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    FAQ/Walkthrough by velo city

    Version: 1.0 | Updated: 02/27/03 | Search Guide | Bookmark Guide

    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.
    
    

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