Super Punch-Out
Speed/Scoring FAQ

Version FINAL
Last Updated: 4/24/2008

Copyright 2008 by Tom Votava
E-mail: [email protected]

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#                             Version Information                             #
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FINAL (4/24/2008): Updated e-mail address (again).

FINAL: This is the last time I will update this guide with new information.
      I will keep my e-mail address up to date, so if you need any help on
      this game, I will still be around to answer questions.  Thanks!

1.2: New e-mail address.

1.1: Fixed a few typos, updated some scores.

1.0: Original Version.

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#                                  Contents                                   #
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Introduction
--Fast Times
--High Scores

Boxing Terms

Basic Advanced Strategies
--Counter Punching
--Dizzy Combos
--General Tips on Speed
--General Tips on Scoring

Guide Format
--Punch Sequence Shorthand
--Enemy Attack Patterns

Minor Circuit
--Gabby Jay
--Bear Hugger
--Piston Hurricane
--Bald Bull

Major Circuit
--Bob Charlie
--Dragon Chan
--Masked Muscle
--Mr. Sandman

World Circuit
--Aran Ryan
--Heike Kagero
--Mad Clown
--Super Macho Man

Special Circuit
--Narcis Prince
--Hoy Quarlow
--Rick Bruiser
--Nick Bruiser

Acknowledgements/Copyright Info.


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#                              Introduction                                   #
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DISCLAIMER: This guide is 100% pure SPOILER material!  If you opened this guide
looking for some pointers on this game without giving everything away, you've
come to the wrong place!  If you read something you didn't want to know yet,
don't say I didn't warn you!

Ahem.  Still here?  Good.

Hopefully, the reason you're here is that you have defeated all of the boxers
of this awesome game and still want to keep playing in order to improve your
times and scores to record levels.  This guide is full of strategies for each
fighter describing how you can do just that.

Included for each boxer is a detailed pattern of punches that they ALWAYS use
when you play.  These can be used not only to show what your opponent is about
to do, but also what you might be able to do to him when he does it.  The rest
of each section focuses on the strategies I have used to consistently pound
the living #$%& out each fighter, while either knocking them out quickly or
scoring the highest possible amount of points.

It's important for you to understand that there is a HUGE difference between
speed and scoring in this game.  This may sound obvious, but believe me when I
tell you that it is IMPOSSIBLE to do both of these things during the same
fight.  Below is a list of the times and scores I have been able to get using
the information in this guide.  Compare the times on the high scores with the
record times and you'll see the difference!

-------------------------------------------------------------------------------
Fast Times (from this guide)
-------------------------------------------------------------------------------
Note that these are NOT all world records by any means, but only what you can
get by using the strategies in this guide.   Many people have written guides
on how to kill these guys fast, and some ideas may work for you better than
others.  Faster times than these are definitely possible, but require a great
deal of luck, since the strategies don't always work (but they DO work).  The
approach I have taken in this guide is to give you patterns that are effective
most or all of the time.  Once you learn them, you can tweak them to do better.

Name               Time              Score
===============================================================================
Gabby Jay           6.75 sec         49,000
Bear Hugger        16.94 sec         48,000
Piston Hurricane    5.71 sec         50,500
Bald Bull           9.07 sec         54,000
Bob Charlie         6.52 sec         55,000
Dragon Chan         8.99 sec         54,500
Masked Muscle       9.35 sec         55,000
Mr. Sandman        17.20 sec         55,500
Aran Ryan          11.41 sec         61,000
Heike Kagero       12.05 sec         67,000
Mad Clown          13.47 sec         58,000
Super Macho Man    15.88 sec         60,500
Narcis Prince      12.67 sec         70,000
Hoy Quarlow        12.30 sec         70,000
Rick Bruiser       13.79 sec         70,000
Nick Bruiser        9.88 sec         69,500

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High Scores (from this guide)
-------------------------------------------------------------------------------
These scores represent the reason why I've decided to write all of this.  I
have NEVER heard of anyone getting scores like this, so I figured most players
were content to just work on speed.  Most of these scores may seem impossible
at first glance, but they're all very real.  Read on to see how to get them!

Name               Time              Score
===============================================================================
Gabby Jay                50 sec      55,940
Bear Hugger        2 min 55 sec      70,550
Piston Hurricane   1 min 14 sec      62,120
Bald Bull                34 sec      58,500
Bob Charlie              34 sec      66,820
Dragon Chan        1 min 25 sec      67,500
Masked Muscle            46 sec      60,740
Mr. Sandman        1 min 50 sec      68,820
Aran Ryan          1 min 37 sec      83,440
Heike Kagero             36 sec      71,640
Mad Clown                59 sec      73,290
Super Macho Man          22 sec      65,080
Narcis Prince            15 sec      70,690
Hoy Quarlow              39 sec      75,000
Rick Bruiser             36 sec      79,230
Nick Bruiser             23 sec      78,870

Now imagine that you use this guide to get all of the scores listed here.
I'll admit that it's incredibly hard to do it, but IF you were to play through
a circuit on Championship Mode and successfully get each score, then here's
what your final scores would be...

Minor Circuit:   317,110
Major Circuit:   423,880
World Circuit:   533,450
Special Circuit: 663,790

IMHO, this is the ultimate challenge!  Unless you cheat your way to perfection
using an emulator or Game Genie (you people know who you are), you will really
have to practice to get these kinds of scores.  But, I can assure you that
they are all possible.  In my book, only if you can break 300, 400, 500 and
600,000 on each level have you truly mastered this game.

Did this get your attention?  Good.  On with the guide!


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#                              Boxing Terms                                   #
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Just so we're all on the same page, here are some definitions:

* Here are the main types of punches that are used *

Jab: straight face punch
Body Blow: straight body punch
Hook: crossing punch to face or body
Uppercut: strong low-to-high punch

* To connect with a punch, you sometimes need to make your opponent move his
 gloves away from your target *

Drop His Guard: Stand still (guaring low) until his gloves guard his body.
Raise His Guard: Guard your face until his gloves guard his face.

* No matter how slow/fast an enemy boxer is, he always punches in patterns *

Combo: punches that are grouped together


* When your punch meter is full, you can throw 4 types of KO Punches *

Super Hook: Hard body punch (LEFT hand)
Super Uppercut: Hard face punch (RIGHT hand)

Rapid Hook: Fast body punches (starts with LEFT hand)
Rapid Uppercuts: Fast face punches (starts with RIGHT hand)


* Types of knockdowns *

Normal Knockdown: last punch was a normal punch
Super Knockdown:  last punch was a KO punch

* Countering and Counter Punching are NOT the same *

Countering: attacking an opponent after avoiding/blocking his punch
Counter Punching: punching JUST BEFORE an opponent punches you (see below)


* When you punch your opponent, the following can occur *

Stun: enemy is unable to move for a second or so, giving you time to hit him
Dizzy: enemy spins, falls, etc. to show that he's REALLY hurt (see below)


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#                         Basic Advanced Strategies                           #
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I know, I know.  There's nothing BASIC about an ADVANCED strategy!
(I didn't know what else to call this section :)

No, the stuff in this section is NOT easy to learn, but it does contain some
general things that you will need to know before trying to use the strategies
in this guide.  These sections can be applied to EVERY fighter in the game.

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Counter Punching
-------------------------------------------------------------------------------
Most players, when they beat this game for the first time, manage to do so
without knowing how to counter punch.  After all, it's diffcult to do and isn't
really necessary if your only goal is to beat all of the fighters.  But, if you
want to bring your times and scores to the next level, you'll first have to
figure out to do this, and do it well.  This is difficult to describe, but
I'll do the best I can.

Counter punching is where you surprise your opponent by hitting him just when
he is about to hit you.  So, in order to counter punch, the first thing
you'll have to do is figure out what the enemy is doing.  That is one reason,
among many, why I have included each boxer's attack patterns in this guide.
Print this guide out and have it with you while you play.  If you don't know
what's about to happen, pause the game and look for the point you've reached
in your opponent's move sequence.  Make sure you know what's going on at all
times.

Once you know the patterns of your enemy, the next step is to learn how to
attack him as he moves through those patterns (here's the confusing part, so
read carefully).  Your opponent always shows you which punch he's about to use
by moving his arm back, ducking down, or something.  At this moment, he will
leave part of his face or body unprotected.  It's that spot that you need to
hit before his punch is thrown.  For example, when Gabby Jay is about to throw
a right jab, he lifts his right hand away from his face, leaving him vulnerable
to your right jab.

A good rule of thumb is to always punch the place where your enemy's attack is
coming from.  If he's about to hit the left side of your face, use a left jab,
if he goes for the right side of your body, use a right body blow.  Be careful,
because timing is very important here.  If your punch lands correctly, he will
grunt in pain and will be stunned so you can continue to hit him (the counter
punch also does more damage than other normal punches).  However, if you punch
too soon, he'll either block it or just get hit normally, without getting
stunned.  Of course, if you punch too late, you're going to get hit by his
attack, which isn't good either. :)  Also note that not every attack can be
counter punched, but most of them can.

If you plan on getting any of the strategies in this guide to work, you're
going to have to know how to counter punch.  I suggest you practice hard before
you try them...have those attack sequences in front of you and just keep trying
to counter punch your enemy instead of trying to win the fight.  It takes some
time to master, but it is time well spent.

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Dizzy Combos
-------------------------------------------------------------------------------
This is the one common goal between playing for fast times and shooting for
high scores.  Dizzy combos help with speed because they set your opponent up
for an instant knockdown (even if his stamina is nearly FULL)!  Your score will
also benefit from these to the tune of 3,000 points for EVERY time you make him
dizzy and another 3,000 for hitting him for the instant knockdown!

Dizzy combos are sets of punches that, if used quickly and with perfect timing,
will cause your enemy to back off for a few seconds.  During this time, the
timer stops and he might fly back to the ropes, spin away from you, or fall
down for a moment (each fighter does something different).  At the end of his
movement, your opponent will try to return to his fighting position.  If you
hit him at EXACTLY the right moment while he does this, he will go down.
Finding this moment can be tough, but to help you out, the timer usually
restarts at about the time you should hit him.

Note that the instant knockdown can be accomplished with ANY kind of punch
that can reach him...it does NOT have to be a KO punch.  This is important,
because it is waaaaaaaay easier to figure out the timing you need when using
normal punches.  Once you decide to try using KO punches (which you will need
in order to break any records), simply push the button a little bit sooner than
you would for the normal punch.  Don't forget about the Rapid Punch either.
Since it doesn't take as long to use, it might be easier to use that instead
of a Super Uppercut or Hook.

How do you know what combos will work for this?  Well, that's the trick.
There are many ways to do figure this out, but several things are involved.
One of the key elements is speed.  Whatever punches you use, try not to
hesitate for even a split second.  If you go too slow, it may take some extra
punches to do the job, which you may not be able to land.  The other thing
I have noticed is that for each fighter, some punches are more effective than
others.  For example, Heike Kagero can be dizzied with either 9 face punches
in a row or 6 body blows and a face punch.  That means that body blows work
better than face punches for him.  Usually, Super Uppercuts and Hooks are the
most effective, followed by Rapid Punches and counter punches (better yet, try
counter punching by USING a rapid punch!  This will allow you to hit most
boxers more times than usual).  However, these punches can take a bit longer
to use. Once you discover a few dizzy combos, you be able to tell which ones
work the best for you.

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General Tips on Speed
-------------------------------------------------------------------------------
There aren't really many general tips on getting fast times, but here are a
few...

* Print Those Attack Patterns! *

As I've said before, the easiest way to play this game is when you know exactly
what your opponent is going to do, before even he does!  Keep the lists in
front of you while you play...you'll be glad you did!


* Use Super Knockdowns! *

Whatever you do, make sure that the punch that knocks your enemy down is a
KO punch of some kind.  He will get up with far less stamina when you use
super knockdowns instead of normal ones.  In this case, Rapid Punches work
just as well as Super Uppercuts and Hooks, so use whatever is easiest.


* Get Him Dizzy and Get Him Down! *

The main goal at the start of any fight is to dizzy your opponent and get an
instant knockdown as fast as possible.  You will do this for every fighter in
the game.  Most of the weaker fighters will get up with almost no stamina after
the first super knockdown (IF they get up!).  The stronger ones will sometimes
have a bit more, making it necessary to dizzy them again to get the best time.
Most of the time though, it's easy enough to just get in a few KO punches to
finish them off.  Just make sure your dizzy combos fill that punch meter so
you can get super knockdowns!

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General Tips on Scoring
-------------------------------------------------------------------------------
Scoring points is by far more complicated than getting fast times.  As shown
in the intro, you can score some pretty decent points using your speed methods,
but that's just scratching the surface of what you can do with this game.
The good news is that once you've become an expert at speed, you have already
learned the tools you need to begin putting together the scoring strategies.
Read on for some general things you should know.

* Point Values *

This may be obvious information, since a lot of this stuff appears on the
screen at the end of a fight, but just so we all know why doing certain things
are important, I decided to put them here.

--Technical (Punches, Knockdowns, Special Prize)
Normal Punch: 30
Counter Punch: 100
Rapid Punch: 80
Uppercut, Hook: 150
Knockdown: 500
Super Knockdown: 1,500
Special Prize: Dizzy = 3,000,
              Instant Knockdown = 3,000,
              Avoid Certain Attacks = 150-1,000 (Depends on fighter, move)

--Stamina (Energy Remaining)
Up to 7,200

--Bonus
Value counts down from beginning of fight.
Minor Circuit:   20,000
Major Circuit:   25,000
World Circuit:   30,000
Special Circuit: 40,000

--No Rematch
15,000 for winning on first try.

--Continues (Championship Mode ONLY)
Bonus Points are awarded for EACH one you have left at the end of a circuit.
You start with 3 of them.  EVERY 50,000 points you score, you get another one.
Check your score before these are added.  If you're close to getting another
continue, then you're close to getting a much better score if you can just get
it the next time you play.
Minor Circuit:   10,000
Major Circuit:   20,000
World Circuit:   30,000
Special Circuit: 40,000


* Go for Dizzy Combos! *

In the simplest terms, this is your objective when you play for points.  The
more dizzies you can get during a fight, the more points you'll score.  Also,
remember that sometimes it's okay NOT to knock your enemy down EVERY time you
dizzy him.  If he has enough stamina, you may be able to dizzy him again for
even more points!  Try to figure out more than one dizzy combo for each
opponent, so you can adapt to their attack patterns (keep a printout in front
of you!).


* Controller Settings: Put Power-Up on MANUAL! *

Dizzy combos require precise timing that can be thrown off if you suddenly
power up, which will happen if you have the setting on AUTO.  If you have the
power up on MANUAL, you can use it when you're ready.


* Do LESS Damage! *

When playing for points, the less damage you do, the better.  The more stamina
a fighter has the more chances you have to get him dizzy!  For example, Heike
Kagero can be quickly dizzied by a simple "counter punch, super hook, counter
punch, super hook" pattern, but other methods won't hurt him as much.  This
also means it's probably a bad idea to power up until you're done trying to
do dizzy combos, since all of your punches hurt more when you do.


* Using Normal Knockdowns *

Part of doing less damage is using normal knockdowns.  Super knockdowns cause
your enemy to get up with less stamina.  You will usually want him to have
MORE stamina when going for dizzy combos, so use normal knockdowns to make sure
he gets it.

Note that there ARE times that super knockdowns work pretty good, since they're
worth 1,000 points more than normal ones.  If you're going for the third
knockdown or feel that your opponent will get up with enough energy, then go
ahead and use it.  Still, KO punches are tougher to land when you're going for
instant knockdowns off of those dizzies.  Make sure you're really confident in
your timing before you try to mix normal and super knockdowns in the same
fight.

Finally, WHEN you knock down your opponent also helps determine how much energy
he'll have when he gets up.  In other words, he'll have more stamina if you
knock him down in 25 seconds than if he goes down in 15.


* One Dizzy at a Time *

By now, you know that dizzy combos are extremely difficult to pull off.  Don't
try to get all of the possible dizzies in a strategy on your first try.  Start
by trying to get just one dizzy.  When you get good at that, try two, and keep
adding them as you improve until you can finally do the whole thing.


* Don't Worry About Time...Too Much *

For the most part, the best scores for each fighter can only be reached by
getting lots of dizzies instead of going for the fast KO to get the Bonus
score.  Of all of my scoring strategies, only 3 of them can be done in under
30 seconds.  This means that the primary focus is usually on getting lots of
dizzies.  Don't pay too much attention to the Bonus score that's counting down.

HOWEVER, there IS a point where it's better to take the bonus score and quit.
Finding that point is rather difficult, but it's the key to figuring out the
highest possible score.  Here's how I know when to quit: it takes roughly
15 seconds for 3,000 points to fall off the Bonus score (for the Minor Circuit,
it's more like 17 and it's around 13 for the Special Circuit).  IF, when
you get a dizzy, you think you can get another one BEFORE those points come
off the score, then go for it.  Otherwise, getting that next dizzy will
actually HURT your score (since you get 3,000 for it, but lost more than that
from the Bonus).

So far, the only fighter that I've been able to score more points on by
completely ignoring the bonus score is Bear Hugger.  For anyone else, take
your points when you think you're done!


* Finally (again), Don't Forget to Print Those Attack Patterns! *


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#                              Guide Format                                   #
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There are many ways to describe the various punches and events in this game.
Make sure you read this section so you know EXACTLY what I mean when I use
these words later on.  This will hopefully avoid a lot of confusion.

-------------------------------------------------------------------------------
Punch Sequence Shorthand (a.k.a. "punchlines")
-------------------------------------------------------------------------------
*NOTE: ALL punches are described from YOUR perspective.  When I say that your
   opponent uses a left punch, I mean that it's coming from that side of the
   screen.

In order to get away from spelling out certain words as I describe punch
sequences, I will use the following shorthand in my strategies:

First Letter: L or R = Left or Right
Second Letter: F or B = Face or Body
^Third Letter: (enemy only): J, B, H, or U = Jab, Body Blow, Hook, or Uppercut

^: Since the player can only throw straight punches, there's no need to show
the type of punch when describing it.  So, 2 letters appear for a punch you
should throw and 3 are used for a punch thrown by your opponent.

KO Punches:
SuperH = Super Hook
SuperU = Super Uppercut
RapidH = Rapid Hooks
RapidU = Rapid Uppercuts

Other Symbols:
* = counter punch
[ ] = punches listed between these are parts of a combo
! = enemy special move (usually followed by a description)
( )-> = at the time shown in the ()'s, the enemy punch sequence jumps to this
        point following the current combo

Examples of player:
LF = Left Face
*LB = Counter Punch to Left Body
RB = Right Body
*RF = Counter Punch to Right Face
[*RB, LB, LB, LB, SuperH] = Combo of Right Body Counter Punch,
                            3 Left Body Punches, and a Super Hook

Examples of opponent:
LFJ = Left Face Jab
RBU = Right Body Uppercut
RFH = Right Face Hook
LBH = Left Body Hook
[LFH, RBH, LBU] = Combo of Left Face Hook, Right Body Hook, Left Body Uppercut
!Punch = Enemy special move called "Punch"
(30 sec)-> !Pow = When the timer reaches 30 seconds, the enemy special move
                   called "Pow" will follow the current combo

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Enemy Attack Patterns
-------------------------------------------------------------------------------
A few notes on the attack patterns for each boxer.

* Watch the clock! *

When the clock reaches a time shown in ()'s, the sequence jumps to that row
IMMEDIATELY FOLLOWING the combo your opponent is on at that moment.  This
happens no matter where you are in the current section of the pattern!

* Random moves *

Many moves are triggered by other things besides time or patterns (example:
Gabby Jay's "Catch Your Breath" happens when his stamina gets too low).  These
moves can interrupt attack patterns, but always do so IN BETWEEN combos (NEVER
in the middle of one).  Once the move is done, the sequence will either resume
from where it left off or jump to the next section, depending on the clock.

* Knockdowns *

The only times that a combo will not be completed are when either of you gets
knocked down or when you dizzy your opponent.  The sequence goes to the next
combo whenever these things happen.


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#                              Minor Circuit                                  #
###############################################################################

Well, that's it for all the general stuff.  Now, it's time to get down to
business!  For the most part, I'm not going to repeat anything mentioned above,
unless it seems appropriate.  If something doesn't make sense, check the
general stuff again and see if you just missed something before sending me
an e-mail with a question.

Thanks, and Good Luck!

-------------------------------------------------------------------------------

I'll start each circuit with a display of the high scores from each fighter
and how they add up to the max score.  Check them out!  If you break any of
the records, the max score will go up, ESPECIALLY if it reaches a point where
you can get another continue!

Gabby Jay            55,940
Bear Hugger          70,550
Piston Hurricane     62,120
Bald Bull            58,500
===========================
Total               247,110

Continue Bonus (7)   70,000
===========================
Max Score           317,110

-------------------------------------------------------------------------------
Gabby Jay
-------------------------------------------------------------------------------

* Attack Pattern *

(Start)-> [RFJ, RFJ], [RFJ, RFJ], [LFH, RFJ, LBH],
(20 sec)-> [!C'mon], [LFH, RFJ, LBH], [RFJ, RFJ], [RFH, LBH, RBH], [RFJ, RFJ],
              [LFH, RFJ, LBH],
(60 sec)-> [!C'mon], [RFH, LBH, RBH], [RFJ, RFJ], [RFJ, RFJ], [LFH, RFJ, LBH],
              [RFJ, RFJ], [RFH, LBH, RBH]...

* Moves *

NOTE: I'm just making these move names up...I don't know if they have real
     names!

# Taunting Hook (!C'mon) #
What: Steps away from you, taunts (says "C'mon"), steps to the right, taunts,
     comes forward, strong LBH.  Can be counter punched for instant knockdown.
When: 20 sec, 60 sec, (other times beyond).

# "Catch Your Breath" #
What: He doesn't attack.  His gloves just move up and down.  He also sways to
     the sides every few seconds.  After about 15 seconds of this, he backs
     up and says "Yay", recovering some energy.
When: Interrupts sequence every time 1/2 stamina gone before he's knocked down
     once, after a few hits when he gets up the second time.

* Dizzy Combos *

* NOTE: almost ALL dizzy combos require you to do the entire sequence as fast
       as possible.  If you're supposed to hesitate, I will show where, but
       usually going slow won't work!

1: Seven jabs (no stunning), then SuperU.
2: *Punch, SuperH, *Punch, SuperH.

* Instant Knockdowns *

* NOTE: the timing for each of the punches you need for instant knockdowns
       will be listed only for normal punches.  You'll have to punch an
       instant sooner when you use a Rapid Punch and about a 1/2 second
       sooner to connect with a Super Uppercut or Hook.

When Dizzy: He will slide out to the right, then left past you, then back to
   the middle.  This gives you 2 chances to hit him.  If you punch when his
   body intersects with your head, he'll drop to the mat.
Taunting Hook: Counter Punch with a LB the instant before he throws it.

* Special Prize *

Dodge Taunting Hook = 500.

* Strategies *

# Speed: 6.75 sec #
Simple Pattern: Drop his guard, use 5 LF's, then 2 RF's, followed by a SuperU,
to make him dizzy.  Use a super knockdown and he won't get up.

# Scoring: 55,660 points #
Start with the same pattern as with the speed strategy, EXCEPT use a NORMAL
knockdown.  We want him to get up so we can score some more dizzies!

However, when he does get up, we can't do much while he's catching his breath.
Just take a nap for about 15 seconds until you hear "Yay," then open your eyes,
dodge his Taunting Hook, and block the next couple of combos.  On the third
combo after the !C'mon, give him a *RF, SuperH, *LB, SuperH to dizzy him and
use another NORMAL knockdown.

He'll get up again, so *RF, SuperH, *RF, SuperH for yet another dizzy.  Now
comes decision time.  It's far easier to get an instant knockdown with a normal
punch when he's dizzy, but you get 1,000 more points for super knockdowns.
You decide whether it's worth risking a perfect 50-second fight over this.

-------------------------------------------------------------------------------
Bear Hugger
-------------------------------------------------------------------------------

* Attack Pattern *

(Start)-> (pats belly every couple of seconds)
(30 sec)-> [LFJ, RFJ], Pat, Pat, Pat, [LFJ, RFJ], Pat, Pat, Pat, [RBH, LBH],
              Pat, Pat, Pat, [LFJ, RFJ],
(60 sec)-> [LFJ, RFJ], Pat, Pat, [RBH, LBH], Pat, Pat, Pat, [LFJ, RFJ],
              Pat, Pat, Pat, [LFJ, RFJ], Pat, Pat, [RBH, LBH], Pat,
(1 min 40)-> [LFJ, RFJ], [LFJ, RFJ], Pat, Pat, [LFJ, RFJ], [LFJ, RFJ],
                Pat, Pat, Pat, [RBH, LBH], Pat, Pat, [LFJ, RFJ], [LFJ, RFJ],
(2 min 15)-> [RBH, LBH], [RBH, LBH], Pat, [LFJ, RFJ], [LFJ, RFJ], Pat, Pat,
                (Back to 2 min 15)

* Pat = pats belly without attacking.

* Moves *

# Bear Hug #
What: Swings both arms at you.
When: Reaction after he blocks a punch to his face.

# "Attack Him Now" #
What: [RFJ, LBH], [RBH, LBH], Pat, [RFJ, LBH], [RFJ, LBH]...Resume
When: Interrupts sequence when 1/2 stamina gone before knocked down once.

* Dizzy Combos *

1: *Punch 1st punch of combo, SuperU, SuperU before he punches again.
2: *Punch, 2 or 3 jabs while stunned, *Punch, 2 or 3 more jabs.

* Instant Knockdowns *

When Dizzy: He slowly drifts back to the ropes and then towards you.  Do you
   hear that "spinning" sound?  The sound has three beats (the last of which
   is VERY faint, so keep your ears open).  For this dizzy, the sound plays
   twice--once as he retreats and again when he returns.  Punch on the third
   beat of the sound as he's coming back.

NOTE: This sound is VERY useful in developing your timing for these punches.
     Use it well!

* Special Prize *

Duck Bear Hug = 250.

* Strategies *

# Speed: 16.94 sec #
The trick here is to get him into "Attack Him Now" mode as fast as possible.
To do that, you need to throw as few punches as possible to get him down to
1/2 stamina.  Start by *Punching his first 2 belly pats with a body blow,
getting in a couple of jabs each time he's stunned.  Next, jab his face to make
him Bear Hug you.  Duck it and quickly LF three times and SuperU him.  Finally,
SuperU him again when he pats his belly (the timing of this punch is tough...
watch his feet and punch when you see them spread apart).

Once he's in attack mode, simply *RF, SuperU, SuperU (IMMEDIATELY following
the first one) to make him dizzy.  Finish him off with a super knockdown and
he won't get up.

# Scoring: 70,550 points #
Boy, is this one fun!  As far as I know, this is the only time you'll be able
to fight for the entire 3-minute time limit and actually add to your score!
This comes from two things: being able to make the big guy do his Bear Hug
whenever you want and dizzy combo openings that usually aren't there after
the first part of any other fight.  Have at it!

For the first 30 seconds, just LF his gloves and duck the Bear Hug.  Don't
connect with any punches!  You get 250 points just for ducking those hugs!
Watch the clock though, cause he'll start punching on his own at the 30 sec
mark.  When he does, just block his combo without attacking.  Continue to make
him use the Bear Hug.  You can force one hug for every belly-pat in his
pattern.  Just follow it and be ready to block when he punches.  Wait until
the 1-minute mark, block the first combo of the new section of the pattern,
get 2 more Bear Hugs out of the next belly-pats, then be ready to attack the
second combo.

Now then.  As shown above, if you *Punch both punches of his combos while
using LF's during his stunned moments, he'll get dizzy.  Do that now, but
DON'T knock him down!  He's still got plenty of stamina left, so why waste it?
Instead, wait for him to recover, then go back to making him do the Bear Hug.
Dizzy him again on his next combo, but once again, let him recover.  Since his
stamina is low enough, he'll now get prompted to "Attack" by his cornerman.
Dizzy him on the first combo of the new pattern and take him down this time
(use a NORMAL knockdown).

When he gets up, continue to make him Bear Hug between his combos without
doing any damage.  At 1 min 40 sec, the pattern shifts to another section.
Block the first pair of combos, get 2 more Bear Hugs, then attack the next
combo to dizzy him.  Let him recover, then immediately dizzy him again.  Let
him go.  Next, get still more Bear Hugs while you wait for the 2 min 15 sec
mark.  Dizzy him here and knock him down (NORMAL knockdown).

Finally, a test of guts.  The bonus timer is all gone.  He should have enough
stamina left to be dizzied 2 more times.  The longer you keep him alive and
hugging, the more points you get.  BUT, if the clock reaches 3 minutes, you
lose it all!  To be on the safe side, I recommend dizzying him twice on the
second pair of hook combos, knocking him out on the second one.  If you're
greedy like me, you can wait until the combos after that (the extra Bear Hug
you get could help break the record), but if you miss on those, don't say I
didn't warn you.

Remember that you can get 1,000 extra points for a super knockdown, but it's
risky to try it after all that work!

-------------------------------------------------------------------------------
Piston Hurricane
-------------------------------------------------------------------------------

* Attack Pattern *

(Start)-> [RFJ, RFJ, LFH], [RFJ, RFJ, LFH], [LBH, RFH], [RFJ, RFJ, LFH],
(20 sec)-> [!Rush], [LBH, RFH], [LFJ, RBH], [RFJ, RFJ, LFH],
              [LBH, RFH], [LFJ, RBH], [RFJ, RFJ, LFH], [LBH, RFH],
(60 sec)-> [!Rush], [LFJ, RBH], [LFJ, RBH], [RFJ, RFJ, LFH], [LBH, RFH]...

* When he gets up from a knockdown, he first does a RBU before resuming the
 pattern!

* Moves *

# Hurricane Rush (!Rush) #
What: Backs up, grunts, then comes at you with alternating FAST high and low
     punches (high first)...(until you block 6 straight), RBU, LBU.
     Counter punch when he first charges for an instant knockdown.
When: 20 sec, 60 sec, (other times beyond).

# "Fancy Footwork" #
What: Jumps from side to side, punching between jumps with  this pattern:
     [jump, high punch, jump, low punch, jump, fake, (Repeat twice)]...Resume.
When: After his RBU when he gets up after one knockdown.

* Dizzy Combos *

1: 8 jabs.
2: 6 body blows and a jab (any order).
3: RapidH as he charges in for the Hurricane Rush. Watch out though...if you're
  late with this, you could end up counter punching his first punch (see
  below) or even getting hit.

* Instant Knockdowns *

When Dizzy: He will sway to one side (chosen at random), pause, and sway back
   in.  You want to hit him with a body blow as he comes back with the hand
   opposite his side (if he goes left, use your right hand...he goes right,
   you use a left).
Hurricane Rush: Counter punch his first punch with a LB.

* Special Prize *

Block/Dodge Hurricane Rush = 500.

* Strategies *

# Speed: 5.71 sec #
Body blows dizzy him faster, so raise his guard.  Use 3 LB's, 2 RB's, then LF,
LB to get him dizzy, super knockdown.  When he gets up, the instant you hear
the referee say "Fight," SuperH him and he'll go down for good.

# Scoring: 62,120 points #
Drop his guard and LF him 8 times to make him dizzy, but DON'T knock him down.
Notice the [jab, jab, hook] combo he did.  You'll be attacking this combo
again, so look for it in his pattern.  Dodge the next two combos, drop his
guard and LF 8 times to dizzy him again in exactly the same way.  Let him keep
standing.  The clock should be up to 20 sec, so get that RapidH ready.  Attack
his Hurricane Rush as described in the Dizzy Combos section.  Again, don't
knock him down.  Block the next two combos, drop his guard, then LF him 7
times, followed by a *LB, LF (may not need the last punch) for another dizzy,
and knock him down (normal or super...your choice).

When he gets up, he'll quickly uppercut, then start his footwork thing.  Just
block all of the punches without doing anything.  At the 1 minute mark, he'll
Hurricane Rush again.  Dizzy him with the RapidH as before, then knock him down
with a NORMAL knockdown.  He gets up and uses an uppercut.  Dodge it, then
*LF, LF, LF, *RB, LF, LF, SuperU to dizzy him.  Take him down (again, it's up
to you to decide the type of knockdown).

-------------------------------------------------------------------------------
Bald Bull
-------------------------------------------------------------------------------

* Attack Pattern *

(Start)-> [RBH, LFH], [RFJ, RFJ, LFH], [LBH, RBU], [RFJ, RFJ, LFH],
             [RBH, LFH], [RFJ, RFJ, LFH], [LBH, RBU],
(30 sec)-> [!Charge], [LBH, RBU], [RBH, LFH], [!Squat], [LBH, RBU], [RBH, LFH],
              [!Shake]...

* Moves *

# Bull Charge (!Charge) #
What: Backs up and bounces towards you (2 or 3 bounces, depending on how far
     back he goes).  Throws a killer uppercut on the last bounce.  If you
     dodge it, he may do it again. Can be counter punched for an instant
     knockdown.
When: 30 sec, (other times beyond), During "Counter Attack".

# "Counter Attack" #
What: 6 straight Bull Charges with alternating numbers of bounces
     (2,3,2,3,2,3)...Resume.
When: When he gets up after two knockdowns.

# Squat Combo (!Squat) #
What: Squats a few times before LBU, RBU.
When: Listed in pattern.

# Shake Combo (!Shake) #
What: Shakes back and forth before 3 quick RFJ's, LBU.
When: Listed in pattern.

* Dizzy Combos *

1: 5 jabs and a body blow (any order), then *Punch, SuperH.
2: 2 body blows, *Punch, 2 body blows, *Punch, body blow, SuperH.
3: 6 jabs, *Punch, LF, LF, SuperU.

* Instant Knockdowns *

When Dizzy: He will spin around in a circle (the direction is determined by
   the last punch you hit him with).  Just like with Piston Hurricane, give
   him a body blow from the side opposite where he's coming from.
Bull Charge: Counter punch on his last bounce with a LB.

* Special Prize *

Dodge Bull Charge = 300.

* Strategies *

# Speed: 9.07 sec #
Drop his guard, then LF, LF, RB, LF, LF, LF, *RF, SuperH to dizzy him.  After
a super knockdown, he'll get up and you need to SuperU, SuperH him immediately.
The SuperU may not connect...you'll have to SuperH him twice if this happens.
Now, all you have to do is stop his charge when he gets up again.

# Scoring: 58,500 points #
Drop his guard, then LF, LF, RB, 3 LF's, *RF, SuperH.  This dizzies him, but
don't knock him down.  Block/dodge the next combo, then drop his guard and do
6 LF's, *RB, LF, LF, SuperU to dizzy him again.  Super knockdown.

For the second round, wait for him to do the Bull Charge and *Punch it to knock
him down again (the RapidH works great for getting a super knockdown here).
He'll get up and do the "Counter Attack" series.  Dodge the first 5 times he
tries it (for 300 points, per dodge), then *Punch the sixth to put him out of
his misery (again, super knockdown if you can).


###############################################################################
#                              Major Circuit                                  #
###############################################################################

Bob Charlie          66,820
Dragon Chan          67,500
Masked Muscle        60,740
Mr. Sandman          68,820
===========================
Total               263,880

Continue Bonus (8)  160,000
===========================
Max Score           423,880

-------------------------------------------------------------------------------
Bob Charlie
-------------------------------------------------------------------------------

* Attack Pattern *

* Although he randomly jumps from side to side between combos, the pattern is
 still ALWAYS the same!

(Start)-> [RFH, LFH], [RFH, LFH], [LFH, RBU], [LBH, RBH], [LBH, RBH],
             [RBH, LBU], [RFH, LFH],
(30 sec)-> [!Whirl/Woo], [RFH, LFH], [LBH, RBH], [RBH, LBU], [RFH, LFH],
              [LBH, RBH], [!Duck], [LBU, RBU], [RFH, LFH], [LBH, RBH],
(60 sec)-> [!Whirl/Woo]...

* Moves *

# Whirling Uppercut/Woo Jumps (!Whirl/Woo) #
What: Backs up and dances around the back until he comes at you doing one of
     two things: a whirling uppercut or 3 "wooing" hops towards you with no
     punch.  If he does the uppercut, you can counter punch it for an instant
     knockdown.
When: 30 sec, 60 sec, (other times beyond).

# "Shuck and Jive" #
What: The attack pattern continues as normal, EXCEPT that sometimes he'll just
     FAKE doing a punch instead of throwing it.
When: The entire time between when he gets up for the first time and when he
     goes down for the second knockdown.

# Ducking Combo (!Duck) #
What: Ducks before throwing 2 quick body hooks.
When: Listed in pattern.

* Dizzy Combos *

1: 7 jabs in a row (if he jumps to the side in between, you'll need more).
2: Any combination of 2 *Punches and 4 body blows, then SuperH.  The body
  blows can come while he's stunned.

* Instant Knockdowns *

When Dizzy: He staggers back to the ropes, regains his composure, then walks
   up to you.  Hit him as he comes forward with a body blow opposite the side
   he comes from.
Spinning Uppercut: Counter punch on third spin using a body blow opposite the
   the side he comes from.

* Special Prize *

Dodge Spinning Uppercut = 400.

* Strategies *

# Speed: 6.52 sec #
Drop his guard, then try to hit him with 7 LF's in a row.  If he jumps to the
side at all, you'll have to use more punches and will not match this time.
Use a super knockdown when he's dizzy, then *Punch, SuperU when he gets up.
He'll stay down.

# Scoring (Lucky Way): 66,490 points #
Drop his guard and LF until he's dizzy (if he moves around too much, you'll get
hit and have to start over).  Keep track of where you are in his pattern so you
know what's coming later.  Let him recover, then on the third combo of his
pattern, *LF, LB, LB, LB, *RB, LB, SuperH to dizzy him again.  When he starts
moving again, *LB, 3 LB's, *RB, LB, SuperH for another dizzy.  Use a super
knockdown.

Notice the pattern on the last 2 dizzy combos you did...they consist of 2
*Punches, 4 normal punches while he's stunned, and a SuperH.  You can use this
pattern on ANY of his combos, so just remember this when you're trying to make
him dizzy.  For the rest of this stategy, I'll assume that you know how to do
this.

Anyway, for the second round, Bob goes into "Shuck and Jive" mode.  Although
he doesn't change his pattern, he does begin to FAKE his punches.  If he fakes,
you won't be able to stun him by *Punching.  This means that you need to be
lucky to dizzy him on the first try.  If your dizzy combo fails, just wait for
his next combo and try again.  Dizzy him as soon as possible and knock him down
with a NORMAL knockdown to get him out of this mode.  Do this BEFORE the clock
reaches 30 seconds so he does his !Whirl/Woo during the thrid round.

You need a little more luck to get the best score.  If you got to this round
fast enough, he MAY do the Whirling Uppercut.  You want him to attack from the
right so you can *Punch his move with a RapidH and get a super knockdown and
1,000 extra points.  If he comes from the left, you'll have to settle for just
using a RB to knock him out.  If you're really unlucky, he won't do the move at
all.  In this case, I'm sorry.  He might have too little stamina for you to
dizzy him, so just knock him out.

# Scoring (Easier Way): 65,510 points #
This method removes the luck of having to count on Bob doing his Whirling
Uppercut.  Do the first round in exactly the same way as above.  For the second
round, wait until the 30 sec mark, dodge his uppercut if he does it, then block
the combo that follows.  Now begin trying to dizzy him and use a NORMAL
knockdown.  When he gets up again, dizzy him and do a super knockdown for the
maximum points this method can offer.

-------------------------------------------------------------------------------
Dragon Chan
-------------------------------------------------------------------------------

* Attack Pattern *

(Start)-> [RFJ, RFJ, LBB], [RFJ, RFJ, LBB], *, [RFJ, RFJ, LBB], [LBB, RBB],
             [RFJ, RFJ, LBB], [RFJ, RFJ, LBB],
(30 sec)-> [!Kicks], [LFJ, RBB, RBB], [RBB, LFJ, RFJ], [LFJ, RBB, RBB], *,
              [RBB, LFJ, RFJ], [LFJ, RBB, RBB], [RBB, LFJ, RFJ],
(60 sec)-> [!Kicks], [RFJ, RFJ, LBB], [RBB, LFJ, RFJ], *, [RFJ, RFJ, LBB],
              [LBB, RBB], *, [LFJ, RBB, RBB], [RFJ, RFJ, LBB],
              [RBB, LFJ, RFJ]...

* = Between combos...holds his arms in an "L" shape, leaving either his left
   or right face unguarded.

* Moves *

# Flying Kicks (!Kicks) #
What: Jumps to the ropes, then across the screen, then towards you with a kick.
     Can use up to 3 of them at a time.
When: 30 sec, 60 sec, (other times beyond).

# Triple Kick #
What: When prompted by his cornerman, kicks 3 times from a squatting position.
     Each kick can be to your left or right (random).
When: Can come immediately after first knockdown, then can interrupt sequence
     at random after that.  Either the Healing Meditation or this move will
     be done every few seconds (roughly 10-15) for the rest of the fight.

# Healing Meditation #
What: When prompted by his cornerman, his body splits as he meditates for a
     few seconds, giving himself up to 1/3 of his stamina bar.
When: Can come immediately after first knockdown, then can interrupt sequence
     at random after that.  Either the Triple Kick or this move will be done
     every few seconds (roughly 10-15) for the rest of the fight.


* Dizzy Combos *

1: 7 jabs (may need more if you hesitate).
2: 6 body blows.
3: *Punch, SuperH, *Punch, SuperH.

* Instant Knockdowns *

When Dizzy: He'll drift to the left, come across to the right, then back to
   the center.  This gives you 2 chances to hit him.  Punch opposite the side
   he's coming from with a body blow.  I find that I usually get him when I
   punch the instant I hear the "spinning" sound, but do what works for you.

* Special Prize *

Duck Flying Kick = 350.

* Strategies *

# Speed: 8.99 sec #
Raise his guard, then LB, LB.  He'll then start his first combo.  For his
first 2 punches, RB him when you see his gloves move.  This should keep things
moving enough that when you *Punch the third part of the combo with a *LB,
you can get him dizzy with a few more body blows while he's stunned.  This
is a tough super knockdown, but you need it!

When he gets up, he'll either do a Triple Kick or Healing Meditation.  If it's
a Kick, you're done...the fastest time is impossible.  If it's Healing, SuperH
him so it connects before he recovers any energy.  It's really tough to hit,
but if you get him, he goes down for the record time.  If this doesn't work
(or if he Kicks at you), the best you can do for time is about 12-14 sec.

# Scoring: 67,500 points #
This one is easily the toughest method to pull off in the first two circuits!
The method is quite complicated, so bear with me.  The goal for most of this
bout is to punch straight through Dragon's combos WITHOUT getting blocked or
*Punching (easier said than done, but I'm going to say it).  He always walks
sideways before throwing a punch.  You want to make sure that he has started
walking before you throw a punch to cancel one of his.

Before I begin, I should also mention why those *'s are listed in his pattern.
At those times, he is between combos, but you need to hit the unguarded spot
if you want to punch him.  Furthermore, when you connect with a jab, the "L"
shape moves, leaving the other side of his face open.  Sooooo, when attacking
this setup, make sure you alternate between left and right jabs.

Okay, off we go.  Drop his guard and LF him twice, then RF, RF, LF using the
timing described above.  Two more LF's after that will dizzy him.  Do nothing.
Dodge the next combo, then lower his guard and LF, LF, followed by a TIMED LF
and a TIMED RF, then alternate LF, RF until he's dizzy.  Wait.  Dodge the next
combo, then drop his guard and LF, TIMED LF, TIMED RF, LF, LF, TIMED RF,
TIMED RF, TIMED LF to dizzy him again (you may not need the last LF, but I put
it there just in case).

When he's about to settle during this dizzy, pause the game and look at the
clock.  If it's at less than 28 seconds, then jab him a couple of times.  You
want his next move to be his Flying Kicks, which means that the clock needs to
reach 30 sec before his does something else.  Doing this not only saves time,
which is worth points, but it also gives you more time to work with in the
next section of his pattern, which has lots of good places to do dizzy combos.

Next, duck Dragon's kicks, then lower his guard and dizzy him like this:
TIMED LF, TIMED RF, TIMED RF, LF, LF, TIMED RF, TIMED LF, TIMED RF (again, the
last punch is just extra in case you need it).  Use a NORMAL knockdown.

For the rest of the fight, Dragon's pattern will be rudely interrupted by his
random moves.  If one of them happens during one of your dizzy combos, just
move on to the next step in this method (so you missed out on 3,000 points...
it's no reason to start over, especially during Championship Mode).  The first
of these moves will happen once he gets up.  After he does it, drop his guard
and TIMED LF, TIMED RF, TIMED RF, LF, RF, LF, RF to dizzy him.  Let him out of
this, then *Punch, SuperH, *Punch, SuperH on the next combo for another dizzy
and use a NORMAL knockdown.

With any luck, you should have done everything thus far in under a minute.
Wait for the 60 sec mark and duck the Flying Kicks.  Dodge/block the next
combo, then drop his guard and TIMED RF, TIMED LF, TIMED RF, LF, RF, LF, RF to
make him dizzy.  If he happens to do a random move after the first 3 punches,
you can do the following instead: LF, RF, LF, RF, TIMED RF, TIMED RF, TIMED LF,
LF.  Let him out of the dizzy, then *Punch, SuperH, *Punch, SuperH the next
combo for one last dizzy.  A super knockdown here gets you the most points,
but it's HARD to do after all of this!

-------------------------------------------------------------------------------
Masked Muscle
-------------------------------------------------------------------------------

* Attack Pattern *

(Start)-> [RBH, LBH, RBU], [RFJ, RFJ, LBU], [!Hi-Lo], [RFJ, RFJ, LBU],
             [LBH, LBH, !Head], (Back to Start)
(45 sec)-> [LFJ, !Head], [RBH, LBH, RBU], [RBH, LBH, RBU], [LBH, LBH, !Head],
              [RFJ, RFJ, LBU], [!Hi-Lo], (Back to 45 sec)...

* Moves *

# High-Low Combo (!Hi-Lo) #
What: Shivers before quickly throwing a high punch and a low punch.
When: Listed in pattern.

# Headbutt (!Head) #
What: Throws his head at you for a double-hit.
When: Listed in pattern.

# "Spit in His Eye" #
What: Turns his head to the side before spitting at you.  If you're hit, the
     screen gets blurry and you won't able to punch for a few seconds.
When: Can interrupt sequence at any time between combos (random).

* Dizzy Combos *

1: jab (to stun after dodging), SuperU, *RapidH (counter punch his LBH or LBU).
2: *Punch, SuperU, (dodge Headbutt), RapidH.
3: Any combination of 3 *Punches and 5 body blows, then SuperH.  The body
  blows can come while he's stunned.

* Instant Knockdowns *

When Dizzy: Grunts, falls straight down, and tries to get up.  He'll hit the
   ground with a bang...you should punch when you hear that sound.

* Special Prize *

Dodge Spit = 250.

* Strategies *

# Speed: 9.35 sec #
Drop his guard and try to LF him twice, then *RB, LB, LB, *LB...IF every punch
connected, then LB, SuperH will dizzy him.  If he blocked any of your punches
(probably those first two), then you'll have to do this after that *LB to get
him dizzy: LB, LB, LB, *RB, SuperH (this won't give you the best time, but it
lets you keep going).  Don't forget to use a super knockdown.

When he gets up, he'll either try to spit at you or just continue his pattern
with a RFJ.  In either case, *RF, SuperH will put him away.

# Scoring: 60,630 points #
All through this match, you can be interrupted by his spitting move.  Just
dodge it and his patterns will continue from where you were.  Having said that,
build up your punch meter by just dodging an jabbing.  It should just take you
through the first combo.  On the next one, dodge twice, then LF, SuperU and
time a RapidH so it counter punches his next move.  He'll get dizzy.  Use a
NORMAL knockdown.

For the second round, wait until the combo that contains a headbutt.  When you
reach it, dodge/block the first punch, then *LB, SuperU, dodge the headbutt,
then RapidH to dizzy him.  Again, use a NORMAL knockdown.

Finally, the clock should be under 45 seconds, so the pattern will go back to
the start.  Dodge the first punch of the combo, then LF, SuperU, followed by
another counter punch using a RapidH.  That will make him dizzy, so knock him
out (super knockdown, if you feel lucky).

-------------------------------------------------------------------------------
Mr. Sandman
-------------------------------------------------------------------------------

* Attack Pattern *

(Start)-> [RFH, RFH, LBH, RBU], [RFH, RFH, LBH, RBU], [LFH, RBH, !Run1],
             (Back to start)
(30 sec)-> [!HoHo], [LFH, RBH, !Run1], [RFH, RFH, LBH, RBU], [RBH, LBH, !Run1],
              [RFH, RFH, LBH, RBU], [LFH, RBH, !Run1],
(60 sec)-> [!HoHo], [RFH, RFH, LBH, RBU], [LBU, RBU, LFH, RBH],
              [LFH, RBH, !Run1], [RBH, LBH, !Run1], [LBU, RBU, LFH, RBH],
              [RBH, LBH, !Run1], [RFH, RFH, LBH, RBU]...

* Moves *

# Running Uppercuts (!Run1 or !Run3) #
What: Runs in place before throwing uppercuts.  Normally, he just uses 1
     (!Run1), but after you knock him down twice, he throws 3 (!Run3).
When: Listed in patterns.

# Ho Ho Ho Combo (!HoHo) #
What: Shifts his head up and down and throws 3 jabs, the last of which cannot
     be blocked (it actually looks like he's saying "Ho, Ho, Ho!" before he
     does this!).
When: 30 sec, 60 sec, (other times beyond), During "Full Power" (see below).

# "Full Power" #
What: [LFH, !Run3], [LFH, !Run3], [!HoHo], [RBH, LBH, !Run3], [LFH, !Run3],
         [LBU, RBU, LFH, RBH], [LFH, !Run3], [RFH, RFH, LBH, RBU], (Repeat).
When: After you knock him down twice, he does this for the rest of the fight.

* Dizzy Combos *

1: 7 or 8 normal punches (no stunning).
2: 2 jabs, *RapidH (counter punch his LBH).

* Instant Knockdowns *

When Dizzy: He moves kind of like Bald Bull, except he moves around in a
   triangle pattern instead of a circle.  Body blow from the opposite side
   from where he returns from.

* Special Prize *

Dodge a series one or more Running Uppercuts = 150.

* Strategies *

# Speed: 17.20 sec #
Drop his guard and give him 4 LF's, LB, RB, LF, LF (you'll have to hesitate
on that RB to make it connect against his uppercut).  He'll be dizzy so you
can super knockdown him.  When he gets up, *RF, SuperU knocks him down again.
Finally, do this for the third round: *LF, SuperH, dodge the running uppercuts,
SuperH, *LF, SuperU.

# Scoring: 68,400 points #
Here's another long one!  The good news is that it's not that complex, so it's
a bit easier to do than, say, Dragon Chan.  You'll make full use of the RapidH
as a counter punch for this, so practice hard!

Start like you would in the speed strategy...4 LF's, LB, TIMED RB, LF, LF to
dizzy him.  Wait.  When he recovers, LF, LF, *RapidH to dizzy him again.  Do
nothing.  Skip the next combo, then when he prepares his next hook, LF, LF,
*RapidH again for another dizzy (I sense a pattern developing here).  If the
clock hasn't reaches 30 seconds, then wait for it.  Block/dodge the !HoHo, then
skip the combo after that.  Next, wait for him to prepare a hook, then LF, LF,
*RapidH for another dizzy.  Use a NORMAL knockdown here.

When he gets up, skip the next combo, and (once again) when he gets ready to
punch, LF, LF, *RapidH to dizzy him.  Leave him be.  Wait for the 60 sec mark,
block/dodge the !HoHo, then do your dizzy combo again (guess what it is).
Again, use a NORMAL knockdown.

Now he's on the "Full Power" pattern.  Dodge/block the first 3 combos, then
*RB, LB, LB, LB, *RapidH for a dizzy.  Wait.  Dodge the next combo, then
*RapidH when he crouches for an uppercut.  He'll get dizzy again, but wait
again.  Skip the next combo, then do your usual dizzy combo when he prepares
another punch (LF, LF, *RapidH).  As with the other scoring strategies, go for
the super knockdown for extra points, if you dare.


###############################################################################
#                              World Circuit                                  #
###############################################################################

Aran Ryan            83,440
Heike Kagero         71,640
Mad Clown            73,290
Super Macho Man      65,080
===========================
Total               293,450

Continue Bonus (8)  240,000
===========================
Max Score           533,450

-------------------------------------------------------------------------------
Aran Ryan
-------------------------------------------------------------------------------

* Attack Pattern *

(Start)-> [RFJ, RFJ, jump, LFJ, LFJ], [RFJ, RFJ, jump, LFJ, LFJ],
             [RBH, LBH, jump, RBU], [RFJ, RFJ, jump, LFJ, LFJ],
             [jump, LFH, RFH, LBU], [RFJ, RFJ, jump, LFJ, LFJ],
(30 sec)-> [!Rush2], [RBH, LBH, jump, RBU], [RFJ, RFJ, jump, LFJ, LFJ],
              [jump, LFH, RFH, LBU], [RBH, LBH, jump, RBU],
              [RFJ, RFJ, jump, LFJ, LFJ], [RBH, LBH, jump, RBU],
              [RFJ, RFJ, jump, LFJ, LFJ],
(1 min 15)-> [!Rush2], [jump, LFH, RFH, LBU], [RFJ, RFJ, jump, LFJ, LFJ],
                [LFJ, jump, RBH, jump, LFH, jump, RBU],
                [RBH, LBH, jump, RBU], [RBH, LBH, jump, RBU],
                [LFJ, jump, RBH, jump, LFH, jump, RBU],
(2 min)-> [!Rush2]...

* Moves *

# Double Rush (!Rush2) #
What: Just like Piston Hurricane's Rush, but with a different pattern...
     low, high, low, high...(block 6), RBU, high, low, high, low...
     (block 6), LBU.
When: 30 sec, 1 min 15, 2 min, (other times beyond).

# "Grab Him" #
What: Stoops while punching his gloves together twice, then hugs you.  He
     steals your stamina until you shake him off, then RBU, Resume.
When: Every time you connect with a Super Uppercut or Hook.

* Dizzy Combos *

1: 8 jabs (maybe 7 if he stopped jumping around...no stunning).
2: 3 normal punches, *Rapid (Counter punch either his LB or RF punch).

* Instant Knockdowns *

When Dizzy: He spins out to the side away from your last punch and shivers
   (4 times).  Hit him with an opposite body blow as he comes back to the
   middle, about when his body intersects with your hand that you're about
   to use.

* Special Prize *

Block part of his Double Rush = 300.

* Strategies *

# Speed: 11.41 sec #
Drop his guard, then LF, LF, RF, RF, then when he land from his jump, hit him
with 4 more LF's to dizzy him.  After the super knockdown, *RF and SuperH him
and he'll try to grab you.  If you SuperH at the right time (about when his
gloves separate), he'll go down again.  When he gets up, try to SuperU him
immeditately.  He may dodge it, so just try to get him down ASAP if you miss.

# Scoring: 83,440 points #
Here it is, the crown jewel score of the game!  When I first got this score,
you should have seen the look on my face.  I couldn't believe that someone
could get so many points for any fighter, much less one from the World Circuit!

What makes this monstrous score possible is how little damage normal and rapid
punches do to this guy.  As long as you don't use Super KO punches, you'll
hardly hurt him at all, which means that you can get lots of dizzies.  Due to
the wide variety of ways you'll have to dizzy him, I'll list out everything
you need to do, punch for punch.

You will dizzy Aran FIVE times before knocking him down in this first round.
Since you never have to skip a combo, I'll just list out your attack patterns
for each dizzy.  Do them one after the other.

#1: Drop his guard, LF, LF, RF, RF, (pause for jump), 4 LF's.
#2: *RF, LF, LF, *RapidU, (jump), LF, LF (may not need last 2 punches).
#3: *RB, LB, LB, *RapidH.
#4: Drop his guard, LF, LF, RF, RF, (jump), 4 LF's.
#5: Dodge twice, 3 LF's, *RapidH...NORMAL knockdown.

For the second round, you will dizzy him THREE times before knocking him down.
Here are the steps for these:

#1: Block/dodge Double Rush, *RB, LB, LB, RapidH.
#2: Drop his guard, LF, *RF, LF, LF, *RapidU, (jump), LF, LF
   (may not need last 2 punches).
#3: Dodge twice, 3 LF's, *RapidH...NORMAL knockdown.

You may have to do some different things with the third round.  Again, you will
dizzy him THREE times, but depending when the clock reaches the 1 min 15 mark,
you'll have to attack different patterns.  The first pattern is always the
same: *RB, LB, LB, *RapidH to dizzy him.  When he recovers, IF he doesn't go
into the Double Rush, drop his guard, then LF, *RF, LF, LF, *RapidU, (jump),
LF, LF for another dizzy (IGNORE this part if he Double Rushes...he won't come
back to this combo).  Block/dodge the Double Rush.  Next, dodge twice, then use
3 LF's, *RapidH to dizzy him.  Knock him out if this was the third dizzy.  If
not (if he Double Rushed too soon), then drop his guard, LF, *RF, LF, LF,
RapidU, (jump), LF, LF for the last dizzy.  For the ultimate score, use a super
knockdown, but it's your call.

There's a lot to this, so when you're playing through it, don't reset the game
if you miss one of the dizzies.  As long as you don't miss a knockdown, you
can just move on to the next combo without missing a beat (even if you do miss
a knockdown, just keep track of where his attack pattern is and you can find
where to pick things up from).  Try to finish all of the steps to get in the
practice!

-------------------------------------------------------------------------------
Heike Kagero
-------------------------------------------------------------------------------

* Attack Pattern *

(Start)-> [RFJ, RFJ], [LFJ, RFH, LFH], [LBH, RBU], [RFJ, RFJ], [LFJ, RFH, LFH],
             [!HiDance], [RFJ, RFJ], [LFJ, RFH, LFH], [LBH, RBU],
(30 sec)-> [!Hair], [LFH, RBH], [RFH, LBU], [!LoDance], [LFH, RBH], [LBH, RBU],
              [!HiDance], [LFH, RBH],
(60 sec)-> [!Hair], [LFH, RBH], [!LoDance], [RFJ, RFJ], [LBH, RBU], [!HiDance],
              [LFJ, RFH, LFH], [LFH, RBH],
(1 min 30)-> [!Hair]...

* When he gets up from a knockdown, he first does a quick LBU before resuming
 the pattern!

* Moves *

# High Dance (!HiDance) #
What: Dances with gloves up, 3 quick jabs, LBU.
When: Listed in pattern.

# Low Dance (!LoDance) #
What: Dances low, 2 low punches, RBU.
When: Listed in pattern.

# Hair Swipes (!Hair) #
What: 2 sweeps with the hair: an uppercut, followed by a crossing pass that
     must be ducked.
When: 30 sec, 60 sec, 1 min 30, (other times beyond).

# "Mirage Dance" #
What: Pattern continues as normal EXCEPT that he becomes nearly impossible to
     hit between combos.
When: At about 1/2 stamina gone before knocked down once, after 2 knockdowns.

* Dizzy Combos *

1: 6 body blows and 1 or 2 jabs (no stunning).
2: 9 jabs (no stunning).
3: *Punch, SuperH, *Punch, SuperH.
4: 5 jabs, *RapidU (counter punch his RFJ or RFH...some jabs can be while
   stunned)
5: RapidU after dodging/ducking the Hair Swipes.

* Instant Knockdowns *

When Dizzy: Dodges to one side, just like Piston Hurricane.  Use an punch from
   the opposite side, just be sure to wait, since he pauses for a bit longer
   during the dodge.

* Special Prize *

Dodge/Duck Hair Swipes = 250.

* Strategies *

# Speed: 12.05 sec #
Raise his guard, then hit him with 6 LB's and a RF to dizzy him, super
knockdown.  He'll get up and quickly uppercut.  *LB that punch, SuperU, make
sure his guard is down, then LF, *LB, SuperU to dizzy him again, super
knockdown.

Now comes the tough part.  He's going to uppercut again when he gets up.  If
you can unleash a RapidH quickly enough, you can counter punch the uppercut
to knock him down in record time.  It's hard to release a RapidH so soon after
the round starts.  Most times, you'll end up doing a SuperH instead.  One tip
though: I've found that it helps to WAIT until the ref is about to say "Fight"
to double-click the button, as opposed to endlessly pounding the KO punch
button.

# Scoring: 71,540 points #
Raise his guard, then hit him with 6 LB's, followed by a RF and LF (you may
not need the second jab, but just in case...).  He'll be dizzy, but let him go.
Next, *LB, SuperH, *RB, SuperH to dizzy him again.  This time, take him down
(super knockdown is worth more, but risky).

When he gets up, he'll quickly uppercut, so dodge it.  After that, drop his
guard and LF, RF, RF, LF, LF, *RapidU to dizzy him.  Use a NORMAL knockdown.

Finally, wait through all of his mirage dances until the 30 second mark.  Dodge
and duck the Hair Swipes and quickly RapidU him, which will get you another
dizzy, then finish him off (again, use the super knockdown if you can, but
don't try it when you're starting out...better to get 69,000 without the super
knockdowns than to miss at this point, leaving you with even less).

-------------------------------------------------------------------------------
Mad Clown
-------------------------------------------------------------------------------

* Attack Pattern *

(Start)-> [LFJ, RBH], [RBH, !SwipeL], [RFJ, LBU], [!Hug], [LBH, RBU],
             (Back to Start)
(45 sec)-> [!Juggle], [LBU, !SwipeR], [LFJ, RBH], [!Hug],
              [RBU, !SwipeL, !SwipeR], [RFJ, LBU],
(1 min 10)-> [!Juggle]...

* Moves *

# Dodge/Counter #
What: Dodges your punch and body blows to the side the you punched.
When: Every time he dodges your punch, be ready to dodge away or block.

# Backhand Swipe (!SwipeL or !SwipeR) #
What: Pulls back the arm he's about to hit you with, making a ripping sound,
     then smacks you with a backhand.
When: Listed in patterns.

# Hug-Throw (!Hug) #
What: Moves his head from side to side and Bear Hugs you, throwing you to the
     side so he can use a Backhand Swipe on you.
When: Listed in patterns.

# Juggling Ball-Toss (!Juggle) #
What: Jumps back and throws balls at you, 2 at a time, always leaving a safe
     place to dodge to.  After 3 throws, he jumps forward with a Hug move that
     will knock you down.
When: 45 sec, 1 min 10, (other times beyond).

# "Show Time" #
What: [RFJ, RFJ, RFJ, LBH, LFJ, LFJ, LFJ, RBU, RFJ, LFJ, !SwipeR, !SwipeL]...
     ...Resume.
When: After knocked down twice.

* Dizzy Combos *

1: Any combination of 2 *Punches and 4 jabs.  The jabs can come while he's
  stunned.
2: RapidU after ducking his Hug-Throw.

* Instant Knockdowns *

When Dizzy: Drifts to the right, back across to the left, then back to center.
   You've got 2 chances to hit this TOUGH punch.  Use a jab on the opposite
   side from him.  Like with Bear Hugger, your timing goal should be the third
   FAINT beat of the "spinning" sound.

* Special Prize *

Duck Hug after Ball-Toss = 300.

* Strategies *

# Speed: 13.47 sec #
A bit of luck is required for this one.  Drop his guard and try to LF him
twice.  You need both of these punches to connect or else your punch meter
won't be full when you need it.  The problem is that the Clown tends to block
you or do a dodge/counter most of the time.

If they did connect, quickly *LF, LF, LF against his jab, then *RF, LF, LF
when he's about to hook and he'll get dizzy.  It's a tough shot, but you need
to get a super knockdown.  When he gets up, *RF, SuperU, *LF, SuperU to knock
him down again.  Get ready for Show Time...

Hold down the buttons for an RF.  When you hear "Fight,", release the punch
button and you should counter punch his first jab.  SuperU and he's done.

# Scoring: 72,500 points #
Don't knock him down too soon in the first round...you can dizzy him THREE
times.  Do nothing against his first combo.  On the second, *RF, LF, LF,
*LF, plus 4 LF's will dizzy him (watch the timing on his Backhand Smack).
Skip the next combo, then duck his hug move and quickly RapidU him for the
second dizzy.  Skip another combo, then raise his guard and TRY to LF him
twice, then *LF, LF, LF, *RF, LF, LF for dizzy #3 (the first 2 jabs were
placeholders for your timing since he will block both jabs...he will throw his
jab immediately after your second punch or possibly his dodge/counter move).
Use a NORMAL knockdown here.

For the second round, you can dizzy him two more times.  For the first,
*RF, LF, LF, *LF, LF, LF, LF, LF.  After that, skip the next combo and the
clock will be close to 45 seconds.  If it reaches that mark, then he will do
his juggling act, which will cost you time, as well as some points.  In either
case, duck his hug and quickly RapidU him for the dizzy.  Use a NORMAL
knockdown again.

For Show Time, *RF, LF, LF, *RF, LF, LF will dizzy him one last time (don't
forget to prepare the punch buttons for release as he's getting up).  Super
knockdowns are HARD to pull off against this clown's dizzies, but getting one
here will get you those extra points.

-------------------------------------------------------------------------------
Super Macho Man
-------------------------------------------------------------------------------

* Attack Pattern *

* Although he randomly jumps from side to side between combos, the pattern is
 still always the same (except for the random Exercise Programs).

(Start)-> [RFJ, RFJ, LBH], [LBH, RBH, LBU], [!Spin1], [RFJ, RFJ, LBH],
             [LBH, RBH, LBU], [LFJ, RBU], (Back to Start)
(45 sec)-> [!SpinM], [LBH, RBH, LBU], [RBH, LFJ, RBU], [!Spin1],
              [RFJ, RFJ, LBH], [LFJ, RBU]...

* Moves *

# Single Spin Punch (!Spin1) #
What: Pounds his hands together and throws a spinning punch.
When: Listed in pattern.

# Multiple Spin Punch (!SpinM) #
What: Pulls his arm back before throwing multiple spin punches (at random, he
     can throw anywhere from 2-10 in a row).
When: 45 sec, (other times beyond).

# "Exercise Program ABC" #
What: Depending on the letter called by his cornerman, he does one of the
     following: (A) 4 quick jabs, (B) 3 quick body hooks, (C) 3 quick
     uppercuts.
When: Can interrupt sequence at any time between combos (both the time he does
     something and the exercise type are random).

* Dizzy Combos *

NOTE: As the fight goes on, these patterns don't seem to work as often.  If
     ANYONE can get this guy dizzy after a minute into the fight, I'd like
     to hear about it!

1: 2 normal punches, any combination of 2 *Punches and 4 punches (while
  stunned), followed by a SuperU.
2: *Punch, LF, LF, SuperU, *Punch, LF, LF, SuperU.

* Instant Knockdowns *

When Dizzy: Staggers back to the ropes, then forward.  He'll move diagonally
   to one side, so use an opposite body blow as he comes forward.

* Special Prize *

Duck Spin Punch = 300.

* Strategies *

# Speed: 15.88 sec #
Drop his guard and LF.  He'll throw 2 right jabs and a left hook.  What you
want to do is counter punch ONE of the first two jabs, plus the hook.  Here
are the two patterns that can dizzy him the fastest (both are the same speed):

1: (after first LF), *RF, LB, LB, RF (NOT *Punch!), *LB, LB, LB, SuperH.
2: (after first LF), RF (NOT *Punch!), *RF, LB, LB, *LB, LB, LB, SuperH.

After he gets up from a super knockdown, you need to hope that he doesn't do
an exercise program...that will slow you down.  If he doesn't, then just
*LB, SuperH, *RF, SuperH to knock him down again.  For the third round, just
dodge/block his next move (either an exercise program or a spin punch) and
rapid punch him down (against Exercise Program A, you can't rapid punch so
just LB, SuperH instead).

Oh yeah, Macho Man has a tendency to jump to the side between combos, so don't
let that throw off your timing!

# Scoring: 64,460 points #
This guy is pretty cheap when it comes to allowing dizzies, hence the lower
score compared to the rest of the circuit.  To start out, get him dizzy off of
his first combo using the method described in the speed section.  If need be,
you can throw in some extra punches with this combo (like *Punching all 3 of
the punches) to make sure he staggers.  Use a NORMAL knockdown.

When he gets up, he may use an exercise program.  Just block/dodge it if he
does.  Against his next combo, *LB, LF, LF, SuperU, *RB, LF, LF, SuperU to
dizzy him.  This time, use a super knockdown (this is one of the easier ones to
do with KO punches, plus you need to lower his stamina for round 3).

The next move will either be an exercise program or a spin punch.  Dodge/block
it and quickly rapid punch him down (except against Exercise Program A, where
you'll have to use a LB and a KO punch).

If you missed one of the dizzy knockdowns early on, you can get a somewhat
decent score by waiting until his fifth combo in the pattern and doing this:
*LB, LF, LF, SuperU, *RB, LF, LF, SuperU to get another chance at a dizzy
knockdown, then finish him off as best you can from there.


###############################################################################
#                             Special Circuit                                 #
###############################################################################

Narcis Prince        70,690
Hoy Quarlow          75,000
Rick Bruiser         79,230
Nick Bruiser         78,870
===========================
Total               303,790

Continue Bonus (9)  360,000
===========================
Max Score           663,790

-------------------------------------------------------------------------------
Narcis Prince
-------------------------------------------------------------------------------

* Attack Pattern *

(Start)-> [LBH, RBH], [RFJ, LFJ], [!Combo], [LFJ, RBU], [LBH, RBH], [LBU, RBU],
             (Back to Start)...

* When you hit his face to make him mad, he will randomly pick one of the
 following patterns until he calms down, when he then resumes the pattern
 above:

(Mad1)-> LFJ, LFJ, RBU, LBU, RFH, LFH, LBH, RBH, RFJ, RFJ, LBU, RBU, LFH, RFH,
(Mad2)-> RFJ, RFJ, RBH, LBH, LFJ, LFJ, LBH, RBH, LFH, RFH, LBU, RBU, RFH, LFH,
(Mad3)-> LFH, RFH, LBU, RBU, RFH, LFH, RBU, LBU, LFJ, LFJ, RBU, LBU, RFH, LFH,
(Mad4)-> RFJ, RFJ, LBU, RBU, LFH, RFH, RBH, LBH, RFJ, RFJ, RBH, LBH, LFJ, LFJ,

* Moves *

# Dodge/Counter #
What: Dodges your punch and comes back with a random punch that's tough to
     block.  If it connects, he steals some of your stamina.  He can't do this
     when he's mad.
When: If he dodges, then good luck blocking...let's just say you shouldn't
     punch him between combos while he's calm!

# Flickering Combo (!Combo) #
What: Flickers for a second or two before throwing 3 quick jabs.
When: Listed in pattern.

* Dizzy Combos *

1: When he's mad, look to the patterns above to figure out what he's doing.
  Use the first punches to bulid up your punch meter, if you need to.  The
  low punches come in pairs, followed by high ones.  Try *Punching the first
  of a pair of low ones, then punching his face while he's stunned.  Next,
  *Punch the next low punch and unleash a RapidU.  This usually hits him
  enough to get him dizzy.  It's complicated, I know, but he's just too random
  and fast to say anything simple about this!

* Instant Knockdowns *

When Dizzy: He'll stoop down, vibrate, and settle there for a second.  Punch
   about a 1/2-second after he stops vibrating.

* Special Prize *

Make him mad = 500.

* Strategies *

# Speed: 12.67 sec #
*LB, LF to get him mad.  Then try to get him dizzy using the tips in the Dizzy
Combos section above.  After he gets up from a super knockdown, *RF to anger
him again.  This time, try to hit him with a RapidU as soon as he comes forward
from getting mad.  If you connect, it'll keep going until he's down.  It
doesn't always happen, but if you're lucky, he won't get up.  Should he come
back for a third round, *Punch his Flickering Combo to anger him again, then
finish him off.

# Scoring: 70,690 points #
There doesn't appear to be much that you can do to score points on this guy,
short of just knocking him out quickly and taking home the large bonus score.
You can get around 70,000 just by doing the speed strategy above.  However,
here's one thing that will squeeze out a few more points: In the second round,
instead of trying to hit that RapidU after getting him mad, just dodge his
first jab and SuperU him for a knockdown.  This should have taken the extra
second needed to ensure that he gets up for round 3.  *Punch his Flickering
Combo make him go nuts again, giving you an extra 500 for doing so, then take
him down.

-------------------------------------------------------------------------------
Hoy Quarlow
-------------------------------------------------------------------------------

* Attack Pattern *

(Start)-> [LFJx3, RBB], [RBB, Kick], [LBBx2, RFJ], [RFJ, !Spin], [LBB, RFJ],
             (Back to Start)
(30 sec)-> [!Lunges], [LBBx2, RFJ], [RBB, Kick], [LFJx3, RBB], [RFJ, !Spin],
              (Back to 30 sec)
(1 min 15)-> [!StaffA], [RFJ, !Spin], [LBBx2, RFJ], [!StaffB], [RBB, Kick],
                [LFJx3, RBB], (Back to 1 min 15)
(1 min 50)-> [!Lunges]...

* Kick = a simple kick.  Treat it like a LBB.

* Moves *

# Spinning Smack (!Spin) #
What: Spinning punch that must be ducked.  Looks like a normal punch if you're
     not watching closely enough.
When: Listed in pattern.

# Lunges (!Lunges) #
What: Jumps randomly to the upper left or upper right of the ring and charges
     forward with his staff.  Sometimes, instead of charging, he'll just jump
     again.  After 4 lunges, he pauses for a second, giving a chance to
     hit him.
When: 30 sec, 1 min 50, pattern can loop back to these times,
     (other times beyond).

# Staff Medley A (!StaffA) #
What: Twirls his staff near his head before unleashing a fast pattern of
     punches...[3xLFJ, 3xRFJ, 2xLBB, 2xRBB].
When: 1 min 15, some listed in pattern, (other times beyond).

# Staff Medley B (!StaffB) #
What: Twirls his staff near his body before unleashing a different pattern of
     punches...[2xRBB, 3xLFJ, 2xLBB, 3xRFJ].

* Dizzy Combos *

1: 3 *Punches and 5 Normal Punches, then SuperU (make sure he's on the right
  so he doesn't dodge it...the normal punches can come while he's stunned).
2: *Punch, 2 jabs, then duck his Spinning Smack and quickly use a RapidU.
3: Rapid punch him after he's done with his Lunges (use a RapidH if he's on
  the left or a RapidU if he's on the right).

* Instant Knockdowns *

When Dizzy: He quickly spins in a circle in the direction you last him.  Use
   an opposite body blow just before he reaches the center again (at about
   the 5 or 7 o'clock position in the circle).

* Special Prize *

Dodge a Lunge = 150.

* Strategies *

# Speed: 12.30 sec #
Getting this one started is about as tough as with Mad Clown.  Once again,
you have to LF him twice at the start.  To do so, lower his guard, then punch
at about .2 to .4 sec on the clock, and again at about .9 to 1.1 sec.  Those
moments seem to connect for me, but do what works for you.

The rest of this is, well, harder.  When he raises his staff, watch for him to
wiggle for a brief moment.  When you see that, LF to cancel his triple jab,
then quickly *RB, LF.  Next, punch either high or low, hitting the unguarded
spot, then *RB, LF (a LB will work on the ensuing kick if that wasn't enough).
He SHOULD be dizzy if you managed to do all that.  Use a super knockdown.

Now, it's time to be a little lucky (as if you weren't lucky enough to get
this far!).  As he's getting up, hold the buttons for a SuperU and then release
the KO punch button on "Fight," press and hold the button again as the punch is
thrown, then release again when your boxer is back in position to throw
another punch.  If both SuperU's hit, Hoy is down again.  If one of them
missed, you can still keep a pretty good time if you can use a SuperH to
counter punch him as he delivers his next pair of quick body blows.  When he
gets up again, be ready with your SuperU and again release on "Fight" to knock
him out.

# Scoring: 75,000 points #
Getting this score is far easier than beating this guy in under 13 seconds.
First, look for that wiggle when he raises his staff and LF, then *RB, LF.
Those punches should contribute a small amount to dizzying him, while also
building your punch meter.  Next, *RB, LF, *LB, RF, LF, SuperU will finish the
dizzy.  Use a NORMAL knockdown.

Round 2: skip the next combo, then *RF, LF, RF, then duck the Spinning Smack
and quickly RapidU for another dizzy.  Again, use a NORMAL knockdown.

Finally, wait until the 30 second mark when he does his lunges.  After dodging
his fourth lunge, do a RapidU (LF first if he's on the left) and he'll get
dizzy again.  Use a super knockdown for the best score, but it's another tough
shot.

-------------------------------------------------------------------------------
Rick Bruiser
-------------------------------------------------------------------------------

* Attack Pattern *

* Although he randomly jumps around between combos, the pattern is still always
 the same!

(Start)-> [RFJ, RFJ, LBH], [RBH, LBU], [!Combo], [RFJ, RFJ, LBH],
             [LBU, RBU&Down], (Back to Start)
(30 sec)-> [!Stomp], [LBU, RBU&Down], [RBH, LBU], [!Combo], [RFJ, RFJ, LBH],
              [LFJ, RFJ, LBU&Down], [LBU, RBU&Down]
(60 sec)-> [!Stomp]...

* "&Down" after an uppercut = quickly drops his elbow for another hit.

* Moves *

# Flicker/Shiver Combo (!Combo) #
What: Flickers and shivers before quickly doing this: [RBH, LFJ, RBU].
When: Listed in pattern.

# Stomp Uppercut (!Stomp) #
What: Dances around and then jumps in the air.  When he hits the ground, you
     will freeze, giving him a chance to knock you down with a single
     uppercut.  Be sure you're out of the way when he lands!
When: 30 sec, 60 sec, (other times beyond).

# Hand Crusher #
What: Grabs your hand and tries to elbow it.  If he succeeds, you're going to
     have to work with only one hand for a few seconds.  Dodge this by moving
     to the side opposite the hand you used.
When: Can happen any time he blocks one of your punches.

* Dizzy Combos *

1: Any combination of 2 *Punches, and about 6 normal punches.  Some of the
  normal ones can be while he's stunned.  If you can get in some rapid
  punches, you won't need as many normal punches.

* Instant Knockdowns *

When Dizzy: He moans and spins out away from your last punch (just like with
   Aran Ryan).  He then steadies himself by planting his foot and then spins
   back to the middle.  Use an opposite body blow as he comes to center.

* Special Prize *

Dodge Stomp Uppercut = 500.

* Strategies *

# Speed: 13.79 sec #
Drop his guard, then LF, block high to stop his counter, then *RF, LF, LF,
*RF, LF, LF, LB to dizzy him.  Super knockdown.  When he gets up, drop his
guard, LF, dodge left, *RB, LF, SuperU and he's down again.

As with most of these advanced fighters, there's a part that requires some
luck.  Drop his guard, and LB his gloves.  Hopefully, he'll try to crush your
hand.  Dodge to the right, LB, SuperU.  If he doesn't try the crush move,
you'll have to settle for blocking/dodging his next combo before knocking him
out, which will get you a time around 16-18 seconds.

# Scoring: 79,230 points #
Start by dropping his guard, then LF, block high to stop his counter, then
*RF, LF, LF, *RF, LF, LF, LB to dizzy him.  Let him recover, then on his next
combo, go *RB, LF, LF, *LB, RapidU to get him dizzy again.  Use a NORMAL
knockdown this time.  For round 2, block/dodge his flicker combo, then drop
his guard and use the exact same pattern you started with for another dizzy
(*RF, LF, LF, *RF, LF, LF, LB).  Use another NORMAL knockdown.  When he
scrambles to his feet again, get another dizzy by going *LB, LF, LF, LF, *RB,
RapidU.  To get the 79,000, you'll need a super knockdown here.

One problem: for the dizzy combos where you start by dropping his guard,
sometimes Rick will jump to the side instead of standing there waiting to get
hit (how dare he?).  This makes it impossible to get in that first jab in your
attack.  When he does this, you'll have to use this pattern in place of the
normal one to get the job done: dodge the first punch, then LF, RF, *RF, LF,
LF, *LB, LF, LF.

-------------------------------------------------------------------------------
Nick Bruiser
-------------------------------------------------------------------------------

* Attack Pattern *

(Start)-> R??, L??, (Back to Start)
(25 sec)-> [!Dive], [RFJ, LFH], [LFH, RBH], [!Run], [RFH, LBH, RBU], [!Run],
              (Back to 25 sec)
(60 sec)-> [!Piston], [RFH, LBH, RBU], [!Run], [RFJ, LFH], [LFJ, RFH, LBU],
              (Back to 60 sec)
(1 min 40)-> R??, L??, (Back to 1 min 40)
(2 min)-> [!Dive]...

* "R??" and "L??": You know which side the punch is coming from, but not
                  whether it's a jab or a body blow...that part's random.

* Moves *

# Hand Crusher #
What: Grabs your hand and tries to elbow it.  If he succeeds, you're going to
     have to work with only one hand for a few seconds.  Dodge this by moving
     to the side opposite the hand you used.
When: Can happen any time he blocks one of your punches.

# Dive Combo (!Dive) #
What: Jumps to the back of the ring and dives at you, followed by two quick
     high hooks.  If he gets you with the dive, you're going down!
When: 25 sec, 1 min 40, pattern can loop back to these times,
     (other times beyond).

# Running Uppercuts #
What: Runs in place before throwing 2 uppercuts.  You've seen Mr. Sandman do
     this, so this shouldn't be a problem.
When: Listed in pattern.

# The Piston (!Piston) #
What: When a cannon goes off, he starts this nasty series of punches that can
     hurt you even when you block them!  They're not as fast as the ones in
     Piston Hurricane's or Aran Ryan's rushes, so you can actually counter
     punch them to stop the combo!  There are 2 randomly-selected patterns
     for this...
         Pattern 1: [LBH, RFJ, RBH, LFJ, (repeat twice), RBU].
         Pattern 2: [RBH, LFJ, LBH, RFJ, (repeat twice), LBU].
When: 60 sec, pattern can loop back to this time, (other times beyond).

* Dizzy Combos *

1: Combination of 1 or 2 *Punches and 7 normal punches.  Most of the normal
  ones can be while he's stunned.
2: During any of his 3-part combos, *Punch all 3 of them, hitting him with
  alternating body blows in between.

* Instant Knockdowns *

When Dizzy: He moves just like Bob Charlie's dizzy motion...staggering back to
   the ropes, regaining his composure, and calmly walking forward.  Hit him
   with an opposite-side body blow just as you hear him take his first step
   forward.

* Special Prize *

Counter Punch during The Piston = 1,000

* Strategies *

# Speed (Insanely Lucky Way): 9.88 sec #
You don't know what luck is until you get this one to work!

Drop his guard and LF him twice, then get ready to *Punch with either a RF or
RB, depending on where his gloves are when he stops moving.  If the punch
connects, just jab him repeatedly until he's dizzy, super knockdown.

Now comes the one-in-a-million part...IMMEDIATELY when he gets up, begin to
SuperH him (hold down the KO punch button while he's getting ready and release
it on "Fight").  IF you can SuperH him 3 straight times without missing, he'll
go down and you'll be able to enjoy the rarest of sights...Nick Bruiser getting
KO'ed on just 2 knockdowns!  He even has a special animation for this where he
starts trying to get up really early in the count, but then kneels at the last
second!

Why doesn't this always work?  First off, at the beginning, there's a chance
that he'll get dizzy before you build up your punch meter, making the super
knockdown impossible.  The other bigger problem comes with what he does after.
Sometimes, he'll punch immediately after the round begins and other times he
won't.  The 3 SuperH's only connect when he doesn't punch right away.  The
second punch should counter the punch he throws from the left, and if it's a
jab, you're going to get hit.  Other times, he'll just dodge or block the
punches, adding to the trouble.

In any case, only attempt this when you've done everything else you've ever
wanted to do with this game, cause it will take you a long time to do it!
You've been warned...

# Speed (Easier Way): 13.82 sec #
As an alternative to being lucky, you can consistently knock Nick out in just
4-5 seconds slower than in the above method.  It does require that you can
*Punch his first punches a couple of times.  To do this, knock him down by
getting him dizzy as you would when doing this the other way.  This time, when
he gets up, *Punch his left and then use body blows repeatedly to dizzy him
again (use a RapidH, if you can).  After 2 super knockdowns, he should have so
little energy for the third round that one more KO punch will finish him off.
Unless you feel lucky, you should wait until he throws another punch before
trying to connect with this last punch.

# Scoring: 78,870 points #
To get this, you'll have to be an expert at *Punching his first punches, which
require you to look at his gloves when he freezes and still punch at the
perfect moment.  It will also test your nerves under pressure when you attempt
to get this score in Championship Mode after getting good scores on the first
3 fighters.  It's a whole lot harder to hit those punches when you know that
you can't reset if you miss!

The whole key is this first 25 seconds, when he uses these punches.  Your
goal is to get all 3 knockdowns from dizzying him during that time.  Note
that you do have some margin for error here.  Even if you get hit, just get
him on the next punch.

Start by dropping his guard, then LF twice, (*RF or *RB), and then use
alternating body blows to make him dizzy.  Use a NORMAL knockdown.  When he
gets up, the punch will come from the left, so counter punch with a LF or LB,
then use the alternating body blows again.  He probably won't be dizzy yet, so
quickly LB him again and hope it connects to get it (if he blocks it, let this
combo go and get ready to *Punch his next move).  Again, NORMAL knockdown.

Make sure that you know which side the next punch is coming from.  If you're
in the third round after just two punches from him, then the next one is from
the right, *Punch and use body blows to dizzy him again in the same way as
before (easier said than done).  After all this, if you still feel lucky, go
ahead and try a super knockdown to put him away.  If you can do this, while
getting him on every one of his first 3 punches, you can get the 78,000.
Getting hit and taking longer will obviously subtract from that score.
Good luck!

A note on "damage control": suppose you're playing Championship Mode and got
this far only to run out of time (25 sec) during the first part of your battle
with Nick.  All is NOT completely lost.  There are more ways to dizzy him
beyond the first part.  You can use them to get your instant knockdowns and
still score quite a few points...it probably won't be in the 70,000s, but it
won't be too low either.  Have a look at some patterns that I've used for this:

--At 25 sec, he'll do his !Dive.  Dodge/duck this move, then in the next combo,
   dodge twice, then RF, LF, drop his guard, RF, *LF, RF, LF, *RB, LF, RF.
--In the (25 sec) part of his attack pattern, there's a 3-punch pattern in
   in between !Run's.  Counter punch all 3 of them, using body blows after
   each one while he stunned.
--When he does the Piston, block the first punch and pause the game to check
   which pattern he's going to use.  Counter punch one of his punches to stun
   him, then use a Rapid Punch (RapidH if he's on the left, otherwise RapidU).


###############################################################################
#                     Acknowledgements/Copyright Info.                        #
###############################################################################

Thanks to everyone who wrote and contributed to FAQs about Super Punch-Out on
GameFAQs.com.  Those guides taught me everything I wanted to know about
getting dizzy ("unsteady") knockdowns and lowering my times.  They also gave
me the idea to dig up this old game in the first place, which eventually led
to the writing of what you see here.  I couldn't have done this without you
guys.

Please do not post this guide on your web site without my permission.  This is
supposed to be free, so don't sell it.  I don't mind if you copy and paste
this information for personal use, but if you want to use it for any other
purpose, you need to contact me first.  It took many hours to write all of
this, so I'm very protective of my work.  Thanks!