok
so LF his first hook, you should get a star. USE IT IMMEDIATELY!
But if you didnt, LF his next hook, and you will definitively get
one this time. Since he takes a few seconds to select which of
two attacks to use, wait for him to take one step before using
this star. Now, if he goes for the hook+uppercuts, LF his hook
for a star, and dodge his uppercuts 'till he stops, then he goes
back to the double hooks. If he went for rolling jabs, good. LFx3
Through them, you'll get 2 to 3 stars. Use one immediately, which
hits him before his hook, then use another one hitting him during
his second hook. If you got 3, allow him one step before using it
and then he'll do either rolling jabs or uppercuts. Continue with
these two counter patterns until either 1. You get him down 2.
the 2 minute mark.
If you got him down, good. IM expecting your score is close to
8500. Now, continue the counter patterns, but do not use stars!!
Only counter his hooks and jabs for stars until the 2 minute mark
where he will bull charge. Dodge this until end of round. (Your
Score = approx 9000)
If you didnt get him down, good. Counter his bull charge for
knockdown number 2. If he had tons of health left, restart, your
score is much lower than 7500, which is what it would be about
right now in this scenario. Now, continue as above minus the star
punches until the 230 mark or until he has about 5 normal punches
of health left, at the end of the round your score is close to
8500, after dodging the bull charge for 30 seconds.
Round 2
-------
Lets continue with scenario 1, where you dodged his bull charge
for a minute. He's got about 70% his health, and we NEED him down
between 129 and 133. Why? because the bull charge is a huge pain
in the arse thats why. So he opens with 2 to 3 rolling jabs, LF
them all for 2 to 3 stars. Dodge his first hook, use one. Notice
it does more damage than starpunching through the hook. Dodge his
next one and starpunch again. Now, if he didnt pass out, he'll go
either jabs or uppers again. If he went jabs LFx3 should be good.
If not use a star after all those. If he went uppers, pray. LF
his hook dodge the first upper and use a star. hopefully it hits.
If you dont want to take this risk, just jab him to death after
the upper, but you get less points this way. Your score is now
anywhere between 11 and 13 thousand.
Scenario 2, he's weaker, maybe really weak. Anyways, 1 star punch
is enough to mat him in this scenario so LF his initial jabs for
some stars, LF his hooks for some more. If he goes jabs, LF them
and then use a star for a knockdown. If he goes uppers, dodge the
hook and star for a knockdown. Again, if you wanna take the risk
you can get a star and try using it after the upper if your after
the ultimate score. If it looks like any punch i mentioned here
other than the knockdown ones will knock him down, just dodge his
moves until we get to the spot in the pattern where i said to
knock him down. Your score is between 10 and 12 thousand.
Now, In either case you might have some stars, 1 or 2, use them
during the hooks he uses as soon as he gets up. Now then, after
those hooks (you might have had to LF them if you had no stars,
which is OK) Continue with the counter patterns, but dont use no
starpunches. We dont want to knock him down yet. Once it gets
close to the 2 minute mark then begin using stars, hopefully get
him down during the 2 minute mark (158-202) so he wont bull
charge. But if he gets the charge out just counter it. Your score
is anywhere between 14 and 20 thousand now. No matter how you
just knocked him down, only get stars and leave him with at least
5 normal punches left. If you screwed up and knocked him down
before 2 minutes, you'll be dodgin the bull charge some more, and
he'll have much more health at r3 than we want.
Round 3
-------
You've made it this far. Good. Now, we want to TKO him this round
so show no mercy, BUT, try to get him down during the 1 minute
mark the first time to not knock him down by that bull charge, so
you get more points. He opens this round with the two hooks, you
know what to do. Continue doing this until 1 minute, try to send
him to the floor around here the first knockdown. If you send him
down before this and he does the bull charge, get hit by it. If
your timing was good and you skipped the bullcharge good.
Now for the second knockdown. He will begin from where i left off
in either case with the 2 hooks, if you got stars use em. Use
stars this time throughout the pattern too. Now, you gotta make a
decision. Do you want a high score or an extra high score?
HIGH SCORE- Knock him down before 230, wayy before. He will get
up with very little health, finish him on his bull charge at 230.
TKO! Your Score = anywhere between 19 and 27 thousand. TKO
VERY HIGH SCORE- Weaken him with the LFs getting you stars, use
stars if he has craploads of health left. Once he's got between 1
and 2 normal punches left, wait until 230, and get him down your
second time off the bullcharge. Hel get up and use the two hooks.
You have no reason to not have 3 stars now. Use 2 during the
hooks, give him his one step and use the third sending him down
ridiculously close to the end of the fight (beyond 256 mostly).
That is why this way is risky, but you will get about 1500 more
points if done correctly. But if you go to the end of the round..
you lose by split decision, which sucks very much. Your score is
anywhere between 21 and 30 thousand. TKO
ADDITIONAL NOTE: You can get stars off of his uppercuts, but it
is by dodging and delayed LFing them. The timing is difficult
and may take practice. The star only appears 90% of the time
though, but if you're good at these delayed punches i recommend
them for extra points.
If you were lucky and he never went uppers, you could have broken
30000. Please e mail me or post such an awesome result on the
boards. If you found this strategy to hard to follow, don't
complain. I will make a point to make this easier to follow in
future versions of this FAQ.
Start with a LF. he blocks. LF, this one connects, LF, block LF,
connect. One the 4th time you connect this way you get a star.
Use it. now, this is the reflexing part. Quickdodge the jab, hit
him with RF, too slow and he will block, quickdodge, RF, too slow
and he will block. You get 2 stars, if not, this startegy will
not work. Now, dodge his uppercut and give him 4 LF's. Dodge the
next one, 2 LF's followed by a star punch, and immediately after
use another star punch for the firtst knockdown.
He gets up, time is around 50 secs. Now, LF, he blocks, LF and
use a starpunch. Now, he learns its a good idea too dodge those
nasty star punches of yours, so lets resort to a slightly
different tactic: use them while he's stunned. Anyway, worry
about that later, its time to block the piston punch. Block,
block, block, dodge, dodge both his uppercuts but dont counter.
Now, LF, he blocks, LF, star. Keep an eye on your heart count.
Once it gets around 4 or 5 stars, he's gonna blink/3 jabs. Use a
star during his blink, and quick dodge the next 2 jabs countering
with RF's for stars. Now, dodge the uppercut, LF, starknockdown.
He gets up, jab his face. You'll be out of stars, so dodge his
next 2 hooks and keep dodging the rest of this round. No select
trick in between rounds. The reason you got heartless was to stop
him using the piston punch. Your score is about 6000.
Round 2
-------
LF, he blocks, LF star. 4 of these then starpunch, it will
connect. Dodge his first jab, then he goes for the piston punch.
Block, block, block, dodge, dodge uppercut, 4 LF's, dodge, LF
starknockdown. score around 8500, and he gets up at 1.
Now, do 5 2x LF combos, followed by 2 LF's, which he will block
both of. Dodge his 2 hooks, counter with 4 LF's, dodge his funny
noise uppercut and use 4 LF's. 2 more 2x LF's and then block the
piston punch in the normal way. Quickdodge/counter his uppercuts
with 5 LF's and 4 LF's followed by starknockdown.
He gets up at 1 again, and you've got around 11000 points. 2 2x
LF combos will net you 2 stars, use a LF, you're tired. Dodge 3
hooks and a crazy noise uppercut and round 2 is over. Use the
select trick.
Round 3
-------
5 2x LF combos. He backs off for the piston punch. Block the
first 3 punches, but get hit by the 3rd. Dodge the 2 uppercuts,
and you're still tired. Now at the 1 minute mark he does piston
punch yet again. Block the first 3, dodge the last one, regaining
your punchability. Quickdodge the 2 uppercuts, counter them both
with 5 LF's. Now use 4 2x LF combos for some stars, after the 4th
one, send him to the floor with a star. KO! Your score is around
13000.
Soda Popinski:
-----------------------------------------------------------------
Estimated Score- 14500
NOTE: You only have 8 hearts this fight. Take care not to lose
them, especially in round 2, so that you can get the highest
possible score.
Round 1
-------
Soda opens with 2 hooks: RF them for stars. Now, he'll either do
2 uppercuts or 2 hooks again. Ill go through both scenarios.
Uppers- Quickdodge each one, use 6 normal punches and a star. LF
his jab and use that star to send him to the mat (45 secs).
Hooks- RF them both for stars. Dodge his uppercut, 6 normal
punches and then a starpunch. Same on next upper, but use two
stars instead. The second one will connect during his jab,
sending him flying (50 seconds).
In either case You're out of stars and have around 3000 points.
Now, Soda will be dodgin your stars, so use them only to floor
him at times when they will connect.
Anyways, he gets up RF through his jabs for stars. Now, he'll go
either hooks or uppers, hooks you already know how to get stars.
To get stars on uppers block before he starts them. You'll notice
he ducks and does nothing. Gut him for a star. Just so ya know,
after you punch his gut, Soda goes down with only 1 star. So dont
use any... yet. Gut his next upper also, LF his jab (he usually
does one after uppers). Now, if you run out of hearts, which is
quite likely, dont worry, all is good. Dodge the hook. He now
does some dancin moves and 3 jabs. Dodge the first one, 3xLF it
and LF the next 2 for stars.
Keep at the ways mentioned to get stars and when time approaches
220, time a star to hit him during a hook or jab, both which
happen right after uppercuts.
Continue getting stars until the end of the round. Your score is
about 6500.
Round 2
-------
OK, this is where pointin gets easy. He opens with uppers- uppers
are much more common ths round. Block and gut with the opposite
hand of his upper for stars. He then uses hooks, RF them both.
Uppers again, block/gut them. He continues alternating between
the two. When he gets low, time a star to hit him during a hook.
Your score will be around 8500 at this knockdown and time is
around 50 seconds.
He gets up and opens with uppers. He alternates between hooks and
uppers, but may occasionally do the dancin 3 jab combo- LF them
all. When he gets low time a star to hit him during a hook or his
dancin moves to send him down. Your score is about 10500, and its
close to 150.
Now, continue getting stars this round, but leave him with 2 hits
left. Then wait until round 3. Your score is about 11500. Use the
select trick if necessary.
Round 3
-------
So you left him with 2 hits. Excellent. block/RG his initial
upper, and dodge/star the next one. Your score is 13000 about.
Now, he SHOULD get up, but he might KO here, if he doesnt, block/
RG his upper, dodge/star the next one for KO! Your score is about
14500.
Bald Bull 2:
-----------------------------------------------------------------
Estimated Score- 15000
NOTE: Only star punches and countering the bull charge knock him
down- use this to your advantage ad get many many stars.
Round 1
-------
This Bald Bull is very much like the previous one, though the
timing for stars is different, and he is going to KO in round 3.
Ok, he opens with rolling jabs. Dodge them and LG for stars, but
the timing is difficult and if you dont get them its OK. Now, he
scratches his ears, LG him for a star. Now, we see the patterns
like before. He'll go two hooks and then either uppers or jabs.
We want uppers this time though. Ok, anyways, dodge and delay LFs
on his hooks for stars, both of them. Now, if he goes uppers,
good. Dodge the initial hook, LF followed by starpunch, dodge the
uppercut LF then starpunch, dodge the upper LF starpunch and he's
down. If he went jabs, use a star when he scratches his ear,
dodge LG the jabs then dodge LF starpunch the two hooks and he's
down.
In either scenario the time is about 100 and your score is about
3000. He gets up, use a LG for a star. LF his hook for a star,
dodge the next one and LF starpunch. If he goes jabs, starpunch
his ear scratching and keep getting stars until 155. If he goes
uppers, dodge and LF starpunch the hook then get stars off the
uppers via late LFs. Continue getting stars until 155: dodge a
hook or upper or whatever and LF starpunch to send him to the mat
at about 2:00, avoiding the bull charge. Your score is about
6000.
Continue getting stars by late LFs or LGing his ears scratching
and dodge LGing his jabs. Your score is about 7500 at the end of
this round, and he's almost down.
Round 2
-------
OK, he's almost down, good. Dodge and LG his opening jabs, they
range from 1-2 jabs. Then, late punch his two hooks for stars.
If he scratches his ear, starpunch to knock him down. If he
throws another hook, intending to go uppers, dodge it LF
starpunch for the first knockdown. Either one occurs around 30
seconds.
Now, when he gets up get the star from his ear scratch, dodge
LF Starpunch the two hooks. The continue getting stars until
155, at which time hit him with a star to floor him. Then,
continue getting stars until the end of round 2. Use the select
trick if necessary. Your score is about 11000
Round 3
-------
Ok, now you've been almost flawless so far right? Good. He goes
right to his patterns this round, starting with the 2 hooks. Get
stars on them Get stars on his next combo and at 30 he goes for
the bull charge: get knocked down. When you get up LG for a star
then continue getting stars until 100 where he does the bull
charge, again, get knocked down. Now, continue getting stars
until 155 when its time to end this fight with a star. KO! Your
score is about 15000.
Don Flamenco 2:
-----------------------------------------------------------------
Estimated Score- 13500
NOTE: You can't always get stars when mentioned in this strategy.
Don doesnt give up stars easily, but this only really matters
early in round 1. The stars in round 2 always come up, and there
most needed. If you dont get the stars where mentioned dont get
discouraged: just get him down twice each round and KO in the
last one.
Round 1
-------
Better safe than sorry. I dont care how good your timing is, you
gotta follow this strategy exactly if your gonna live 3 rounds
and get a good score.
For the first 130, he does 3 jabs and a hook. So, you dodge the
first jab then LG his next jab for a star, if you didnt get a
star LG the next one too for a star Then, dodge his hook, LF
and Starpunch. Repeat until he collapses, around 110. Your score
is about 2800. The third star doesnt come as readily as the
first two, if you dont get it a normal knockdown will suffice.
Ok, now this will sound wierd. Dodge his jab, then LG the next 2
jabs for a star. He's now in his "funk".LF him, dodge and use
that star. Now, LG him until you got no hearts left and let him
knock you down. Now, hammer the B button to counter his 8 Right
Cross Uppercuts, you will get between 2 and 8 stars, but most
likely only 2. LF, dodge star. Lf dodge star he's down.
If you got 3 or more stars now LF dodge star. Then wait until
round 2. Your score is about 6000.
Round 2
-------
LG him until your outta hearts, let him knock you down. Notice
your puny health bar. YOU CAN NOT GET KNOCKED DOWN AGAIN THIS
FIGHT TAKE NO CHANCES. LGx8 the cross uppers for 2 to 8 stars,
most likely 2 again. LF dodge star. Lf dodge star. LF dodge star,
if you got 3 of them. He would have gone down on the second,
maybe first one, but either way use all 3(2) now.
Now then, wait until the 2 minute mark where he goes back to 3
jabs and 1 hook. Dodge the jab, LFx4, LG the next one, and the
next one if no star. Then dodge the hook and use it. If he didnt
go down, dodge the first jab, LG the next 2 for a star, dodge the
hook and star punch him to the floor. Your score is about 12000 at
the end of this round. If your first star did in fact knock him
down, you still have time and he still has health for the second.
Use the select trick between rounds you really need it. Now you
can afford to screw up once but thats it. A NOTE if you got tons
of stars of the 8 cross uppers, and hit him with one after you
knocked him down this round, omit the LFx4 on the first combo.
Round 3
-------
He's going to KO the first knockdown no matter what. So, end it
quickly to avoid loss. He has two combos this round: he opens
with a jab and 3 hooks, and then goes 2 jabs, 2 hooks. Dodge his
jab, LF the 3 hooks and use a star if you got one. If not, dodge
his jab, LG the next one and use the star you would get there.
Either star would send him to the mat for KO! Your score is about
13500.
Mr Sandman, is, quite simply, a point nazi. This little bugger
refuses to let us get any stars before round 3, which reduces the
score and makes writing this strategy all the easier for me. All
you gotta do this round is knock him down twice. Simple really.
Round 2
-------
Knock him down twice again. Get knocked down in between them so
he wont KO next round. After you get him down twice, no punchy.
We want him at maximum health possible for start of next round.
Use select trick.
Round 3
-------
Now, to get some points. Your score is probly 5000 going into
this round. Now, have any of you heard of Sandman's Nightmare?
That is how we get stars. RF, dodge his counter, RF RG delayed RG
for a star. Practice your timing for stars. As soon as you get
one, let it rip- Sandman sucks at dodging stars. 2 of these will
be enough to get him down the first time(7500).
Dodge his Midnight Sleepers, 2 more star combos for another
knockdown (10000).
And dodge sleepers, twice if its close to 130 cause he will do
them again, Then do 1 combo ending the fight (11000). If you want,
you can try getting knocked down this round to make him get up
with more health, allowing you a few extra points. TKO
Super Macho Man:
-----------------------------------------------------------------
Estimated Score- 16000
Machoman is another random bugger, but in this case its not so
bad. There are a few things you need to know, before going
through this "walkthrough".
Firstly, he uses either hooks or uppercuts. Be sure you can dodge
and late punch these for stars. Secondly, you must know about
gutters. These can be done during the time he pauses before the
spin punch or super spin punch. When he stops punching you for a
bit, tap up and LG for a star, LG, tap up and LG for a star and
so on. If your fast enough you can stop him from acting for
awhile. You can also score about 2-3 gutters at the start of each
round.
Thirdly, you need to know how to connect with stars. Macho is an
excellent dodger, so only use stars at the following times:
-Quickdodge (I mean REALLY quick) a hook and immediately use a
star, this connects 75% of the time.
-When he pauses for the spin punch, not the super one when you
knock him down, try going tap up LG star punch, rinse and repeat,
stars connect about 80% of the time here.
-Dodge (not quickdodge) the super spin punch and hit him 3 times
then fire a star. You can also try hitting him with stars while
he pauses for this move but the chance is much lower (40%)
-The first star of every round connects 100% of the time in those
four instances
-NEVER use a star after an uppercut. He always seems to dodge
them, or go down for another uppercut while your punching and hit
you with that.
Phew! Got all that? Le's go!
Round 1
-------
Start with a couple gutters, but these wont get you stars. He
starts punching, dodge and get stars. Use them after hooks if
possible. If he pauses for a spin punch, go gutters. Knockdown
will occur around 120.
Gutters, dodge the super spin punch, and use a star during it.
Now he's either punching or pausing, do the applicable.
Knockdown occurs around 230 this time, he gets up.
Gutters, and dodge his super spin and counter it with a few
punches and a star punch. No more punching this round. Your score
is about 7000. Be sure to get hit once this round, but not
knocked down.
Round 2
-------
Start with 1-2 gutters, these get stars. Hes either punching or
pausing, do as is neccessary. Knock him down (around 100).
And gutters, dodge super spin, counter with a couple punches and
a star. Now, hes either punching or pausing again. Next knockdown
is about 145.
Gutters, but take a hit from the super spin to kiss the mat. KO
= bad, remember? Now, only get stars until end of round, dont use
any. Your score is around 12500. Use the select trick.
Round 3
-------
Open with a couple gutters, then do as necessary, hell go down
before 30 seconds most likely.
Gutters, and get hit by the spin punch. Get up, and hes either
punching or pausing. Next knockdown happens around 110 this
round.
Now, he might get up, allowing you more points, definitively
dont get hit by the super spin as you will get KOed. Then, just
finish him off. TKO, score is around 16000.
NOTE: This was written assuming you're fighting Mr dream, so
replace any "Mr Dream"'s with Mike Tyson.
Estimated score- 14000
Round 1
-------
Dream opens up with 1:30 of dynamite punches. I hope you know how
to dodge these! Dodge and hit him with the same arm as him for
extra damage. This sounds wierd, i know, when most of the
strategies here discourage extra damage, but you really need 2
knockdowns this round. But, dont delay the second punch for extra
damage, 1 strong punch is good enough. Hopefully, he'll use 16
dynamite punches and will go down around 1:30.
Now he gets up, its hook time! Dodge these and hit him with 2
jabs, either hand it makes no difference. If you dont get hit,
and you should not, he goes down around 2:45. Now, just dodge his
hooks the rest of the round, no more damage. If you get over 2600
points this round, good going. DO NOT LOSE ANY HEARTS!!!
Round 2
-------
He opens with, as Brian so cleverly puts them, the "Evil Jabs".
Block the stinking things and IMMEDIATELY use a LG. You get a
star. You can do 9 of these block/get stars right now. At 30
seconds, he starts using hooks. Dodge, then LF starpunch. Do this
3 times. If he hasn't fallen down yet, Just regular punch him
down, he will be low on health.
Now he gets up, time is around 50 seconds. Master late punching
his hooks and uppercuts, if done at the last possible second, you
get a star. Do many, many of these. However, at 1:30 he does his
blinky move. Punch at the first possible second to get a star
without risk of accidentally knocking him down. Block the ensuing
4 punch combo. Now, he uses 2 uppercuts. Late punch them both for
stars. Keep up the starring but once he has 1 hit left, let him
be, until 2:30. Use a star, it will connect somewhere during his
blinking, he goes down at approximately 2:32.
Your score should be at, if not, close to 10 grand. Now, get
knocked down. This sounds really stupid, but if you dont, you
will probably get a KO in round 3. Use the select trick in
between rounds.
Round 3
-------
Ah! Randomness at it's finest! Mr Dream is now seriously
unpredictable, so any success you have depends on your reflexes.
Still, late punch his hooks/uppercuts. But, once you get a star
you'll be using them this round. So, dodge whatever punch he's
concocting, LF, pause EVER SO SLIGHTLY, then let it rip. You
paused to hit him the second after he shakes off the stun, doing
less damage then a stunned star punch. Depending on what punches
he's thrown, he goes down around 1:20.
Now, keep it up, but at 1:40 he blinks again. Quickly tap his face
at the first moment possible like before for a star. Block all 4
punches. Now, you're out of hearts most likely. Dodge the 2
uppercuts, countering the second with as many punches as possible,
less 1, followed by the star. He goes down again.
Time is about 2:00. This fight has gone on long enough, get a
star, use it and finish him off. TKO.
NOTE: He sometimes does the Evil Jabs again in round 3. These are
somewhat predictable, he usually goes a few seconds without
punching, so block/LG them for stars. After 2 of those he always
uses a uppercut, so be careful.
OTHER NOTE: For more tips on beating Dream/Tyson, see Brian's
excellent vs. Mike Tyson FAQ.
My Best Scores:
-----------------------------------------------------------------
These are my current bests, but I still feel like I can improve
on most of them. If you can beat any of these scores, go to
either:
www.freenet.de/tomspunchout or
www.punkrock2000.com/miketysonspunchout.
Or, if you have a high score just go there any way, and add yours
to the list. They also accept killer times as well. Well, even if
you dont have any good times or high scores, just go to those
sites anyway, they're probably the best Mike Tyson's Punch Out
sites on the net.
Glass Joe- 13440
Von Kaiser- 14210
Piston Honda 1- 21030
Don Flamenco- 15940
King Hippo- 1490
Great Tiger- 23740
Bald Bull 1- 27620
Piston Honda 2- 13820
Soda Popinski- 14390
Bald Bull 2- 16270
Don Flamenco 2- 14570
Mr Sandman- 12910
Super Machoman- 15230
Mr Dream- 17930
Thanks, aknowledgements and other crap i forgot:
------------------------------------------------------------------
DanielT
- for getting me hooked on the gameFAQs message boards with his
Mike Tyson KO journal topic, and for beating my Bald Bull 1
score
FatherB
- for all your helping me out since we were both new to GameFAQs
hope to see you back there eventually, yeah?
Brian Sulpher
- for his large amount of helping me make this guide, helpful
suggestions, having over 300 Tyson KO's and other things. See
his FAQ if you need any MTPO information not included here.
Also for his proof reading of this FAQ.
Martin Charlebois
- for being the guy who came up with all the original super-fast
startegies including the Don Flamenco 15 second one
RedTom
- for having the best punch out site on the net, discovering how
to TKO Sandman in r1 and coming up with a bunch of good
strategies
Eric (AboveAverage)
- for having the best punch out site on the net (I just couldnt
pick between yours and RedToms.. their both so good) and for
putting me at spot #10 on the top players and for having the
original commercial on his site ( I found it funny)
CjayC
- for inventing GameFAQs and posting this hopefully useful guide
You
- for reading this and hopefully putting up with my corney jokes
Samurai Katsu
- for beating a few of my scores, thus encouraging me to try
harder, thus finding some of the killer strategies here.
Anyone I might've forgot
- for whatever reason I had in mind
------------------------------------------------------------------
Copyright March 16 2003, by Jack Wedge (RIP: Dingus McGee).
I hope you enjoyed this FAQ.