Final Fight 3 FAQ by velo city (Genocide_City_Metropolis@hotmail.com) Version 1.0 Copyright 2002-2003 velo city ________________________________ Table of Contents: 1. Introduction 2. Legal Junk 3. Version History 4. What is Final Fight 3? 5. Final Fight 3 FAQ: a. Characters and strategies b. Moves and how to use them c. Enemies d. Bosses e. Items and weapons f. Walkthrough g. Other things I noticed h. Scoring System i. High Scores 6. Contact me 7. Credits ________________________________ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 1. Introduction vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Ah, so you have somehow, either through means of boredom, desperation, or link, stumbled onto my Final Fight 3 FAQ. Welcome. Since the current guides posted on GameFAQs for Final Fight 3 are either not detailed enough, simply moves lists, or just plain not getting to the subject, I have decided to make my own Final Fight 3 FAQ whenever I have free time. If you have read my Streets of Rage 2 FAQ, you will notice that the structure of this FAQ is VERY similar to the structure of the Streets of Rage 2 FAQ. This is not done out of laziness but out of...ah, maybe it is laziness. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 2. Legal Junk vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv This FAQ is protected by Copyright Law, and cannot be reproduced in any way without asking me first. If you do take something out of my FAQ, give me full credit and leave it _unaltered_. This FAQ cannot be printed, sold, or by any other means damaged or tampered. The latest version of this FAQ is currently available at: www.gamefaqs.com Any other sources will be posted at a later date. If you see this document on any other site than the ones mentioned above, notify me and appropriate action will be taken. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 3. Version History vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Version 1.0: Finished the FAQ except for a few things.(unfinished stuff, unknown damage figures) Expect for there to be another update. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 4. What is Final Fight 3? vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv One day, the boys at Capcom sat down and thought "Hmm...maybe if we make a side-scrolling beat-em-up and throw three completely different Street- Fighter-esque characters into the mix, then make them beat the crap out of random thugs, we will have a hit game!" Fortunately, they did make Final Fight a hit game, but unfortunately, it had it's fair share of problems. The original Final Fight had plenty of cheap shots and was too hard for the casual gamer. With Sega producing Streets of Rage, a rivaling game similar to Final Fight, Capcom knew that they would have to produce a much better sequel if they wanted to stay on the market. Thus, Final Fight 2 was born. This was a lot better than Final Fight, but cheap shots still remained and the fun factor was at an all-time low with ten different enemies that had the same punching move. Even though by now the Final Fight series was showered in glory, Capcom decided to give one last try at the perfect beat-em-up...and that is where Final Fight 3 comes into the equation. With most of the cheap shots gone and a fun factor through the roof, Final Fight 3 has become a great, but forgotten ending to the Final Fight series... Now, for those not familiar with this game, basically you walk on a screen, reach a stop, and a bunch of thugs try to gang up on you. You have to defend yourself using your character's moves(depending on what character you use) and move on. Occasionally you find items and weapons that you can use to your advantage. At the end of almost every stage, a "boss"(a large enemy with tons of HP and skill) tries to pound you into paste. That's basically it. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 5. Final Fight 3 FAQ vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv ____________________________________ A. Characters and strategies ____________________________________ Here I will rate each character in alphabetical order and give tips... **** Dean **** Strengths: Out of all four characters' combos, his is the best.(which doesn't say much) Weaknesses: Not only does he have the worst running attack in the game, but he is also slow. My review: Dean is like a double-sided coin, his advantages and disadvantages pretty much equal out. His combo is great and his grabbing moves are OK, but his running attack absolutely sucks and his single attack could use some work. His jump attacks aren't anything to jump for joy about, either. Overall, Dean is not worth using much if you're going for the best character. Try the choices below instead. Rating: 7/10 Tips: * Combo frequently, as this is Dean's only strong point and salvation from being a horrible character. *** Guy *** Strengths: The fastest character in the game. Also, he has a great assortment of moves. Weaknesses: His strong moves take too long to execute. My review: In my opinion, Guy is the best of the bunch. Aside from being extremely fast, his moves are top notch. Everything from his combo to his single attack to his jump kick to his running attack, Guy covers it all. He's the best choice for beginners and experts alike. Even though he may not dish out a lot of damage, that's alright, his advantages outweigh his disadvantages by a bundle. Rating: 9.5/10 Tips: * Use Guy's running attack as an "icebreaker" when entering new scenes. * Depending on how much time you have to spare before getting the crap kicked out of you by another enemy, use these grabbing moves in the following situations: Throw: Little to no time left. Suplex: Medium time left. Beat Down: Lots of time left. ****** Haggar ****** Strengths: A powerhouse when it comes to dishing out damage. He also has two exceptionally good moves.(Jumping Piledriver and Jumping Neckbreaker) Yet another small advantage is that he's the only character in the game that's strong enough to move while grabbing an enemy. Weaknesses: Slow, and I mean SLOW. My review: Haggar is quite a good character. His attacks do very good amounts of damage, not even mentioning the fact that Jumping Piledriver and Jumping Neckbreaker are superior in power, range, and invincibility. Combine this with an overall large range and you've got a kickass character. Even though he is the slowest character in the game, that doesn't stop him from being a good choice. However, he is not as good as Guy, but he comes close. Rating: 8.5/10 Tips: * Use Jumping Piledrivers/Jumping Neckbreakers all the time. They not only pack a whollop and make you invincible, but they easily hurt other enemies as well. ***** Lucia ***** Strengths: Along with being the second fastest character, her jump attacks are superb. Weaknesses: All of her other attacks suck. My review: Lucia is horrible. Most of her attacks are really bad, especially her combo and Super. Sure, her speed, jump attacks, and suplex are good, but that doesn't shadow the fact that without a good variaty of good moves, you don't have jack. Unless you're looking for a challenge,(i.e. beating Expert difficulty with her) steer clear of Lucia. Rating: 5/10 Tips: * Since Lucia's suplex is one of the few attacks in her inventory that is actually worth a crap, I suggest you use it a lot. ____________________________________ B. Moves and how to use them ____________________________________ Here I will list each character's moves, damage for the moves, strategies, and ratings. They will be in this order: Combo Single Attack Running Attack Special Super Grabbing Combo Grabbing Combo(behind)(Dean only) Throw Jumping Piledriver(Haggar only) Slam(Dean doesn't have one) Back Kick(Lucia only) Suplex(Guy only) Backbreaker(Dean only) Jumping Neckbreaker(Haggar only) Flame Kick(Lucia only) Flying Kick(Guy only) Jump Kick Running Jump Kick Downward Attack The Maximum Damage will be the largest possible amount of damage if the move is performed on a standard enemy.(G or Ray) A star on the damage scale is equal to 1/36 of a lifebar.(one fourth of a number across) A move with twelve stars can successfully eliminate an enemy with three numbers across worth of health.(the ones at the beginning of the game) The breaks in the damage figures indicate the separate hits of the move. If you don't want to bother counting the stars, I put the damage done beside them.(1 star = 1 HP) ************* Generic Moves ************* Vault:(while holding an enemy, press down + Y) Use to slam. Skip:(while running, stop and press the opposite direction twice quickly, repeatedly if desired) A way to avoid damage. Run:(press <- or -> twice in a row, holding the second time) Needed to use running attacks and running jump kicks. Grab 'n Throw:(perform a Single Attack while being a good distance from the opponent, or, if you're Dean, perform your Single Attack except replace up with down) Your character grabs the opponent from afar and throws him/her. It has no real use, but it's a move. ************ Dean's Moves ************ Combo:(press Y repeatedly) Two jabs and an Electric Punch.(the Electric Punch will just be a regular punch unless you press Y more than once during the final blow)(the regular punch does 2 HP) ___________________________________________ Maximum Damage: |***/***/**/****____________________________|(12 HP) Strategy: Use often, as this is Dean's strong point. Rating: 7/10 Single Attack:(press Y over and over while continuously changing from up to the direction towards your enemy, starting with the direction towards your enemy) An Electric Uppercut. ___________________________________________ Maximum Damage: |************_______________________________|(12 HP) Strategy: Good damage, and can be used with your regular combo to add more damage. The only problem is the range. Rating: 6.5/10 Running Attack:(press Y while running) A slide. ___________________________________________ Maximum Damage: |***________________________________________|(3 HP) Strategy: The damage alone makes this move lame as hell. Avoid at all costs. Rating: 3/10 Special:(press Y + B) An Electric Surge. ___________________________________________ Maximum Damage: |*****______________________________________|(5 HP) Strategy: Better than most specials, as this one lasts longer. Use it when you're getting beat up and need to retaliate. Rating: 8/10 Super:(grab an enemy when the blue bar at the bottom says "Super" and press down, up, then Y)(thanks to Zabad for this info) An Electric Slam followed by a Jumping Electric Slam. ___________________________________________ Maximum Damage: |******/************________________________|(18 HP) Strategy: Use it whenever your Super bar is filled up. A fast way to deal loads of damage, but it's kinda tricky to pull off. Rating: 7.5/10 Grabbing combo:(grab an enemy from the front and press Y) Three punches. ___________________________________________ Maximum Damage: |***/***/****_______________________________|(10 HP) Strategy: Follow the first two punches by a throw or a Backbreaker. Rating: 6.5/10 Grabbing combo:(behind)(grab an enemy from behind or vault from the front and press Y) Three elbows. ___________________________________________ Maximum Damage: |**/**/***__________________________________|(7 HP) Strategy: Skip this for a Backbreaker/throw, as they do more damage. Rating: 4/10 Throw:(grab an enemy and press <- or -> + Y) A throw. ___________________________________________ Maximum Damage: |********___________________________________|(8 HP) Strategy: Use this with the grabbing combo to deal good damage. Rating: 7/10 Backbreaker:(grab an enemy from behind or vault from the front and press up + Y) Dean holds the enemy above his head, then crashes the enemy's back onto his knee. ___________________________________________ Maximum Damage: |*********__________________________________|(9 HP) Strategy: A good move with good damage/temporary invincibility. Watch it when you perform this move around too many people, though. Rating: 7/10 Jump Kick:(press B, then Y) A side kick. ___________________________________________ Maximum Damage: |***________________________________________|(3 HP) Strategy: Just skip this move. It isn't any good from any perspective. Rating: 2/10 Running Jump Kick:(while running press B, then Y) A dive. ___________________________________________ Maximum Damage: |****_______________________________________|(4 HP) Strategy: Not a very good move, but it may come in handy. Rating: 4/10 Downward Attack:(perform a Jump Kick while pressing down) A downward punch. ___________________________________________ Maximum Damage: |*__________________________________________|(1 HP) Strategy: Horrible damage, horrible range, horrible everything. Avoid like the plague, unless you're going for a high score.(see the "Scoring System" section for more info) Rating: 0/10 *********** Guy's Moves *********** Combo:(press Y repeatedly) Two jabs, a straight, an elbow, and a roundhouse kick.(can also be four punches, an elbow, and a roundhouse kick[see "Other things I noticed" for more info]) ___________________________________________ Maximum Damage: |*/*/**/**/***______________________________|(9 HP) ___________________________________________ Maximum Damage: |*/*/*/*/**/***_____________________________|(9 HP) Strategy: Even though it doesn't do much damage for a combo, it's fast and it's convenient, especially in harder modes. Rating: 7/10 Single Attack:(press Y over and over while continuously changing from down to the direction towards your enemy, starting with down) A Palm Fireball. ___________________________________________ Maximum Damage: |**2/3/**2/3/**2/3/**1/2/**1/2/**___________|(15 HP) Strategy: Use this at the end of your combo for good damage. Don't rely on it too much, though. Rating: 6/10 Running Attack:(press Y repeatedly while running) A double elbow, an upward chop, an elbow, and a foot sweep. ___________________________________________ Maximum Damage: |***/****/****/*****________________________|(16 HP) Strategy: A very good attack if used on the lenient enemies. Don't use it too often in Expert difficulty, though. Rating: 8/10 Special:(press Y + B) A Hurricane Kick. ___________________________________________ Maximum Damage: |*****______________________________________|(5 HP) Strategy: Use this when you're getting beat up and need to retaliate. Rating: 7.5/10 Super:(grab an enemy when the blue bar at the bottom says "Super" and press Y over and over while continuously changing from down to the direction towards your enemy, starting with down) Five Palm Strikes and a Palm Fireball.(Side note: if you listen to the hits, it sounds like this move hits seven or eight times, but I assure you, it hits six times) ___________________________________________ Maximum Damage: |****/****/****/****/****/*****_____________|(25 HP) Strategy: Great damage and possible splash damage. Use every time your Super Bar is filled up. Rating: 7/10 Grabbing combo:(grab an enemy and press Y repeatedly) Three knees. ___________________________________________ Maximum Damage: |**/**1/2/***1/2____________________________|(8 HP) Strategy: Combine the first two knees with a Suplex/Throw/Beat Down. Rating: 6.5/10 Throw:(grab an enemy and press <- or -> + Y) A shoulder throw. ___________________________________________ Maximum Damage: |******_____________________________________|(6 HP) Strategy: Good for when you don't have time to vault over and slam the enemy. Otherwise, slam. Rating: 7/10 Slam:(grab an enemy from behind or vault from the front and press Y) Beat Down.(Guy punches the opponent in the stomach three times on the floor) ___________________________________________ Maximum Damage: |****/****/****_____________________________|(12 HP) Strategy: Great for beating the crap out of one opponent. Watch it if there's too many enemies, though. Rating: 7.5/10 Suplex:(grab an opponent from behind or vault from the front and press <- or -> + Y) A suplex and a handspring.(the handspring does no damage, it just gets Guy on his feet again) ___________________________________________ Maximum Damage: |**********_________________________________|(10 HP) Strategy: A lot faster than the move above, use this if you're pressed for time but need to do good damage. Rating: 7.5/10 Flying Kick:(press B, then Y, but don't press <- or ->) A high kick. ___________________________________________ Maximum Damage: |****4/7____________________________________|(4 4/7 HP) Strategy: Ignore this move completely. It's range is so atrocious that you'll never hit anybody. Rating: 1/10 Jump Kick:(press <- or ->, then B, then Y) A side kick. ___________________________________________ Maximum Damage: |****_______________________________________|(4 HP) Strategy: Not much better than Guy's Flying Kick. It has a better range, but is succeeded by better attacks... Rating: 4/10 Running Jump Kick:(while running press B, then Y) A backward side kick. ___________________________________________ Maximum Damage: |*****______________________________________|(5 HP) Strategy: Now we're talkin'! This move has better range than the above two, and you don't get hit out of it so easily. Rating: 7/10 Downward Attack:(perform a Jump Kick while pressing down) A downward elbow. ___________________________________________ Maximum Damage: |**_________________________________________|(2 HP) Strategy: Another downward attack gone wrong. Skip this for something else. Rating: 1/10 ************** Haggar's Moves ************** Combo:(press Y repeatedly) Two hooks and a Hammer Punch. ___________________________________________ Maximum Damage: |**/***/*****_______________________________|(10 HP) Strategy: A little too slow to be very useful. Use only if you don't have time to grab, or if you need the superior range. Rating: 6.5/10 Single Attack:(press Y over and over while continuously changing from down to the direction towards your enemy, starting with down) A Swinging Hammer Punch. ___________________________________________ Maximum Damage: |*****/*****/*****__________________________|(15 HP) Strategy: A good move in range, speed, and power, but it's too hard to pull off without much efficiency. If you practice long enough, though, you'll get the hang of it. Rating: 6/10 Running Attack:(press Y repeatedly while running) An Overhead Punch.(for lack of a better name) ___________________________________________ Maximum Damage: |****/****/****/****________________________|(16 HP) Strategy: Better than the attack above, this can be executed plenty of times. Unfortunately, it's range isn't very good. Rating: 7/10 Special:(press Y + B) A Spinning Hook. ___________________________________________ Maximum Damage: |*****______________________________________|(5 HP) Strategy: Use this when you're getting beat up and need to retaliate. Rating: 7.5/10 Super:(grab an enemy when the blue bar at the bottom says "Super" and press Y over and over while continuously changing from down to the direction towards your enemy, starting with down) A Jumping Neckbreaker and a Super Jumping Piledriver. ___________________________________________ Maximum Damage: |**********/***************_________________|(25 HP) Strategy: Hard to pull off, but the damage makes it worth it. Don't go too out of your way to do this move, though. Rating: 6.5/10 Grabbing combo:(grab an enemy and press Y repeatedly) Three headbutts. ___________________________________________ Maximum Damage: |**/***/****________________________________|(9 HP) Strategy: Combine the first two headbutts with a Jumping Piledriver or an Overhead Throw. Rating: 6.5/10 Throw:(grab an enemy and press <- or -> + Y) An Overhead Throw. ___________________________________________ Maximum Damage: |*******____________________________________|(7 HP) Strategy: A good move mainly because you're invincible while you're doing it. Use occasionally. Rating: 7/10 Jumping Piledriver:(grab an enemy from the front and press B, then Y) The name explains it all. ___________________________________________ Maximum Damage: |************_______________________________|(12 HP) Strategy: This is one of Haggar's best moves, both for invincibility and damage. Use all the time. Rating: 8.5/10 Slam:(grab an enemy from behind or vault from the front and press Y) A Body Slam. ___________________________________________ Maximum Damage: |**********1/2______________________________|(10 1/2 HP) Strategy: Another good move, use this if you don't have the time to go into a Jumping Piledriver. Rating: 8/10 Jumping Neckbreaker:(grab an enemy from behind or vault from the front and press B, then Y) Haggar jumps with the enemy and lands this move on his/her neck. ___________________________________________ Maximum Damage: |*************______________________________|(13 HP) Strategy: Use this over the Jumping Piledriver if you want to squeeze as much life out of an enemy as you can. Too bad you have to vault over to do this... Rating: 8.5/10 Jump Kick:(press B, then Y) A drop kick. ___________________________________________ Maximum Damage: |***________________________________________|(3 HP) Strategy: An OK move, but should be skipped for something else. Rating: 4.5/10 Running Jump Kick:(while running press B, then Y) A dive. ___________________________________________ Maximum Damage: |***________________________________________|(3 HP) Strategy: Better range than the move above, but not much more. Rating: 5/10 Downward Attack:(perform a Jump Kick while pressing down) A high kick. ___________________________________________ Maximum Damage: |****_______________________________________|(4 HP) Strategy: The best downward attack in the game, but still worthless. Rating: 2.5/10 ************* Lucia's Moves ************* Combo:(press B repeatedly) A middle kick, a low kick, a high kick, and an elbow. ___________________________________________ Maximum Damage: |*1/2/**/*1/2/***___________________________|(8 HP) Strategy: Pretty bad for a combo. The first kick is slow, has worthless range, and makes the whole combo not worth a crap. Rating: 5/10 Single Attack:(press Y over and over while continuously changing from down to the direction towards your enemy, starting with down) A Hyper Kick.(Lucia jumps in the air and does an assortment of fast kicks) ___________________________________________ Maximum Damage: |****/****/****/****________________________|(16 HP) Strategy: A decent alternative to the combo. If it hits, then you're set. If not, you're screwed. Rating: 6/10 Running Attack:(press Y repeatedly while running) An elbow, a high kick, and a middle kick. ___________________________________________ Maximum Damage: |****/***1/2/**1/2/****_____________________|(14 HP) Strategy: Another alternative to the combo. This attack does good damage, has good range after you start it, and is fast as well. Rating: 7/10 Special:(press Y + B) A Spinning Kick. ___________________________________________ Maximum Damage: |*****______________________________________|(5 HP) Strategy: Use this when you're getting beat up and need to retaliate. Rating: 7.5/10 Super:(when the blue bar at the bottom says "Super", press down twice, then <- or -> + Y)(credits go to Zabad for this information) Four middle kicks, a Hyper Kick, and a Flame Kick. ___________________________________________ Maximum Damage: |*/*/*1/2/*/*1/2/***1/2/*/*1/2/**/**********|(23 1/2 HP) Strategy: Due to the fact that it's hard to pull off and it doesn't always hit an enemy, this Super isn't worth using much. Rating: 4/10 Grabbing combo:(grab an enemy and press Y repeatedly) Three knees. ___________________________________________ Maximum Damage: |*1/2/**1/2/**______________________________|(6 HP) Strategy: As usual, combine the two knees with a throw/slam. Rating: 6/10 Throw:(grab an enemy and press <- or -> + Y) A shoulder throw. ___________________________________________ Maximum Damage: |******_____________________________________|(6 HP) Strategy: Good damage, use if you don't have time to slam. Rating: 7/10 Slam:(grab an enemy from behind or vault from the front and press Y) A suplex. ___________________________________________ Maximum Damage: |**********_________________________________|(10 HP) Strategy: One of Lucia's best moves, this should be used often due to good damage and invincibility. Rating: 8/10 Back Kick:(grab an enemy from behind or vault from the front and press <- or -> + Y) Lucia knees the opponent in the back. ___________________________________________ Maximum Damage: |*****______________________________________|(5 HP) Strategy: This move is worthless, ignore it for a Suplex. Rating: 3/10 Flame Kick:(hold down, then let go and press <- or -> + B, then Y)(thanks to Quicksilver16 for this info) Lucia kicks with her flaming foot. ___________________________________________ Maximum Damage: |*********__________________________________|(9 HP) Strategy: This move should be avoided because it is very hard to pull off, and there are better moves than this. Rating: 2/10 Jump Kick:(press B, then Y) A Diagonal Kick. ___________________________________________ Maximum Damage: |****_______________________________________|(4 HP) Strategy: Not so great because of range. Use the attack below instead. Rating: 4/10 Running Jump Kick:(while running press B, then Y) An Overhead Kick. ___________________________________________ Maximum Damage: |******_____________________________________|(6 HP) Strategy: Pretty good for a jump kick. Use this when entering new scenes. Rating: 7/10 Downward Attack:(perform a Jump Kick while pressing down) A Knee Press. ___________________________________________ Maximum Damage: |**1/2______________________________________|(2 1/2 HP) Strategy: Yet another in the series of lame downward attacks. Rating: 1/10 ____________________________________ C. Enemies ____________________________________ _G_: The basic starting punk, G doesn't do much except occasionally punch or kick you. They tend to gang up on you if possible. Description: A black-haired regular-sized guy with boots. Color variaties: Green, orange, purple, grey, brown, blue, light brown, dark brown. Name variaties: G, Johnny. AI/Strategy: I really shoudn't have to tell you how to defeat this guy. Just beat the crap out of him and keep doing it until he's dead. He shouldn't retaliate if you do that. Difficulty: 1 Difficulty:(when paired with other punks) 1.5 Attacks: Kick: G tries to aim this slow ass attack at you. __________________________ Damage: |*_________________________|(1 HP) Strategy: Attack or sidestep. Punch: ... __________________________ Damage: |**________________________|(2 HP) Strategy: Since you can't sidestep this, your only option is to attack. _Ray_: Man, I hate these guys. Their only attack is a punching combo, which you often have to special out of. They also like to hit you from behind, which is very annoying. Description: Basically the same as G except thinner, he has yellow frilled hair, and he doesn't wear boots. Color variaties: Black-purple, orange, grey, bright green. Name variaties: Ray, Billy. AI/Strategy: First of all, you should never let him get in your close range unless you're going to pound him into submission. If you're dealing with other punks besides him, either do an invincible move or throw the other enemy into him. Just don't let him catch you off guard. Difficulty: 2 Difficulty:(when paired with other punks) 3.5 Attacks: Punch: Ray likes to do this in rapid succession. __________________________ Damage: |*_________________________|(1 HP) Strategy: See AI/Strategy. Uppercut: Ray usually does this after a couple of punches. __________________________ Damage: |**1/2_____________________|(2 1/2 HP) Strategy: If he's done that many punches on you in a row, special. _Dirk_: Armed with claws, this enemy is more lenient and appears less often than G/Ray, but he's just as annoying. Dirks tend to have more HP as well. Description: The same as G/Ray except he's taller and has claws. Color variaties: Light green, dark green, light blue, black, blue.(pants color) Name variaties: Dirk, Rick. AI/Strategy: Either clobber him in close range, grab, or jump kick if he's far away. However, if he's far away and you're at a standstill, either move up/down or special, as he is going to do his Claw Charge attack, which can be uber-annoying. Running attacks are alright against him, but don't overdo it, as you can be hit out of it. Difficulty: 2.5 Difficulty:(when paired with other punks) 3.5 Attacks: Claw Uppercut: Pretty much self-explanitory. _________________________ Damage: |*****____________________|(5 HP) Strategy: Combo him before he can do this. Claw Stab: Another of his combo moves. Comes in two forms. _________________________ Damage: |*1/4/**1/2_______________|(1 1/4 HP for first type, 2 1/2 for second type)(unconfirmed) Strategy: Same as above. Running Claw: Dirk can do this from all the way across the screen. __________________________ Damage: |??????????????????????????| _Fat Charger_: He's fat, and he charges across the screen. In fact, that's almost all he does. Given that he usually doesn't charge right away, he walks around like an idiot. Description: A fat dude with a mohawk, light shirt, and shorts. Color variaties: Black, red-brown, blue, brown, pink, dark brown, grey, green.(shirt color) Name variaties: Fat Jack, Arby. AI/Strategy: When he's not charging you, attack him while you have the chance. If he is charging, sidestep it or jump over him. He rarely does his palm strike, so don't worry about it much. Difficulty: 2 Difficulty:(when paired with other punks) 3 Attacks: Charge: Fat Charger's main attack. __________________________ Damage: |******____________________|(6 HP) Strategy: See AI/Strategy. Palm Strike: A rare attack, but annoying when it pops up. __________________________ Damage: |*******___________________|(7 HP) Strategy: Combo him when you're up close. _May_: Another of the cast of annoying enemies, May won't let you hit her easily, due to the fact that she has an invincibility move. She can also be cheap at times, but the probability of this happening can be cut down with skill. Description: A woman in a skin-tight suit with kunai attached to her fists. Color variaties: Purple, orange, grey, light blue. Name variaties: May. AI/Strategy: Combos and grabs are good, but not foolproof, as May has an invincible move and a very cheap grabbing attack. Single attacks are good due to their good range,(mostly) so use them in combos. No matter how careful you are, however, you are always subject to cheap shots. Difficulty: 3 Difficulty:(when paired with other punks) 4 Attacks: Stab: May's basic attack. __________________________ Damage: |**________________________|(2 HP) Strategy: You shouldn't need a strategy to avoid this attack... Backflip Kick: I know that's not what it really is, but I can't think of a better name for it. __________________________ Damage: |??????????????????????????| Strategy: Just don't try to grab. _Andore_: The big macho boy of the pack, Andore can be deadly if not dealt with properly. His very damaging attacks can be avoided, but not without a good amount of skill. He tends to have very large amounts of HP as well. Description: A tall and muscular guy. 'Nuff said. Color variaties: Red, green, brown-grey. Name variaties: Andore. AI/Strategy: If you're up close, combo or do whatever you have to to take him down. If you're far away, avoid staying in his horizontal row, as he will rush you if you do. Sneak up on him and unleash hell. Don't try grabbing him too often, as he will sometimes grab you. Another thing, if you're not dealing with him, do not stay in close or even long range of him, as he will take you down. Difficulty: 2 Difficulty:(when paired with other punks) 5 Attacks: Downward Punch: ... __________________________ Damage: |??????????????????????????| Strategy: Same as Choke Hold. Charge: Andore does this if you're medium or long range away from him. __________________________ Damage: |****1/2___________________|(4 1/2 HP) Strategy: Stay in close range and attack! Choke Hold: Ouch. __________________________ Damage: |***/***/***/****__________|(13 HP) Strategy: Be careful when getting too close to him. Piledriver: This extremely annoying move is back for round three. __________________________ Damage: |***************___________|(15 HP) Strategy: Same as above. Butt Stomp: Another familiar move in the Final Fight series. ____________________ Damage: |**1/2_______________|(2 1/2 HP) Strategy: If you see Andore doing this attack, just avoid it. _Joe_: A very annoying, yet very small enemy. This guy loves to stay out of your way, and when you're ignoring him, sneak on you from behind. He's also hard to hit. Description: A wild midget with a thingy in his mouth that is put on rabid dogs so they won't bite. Color variaties: Black, green, brown-red. Name variaties: Joe. AI/Strategy: Grabbing isn't all that great here, as Joe can also grab you. Combos are your best bet up close. If you're not dealing with this guy, keep an eye on him, as he loves to hit you when you're not looking. Difficulty: 2.5 Difficulty:(when paired with other punks) 3.5 Attacks: Kick: Self-explanitory. __________________________ Damage: |??????????????????????????| Strategy: You gotta be in real close range for this to happen, so... Underhand: ... __________________________ Damage: |*******1/2________________|(7 1/2 HP) Strategy: Same as above. Jump Kick: A jumping version of the kicking sprite. __________________________ Damage: |*******1/2________________|(7 1/2 HP) Strategy: Same as above. Grabbing Combo: Three headbutts. __________________________ Damage: |??????????????????????????| Strategy: If you want to completely avoid this, don't grab. _Fritz_: Every Final Fight so far has had a very weak enemy that runs on screen, throws a bomb, and quickly exits before he gets blown to smithereens. Fritz is one of these enemies. Description: A small guy in overalls and a helmet. Color variaties: None. Name variaties: Fritz. AI/Strategy: There really is no strategy, just hit him once and he's dead. If he manages to throw a bomb, avoid it. Simple as that. Difficulty: 0.5 Difficulty:(when paired with other punks) 1 Attacks: Bomb Throw: ... __________________________ Damage: |**********________________|(10 HP) Strategy: Avoid... _Hunter_: A very passive and odd enemy, Hunter basically just walks around and occasionally tries to attack you. He can do major damage, however, so watch out. Description: A regular guy except he has a hockey mask on, a cap on, and a baseball bat sewn to the back of his shirt. Color variaties: Brown, blue, green.(shirt color) Name variaties: Hunter. AI/Strategy: Since Hunter likes to attack you while you're dealing with other enemies, you should never let him catch you off-guard. Deal with other enemies first before contending to this guy, as he is no real threat, even though he looks like one. Difficulty: 2 Difficulty:(when paired with other enemies) 2.5 Attacks: Bat Swing: Hunter's most common attack. __________________________ Damage: |***************___________|(15 HP) Strategy: Either attack or avoid. Hook Punch: Rare and odd. Those are the only two words in the English language that describe this move. __________________________ Damage: |***_______________________|(3 HP) Strategy: This move is inevitable when it happens, since it's lightning fast. Slide: Another of Hunter's annoying arsenal. __________________________ Damage: |*****_____________________|(5 HP) Strategy: Simply dodge this attack. ____________________________________ D. Bosses ____________________________________ ___Dave___: A cop who's apparently been paid to dispence evil. Dave may have superior range, but he can be thwarted with timed grabs and combos. Description: A built man with a cop uniform and nightstick. AI/Strategy: Combos are good, but grabs are better, as you don't risk Dave jump-kicking you. If he gets up, make sure you're near him, as he'll then jump really high and attempt to squish you. Sidestep the jump stomp, then catch Dave off guard. Also, I wouldn't stay in his close range for too long as he'll jump kick/combo you. Difficulty: 3.5 Difficulty:(when paired with other punks) 4 Attacks: Combo: Consist of two types of hits. The first one can be repeated a random number of times while the other one knocks you down. ______________________ Damage: |***/*****_____________|(3 HP for first type of hit, 5 for second type)(anywhere from a total of 8 HP to 14) Strategy: Don't stay in his immediate range for long. Jump Kick: Another close range move. ______________________ Damage: |*****_________________|(5 HP) Strategy: Same as above. High Jump Stomp: Dave does this mostly when he gets up or when you grab and let go of him. _______________________ Damage: |*****__________________|(5 HP) Strategy: See the bottom of the "Other things I noticed" section for a complete guide on how to deal with this move. ___Callman___: A mad door man who doesn't take any crap. Callman has an annoying habit of dodging combos by hopping and eventually kicking you. Thus, an alternate strategy is required... Description: A "formal" bald guy with a white shirt and slacks. AI/Strategy: Comboing is useless, as Callman will hop on the other side of you and kick you. You're going to have to rely on grabs a lot in this battle. When Callman gets up, move away from him, as he is going to shoulder-charge you if you're near. He also has a combo which he will use if you dangle in his range too long. Just use anything but close-up attacks and you'll be fine. Difficulty: 4 Difficulty:(when paired with other punks) 4.5 Attacks: Combo: Three punches. _______________________ Damage: |*****/*****/*****______|(15 HP) Strategy: Don't stand there like an idiot! Attack! Back Kick: Reminds me of when celebrity stalkers get kicked out of concerts by the security guards. _______________________ Damage: |******_________________| Strategy: Don't use combos that trigger this. Shoulder Charge: Callman does this only when he gets up. _______________________ Damage: |*****__________________|(5 HP) Strategy: Stay away from him when he gets up. ___Caine___: Extremely large range is the name of this guy's game. He can also grab you a good percentage of the time, making him a tough opponent to take down easily. Description: A big guy with a toolbelt and a very large wrench. AI/Strategy: Since grabbing is almost completely out of the picture, you should get close to him and combo/single attack fast. When he gets up, stay away from him, since his Wrench Smash attack has both horizontal AND vertical range. If you have him pinned down at the right wall, then you can let him get up, avoid the Wrench Smash, and grab him safely, since he only seems to grab you when moving horizontally or diagonally. Another method of grabbing him is doing it right when he finishes the Wrench Smash when he gets up. Difficulty: 3.5 Difficulty:(when paired with other punks) 4.5 Attacks: Wrench Smash: Can be used repeatedly to form a combo. _______________________ Damage: |***1/2_________________|(3 1/2 HP) Strategy: Avoid when he gets up or attack when he's close to you. Rapid Smash: Three fast hits. _______________________ Damage: |***/**/***_____________|(8 HP) Strategy: If you're that close to him for him to do this, you should be beating the crap out of him. Grabbing Combo: Very annoying. _______________________ Damage: |**1/2/**1/2/****_______|(9 HP) Strategy: See AI/Strategy for how to grab Caine without him doing this in retort. ___Wong___: Looks like the local chef has taken one too many customer complaints. However, he's easy as pie to defeat, so don't worry here. Description: A big 'ol chef with a green robe wrapped around his underbelly. AI/Strategy: Just go up to him and beat the living crap out of him. That's your most effective strategy. Linger around too long close to him, then he gets dangerous. When he gets up, he does his Rolling Ball attack on you, so stay away when he gets up. If, for some reason, you didn't beat up all of his crew before going to the trigger door, then deal with the crew while staying away from Wong. Difficulty: 1 Difficulty:(when paired with other punks) 2 Attacks: Punch: ... _______________________ Damage: |****___________________|(4 HP) Strategy: Don't stand there like a dummy... Chop: ..._______________________ Damage: |***____________________|(3 HP) Strategy: Same as above. Charge: Yet another self-explanitory name... _______________________ Damage: |**/**1/2_______________|(4 1/2 HP) Jumping Ball: Wong does this when he gets up. Not to be confused with the second part of the attack above. _______________________ Damage: |**1/2/**1/2/**1/2/**1/2|(10 HP) Strategy: See AI/Strategy. Homing Ball: Wong jumps in the air and lands on wherever you were at when he started the jump. _______________________ Damage: |****___________________|(4 HP) Strategy: Move it before he hits you! ___Drake___: This sailor is going to show you landlubbers what a real beating is! Actually, the only difficulty about Drake is the fact that he's super fast. Other than that, he's a wuss. Description: Come on, you know what a sailor looks like...right? AI/Strategy: Drake is fast, so that means you have to be fast as well. Get up close to him, grab/combo, and back off when he gets up. If you see Drake doing his Ground Shake attack, jump and time it so that the attack happens while you're in the air, since the attack hits anyone on the ground. See the bottom of the "Other things I noticed" section for how to avoid Drake's High Jump Stomp attack. If he's far away, he may do a Headbutt Slide/Ground Shake, so get up to him quick and unleash fury. Occasionally, he will pick up his anchor, but you can just grab him easier then. Difficulty: 4 Attacks: Low Jump Stomp: ... _______________________ Damage: |*****__________________|(5 HP) Strategy: See AI/Strategy. High Jump Stomp: ... _______________________ Damage: |*****__________________|(5 HP) Strategy: See the bottom of the "Other things I noticed" section. Ground Shake: This effects anyone on the ground when it connects. _______________________ Damage: |*______________________|(1 HP) Strategy: See AI/Strategy. Back Punch: An annoying anti-grab move. _______________________ Damage: |*****__________________|(5 HP) Strategy: You take your risks when you grab... Headbutt Slide: A long-range move. _______________________ Damage: |*****__________________|(5 HP) Strategy: See AI/Strategy. Anchor Swing: Drake can only do this with an anchor. He swings it in a 360 degree motion. _______________________ Damage: |*****__________________|(5 HP) Strategy: Don't let him get the anchor at all. Anchor Slice: Drake can only do this with an anchor. Much less range than the move above. _______________________ Damage: |*****__________________|(5 HP) Strategy: Same as above. ___Stray___: Urgh, this guy is arguably the toughest boss in Final Fight 3. Not only is he fast and agile, but he can really pack some damage into his attacks. Not to mention he's a pain in the ass no matter how you fight him... Description: A tall dude with metal knuckles and a green overcoat. AI/Strategy: When he jumps off the crane, you get a free shot at him, so take advantage of it. Avoid being in his close range for longer than it takes to combo him, as he will retort quickly with a Sliding Punch or another of his annoying attacks. See the bottom of the "Other things I noticed" section for a complete guide on how to avoid Stray's Jumping Punch when he gets up. If he does an attack out of the blue, grab the nearest enemy and throw him/her to make you invincible and avoid the attack. As for his other two attacks, they shouldn't be a threat. If you're far away from Stray, avoid staying in his horizontal row, as he can still nail you from across the screen. Also, if you're chasing Stray and he's backing away faster than you are chasing him, get out of his horizontal row quick, becuase he is prone to attack then. Another thing to keep in mind is that he can occasionally evade your attacks... Difficulty: 6.5 Difficulty:(when paired with other punks) 7.5 Attacks: Slow Punch: The name says it all... _______________________ Damage: |******_________________|(6 HP) Strategy: If you can't avoid this, you shouldn't even be playing this game. Fast Jab: The opposite of the above. _______________________ Damage: |****___________________|(4 HP) Strategy: Since Stray can tons of these very quickly, special IMMEDIATLY when you see him doing this. Sliding Punch: Annoying and lethal. _______________________ Damage: |***/***/****1/2/****1/2|(15 HP)(close range) _______________________ Damage: |*****/???/???__________|(15 HP)(long range) Strategy: Don't give him enough time to do this. Jumping Punch: Stray uses this when he gets up, most of the time.(see below) _______________________ Damage: |**********_____________|(10 HP)(when he gets up) _______________________ Damage: |*****__________________|(5 HP)(out of the blue) Strategy: See the bottom of the "Other things I noticed" section. ___Black___: The final boss of this game, Black can be annoying, but no where near as annoying as Stray. In Expert mode, he has 225 HP, so you can see that he can take a licking and keep on ticking. Description: A shirtless guy with a whip, a knife, and a belt with a skull on it. AI/Strategy: Use a similar strategy as you did with Stray. This time, however, you gotta have really fast reflexes. Black can execute his Super Spinning Hook(his invincible attack) anytime he feels like it, so that means you have to get out of the way fast enough not to be hit. Another thing that makes him different from Stray is his Knife Throw attack. Run towards him before he gets to your horizontal row and throws a knife. When you get him down to a yellow lifebar, he can no longer be grabbed, and his Super Spinning Hook is MUCH less dangerous.(for some reason, it barely even moves him now) From then on, it gets easier. That's pretty much it to defeating Black. Here's an easy way to avoid Black's Super Spinning Hook when he hets up. Just stay a considerable distance directly above or below him and he won't hit you. Then you can chase him and beat the crap out of him. Difficulty: 6 Attacks: Whip: Ow!_______________________ Damage: |*****__________________|(5 HP) Strategy: If you're that close to him, combo like crap. Palm Fireball: The blue version of Guy's Palm Fireball. _______________________ Damage: |**/***/**/***/**/***___|(15 HP) Strategy: Since this is medium range, all you can do is avoid this. Super Spinning Hook: Black's invincible attack. _______________________ Damage: |****/****______________|(8 HP) Strategy: Sharp reflexes are the key to avoiding this... Knife Throw: For some reason, the knives have white life bars...(creepy music is heard) _______________________ Damage: |*****__________________|(5 HP) Strategy: See AI/Strategy. ____________________________________ E. Items and weapons ____________________________________ First, all the "point" items... Bouquet 1000 points Cash Bag(Dollar)3000 points Coin 5000 points Diamond 10000 points Glasses 1000 points Gold Bar 10000 points Lighter 1000 points Necklace 5000 points Watch 3000 points Now, the items that restore health: Barbecue 10000 points, full health Bun 5000 points, 17 1/2 HP Candy 1000 points, 3 1/2 HP Chicken 5000 points, 17 1/2 HP Chocolate 3000 points, 8 1/2 HP Cola 1000 points, 3 1/2 HP Curry 5000 points, 17 1/2 HP Fries 3000 points, 8 1/2 HP Hot dog 3000 points, 8 1/2 HP Sandwiches 1000 points, 3 1/2 HP And finally, items with other effects: 1-UP Gives you an extra life Yashichi Temporary invincibility(10 seconds) Weapons: Club: Just your basic smacking club. Looks more like an inverted metal baseball bat with ridges to me.(Side note: the "Elias" enemies in Final Fight 2 carry this) __________________ Damage: |****______________|(4 HP) __________________ Damage: |**1/2/***/***1/2__|(9 HP)(Lucia only) Strategy: Only use if you're Lucia, as it is useless otherwise. Rating: 5/10 Hammer: The most damaging weapon in the game, this can take serious chunks out of an enemy. Unfortunately, it can only be used once, and it disappears after being dropped a few times or even once. __________________ Damage: |***_______________|(3 HP per hit, can hit up to 7 times) Strategy: Aim this at an enemy with a lot of health to take off 21 HP easily. Rating: 7/10 Nunchaku: A pair of nunchucks with good range. __________________ Damage: |****______________|(4 HP) __________________ Damage: |***/***/****______|(10 HP)(Guy only) Strategy: Use this with anybody if you're in Expert mode. Otherwise, avoid unless you're Guy. Rating: 6.5/10 Pipe: A large metal pipe, like the name implies. __________________ Damage: |****______________|(4 HP) __________________ Damage: |***/***1/2/****1/2|(11 HP)(Haggar only) Strategy: Avoid unless you're Haggar or Guy, as they use this weapon pretty good. Rating: 6.5/10 ____________________________________ F. Walkthrough ____________________________________ ----------------------- Round 1, Scene 1: Riot! ----------------------- Start off by trashing a few weak G's and Rays while grabbing an item from the barrel. Progress on and you will face more Rays, but they have 16 HP apiece, so watch out. Still not hard, though. Beat up a crouching Ray/G, and a Dirk enemy will come from behind. Since your Super bar is probably charged by now, unleash it on Dirk. Deal with another Ray before you move onto the next scene. --------------------------- Round 1, Scene 2: Jailhouse --------------------------- I like the music for this scene...anyway, deal with the usual Dirk/Ray/G lineup, only now they are in more numbers. Pick up the Yashichi(invincibility item) hidden at the bottom behind the pillar and beat up as much scum as you can. At the end of this scene, you will face the usual along with a couple of Dirks with large amounts of HP. Just keep them down and you'll be fine. ------------------------------------------------ Round 1, Scene 3: Hell hasn't broken loose...yet ------------------------------------------------ Grab a weapon from one of the barrels(only if you can perform a combo with it) and test it on the G's/Rays that await you. This is the last fight before the boss. The usual Ray/Dirk/G thing. Now you will have to face Dave, assisted by Ray and G. Take out Ray and G before dealing with Dave. For tips on defeating Dave, refer to the "Bosses" section. /////////////////////////////// Round 2, Scene 1: Streetsweeper /////////////////////////////// Grab a weapon from the barrel and deal with a Dirk and two G's. Next, do a running attack on the crouching G so that you'll have one enemy out of the way automatically. Then attend to the usual Dirk/G/Ray combo. This part of the scene can get annoying, since Ray and Dirk seem more aggressive now. Take out Ray, then deal with Dirk. ////////////////////////////////////// Round 2, Scene 2: New kid on the block ////////////////////////////////////// Run all the way to the right, then do a running attack on Ray/G to kill two birds with one stone. Now beat up the Dirk behind you. Two Rays and a Dirk enemy await you up the road. Hopefully, your Super bar is charged by now. If so, that will make this part much easier. Once you're done with them, go farther up the road, and when you see the G, STOP. If you go up further, you will trigger Fat Jack as well. Deal with G, then Fat Jack. Next, you will have to face two Fat Jacks and a G/Ray. Do a running attack on the Fat Jack on the right and dodge the one on the left. Then beat them up normally. Two more Fat Jacks wait for you in this part. You now have two options on which scene to go to. I suggest going to the bar, as you can skip the two Fat Jacks and get a better health item.(throw an enemy over the door and go in) /////////////////////////////////// Round 2, Scene 3A: Back alley brawl /////////////////////////////////// Deal with a couple of Fat Jacks and get items from the barrels. Easy stuff. Now you have to face Callman, assisted by May and G. Again, take out May and G before fighting Callman. That's it, you have beaten Round 2. ///////////////////////////////////////// Round 2, Scene 3B: Solitary bar smackdown ///////////////////////////////////////// Basically same as the above scene, except that you get more health, and you fight easier enemies. ************************** Round 3, Scene 1: Bus stop ************************** Mays will now be on the usual list of regular enemies. Now face Mays, G's, and Rays together. Next you will face Rays, Mays, and Fat Jacks together. Deal with the Fat Jack first. Deal with the usual again. Now, you have two options on which round to go to. You can break the bus sign by throwing an enemy at it and go to Round 4B, or don't and continue Round 3. I suggest the former, as it is quicker. **************************** Round 3, Scene 2: Bumpy ride **************************** Go to the last chair you see and press Y for a diamond. The contend to a G and a Ray. Yet more G's/Rays fight you. Very easy still. Now, a Fat Jack and the usual appear. Use the same strategy you've been using all along. Same thing for this part as well.(this is getting monotonous) Rays, Mays, and G's in this part. Here's where it gets interesting. You have to fight Andore, May, and G. Andore has stunning HP, so it'll take a while to defeat him. ********************************* Round 3, Scene 3: End of the line ********************************* Get the items from the barrels and move right to deal with the usual Dirk/Ray/G combo. Move on to face a whopping four Fat Jacks and Ray/G. Take out Ray first. Now you have to fight a lot of Dirks, plus an Andore and some G's/Rays. Make sure to always keep the Andore down. **************************** Round 3, Scene 4: Train roof **************************** Here, you will confront with Caine and his minions. Take the minions out first. For strategies on beating Caine, refer to the "Bosses" section. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& Round 4A, Scene 1: Streets at night &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& In this part, you will be introduced to Joe, an annoying little brat who hits you when you least expect it. Anyway, beat up the usual Dirk/Ray/G combo, along with Fat Jack and Joe. Continue along to face two Joes and two Fat Jacks. At the end of the scene, pick up either a diamond or a gold bar and fight the Joes, G's, and Fat Jacks. &&&&&&&&&&&&&&&&&&&&&&&&&&& Round 4A, Scene 2: Upstairs &&&&&&&&&&&&&&&&&&&&&&&&&&& As usual, contend to the Joe/Dirk/G/May/Ray lineup. Take out the Fritzes before they can throw their bombs. Next, run all the way to the right, ignoring any other enemies, and eliminate the two Fat Jacks. Then, dispose of the other enemies. &&&&&&&&&&&&&&&&&&&&&&&& Round 4A, Scene 3: Diner &&&&&&&&&&&&&&&&&&&&&&&& Eliminate the most dangerous enemies first in this part.(Joe, Ray, Andore) Take out the two Andores before moving on. Then, deal with the remaining Fat Jacks/Joes/G's/Andores. &&&&&&&&&&&&&&&&&&&&&&&&&&&&& Round 4A, Scene 4: Chow time! &&&&&&&&&&&&&&&&&&&&&&&&&&&&& Pick up the barbecue(if it's there) hidden behind the second table. Now face Wong's minions before you get to the screen. Once you've gotten rid of the minions, activate Wong by walking to the end of the screen. Once you've defeated him, Round 4A is over. To be continued... ____________________________________ G. Other things I noticed ____________________________________ This is like a "miscellaneous" section where I list some peculiar things I noticed in the game. They may be glitches, weird things, or trivial facts in the game, but if they catch my eye or somebody else's, I put them here in DYK fashion. * All downward attacks stun an enemy or an ally twice as long as a regular one.(except Haggar's) * You can hit people or objects from behind with Guy's punch. You can also do this with the final hit in Lucia's combo. You can get hit from behind yourself with Ray's punch/uppercut and Dirk's stab. * The timer goes four times as fast in bonus rounds than in regular levels. * You are not invincible while doing Guy's Palm Fireball.(even in his Super) * Even though you get stuff at random when you destroy an object, there are limitations. You will only get health items in certain objects and point items in others.(same thing for weapons) You usually won't get a chocolate bar or something similar when you destroy an object that usually yeilds a barbecue, and vice versa.(there are exceptions, see below) It is also true that it depends on when you destroy an object that determines what you get from it.(the computer cycles each object, some longer than others[the Gold Bar seems to be cycled much shorter than everything else on some occasions]) Here is a list of all the stuff attainable from each object:(Note: this is not the order they are cycled in)(see the walkthrough section if you don't know all the Stages and alternate Stages, as this can get pretty complicated to understand) Round 1, Scene 1, first barrel: Bouquet Cash Bag Glasses Lighter Round 1, Scene 1, second barrel: Bouquet Cash Bag Coin Glasses Gold Bar Lighter Necklace Watch Round 1, Scene 3, top barrel: Bouquet Cash Bag Glasses Lighter Round 1, Scene 3, bottom barrel: Club Hammer Nunchaku Pipe Round 2, Scene 1, first barrel: Club Hammer Nunchaku Pipe Round 2, Scene 2, first barrel: Bouquet Cash Bag Coin Glasses Gold Bar Lighter Necklace Watch Round 2, Scene 3A, first barrel: Bun Chicken Fries Hot dog Round 2, Scene 3B, first plant: Barbecue Curry Round 3, Scene 3, top barrel: Bun Chicken Fries Hot dog Round 3, Scene 3, bottom barrel: Bouquet Cash Bag Glasses Lighter Round 4A, Scene 1, first barrel: Barbecue Diamond Gold Bar Round 4A, Scene 2, top barrel: Bun Chicken Fries Hot dog Round 4A, Scene 2, bottom barrel: Diamond Gold Bar Round 4B, Scene 1, first barrel: Club Hammer Nunchaku Pipe Round 4B, Scene 1, second barrel: Nothing Round 4B, Scene 2, top crate: Club Hammer Nunchaku Pipe Round 4B, Scene 2, bottom crate: Cash Bag Coin Necklace Watch Round 4B, Scene 3, top crate: Bun Chicken Fries Hot dog Round 4B, Scene 3, bottom crate: Candy Chocolate Cola Sandwiches Round 5A, Scene 1, first barrel: Club Hammer Nunchaku Pipe Round 5A, Scene 3, top barrel: Barbecue Bun Chicken Chocolate Cola Curry Fries Sandwiches Round 5A, Scene 3, bottom barrel: Barbecue Bun Chicken Chocolate Cola Curry Fries Sandwiches Round 5A, Scene 4, first barrel: Barbecue Round 5B, Scene 2, first barrel: Barbecue Curry Round 5B, Scene 3, first barrel: Barbecue Curry Bonus Round 2, first middle barrel: Bouquet Cash Bag Glasses Lighter Bonus Round 2, second top barrel: Bouquet Cash Bag Glasses Lighter Bonus Round 2, second bottom barrel: Barbecue Bun Cola Curry Bonus Round 2, third middle barrel: Cash Bag Coin Necklace Watch Bonus Round 2, third bottom barrel: Cash Bag Coin Necklace Watch Bonus Round 2, fourth middle barrel: Cash Bag Coin Necklace Watch Bonus Round 2, fifth middle barrel: Cash Bag Coin Necklace Watch Bonus Round 2, fifth bottom barrel: Nothing Bonus Round 2, fourth top barrel: Barbecue Chicken Chocolate Sandwiches Bonus Round 2, seventh middle barrel: Diamond Gold Bar Nothing Bonus Round 2, sixth top barrel: Diamond Gold Bar Nothing Bonus Round 2, seventh bottom barrel: Diamond Gold Bar Nothing Bonus Round 2, eigth bottom barrel: Diamond Gold Bar Nothing Bonus Round 2, all barrels after the one above: 1-UP Round 6, Scene 3A, first water cooler: 1-UP Round 6, Scene 3B, first water cooler: Barbecue Round 6, Scene 4, first top barrel: Diamond Gold Bar Round 6, Scene 4, first middle barrel: Nothing Round 6, Scene 4, first bottom barrel: Barbecue Curry Round 6, Scene 4, second top barrel: Bouquet Glasses Gold Bar Necklace Watch Round 6, Scene 4, second middle barrel: Bun Chocolate Curry Fries Sandwiches Round 6, Scene 4, second bottom barrel: Nothing Round 6, Scene 4, third top barrel: Bouquet Cash Bag Coin Glasses Gold Bar Lighter Necklace Watch Round 6, Scene 4, third middle barrel: Barbecue Bun Chicken Chocolate Cola Curry Fries Sandwiches Round 6, Scene 4, third bottom barrel: Bouquet Cash Bag Coin Glasses Gold Bar Lighter Necklace Watch * A full white lifebar is 110 HP,(Black in Expert difficulty only) a full light blue lifebar is 35 HP, and a full brown lifebar is 44 HP. That means that the most HP anyone can ever have is 225.(6 lifebars and 1/4 of one) * There is a hidden punch in Guy's combo which seems to be activated if you press Y extremely fast, if you're very close to an opponent, or if you're hitting multiple enemies. It might be just plain random as well. In fact, it changes the entire combo structure from two punches, a straight punch, an elbow, and a roundhouse kick to four punches, an elbow, and a roundhouse kick. Damage and scoring are the same either way.(1 + 1 + 1 + 1 + 2 + 3 = 9 HP and 1 + 1 + 2 + 2 + 3 = 9 HP) No further information has been obtained...yet. If you want proof that this exists, turn your sound up and listen to the hits when you do Guy's combo. Eventually, after so many combos, you'll hear 4 hits and the last two moves.(Guy yells during the last two moves) Guy's combo usually hits 5 times, I rest my case. I've also noticed a hidden hook punch in Haggar's combo in Final Fight 2, which seems to be triggered randomly and is very rare. * If Joe does his invincible rolling move and you're right next to him as he is about to jump back up, he'll skip most of the sprite and end up on your head!(don't even ask why he does this) After that, he will resume his normal annoying activites. Also, you can grab Joe while he's knocked down before he even starts his recovery sprite. This is very useful for getting the upper hand when he gets up. * A special drains 2 HP each time you use it and it connects. * If an enemy/boss starts walking towards you in your same horizontal row, there is a chance he/she will mysteriously appear on the other side of you.(this has only happened to me twice, with Caine and Hunter) * Here is an estimated ranking of which enemies have the fastest recovery sprite:(i.e. the sprite they use right before they get up) Hunter Andore Fat Charger Joe Ray G May Dirk This is not to be confused with how long the enemy/boss lays on the ground. It is completely random how long an enemy/boss stays on the floor before he/she starts the recovery sprite.(exceptions are all four of the characters, Caine, Black, Wong, Joe, Stray, Dave, Drake, and Callman) Fritz obviously has no recovery sprite, since he is killed in one hit no matter what. Callman's recovery sprite is the only random one in the game. All the others are the same length every time. * If a grabbing Super is performed on an enemy, but he/she runs out of HP before the Super is over, he/she will have 1 HP until the Super ends. If an enemy already has 1 HP when the grabbing Super is performed, he/she will be reduced to 0 HP and die, but the Super will continue. * Any, and I mean ANY attack performed on an ally does 1/2 HP worth of damage. However, if you set "Hit Config."(Options menu) to off, allies will not take damage(even by throws of an ally) or be stunned by other allies at all. * After completing his combo, Guy will advance forward just a little bit. * If anybody has a full yellow lifebar and they are hit by an attack that does 1/2 HP of damage, the shade of red will not appear, oddly enough. Here's another similar oddity. Given that a full yellow lifebar is 36 HP across and that you can hit your ally for 1/2 HP, one would think that you could hit your ally 72 times and he/she would die. Wrong! Apparently, the CPU completely skips the last 1/2 HP, meaning that your ally dies in 71 hits. I am currently investigating whether or not this is true with enemy lifebars as well. If it is true, then 1/2 HP will be 1/71 of a lifebar instead of 1/72, not mentioning the fact that I will have to completely refigure how much HP a brown/light blue/white life bar is. * Any non-knockdown move that connects while an enemy is jumping and is knocked down does twice the damage. This is true with vice versa as well.(for example, if you jump kick Black when he gets up, but he does his Super Spinning Hook attack and hits you once, you will take 8 HP of damage)(this could be an extremely good tool for telling exactly how much damage an attack does very accurately) * Here's the amount of "Super points"(i.e. the stuff that fills the blue bar at the bottom of the screen) you get for each move and enemy killed:(35 Super points fills the Super bar completely)(there is a hidden[i.e. not shown on the bar] point at the end of the bar)(the chart is almost completely unfinished due to a severe lack of time) Move Super Points Scored Total _________________________________________________________________ |Dean's Combo | ??? | ??? | |Dean's Electric Uppercut | ??? | ??? | |Dean's Slide | ??? | ??? | |Dean's Special | ??? | ??? | |Dean's Grabbing Combo | ??? | ??? | |Dean's Grabbing Combo(back) | ??? | ??? | |Dean's Throw | ??? | ??? | |Dean's Backbreaker | ??? | ??? | |Dean's Jump Kick | ??? | ??? | |Dean's Running Jump Kick | ??? | ??? | |Dean's Downward Punch | ??? | ??? | |Guy's Combo | 1 + 1 + 1 + 1 + 1 | 5.00 | |Guy's Palm Fireball | 1 + 1 + 1 + 1 + .75 + .75 | 5.50 | |Guy's Running Attack | 1 + 1 + .75 + ??? | ??? | |Guy's Special | ??? | ??? | |Guy's Grabbing Combo | ??? | ??? | |Guy's Throw | 1 | 1.00 | |Guy's Beat Down | 1 | 1.00 | |Guy's Suplex | 1 | 1.00 | |Guy's Flying Kick | .75 | .75 | |Guy's Jump Kick | ??? | ??? | |Guy's Running Jump Kick | ??? | ??? | |Guy's Downward Attack | ??? | ??? | |Haggar's Combo | ??? | ??? | |Haggar's Single Attack | ??? | ??? | |Haggar's Running Attack | ??? | ??? | |Haggar's Special | ??? | ??? | |Haggar's Grabbing Combo | ??? | ??? | |Haggar's Throw | ??? | ??? | |Haggar's Jumping Piledriver | ??? | ??? | |Haggar's Body Slam | ??? | ??? | |Haggar's Jumping Neckbreaker| ??? | ??? | |Haggar's Drop Kick | ??? | ??? | |Haggar's Downward Attack | ??? | ??? | |Lucia's Combo | ??? | ??? | |Lucia's Hyper Kick | ??? | ??? | |Lucia's Running Attack | ??? | ??? | |Lucia's Grabbing Combo | ??? | ??? | |Lucia's Throw | ??? | ??? | |Lucia's Slam | ??? | ??? | |Lucia's Back Kick | ??? | ??? | |Lucia's Flame Kick | ??? | ??? | |Lucia's Jump Kick | ??? | ??? | |Lucia's Running Jump Kick | ??? | ??? | |Lucia's Knee Press | ??? | ??? | |Club Smash | ??? | ??? | |Club Combo(Lucia) | ??? | ??? | |Hammer Throw | ??? | ??? | |Nunchaku Smack | ??? | ??? | |Nunchaku Combo(Guy) | ??? | ??? | |Pipe Smash | ??? | ??? | |Pipe Combo(Haggar) | ??? | ??? | _________________________________________________________________ Enemy/Boss Killed Super Points _______________________________ |G | ??? | |Ray | ??? | |Dirk | 1.5 | |Dave | ??? | |Fat Charger | ??? | |May | ??? | |Callman | ??? | |Andore | ??? | |Caine | ??? | |Joe | ??? | |Fritz | ??? | |Wong | ??? | |Drake | ??? | |Hunter | ??? | |Stray | ??? | |Black | ??? | |Object(barrel, etc.) | 2.00 | _______________________________ * If your character doesn't have enough health to special through a wall/door/etc., the character will use the first hit in his/her combo instead. * Ever wondered exactly how the computer ally AI works and what moves he/she knows? Here's a breakdown: ***************** General Knowledge ***************** - No matter the difficulty, if the computer grabs an opponent it didn't mean to grab,(i.e. you grab someone and die, then the comp grabs him/her) it will do absolutely nothing for at least a couple of seconds or until the enemy breaks free. - Computers can pick up items, but it rarely happens, only when the computer wants to attack and happens to be standing over an item. - Even though Dave or Drake may jump off the screen with his shadow visible, the comp still thinks he's on the ground and will attack the shadow. **** Weak **** Dean: Aimlessly wanders around with no aggressiveness in sight, often times missing good opportunities. Even when he manages to get in a few good punches, he often goes for horrible combinations of moves.(i.e a throw by itself, a full grabbing combo, etc.) Moves: Combo(by itself)(without an Electric Punch) Slide(by itself) Electric Uppercut(by itself) Grabbing Combo(by itself or one hit and a throw) Throw(by itself or in the attack above) Grabbing Combo(behind)(two hits and a throw)(he never vaults to do this, he must grab someone from behind) Guy: Slightly more aggressive than Dean, Guy isn't horribly stupid. He'll do good combinations of moves and occasionally back you up, which is more than I can say for Dean. If he holds an enemy from behind, surprisingly he will sometimes vault back to the front and throw. Moves: Combo(either by itself[rare] or four hits, the last hit replaced by a Palm Fireball, a skip and a Running Attack, or a Grab 'n Throw) Palm Fireball(either by itself[rare] or in the attack above) Running Attack(by itself or in the combo) Hurricane Kick(by itself, of course) Grabbing Combo(one or two knees followed by a throw) Throw(by itself or used in the above move) Suplex(by itself)(he never vaults to do this, he must grab someone from behind) Beat Down(by itself)(he never vaults to do this, he must grab someone from behind) I'll get the rest done in the next version. * You can jump on top of objects. I guess you could use this to your advantage against Fat Chargers... * A weird clicking sound can be heard randomly in your fight against Black. Maybe it's just my emulator messing up on me. Can anyone detect this in the real SNES version of Final Fight 3? * Here is a list of all the "ungrabbable" enemy/boss moves:(i.e. the ones where even though the enemy/boss is on the ground and he/she should be grabbable by normal means, you still can't grab or hit him/her) Drake's Ground Shake/High Jump Stomp/Back Punch/Headbutt Slide,(when it misses) Callman's Back Kick, Stray's Jumping Punch, Andore's Choke Hold/Piledriver. On a similar note, here is a list of all the moves where the enemy/character is just plain invincible: All the moves above, Joe's rolling move, May's flipping move, Black's Super Spinning Hook, Drake's Low Jump Stomp, Dave's High Jump Stomp, Callman's hopping move, Guy's Suplex/Beat Down,(grabbable)(Beat Down is invincible only when Guy has his fist in the opponent's stomach) Haggar's Jumping Piledriver/Jumping Neckbreaker(once Y is pressed)/grabbing combo,(during the execution of the headbutts) Lucia's Suplex, and all the character specials/Supers.(except for the Palm Fireball at the end of Guy's Super) * I have no clue WHY the programmers put this in, but you get exactly 1 point every time you use a continue. * Here's everything you need to know about the three "jump stomp" moves:(the ones where bosses jump high in the air and follow you) Dave's jump stomp is quite odd. It uses the distance between him and you, then calculates how fast he must go to reach you in time, resulting in a slow speed. If you go in the opposite direction of Dave's jump stomp, he'll immediately change his direction toward you, wait for a half-second, then calculate the distance-speed formula again, usually resulting in a very fast speed. If the speed is so fast it cannot be obtained, he will go at maximum speed anyways, which means you're out of harm's way most of the time. The same happens if you change your spot, still going in the same direction as Dave's jump stomp.(which is not recommended, by the way) Dave simply targets your spot and does the distance-speed formula again,(repeatedly if necessary) usually resulting in a medium speed. Drake's jump stomp is totally different. He goes at maximum speed no matter what, and when he reaches you, he tries to stay there. However, he completely lacks the ability to change from going right to left and vice versa.(he can still change from moving up and down fine) Which means that if you go in the opposite direction of Drake's jump stomp, you will be completely safe from it. Stray's jump stomp lasts only a fraction of a second. In fact, it would not even be considered a jump stomp if it didn't follow the same pattern, but it does. Like Drake, Stray's jump stomp cannot change from left to right and vise versa once it starts. It also has a limited field of range. Here's a diagram to show what I'm talking about:(S = Stray)(maximum area shown, not just the area shown on the screen) _____________________ | / / \ \ | | ( ( S ) ) | (not drawn to scale) |__\____\_____/____/__| So if you get in his range, say, here: _____________________ | / / \ \ | | ( ( S ) *) | |__\____\_____/____/__| And you run to here while Stray is jumping: _________________S___ | / / \ \ | | ( ( )* ) | |__\____\_____/____/__| Then Stray will simply drop down since he can't change his direction: _____________________ | / / \ \ | | ( ( )* S ) | |__\____\_____/____/__| If Stray moves, his field of range moves with him: _____________________ | ( S ) ) | | \ / / | |___\___/____/________| If you move here,(recommended) Stray will be forced to move to the closest spot in his field of range that is in your direction:(in this case, right)(L = Stray's landing point) _____________________ | / / \ \ | | ( ( S * )L ) | |__\____\_____/____/__| By using the strategy above every time Stray gets up, you can avoid his jump stomp attack 100 percent of the time. * If you carefully look at Hunter's Bat Swing attack, you will notice that the tip of the bat goes through the ground. * Here is info on how to avoid Fat Charger's annoying charging attack: First off, he always charges when he enters the screen. If he moves one way,(left or right) then another,(left or right again) he is prone to charge. The most common case of this is when he moves toward you, then away from you. When he does this, Fat Charger will almost always charge. He will also charge if you leave him alone for too long. * Coming soon to an update near you: Moves you can get grabbed out of,(Guy's Suplex is one of them) all the secret hidden items in Final Fight 3, all the shortcuts, and finishes to the computer AI and the Super bar portions of this section. To be continued... ____________________________________ H. Scoring System ____________________________________ Here's a breakdown of the scoring system for every move,(performed on one opponent) enemy/boss killed, extra lives given, and which moves are best scorewise: Move Points Scored Total _________________________________________________________________ |Dean's Combo | 150 + 150 + 300 + 300 | 900 | |Dean's Electric Uppercut | 400 | 400 | |Dean's Slide | 150 | 150 | |Dean's Special | 300 | 150 | |Dean's Super | 1200 | 1200 | |Dean's Grabbing Combo | 200 + 200 + 400 | 800 | |Dean's Grabbing Combo(back) | 1000 | 1000 | |Dean's Throw | 800 | 800 | |Dean's Backbreaker | 600 | 600 | |Dean's Jump Kick | 100 | 100 | |Dean's Running Jump Kick | 150 | 150 | |Dean's Downward Punch | 150 | 150 | |Guy's Combo | 100 + 100 + 200 + 250 + | 1100 | | | 350 | | |Guy's Palm Fireball | 100 + 100 + 100 + 100 + | 600 | | | 100 + 100 | | |Guy's Running Attack | 150 + 250 + 350 + 450 | 1200 | |Guy's Special | 300 | 300 | |Guy's Super | 1500 | 1500 | |Guy's Grabbing Combo | 100 + 200 + 300 | 600 | |Guy's Throw | 300 | 300 | |Guy's Beat Down | 200 + 300 + 400 | 900 | |Guy's Suplex | 500 | 500 | |Guy's Flying Kick | 100 | 100 | |Guy's Jump Kick | 100 | 100 | |Guy's Running Jump Kick | 200 | 200 | |Guy's Downward Attack | 200 | 200 | |Haggar's Combo | 100 + 100 + 600 | 800 | |Haggar's Single Attack | 100 + 100 + 100 | 300 | |Haggar's Running Attack | 100 + 100 + 100 + 100 | 400 | |Haggar's Special | 400 | 400 | |Haggar's Super | 2000 | 2000 | |Haggar's Grabbing Combo | 200 + 300 + 400 | 900 | |Haggar's Throw | 900 | 900 | |Haggar's Jumping Piledriver | 1200 | 1200 | |Haggar's Body Slam | 900 | 900 | |Haggar's Jumping Neckbreaker| 1300 | 1300 | |Haggar's Drop Kick | 100 | 100 | |Haggar's Downward Attack | 100 | 100 | |Lucia's Combo | 100 + 100 + 300 + 500 | 1000 | |Lucia's Hyper Kick | 100 + 100 + 100 + 100 | 400 | |Lucia's Running Attack | 200 + 300 + 500 + 400 | 1400 | |Lucia's Super | 500 + 300 + 500 + 300 + | 3300 | | | 500 + 300 + 100 + 100 + | | | | 100 + 600 | | |Lucia's Grabbing Combo | 100 + 200 + 300 | 600 | |Lucia's Throw | 350 | 350 | |Lucia's Slam | 400 | 400 | |Lucia's Back Kick | 400 | 400 | |Lucia's Flame Kick | 600 | 600 | |Lucia's Jump Kick | 150 | 150 | |Lucia's Running Jump Kick | 300 | 300 | |Lucia's Knee Press | 200 | 200 | |Club Smash | 200 | 200 | |Club Combo(Lucia) | 200 + 250 + 300 | 750 | |Hammer Throw | 200 per hit | 200+ | |Nunchaku Smack | 200 | 200 | |Nunchaku Combo(Guy) | 200 + 200 + 200 | 600 | |Pipe Smash | 200 | 200 | |Pipe Combo(Haggar) | 200 + 600 + 200 | 1000 | _________________________________________________________________ Enemy/Boss Killed Points ____________________________ |G | 1000 | |Ray | 1500 | |Dirk | 1800 | |Dave |10000 | |Fat Charger | 1600 | |May | 1400 | |Callman |12000 | |Andore | 4000 | |Caine |14000 | |Joe | 1200 | |Fritz | 1300 | |Wong |17000 | |Drake |12000 | |Hunter | 2000 | |Stray |20000 | |Black |25000 | ____________________________ You receive a life at every 100000 points. Also, here is a damage-to-point ratio that shows which moves rank the highest in scoring big and doing little damage:(2 is worst and 50 is best)(rounded to the nearest .00)(idea courtesy of Truncated) Move Individual Ranks Overall Rank __________________________________________________________________ |Dean's Combo | 5 + 5 + 15 + 7.5 | 8.13 | |Dean's Electric Uppercut | 3.33 | 3.33 | |Dean's Slide | 5 | 5.00 | |Dean's Special | 6 | 6.00 | |Dean's Super | 6.67 | 6.67 | |Dean's Grabbing Combo | 6.67 + 6.67 + 10 | 7.78 | |Dean's Grabbing Combo(back) | 14.29 | 14.29 | |Dean's Throw | 8 | 8.00 | |Dean's Backbreaker | 6.67 | 6.67 | |Dean's Jump Kick | 3.33 | 3.33 | |Dean's Running Jump Kick | 3.75 | 3.75 | |Dean's Downward Punch | 15 | 15.00 | |Guy's Combo | 10 + 10 + 10 + 12.5 + | 10.83 | | | 11.67 | | |Guy's Palm Fireball | 3.75 + 3.75 + 3.75 + 4 + 4| 4.04 | | | + 5 | | |Guy's Running Attack | 5 + 6.25 + 8.75 + 9 | 7.25 | |Guy's Special | 6 | 6.00 | |Guy's Super | 6 | 6.00 | |Guy's Grabbing Combo | 5 + 10 + 7.5 | 7.50 | |Guy's Throw | 5 | 5.00 | |Guy's Beat Down | 5 + 7.5 + 10 | 7.50 | |Guy's Suplex | 5 | 5.00 | |Guy's Flying Kick | 2.19 | 2.19 | |Guy's Jump Kick | 2.5 | 2.50 | |Guy's Running Jump Kick | 4 | 4.00 | |Guy's Downward Attack | 10 | 10.00 | |Haggar's Combo | 5 + 3.33 + 12 | 6.78 | |Haggar's Single Attack | 2 + 2 + 2 | 2.00 | |Haggar's Running Attack | 2.5 + 2.5 + 2.5 + 2.5 | 2.50 | |Haggar's Special | 8 | 8.00 | |Haggar's Super | 7.69 | 7.69 | |Haggar's Grabbing Combo | 10 + 10 + 10 | 10.00 | |Haggar's Throw | 12.86 | 12.86 | |Haggar's Jumping Piledriver | 10 | 10.00 | |Haggar's Body Slam | 8.57 | 8.57 | |Haggar's Jumping Neckbreaker| 10 | 10.00 | |Haggar's Drop Kick | 3.33 | 3.33 | |Haggar's Downward Attack | 2.5 | 2.50 | |Lucia's Combo | 6.67 + 5 + 20 + 16.67 | 12.09 | |Lucia's Hyper Kick | 2.5 + 2.5 + 2.5 + 2.5 | 2.50 | |Lucia's Running Attack | 5 + 12 + 14.29 + 10 | 10.32 | |Lucia's Super | 50 + 30 + 33.33 + 30 + | 21.29 | | | 33.33 + 8.57 + 10 + 6.67 +| | | | 5 + 6 | | |Lucia's Grabbing Combo | 6.67 + 8 + 15 | 9.89 | |Lucia's Throw | 5.83 | 5.83 | |Lucia's Slam | 4 | 4.00 | |Lucia's Back Kick | 8 | 8.00 | |Lucia's Flame Kick | 6.67 | 6.67 | |Lucia's Jump Kick | 3.75 | 3.75 | |Lucia's Overhead Kick | 5 | 5.00 | |Lucia's Knee Press | 8 | 8.00 | |Club Smash | 5 | 5.00 | |Club Combo(Lucia) | 8 + 8.33 + 8.57 | 8.30 | |Hammer Throw | 6.67 per hit | 6.67 | |Nunchaku Smack | 5 | 5.00 | |Nunchaku Combo(Guy) | 6.67 + 6.67 + 5 | 6.11 | |Pipe Smash | 5 | 5.00 | |Pipe Combo(Haggar) | 6.67 + 17.17 + 4.44 | 9.43 | __________________________________________________________________ So, the moves, in order from best for scoring to worst, are: Lucia's Super Dean's Downward Punch Dean's Grabbing Combo(back) Haggar's Throw Lucia's Combo Guy's Combo Lucia's Running Attack Guy's Downward Attack/Haggar's Grabbing Combo/Haggar's Jumping Piledriver/Haggar's Jumping Neckbreaker Lucia's Grabbing Combo Pipe Combo(Haggar) Haggar's Body Slam Club Combo(Lucia) Dean's Combo Dean's Throw/Haggar's Special/Lucia's Back Kick/Lucia's Knee Press Dean's Grabbing Combo Haggar's Super Guy's Grabbing Combo/Guy's Beat Down Guy's Running Attack Haggar's Combo Dean's Super/Dean's Backbreaker/Lucia's Flame Kick/Hammer Throw Nunchaku Combo(Guy) Dean's Special/Guy's Special/Guy's Super Lucia's Throw Dean's Slide/Guy's Throw/Guy's Suplex/Lucia's Overhead Kick/Club Smash/Nunchaku Smack/Pipe Smash Guy's Palm Fireball Guy's Running Jump Kick/Lucia's Slam Dean's Running Jump Kick/Lucia's Jump Kick Dean's Electric Uppercut/Dean's Jump Kick/Haggar's Drop Kick Guy's Jump Kick/Haggar's Running Attack/Haggar's Downward Attack/Lucia's Hyper Kick Guy's Flying Kick Haggar's Single Attack ____________________________________ I. High Scores ____________________________________ Here's a score chart for those who like to rack up the big points. The great thing about Final Fight 3 is that there is no limit score.(I very seriously doubt it's possible to get 99 million points) For that reason, I'd like to see what you readers can achieve. Here are the requirements: NO cheat codes, 1-player mode only, no savestating until you lose your first continue,(see below) the score you achieve must be achieved when you lose your first continue, not after or before. Name Score Difficulty Character Round Killed 1. velo city 782350 Hard Guy 5 2. - - - - - 3. - - - - - 4. - - - - - 5. - - - - - 6. - - - - - 7. - - - - - 8. - - - - - 9. - - - - - 10. - - - - - If you have a savestate, PLEASE send it for proof.(I have savestates or visual proof of all the scores above except for the ones with the stars after them) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 6. Contact me vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv If you want to contribute something I left out or asked help for, my e- mail is Genocide_City_Metropolis@hotmail.com. Please be aware that I will not tolerate four things: * Hate mail - If you're going to e-mail me just to bash me or my FAQ, not only will I ignore it and block your e-mail address, but I will keep the letter and laugh my ass off for the rest of eternity at how anger- prone people can be. * SPAM/Advertising - I already receive 100 junk mail letters per day, and every single one I get, I block and delete. * Chain/Virus letters - I already have enough problems with my e-mail as it is. I don't need the Klez virus/chain letters to add to them. * Common sense questions - If the answer to your question is in the FAQ, I will send the e-mail back saying that it's in the FAQ and that you need to get off your lazy bum and find it yourself. Examples: "Who's Guy?" "Where are the shortcuts?" "What's a Palm Fireball?" "Tell me how to do the Supers or I shall kill your family and piss on their graves!" That kind of crap is not tolerated in my book. If you avoid doing the four things above, then your contributions could be added to the next version of my FAQ! Also note that you must make the title "Final Fight 3 FAQ" or I will skip it. Due to the fact that I get an enormous amount of junk mail every day, I might accidentally skip your e-mail without seeing it. If I don't reply in a week, send a copy of the e-mail again. If I don't reply by then, consider yourself ignored. Another means of contacting me is by posting your question on the Final Fight 3 GameFAQs message board. My current username is "atro city", but that may change in the future. It would be VERY recommended for you to send some kind of proof of your discovery.(i.e. pictures, a small movie, an emulator savestate, etc.) When it comes to stuff like this, I am pretty lenient on believing your findings,(I realize some of you don't have a camera, cam-corder, or emulator) but if I find out you deliberately sent me false information, I will erase your findings and you will no longer be able to contribute to the FAQ. End of story. Realize this FAQ is far from finished. Only contribute to sections I asked help for, or stuff I left out in the "Other things I noticed" section, as I can find the rest by myself, given enough time. Also, the sections that are unfinished have "To be continued..." at then end of them. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 7. Credits vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Thanks to: Zabad for info on Dean's Super. Quicksilver16 for directions on how to do Lucia's Flame Kick. Truncated for his idea of averaging damages and scores. CJayC for posting another of my mediocre FAQs.