Difference between revisions of "Final Fight/Basics"

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= Controls =
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= Basics =
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Final Fight has 3 types of damage; Strikes, throws and exact. Strikes will be reduced by a percentage based on the enemies defensive modifier. Throws will do full damage against high HP enemies, but against an enemy with less remaining HP than 2 times the throws damage, the throw will do half of its listed damage or half of the enemies' remaining HP, whichever is greater. Exact damage will always yield the same damage regardless of the situation.
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== Cody ==
 
== Cody ==
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| 4 || 16 || Strike || Uppercut, knocks down.
 
| 4 || 16 || Strike || Uppercut, knocks down.
 
|-
 
|-
| Superjoy || 20 || Strike || Invincible jumping spinkick that knocks down. Drains some HP to use.
+
| Deathblow || 20 || Strike || Invincible jumping spinkick that knocks everyone near you down. Drains some HP to use if it hits anything.
 
|-
 
|-
| Vertical Jumpkick || 12 || Strike || Defensive kick. Deceptively good hitbox, but generally useless.
+
| Vertical Jumpkick || 12 || Strike || Defensive kick. Knocks down. Deceptively good hitbox, but generally useless.
 
|-
 
|-
 
| Forward Jumpkick || 14 || Strike || Straight kick; knocks down and is great for grouping staggered enemies.
 
| Forward Jumpkick || 14 || Strike || Straight kick; knocks down and is great for grouping staggered enemies.
Line 24: Line 27:
 
| Knee Drop || 6 || Strike || Great way to move into an enemy and toss them since it leaves them standing.
 
| Knee Drop || 6 || Strike || Great way to move into an enemy and toss them since it leaves them standing.
 
|-
 
|-
| Kneebash || 9 || Exact || Press attack when grabbing.
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| Kneebash || 9 || Exact || Press attack when grabbing. Leaves enemy still grabbed.
 
|-
 
|-
| 2 || 16 || Exact || repeat above
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| 2 || 16 || Exact || Repeat above
 
|-
 
|-
| 3 || 28 || Exact || repeat above
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| 3 || 28 || Exact || Repeat, but knocks down.
 
|-
 
|-
| Shoulder Toss || 40 || Throw || Controls massive amounts of space due to enemies colliding.  
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| Shoulder Toss || 40 || Throw || Controls massive amounts of space due to enemies colliding. Knocks down.
 
|-
 
|-
| Pipe || 20 || Exact || Slow swing and not much damage. Avoid.
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| Pipe || 20 || Exact || Slow swing and not much damage. Avoid. Knocks down.
 
|-
 
|-
| Muramasa! || 30 || Exact || Slow swing but slightly better damage. OK in a pinch.
+
| Muramasa! || 30 || Exact || Slow swing but slightly better damage. OK in a pinch. Knocks down.
 
|-
 
|-
| Knife || 30 || Exact || Can stab if you are close enough, or will be thrown. Swings fast as you can mash, and knocks down, so great against huge mobs.
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| Knife || 30 || Exact || Cody can stab if you are close enough, or will be thrown. Swings fast as you can mash, and knocks down, so great against huge mobs.
 
|}
 
|}
  
 
== Haggar ==
 
== Haggar ==
 
[[File:Haggar ff1select.gif]]
 
[[File:Haggar ff1select.gif]]
 
+
{| class="wikitable"
Button 1 - Punches! Press repeatedly for a series of up to 3 hits. The 2rd hit can be canceled into a suplex if you hold up or down while mashing. Picks up items near you if they are there.
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|-
 
+
! Move !! Base Damage !! Damage Type !! Description
Button 2 - Jumps! You can press a direction to jump that way. Jumping backwards is the fastest way to move around, but you have to press back just after pressing jump or you will just get a forward jump in the direction you are facing.
+
|-
 
+
| Punch || 18 || Strike || Gut punch; long range but extends Haggar's hittable box.
1+2 - Superjoy; mostly invulnerable lariat that hits all around you. Takes some life to use if it hits anything, and can't be used if you have no health.
+
|-
 
+
| 2 || 18 || Strike || Same as the first punch, but can be chained into a suplex by holding up or down and attacking again.
2 (or Forward+2), then 1 - Jump kick. Knocks enemies down. Unlike Guy and Cody, Haggar does not have a unique attack for jumping straight up. Jumping forward while doing this is a great way to group enemies. Can be canceled into the down+1, which can be useful against enemies who block or if you kick too early in your jump.
+
|-
 
+
| 3 || 18 || Strike || Overhead cop. Knocks down.
2, then down+1 - Down jumping attack. Works out of any jump direction. Knocks enemies down in the direction Haggar is facing. Can be canceled into the jump kick if you are jumping up or forward, which can be useful to add damage to the jumping attack or to pin an enemy who blocks or if do this too early in your jump.
+
|-
 
+
| Deathblow || 20 || Strike || Invincible jumping spinkick that knocks down. Drains some HP to use.
Move into standing enemies - Grabs the enemy, leads to other stuff. Haggar can walk around and jump while holding an enemy.  
+
|-
 
+
| Vertical Jumpkick || 20 || Strike || Defensive kick. Knocks down. Deceptively good hitbox, but generally useless.
Grab enemy, 1 - Headbutt attack. Repeat up to 3 times, or change to Suplex or Piledriver after 1 or 2 bashes.
+
|-
 
+
| Forward Jumpkick || 20 || Strike || Same as vertical kick, but moves forward; knocks down and is great for grouping staggered enemies.
Grab enemy, left/right+1 - Suplex. Good for grouping, but lacks the screen control the other characters tosses have.
+
|-
 
+
| Body Splash || 8 || Strike || Knocks enemies down in the direction Haggar is facing, so back jumping into this can be used to great effect for spacing.
Grab enemy, 2 then 1 - Piledriver. Can be done out of directional jumps and can be used for grouping, but does pretty poor damage for what it is and lacks the invulnerability of the suplex.
+
|-
 
+
| Headbutt || 10 || Exact || Press attack when grabbing. Leaves enemy held.
Weapons:
+
|-
 
+
| 2 || 18 || Exact || Repeat above
Pipe/Katana - Swing them with button 1. Decent weapons since Haggar swings them pretty fast and they reach a long distance. Both work the same but Katana does more damage.
+
|-
 
+
| 3 || 36 || Exact || Repeat above, but knocks down.
Knife - A throwable knife. Does decent damage and the only way to attack from far. Mostly a nuisance since El Gados and Hollywoods tend to dump large numbers of them on the floor.
+
|-
 +
| Suplex || 50 || Throw || Controls space pretty well. Knocks down.
 +
|-
 +
| Piledriver || 70 || Throw || Jumping throw; high damage and knocks down.
 +
|-
 +
| Pipe || 20 || Exact || Fast swing but not much damage. Knocks down. Avoid.
 +
|-
 +
| Muramasa! || 30 || Exact || Fast swing and slightly better damage. Useful against fast standing enemies and enemies with high strike resistance like Andores. Knocks down.
 +
|-
 +
| Knife || 30 || Exact || Throwing knife, mostly notable because El Gado's will leave a ton on the ground. Knocks down.
 +
|}
  
 
== Guy ==  
 
== Guy ==  
 
[[File:Guy ff1select.gif]]
 
[[File:Guy ff1select.gif]]
  
Button 1 - Punches! Press repeatedly for a series of up to 5 hits. The 4th hit can be canceled into a shoulder toss if you hold up or down while mashing. Picks up items near you if they are there.
+
{| class="wikitable"
 +
|-
 +
! Move !! Base Damage !! Damage Type !! Description
 +
|-
 +
| Punch || 6 || Strike || A straight jab, your bread and butter for damage.
 +
|-
 +
| 2 || 6 || Strike || A second jab, same as the first jab
 +
|-
 +
| 3 || 8 || Strike || Gut punch, slightly better damage than a jab.
 +
|-
 +
| 4 || 8 || Strike || A high elbow, can chain into throw by holding up or down while attacking again.
 +
|-
 +
| 5 || 14 || Strike || Roundhouse kick. Knocks down.
 +
|-
 +
| Deathblow || 20 || Strike || Invincible jumping spinkick that knocks everyone near you down. Drains some HP to use if it hits anything.
 +
|-
 +
| Vertical Jumpkick || 12 || Strike || Defensive kick. Knocks down. Deceptively good hitbox, but generally useless.
 +
|-
 +
| Forward Jumpkick || 14 || Strike || Straight kick; knocks down and is great for grouping staggered enemies.
 +
|-
 +
| Elbow Drop || 8 || Strike || Great way to move into an enemy and toss them since it leaves them standing.
 +
|-
 +
| Wall-jump, jumpkick || 30 || Strike || Weird and very situational kick. Knocks down.
 +
|-
 +
| Wall-jump, elbow drop || 30 || Strike || Like the jumpkick after walljumping, odd and not very useful attack. Knocks down.
 +
|-
 +
| Kneebash || 8 || Exact || Press attack when grabbing. Leaves enemy still grabbed.
 +
|-
 +
| 2 || 14 || Exact || Repeat above
 +
|-
 +
| 3 || 24 || Exact || Repeat, but knocks down.
 +
|-
 +
| Shoulder Toss || 30 || Throw || Controls massive amounts of space due to enemies colliding. Knocks down.
 +
|-
 +
| Pipe || 20 || Exact || Slow swing and not much damage. Avoid. Knocks down.
 +
|-
 +
| Muramasa! || 30 || Exact || Slow swing but slightly better damage. OK in a pinch. Knocks down.
 +
|-
 +
| Knife || 30 || Exact || Throwing knife, mostly notable because El Gado's will leave a ton on the ground. Knocks down.
 +
|}
 +
 
 +
= Advanced =
 +
 
 +
== Deathblow Details ==
  
Button 2 - Jumps! You can press a direction to jump that way. Jumping backwards is the fastest way to move around, but you have to press back just after pressing jump or you will just get a forward jump in the direction you are facing.
+
A common escape move in this style of brawler, which is refered to by many different names such as: Super joy, extra joy, mega crash, desperation attack, and I'm sure a whole host of others that I am not thinking of. Deathblows are a critical component to success in Final Fight since they are your only notable tool to escape bad situations. Deathblows are done by hitting both attack and jump at the same time, however the game accepts the input if you hold either button and press the other as well. Unlike later CapCom games, this move cannot be done out of a punch, you must either be in a neutral standing state or in hitstun to perform a deathblow. This makes it tricky to use in situations where you are going for a strike grab by are surrounded, you have to completely stop punching to get around this without first taking a hit.
  
1+2 - Superjoy; mostly invulnerable spinkick that hits all around you. Takes some life to use if it hits anything, and can't be used if you have no health.
+
== Strike Grabs ==
  
2, then 1 - Jump kick. Knocks enemies down. Nothing special.
+
All characters can do a throw instead of the final punch in their striking series by holding up or down when hitting the button for the attack. This is very useful to gain invincibility frames, and to group enemies together on one side or the other efficiently. For Haggar in particular, his suplex throw has a few frames near the end of the throw which can be canceled into an attack, which can let Haggar squeeze in a punch before he becomes vulnerable again.
  
Forward+2, then 1 - Jump kick. Knocks enemies down. Since you move forward while knocking enemies down, its great for pushing large groups of enemies together safely. Can be canceled into the down+1, which can be useful against enemies who block or if you jump kick too early.
+
== Back Jumping ==
  
2, then down+1 - Down jumping attack. Works out of any jump direction. Leaves enemies standing which is great for leading to a grab for bash damage or tossing to group enemies. Can be canceled into the neutral jump or forward jump kick as appropriate, which can be useful to add damage to the jumping attack or to pin an enemy who blocks or to keep you safe if you do this too early in the jump.
+
All characters move faster by jumping backwards rather than walking or jumping forward. To jump backwards, a specific input is required, since simply holding a direction and pressing jump would result in the character facing that direction and jumping forward. After pressing jump with no directional input, the game will wait in a pre-jump animation for a few frames. If you then press back, your character will jump backwards instead of forward. Backwards jumps are a bit limited in that you cannot perform a standard jumping attack, but all characters can perform their jumping down attack to maintain at least some attack and space control option.
  
Near wall, 2 then hold away from wall+2 - Walljump. Basically useless since Guy just has his normal attack options. Might be the fastest movement over the very slight distance it gets.
+
== The Infinite ==
  
Move into standing enemies - Grabs the enemy, leads to other stuff.
+
One of the primary damage output skills in Final Fight is the infinite. All 3 characters can change facing freely when initiating a new attack. By changing your facing away from the enemy you are attacking for one of the strikes in the primary standing attack series, you can purposefully miss an attack. The game then assumes you should not be in the middle of an attack series, and returns you to the first attack in the series the next time you punch. By doing this in a specific way, you can keep enemies in hitstun forever. Because of the length of each attack, each character has a slightly unique infinite. Haggar must face away for alternating attacks, so his infinite appears as (Punch, turn, punch [missed], turn)xN. Cody can do two strikes and miss the third (Punch, punch, turn, punch [missed], turn)xN. Guy can do this the same way as Cody, or can do three strikes before shifting. (Punch, Punch, Punch, turn, Punch [missed], turn).
  
Grab enemy, 1 - Knee bash attack. Repeat up to 3 times, or change to toss after 1 or 2 bashes.
+
== Hitstop ==
  
Grab enemy, left/right+1 - Toss. Great for grouping.  
+
A primary and somewhat confusing barrier to new players, hitstop has some odd properties generally shared with all of Capcom's arcade brawlers. When hitting an enemy, there are 3 'phases' to the hit. The first is the short pause the game does during the actual hitting frame. This is followed by the hitstun, where the character is free to act but the enemy struck is still stunned, and finally the enemy returns to normal. Hitstop has important ramifications because if you strike multiple enemies, you will often incur hitstop multiple times while the enemies only incur it once each. This additional time spent in hitstop by you will allow enemies to recover from hitstun before you have even finished your attack, and then they can counter you. This is even more dangerous in the situation where there is an axl or slash among a group, since their block causes more hitstop than a normal strike.
  
Weapons:
+
There are a few solutions to ensure hitstop does not result in being countered. The first is to ensure that every enemy struck is hit on the same frame, which is what generally happens. In groups of like enemies, it is easy to guarantee this situation by knocking the enemies down with something like a jump kick, then punching them as they rise. Against groups of unlike enemies, more improvisation is needed, and avoiding basic standing strikes may be necessary.
  
Pipe/Katana - Swing them with button 1. Not great weapons for Guy since the swing is a bit slow and they knock down every hit. Both work the same but Katana does more damage.
+
== Button 3 ==
  
Knife - A throwable knife. Does decent damage and the only way to attack from far. Mostly a nuisance since El Gados and Hollywoods tend to dump large numbers of them on the floor
+
A short note on button 3. Anyone who has played Final Fight in mame may have taken notice that button 3 can be bound, and appears to do nothing. This seems to be a leftover development button, and it still has one function. Specifically, pressing button 3 when being grabbed (primarily by Andores or Abigail), will result in your character falling out of the grab. No official documentation contains any references to button 3, it is not an available button on any official cabinet, does not show up in the input check, and it is not included in any port of the game, so use of button 3 is regarded as a cheat by SDA standards.

Latest revision as of 00:33, 16 April 2015

Basics

Final Fight has 3 types of damage; Strikes, throws and exact. Strikes will be reduced by a percentage based on the enemies defensive modifier. Throws will do full damage against high HP enemies, but against an enemy with less remaining HP than 2 times the throws damage, the throw will do half of its listed damage or half of the enemies' remaining HP, whichever is greater. Exact damage will always yield the same damage regardless of the situation.


Cody

Cody ff1select.gif

Move Base Damage Damage Type Description
Punch 10 Strike A straight jab, your bread and butter for damage.
2 10 Strike A second jab, same as the first jab
3 10 Strike Gut punch, Cody leans into this one. Can hit behind Cody, and can chain into a shoulder toss by holding up or down and hitting punch again after.
4 16 Strike Uppercut, knocks down.
Deathblow 20 Strike Invincible jumping spinkick that knocks everyone near you down. Drains some HP to use if it hits anything.
Vertical Jumpkick 12 Strike Defensive kick. Knocks down. Deceptively good hitbox, but generally useless.
Forward Jumpkick 14 Strike Straight kick; knocks down and is great for grouping staggered enemies.
Knee Drop 6 Strike Great way to move into an enemy and toss them since it leaves them standing.
Kneebash 9 Exact Press attack when grabbing. Leaves enemy still grabbed.
2 16 Exact Repeat above
3 28 Exact Repeat, but knocks down.
Shoulder Toss 40 Throw Controls massive amounts of space due to enemies colliding. Knocks down.
Pipe 20 Exact Slow swing and not much damage. Avoid. Knocks down.
Muramasa! 30 Exact Slow swing but slightly better damage. OK in a pinch. Knocks down.
Knife 30 Exact Cody can stab if you are close enough, or will be thrown. Swings fast as you can mash, and knocks down, so great against huge mobs.

Haggar

Haggar ff1select.gif

Move Base Damage Damage Type Description
Punch 18 Strike Gut punch; long range but extends Haggar's hittable box.
2 18 Strike Same as the first punch, but can be chained into a suplex by holding up or down and attacking again.
3 18 Strike Overhead cop. Knocks down.
Deathblow 20 Strike Invincible jumping spinkick that knocks down. Drains some HP to use.
Vertical Jumpkick 20 Strike Defensive kick. Knocks down. Deceptively good hitbox, but generally useless.
Forward Jumpkick 20 Strike Same as vertical kick, but moves forward; knocks down and is great for grouping staggered enemies.
Body Splash 8 Strike Knocks enemies down in the direction Haggar is facing, so back jumping into this can be used to great effect for spacing.
Headbutt 10 Exact Press attack when grabbing. Leaves enemy held.
2 18 Exact Repeat above
3 36 Exact Repeat above, but knocks down.
Suplex 50 Throw Controls space pretty well. Knocks down.
Piledriver 70 Throw Jumping throw; high damage and knocks down.
Pipe 20 Exact Fast swing but not much damage. Knocks down. Avoid.
Muramasa! 30 Exact Fast swing and slightly better damage. Useful against fast standing enemies and enemies with high strike resistance like Andores. Knocks down.
Knife 30 Exact Throwing knife, mostly notable because El Gado's will leave a ton on the ground. Knocks down.

Guy

Guy ff1select.gif

Move Base Damage Damage Type Description
Punch 6 Strike A straight jab, your bread and butter for damage.
2 6 Strike A second jab, same as the first jab
3 8 Strike Gut punch, slightly better damage than a jab.
4 8 Strike A high elbow, can chain into throw by holding up or down while attacking again.
5 14 Strike Roundhouse kick. Knocks down.
Deathblow 20 Strike Invincible jumping spinkick that knocks everyone near you down. Drains some HP to use if it hits anything.
Vertical Jumpkick 12 Strike Defensive kick. Knocks down. Deceptively good hitbox, but generally useless.
Forward Jumpkick 14 Strike Straight kick; knocks down and is great for grouping staggered enemies.
Elbow Drop 8 Strike Great way to move into an enemy and toss them since it leaves them standing.
Wall-jump, jumpkick 30 Strike Weird and very situational kick. Knocks down.
Wall-jump, elbow drop 30 Strike Like the jumpkick after walljumping, odd and not very useful attack. Knocks down.
Kneebash 8 Exact Press attack when grabbing. Leaves enemy still grabbed.
2 14 Exact Repeat above
3 24 Exact Repeat, but knocks down.
Shoulder Toss 30 Throw Controls massive amounts of space due to enemies colliding. Knocks down.
Pipe 20 Exact Slow swing and not much damage. Avoid. Knocks down.
Muramasa! 30 Exact Slow swing but slightly better damage. OK in a pinch. Knocks down.
Knife 30 Exact Throwing knife, mostly notable because El Gado's will leave a ton on the ground. Knocks down.

Advanced

Deathblow Details

A common escape move in this style of brawler, which is refered to by many different names such as: Super joy, extra joy, mega crash, desperation attack, and I'm sure a whole host of others that I am not thinking of. Deathblows are a critical component to success in Final Fight since they are your only notable tool to escape bad situations. Deathblows are done by hitting both attack and jump at the same time, however the game accepts the input if you hold either button and press the other as well. Unlike later CapCom games, this move cannot be done out of a punch, you must either be in a neutral standing state or in hitstun to perform a deathblow. This makes it tricky to use in situations where you are going for a strike grab by are surrounded, you have to completely stop punching to get around this without first taking a hit.

Strike Grabs

All characters can do a throw instead of the final punch in their striking series by holding up or down when hitting the button for the attack. This is very useful to gain invincibility frames, and to group enemies together on one side or the other efficiently. For Haggar in particular, his suplex throw has a few frames near the end of the throw which can be canceled into an attack, which can let Haggar squeeze in a punch before he becomes vulnerable again.

Back Jumping

All characters move faster by jumping backwards rather than walking or jumping forward. To jump backwards, a specific input is required, since simply holding a direction and pressing jump would result in the character facing that direction and jumping forward. After pressing jump with no directional input, the game will wait in a pre-jump animation for a few frames. If you then press back, your character will jump backwards instead of forward. Backwards jumps are a bit limited in that you cannot perform a standard jumping attack, but all characters can perform their jumping down attack to maintain at least some attack and space control option.

The Infinite

One of the primary damage output skills in Final Fight is the infinite. All 3 characters can change facing freely when initiating a new attack. By changing your facing away from the enemy you are attacking for one of the strikes in the primary standing attack series, you can purposefully miss an attack. The game then assumes you should not be in the middle of an attack series, and returns you to the first attack in the series the next time you punch. By doing this in a specific way, you can keep enemies in hitstun forever. Because of the length of each attack, each character has a slightly unique infinite. Haggar must face away for alternating attacks, so his infinite appears as (Punch, turn, punch [missed], turn)xN. Cody can do two strikes and miss the third (Punch, punch, turn, punch [missed], turn)xN. Guy can do this the same way as Cody, or can do three strikes before shifting. (Punch, Punch, Punch, turn, Punch [missed], turn).

Hitstop

A primary and somewhat confusing barrier to new players, hitstop has some odd properties generally shared with all of Capcom's arcade brawlers. When hitting an enemy, there are 3 'phases' to the hit. The first is the short pause the game does during the actual hitting frame. This is followed by the hitstun, where the character is free to act but the enemy struck is still stunned, and finally the enemy returns to normal. Hitstop has important ramifications because if you strike multiple enemies, you will often incur hitstop multiple times while the enemies only incur it once each. This additional time spent in hitstop by you will allow enemies to recover from hitstun before you have even finished your attack, and then they can counter you. This is even more dangerous in the situation where there is an axl or slash among a group, since their block causes more hitstop than a normal strike.

There are a few solutions to ensure hitstop does not result in being countered. The first is to ensure that every enemy struck is hit on the same frame, which is what generally happens. In groups of like enemies, it is easy to guarantee this situation by knocking the enemies down with something like a jump kick, then punching them as they rise. Against groups of unlike enemies, more improvisation is needed, and avoiding basic standing strikes may be necessary.

Button 3

A short note on button 3. Anyone who has played Final Fight in mame may have taken notice that button 3 can be bound, and appears to do nothing. This seems to be a leftover development button, and it still has one function. Specifically, pressing button 3 when being grabbed (primarily by Andores or Abigail), will result in your character falling out of the grab. No official documentation contains any references to button 3, it is not an available button on any official cabinet, does not show up in the input check, and it is not included in any port of the game, so use of button 3 is regarded as a cheat by SDA standards.

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