hide results

    vs. Mike Tyson FAQ by BSulpher

    Version: 3.5 | Updated: 07/01/04 | Printable Version | Search Guide | Bookmark Guide

    How to Knockout Mike Tyson Everytime!
    Mike Tyson's Punch Out!! - copyright 1987 Nintendo of America
    Date Written - May 9, 2002
    Written By - Brian P.Sulpher
    Version - 3.5
    E-mail - briansulpher@hotmail.com
    Well, before I begin, I am just writing this little dedication to Daniel T.  
    Without his inspiration to join his KO Tyson Journal, I never would have 
    discovered this strategy.  Though you claim to be a rookie Daniel, you really
    are a master in my book.  I also want to add that at the time of this FAQ 
    being updated, A bunch of players have broken 2:20 on Tyson with the TKO!  
    Think you can do any better?
    Also, I dedicate this walkthrough to both my brother Michael and my 
    girlfriend Jennifer Dixon, becuase without their patience with my yelling,
    screaming, and cursing (as well as all the time I hogged the TV) that Mike
    Tyson put me through in this game until I unlocked a surefire method of 
    KO'ing him.  I love you both very much (just in different ways).
    Version 1.0
    -Submitted guide on May 9th, 2002
    -This is my first FAQ ever!
    Version 2.0
    -Submitted guide on October 1st, 2003
    -Added in the TKO strategy for Round One (invented by Redtom)
    Version 3.0
    -Submitted guide on February 4th, 2004
    -Altered a few things
    -Added in some new information on KO'ing Mike Tyson everytime (thanks to a 
     few GFAQs users for their contributions)
    -Altered copyright somewhat
    Version 3.5
    -Submitted guide on July 1st, 2004
    -Altered format to make it easier on the eyes
    -------------------------------Table of Contents-----------------------------
    1) Introduction
    2) Basic Controls
    3) General Tactics
      a) The Most Important Thing
      b) Quick-Dodge Technique
      c) Proper Use of Punches
      d) Different Punches Utilized by Mike Tyson
      e) How to Read Tyson's Actions
      f) Patterns Utilized by Tyson
    4) Three Round KO Strategy
      a) Round 1
         i) first knockdown
        ii) second knockdown
       iii) remaining time
      b) Round 2
         i) first knockdown
        ii) second knockdown
       iii) remaining time
      c) Round 3
         i) first knockdown
        ii) second knockdown
       iii) after second knockdown
    5) First Round TKO Strategy
    6) Closing Statements
    1) Mike Tyson's Punch Out!! was released in 1987 for the Nintendo 
       Entertainment System.  It quickly became very popular for its outrageous 
       characters, great difficulty challenge, and the underdog story of the main
       character, Little Mac.  This walkthrough is going to concentrate on the 
       final opponent in the game, Mike Tyson.  It will have a section on how to 
       achieve the Round One TKO, and it will also go in-depth on how to beat Mike
       Tyson in Round Three by KO 100% of the time.
    --------------------------------Basic Controls--------------------------------
    2) Although there probably will be no one who does not know the controls of 
       this game, I will review them anyway.  This will assist you in getting your
       skills up to snuff with the best of the best.
    Directional Pad=>This controls where and how Little Mac moves.  Pressing 
                     left or right will cause Little Mac to dodge in the 
                     direction pressed.  Holding down will cause Little Mac to 
                     put his hands on his head and try to block the incoming 
                     punch.  Pressing down twice in rapid succession will cause 
                     Little Mac to duck.  Pressing up allows Little Mac to have 
                     punches be thrown at the head of opponents.
    A Button========>Pressing this button will cause Little Mac to throw a 
                     right-handed  body blow, or (when up is pressed along with 
                     the "A" button) a right jab.
    B Button========>Pressing this button will cause Little Mac to throw a 
                     left-handed body blow, or (when up is pressed along with the 
                     "B" button) a left jab.
    START Button====>Used to start the fight and rounds.  It is also used in the 
                     game when Little Mac has a Star (which allows him to throw 
                     an uppercut).
    SELECT Button===>When this is pressed in between rounds, it will regain some 
                     of Little Mac's energy.  If this is used when Little Mac has 
                     yet to be hit at all, he will lose energy!  The select button
                     is not needed for this walkthrough with either strategy.
    -------------------------------General Tactics--------------------------------
    3) This section will do a run down of the general ideas needed to perform 
       these feats against Kid Dynamite, Mike Tyson.
    a) The most important thing to remember for the KO strategy to work is to not 
       to take ANY damage at all.  This includes blocking any punches because 
       Little Mac still takes partial damage.  Little Mac must not be damaged in 
       any way for the KO strategy to be assured of working (he could still be 
       KO'ed, but it is no longer a guarantee).  
       However, if you get hit and take some damage against Mike Tyson, you can 
       perform a somewhat risky feat to allow for it and still get your 100% 
       chance of a KO.  If Little Mac takes damage, fight into the third round
       while getting your two knockdowns in each of the first two rounds, then
       knock Tyson down again in Round 3.  After he gets up, let him knock Little
       Mac down, then get up at a count of 9.  If done correctly, Little Mac will
       return with NO damage on his stamina meter, so knock Tyson down with the
       clean slate and he will remain down!  However, I still reccomend you try 
       to be perfect as it has less risk involved.
       The TKO strategy will require no hits from Tyson at first until you become
       more proficient, and then you could take a hit or two while still picking 
       up the Round One TKO.
    b) The quick-dodge technique is a must for anyone to be any good at MTPO!!  
       This is when a player presses left or right to dodge out of the way of a 
       punch, but but by pressing the opposite direction of the direction dodged 
       will cause Little Mac to come back to a ready punching position. When this 
       technique is used properly, it allows the player to land more punches in a 
       shorter amount of time.  this can be very important in Round 1 (this will 
       be explained later).
    c) Another important technique is the proper use of counter punches. The
       general rule is if a right-handed punch is thrown at you, answer with a
       left-handed punch.  The same hold true for a left-handed punch thrown at 
       you, answer with a right-handed punch.  This will sometimes cause extra 
       damage if countered properly, and consequently on the same type of punches
       if countered improperly, it will cause less damage.
    d) Mike Tyson has four different punches available to him.
       i) His uppercuts pack quite a punch, and is his second most used punch.
      ii) His hooks are the most common punch thrown, and it removes a small
          amount of energy.
     iii) Tyson throws visciously quick jabs that remove a fair amount of 
          energy (just slightly more then the hooks).  this punch is quite 
          rare, but he does throw them in groups of two.
      iv) A slightly altered hook that is thrown in groups of four.  If not
          blocked, Little Mac will recieve substancial damage.
    e) How does Little Mac go about dodging these deadly punches? He just does 
    as he has with all of the other boxers in the game, which is find the 
    movements of the opponent so he can dodge at the correct time.
        i) Tyson will flash which indicates this hard punch is coming.
       ii) Tyson will wink, and if he winks his right eye, he will throw a 
           right.  If Tyson winks his left eye, he will throw a left.
      iii) Unfortunately, these punches have no warning movement, so the only 
           defence is the knowledge of when he will throw these punches, and 
           luck to dodge them.  I will cover when Tyson can throw these annoying
       iv) These punches are telegraphed by Tyson when he will suddenly start 
           blinking rapidly.  He can be punched when he is blinking, and if it is
           timed right, he will fall down or yeild a star.
    f) Although Tyson does not have a set punching order, he does follow some 
       set patterns.
        i) When Mike Tyson throws his uppercuts for the first 90 seconds of Round
           1, he has a few patterns.  One is he always starts with a left, right,
           left every fight.  When he throws two lefts in a row, he will then 
           throw a right, followed immediately by another right, and then a left.
       ii) His first hook after the opening ninety seconds will be a right, 
           followed by a left.  He will then usually throw two more lefts, 
           followed by three rights.  he will continue on a three left, three 
           right pattern, but he can throw a left, right, left, right combo until
           he goes back to three left, three right combo. You must be aware of a
           possible switch in tactics.
      iii) Tyson always starts Round 2 with 10 jabs (in quick sets of 2).
       iv) When Tyson pauses in Round 2 after throwing some hooks, he will throw 
           a left uppercut, followed by a right uppercut.  This pattern can be
           pre-empted by the next pattern.
        v) At 1:30 and 2:30 of Round 2, Tyson will blink, and if he is not 
           knocked down (as described above), he will throw 4 punches.  In Round 
           3 at 1:30 he blinks and again he will start with the altered hook
           combo.  This time however, he will throw more than four if Little Mac
           does not block them successfully.
    ---------------------------Three Round KO Strategy----------------------------
    4)This section will look at KO strategy, using the approach of not getting
      touched in any way what so ever.  Refer back to Section 3 a) to see how to
      salvage your bout if you take a hit (still giving a chance of a 100% KO).
                                     | Round 1 |
    a) This round is the easiest round in terms of difficulty, and the easiest 
       round in terms of Tyson's predictability.
        i) Tyson will open with his deadly Dynamite Uppercuts, which are the super 
           charged version of his uppercut.  If he throws a right, hit him with
           two lefts, and he throws left, you throw two rights.Using the patterns
           outlined in 3)f), he will throw anywhere from 14 to 16 uppercuts.  If
           he throws 14 Dynamite Uppercuts, you will need to hit him six times on 
           his hooks.  The normal time his first knockdown will be 1:43 to 1:46.  
           This is late, but he can still be knocked down again (it requires 
           little time to be wasted after he throws a punch or to use late 
           punches).  If he throws 15 Dynamite Uppercuts, he will still need three 
           punches on his hooks to go down.  This will occur from 1:38 to 1:41.  
           If he throws 16 Dynamite Uppercuts, he will go down somewhere between 
           1:25:51 to 1:33.  He will get up and and throw hooks.  This leaves a 
           little more room for error.  If tyson throws 17 Dynamite Uppercuts, 
           this means he falls around 1:21 to 1:25:50.  He will get up and throw 
           one more Dynamite Uppercut, and then go into his hook sets.
       ii) The second knockdown in Round 1 is dependent on the player being able 
           to read Tyson's movements, being able to quick dodge, and to not get 
           hit.  If Tyson threw 14 Dynamite Uppercuts, his second knockdown time 
           will be in the range of 2:56 to 2:59.  Also, if the punches are not all
           dodged, and quickly countered, the second knockdown will not occur 
           (unless you can use awesome late punching ability).  If he threw 15 
           Dynamite Uppercuts, his second knockdown time will be from 2:49 to 
           2:54.  This means a player could dodge a couple of punches, not get 
           hits, but still get the second knockdown. This allows some breathing 
           room, but with a bit of practice, there should be little need for it.  
           The 16 Dynamite Uppercuts means a second knockdown time of 2:44 to 
           2:47.  A lot of extra time to work with, so do not panic if Tyson 
           blocks a couple of your punches.  If he threw 17 Dynamite Uppercuts, 
           his second knockdown should occur around 2:36 to 2:40.  Lots of free 
           time to work with, so you should have little trouble getting him down 
      iii) With whatever times remains in the round after the second knockdown, 
           just dodge and punch till the bell rings.  Congratulations, you are one 
           third of the way there!
                                     | Round 2 |
    b) This round is the hardest round in terms of difficulty, but the second 
       easiest in terms of Tyson's predictability.
        i) Tyson always opens this round with ten jabs in sets of two.
           Immediately dodge to start the round, and when you come back in, dodge
           again.  Now is the tricky part, you must stand there for about a 
           second, then dodge out, come back in, and then dodge again.  repeat
           this three more times, and he will be done with those evil jabs for
           this round (phew).  Now you have a primary goal, and a secondary goal
           to achieve. The primary must be acheived before 1:30 of the round, but
           the secondary does not have to be done until 2:30 of the round, so it
           can wait for after the first knockdown of this round.  The primary goal
           is to get Tyson's energy down so one more punch will knock him down.
           The secondary goal is to get a star by landing a punch extremely late
           after he has punched at you.  If you have accomplished the primary
           goal, you have to wait to do the secondary goal.  Now, when he is at
           this stage do NOT knock him down until 1:30 comes and he starts his
           blinking.  Then you punch him, which will knock him down (and will not
           allow him to throw his four jab combo, which is undodgable).  He will
           fall and then promptly get up at 1.  this means that a star uppercut
           will knock him down no matter his energy level.  However, remember that
           he can still be knocked down on his blinking if he has more energy than
           a single punch may remove, but it must be done at the right moment.
       ii) Now the secondary goal from earlier becomes your primary goal.  you 
           must avoid his punches, and land a punch so late that the game gives 
           you a star.  Then you dodge his punches, and you can return punches if
           you wish (it does not matter).  Continue to do this until he blinks at
           2:30, at which point you must press START as quickly as you can because
           it take some time to throw the punch (he blinks only for a short 
           period).  Now, what happens if you have arrived at the blinking without
           a star?  You have one option available (if you still would like to have
           the assured KO), and that is to land a punch on him at the proper time
           during his blinking.  If timed correctly, he will land on the mat.  If
           this does not work, then this strategy will no longer work.
      iii) When the fight resumes, he will have very little energy remaining.  you
           must be careful not to knock him down again, or he will be TKO'ed.
           Dodge whatever he might throw at you, and take some more of his energy
           if you like.  the bell will ring, and that means just one more round to
           go!  If you have made it this far, you have almost done it.
                                     | Round 3 |
    c) This is the second hardest round in terms of difficulty, but the hardest 
       round in terms of predictability.
        i) This round opens with one of the two predictable actions of Tyson: he
           will throw a punch.  He might throw an Uppercut, he might throw a Hook,
           but either way be ready to dodge in and out quickly.  If you drained
           his energy before the end of the last round, he will fall quickly
           (inside of 10 seconds).  He will get up somewhere from a 2 to a 6
       ii) When he gets up, he will do predictable action number two: he will 
           throw a punch.  The same rules apply as above, since he can throw 
           either type of punch.  if he throws a couple of hooks to start, your 
           KO may be in jeopardy because as the round goes on, he will become 
           totally unpredictable.  He is not too hard to figure out if you watch
           for his movements indicating the type of punch to be thrown, but he 
           does have an ace up his sleeve: the quick jabs in sets of two.  He will
           pause for a bit (this is the only indicator of the punches), but it 
           takes luck to dodge out twice on these fast punches.  If you somehow 
           dodge these punches, he will immediately follow them with a hook, or 
           an uppercut (usually an uppercut).  If you have knocked him down, and
           you have not been hit, and/or blocked a punch at any time then no 
           matter what he does he will be down for the 10 count!  
           CONGRATULATIONS, you have KO'ed Mike Tyson.
      iii) Well either he is knocked out on the mat, or he has got up.  Either
           way, your attempt to KO him is over.  So try again, or go do something
    ---------------------------First Round TKO Strategy---------------------------
    5) This strategy was originally developed by Redtom from Germany, so he is the
       one who deserves the credit for it!  Check otu his site of 
       http://www.tomspunchout.tk/ for some unbelievale strategies and other neat 
       things on the game of Mike Tyson's Punch-Out!! (also for Punch-Out!!, but 
       MTPO is undeniably cooler!).
                                 | First Knockdown |
    For the first 1:30 Tyson does his Dynamite Punches.  You need to use proper 
    punching to cause maximum damage.  Use the Quick Dodge technique to get out 
    and back in quickly, and then throw a jab to stun Tyson.  After the stunning 
    punch, you have to wait just a little (only for about half a second tops) so 
    you can use the Late Punch technique to cause a little extra damage.  When 
    you wait too long, Tyson will block the punch, but too early will cause the 
    regular damage.  If you have done this correctly (and you want to have a 
    chance of the Round One strategy to work), Tyson should fall for the first 
    time around 1:05 (reportedly as early as 0:55 and as late as 1:09 on 
    successful TKO fights).  
                                 | Second Knockdown |
    When Tyson returns, you should land another three to five Late Punches on 
    Dynamite Punches, but he will switch to the Blinking Hooks at 1:30 R1.  Now 
    you need to use Late Punches as well, but with the twist of just landing one
    and one punch only.  He will take a lot of damage from this (as opposed to 
    two jabs).  If you do well, he should go down around 2:05 or less.  Remember 
    that if you were awesome against the Dynamite Uppercuts in the first half of 
    the round, doing regular counters the whole time will still knock him down in
    plenty of time for the TKO.
                                 | Third Knockdown |
    On your attempt to get the third knockdown you can use more of the two punch 
    on his blinking hooks, and get the TKO, or you can try to use the Late Punch 
    for an earlier time.  Either way, getting the first two knockdowns is the 
    toughest part, but with practice this will get you a Round 1 TKO.  I have done
    this a few times, but I am nowhere near the world record time.  I have been 
    assured that under 2:20 seconds is quite possible, maybe even sub 2:10 for the
    truly talented/lucky.
    -----------------------------Closing Statements-------------------------------
    6) As is the usual, this walkthrough is copyright property of Brian P. 
       Sulpher, 2003.  The only website, group, person, etc. to have access to 
       post it is www.gamefaqs.com and www.ign.com.  You must ask for permission
       before posting this, as doing so without consent is a violation of 
       international copyright law.
       If you have anything you would like to add to this walkthrough, just drop 
       me an e-mail or instant messsage me on MSN (briansulpher@hotmail.com).
       Once I discovered the KO strategy, I KO'ed Tyson 20 times in the span of 
       four hours.  It has never failed me yet, only I have failed the strategy by
       getting hit (of course, that has been changed thanks to some new 
       information from the board at GameFAQs).  If you do take a hit and get 
       knocked down, get up on 9 to completely regain your energy, making your
       stamina completely refill.
       I have to thank Redtom for letting me use his Round One TKO strategy for 
       Mike Tyson in this guide.  Thanks a million buddy, you and your site rock
       the clock like it was on a dock!
       Do not give up if you do get hit; you never know when Tyson might remain 
       down.  It is just much less likely than the no-hit method however.  The 
       same goes for the TKO route, but you need to be awesome on the second half 
       of Round One!
       Practice, practice, practice!  Practice is the greatest advice I can give 
       you.  You must first master all the tricks Tyson has to offer, then try to
       do these two fancy schamncy performances!
       "KO King" Brian P Sulpher signing off!
       Current KO Count: 337 KO's