Final Fight 3 FAQ by velo city
([email protected])
Version 1.0
Copyright 2002-2003 velo city
________________________________

Table of Contents:

1. Introduction
2. Legal Junk
3. Version History
4. What is Final Fight 3?
5. Final Fight 3 FAQ:
  a. Characters and strategies
  b. Moves and how to use them
  c. Enemies
  d. Bosses
  e. Items and weapons
  f. Walkthrough
  g. Other things I noticed
  h. Scoring System
  i. High Scores
6. Contact me
7. Credits
________________________________


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1. Introduction
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Ah, so you have somehow, either through means of boredom, desperation,
or link, stumbled onto my Final Fight 3 FAQ. Welcome. Since the current
guides posted on GameFAQs for Final Fight 3 are either not detailed
enough, simply moves lists, or just plain not getting to the subject, I
have decided to make my own Final Fight 3 FAQ whenever I have free time.
If you have read my Streets of Rage 2 FAQ, you will notice that the
structure of this FAQ is VERY similar to the structure of the Streets of
Rage 2 FAQ. This is not done out of laziness but out of...ah, maybe it
is laziness.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
2. Legal Junk
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This FAQ is protected by Copyright Law, and cannot be reproduced in any
way without asking me first. If you do take something out of my FAQ,
give me full credit and leave it _unaltered_. This FAQ cannot be
printed, sold, or by any other means damaged or tampered. The latest
version of this FAQ is currently available at:

www.gamefaqs.com

Any other sources will be posted at a later date. If you see this
document on any other site than the ones mentioned above, notify me and
appropriate action will be taken.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
3. Version History
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Version 1.0: Finished the FAQ except for a few things.(unfinished stuff,
unknown damage figures) Expect for there to be another update.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
4. What is Final Fight 3?
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One day, the boys at Capcom sat down and thought "Hmm...maybe if we make
a side-scrolling beat-em-up and throw three completely different Street-
Fighter-esque characters into the mix, then make them beat the crap out
of random thugs, we will have a hit game!" Fortunately, they did make
Final Fight a hit game, but unfortunately, it had it's fair share of
problems. The original Final Fight had plenty of cheap shots and was too
hard for the casual gamer. With Sega producing Streets of Rage, a
rivaling game similar to Final Fight, Capcom knew that they would have
to produce a much better sequel if they wanted to stay on the market.
Thus, Final Fight 2 was born. This was a lot better than Final Fight,
but cheap shots still remained and the fun factor was at an all-time low
with ten different enemies that had the same punching move. Even though
by now the Final Fight series was showered in glory, Capcom decided to
give one last try at the perfect beat-em-up...and that is where Final
Fight 3 comes into the equation. With most of the cheap shots gone and a
fun factor through the roof, Final Fight 3 has become a great, but
forgotten ending to the Final Fight series...

Now, for those not familiar with this game, basically you walk on a
screen, reach a stop, and a bunch of thugs try to gang up on you. You
have to defend yourself using your character's moves(depending on what
character you use) and move on. Occasionally you find items and weapons
that you can use to your advantage. At the end of almost every stage, a
"boss"(a large enemy with tons of HP and skill) tries to pound you into
paste. That's basically it.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
5. Final Fight 3 FAQ
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____________________________________

A. Characters and strategies
____________________________________

Here I will rate each character in alphabetical order and give tips...

****
Dean
****

Strengths: Out of all four characters' combos, his is the best.(which
doesn't say much)

Weaknesses: Not only does he have the worst running attack in the game,
but he is also slow.

My review: Dean is like a double-sided coin, his advantages and
disadvantages pretty much equal out. His combo is great and his grabbing
moves are OK, but his running attack absolutely sucks and his single
attack could use some work. His jump attacks aren't anything to jump for
joy about, either. Overall, Dean is not worth using much if you're going
for the best character. Try the choices below instead.

Rating: 7/10

Tips:

* Combo frequently, as this is Dean's only strong point and salvation
from being a horrible character.

***
Guy
***

Strengths: The fastest character in the game. Also, he has a great
assortment of moves.

Weaknesses: His strong moves take too long to execute.

My review: In my opinion, Guy is the best of the bunch. Aside from being
extremely fast, his moves are top notch. Everything from his combo to
his single attack to his jump kick to his running attack, Guy covers it
all. He's the best choice for beginners and experts alike. Even though
he may not dish out a lot of damage, that's alright, his advantages
outweigh his disadvantages by a bundle.

Rating: 9.5/10

Tips:

* Use Guy's running attack as an "icebreaker" when entering new scenes.
* Depending on how much time you have to spare before getting the crap
kicked out of you by another enemy, use these grabbing moves in the
following situations:

Throw: Little to no time left.
Suplex: Medium time left.
Beat Down: Lots of time left.

******
Haggar
******

Strengths: A powerhouse when it comes to dishing out damage. He also has
two exceptionally good moves.(Jumping Piledriver and Jumping
Neckbreaker) Yet another small advantage is that he's the only character
in the game that's strong enough to move while grabbing an enemy.

Weaknesses: Slow, and I mean SLOW.

My review: Haggar is quite a good character. His attacks do very good
amounts of damage, not even mentioning the fact that Jumping Piledriver
and Jumping Neckbreaker are superior in power, range, and invincibility.
Combine this with an overall large range and you've got a kickass
character. Even though he is the slowest character in the game, that
doesn't stop him from being a good choice. However, he is not as good as
Guy, but he comes close.

Rating: 8.5/10

Tips:

* Use Jumping Piledrivers/Jumping Neckbreakers all the time. They not
only pack a whollop and make you invincible, but they easily hurt other
enemies as well.

*****
Lucia
*****

Strengths: Along with being the second fastest character, her jump
attacks are superb.

Weaknesses: All of her other attacks suck.

My review: Lucia is horrible. Most of her attacks are really bad,
especially her combo and Super. Sure, her speed, jump attacks, and
suplex are good, but that doesn't shadow the fact that without a good
variaty of good moves, you don't have jack. Unless you're looking for a
challenge,(i.e. beating Expert difficulty with her) steer clear of
Lucia.

Rating: 5/10

Tips:

* Since Lucia's suplex is one of the few attacks in her inventory that
is actually worth a crap, I suggest you use it a lot.


____________________________________

B. Moves and how to use them
____________________________________

Here I will list each character's moves, damage for the moves,
strategies, and ratings. They will be in this order:

Combo
Single Attack
Running Attack
Special
Super
Grabbing Combo
Grabbing Combo(behind)(Dean only)
Throw
Jumping Piledriver(Haggar only)
Slam(Dean doesn't have one)
Back Kick(Lucia only)
Suplex(Guy only)
Backbreaker(Dean only)
Jumping Neckbreaker(Haggar only)
Flame Kick(Lucia only)
Flying Kick(Guy only)
Jump Kick
Running Jump Kick
Downward Attack

The Maximum Damage will be the largest possible amount of damage if the
move is performed on a standard enemy.(G or Ray) A star on the damage
scale is equal to 1/36 of a lifebar.(one fourth of a number across) A
move with twelve stars can successfully eliminate an enemy with three
numbers across worth of health.(the ones at the beginning of the game)
The breaks in the damage figures indicate the separate hits of the move.
If you don't want to bother counting the stars, I put the damage done
beside them.(1 star = 1 HP)

*************
Generic Moves
*************

Vault:(while holding an enemy, press down + Y) Use to slam.

Skip:(while running, stop and press the opposite direction twice
quickly, repeatedly if desired) A way to avoid damage.

Run:(press <- or -> twice in a row, holding the second time) Needed to
use running attacks and running jump kicks.

Grab 'n Throw:(perform a Single Attack while being a good distance from
the opponent, or, if you're Dean, perform your Single Attack except
replace up with down) Your character grabs the opponent from afar and
throws him/her. It has no real use, but it's a move.

************
Dean's Moves
************

Combo:(press Y repeatedly) Two jabs and an Electric Punch.(the Electric
Punch will just be a regular punch unless you press Y more than once
during the final blow)(the regular punch does 2 HP)
                ___________________________________________
Maximum Damage: |***/***/**/****____________________________|(12 HP)
Strategy: Use often, as this is Dean's strong point.
Rating: 7/10

Single Attack:(press Y over and over while continuously changing from up
to the direction towards your enemy, starting with the direction towards
your enemy) An Electric Uppercut.
                ___________________________________________
Maximum Damage: |************_______________________________|(12 HP)
Strategy: Good damage, and can be used with your regular combo to add
more damage. The only problem is the range.
Rating: 6.5/10

Running Attack:(press Y while running) A slide.
                ___________________________________________
Maximum Damage: |***________________________________________|(3 HP)
Strategy: The damage alone makes this move lame as hell. Avoid at all
costs.
Rating: 3/10

Special:(press Y + B) An Electric Surge.
                ___________________________________________
Maximum Damage: |*****______________________________________|(5 HP)
Strategy: Better than most specials, as this one lasts longer. Use it
when you're getting beat up and need to retaliate.
Rating: 8/10

Super:(grab an enemy when the blue bar at the bottom says "Super" and
press down, up, then Y)(thanks to Zabad for this info) An Electric Slam
followed by a Jumping Electric Slam.
                ___________________________________________
Maximum Damage: |******/************________________________|(18 HP)
Strategy: Use it whenever your Super bar is filled up. A fast way to
deal loads of damage, but it's kinda tricky to pull off.
Rating: 7.5/10

Grabbing combo:(grab an enemy from the front and press Y) Three punches.
___________________________________________
Maximum Damage: |***/***/****_______________________________|(10 HP)
Strategy: Follow the first two punches by a throw or a Backbreaker.
Rating: 6.5/10

Grabbing combo:(behind)(grab an enemy from behind or vault from the
front and press Y) Three elbows.
                ___________________________________________
Maximum Damage: |**/**/***__________________________________|(7 HP)
Strategy: Skip this for a Backbreaker/throw, as they do more damage.
Rating: 4/10

Throw:(grab an enemy and press <- or -> + Y) A throw.
                ___________________________________________
Maximum Damage: |********___________________________________|(8 HP)
Strategy: Use this with the grabbing combo to deal good damage.
Rating: 7/10

Backbreaker:(grab an enemy from behind or vault from the front and press
up + Y) Dean holds the enemy above his head, then crashes the enemy's
back onto his knee.
                ___________________________________________
Maximum Damage: |*********__________________________________|(9 HP)
Strategy: A good move with good damage/temporary invincibility. Watch it
when you perform this move around too many people, though.
Rating: 7/10

Jump Kick:(press B, then Y) A side kick.
                ___________________________________________
Maximum Damage: |***________________________________________|(3 HP)
Strategy: Just skip this move. It isn't any good from any perspective.
Rating: 2/10

Running Jump Kick:(while running press B, then Y) A dive.
                ___________________________________________
Maximum Damage: |****_______________________________________|(4 HP)
Strategy: Not a very good move, but it may come in handy.
Rating: 4/10

Downward Attack:(perform a Jump Kick while pressing down) A downward
punch.           ___________________________________________
Maximum Damage: |*__________________________________________|(1 HP)
Strategy: Horrible damage, horrible range, horrible everything. Avoid
like the plague, unless you're going for a high score.(see the "Scoring
System" section for more info)
Rating: 0/10

***********
Guy's Moves
***********

Combo:(press Y repeatedly) Two jabs, a straight, an elbow, and a
roundhouse kick.(can also be four punches, an elbow, and a roundhouse
kick[see "Other things I noticed" for more info])
                ___________________________________________
Maximum Damage: |*/*/**/**/***______________________________|(9 HP)
                ___________________________________________
Maximum Damage: |*/*/*/*/**/***_____________________________|(9 HP)
Strategy: Even though it doesn't do much damage for a combo, it's fast
and it's convenient, especially in harder modes.
Rating: 7/10

Single Attack:(press Y over and over while continuously changing from
down to the direction towards your enemy, starting with down) A Palm
Fireball.
                ___________________________________________
Maximum Damage: |**2/3/**2/3/**2/3/**1/2/**1/2/**___________|(15 HP)
Strategy: Use this at the end of your combo for good damage. Don't rely
on it too much, though.
Rating: 6/10

Running Attack:(press Y repeatedly while running) A double elbow, an
upward chop, an elbow, and a foot sweep.
                ___________________________________________
Maximum Damage: |***/****/****/*****________________________|(16 HP)
Strategy: A very good attack if used on the lenient enemies. Don't use
it too often in Expert difficulty, though.
Rating: 8/10

Special:(press Y + B) A Hurricane Kick.
                ___________________________________________
Maximum Damage: |*****______________________________________|(5 HP)
Strategy: Use this when you're getting beat up and need to retaliate.
Rating: 7.5/10

Super:(grab an enemy when the blue bar at the bottom says "Super" and
press Y over and over while continuously changing from down to the
direction towards your enemy, starting with down) Five Palm Strikes and
a Palm Fireball.(Side note: if you listen to the hits, it sounds like
this move hits seven or eight times, but I assure you, it hits six
times)           ___________________________________________
Maximum Damage: |****/****/****/****/****/*****_____________|(25 HP)
Strategy: Great damage and possible splash damage. Use every time your
Super Bar is filled up.
Rating: 7/10

Grabbing combo:(grab an enemy and press Y repeatedly) Three knees.
                ___________________________________________
Maximum Damage: |**/**1/2/***1/2____________________________|(8 HP)
Strategy: Combine the first two knees with a Suplex/Throw/Beat Down.
Rating: 6.5/10

Throw:(grab an enemy and press <- or -> + Y) A shoulder throw.
                ___________________________________________
Maximum Damage: |******_____________________________________|(6 HP)
Strategy: Good for when you don't have time to vault over and slam the
enemy. Otherwise, slam.
Rating: 7/10

Slam:(grab an enemy from behind or vault from the front and press Y)
Beat Down.(Guy punches the opponent in the stomach three times on the
floor)           ___________________________________________
Maximum Damage: |****/****/****_____________________________|(12 HP)
Strategy: Great for beating the crap out of one opponent. Watch it if
there's too many enemies, though.
Rating: 7.5/10

Suplex:(grab an opponent from behind or vault from the front and press
<- or -> + Y) A suplex and a handspring.(the handspring does no damage,
it just gets Guy on his feet again)
                ___________________________________________
Maximum Damage: |**********_________________________________|(10 HP)
Strategy: A lot faster than the move above, use this if you're pressed
for time but need to do good damage.
Rating: 7.5/10

Flying Kick:(press B, then Y, but don't press <- or ->) A high kick.
                ___________________________________________
Maximum Damage: |****4/7____________________________________|(4 4/7 HP)
Strategy: Ignore this move completely. It's range is so atrocious that
you'll never hit anybody.
Rating: 1/10

Jump Kick:(press <- or ->, then B, then Y) A side kick.
                ___________________________________________
Maximum Damage: |****_______________________________________|(4 HP)
Strategy: Not much better than Guy's Flying Kick. It has a better range,
but is succeeded by better attacks...
Rating: 4/10

Running Jump Kick:(while running press B, then Y) A backward side kick.
                ___________________________________________
Maximum Damage: |*****______________________________________|(5 HP)
Strategy: Now we're talkin'! This move has better range than the above
two, and you don't get hit out of it so easily.
Rating: 7/10

Downward Attack:(perform a Jump Kick while pressing down) A downward
elbow.           ___________________________________________
Maximum Damage: |**_________________________________________|(2 HP)
Strategy: Another downward attack gone wrong. Skip this for something
else.
Rating: 1/10

**************
Haggar's Moves
**************

Combo:(press Y repeatedly) Two hooks and a Hammer Punch.
                ___________________________________________
Maximum Damage: |**/***/*****_______________________________|(10 HP)
Strategy: A little too slow to be very useful. Use only if you don't
have time to grab, or if you need the superior range.
Rating: 6.5/10

Single Attack:(press Y over and over while continuously changing from
down to the direction towards your enemy, starting with down) A Swinging
Hammer Punch.
                ___________________________________________
Maximum Damage: |*****/*****/*****__________________________|(15 HP)
Strategy: A good move in range, speed, and power, but it's too hard to
pull off without much efficiency. If you practice long enough, though,
you'll get the hang of it.
Rating: 6/10

Running Attack:(press Y repeatedly while running) An Overhead Punch.(for
lack of a better name)
                ___________________________________________
Maximum Damage: |****/****/****/****________________________|(16 HP)
Strategy: Better than the attack above, this can be executed plenty of
times. Unfortunately, it's range isn't very good.
Rating: 7/10

Special:(press Y + B) A Spinning Hook.
                ___________________________________________
Maximum Damage: |*****______________________________________|(5 HP)
Strategy: Use this when you're getting beat up and need to retaliate.
Rating: 7.5/10

Super:(grab an enemy when the blue bar at the bottom says "Super" and
press Y over and over while continuously changing from down to the
direction towards your enemy, starting with down)  A Jumping Neckbreaker
and a Super Jumping Piledriver.
                ___________________________________________
Maximum Damage: |**********/***************_________________|(25 HP)
Strategy: Hard to pull off, but the damage makes it worth it. Don't go
too out of your way to do this move, though.
Rating: 6.5/10

Grabbing combo:(grab an enemy and press Y repeatedly) Three headbutts.
                ___________________________________________
Maximum Damage: |**/***/****________________________________|(9 HP)
Strategy: Combine the first two headbutts with a Jumping Piledriver or
an Overhead Throw.
Rating: 6.5/10

Throw:(grab an enemy and press <- or -> + Y) An Overhead Throw.
                ___________________________________________
Maximum Damage: |*******____________________________________|(7 HP)
Strategy: A good move mainly because you're invincible while you're
doing it. Use occasionally.
Rating: 7/10

Jumping Piledriver:(grab an enemy from the front and press B, then Y)
The name explains it all.
                ___________________________________________
Maximum Damage: |************_______________________________|(12 HP)
Strategy: This is one of Haggar's best moves, both for invincibility and
damage. Use all the time.
Rating: 8.5/10

Slam:(grab an enemy from behind or vault from the front and press Y) A
Body Slam.       ___________________________________________
Maximum Damage: |**********1/2______________________________|(10 1/2 HP)
Strategy: Another good move, use this if you don't have the time to go
into a Jumping Piledriver.
Rating: 8/10

Jumping Neckbreaker:(grab an enemy from behind or vault from the front
and press B, then Y) Haggar jumps with the enemy and lands this move on
his/her neck.    ___________________________________________
Maximum Damage: |*************______________________________|(13 HP)
Strategy: Use this over the Jumping Piledriver if you want to squeeze as
much life out of an enemy as you can. Too bad you have to vault over to
do this...
Rating: 8.5/10

Jump Kick:(press B, then Y) A drop kick.
                ___________________________________________
Maximum Damage: |***________________________________________|(3 HP)
Strategy: An OK move, but should be skipped for something else.
Rating: 4.5/10

Running Jump Kick:(while running press B, then Y) A dive.
                ___________________________________________
Maximum Damage: |***________________________________________|(3 HP)
Strategy: Better range than the move above, but not much more.
Rating: 5/10

Downward Attack:(perform a Jump Kick while pressing down) A high kick.
                ___________________________________________
Maximum Damage: |****_______________________________________|(4 HP)
Strategy: The best downward attack in the game, but still worthless.
Rating: 2.5/10

*************
Lucia's Moves
*************

Combo:(press B repeatedly) A middle kick, a low kick, a high kick, and
an elbow.        ___________________________________________
Maximum Damage: |*1/2/**/*1/2/***___________________________|(8 HP)
Strategy: Pretty bad for a combo. The first kick is slow, has worthless
range, and makes the whole combo not worth a crap.
Rating: 5/10

Single Attack:(press Y over and over while continuously changing from
down to the direction towards your enemy, starting with down) A Hyper
Kick.(Lucia jumps in the air and does an assortment of fast kicks)
                ___________________________________________
Maximum Damage: |****/****/****/****________________________|(16 HP)
Strategy: A decent alternative to the combo. If it hits, then you're
set. If not, you're screwed.
Rating: 6/10

Running Attack:(press Y repeatedly while running) An elbow, a high kick,
and a middle kick.
                ___________________________________________
Maximum Damage: |****/***1/2/**1/2/****_____________________|(14 HP)
Strategy: Another alternative to the combo. This attack does good
damage, has good range after you start it, and is fast as well.
Rating: 7/10

Special:(press Y + B) A Spinning Kick.
                ___________________________________________
Maximum Damage: |*****______________________________________|(5 HP)
Strategy: Use this when you're getting beat up and need to retaliate.
Rating: 7.5/10

Super:(when the blue bar at the bottom says "Super", press down twice,
then <- or -> + Y)(credits go to Zabad for this information) Four middle
kicks, a Hyper Kick, and a Flame Kick.
                ___________________________________________
Maximum Damage: |*/*/*1/2/*/*1/2/***1/2/*/*1/2/**/**********|(23 1/2 HP)
Strategy: Due to the fact that it's hard to pull off and it doesn't
always hit an enemy, this Super isn't worth using much.
Rating: 4/10

Grabbing combo:(grab an enemy and press Y repeatedly) Three knees.
                ___________________________________________
Maximum Damage: |*1/2/**1/2/**______________________________|(6 HP)
Strategy: As usual, combine the two knees with a throw/slam.
Rating: 6/10

Throw:(grab an enemy and press <- or -> + Y) A shoulder throw.
                ___________________________________________
Maximum Damage: |******_____________________________________|(6 HP)
Strategy: Good damage, use if you don't have time to slam.
Rating: 7/10

Slam:(grab an enemy from behind or vault from the front and press Y) A
suplex.          ___________________________________________
Maximum Damage: |**********_________________________________|(10 HP)
Strategy: One of Lucia's best moves, this should be used often due to
good damage and invincibility.
Rating: 8/10

Back Kick:(grab an enemy from behind or vault from the front and press
<- or -> + Y) Lucia knees the opponent in the back.
                ___________________________________________
Maximum Damage: |*****______________________________________|(5 HP)
Strategy: This move is worthless, ignore it for a Suplex.
Rating: 3/10

Flame Kick:(hold down, then let go and press <- or -> + B, then
Y)(thanks to Quicksilver16 for this info) Lucia kicks with her flaming
foot.
                ___________________________________________
Maximum Damage: |*********__________________________________|(9 HP)
Strategy: This move should be avoided because it is very hard to pull
off, and there are better moves than this.
Rating: 2/10

Jump Kick:(press B, then Y) A Diagonal Kick.
                ___________________________________________
Maximum Damage: |****_______________________________________|(4 HP)
Strategy: Not so great because of range. Use the attack below instead.
Rating: 4/10

Running Jump Kick:(while running press B, then Y) An Overhead Kick.
                ___________________________________________
Maximum Damage: |******_____________________________________|(6 HP)
Strategy: Pretty good for a jump kick. Use this when entering new
scenes.
Rating: 7/10

Downward Attack:(perform a Jump Kick while pressing down) A Knee Press.
                ___________________________________________
Maximum Damage: |**1/2______________________________________|(2 1/2 HP)
Strategy: Yet another in the series of lame downward attacks.
Rating: 1/10

____________________________________

C. Enemies
____________________________________


_G_: The basic starting punk, G doesn't do much except occasionally
punch or kick you. They tend to gang up on you if possible.

Description: A black-haired regular-sized guy with boots.
Color variaties: Green, orange, purple, grey, brown, blue, light brown,
dark brown.
Name variaties: G, Johnny.

AI/Strategy: I really shoudn't have to tell you how to defeat this guy.
Just beat the crap out of him and keep doing it until he's dead. He
shouldn't retaliate if you do that.

Difficulty: 1
Difficulty:(when paired with other punks) 1.5

Attacks:

Kick: G tries to aim this slow ass attack at you.
        __________________________
Damage: |*_________________________|(1 HP)
Strategy: Attack or sidestep.

Punch: ...
        __________________________
Damage: |**________________________|(2 HP)
Strategy: Since you can't sidestep this, your only option is to attack.


_Ray_: Man, I hate these guys. Their only attack is a punching combo,
which you often have to special out of. They also like to hit you from
behind, which is very annoying.

Description: Basically the same as G except thinner, he has yellow
frilled hair, and he doesn't wear boots.
Color variaties: Black-purple, orange, grey, bright green.
Name variaties: Ray, Billy.

AI/Strategy: First of all, you should never let him get in your close
range unless you're going to pound him into submission. If you're
dealing with other punks besides him, either do an invincible move or
throw the other enemy into him. Just don't let him catch you off guard.

Difficulty: 2
Difficulty:(when paired with other punks) 3.5

Attacks:

Punch: Ray likes to do this in rapid succession.
        __________________________
Damage: |*_________________________|(1 HP)
Strategy: See AI/Strategy.

Uppercut: Ray usually does this after a couple of punches.
        __________________________
Damage: |**1/2_____________________|(2 1/2 HP)
Strategy: If he's done that many punches on you in a row, special.


_Dirk_: Armed with claws, this enemy is more lenient and appears less
often than G/Ray, but he's just as annoying. Dirks tend to have more HP
as well.

Description: The same as G/Ray except he's taller and has claws.
Color variaties: Light green, dark green, light blue, black, blue.(pants
color)
Name variaties: Dirk, Rick.

AI/Strategy: Either clobber him in close range, grab, or jump kick if
he's far away. However, if he's far away and you're at a standstill,
either move up/down or special, as he is going to do his Claw Charge
attack, which can be uber-annoying. Running attacks are alright against
him, but don't overdo it, as you can be hit out of it.

Difficulty: 2.5
Difficulty:(when paired with other punks) 3.5

Attacks:

Claw Uppercut: Pretty much self-explanitory.
        _________________________
Damage: |*****____________________|(5 HP)
Strategy: Combo him before he can do this.

Claw Stab: Another of his combo moves. Comes in two forms.
        _________________________
Damage: |*1/4/**1/2_______________|(1 1/4 HP for first type, 2 1/2 for
second type)(unconfirmed)
Strategy: Same as above.

Running Claw: Dirk can do this from all the way across the screen.
        __________________________
Damage: |??????????????????????????|


_Fat Charger_: He's fat, and he charges across the screen. In fact,
that's almost all he does. Given that he usually doesn't charge right
away, he walks around like an idiot.

Description: A fat dude with a mohawk, light shirt, and shorts.
Color variaties: Black, red-brown, blue, brown, pink, dark brown, grey,
green.(shirt color)
Name variaties: Fat Jack, Arby.

AI/Strategy: When he's not charging you, attack him while you have the
chance. If he is charging, sidestep it or jump over him. He rarely does
his palm strike, so don't worry about it much.

Difficulty: 2
Difficulty:(when paired with other punks) 3

Attacks:

Charge: Fat Charger's main attack.
        __________________________
Damage: |******____________________|(6 HP)
Strategy: See AI/Strategy.

Palm Strike: A rare attack, but annoying when it pops up.
        __________________________
Damage: |*******___________________|(7 HP)
Strategy: Combo him when you're up close.


_May_: Another of the cast of annoying enemies, May won't let you hit
her easily, due to the fact that she has an invincibility move. She can
also be cheap at times, but the probability of this happening can be cut
down with skill.

Description: A woman in a skin-tight suit with kunai attached to her
fists.
Color variaties: Purple, orange, grey, light blue.
Name variaties: May.

AI/Strategy: Combos and grabs are good, but not foolproof, as May has an
invincible move and a very cheap grabbing attack. Single attacks are
good due to their good range,(mostly) so use them in combos. No matter
how careful you are, however, you are always subject to cheap shots.

Difficulty: 3
Difficulty:(when paired with other punks) 4

Attacks:

Stab: May's basic attack.
        __________________________
Damage: |**________________________|(2 HP)
Strategy: You shouldn't need a strategy to avoid this attack...

Backflip Kick: I know that's not what it really is, but I can't think of
a better name for it.
        __________________________
Damage: |??????????????????????????|
Strategy: Just don't try to grab.


_Andore_: The big macho boy of the pack, Andore can be deadly if not
dealt with properly. His very damaging attacks can be avoided, but not
without a good amount of skill. He tends to have very large amounts of
HP as well.

Description: A tall and muscular guy. 'Nuff said.
Color variaties: Red, green, brown-grey.
Name variaties: Andore.

AI/Strategy: If you're up close, combo or do whatever you have to to
take him down. If you're far away, avoid staying in his horizontal row,
as he will rush you if you do. Sneak up on him and unleash hell. Don't
try grabbing him too often, as he will sometimes grab you. Another
thing, if you're not dealing with him, do not stay in close or even long
range of him, as he will take you down.

Difficulty: 2
Difficulty:(when paired with other punks) 5

Attacks:

Downward Punch: ...
        __________________________
Damage: |??????????????????????????|
Strategy: Same as Choke Hold.

Charge: Andore does this if you're medium or long range away from him.
        __________________________
Damage: |****1/2___________________|(4 1/2 HP)
Strategy: Stay in close range and attack!

Choke Hold: Ouch.
        __________________________
Damage: |***/***/***/****__________|(13 HP)
Strategy: Be careful when getting too close to him.

Piledriver: This extremely annoying move is back for round three.
        __________________________
Damage: |***************___________|(15 HP)
Strategy: Same as above.

Butt Stomp: Another familiar move in the Final Fight series.
        ____________________
Damage: |**1/2_______________|(2 1/2 HP)
Strategy: If you see Andore doing this attack, just avoid it.


_Joe_: A very annoying, yet very small enemy. This guy loves to stay out
of your way, and when you're ignoring him, sneak on you from behind.
He's also hard to hit.

Description: A wild midget with a thingy in his mouth that is put on
rabid dogs so they won't bite.
Color variaties: Black, green, brown-red.
Name variaties: Joe.

AI/Strategy: Grabbing isn't all that great here, as Joe can also grab
you. Combos are your best bet up close. If you're not dealing with this
guy, keep an eye on him, as he loves to hit you when you're not looking.

Difficulty: 2.5
Difficulty:(when paired with other punks) 3.5

Attacks:

Kick: Self-explanitory.
        __________________________
Damage: |??????????????????????????|
Strategy: You gotta be in real close range for this to happen, so...

Underhand: ...
        __________________________
Damage: |*******1/2________________|(7 1/2 HP)
Strategy: Same as above.

Jump Kick: A jumping version of the kicking sprite.
        __________________________
Damage: |*******1/2________________|(7 1/2 HP)
Strategy: Same as above.

Grabbing Combo: Three headbutts.
        __________________________
Damage: |??????????????????????????|
Strategy: If you want to completely avoid this, don't grab.


_Fritz_: Every Final Fight so far has had a very weak enemy that runs on
screen, throws a bomb, and quickly exits before he gets blown to
smithereens. Fritz is one of these enemies.

Description: A small guy in overalls and a helmet.
Color variaties: None.
Name variaties: Fritz.

AI/Strategy: There really is no strategy, just hit him once and he's
dead. If he manages to throw a bomb, avoid it. Simple as that.

Difficulty: 0.5
Difficulty:(when paired with other punks) 1

Attacks:

Bomb Throw: ...
        __________________________
Damage: |**********________________|(10 HP)
Strategy: Avoid...


_Hunter_: A very passive and odd enemy, Hunter basically just walks
around and occasionally tries to attack you. He can do major damage,
however, so watch out.

Description: A regular guy except he has a hockey mask on, a cap on, and
a baseball bat sewn to the back of his shirt.
Color variaties: Brown, blue, green.(shirt color)
Name variaties: Hunter.

AI/Strategy: Since Hunter likes to attack you while you're dealing with
other enemies, you should never let him catch you off-guard. Deal with
other enemies first before contending to this guy, as he is no real
threat, even though he looks like one.

Difficulty: 2
Difficulty:(when paired with other enemies) 2.5

Attacks:

Bat Swing: Hunter's most common attack.
        __________________________
Damage: |***************___________|(15 HP)
Strategy: Either attack or avoid.

Hook Punch: Rare and odd. Those are the only two words in the English
language that describe this move.
        __________________________
Damage: |***_______________________|(3 HP)
Strategy: This move is inevitable when it happens, since it's lightning
fast.

Slide: Another of Hunter's annoying arsenal.
        __________________________
Damage: |*****_____________________|(5 HP)
Strategy: Simply dodge this attack.


____________________________________

D. Bosses
____________________________________


___Dave___: A cop who's apparently been paid to dispence evil. Dave may
have superior range, but he can be thwarted with timed grabs and combos.

Description: A built man with a cop uniform and nightstick.

AI/Strategy: Combos are good, but grabs are better, as you don't risk
Dave jump-kicking you. If he gets up, make sure you're near him, as
he'll then jump really high and attempt to squish you. Sidestep the jump
stomp, then catch Dave off guard. Also, I wouldn't stay in his close
range for too long as he'll jump kick/combo you.

Difficulty: 3.5
Difficulty:(when paired with other punks) 4

Attacks:

Combo: Consist of two types of hits. The first one can be repeated a
random number of times while the other one knocks you down.
        ______________________
Damage: |***/*****_____________|(3 HP for first type of hit, 5 for
second type)(anywhere from a total of 8 HP to 14)
Strategy: Don't stay in his immediate range for long.

Jump Kick: Another close range move.
        ______________________
Damage: |*****_________________|(5 HP)
Strategy: Same as above.

High Jump Stomp: Dave does this mostly when he gets up or when you grab
and let go of him.
        _______________________
Damage: |*****__________________|(5 HP)
Strategy: See the bottom of the "Other things I noticed" section for a
complete guide on how to deal with this move.


___Callman___: A mad door man who doesn't take any crap. Callman has an
annoying habit of dodging combos by hopping and eventually kicking you.
Thus, an alternate strategy is required...

Description: A "formal" bald guy with a white shirt and slacks.

AI/Strategy: Comboing is useless, as Callman will hop on the other side
of you and kick you. You're going to have to rely on grabs a lot in this
battle. When Callman gets up, move away from him, as he is going to
shoulder-charge you if you're near. He also has a combo which he will
use if you dangle in his range too long. Just use anything but close-up
attacks and you'll be fine.

Difficulty: 4
Difficulty:(when paired with other punks) 4.5

Attacks:

Combo: Three punches.
        _______________________
Damage: |*****/*****/*****______|(15 HP)
Strategy: Don't stand there like an idiot! Attack!

Back Kick: Reminds me of when celebrity stalkers get kicked out of
concerts by the security guards.
        _______________________
Damage: |******_________________|
Strategy: Don't use combos that trigger this.

Shoulder Charge: Callman does this only when he gets up.
        _______________________
Damage: |*****__________________|(5 HP)
Strategy: Stay away from him when he gets up.


___Caine___: Extremely large range is the name of this guy's game. He
can also grab you a good percentage of the time, making him a tough
opponent to take down easily.

Description: A big guy with a toolbelt and a very large wrench.

AI/Strategy: Since grabbing is almost completely out of the picture, you
should get close to him and combo/single attack fast. When he gets up,
stay away from him, since his Wrench Smash attack has both horizontal
AND vertical range. If you have him pinned down at the right wall, then
you can let him get up, avoid the Wrench Smash, and grab him safely,
since he only seems to grab you when moving horizontally or diagonally.
Another method of grabbing him is doing it right when he finishes the
Wrench Smash when he gets up.

Difficulty: 3.5
Difficulty:(when paired with other punks) 4.5

Attacks:

Wrench Smash: Can be used repeatedly to form a combo.
        _______________________
Damage: |***1/2_________________|(3 1/2 HP)
Strategy: Avoid when he gets up or attack when he's close to you.

Rapid Smash: Three fast hits.
        _______________________
Damage: |***/**/***_____________|(8 HP)
Strategy: If you're that close to him for him to do this, you should be
beating the crap out of him.

Grabbing Combo: Very annoying.
        _______________________
Damage: |**1/2/**1/2/****_______|(9 HP)
Strategy: See AI/Strategy for how to grab Caine without him doing this
in retort.


___Wong___: Looks like the local chef has taken one too many customer
complaints. However, he's easy as pie to defeat, so don't worry here.

Description: A big 'ol chef with a green robe wrapped around his
underbelly.

AI/Strategy: Just go up to him and beat the living crap out of him.
That's your most effective strategy. Linger around too long close to
him, then he gets dangerous. When he gets up, he does his Rolling Ball
attack on you, so stay away when he gets up. If, for some reason, you
didn't beat up all of his crew before going to the trigger door, then
deal with the crew while staying away from Wong.

Difficulty: 1
Difficulty:(when paired with other punks) 2

Attacks:

Punch: ...
        _______________________
Damage: |****___________________|(4 HP)
Strategy: Don't stand there like a dummy...

Chop: ..._______________________
Damage: |***____________________|(3 HP)
Strategy: Same as above.

Charge: Yet another self-explanitory name...
        _______________________
Damage: |**/**1/2_______________|(4 1/2 HP)

Jumping Ball: Wong does this when he gets up. Not to be confused with
the second part of the attack above.
        _______________________
Damage: |**1/2/**1/2/**1/2/**1/2|(10 HP)
Strategy: See AI/Strategy.

Homing Ball: Wong jumps in the air and lands on wherever you were at
when he started the jump.
        _______________________
Damage: |****___________________|(4 HP)
Strategy: Move it before he hits you!


___Drake___: This sailor is going to show you landlubbers what a real
beating is! Actually, the only difficulty about Drake is the fact that
he's super fast. Other than that, he's a wuss.

Description: Come on, you know what a sailor looks like...right?

AI/Strategy: Drake is fast, so that means you have to be fast as well.
Get up close to him, grab/combo, and back off when he gets up. If you
see Drake doing his Ground Shake attack, jump and time it so that the
attack happens while you're in the air, since the attack hits anyone on
the ground. See the bottom of the "Other things I noticed" section for
how to avoid Drake's High Jump Stomp attack. If he's far away, he may do
a Headbutt Slide/Ground Shake, so get up to him quick and unleash fury.
Occasionally, he will pick up his anchor, but you can just grab him
easier then.

Difficulty: 4

Attacks:

Low Jump Stomp: ...
        _______________________
Damage: |*****__________________|(5 HP)
Strategy: See AI/Strategy.

High Jump Stomp: ...
        _______________________
Damage: |*****__________________|(5 HP)
Strategy: See the bottom of the "Other things I noticed" section.

Ground Shake: This effects anyone on the ground when it connects.
        _______________________
Damage: |*______________________|(1 HP)
Strategy: See AI/Strategy.

Back Punch: An annoying anti-grab move.
        _______________________
Damage: |*****__________________|(5 HP)
Strategy: You take your risks when you grab...

Headbutt Slide: A long-range move.
        _______________________
Damage: |*****__________________|(5 HP)
Strategy: See AI/Strategy.

Anchor Swing: Drake can only do this with an anchor. He swings it in a
360 degree motion.
        _______________________
Damage: |*****__________________|(5 HP)
Strategy: Don't let him get the anchor at all.

Anchor Slice: Drake can only do this with an anchor. Much less range
than the move above.
        _______________________
Damage: |*****__________________|(5 HP)
Strategy: Same as above.


___Stray___: Urgh, this guy is arguably the toughest boss in Final Fight
3. Not only is he fast and agile, but he can really pack some damage
into his attacks. Not to mention he's a pain in the ass no matter how
you fight him...

Description: A tall dude with metal knuckles and a green overcoat.

AI/Strategy: When he jumps off the crane, you get a free shot at him, so
take advantage of it. Avoid being in his close range for longer than it
takes to combo him, as he will retort quickly with a Sliding Punch or
another of his annoying attacks. See the bottom of the "Other things I
noticed" section for a complete guide on how to avoid Stray's Jumping
Punch when he gets up. If he does an attack out of the blue, grab the
nearest enemy and throw him/her to make you invincible and avoid the
attack. As for his other two attacks, they shouldn't be a threat. If
you're far away from Stray, avoid staying in his horizontal row, as he
can still nail you from across the screen. Also, if you're chasing Stray
and he's backing away faster than you are chasing him, get out of his
horizontal row quick, becuase he is prone to attack then. Another thing
to keep in mind is that he can occasionally evade your attacks...

Difficulty: 6.5
Difficulty:(when paired with other punks) 7.5

Attacks:

Slow Punch: The name says it all...
        _______________________
Damage: |******_________________|(6 HP)
Strategy: If you can't avoid this, you shouldn't even be playing this
game.

Fast Jab: The opposite of the above.
        _______________________
Damage: |****___________________|(4 HP)
Strategy: Since Stray can tons of these very quickly, special IMMEDIATLY
when you see him doing this.

Sliding Punch: Annoying and lethal.
        _______________________
Damage: |***/***/****1/2/****1/2|(15 HP)(close range)
        _______________________
Damage: |*****/???/???__________|(15 HP)(long range)
Strategy: Don't give him enough time to do this.

Jumping Punch: Stray uses this when he gets up, most of the time.(see
below)   _______________________
Damage: |**********_____________|(10 HP)(when he gets up)
        _______________________
Damage: |*****__________________|(5 HP)(out of the blue)
Strategy: See the bottom of the "Other things I noticed" section.


___Black___: The final boss of this game, Black can be annoying, but no
where near as annoying as Stray. In Expert mode, he has 225 HP, so you
can see that he can take a licking and keep on ticking.

Description: A shirtless guy with a whip, a knife, and a belt with a
skull on it.

AI/Strategy: Use a similar strategy as you did with Stray. This time,
however, you gotta have really fast reflexes. Black can execute his
Super Spinning Hook(his invincible attack) anytime he feels like it, so
that means you have to get out of the way fast enough not to be hit.
Another thing that makes him different from Stray is his Knife Throw
attack. Run towards him before he gets to your horizontal row and throws
a knife. When you get him down to a yellow lifebar, he can no longer be
grabbed, and his Super Spinning Hook is MUCH less dangerous.(for some
reason, it barely even moves him now) From then on, it gets easier.
That's pretty much it to defeating Black.

Here's an easy way to avoid Black's Super Spinning Hook when he hets up.
Just stay a considerable distance directly above or below him and he
won't hit you. Then you can chase him and beat the crap out of him.

Difficulty: 6

Attacks:

Whip: Ow!_______________________
Damage: |*****__________________|(5 HP)
Strategy: If you're that close to him, combo like crap.

Palm Fireball: The blue version of Guy's Palm Fireball.
        _______________________
Damage: |**/***/**/***/**/***___|(15 HP)
Strategy: Since this is medium range, all you can do is avoid this.

Super Spinning Hook: Black's invincible attack.
        _______________________
Damage: |****/****______________|(8 HP)
Strategy: Sharp reflexes are the key to avoiding this...

Knife Throw: For some reason, the knives have white life bars...(creepy
music is heard)
        _______________________
Damage: |*****__________________|(5 HP)
Strategy: See AI/Strategy.


____________________________________

E. Items and weapons
____________________________________

First, all the "point" items...

Bouquet         1000 points
Cash Bag(Dollar)3000 points
Coin            5000 points
Diamond        10000 points
Glasses         1000 points
Gold Bar       10000 points
Lighter         1000 points
Necklace        5000 points
Watch           3000 points

Now, the items that restore health:

Barbecue      10000 points, full health
Bun            5000 points, 17 1/2 HP
Candy          1000 points, 3 1/2 HP
Chicken        5000 points, 17 1/2 HP
Chocolate      3000 points, 8 1/2 HP
Cola           1000 points, 3 1/2 HP
Curry          5000 points, 17 1/2 HP
Fries          3000 points, 8 1/2 HP
Hot dog        3000 points, 8 1/2 HP
Sandwiches     1000 points, 3 1/2 HP

And finally, items with other effects:

1-UP           Gives you an extra life
Yashichi       Temporary invincibility(10 seconds)

Weapons:

Club: Just your basic smacking club. Looks more like an inverted metal
baseball bat with ridges to me.(Side note: the "Elias" enemies in Final
Fight 2 carry this)
        __________________
Damage: |****______________|(4 HP)
        __________________
Damage: |**1/2/***/***1/2__|(9 HP)(Lucia only)
Strategy: Only use if you're Lucia, as it is useless otherwise.
Rating: 5/10

Hammer: The most damaging weapon in the game, this can take serious
chunks out of an enemy. Unfortunately, it can only be used once, and it
disappears after being dropped a few times or even once.
        __________________
Damage: |***_______________|(3 HP per hit, can hit up to 7 times)
Strategy: Aim this at an enemy with a lot of health to take off 21 HP
easily.
Rating: 7/10

Nunchaku: A pair of nunchucks with good range.
        __________________
Damage: |****______________|(4 HP)
        __________________
Damage: |***/***/****______|(10 HP)(Guy only)
Strategy: Use this with anybody if you're in Expert mode. Otherwise,
avoid unless you're Guy.
Rating: 6.5/10

Pipe: A large metal pipe, like the name implies.
        __________________
Damage: |****______________|(4 HP)
        __________________
Damage: |***/***1/2/****1/2|(11 HP)(Haggar only)
Strategy: Avoid unless you're Haggar or Guy, as they use this weapon
pretty good.
Rating: 6.5/10


____________________________________

F. Walkthrough
____________________________________

-----------------------
Round 1, Scene 1: Riot!
-----------------------

Start off by trashing a few weak G's and Rays while grabbing an item
from the barrel.

Progress on and you will face more Rays, but they have 16 HP apiece, so
watch out. Still not hard, though.

Beat up a crouching Ray/G, and a Dirk enemy will come from behind. Since
your Super bar is probably charged by now, unleash it on Dirk. Deal with
another Ray before you move onto the next scene.

---------------------------
Round 1, Scene 2: Jailhouse
---------------------------

I like the music for this scene...anyway, deal with the usual Dirk/Ray/G
lineup, only now they are in more numbers.

Pick up the Yashichi(invincibility item) hidden at the bottom behind the
pillar and beat up as much scum as you can.

At the end of this scene, you will face the usual along with a couple of
Dirks with large amounts of HP. Just keep them down and you'll be fine.

------------------------------------------------
Round 1, Scene 3: Hell hasn't broken loose...yet
------------------------------------------------

Grab a weapon from one of the barrels(only if you can perform a combo
with it) and test it on the G's/Rays that await you.

This is the last fight before the boss. The usual Ray/Dirk/G thing.

Now you will have to face Dave, assisted by Ray and G. Take out Ray and
G before dealing with Dave. For tips on defeating Dave, refer to the
"Bosses" section.

///////////////////////////////
Round 2, Scene 1: Streetsweeper
///////////////////////////////

Grab a weapon from the barrel and deal with a Dirk and two G's.

Next, do a running attack on the crouching G so that you'll have one
enemy out of the way automatically. Then attend to the usual Dirk/G/Ray
combo.

This part of the scene can get annoying, since Ray and Dirk seem more
aggressive now. Take out Ray, then deal with Dirk.

//////////////////////////////////////
Round 2, Scene 2: New kid on the block
//////////////////////////////////////

Run all the way to the right, then do a running attack on Ray/G to kill
two birds with one stone. Now beat up the Dirk behind you.

Two Rays and a Dirk enemy await you up the road. Hopefully, your Super
bar is charged by now. If so, that will make this part much easier. Once
you're done with them, go farther up the road, and when you see the G,
STOP. If you go up further, you will trigger Fat Jack as well. Deal with
G, then Fat Jack.

Next, you will have to face two Fat Jacks and a G/Ray. Do a running
attack on the Fat Jack on the right and dodge the one on the left. Then
beat them up normally.

Two more Fat Jacks wait for you in this part. You now have two options
on which scene to go to. I suggest going to the bar, as you can skip the
two Fat Jacks and get a better health item.(throw an enemy over the door
and go in)

///////////////////////////////////
Round 2, Scene 3A: Back alley brawl
///////////////////////////////////

Deal with a couple of Fat Jacks and get items from the barrels. Easy
stuff.

Now you have to face Callman, assisted by May and G. Again, take out May
and G before fighting Callman. That's it, you have beaten Round 2.

/////////////////////////////////////////
Round 2, Scene 3B: Solitary bar smackdown
/////////////////////////////////////////

Basically same as the above scene, except that you get more health, and
you fight easier enemies.

**************************
Round 3, Scene 1: Bus stop
**************************

Mays will now be on the usual list of regular enemies. Now face Mays,
G's, and Rays together.

Next you will face Rays, Mays, and Fat Jacks together. Deal with the Fat
Jack first.

Deal with the usual again. Now, you have two options on which round to
go to. You can break the bus sign by throwing an enemy at it and go to
Round 4B, or don't and continue Round 3. I suggest the former, as it is
quicker.

****************************
Round 3, Scene 2: Bumpy ride
****************************

Go to the last chair you see and press Y for a diamond. The contend to a
G and a Ray.

Yet more G's/Rays fight you. Very easy still.

Now, a Fat Jack and the usual appear. Use the same strategy you've been
using all along.

Same thing for this part as well.(this is getting monotonous)

Rays, Mays, and G's in this part.

Here's where it gets interesting. You have to fight Andore, May, and G.
Andore has stunning HP, so it'll take a while to defeat him.

*********************************
Round 3, Scene 3: End of the line
*********************************

Get the items from the barrels and move right to deal with the usual
Dirk/Ray/G combo.

Move on to face a whopping four Fat Jacks and Ray/G. Take out Ray first.

Now you have to fight a lot of Dirks, plus an Andore and some G's/Rays.
Make sure to always keep the Andore down.

****************************
Round 3, Scene 4: Train roof
****************************

Here, you will confront with Caine and his minions. Take the minions out
first. For strategies on beating Caine, refer to the "Bosses" section.

&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
Round 4A, Scene 1: Streets at night
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&

In this part, you will be introduced to Joe, an annoying little brat who
hits you when you least expect it. Anyway, beat up the usual Dirk/Ray/G
combo, along with Fat Jack and Joe.

Continue along to face two Joes and two Fat Jacks.

At the end of the scene, pick up either a diamond or a gold bar and
fight the Joes, G's, and Fat Jacks.

&&&&&&&&&&&&&&&&&&&&&&&&&&&
Round 4A, Scene 2: Upstairs
&&&&&&&&&&&&&&&&&&&&&&&&&&&

As usual, contend to the Joe/Dirk/G/May/Ray lineup.

Take out the Fritzes before they can throw their bombs.

Next, run all the way to the right, ignoring any other enemies, and
eliminate the two Fat Jacks. Then, dispose of the other enemies.

&&&&&&&&&&&&&&&&&&&&&&&&
Round 4A, Scene 3: Diner
&&&&&&&&&&&&&&&&&&&&&&&&

Eliminate the most dangerous enemies first in this part.(Joe, Ray,
Andore)

Take out the two Andores before moving on. Then, deal with the remaining
Fat Jacks/Joes/G's/Andores.

&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
Round 4A, Scene 4: Chow time!
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&

Pick up the barbecue(if it's there) hidden behind the second table. Now
face Wong's minions before you get to the screen. Once you've gotten rid
of the minions, activate Wong by walking to the end of the screen. Once
you've defeated him, Round 4A is over.

To be continued...


____________________________________

G. Other things I noticed
____________________________________

This is like a "miscellaneous" section where I list some peculiar things
I noticed in the game. They may be glitches, weird things, or trivial
facts in the game, but if they catch my eye or somebody else's, I put
them here in DYK fashion.

* All downward attacks stun an enemy or an ally twice as long as a
regular one.(except Haggar's)

* You can hit people or objects from behind with Guy's punch. You can
also do this with the final hit in Lucia's combo. You can get hit from
behind yourself with Ray's punch/uppercut and Dirk's stab.

* The timer goes four times as fast in bonus rounds than in regular
levels.

* You are not invincible while doing Guy's Palm Fireball.(even in his
Super)

* Even though you get stuff at random when you destroy an object, there
are limitations. You will only get health items in certain objects and
point items in others.(same thing for weapons) You usually won't get a
chocolate bar or something similar when you destroy an object that
usually yeilds a barbecue, and vice versa.(there are exceptions, see
below) It is also true that it depends on when you destroy an object
that determines what you get from it.(the computer cycles each object,
some longer than others[the Gold Bar seems to be cycled much shorter
than everything else on some occasions]) Here is a list of all the stuff
attainable from each object:(Note: this is not the order they are cycled
in)(see the walkthrough section if you don't know all the Stages and
alternate Stages, as this can get pretty complicated to understand)

Round 1, Scene 1, first barrel:
Bouquet
Cash Bag
Glasses
Lighter

Round 1, Scene 1, second barrel:
Bouquet
Cash Bag
Coin
Glasses
Gold Bar
Lighter
Necklace
Watch

Round 1, Scene 3, top barrel:
Bouquet
Cash Bag
Glasses
Lighter

Round 1, Scene 3, bottom barrel:
Club
Hammer
Nunchaku
Pipe

Round 2, Scene 1, first barrel:
Club
Hammer
Nunchaku
Pipe

Round 2, Scene 2, first barrel:
Bouquet
Cash Bag
Coin
Glasses
Gold Bar
Lighter
Necklace
Watch

Round 2, Scene 3A, first barrel:
Bun
Chicken
Fries
Hot dog

Round 2, Scene 3B, first plant:
Barbecue
Curry

Round 3, Scene 3, top barrel:
Bun
Chicken
Fries
Hot dog

Round 3, Scene 3, bottom barrel:
Bouquet
Cash Bag
Glasses
Lighter

Round 4A, Scene 1, first barrel:
Barbecue
Diamond
Gold Bar

Round 4A, Scene 2, top barrel:
Bun
Chicken
Fries
Hot dog

Round 4A, Scene 2, bottom barrel:
Diamond
Gold Bar

Round 4B, Scene 1, first barrel:
Club
Hammer
Nunchaku
Pipe

Round 4B, Scene 1, second barrel:
Nothing

Round 4B, Scene 2, top crate:
Club
Hammer
Nunchaku
Pipe

Round 4B, Scene 2, bottom crate:
Cash Bag
Coin
Necklace
Watch

Round 4B, Scene 3, top crate:
Bun
Chicken
Fries
Hot dog

Round 4B, Scene 3, bottom crate:
Candy
Chocolate
Cola
Sandwiches

Round 5A, Scene 1, first barrel:
Club
Hammer
Nunchaku
Pipe

Round 5A, Scene 3, top barrel:
Barbecue
Bun
Chicken
Chocolate
Cola
Curry
Fries
Sandwiches

Round 5A, Scene 3, bottom barrel:
Barbecue
Bun
Chicken
Chocolate
Cola
Curry
Fries
Sandwiches

Round 5A, Scene 4, first barrel:
Barbecue

Round 5B, Scene 2, first barrel:
Barbecue
Curry

Round 5B, Scene 3, first barrel:
Barbecue
Curry

Bonus Round 2, first middle barrel:
Bouquet
Cash Bag
Glasses
Lighter

Bonus Round 2, second top barrel:
Bouquet
Cash Bag
Glasses
Lighter

Bonus Round 2, second bottom barrel:
Barbecue
Bun
Cola
Curry

Bonus Round 2, third middle barrel:
Cash Bag
Coin
Necklace
Watch

Bonus Round 2, third bottom barrel:
Cash Bag
Coin
Necklace
Watch

Bonus Round 2, fourth middle barrel:
Cash Bag
Coin
Necklace
Watch

Bonus Round 2, fifth middle barrel:
Cash Bag
Coin
Necklace
Watch

Bonus Round 2, fifth bottom barrel:
Nothing

Bonus Round 2, fourth top barrel:
Barbecue
Chicken
Chocolate
Sandwiches

Bonus Round 2, seventh middle barrel:
Diamond
Gold Bar
Nothing

Bonus Round 2, sixth top barrel:
Diamond
Gold Bar
Nothing

Bonus Round 2, seventh bottom barrel:
Diamond
Gold Bar
Nothing

Bonus Round 2, eigth bottom barrel:
Diamond
Gold Bar
Nothing

Bonus Round 2, all barrels after the one above:
1-UP

Round 6, Scene 3A, first water cooler:
1-UP

Round 6, Scene 3B, first water cooler:
Barbecue

Round 6, Scene 4, first top barrel:
Diamond
Gold Bar

Round 6, Scene 4, first middle barrel:
Nothing

Round 6, Scene 4, first bottom barrel:
Barbecue
Curry

Round 6, Scene 4, second top barrel:
Bouquet
Glasses
Gold Bar
Necklace
Watch

Round 6, Scene 4, second middle barrel:
Bun
Chocolate
Curry
Fries
Sandwiches

Round 6, Scene 4, second bottom barrel:
Nothing

Round 6, Scene 4, third top barrel:
Bouquet
Cash Bag
Coin
Glasses
Gold Bar
Lighter
Necklace
Watch

Round 6, Scene 4, third middle barrel:
Barbecue
Bun
Chicken
Chocolate
Cola
Curry
Fries
Sandwiches

Round 6, Scene 4, third bottom barrel:
Bouquet
Cash Bag
Coin
Glasses
Gold Bar
Lighter
Necklace
Watch

* A full white lifebar is 110 HP,(Black in Expert difficulty only) a
full light blue lifebar is 35 HP, and a full brown lifebar is 44 HP.
That means that the most HP anyone can ever have is 225.(6 lifebars and
1/4 of one)

* There is a hidden punch in Guy's combo which seems to be activated if
you press Y extremely fast, if you're very close to an opponent, or if
you're hitting multiple enemies. It might be just plain random as well.
In fact, it changes the entire combo structure from two punches, a
straight punch, an elbow, and a roundhouse kick to four punches, an
elbow, and a roundhouse kick. Damage and scoring are the same either
way.(1 + 1 + 1 + 1 + 2 + 3 = 9 HP and 1 + 1 + 2 + 2 + 3 = 9 HP) No
further information has been obtained...yet. If you want proof that this
exists, turn your sound up and listen to the hits when you do Guy's
combo. Eventually, after so many combos, you'll hear 4 hits and the last
two moves.(Guy yells during the last two moves) Guy's combo usually hits
5 times, I rest my case.

I've also noticed a hidden hook punch in Haggar's combo in Final Fight
2, which seems to be triggered randomly and is very rare.

* If Joe does his invincible rolling move and you're right next to him
as he is about to jump back up, he'll skip most of the sprite and end up
on your head!(don't even ask why he does this) After that, he will
resume his normal annoying activites.

Also, you can grab Joe while he's knocked down before he even starts his
recovery sprite. This is very useful for getting the upper hand when he
gets up.

* A special drains 2 HP each time you use it and it connects.

* If an enemy/boss starts walking towards you in your same horizontal
row, there is a chance he/she will mysteriously appear on the other side
of you.(this has only happened to me twice, with Caine and Hunter)

* Here is an estimated ranking of which enemies have the fastest
recovery sprite:(i.e. the sprite they use right before they get up)

Hunter
Andore
Fat Charger
Joe
Ray
G
May
Dirk

This is not to be confused with how long the enemy/boss lays on the
ground. It is completely random how long an enemy/boss stays on the
floor before he/she starts the recovery sprite.(exceptions are all four
of the characters, Caine, Black, Wong, Joe, Stray, Dave, Drake, and
Callman) Fritz obviously has no recovery sprite, since he is killed in
one hit no matter what. Callman's recovery sprite is the only random one
in the game. All the others are the same length every time.

* If a grabbing Super is performed on an enemy, but he/she runs out of
HP before the Super is over, he/she will have 1 HP until the Super ends.
If an enemy already has 1 HP when the grabbing Super is performed,
he/she will be reduced to 0 HP and die, but the Super will continue.

* Any, and I mean ANY attack performed on an ally does 1/2 HP worth of
damage. However, if you set "Hit Config."(Options menu) to off, allies
will not take damage(even by throws of an ally) or be stunned by other
allies at all.

* After completing his combo, Guy will advance forward just a little
bit.

* If anybody has a full yellow lifebar and they are hit by an attack
that does 1/2 HP of damage, the shade of red will not appear, oddly
enough.

Here's another similar oddity. Given that a full yellow lifebar is 36 HP
across and that you can hit your ally for 1/2 HP, one would think that
you could hit your ally 72 times and he/she would die. Wrong!
Apparently, the CPU completely skips the last 1/2 HP, meaning that your
ally dies in 71 hits.

I am currently investigating whether or not this is true with enemy
lifebars as well. If it is true, then 1/2 HP will be 1/71 of a lifebar
instead of 1/72, not mentioning the fact that I will have to completely
refigure how much HP a brown/light blue/white life bar is.

* Any non-knockdown move that connects while an enemy is jumping and is
knocked down does twice the damage. This is true with vice versa as
well.(for example, if you jump kick Black when he gets up, but he does
his Super Spinning Hook attack and hits you once, you will take 8 HP of
damage)(this could be an extremely good tool for telling exactly how
much damage an attack does very accurately)

* Here's the amount of "Super points"(i.e. the stuff that fills the blue
bar at the bottom of the screen) you get for each move and enemy
killed:(35 Super points fills the Super bar completely)(there is a
hidden[i.e. not shown on the bar] point at the end of the bar)(the chart
is almost completely unfinished due to a severe lack of time)

          Move                   Super Points Scored      Total
_________________________________________________________________
|Dean's Combo                |            ???            |   ???  |
|Dean's Electric Uppercut    |            ???            |   ???  |
|Dean's Slide                |            ???            |   ???  |
|Dean's Special              |            ???            |   ???  |
|Dean's Grabbing Combo       |            ???            |   ???  |
|Dean's Grabbing Combo(back) |            ???            |   ???  |
|Dean's Throw                |            ???            |   ???  |
|Dean's Backbreaker          |            ???            |   ???  |
|Dean's Jump Kick            |            ???            |   ???  |
|Dean's Running Jump Kick    |            ???            |   ???  |
|Dean's Downward Punch       |            ???            |   ???  |
|Guy's Combo                 |     1 + 1 + 1 + 1 + 1     |  5.00  |
|Guy's Palm Fireball         | 1 + 1 + 1 + 1 + .75 + .75 |  5.50  |
|Guy's Running Attack        |     1 + 1 + .75 + ???     |   ???  |
|Guy's Special               |            ???            |   ???  |
|Guy's Grabbing Combo        |            ???            |   ???  |
|Guy's Throw                 |             1             |  1.00  |
|Guy's Beat Down             |             1             |  1.00  |
|Guy's Suplex                |             1             |  1.00  |
|Guy's Flying Kick           |            .75            |   .75  |
|Guy's Jump Kick             |            ???            |   ???  |
|Guy's Running Jump Kick     |            ???            |   ???  |
|Guy's Downward Attack       |            ???            |   ???  |
|Haggar's Combo              |            ???            |   ???  |
|Haggar's Single Attack      |            ???            |   ???  |
|Haggar's Running Attack     |            ???            |   ???  |
|Haggar's Special            |            ???            |   ???  |
|Haggar's Grabbing Combo     |            ???            |   ???  |
|Haggar's Throw              |            ???            |   ???  |
|Haggar's Jumping Piledriver |            ???            |   ???  |
|Haggar's Body Slam          |            ???            |   ???  |
|Haggar's Jumping Neckbreaker|            ???            |   ???  |
|Haggar's Drop Kick          |            ???            |   ???  |
|Haggar's Downward Attack    |            ???            |   ???  |
|Lucia's Combo               |            ???            |   ???  |
|Lucia's Hyper Kick          |            ???            |   ???  |
|Lucia's Running Attack      |            ???            |   ???  |
|Lucia's Grabbing Combo      |            ???            |   ???  |
|Lucia's Throw               |            ???            |   ???  |
|Lucia's Slam                |            ???            |   ???  |
|Lucia's Back Kick           |            ???            |   ???  |
|Lucia's Flame Kick          |            ???            |   ???  |
|Lucia's Jump Kick           |            ???            |   ???  |
|Lucia's Running Jump Kick   |            ???            |   ???  |
|Lucia's Knee Press          |            ???            |   ???  |
|Club Smash                  |            ???            |   ???  |
|Club Combo(Lucia)           |            ???            |   ???  |
|Hammer Throw                |            ???            |   ???  |
|Nunchaku Smack              |            ???            |   ???  |
|Nunchaku Combo(Guy)         |            ???            |   ???  |
|Pipe Smash                  |            ???            |   ???  |
|Pipe Combo(Haggar)          |            ???            |   ???  |
_________________________________________________________________

 Enemy/Boss Killed    Super Points
_______________________________
|G                       |  ??? |
|Ray                     |  ??? |
|Dirk                    |  1.5 |
|Dave                    |  ??? |
|Fat Charger             |  ??? |
|May                     |  ??? |
|Callman                 |  ??? |
|Andore                  |  ??? |
|Caine                   |  ??? |
|Joe                     |  ??? |
|Fritz                   |  ??? |
|Wong                    |  ??? |
|Drake                   |  ??? |
|Hunter                  |  ??? |
|Stray                   |  ??? |
|Black                   |  ??? |
|Object(barrel, etc.)    | 2.00 |
_______________________________

* If your character doesn't have enough health to special through a
wall/door/etc., the character will use the first hit in his/her combo
instead.

* Ever wondered exactly how the computer ally AI works and what moves
he/she knows? Here's a breakdown:

*****************
General Knowledge
*****************

- No matter the difficulty, if the computer grabs an opponent it didn't
mean to grab,(i.e. you grab someone and die, then the comp grabs
him/her) it will do absolutely nothing for at least a couple of seconds
or until the enemy breaks free.

- Computers can pick up items, but it rarely happens, only when the
computer wants to attack and happens to be standing over an item.

- Even though Dave or Drake may jump off the screen with his shadow
visible, the comp still thinks he's on the ground and will attack the
shadow.

****
Weak
****

Dean: Aimlessly wanders around with no aggressiveness in sight, often
times missing good opportunities. Even when he manages to get in a few
good punches, he often goes for horrible combinations of moves.(i.e a
throw by itself, a full grabbing combo, etc.)

Moves:

Combo(by itself)(without an Electric Punch)
Slide(by itself)
Electric Uppercut(by itself)
Grabbing Combo(by itself or one hit and a throw)
Throw(by itself or in the attack above)
Grabbing Combo(behind)(two hits and a throw)(he never vaults to do this,
he must grab someone from behind)

Guy: Slightly more aggressive than Dean, Guy isn't horribly stupid.
He'll do good combinations of moves and occasionally back you up, which
is more than I can say for Dean. If he holds an enemy from behind,
surprisingly he will sometimes vault back to the front and throw.

Moves:

Combo(either by itself[rare] or four hits, the last hit replaced by a
Palm Fireball, a skip and a Running Attack, or a Grab 'n Throw)
Palm Fireball(either by itself[rare] or in the attack above)
Running Attack(by itself or in the combo)
Hurricane Kick(by itself, of course)
Grabbing Combo(one or two knees followed by a throw)
Throw(by itself or used in the above move)
Suplex(by itself)(he never vaults to do this, he must grab someone from
behind)
Beat Down(by itself)(he never vaults to do this, he must grab someone
from behind)

I'll get the rest done in the next version.

* You can jump on top of objects. I guess you could use this to your
advantage against Fat Chargers...

* A weird clicking sound can be heard randomly in your fight against
Black. Maybe it's just my emulator messing up on me. Can anyone detect
this in the real SNES version of Final Fight 3?

* Here is a list of all the "ungrabbable" enemy/boss moves:(i.e. the
ones where even though the enemy/boss is on the ground and he/she should
be grabbable by normal means, you still can't grab or hit him/her)
Drake's Ground Shake/High Jump Stomp/Back Punch/Headbutt Slide,(when it
misses) Callman's Back Kick, Stray's Jumping Punch, Andore's Choke
Hold/Piledriver.

On a similar note, here is a list of all the moves where the
enemy/character is just plain invincible: All the moves above, Joe's
rolling move, May's flipping move, Black's Super Spinning Hook, Drake's
Low Jump Stomp, Dave's High Jump Stomp, Callman's hopping move, Guy's
Suplex/Beat Down,(grabbable)(Beat Down is invincible only when Guy has
his fist in the opponent's stomach) Haggar's Jumping Piledriver/Jumping
Neckbreaker(once Y is pressed)/grabbing combo,(during the execution of
the headbutts) Lucia's Suplex, and all the character
specials/Supers.(except for the Palm Fireball at the end of Guy's Super)

* I have no clue WHY the programmers put this in, but you get exactly 1
point every time you use a continue.

* Here's everything you need to know about the three "jump stomp"
moves:(the ones where bosses jump high in the air and follow you)

Dave's jump stomp is quite odd. It uses the distance between him and
you, then calculates how fast he must go to reach you in time, resulting
in a slow speed. If you go in the opposite direction of Dave's jump
stomp, he'll immediately change his direction toward you, wait for a
half-second, then calculate the distance-speed formula again, usually
resulting in a very fast speed. If the speed is so fast it cannot be
obtained, he will go at maximum speed anyways, which means you're out of
harm's way most of the time. The same happens if you change your spot,
still going in the same direction as Dave's jump stomp.(which is not
recommended, by the way) Dave simply targets your spot and does the
distance-speed formula again,(repeatedly if necessary) usually resulting
in a medium speed.

Drake's jump stomp is totally different. He goes at maximum speed no
matter what, and when he reaches you, he tries to stay there. However,
he completely lacks the ability to change from going right to left and
vice versa.(he can still change from moving up and down fine) Which
means that if you go in the opposite direction of Drake's jump stomp,
you will be completely safe from it.

Stray's jump stomp lasts only a fraction of a second. In fact, it would
not even be considered a jump stomp if it didn't follow the same
pattern, but it does. Like Drake, Stray's jump stomp cannot change from
left to right and vise versa once it starts. It also has a limited field
of range. Here's a diagram to show what I'm talking about:(S =
Stray)(maximum area shown, not just the area shown on the screen)

_____________________
|  /    /     \    \  |
| (    (   S   )    ) | (not drawn to scale)
|__\____\_____/____/__|

So if you get in his range, say, here:

_____________________
|  /    /     \    \  |
| (    (   S   )   *) |
|__\____\_____/____/__|

And you run to here while Stray is jumping:

_________________S___
|  /    /     \    \  |
| (    (       )*   ) |
|__\____\_____/____/__|

Then Stray will simply drop down since he can't change his direction:

_____________________
|  /    /     \    \  |
| (    (       )* S ) |
|__\____\_____/____/__|

If Stray moves, his field of range moves with him:

_____________________
| (   S   )    )      |
|  \     /    /       |
|___\___/____/________|

If you move here,(recommended) Stray will be forced to move to the
closest spot in his field of range that is in your direction:(in this
case, right)(L = Stray's landing point)

_____________________
|  /    /     \    \  |
| (    (   S * )L   ) |
|__\____\_____/____/__|

By using the strategy above every time Stray gets up, you can avoid his
jump stomp attack 100 percent of the time.

* If you carefully look at Hunter's Bat Swing attack, you will notice
that the tip of the bat goes through the ground.

* Here is info on how to avoid Fat Charger's annoying charging attack:

First off, he always charges when he enters the screen. If he moves one
way,(left or right) then another,(left or right again) he is prone to
charge. The most common case of this is when he moves toward you, then
away from you. When he does this, Fat Charger will almost always charge.
He will also charge if you leave him alone for too long.

* Coming soon to an update near you: Moves you can get grabbed out
of,(Guy's Suplex is one of them) all the secret hidden items in Final
Fight 3, all the shortcuts, and finishes to the computer AI and the
Super bar portions of this section.

To be continued...


____________________________________

H. Scoring System
____________________________________

Here's a breakdown of the scoring system for every move,(performed on
one opponent) enemy/boss killed, extra lives given, and which moves are
best scorewise:

          Move                     Points Scored          Total
_________________________________________________________________
|Dean's Combo                |   150 + 150 + 300 + 300   |   900  |
|Dean's Electric Uppercut    |            400            |   400  |
|Dean's Slide                |            150            |   150  |
|Dean's Special              |            300            |   150  |
|Dean's Super                |           1200            |  1200  |
|Dean's Grabbing Combo       |      200 + 200 + 400      |   800  |
|Dean's Grabbing Combo(back) |           1000            |  1000  |
|Dean's Throw                |            800            |   800  |
|Dean's Backbreaker          |            600            |   600  |
|Dean's Jump Kick            |            100            |   100  |
|Dean's Running Jump Kick    |            150            |   150  |
|Dean's Downward Punch       |            150            |   150  |
|Guy's Combo                 |  100 + 100 + 200 + 250 +  |  1100  |
|                            |            350            |        |
|Guy's Palm Fireball         |  100 + 100 + 100 + 100 +  |   600  |
|                            |         100 + 100         |        |
|Guy's Running Attack        |   150 + 250 + 350 + 450   |  1200  |
|Guy's Special               |            300            |   300  |
|Guy's Super                 |           1500            |  1500  |
|Guy's Grabbing Combo        |      100 + 200 + 300      |   600  |
|Guy's Throw                 |            300            |   300  |
|Guy's Beat Down             |      200 + 300 + 400      |   900  |
|Guy's Suplex                |            500            |   500  |
|Guy's Flying Kick           |            100            |   100  |
|Guy's Jump Kick             |            100            |   100  |
|Guy's Running Jump Kick     |            200            |   200  |
|Guy's Downward Attack       |            200            |   200  |
|Haggar's Combo              |      100 + 100 + 600      |   800  |
|Haggar's Single Attack      |      100 + 100 + 100      |   300  |
|Haggar's Running Attack     |   100 + 100 + 100 + 100   |   400  |
|Haggar's Special            |            400            |   400  |
|Haggar's Super              |           2000            |  2000  |
|Haggar's Grabbing Combo     |      200 + 300 + 400      |   900  |
|Haggar's Throw              |            900            |   900  |
|Haggar's Jumping Piledriver |           1200            |  1200  |
|Haggar's Body Slam          |            900            |   900  |
|Haggar's Jumping Neckbreaker|           1300            |  1300  |
|Haggar's Drop Kick          |            100            |   100  |
|Haggar's Downward Attack    |            100            |   100  |
|Lucia's Combo               |   100 + 100 + 300 + 500   |  1000  |
|Lucia's Hyper Kick          |   100 + 100 + 100 + 100   |   400  |
|Lucia's Running Attack      |   200 + 300 + 500 + 400   |  1400  |
|Lucia's Super               |  500 + 300 + 500 + 300 +  |  3300  |
|                            |  500 + 300 + 100 + 100 +  |        |
|                            |         100 + 600         |        |
|Lucia's Grabbing Combo      |      100 + 200 + 300      |   600  |
|Lucia's Throw               |            350            |   350  |
|Lucia's Slam                |            400            |   400  |
|Lucia's Back Kick           |            400            |   400  |
|Lucia's Flame Kick          |            600            |   600  |
|Lucia's Jump Kick           |            150            |   150  |
|Lucia's Running Jump Kick   |            300            |   300  |
|Lucia's Knee Press          |            200            |   200  |
|Club Smash                  |            200            |   200  |
|Club Combo(Lucia)           |      200 + 250 + 300      |   750  |
|Hammer Throw                |        200 per hit        |   200+ |
|Nunchaku Smack              |            200            |   200  |
|Nunchaku Combo(Guy)         |      200 + 200 + 200      |   600  |
|Pipe Smash                  |            200            |   200  |
|Pipe Combo(Haggar)          |      200 + 600 + 200      |  1000  |
_________________________________________________________________

 Enemy/Boss Killed    Points
____________________________
|G                    | 1000 |
|Ray                  | 1500 |
|Dirk                 | 1800 |
|Dave                 |10000 |
|Fat Charger          | 1600 |
|May                  | 1400 |
|Callman              |12000 |
|Andore               | 4000 |
|Caine                |14000 |
|Joe                  | 1200 |
|Fritz                | 1300 |
|Wong                 |17000 |
|Drake                |12000 |
|Hunter               | 2000 |
|Stray                |20000 |
|Black                |25000 |
____________________________

You receive a life at every 100000 points.

Also, here is a damage-to-point ratio that shows which moves rank the
highest in scoring big and doing little damage:(2 is worst and 50 is
best)(rounded to the nearest .00)(idea courtesy of Truncated)

          Move                    Individual Ranks     Overall Rank
__________________________________________________________________
|Dean's Combo                |     5 + 5 + 15 + 7.5      |   8.13  |
|Dean's Electric Uppercut    |           3.33            |   3.33  |
|Dean's Slide                |             5             |   5.00  |
|Dean's Special              |             6             |   6.00  |
|Dean's Super                |           6.67            |   6.67  |
|Dean's Grabbing Combo       |     6.67 + 6.67 + 10      |   7.78  |
|Dean's Grabbing Combo(back) |           14.29           |  14.29  |
|Dean's Throw                |             8             |   8.00  |
|Dean's Backbreaker          |           6.67            |   6.67  |
|Dean's Jump Kick            |           3.33            |   3.33  |
|Dean's Running Jump Kick    |           3.75            |   3.75  |
|Dean's Downward Punch       |            15             |  15.00  |
|Guy's Combo                 |   10 + 10 + 10 + 12.5 +   |  10.83  |
|                            |           11.67           |         |
|Guy's Palm Fireball         | 3.75 + 3.75 + 3.75 + 4 + 4|   4.04  |
|                            |            + 5            |         |
|Guy's Running Attack        |    5 + 6.25 + 8.75 + 9    |   7.25  |
|Guy's Special               |             6             |   6.00  |
|Guy's Super                 |             6             |   6.00  |
|Guy's Grabbing Combo        |       5 + 10 + 7.5        |   7.50  |
|Guy's Throw                 |             5             |   5.00  |
|Guy's Beat Down             |       5 + 7.5 + 10        |   7.50  |
|Guy's Suplex                |             5             |   5.00  |
|Guy's Flying Kick           |           2.19            |   2.19  |
|Guy's Jump Kick             |            2.5            |   2.50  |
|Guy's Running Jump Kick     |             4             |   4.00  |
|Guy's Downward Attack       |            10             |  10.00  |
|Haggar's Combo              |       5 + 3.33 + 12       |   6.78  |
|Haggar's Single Attack      |         2 + 2 + 2         |   2.00  |
|Haggar's Running Attack     |   2.5 + 2.5 + 2.5 + 2.5   |   2.50  |
|Haggar's Special            |             8             |   8.00  |
|Haggar's Super              |           7.69            |   7.69  |
|Haggar's Grabbing Combo     |       10 + 10 + 10        |  10.00  |
|Haggar's Throw              |           12.86           |  12.86  |
|Haggar's Jumping Piledriver |            10             |  10.00  |
|Haggar's Body Slam          |           8.57            |   8.57  |
|Haggar's Jumping Neckbreaker|            10             |  10.00  |
|Haggar's Drop Kick          |           3.33            |   3.33  |
|Haggar's Downward Attack    |            2.5            |   2.50  |
|Lucia's Combo               |   6.67 + 5 + 20 + 16.67   |  12.09  |
|Lucia's Hyper Kick          |   2.5 + 2.5 + 2.5 + 2.5   |   2.50  |
|Lucia's Running Attack      |    5 + 12 + 14.29 + 10    |  10.32  |
|Lucia's Super               |  50 + 30 + 33.33 + 30 +   |  21.29  |
|                            | 33.33 + 8.57 + 10 + 6.67 +|         |
|                            |           5 + 6           |         |
|Lucia's Grabbing Combo      |       6.67 + 8 + 15       |   9.89  |
|Lucia's Throw               |           5.83            |   5.83  |
|Lucia's Slam                |             4             |   4.00  |
|Lucia's Back Kick           |             8             |   8.00  |
|Lucia's Flame Kick          |           6.67            |   6.67  |
|Lucia's Jump Kick           |           3.75            |   3.75  |
|Lucia's Overhead Kick       |             5             |   5.00  |
|Lucia's Knee Press          |             8             |   8.00  |
|Club Smash                  |             5             |   5.00  |
|Club Combo(Lucia)           |      8 + 8.33 + 8.57      |   8.30  |
|Hammer Throw                |       6.67 per hit        |   6.67  |
|Nunchaku Smack              |             5             |   5.00  |
|Nunchaku Combo(Guy)         |      6.67 + 6.67 + 5      |   6.11  |
|Pipe Smash                  |             5             |   5.00  |
|Pipe Combo(Haggar)          |    6.67 + 17.17 + 4.44    |   9.43  |
__________________________________________________________________

So, the moves, in order from best for scoring to worst, are:

Lucia's Super
Dean's Downward Punch
Dean's Grabbing Combo(back)
Haggar's Throw
Lucia's Combo
Guy's Combo
Lucia's Running Attack
Guy's Downward Attack/Haggar's Grabbing Combo/Haggar's Jumping
Piledriver/Haggar's Jumping Neckbreaker
Lucia's Grabbing Combo
Pipe Combo(Haggar)
Haggar's Body Slam
Club Combo(Lucia)
Dean's Combo
Dean's Throw/Haggar's Special/Lucia's Back Kick/Lucia's Knee Press
Dean's Grabbing Combo
Haggar's Super
Guy's Grabbing Combo/Guy's Beat Down
Guy's Running Attack
Haggar's Combo
Dean's Super/Dean's Backbreaker/Lucia's Flame Kick/Hammer Throw
Nunchaku Combo(Guy)
Dean's Special/Guy's Special/Guy's Super
Lucia's Throw
Dean's Slide/Guy's Throw/Guy's Suplex/Lucia's Overhead Kick/Club
Smash/Nunchaku Smack/Pipe Smash
Guy's Palm Fireball
Guy's Running Jump Kick/Lucia's Slam
Dean's Running Jump Kick/Lucia's Jump Kick
Dean's Electric Uppercut/Dean's Jump Kick/Haggar's Drop Kick
Guy's Jump Kick/Haggar's Running Attack/Haggar's Downward Attack/Lucia's
Hyper Kick
Guy's Flying Kick
Haggar's Single Attack


____________________________________

I. High Scores
____________________________________

Here's a score chart for those who like to rack up the big points. The
great thing about Final Fight 3 is that there is no limit score.(I very
seriously doubt it's possible to get 99 million points) For that reason,
I'd like to see what you readers can achieve. Here are the requirements:
NO cheat codes, 1-player mode only, no savestating until you lose your
first continue,(see below) the score you achieve must be achieved when
you lose your first continue, not after or before.

        Name            Score     Difficulty  Character  Round Killed
1. velo city            782350        Hard        Guy          5
2.         -               -            -          -           -
3.         -               -            -          -           -
4.         -               -            -          -           -
5.         -               -            -          -           -
6.         -               -            -          -           -
7.         -               -            -          -           -
8.         -               -            -          -           -
9.         -               -            -          -           -
10.        -               -            -          -           -

If you have a savestate, PLEASE send it for proof.(I have savestates or
visual proof of all the scores above except for the ones with the stars
after them)


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
6. Contact me
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv

If you want to contribute something I left out or asked help for, my e-
mail is [email protected]. Please be aware that I
will not tolerate four things:

* Hate mail - If you're going to e-mail me just to bash me or my FAQ,
not only will I ignore it and block your e-mail address, but I will keep
the letter and laugh my ass off for the rest of eternity at how anger-
prone people can be.

* SPAM/Advertising - I already receive 100 junk mail letters per day,
and every single one I get, I block and delete.

* Chain/Virus letters - I already have enough problems with my e-mail as
it is. I don't need the Klez virus/chain letters to add to them.

* Common sense questions - If the answer to your question is in the FAQ,
I will send the e-mail back saying that it's in the FAQ and that you
need to get off your lazy bum and find it yourself. Examples:

"Who's Guy?"
"Where are the shortcuts?"
"What's a Palm Fireball?"
"Tell me how to do the Supers or I shall kill your family and piss on
their graves!"

That kind of crap is not tolerated in my book.

If you avoid doing the four things above, then your contributions could
be added to the next version of my FAQ! Also note that you must make the
title "Final Fight 3 FAQ" or I will skip it. Due to the fact that I get
an enormous amount of junk mail every day, I might accidentally skip
your e-mail without seeing it. If I don't reply in a week, send a copy
of the e-mail again. If I don't reply by then, consider yourself
ignored.

Another means of contacting me is by posting your question on the Final
Fight 3 GameFAQs message board. My current username is "atro city", but
that may change in the future.

It would be VERY recommended for you to send some kind of proof of your
discovery.(i.e. pictures, a small movie, an emulator savestate, etc.)
When it comes to stuff like this, I am pretty lenient on believing your
findings,(I realize some of you don't have a camera, cam-corder, or
emulator) but if I find out you deliberately sent me false information,
I will erase your findings and you will no longer be able to contribute
to the FAQ. End of story.

Realize this FAQ is far from finished. Only contribute to sections I
asked help for, or stuff I left out in the "Other things I noticed"
section, as I can find the rest by myself, given enough time. Also, the
sections that are unfinished have "To be continued..." at then end of
them.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
7. Credits
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv

Thanks to:

Zabad for info on Dean's Super.

Quicksilver16 for directions on how to do Lucia's Flame Kick.

Truncated for his idea of averaging damages and scores.

CJayC for posting another of my mediocre FAQs.