Def Jam: Fight for NY Walkthrough by Barry Willemsen
Def Jam Fight For New York on SuperCheats.com
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o----------------------------o
  Author:     Barry Willemsen \
  Copyright:  2005 and after   \
  Release:    03/27/2005        \
  Updated:    03/29/2005         \
================================================================================
  I      TABLE OF CONTENTS       /
o===============================o



       I  ............... Table of Contents
        II  .............. Introduction to the FAQ
         III  ............. Crack those Chumps!
           IV  ............. Story Mode Walkthrough
             V  ............. Compendium
              VI ............. Legal Stuff, Contact Info, and Version History
              VII ............. Credits



================================================================================
  II    INTRODUCTION TO DEF JAM  /
================================o


This FAQ was meant to clear up one of the greatest beat 'em ups I've ever had
the good fortune to get my hands on. Should I say that this game is better
than the Tekken series, the Dead or Alive series, Soul Calibur, etcetera, I
would probably get a junk pile of hate mail in my box, so I won't. Though
perhaps a matter of taste, one can hardly deny that Def Jam: Fight for NY
does not deserve its high marks (8-9) given by people who know a lot about
games (or pretend they do).

Now, for starters, I will be very blunt: first time I played this game, and I
already made sure it was on EASY, I got my ass handed to me in a bucket of
Foundation steel. By the thirtiest time I gave it a try, and lost, I threw
the game into a corner for nearly a month. Eventually, scouring over the
Internet, I viewed the renewed interest in the Def Jam series, which gave
me some good ideas. Banning all chills of anger from my spine, I took the
Def Jam CD out of its box as calmly as I could, stomped it into my XBox,
created a new character for Story Mode... and kicked ass. Unfortunately,
most knowledge that helped me was spread over a wide range of sites, and
they are not anyone's particular idea, so I decided to compile all of them
into this document.

Also, keep in mind that I originally created this guide as a walkthrough for
newer players to beat the Story Mode, so strategies I suggest will probably
not work on the HARD level. But, if you're playing on HARD, what are you
doing here? You don't need any tips by now, I hope? ;)


================================================================================
 III    CRACK THOSE CHUMPS!      /
================================o


The scene may be original, and the possibilities refreshing, Def Jam: Fight for
New York remains - in essence - a beat 'em up game. So, you'd best learn how
to hold yourself out in the clubs if you want progress in Story Mode. The
basic controls are these:


                             ----- ~*~*~*~* -----
                            <||||| Controls |||||>
                             ----- ~*~*~*~* -----

  LEFT THUMBSTICK
  - In combat, it moves your fighter around.
  - In menus, you may highlight different options with it.
  - When in a grapple, you may press A and hold the Left Thumbstick in a desired
    direction to throw your opponent that way.

  RIGHT THUMBSTICK
  - When your Momentum Gauge is full and blinking, move the Right Thumbstick to
    activate Blazin' Mode.
  - When in Blazin' Mode, grapple your opponent with A, and then move the Right
    Thumbstick in any direction to execute a Blazin' Move.
  - If your Momentum Gauge is not yet full, using the Right Thumbstick will do
    a Taunt. A Taunt slowly increases your Momentum Gauge, and is quite funny
    to see, though you're completely vulnerable during execution. You can
    interrupt a Taunt at all times by using the Right Trigger to block.

  D-PAD
  - In combat, it is an alternate way to move your fighter around.
  - In menus, it is an alternate way to highlight different options with.
  - (You guessed it) An alternate way of defining a direction once you try to
    throw your opponent somewhere once you've locked in a grapple with A.

  A BUTTON
  - Confirms a highlighted option in menus.
  - In battle, press A when in close proximity to your opponent to try and
    lock-in a grapple.

  B BUTTON
  - Cancels a previously selected option, transports you back to the previous
    menu when not in battle.
  - Pressing B while holding the Left Thumbstick in a direction will make
    your character run that way. Beware, running detracts from your momentum
    and if you're out, you won't be able to run anymore until it refills.
  - When on the ground, press B to stand up, or press B and hold the Left
    Thumbstick in a desired direction to roll and get up.

  Y BUTTON
  - Throws a light punch in the direction of the opponent you're fighting. Can
    be used from standing position, from the ground and from a post.
  - If well-timed, it can be used to escape from an opponent's grapple.
  - Use Y + the Left Thumbstick to execute your desired move once you've
    locked in a grapple.

  X BUTTON
  - Throws a light kick in the direction of the opponent you're fighting. Can
    be used from standing position, from the ground, and from a post.
  - Use X + the Left Thumbstick to execute your desired move once you've
    locked in a grapple.

  LEFT TRIGGER
  - In battle, this is the Light/Hard Modifier Button. It basically means that
    if you're holding the Left Trigger while punching (Y), kicking (X), or
    grappling (A), your fighter will execute a "hard version" of the move,
    which is more powerful, but also slower to come out and usually with an
    abysmal recovery time.

  RIGHT TRIGGER
  - Use this in battle to block incoming punches and kicks. Notice that this
    will NOT block grapple attempts. Can also be used on the ground.
  - Press the Right Trigger and tilt the Left Thumbstick TOWARDS or AWAY
    FROM your opponent to attempt a Counter. A Counter is hard to pull off,
    but it will leave your opponent wide open for a crushing combo.

  BLACK BUTTON
  - No uses.

  WHITE BUTTON
  - In fights with multiple opponents, use the White Button to shift your
    attention to another combatant.

  START BUTTON
  - Confirms a highlighted option in menus.
  - Pauses the game during battle.

  BACK BUTTON
  - Use this in menus to return to a previous menu.


                             ----- ~*~*~*~* -----


Unfortunately, such a schematic will hardly serve you, unless you're looking
for a quick reference guide. And that's why I'll give you the following
thorough explanation, a bit of a walkthrough on itself. Please don't think
that I'm acting like you're a small child, I'm not belittling you, just
trying to help you through the game as good as I can. There is some basic
strategy involved already, so even if you know the buttons, it will still
do no harm to look through.


                             ----- ~*~*~*~* -----
                            <||||| Fighting |||||>
                             ----- ~*~*~*~* -----


To make all workings clear, we should first take a battle as an example. For
this purpose, I will take the first battle you really fight in story mode. To
be more precise, we will take a custom character versus Trick at the damp
basement of the Foundation:

So, now the battle has loaded, and you two are standing perpendicular to each
other. Immediately you should crave to follow RULE NUMBER ONE: Agressiveness,
because that is what most people are lacking when they first play the game,
and not following the rule means becoming pissed off at the game, at the
guide, and therefore at ME, which I wouldn't like. So be as agressive as you
can without being reckless. There's a thin line to walk. At first, things are
easy. See, we can hardly be agressive from such a distance, so to get a head
start we will go and RUN for Trick now to grab his ass. Simply tilt the Left
Thumbstick towards him while holding the B button and your character should
automatically run up.

Unfortunately, running will do nothing if we don't make an action. So, as you
are close to Trick, press the A button to initiate a grab. Your character will
lunge out with both arms to grab the opponent. It should work if you're quick
and rush Trick right from the start. So now, Trick is down from your grappling
move. Will we just let him rest there and recover his health? No way. Walk up
to him by tilting the Left Thumbstick normally, and lay down a single strike,
with Y or X. Which one depends on your style, but I won't go in-depth on that
right now. Hit Trick once with one of them, and then back off. Why? Because
if you don't, Trick will hit you from the get-go and you will be stunned,
wide open to his dangerous Haymaker.

Right now, Trick will get up, and since you've backed up quite a bit to not get
hit by him, the guy's pretty pissed off. He will now probably run at you and
try to hit you with a punch. Simply hold the Right Trigger and your character
will block it, without taking damage. Trick will have some recovery time from
his reckless attacks, and so he is open to a grab. Press the A button to do
so. As you've locked in the grapple, quickly press Y to lay down a fierce
knuckle arrow right onto the poser's face. Notice that you can also use the
Left Thumbstick in conjunction with the Y button to lay down different kinds
of throws. This adds to your variety, and therefore to the sum of money you
receive at the end of any fight you win.

Trick will be stunned momentarily. Very momentarily. But it's enough for you
to go up to his downed body and press A to pick him up. Once the guy is back
on his feet, quickly do a 2-hit combo. A combo is basically a string of
commands consisting of Y and X. The best combo to take for this example fight
would be YY. Now pay attention: did Trick block your little combo? If he didn't,
continue tapping Y to finish the combo string and knock him to the floor. If
he DID, then be quick and press A to grapple him. This won't allow him any
time to counter your grapple. Once you're all locked in, tilt the Left
Thumbstick in the direction of a pillar or a jukebox, or - only if none of the
previous can be found nearby - into the crowd.


  =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  =-= YOU THREW HIM INTO A PILLAR OR A JUKEBOX? =-=
  =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  Follow up by quickly walking up to him and pressing A again. Your character
  will automatically do an environmental attack: these are random and somewhat
  dependant on your fighter's style, but they all lay down very heavy damage
  for the moment. Not only do they diminish Trick's health bar, they also
  leave him crippled right afterwards. You can see this as the poor guy
  grabs for his face to claw away the pain. At such a moment, get up to him
  and get him up with (A). Grapple him, whip him into the pillar/jukebox
  again, and lay down another portion of great damage!


  =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  =-= YOU THREW HIM INTO THE CROWD? =-=
  =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  First of all, you have to remember that throwing an opponent into the crowd
  is but a last resort: you're far better off whipping him into a wall or
  another thing that's solid enough to crack skulls with. Still, sometimes
  you have no choice, and it only adds to your variety. If you throw an
  opponent into the crowd with (A) + Left Thumbstick, they will ALWAYS throw
  him back at you. Wait for Trick to come stolpering towards you and hit (A)
  once again to give him a Running Counter Grab. These don't do as much
  damage as an environmental attack, but they damn sure stun him. So quickly
  pick him up afterwards, and this time, try to get him into a pillar or a
  jukebox.

  A small note on crowd attacks: apart from the "bouncing an opponent back",
  there are another two varieties of crowd action. The first will happen when
  you knock your opponent back into the crowd with a HARD strike, that is
  the Left Trigger + (Y) or (X). Such attacks will make your opponent back
  off quite a bit, but they are easy to counter, so only use them if you are
  COMPLETELY sure that they will connect. Once the knocked back opponent
  makes contact with a crowd member, the guy will be nice and grab him for
  you. Be quick and walk up to your clutched opponent and perform another
  grapple (A). You will perform a Crowd Double Team Move. These add to your
  variety, score, but most importantly, they STUN and do about as much
  damage as an environmental attack.

  The second variety is quite rare, and it's not even useful. If you whip an
  adversary into the crowd, RIGHT into the hands of a crowd member who is
  holding up a weapon (or to the member right next to the weapon-wielding
  one), the guy will smash his weapon into the opponent for some mediocre
  damage. Though this stuns your opponent big time, you should NOT do it. And
  why not? Because the damage is not nearly as much as when you would have
  used the weapon yourself. You see, once the crowd guy has lain down his
  strike, the precious weapon breaks and can no longer be used. Which is
  not a good thing.


So now you've pounded Trick a good two times, so his health bar should have
suffered quite a bit. Not only that, if you have not been hit by him, which
should be the case, then your Momentum Gauge should be flashing right now,
with an "R" dancing next to it. It means you are ready to execute your
Blazin' Move, think of a fatality in other fighting games. First, activate
your Blazin' Move by moving the Right Thumbstick in any direction. The game
will pause and show a small cutscene of your character hyping up, which is
usually paired with a scream. The Momentum Gauge will be on fire, with the
word "Blazin'" engraved in it.

The hardest part is, of course, performing your Blazin' move. Trick should
have gotten up from his knock-out trip, so be sure to be on the offensive
after doing the blazin' taunt, before he can hit you. Do the YY combo
again, but this time, EVEN IF HE DOESN'T BLOCK, lay down a grapple and
attempt to lock him in. The Blazin' moment will only last for a short amount
of time, so you'll need to do this quickly. Once you succeed, all you have
to do is quickly move around the Right Thumbstick to do your Blazin' move,
and right then you can sit down and enjoy the brutal strikes evoked upon
Trick's battered body.

Once it's done, you may be surprised that your Blazin' move did not lead to
an instant Knock-Out. It certainly seemed painful enough. Don't worry, Trick
should be at least in Danger Zone, which is indicated by his health gauge
turning red and flashing. Beware though, you'll have to act quickly or he
will get back into safer parts (green) and you won't be able to knock him
out. Trick should be down and, inevitably, stunned. People are ALWAYS stunned
after taking a Blazin' Move, and for a fairly long time, yet their health
bar DOES recover, so you still have to act with quickness. Depending on
your chosen style, there are multiple ways to knock Trick out:

  KICKBOXING:
  Pick Trick up with the (A) button, and immediately lay down a Hard Grapple
  by pressing (A) while holding the Left Trigger. Go berserk on the X button
  and you should perform a seven-hit combo, which will KO Trick with its last
  hit.

  STREETFIGHTING:
  Pick Trick up with the (A) button, then do a Haymaker. A Haymaker is the
  same as a Hard Punch, so you only have to hold the Left Trigger and press
  (Y) to execute it. It's a one-hit-knock-out.

  MARTIAL ARTS:
  This is quite hard. Pick Trick up with the (A) button, then SPRINT towards
  a pillar as fast as you can while holding the (Y) or the (X) button, and
  your character will perform a flying attack, which, if it connects while
  Trick is still in Danger Zone, will knock him out.

  WRESTLING:
  Pick Trick up with the (A) button. Next, perform a Hard Grapple by holding
  the Left Trigger when pressing the (A) button again. Do any Hard Grapple Move
  in your repertoire and it will knock Trick out.

  SUBMISSIONS:
  Unfortunately, they have no specific way to KO. They'll have to do some
  environmental attack/crowd double team to gain the victory. But, they DO
  have the ability to make someone submit, so don't think that Submissions
  style fighters are useless. Please don't. It'll be the last mistake you
  make in the game.

It didn't work? Or have you chosen Submissions as your primary style? Yo, no
sweat bro, as Blaze would say it. There are other ways to knock Trick out
when he's in danger zone, but since they've been explained in the walkthrough
itself, above, I will only sum them up:

  - Environmental Attack

  - Crowd Double Team Move

  - Weapon Attack - This may require some explanation. If you see someone in
    the crowd holding a weapon, simply walk up to him/her and it should be
    automatically given to you. Use the (Y) button to do vertical strikes,
    and the (X) button for horizontal strikes. An opponent in danger zone
    hit by a weapon will immediately be KOed. Weapon attacks are unblockable,
    but they CAN be countered - which is dangerous, as the weapon will be
    transferred to your opponent. You can block with a weapon without losing
    it, but a succesful enemy grapple will make you drop it. If you dropped
    your weapon, you can press A while standing on top of it to pick it up
    again.

  - Double Team - Does not apply to this situation, but will have to be
    mentioned. If you and another fighter grab an opponent at the same time,
    a double team move will be initiated. If the adversary is in Danger Zone,
    the move will instantly knock him out cold.

There are others, but they are level-specific and I will mention them as we
get there. For now, remember these basics, but even if you do not wish to, at
least remember:

  GOLDEN RULE NUMBER ONE: Be Agressive!


                             ----- ~*~*~*~* -----
                            <|||||   Tips  |||||>
                             ----- ~*~*~*~* -----


NOTE TO NEW PLAYERS: It's better if you NOT read these until you've fought and
won some battles. When compared to the previous text, which was intended for
you, it may confuse you and that's not what we want. Feel free to look into it,
but I don't recommend it until you are a "non-newb" player.


    =-=-=-=-=-=-=-=-=-=
    =-= ON BLOCKING =-=
    =-=-=-=-=-=-=-=-=-=
  Some people will tell you that blocking is your salvation in Def Jam, some
  will tell you that you should never, ever block unless you want to burn in
  gamer hell forever. To tell you the truth, they both hold somewhat of the
  truth. As a newer player, blocking is NOT a good idea. This is mainly because
  of the speed of the gameplay. If you have no idea of how certain fighters
  will react to your blocking, they will grapple you and hammer you to death,
  without mercy. In such a case, it isn't wise to block.

  That doesn't mean blocking is entirely useless. In a sense, it can be a very,
  very useful feature, but you'll have to know the situation you're in, and
  you'll need some reflexes in case it all goes wrong. First of all, you've got
  running attacks: these bitches come out so quickly that it is near-impossible
  to interrupt them. In such a case, it would be wise to block, but don't block
  to early, or the AI will shift to grappling moves (= you're dead).

  Second, attacks like the Haymaker and attacks from the get-go when an enemy
  is on the ground. Though a Haymaker can be easily interrupted, you may want
  to deal some more damage than a mere combo. In that case, simply block the
  Haymaker and your opponent will have to deal with its horrendous recovery
  time. It gives you enough time to do a Hard Grapple on them. For the second
  option, sometimes you're just out of space to run away, or you want to keep
  the pressure onto your opponent. At that moment, it's better to block any
  attacks from the ground and resume your combo- and grapple sequences.


    =-=-=-=-=-=-=-=-=-=
    =-= THE COUNTER =-=
    =-=-=-=-=-=-=-=-=-=
  Probably the most difficult feature of Def Jam, even for the players who are
  used to Def Jam's lightning gameplay, is countering. Basically, a counter
  comes out quick, so even computer opponents can be surprised by it. Thereby,
  you receive no damage from your opponent's attack and, more importantly, it
  leaves your adversary open to Hard Grapples or Haymakers the moment after
  the counter is exacted. More than anything else, I'd say.

  The input for a counter is quite easy. Tap the Right Trigger and move the
  Right Thumbstick TOWARDS or AWAY FROM your opponent. A short animation can
  be seen wherein your character heaves his hands in front of his chest, ready
  to intercept an attack. If an opponent's attacks connects with you in one
  of these few frames, the attack will be countered and you'll be set to pack
  a LARGE amount of damage. Note that the timing has to be very precise for
  it to work.

  If you've got time, then Countering can be learnt, slowly. The easiest way
  to start learning it is to get someone to constantly throw a Haymaker at you
  in a multiplayer game, just for practice. The Haymaker is the most predictable
  attack in the game, and therefore the easiest to counter. Once you get the
  timing down, you can go and reverse quicker attacks. Even if you manage to
  perfect this skill, you'll still need to learn all opponents' attack patterns
  to become a master at it. Since nobody has that much times on their hands, I
  think it better to NOT try and counter until you've played through Story
  Mode several times and have got to know your adversary's attacks.

  Because of the issues with countering, I will not incorporate it in any of
  the strategies I employ during Story Mode. If you still want to try your
  skillz and initiate your countering career, use the D-Pad instead of the
  thumbstick. The D-Pad's input seems to work better than the analog one.

  Countering throws is another story. It also requires timing, but it's easier
  as you can see the lunge coming. As your opponent's hands are about to connect
  to your character's shoulders, press the (X) or (Y) button to stomp them
  away. Afterwards, they are open to Haymakers or Hard Grapples, though not as
  much as they would from the strike counters.


    =-=-=-=-=-=-=
    =-= STUNS =-=
    =-=-=-=-=-=-=
  Knowing whether an attack will stun an opponent or not is key to victory.
  There are some rules that apply to stunning, though the length of the stun
  (sometimes even the possibility to be stunned itself) are dependant on your
  opponent's general health and toughness. Still, here are some small helps,
  that can make your fighting more efficient and less time-consuming.


  - An opponent can be stunned by the following: a Grab, a Hard Grab, Hard Kicks
    and Hard Punches, Environmental Attacks, Crowd Double Teams, Weapon Attacks,
    and Running Counter Grabs. The length of the stun depends on the power of
    your attack: an environmental attack will yield you more time than an
    ordinary throw move. When an opponent is stunned, he will sometimes (but
    not always) claw away the pain at certain parts of his body. There are
    situations where they will just lay still and not get up.

  - The algorithm for stuns is quite easy. Basically, the first time you do any
    of the attacks above, the opponent will be stunned. Your second attack,
    they will not be stunned so watch out for any assaults from the get-go. You
    get it? Any odd number (1st, 3rd, 5th) of attacks will get you a stun.

  - A Blazin' Move ALWAYS stuns, and relatively it is the longest stun available
    to you.


  So what should you do when your rival is stunned? Take notice that you can
  only pull off one move (aside from getting your opponent to his feet) before
  the enemy is destunned. Also, if you wait to long, the stun will wear off,
  so make sure you act quickly. These are the best things you can do when
  your opponent is stunned:


  - Get him to his feet and perform a cheap, yet damaging environmental attack,
    or a crowd double team, or use the time to get a weapon.

  - A stun is the PERFECT time to do the Blazin' Taunt and make sure that your
    move connects. Always be on the lookout for this. Simply get the opponent
    to his feet with (A), activate Blazin' Mode, quickly grab the adversary
    while he is still endazed and your move should come out succesfully.

  - Sometimes, especially with Blazin' grabs, your opponent will be in Danger
    Zone, AND stunned. Get him to his feet and then perform your style's special
    KO-attacks on him to still get the knock-out. This saves you a hell a lot
    of frustration.

  As you can see, stuns are valuable assets in your road to victory.


    =-=-=-=-=-=-=-=-=
    =-= ON STYLES =-=
    =-=-=-=-=-=-=-=-=
  Wherever you search on the web, whenever it concerns Def Jam, it's always
  about which style is best. Usually, these discussions end in the useless
  conclusion that it's a matter of taste. Maybe, but those people argueing are
  not beginners, and can probably beat the game with ANY style. But a beginner
  reading this may be confused, because there are some fundamental features
  in particular styles that make them more effective to begin with than the
  others available. So here they are, and I arranged them from MOST effective
  (top) to LEAST effective (bottom). Note that this doesn't mean these styles
  are "bad", they're very balanced, but some are just easier to master for
  beginning players.


  1. STREETFIGHTING
     Definitely the easiest style to start with, mainly because of the problems
     most people have with KOing their opponents when they're in the Danger Zone
     of their health gauge. To be a good streetfighter, a character needs a
     superior Upper Strength and lots of Speed to keep the upper hand. They
     do very well when employing the YY-to-Grab combo, and their Upper Strength
     also means that they can grab and throw an opponent every once in a while.
     Still, their most important feature is the Haymaker. This is just a Hard
     Punch (L+Y), but actually it's much more damaging. And more importantly,
     a Haymaker can KO someone in danger zone. No longer you have to search
     for environmentals or crowd doubles, it all can be done with a single,
     powerful punch. Be wary though, the Haymaker may be powerful, but it's
     the most predictable and one of the slowest attacks to make up for that.

  2. KICKBOXING
     There are lots of people that say Kickboxing is best to begin with, but I
     prefer to differ. It simply requires better attuning to Def Jam's quick
     gameplay to be as effective as Streetfighting, and its special KO move
     is not as straightforward as the Haymaker. As a kickboxer, a character
     has dire need for Lower Strength and Speed. Instead of YY, they can do
     a quick XX-to-Grab combo. A special feature of the kickboxer is the
     "clinch". A clinch basically means that, whenever you grab your opponent,
     your character keeps locked in to him/her, and can deliver punches from
     there. From a normal grab, a kickboxer can lay down a maximum of 2 blows,
     while from a Hard Grab, you can get in the whopping amount of 7. If such
     a 7-hit combo is completed succesfully, and the opponent was in danger
     zone BEFORE THE LAST BLOW, he will be knocked out. Yes, this means that
     a kickboxer can knock-out an opponent without the adversary being in
     danger zone by tapping X rapidly enough from a clinch.

  3. WRESTLING
     We all know it, we all love (or hate) it. In Def Jam, it's definitely
     a showman style we pursue. Wrestlers have a wide arrays of throws, but
     with them lacking in the speed to succesfully string combos together,
     you may want to try with Wrestling later on, after you're accustomed
     to Streetfighting and Kickboxing. Once mastered, however, their throws
     become a lethal weapon. To enhance your skills, take Upper Strength for
     your character, and Speed to make sure you get your throws in. General
     Toughness could help too, to fend off all those quick attacks martial
     artists tend to throw at you. Hard Grapple WHENEVER the opponent is
     stunned for insane damage. When your adversary is in danger zone, you
     can finish him off easily by performing a Hard Grapple move on him while
     the health gauge is red. It yields you an instant KO.

  4. SUBMISSIONS
     Meh, submissionists are a mixed bag. On one hand, they're totally average
     and not really weak against anything, but at the same time, they are not
     versatile at all and they do not have a special KO move. Instead, these
     fighters gain the ability to make an opponent submit by constantly
     crackling their joints, until they're eventually broken. Submissionists
     need a little of everything, but I recommend Speed, Health and Toughness
     to make sure they last through the fight. Weaken the opponent with normal
     grapples or environmental attacks to stun them. Once stunned, Hard Grapple
     them and work on their arm/legs/head/whatever. Two small bars should pop
     into view, a red one and a golden gauge. If the red one depletes, the
     opponent will submit. The golden gauge fills up quickly when rapidly
     tapping any button, and once it has reached its end, the submission will
     be released. In order to have success with this fighting style, you should
     always work on a certain bodypart, and don't spread your attention over
     several limbs: remember when fighting with a submissionist, the longer
     the match takes, the more chance you'll have to lose.

  5. MARTIAL ARTS
     Speed is the keyword when it comes to martial arts. Difficult to master
     fully, and requiring some quick reflexes, this fighting style, has some
     great, beautiful moves and very quick combos. Choosing martial arts as
     a style increases the amount of animation frames in which a counter can
     take place, adding to your defense. Unfortunately, they are not very good
     offensively, especially at low levels. Lots of people tend to choose this
     for their first character, and I can't blame them for it, because the
     flying thingies look really, REALLY cool. If you are intent on being a
     martial artists, you'd best make sure you get Speed and either Lower or
     Upper Strength (depending on what you like more, punching or kicking). If
     you master the timing of the flying attacks, you can do some great damage
     and deliver stuns easily, but I'll warn you: it takes time, and lots and
     lots of practice to make full use of the Martial Arts' power. Also, try
     to counter some moves, you'll notice that it's easier if you have this
     style in your repertoire. Though martial arts are very tricky to use
     correctly, a master in them could probably take on any other style with
     ease.


================================================================================
 IV    STORY MODE WALKTHROUGH    /                        *BEWARE: SPOILERS!!!*
================================o


                        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                   *=*=*  SCENE 1: THE STREET SWEEPER  *=*=*
                        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  So, the story mode presents you with a nice way to test your skills against
  computer-controlled opponents. It all starts when D-Mob, quite an imposing,
  black man gets arrested by two police-officers. On their way to the station,
  Starks and Jervis - the policemen - have a ridiculing chat about something
  we all don't understand, but then the action starts. Starks shouts out in
  surprise and disbelief as a giant truck rams them on the crossroads. We see
  someone getting out of the car, but we can't see how he looks as we are
  actually viewing the crime scene through the suspect's eyes. D-Mob crawls
  out of the car and looks up in bewilderment as the not-so-legal chump signals
  him to follow into his truck. However, the camera shifts backwards and we
  see that Jervis has got a clear view of the man, before the screen fades out
  to black.

  Once all goes to normal, we see a sad Jervis sitting at a desk, a red-haired
  woman walking up to him. The woman's name is Lauren, and she is a mug-shot
  sketcher. She asks the policeman to describe the person that rammed their
  car. If you hadn't already noticed, this is the moment to create the chump
  you're gonna forge into a legend. Make sure you like his looks, though,
  there ain't nothing worse than fighting with a character you don't like ;P

  Just for giggles, here's my character. Feel free to copy, though I suggest
  you make up your own:

      +--------------+
        My Character
      +--------------+
      NAME:           BLITZ
      HEIGHT:         6'2"
      WEIGHT:         245 lbs
      BODY SIZE:      L
      SKIN TONE:      2
      FACE:           7
      EYES:           6
      EYE COLOR:      Dark Green
      BROWS:          2
      NOSE:           5
      LIPS            5
      EARS:           4
      HAIR:           4
      FACIAL HAIR:    2
      HAIR COLOR:     Jet Black
      VOICE:          Gruff

  When you're done, the camera changes scenes and we are presented with D-Mob's
  little hideout, his headquarters. You can catch a glimpse of Doc sleeping on
  the couch, and Sticky Fingaz and Method Man as "Blaze" playing against each
  other on... well wouldn't you know it, an XBox... anyway, Sticky seems to be
  winning as D-Mob comes in. Of course, Blaze and Sticky are startled by his
  appearance, thinking that their boss was arrested and taken away. Behind the
  big man you can see your own character, looking straight at the two men, but
  none speaks to him. Instead, the two chumps go asking D-Mob whether you are
  in or out. Without a doubt D-Mob replies with a gruff "He's in!". Still, they
  are not convinced of your fighting prowess, and therefore Blaze suggests a
  practice match to see how well you'll fare with them. This little tutorial
  match will take place against anoter one of D-Mob's fellas, a large guy called
  House.

  Before you face him, you'll have to pick a style. Pick Streetfighting for your
  first time, otherwise, choose anything you want. Do notice that this guide
  will always act like you've chosen "Streetfighting".


      +-------+
        House
      +-------+
        VENUE:     Practice Ring
        REWARD:    75 Development Points

      I won't write down stats for House, because this is a tutorial
      fight, which means that House won't fight back unless you are
      required to block. Blaze walks you through the basics of the
      game, but I've explained them thoroughly before, so I'll give
      in to the temptation of saying: "Simply follow Blaze's orders
      and you'll be fine."
      +-------+


  After your peformance, Blaze seems impressed with your talent, but Sticky
  isn't as convinced. He says that he will only believe in you if you win some
  real fights. And that's exactly what we're gonna do. D-Mob also gives you
  some money to spice up your gear. Because, as he says, if you want to run
  with his crew, you'd better look the part. Finally, Blaze shows you your
  crib. Your crib is your own little base of operations, from where you travel
  out over the map, change the way your look by using your wardrobe, set the
  different options available, and look at different trophies you've earned.
  The crib will be described more in-depth a tiny wee later on.



                      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                 *=*=*  SCENE 2: YOUR CAREER STARTS  *=*=*
                      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  Yay! So now we can go out and beat up those punks everywhere without showing
  a sign of fatigue! Uhmmm... no way. First of all, you should take a look at
  your crib and get accustomed to all its different options. Right at the start
  of your adventure, you get a pop-up saying you've got some new messages on
  your special organizer, prompting you whether you wish to read them or have
  them wait for a later time. It's always a good idea to stay up-to-date of what
  is happening, so let's just listen to what these people have to say.


      FROM:     Blaze
      MESSAGE:  "Hey man, it's Blaze. I just talked to D, and here's the deal.
                He wants you to hit the clubs, start putting them to work. We'll
                give you a call when we got something for ya. Peace."

      FROM:     Rollins
      MESSAGE:  "So D-Mob wants me to put your ass to work and get you in shape
                for the circuit. I can teach you new moves, new styles, and help
                you improve your fighting skills. Come down to Stapleton when
                you're ready to sweat."


  Henry Rollins is your "personal trainer", as to say, but don't think that he's
  not worth worrying about, as you'll be facing him later. We'll go to the gym
  later. First, we'll have look at the crib. There are six icons in the bottom
  of the screen through which you can scroll. Choosing "Map" will allow you to
  travel to different places to fight or to shop. "Messages" lets you review all
  messages you've received. With "Wardrobe", you can change your outfit to
  whatever's in your locker. "Options" should be straightforward, and so should
  "Exit". But the second one from the left, "Trophies", deserves some special
  attention. For now, these shelves are empty, but as you accomplish certain
  objectives, you may gain more and more trophies. Some are harder to get than
  others. If you want to know what the objective for a certain trophy is, simply
  select its shade with the D-Pad and an explanation should appear in the bottom
  right corner of the screen.

  Since there's not much more to do here, choose "Map". You'll be brought to a
  schematic of New York City. From here, you can scroll through different places
  with the D-Pad. Press (A) to go there. Whenever you access this map, your
  cursor will always be on a spot with a dollar sign. If you press (A) here,
  you are taken to the shopping district. Do so now. You get five new choices:
  you can go and purchase clothing from Syndicate Urban Streetware (SUS), get
  your body tattooed at Manny's Tats, let Stingray do your hair at his Barber
  Shop, or buy shiny new bling from St. Jacob. Finally, there's the Stapleton
  Athletics gym, which is where you should go first.

  Rollins welcomes you as you tread in. Immediately after you'll get a menu in
  which you can choose what to do: "Train Skills" allows you to use your earned
  Development Points to increase your expertise in certain areas (Upper Power,
  Lower Power, Speed, Toughness, and Health). "Learn Styles" is very expensive,
  but against the price of $2,500, you may learn up to two new styles in
  addition to your first one. Needless to say that this isn't anything to be
  happening in the close future. "Learn Moves" gives you a chance to buy new
  Blazin' Moves. Usually, as you beat other fighters, you unlock there Blazin'
  Move in the gym. Costs vary per move. Usually, the cooler moves will cost
  you a bunch of Dev Points. Finally, there's "Assign Moves", in which you can
  assign the moves to the four directions of the Right Thumbstick (so you can
  have four different Blazin' Moves at the same time, though this will probably
  never happen on Easy difficulty). Assigning Blazin' Moves doesn't cost you
  any Development Points.

  Use "Train Skills" to increase your abilities before you go and take on the
  first combatants. I recommend to increase Speed, and then increase your style-
  reliant attribute somewhat (for a Streetfighter, this would be Upper Power).
  When you're done, press (B) a couple of times to get back to the Shopping
  District, and take a look at all the different shops. Of course, I'm not
  going to tell you what your character should dress like, or which tattoos
  or hairstyle he should take, that's personal taste.

    BIG NOTE: Though I may not act like shopping is too important, you should
              never forget that changing your looks and icing yourself out is
              a NECESSARY part of the game. It keeps your Charisma high, and
              thus it allows you to Blaze faster than normally. And, on a minor
              note, fighting with the same guy over and over again is nothing
              short of boring.

  Once you're done stocking up, go back to the NY City map and highlight the
  only available venue, the Foundation. A small screen pops up where you get a
  decent overview of all the other fighters you can try to tackle. Notice that
  there's one "locked" fighter at the end of the line. This fighter is like a
  boss-enemy and is only unlocked if you beat all of the other combatants in
  that venue. Most of the time, these venue-leaders are tougher to beat than
  others. Just so you know. I recommend starting out with Trick, who is first
  in line anyways, because he has some weaknesses which can be used to your
  advantage greatly with your speed increase.


    +-----+
     Trick
    +-----+
      VENUE:         The Foundation
      STYLES:        Streetfighting
      BLAZIN' MOVE:  Kidney Stones
                      _ _ _ _ _ _ _ _ _
        Upper Power  |_|_|_|_|_|_|_|_|_|
        Lower Power  |_|_|_|_|_|_|_|_|
        Speed        |_|_|_|_|_ _ _ _ _
        Toughness    |_|_|_|_|_|_|_|_|_|
        Health       |_|_|_|_|_|_|_|
        Charisma     |_|_|_|_|_|_|_|

      Quite the pushover, I have to say, though you may not feel the
      same after battling him once. Taking a look at his stats, we
      see that he can be hell to deal with if you let him take the
      initiative, especially so early in the game. With good Health
      and excellent Toughness, Trick can take a beating. Or, more
      importantly, his high Upper Power stat makes sure he can dish
      it out, too.

      Now, don't get discouraged. I've described a fight with Trick
      in an earlier section. There are some things to keep in mind
      when fighting this guy. For one, Trick seems to be even less
      offensive than a turtle if you stay away from him, and even
      IF he rushes you he will almost never grab you, so you can
      safely block. Secondly, this man is an absolute ADDICT of
      the Haymaker. Which is great, as you can easily interrupt it
      with a light, quick punch combo of yourself.

      Rush him from the start, that's important, and keep pounding
      him with light punch combos "until death do you part". Be
      careful, though, when he blocks your attacks, quickly switch
      into a grab and toss Trick into something or someone for a
      Crowd Double Team and Environmental Attacks. These will help
      you get this toughie's health gauge down far quicker. When
      you're finally ready to BLAZE, make sure that you don't try
      to do it on Trick without him being stunned. Most of the time,
      if you try him with a single grab, he will counter, and there
      will be shit to pay. You can also try the YY-into-Grab combo,
      it will work on him too the majority of the time.


        =*= REWARDS =*=

          [Dev Points]   112 on EASY, 150 on MED, 188 on HARD
          [Fighter]      Trick
          [Blazin' Move] Kidney Stones
    +-----+


  Yay! So you beat the first opponent in the game. Congrats. Now, as you return
  to your crib, you notice that there are new messages waiting for you, so let's
  take a look.


    FROM:     Snowman
    MESSAGE:  "Hey yo, it's Snowman. Yo, you GOTTA come down to the shop, I
              definitely got some stuff you're gonna love. Holla mack, with
              love!"

    FROM:     Ludacris
    MESSAGE:  "I don't know what kinda guy D-Mob thinks he sees in you, but you
              better step up. No time for losers in this crew!"

    FROM:     Rollins
    MESSAGE:  "There's lots of ways to KO someone. First, get his health into
              the DANGER zone. Then, you can unleash a BLAZIN move, use a
              weapon, perform an environmental attack, or hit him with your
              style-specific move. He'll be picking his teeth up off the floor
              in no time."

    FROM:     Blaze
    MESSAGE:  "Hey yo, it's Blaze! You lookin' good out there, killah! D's
              liking what he sees. Keep it up. Talk to ya later."


  Guess there was more than the average crowd spectating your match with Trick
  earlier. Anyway, go to Stapleton and increase your skillz some more to help
  in kicking ass. The next fighter you face will be less predictable than our
  beloved Trick, so keep on your toes. Perhaps you can go do some shopping as
  well to give your Charisma a small boost. Once done, head over to the
  Foundation again, and this time select Bo as the one you want to face.


    +--+
     Bo
    +--+
      VENUE:         The Foundation
      STYLES:        Martial Arts
      BLAZIN' MOVE:  Pop Your Collar
                      _ _ _ _ _ _
        Upper Power  |_|_|_|_|_|_|_
        Lower Power  |_|_|_|_|_|_|_|_
        Speed        |_|_|_|_|_|_|_|_|_ _
        Toughness    |_|_|_|_|_|_|_|_|_|_|
        Health       |_|_|_|_|_|_|_|_|_|
        Charisma     |_|_|_|_|_|_|_|

      Now this is an ENTIRELY different story than Trick. Instead of
      relying on harsh power, Bo takes a sneaker approach by taking
      high Speed and Toughness, and mixing it up with some Lower
      Power. Martial Arts as a style also helps him in his hit'n
      hit approach. Also, for such a nimble fighter, Bo has a little
      surprise: almost maxed out Toughness and excellent Health...

      One thing to remember in this contest is that you should avoid
      being thrown into a pillar or jukebox AT ALL COSTS. If you get
      pummeled into it once, Bo will just keep picking you up and
      whipping you into the pillar again with his tremendous speed,
      which - at your current level - means you'll be knocked out in
      no time. Though you'll still have to be agressive to win this
      contest, you have to be smart in your approach. If you're
      stuck in Bo's sick-speed light combos, you may want to make
      use of the Block button every once in a while.

      Best way to defeat him is to use his own strategy against him:
      attack with a quick YY (or XX if you're kickboxer) and follow
      it up with a grab, whip him into a pillar, and deliver good
      environmental damage. Be repetitive, nobody will give a flying
      fuck anyway at this level, right? Your momentum meter should
      build up with considerable speed, as well, so take Bo into
      your Blazin' Move when he's stunned from yet another one of
      your environmental attacks. If that doesn't KO him, throw
      him into a pillar and immediately follow up with a Haymaker,
      even his max Toughness won't save his arse out of that.

      Also, don't be afraid to grab one of them pretty bottles from
      the top of the jukeboxes. They're one-hit, but they do nice
      damage and it's generally fun to see.


        =*= REWARDS =*=

          [Dev Points]   112 on EASY, 150 on MED, 188 on HARD
          [Fighter]      Bo
          [Blazin' Move] Pop Your Collar
    +-----+


  Stapleton's next in line. If you substantially increase the Speed attribute
  with your earned Development Points, the next fights will be a whole lot
  easier than they would normally. Enhance your appearance if you want to,
  and check your new messages


    FROM:     D-Mob
    MESSAGE:  "Hey yo kid remember - you take a cut of all the action that goes
              on behind the scenes at your fights. There's always bets going on,
              so the more cool shit you pull off in the heat of battle, the
              bigger your cut will be."

    FROM:     Rollins
    MESSAGE:  "Hey this is Rollins. If you're not there right now you'd better
              be on your way to the gym!"


  Done? Time to head over to the Foundation again, this time to face Nyne.


    +----+
     Nyne
    +----+
      VENUE:         The Foundation
      STYLES:        Streetfighting
      BLAZIN' MOVE:  Speedbag
                      _ _ _ _ _ _ _
        Upper Power  |_|_|_|_|_|_|_|
        Lower Power  |_|_|_|_|_|_|_ _ _
        Speed        |_|_|_|_|_|_|_|_|_|
        Toughness    |_|_|_|_|_|_|
        Health       |_|_|_|_|_|_|_ _
        Charisma     |_|_|_|_|_|_|_|_|

      Where Trick focuses on power, and Bo on speed, Nyne strikes a
      balance between the two. This shows from his two very different
      styles, but also from his stats. With the exception of speed,
      Nyne is just about above-average at everything. This can make
      him a mess to deal with since he's kinda unpredictable, but
      then again, he's not really strong at anything but Speed.

      Rush him with a running grab and pounce on him with combos. If
      he doesn't block your strikes, then keep pounding him until he
      does. Once he blocks, grab him and whip him into something for
      big environmental damage. Make good use of the time when he's
      stunned to execute Hard Grabs or yet another pillar-bashing
      attack. Or punch right through him with a Haymaker. It's not
      a good idea to Haymaker without Nyne being stunned as he will
      block it almost all the time (or worse, reverse it). You'd be
      wide open.

      Also, Nyne's bloody Haymakers can be a pain. You should keep
      on your toes when he lunges backwards, and block it, then make
      use of the assault's recovery time to lay down a Hard Grapple
      or Haymaker yourself. Smash a bottle on top of him to lower
      Nyne's momentum if he gets anything going (which is exactly
      what you should avoid, so it would be best to be even more
      agressive than normally, here.)

        =*= REWARDS =*=

          [Dev Points]   112 on EASY, 150 on MED, 188 on HARD
          [Blazin' Move] Speedbag
    +-----+


  Well wouldn't you know it? New messages for your entertainment:


    FROM:     O.E.
    MESSAGE:  "Anytime you wanna go one-on-one just let me know."

    FROM:     Stingray
    MESSAGE:  "Wassup? It's Stingray. Let's update your looks, I got some new
              ideas. See ya soon."

    FROM:     Rollins
    MESSAGE:  "Every time you win a match, you gain development points that we
              can use to train your ass. Keep coming by the gym every couple of
              days and I'll make sure you show results."

    FROM:     Blaze
    MESSAGE:  "Just like we thought, Crow and his boys up in Harlem have been
              eyein' up our turf... Ain't nothing to be worried about though. So
              far all he done is send second rate chumps down to stir up a
              little shit in our clubs. Let's hope that's the end of it."


  O.E., or Omar Epps, is someone new. He's the "boss enemy" of the Foundation,
  and he's quite strong, so I strongly suggest to leave him be until you've
  boosted your attributes somewhat more. Fortunately, ever since you beat that
  guy Trick, a new venue has been unlocked, a brawling bar going by the name of
  "The Limit". There are new fighters waiting for you there, but first, go to
  the gym and spend those D-Points you earned by defeating Nyne. Then head over
  to The Limit and choose Skull as your next opponent.


    +-----+
     Skull
    +-----+
      VENUE:         The Limit
      STYLES:        Submissions, Streetfighting
      BLAZIN' MOVE:  Latin Twist
                      _ _ _ _ _ _ _ _ _ _
        Upper Power  |_|_|_|_|_|_|_|_|_|_|
        Lower Power  |_|_|_|_|_|_ _
        Speed        |_|_|_|_|_|_|_|_ _ _
        Toughness    |_|_|_|_|_|_|_|_|_|_|
        Health       |_|_|_|_|_|_|_|
        Charisma     |_|_|_|_|_|_|_|

      Basically, Skull is just a more difficult and probably more
      versatile spinoff of Trick, though his Blazin' Move and looks
      are much cooler, in my opinion. Maxed out Upper Power and
      Streetfighting style indicates that you're DEAD if you allow
      him to land Haymakers on you. He can be hard to KO at first
      because of his maximum Toughness, but if you're familiar
      with the "I do Blazin' Move to get him in DANGER zone, then
      I pick him up and quickly do a Haymaker" tactic, you should
      punch right through him.

      Note that Skull also features some experience in Submissions
      fighting style. It's sort of a secondary, a last resort, for
      him and he won't use it very often or to great success, but
      don't be surprised if you find yourself Hard Grappled and
      down on the floor with your limbs in awkward positions. It's
      easily escapable by tapping any button.

      Now, for beating him. It should take you little time to get
      used to The Limit as a venue. There's a crowd, and on the
      far left there is a jukebox wherein you can ram your enemy's
      head to dust. Then, on the far right side, there's a pool
      table which can serve you just like a wall or a pillar. The
      crowd closes any other gap, and they wield weapons here more
      often than in the Foundation, so if you find yourself getting
      your ass kicked, grab hold of an "object" and cripple Skull
      with it.

      Just on a side note, as you did with Nyne, there's no doubt
      you'll have to avoid being hit by Skull's Haymakers at all
      costs. It's easily blocked, but be careful not be stunned,
      for he might just unleash his Streetfighting wrath upon
      you ;P

        =*= REWARDS =*=

          [Dev Points]   150 on EASY, 200 on MED, 250 on HARD
          [Fighter]      Skull
          [Blazin' Move] Latin Twist
    +-----+


  When Skull's finally out cold, a small cutscene takes place. There seem to
  be some "people" around here who are really good at grabbing male attention,
  for the sake of being vague. Now, you can choose one to take home with you.
  No matter who you choose, it will always be Nyne who blocks the path towards
  them. Guess what? You've got fighting to do. He's not really hard, just use
  Nyne's previous strategies and you'll be fine. This fight also gives you
  150 D-Points on EASY, 200 on MED, and 250 on HARD.

  So, as you return from your confrontation with the Latino chump, you have new
  messages waiting for you. From now on, I will only list those that are truly
  important. So there won't be any Snowman, or Manny, or Stingray, or Jacob
  telling you about there new assortments. Though I'll probably say that there
  are new things available for purchase. Heck, there'll probably be a special
  section for it in the FAQ in the future. For now, only Manny tells you he
  has some new designs for you to check out.


    FROM:     Blaze
    MESSAGE:  "D-Mob's set up a fight for you against the Iceberg himself,
              Ice-T. This is your first big shot. Head down to 357 whenever
              you're ready."

    FROM:     Rollins
    MESSAGE:  "Use the environment to your advantage. Set up your opponent for
              an environmental attack by throwing him against an object. Once
              he's stunned, grab him again to perform a crushing move."

    FROM:     Blaze
    MESSAGE:  "Hey yo, it's Blaze, man! A lot of going down early that night.
              Heheh, hit me back."


  Well, Blaze's a different story, isn't he? ;) Anyways, there's a new venue for
  you to travel to, but I advise you to take your time building stats up before
  you even think of taking on Ice-T. Fortunately, there are enough fighters left
  to battle for Development Points. Three, to be exact, and the first you should
  face is Cruz, at The Limit again.


    +----+
     Cruz
    +----+
      VENUE:         The Limit
      STYLES:        Wrestling
      BLAZIN' MOVE:  Flatline
                      _ _ _ _ _ _ _ _ _ _
        Upper Power  |_|_|_|_|_|_|_|_|_|_|
        Lower Power  |_|_|_|_|_|_ _
        Speed        |_|_|_|_|_|_|_|
        Toughness    |_|_|_|_|_|_|_ _ _ _
        Health       |_|_|_|_|_|_|_|_|_|_|
        Charisma     |_|_|_|_|_|

      This dude isn't very hard if you know what you're doing. Or,
      more importantly, if you know what the hell HE's trying to
      pull on you. Taking a look at his stats, we see the usual
      set-up for a beefy wrestler. He only uses his Upper Power for
      throws, combos are not really his thing. Unless the AI learns
      that you're weak to them, which shouldn't be the case. Then,
      there's his health. You have to keep on dominating him for
      a LONG time and this can get frustrating. Keep cool and you
      should eventually beat him, as his bar doesn't fill up that
      quickly because of Cruz's mediocre toughness.

      When fighting, Cruz likes the Hard strikes. Actually, he's
      nearly obsessed with them. He'll do a dropkick or a football
      tackle which can both be easily blocked, and then countered
      in their recovery time. Almost the entire remainder of the
      match, the guy will go for grabs. You should interrupt these
      with a quick punch (Y) and you'll be fine. Since Cruz does
      not seem to use the environment or weapons that often, the
      only thing to really worry about is his Hard Grapples. These
      are his trademark and he'll do it again and again if you
      don't keep on your toes for his grapple-attempts. Also, he
      will continue doing them mercilessly when you are stunned,
      even if there's a wall for greater damage nearby.

      Give him a lesson in environmental attacks and do the YY-
      to-Grab to pounce him into the wall again and again. It may
      take some time with Cruz's health stat, but it'll do the
      job just fine. Be careful for the crotch shot when he tries
      to get up though, he's fond of doing that. Combos don't
      really work on him, he blocks them most of the time, but if
      you manage to hit the first (Y)(Y) two strikes, go for a
      Haymaker to finish the combo because it will most likely
      connect for some good damage. Or grab a weapon to get his
      health down more quickly.

      Running grabs work fairly well, too, but usually Cruz tries
      to close the distance immediately, so it's not really worth
      trying.
      
        =*= REWARDS =*=

          [Dev Points]   150 on EASY, 200 on MED, 250 on HARD
          [Fighter]      Cruz
          [Blazin' Move] Flatline
    +-----+


  Yeah. New messages. Seems Snowman has got some new gear, but at the same time
  there's Blaze saying that the guy's an absolute joke when it comes to fighting
  inside the ring. That's why D-Mob kicked him out.


    FROM:     Crow
    MESSAGE:  "I've seen what you're doing against the small-timers out there.
              But if you for real, let's see you go against someone serious!"

    FROM:     Rollins
    MESSAGE:  "When you're fighting in a place that has a crowd, make sure you
              get them involved in the action. Throw or knock your opponent into
              the crowd to set up big moves, and always be on the lookout for
              weapons."


  Could someone please tell me why Rollins is trying so hard to ruin my FAQ? Ah,
  at least he's helpful. Hmmm, it seems you've gotten Crow's attention for now,
  though he doesn't think you're for real. But he will. Oh yeah... he sure as
  hell will. You're gonna have a more difficult fight than the ordinary bar
  brawl next, so make sure you're prepared before you head over to that joint
  the Foundation to face O.E. in a one-on-one.


    +-----------------+
     Omar Epps as O.E.
    +-----------------+
      VENUE:         The Foundation
      STYLES:        Streetfighting
      BLAZIN' MOVE:  Bombtrack
                      _ _ _ _ _ _ _ _ _ _
        Upper Power  |_|_|_|_|_|_|_|_|_|_|
        Lower Power  |_|_|_|_|_|_ _ _ _
        Speed        |_|_|_|_|_|_|_|_|_|
        Toughness    |_|_|_|_|_|_|_|_|
        Health       |_|_|_|_|_|_|_|_ _
        Charisma     |_|_|_|_|_|_|_|_|_|

      It's time to face Da Big Boss of the Foundation. And he's very
      worthy as an opponent, probably more than enough for all those
      new players out there. He's a very good taste of what's to
      come, and you should definitely not expect too much of your
      first fight with him. First, look at that Upper Power and his
      Speed. That makes for some tight combos, I'll tell you that,
      O.E.'s the combo machine at this stage. It also makes his
      Haymakers very dangerous. Add the good Toughness and Health
      and you've got a damn good fighter.

      Still, he's far from impossible to beat. Mainly because he's
      not as proficient at countering grabs or strikes. And because
      O.E.'s quite predictable. He has a certain pattern in his
      attacks: either he will lay down ONE strike and then go for
      a grapple, or he will just finish the combo. That's it. Keep
      this in mind while facing him and you should be alright
      defensively. When he goes for the Haymaker, block it (or
      counter if you're da man), and then attack while O.E. recovers
      from it.

      Offensively, you can be in for a pain if you rely on strikes
      for damage. O.E. likes to block a lot even though he doesn't
      counter very often. So, you're best off trying to hit him,
      and when he blocks, go for a grab to whip him into a pillar
      or jukebox. Be careful though, he may not counter normal grabs
      a lot, if you try a Hard Grab your sorry ass will be in pain
      afterwards. So only do Hard grapples when O.E.'s stunned and
      you should be fine.

      Also, keep on the lookout for weapons. They can make this
      fight somewhat less of a pain.

        =*= REWARDS =*=

          [Dev Points]   375 on EASY, 500 on MED, 625 on HARD
          [Fighter]      O.E.
          [Blazin' Move] Bombtrack
          [Venue]        The Foundation
    +-----+


  One step closer to celebrity status... at least some people will take you
  serious now. But there's a bigger fight coming up which will definitely put
  you on the map. Crow's map, to be precise. Also, Stingray seems to have some
  new hair designs to increase your charisma.


    FROM:     Blaze
    MESSAGE:  "Hey yo, it's Blaze! Let's hit the clubs tonight, man, you in? Hit
              me back! I think I'll see ya tonight!"

    FROM:     Rollins
    MESSAGE:  "Make sure you mix up your moves to keep your opponent guessing.
              Otherwise he can learn your pattern of attack and use it to his
              advantage."

    FROM:     D-Mob
    MESSAGE:  "Tough fight last night, kid. You pulled it out. Good work."


  Ludacris also comments on you, but what the heck anyway. We're just here to
  fight, not to listen to messages, right? Right. So perhaps we should get to
  it then. Next up is one of Crow's top dogs, Danny Trejo, so you'll probably
  want to increase your skills and looks before you face him. As soon as you're
  ready, head over to The Limit and choose Trejo as your opponent.


    +-----+
     Trejo
    +-----+
      VENUE:         The Limit
      STYLES:        Streetfighting
      BLAZIN' MOVE:  Readjustment
                      _ _ _ _ _ _ _ _ _ _
        Upper Power  |_|_|_|_|_|_|_|_|_|_|
        Lower Power  |_|_|_|_|_|_|_
        Speed        |_|_|_|_|_|_|_|_ _ _
        Toughness    |_|_|_|_|_|_|_|_|_|_|
        Health       |_|_|_|_|_|_|_|_|_|_|
        Charisma     |_|_|_|_|_|

      Even with his bear-like attributes, facing Trejo doesn't seem
      too much of a challenge. Sure, his Upper Power means that his
      Haymakers are deadly, and he can take a beating before going
      down, but he's SOOOOOOO predictable at this time. And with a
      low Charisma stat like that, you won't even have to worry
      about him getting any momentum because you made a mistake
      somewhere in combat.

      Don't think that means he's easy. Especially on your first
      time through, you'll have a hard time reacting to his punches:
      he's probably the most agressive fighter you've met so far. He
      even sends you a threat before you face him... heheh. It won't
      help him that much. You should rush him from the start, but
      watch out with your timing as Trejo usually moves backwards
      somewhat from his starting position. When he's down, deliver
      a quick blow. Don't bother picking him up after anything but
      an environmental attack, as he will recover from things like
      these quite quickly.

      Now, for his attack patterns. They are much like Cruz's, only
      a tad more agressive. Either he will go for the Haymaker, or
      he'll do a punch-to-Haymaker, or he'll go for a grab. Rarely
      he tries a combo over three hits before grabbing your ass
      and tossing you against a wall. That's Trejo's specialty: the
      environment. He'll keep pouncing on you if you allow him to
      do it once, so keep on him and interrupt his grab attempts
      with quick punch combos.

      To whittle down his health, you'll want to make good use of
      the environment yourself, especially the pool table at the
      right side of the battlefield. Keep in mind that Trejo is
      not much of a blocker and that he will usually counter your
      grab attempts if you don't force him to block beforehand.

      BLAZE when you have the chance, it will definitely help in
      putting his ugly face down. So will weapons, but Trejo
      does like to counter when you use them, so be unpredictable
      in your strikes. (Y) will deliver a vertical strike while
      (X) executes a horizontal swipe.

        =*= REWARDS =*=

          [Dev Points]   375 on EASY, 500 on MED, 625 on HARD
          [Fighter]      Trejo
          [Blazin' Move] Readjustment
          [Venue]        The Limit
    +-----+


  As you can imagine, neither Crow nor Trejo is very happy about you kicking his
  sore ass. No wonder that the chump sends you a new threat message. Empty, as
  you may have noticed, something about a "Lucky Night". Yeah, right. We'll
  meet him again. You should also have gotten a message from Jacob the Jeweller,
  since he's got some new pieces in store for you. It's an excellent chance to
  ice yourself out before you face Ice-T (get the pun? ;P)


    FROM:     Blaze
    MESSAGE:  "Yo, there's a Free For All tournament getting underway this week
              at The Powerplant. Money's decent, but more than anything it's a
              good way for you to establish yourself as a name out there."

    FROM:     Rollins
    MESSAGE:  "If you wanna keep winning, you gotta control the momentum of the
              fight. Work on increasing your charisma and crowd appeal to boost
              the momentum you earn for each move."

    FROM:     D-Mob
    MESSAGE:  "You smacked Crow's boy around last night. He should be hurting
              after that loss."


  Yeah, Rollins does what he's good at and that's ruining this document. But he
  IS right, however much I hate to admit it, so with help of Jacob's acquired
  masterpieces you can boost your charisma enough so you can hold yourself
  against Ice-T. Be sure to use those 500 Development Points you gained from
  beating Trejo before heading down to Club 357 to face the only available
  opponent left. The other card on the map is an FFA tournament and you can
  trust me when I say you don't wanna be going there right now.


    +-----+
     Ice-T
    +-----+
      VENUE:         Club 357
      STYLES:        Submissions, Martial Arts
      BLAZIN' MOVE:  Iceberg
                      _ _ _ _ _ _ _ _ _ _
        Upper Power  |_|_|_|_|_|_|_|_|_|_|
        Lower Power  |_|_|_|_|_|_|_|_|
        Speed        |_|_|_|_|_|_|_|_|
        Toughness    |_|_|_|_|_|_|
        Health       |_|_|_|_|_|_ _ _ _ _
        Charisma     |_|_|_|_|_|_|_|_|_|_|

      Now this is a fight worth betting on. As you may notice from
      the Iceberg's stats, most people will be betting on Ice-T,
      using common sense as the major factor. But we'll prove them
      wrong, won't we? Well, probably not at our first attempt, but
      we'll still prove them wrong sometime. Viewing his stats, we
      see that allowing Ice-T to take the initiative is absolutely
      deadly. He'll be BLAZIN' and putting your ass on the stew in
      no-time. Also, he has very good Upper Power and decent speed,
      and also two different fighting styles. It all adds up in one
      heck of a challenge, especially at higher difficulty levels.

      On first time through, getting used to the new environment is
      a vital asset in being succesful. No crowd, no walls to ram
      your adversary into, so there go our early strategies. Instead
      you get an old-fashioned wrestling ring. This time, the ropes
      can serve you just like the crowd in other places, because
      they will bounce your opponent back towards you should you
      throw him into them. Also, you can diagonally whip someone
      into a turnbuckle, and then grapple them for a special move,
      like a superplex, hurricanrana, or eye rake. Occasionally, if
      you appeal to the crowd, emptied bottles will be thrown in for
      you to use as a weapon.

      Rush Ice-T from the start with a running grab and pound him
      with light combos. If he doesn't block a lot, go for some
      (Y)(Y) combos with a Haymaker at the end. If he does, go
      for the grab and try to get him into the turnbuckle. If
      you do a grab from there, Ice-T will be stunned long enough
      for you to hit your feared Haymaker or other Hard grapple
      move in your repertoire. Be sure to mix in grabs with your
      light combos, or Ice-T will start furiously countering your
      moves.

      On the defensive, you may want to block the Iceberg's soft
      combos. He likes them. If he climbs a turnbuckle, get the
      hell out of his way or he may smash'n stun you to death,
      and be sure to keep close to him or he will get a bottle
      to take a chunk out of your health gauge. About nine out
      of ten times his Submissions style won't pose a threat,
      but at least keep in mind that he has other ways to defeat
      you than a mere KO. In all, you should be fine, especially
      if you can avoid being stunned.

        =*= REWARDS =*=

          [Dev Points]   1125 on EASY, 1500 on MED, 1875 on HARD
          [Fighter]      Ice-T
          [Blazin' Move] Iceberg
          [Venue]        Club 357
          [Song]         O.G. Original Gangster
    +-----+


  I know what you're thinking. You're thinking: WOW, 1125 D-Points, I can boost
  my skills A LOT with those. That may be true, but the FAQ's planning otherwise
  so please keep your desires down. We'll be learning a second fighting style
  soon. Check your messages, Manny has some new designs for you so go there if
  you want some ink to make yourself look better. Then there's Ice-T, with a
  surprisingly polite message on how you "earned" his respect that night. And
  now, Crow's trying to persuade you into joining him. You wouldn't get involved
  with the guy, would you? WOULD YOU?


    FROM:     Rollins
    MESSAGE:  "Charisma is the key to getting the crowd on your side. To improve
              your charisma, you need to dress with style. The crowd also loves
              a warrior. The more matches you win, the more likely they are to
              get behind you."

    FROM:     Blaze
    MESSAGE:  "Hey yo, it's Blaze! I dunno what you heard, but Crow's really
              been messin' with our shit. It's gettin' bad out there, man, we
              are losing clubs, and dudes are starting to flock. No time for
              losing, 'right? Hit me back!"

    FROM:     Blaze
    MESSAGE:  "Crow is trying to muscle D-Mob while he's still off balance. His
              little performance last night cost us a good soldier. WC just left
              to go fight for Crow. That ain't right, man. We better play it
              smart or this whole crew might fall apart."


  These people really have skills when trying to motivate you, don't they? Well,
  at least you're on the map now. A new club has been unlocked, the Babylon,
  but first, we'll want to go and get some Development Points for the new style
  we want to learn, right? Therefore, we will go to the Syn Energy Powerplant
  first and win the first round of the Free For All tournament. Enhance your
  appearance (DON'T spend your D-Points) and head over there.


    +-----------------------+
     FFA Tournament: Round 1
    +-----------------------+
      VENUE:         Syn Energy Powerplant
      POSSIBLE:      Havoc, Bo, Meca

      Free-For-Alls are a lot different from the normal matchups as
      they have more opponents waiting for you, and backstabbing is
      not all that unusual. Since the opponents in the tournament
      are somewhat random, I can't give any stats here, but I'll
      try to give some useful tips. First of all, you have to make
      sure you aren't reckless. Take on one opponent at a time, or
      I can assure you that you'll end up dead within the minute.

      Don't rush at the start and slowly make your way to the
      opponent you are facing by default standards. Remember, if
      you ever take your attention off a target (because you were
      backstabbed, for example), you can use the WHITE button to
      shift your attention to another fighter. It's best to focus
      on one adversary at a time to make sure you don't get
      multiple fighters coming after you.

      Furthermore, I suggest you take care of that first opponent
      as quickly as possible. In the powerplant, make use of the
      fences on both sides of the arena. Don't use weapons, just
      pound on your opponent and BLAZE when you have the chance,
      perhaps use a sneaky Haymaker to dispose of them while the
      other two competitors are bashing each other's brains out.
      Use standard strategies for this, but leave the weapon
      part out. Grabbing a weapon takes time and the longer the
      fight takes, the bigger are your chances of being ganged
      upon.

      Now that the first contestant is out of the way, your
      character will automatically choose a new target. Make sure
      you are targetting the STRONGEST foe by now. Head to him and
      do a Hard grapple from the back, this is truly a nasty art
      of backstabbing. It deals big damage without being exposed
      yourself, and it will fill up the momentum gauge considerably
      so you can BLAZE a second time quite quickly. With the
      temporal double-team you have, quickly dispose of the guy,
      then turn to the next.

      This third fighter should be very much weakened from his
      previous struggles, so you can take him out quickly with
      anything you like. Weapons, environmentals, crowd double-
      teams, whatever. Just make sure the job is done.

        =*= REWARDS =*=

          [Dev Points]   750 on EASY, 1000 on MED, 1250 on HARD
    +-----+


  As your iced character returns from the triple confrontation, you'll see that
  Blaze congratulates you on your victory. And Snowman has some new stuff for
  you to enhance your appearance with.


    FROM:     Rollins
    MESSAGE:  "Blocking is great, but if you really want to turn the tide of a
              fight you need to learn to counter. When your opponent punches or
              kicks you, press Block and Toward your opponent to try and counter
              his attack. Time it right, and he'll be picking himself up off the
              floor."


  Next up: that lovely Jamaican joint, the Babylon club. You'll be facing four
  opponents there... first of which... the ELEPHANT MAN! Muahahahahahahaah! ;P


    +------------+
     Elephant Man
    +------------+
      VENUE:         Babylon
      STYLES:        Kickboxing, Martial Arts
      BLAZIN' MOVE:  Good 2 Go
                      _ _ _ _ _ _ _
        Upper Power  |_|_|_|_|_|_|_|_ _ _
        Lower Power  |_|_|_|_|_|_|_|_|_|_|
        Speed        |_|_|_|_|_|_|_|_|_|
        Toughness    |_|_|_|_|_|_|_|_|
        Health       |_|_|_|_|_|_ _ _
        Charisma     |_|_|_|_|_|_|_|_|

      The Elephant Man can give you some trouble if you aren't used
      to Def Jam's speed yet. Just look at his stats, an excellent
      Speed combined with maximum Lower Power with Kickboxing and
      Martial Arts is an excellent combination. Toughness ain't
      that bad either, so you can look forward to a good fight. If
      you don't block a lot, you'd better learn how to do it now.

      Approach him cautiously once the fight starts. Most of the
      time, Elephant Man will walk over to the nearest jukebox and
      grab a bottle. If this happens, quickly force him into block
      with quick combos and grab him to make him lose his weapon,
      then whip him into the wall to pound him. Pick him up and do
      it again for some early-fight damage. Also, if he dropped
      the flask, you can pick it up and hit him with it.

      Now comes the tricky part. On the offensive, Elephant Man is
      probably to nimble to interrupt, so you'll have to resort to
      blocking his quick combos. Fortunately, he doesn't grab a lot,
      only if you block far too much. Simply wait for him to finish
      his combo and then do one of your own once he stops. Make sure
      you don't get rammed into walls because the Elephant Man will
      keep giving it to you and there won't be a damn thing you can
      do about it.

      If the fight takes long, Elephant Man will also resort to the
      Martial Arts specialty: flying attacks. When you see him
      sprinting towards a jukebox or a wall, move out of the way so
      that he can't hit you with it, then do a Haymaker or a combo
      in its recovery time. Keep on your toes and you should win
      this fight without too much hassle.

        =*= REWARDS =*=

          [Dev Points]   562 on EASY, 750 on MED, 938 on HARD
          [Fighter]      Elephant Man
          [Blazin' Move] Good 2 Go
    +-----+

  Hey look, it's Carmen Electra! That's right, we'll have to choose between two
  girlies again. Choose whoever you like, it's the one you will be controlling
  during the catfight that follows. I can't give you any specific pointers on
  this. If you choose Carmen, and you win, you get Carmen. Choose Carmen, and
  lose, and you get... Carmen. So it really doesn't matter. If you still want
  to win because it's good for your ego, make use of general strategies like
  the crowd, the pillars, the bottles on the jukeboxes, and the jukeboxes
  themselves to pack a punch. We see our man exiting with the woman of his
  choice when it's done.

  And back to the crib we go. D-Mob will congratulate you on your win and sounds
  quite hopeful that Crow won't have any fighters left in the near future.


    FROM:     Blaze
    MESSAGE:  "Yo, we got the Triads to let you into one their clubs down in
              Chinatown. There's some serious competition at the Dragon House.
              Make sure you go check it out."

    FROM:     Rollins
    MESSAGE:  "Even the worst kind of ass-kicking can be turned around with the
              right weapon. If your opponent gets a weapon, remember that your
              only options are to run, or try and counter his attacks to take
              the weapon away."


  Rollins: WE ALREADY KNEW!!! Anyways, we're pretty close to the 2500 D-Points
  right now, so the next fight should do it. Fortunately, the other two fighters
  at the Babylon aren't as hard as the Elephant Man, so you'd best be on your
  way there to kick some ass. Next up: Meca.


    +----+
     Meca
    +----+
      VENUE:         Babylon
      STYLES:        Kickboxing
      BLAZIN' MOVE:  Don't Come Back
                      _ _ _ _ _ _
        Upper Power  |_|_|_|_|_|_|_ _ _ _
        Lower Power  |_|_|_|_|_|_|_|_|_|_|
        Speed        |_|_|_|_|_|_|_ _
        Toughness    |_|_|_|_|_|_|_|_|
        Health       |_|_|_|_|_|_|
        Charisma     |_|_|_|_|_|_|

      After the Elephant Man, this fight should be a breeze. Really,
      Meca doesn't have anything special to throw at you, except for
      his BLAZIN' move, which is kinda cool. Yet, since he shouldn't
      even be able to build any momentum, it can't speak in favor of
      him. His stats are default for a kickboxer, excellent Lower
      Power, good Toughness, but all other stats are mediocre. Once
      again, he shouldn't be much of a problem.

      ... TO BE CONTINUED ...

        =*= REWARDS =*=

          [Dev Points]   262 on EASY, 350 on MED, 438 on HARD
          [Fighter]      Meca
          [Blazin' Move] Don't Come Back
    +-----+

  MORE TO COME



================================================================================
  V         COMPENDIUM           /
================================o


                             ----- ~*~*~*~* -----
                            <||||| Fighters |||||>
                             ----- ~*~*~*~* -----


  +----------+
   Baby Chris
  +----------+
                  _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_ _ _
    Lower Power  |_|_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_ _ _ _
    Health       |_|_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|

    STYLES:       Kickboxing, Streetfighting

    BLAZIN' MOVE: Violator



  +------+
   Baxter
  +------+
                  _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_
    Speed        |_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_ _ _
    Health       |_|_|_|_|_|_|_|_|_|_
    Charisma     |_|_|_|_|_|_|_|_|_|_|

    STYLES:       Streetfighting, Martial Arts

    BLAZIN' MOVE: Old School Beat




  +-------------------+
   Method Man as Blaze
  +-------------------+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_ _ _ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|_ _ _
    Charisma     |_|_|_|_|_|_|_|_|_|_|

    STYLES:       Wrestling

    BLAZIN' MOVE: The Prequel



  +-----+
   Bless
  +-----+
                  _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_ _
    Lower Power  |_|_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_ _ _ _
    Health       |_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|

    STYLES:       Martial Arts, Kickboxing

    BLAZIN' MOVE: Platinumberg



  +--+
   Bo
  +--+
                  _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_
    Lower Power  |_|_|_|_|_|_|_|_
    Speed        |_|_|_|_|_|_|_|_|_ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|
                 
    STYLES:       Martial Arts

    BLAZIN' MOVE: Pop Your Collar



  +------------+
   Bone Crusher
  +------------+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|
    Speed        |_|_|_|_|_ _ _ _ _ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|_|_ _
    Charisma     |_|_|_|_|_|_|_|_|_|_|

    STYLES:       Wrestling

    BLAZIN' MOVE: Never Scared



  +-------------+
   Bubba Sparxxx
  +-------------+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_ _ _ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|

    STYLES:       Kickboxing, Wrestling

    BLAZIN' MOVE: Southern Hang



  +------+
   Capone
  +------+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_ _ _
    Speed        |_|_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_|_ _ _
    Health       |_|_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|

    STYLES:       Streetfighting

    BLAZIN' MOVE: Pushover



  +--------------+
   Carmen Electra
  +--------------+
                  _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_ _ _ _ _
    Health       |_|_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|_|_|_|

    STYLES:       Martial Arts, Kickboxing

    BLAZIN' MOVE: Twister



  +------+
   Chiang
  +------+
                  _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_
    Lower Power  |_|_|_|_|_|_|_|_ _ _
    Speed        |_|_|_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_ _ _
    Health       |_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|

    STYLES:       Martial Arts

    BLAZIN' MOVE: Back Attack



  +-------+
   Cindy J
  +-------+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_ _ _ _ _
    Speed        |_|_|_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|

    STYLES:       Streetfighting, Martial Arts

    BLAZIN' MOVE: Underground



  +----+
   Comp
  +----+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_ _ _ _ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_ _ _
    Charisma     |_|_|_|_|_|_|_|_|_|

    STYLES:       Wrestling

    BLAZIN' MOVE: Claw Buster



  +----------------+
   Fat Joe as Crack
  +----------------+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_ _ _ _ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|

    STYLES:       Wrestling, Streetfighting

    BLAZIN' MOVE: The Crack Attack



  +----------+
   Crazy Legs
  +----------+
                  _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_ _ _ _
    Lower Power  |_|_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|
    Health       |_|_|_|_|_|_ _ _
    Charisma     |_|_|_|_|_|_|_|_|

    STYLES:       Martial Arts

    BLAZIN' MOVE: Rocksteady



  +------------------+
   Snoop Dogg as Crow
  +------------------+
                  _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_
    Lower Power  |_|_|_|_|_|_|_|_|_|_
    Speed        |_|_|_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|_|_|_
    Charisma     |_|_|_|_|_|_|_|_|_|_|

    STYLES:       Martial Arts

    BLAZIN' MOVE: 187



  +----+
   Cruz
  +----+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_ _
    Speed        |_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_ _ _ _
    Health       |_|_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|

    STYLES:       Wrestling

    BLAZIN' MOVE: Flatline



  +-----+
   D-Mob
  +-----+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_|_ _ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|_|

    STYLES:       Submissions, Wrestling

    BLAZIN' MOVE: Repeat Offender



  +-----+
   Dan G
  +-----+
                  _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_ _
    Speed        |_|_|_|_|_|_|_|_|_ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_ _ _ _ _ _
    Charisma     |_|_|_|_|_|_|_|_|_|_|

    STYLES:       Streetfighting, Martial Arts

    BLAZIN' MOVE: Break Beats



  +------------+
   David Banner
  +------------+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|
    Speed        |_|_|_|_|_ _ _ _ _ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|_|_
    Charisma     |_|_|_|_|_|_|_|_|_|

    STYLES:       Streetfighting, Wrestling

    BLAZIN' MOVE: Animal Instincts



  +-------------+
   Redman as Doc
  +-------------+
                  _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_ _ _ _
    Speed        |_|_|_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_ _ _ _
    Health       |_|_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|_|_|_|

    STYLES:       Martial Arts

    BLAZIN' MOVE: Balls to the Wall


  +------------+
   Elephant Man
  +------------+
                  _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_ _ _
    Lower Power  |_|_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_ _ _
    Charisma     |_|_|_|_|_|_|_|_|

    STYLES:       Kickboxing, Martial Arts

    BLAZIN' MOVE: Good 2 Go



  +------------+
   Erick Sermon
  +------------+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_ _ _ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_
    Charisma     |_|_|_|_|_|_|

    STYLES:       Wrestling, Streetfighting

    BLAZIN' MOVE: Double or Nothing



  +-------+
   Fam-Lay
  +-------+
                  _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_|_ _
    Toughness    |_|_|_|_|_|_|_|_|_|_
    Health       |_|_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|

    STYLES:       Streetfighting, Martial Arts, Wrestling

    BLAZIN' MOVE: Final Frontier



  +----------+
   Flava Flav
  +----------+
                  _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_ _ _ _ _
    Speed        |_|_|_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_ _ _ _
    Health       |_|_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|_|_|_|

    STYLES:       Martial Arts

    BLAZIN' MOVE: Times Up



  +-------+
   Freeway
  +-------+
                  _ _ _ _ _
    Upper Power  |_|_|_|_|_|_ _ _ _ _
    Lower Power  |_|_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_
    Charisma     |_|_|_|_|_|_|_|

    STYLES:       Kickboxing, Martial Arts

    BLAZIN' MOVE: North Philly



  +----------------+
   Ghostface Killah
  +----------------+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_ _ _ _
    Toughness    |_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|_|_
    Charisma     |_|_|_|_|_|_|_|_|_|

    STYLES:       Wrestling

    BLAZIN' MOVE: Swing Time



  +-----+
   Havoc
  +-----+
                  _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_ _ _ _
    Speed        |_|_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_
    Charisma     |_|_|_|_|_|_|

    STYLES:       

    BLAZIN' MOVE: Hostility



  +-------------+
   Henry Rollins
  +-------------+
                  _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_
    Lower Power  |_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_ _ _ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|

    STYLES:       Streetfighting, Kickboxing, Martial Arts, Submissions

    BLAZIN' MOVE: 2.13.61



  +-----+
   House
  +-----+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_ _ _ _ _ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_
    Charisma     |_|_|_|_|_|_|

    STYLES:       Streetfighting, Wrestling

    BLAZIN' MOVE: House Call



  +-----+
   Ice-T
  +-----+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|
    Health       |_|_|_|_|_|_ _ _ _ _
    Charisma     |_|_|_|_|_|_|_|_|_|_|

    STYLES:       Submissions, Martial Arts

    BLAZIN' MOVE: The Iceberg



  +-----+
   Jacob
  +-----+
                  _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_ _ _ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|

    STYLES:       Martial Arts, Wrestling

    BLAZIN' MOVE: The World is Mine



  +------+
   Jervis
  +------+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_|_ _ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|

    STYLES:       Streetfighting

    BLAZIN' MOVE: Perfect Crime



  +----------+
   Joe Budden
  +----------+
                  _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_|_
    Speed        |_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_ _ _ 
    Health       |_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|

    STYLES:       Martial Arts, Submissions

    BLAZIN' MOVE: Pop Off



  +------------------+
   Kimora Lee Simmons
  +------------------+
                  _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_ _
    Lower Power  |_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_ _ _ _ _
    Health       |_|_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|_|_|_|

    STYLES:       Streetfighting, Martial Arts

    BLAZIN' MOVE: Phat Special



  +------+
   Lauren
  +------+
                  _ _ _ _ _
    Upper Power  |_|_|_|_|_|
    Lower Power  |_|_|_|_|_ _ _ _
    Speed        |_|_|_|_|_|_|_|_|_
    Toughness    |_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_ _
    Charisma     |_|_|_|_|_|_|_|_|

    STYLES:       Streetfighting

    BLAZIN' MOVE: No Foreplay



  +---------+
   Lil' Flip
  +---------+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_ _ _ _ _
    Speed        |_|_|_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_|_ _ _
    Health       |_|_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|_|_|

    STYLES:       Martial Arts

    BLAZIN' MOVE: Game Over



  +--------+
   Lil' Kim
  +--------+
                  _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_ _ _ _ _
    Speed        |_|_|_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_ _ _ _
    Charisma     |_|_|_|_|_|_|_|_|_|_|

    STYLES:       Martial Arts

    BLAZIN' MOVE: Queen Bee



  +--------+
   Ludacris
  +--------+
                  _ _ _ _ _
    Upper Power  |_|_|_|_|_|_ _ _ _ _
    Lower Power  |_|_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|_|_ _
    Charisma     |_|_|_|_|_|_|_|_|_|_|

    STYLES:       Kickboxing, Martial Arts

    BLAZIN' MOVE: Stand Up



  +-----+
   Manny
  +-----+
                  _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_ _ _ _ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|

    STYLES:       Streetfighting, Wrestling

    BLAZIN' MOVE: Skull Fracture



  +-------+
   Mack 10
  +-------+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_ _ _ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|

    STYLES:       Streetfighting, Wrestling

    BLAZIN' MOVE: West Threat



  +---------------------+
   Busta Rhymes as Magic
  +---------------------+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_ _ _ _
    Toughness    |_|_|_|_|_|_|_|_|_|_
    Health       |_|_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|_|_|_|

    STYLES:       Submissions

    BLAZIN' MOVE: Call the Ambulance



  +----+
   Masa
  +----+
                  _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_ _
    Lower Power  |_|_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_|_
    Toughness    |_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|
    Charisma     |_|_|_|_|_|

    STYLES:       Submissions

    BLAZIN' MOVE: Chiropractor



  +----+
   Meca
  +----+
                  _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_ _ _ _
    Lower Power  |_|_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_ _
    Toughness    |_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|

    STYLES:       Kickboxing

    BLAZIN' MOVE: Don't Come Back



  +-------------+
   Memphis Bleek
  +-------------+
                  _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_ _
    Speed        |_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_ _ _ _
    Health       |_|_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|_|_|

    STYLES:       Streetfighting, Wrestling

    BLAZIN' MOVE: M.A.D.E.



  +-------+
   N.O.R.E
  +-------+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_ _ _ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_ _ _ _ _
    Charisma     |_|_|_|_|_|_|_|_|_|_|

    STYLES:       Submissions, Streetfighting

    BLAZIN' MOVE: Hang Hang



  +----+
   Nyne
  +----+
                  _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_ _ _
    Speed        |_|_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_ _
    Charisma     |_|_|_|_|_|_|_|_|

    STYLES:       Streetfighting, Martial Arts

    BLAZIN' MOVE: Speedbag



  +-----------------+
   Omar Epps as O.E.
  +-----------------+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_ _ _ _
    Speed        |_|_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|_ _
    Charisma     |_|_|_|_|_|_|_|_|_|

    STYLES:       Streetfighting

    BLAZIN' MOVE: Bombtrack



  +-------+
   Pockets
  +-------+
                  _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_|_ _ _
    Speed        |_|_|_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_ _ _ _ _
    Health       |_|_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|

    STYLES:       Martial Arts, Kickboxing, Streetfighting

    BLAZIN' MOVE: Air Pocket



  +-------+
   Prodigy
  +-------+
                  _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_
    Toughness    |_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_
    Charisma     |_|_|_|_|_|_|_|

    STYLES:       Streetfighting, Kickboxing, Submissions

    BLAZIN' MOVE: Hell on Earth



  +----+
   Rome
  +----+
                  _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_ _
    Speed        |_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_ _ _ _
    Health       |_|_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|

    STYLES:       Streetfighting, Martial Arts

    BLAZIN' MOVE: Rough Night



  +------+
   Santos
  +------+
                  _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_ _ _ _
    Lower Power  |_|_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_|_|_ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|

    STYLES:       Kickboxing

    BLAZIN' MOVE: Filipino Pride



  +--------+
   Scarface
  +--------+
                  _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_ _
    Lower Power  |_|_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_
    Toughness    |_|_|_|_|_|_|_|_ _ _
    Health       |_|_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|

    STYLES:       Streetfighting, Wrestling

    BLAZIN' MOVE: The Fix



  +---------+
   Sean Paul
  +---------+
                  _ _ _ _ _
    Upper Power  |_|_|_|_|_|_ _ _ _ _
    Lower Power  |_|_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_ _ _ _ _
    Health       |_|_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|_|_|_|

    STYLES:       Martial Arts

    BLAZIN' MOVE: Street Respect



  +--------+
   Shaniqua
  +--------+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_ _ _ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|_|
    Charisma     |_|_|

    STYLES:       Wrestling, Streetfighting

    BLAZIN' MOVE: Lap Dance



  +-------+
   Shawnna
  +-------+
                  _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_ _ _ _
    Lower Power  |_|_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_ _ _ _ _
    Charisma     |_|_|_|_|_|_|_|_|_|_|

    STYLES:       Kickboxing, Streetfighting, Martial Arts

    BLAZIN' MOVE: Let's Go



  +-----+
   Skull
  +-----+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_ _
    Speed        |_|_|_|_|_|_|_|_ _ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|

    STYLES:       Submissions, Streetfighting

    BLAZIN' MOVE: Latin Twist



  +----------+
   Slick Rick
  +----------+
                  _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_ _
    Speed        |_|_|_|_|_|_|_|_|_ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|_|

    STYLES:       Kickboxing, Submissions

    BLAZIN' MOVE: The Show



  +-------+
   Snowman
  +-------+
                  _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_|_
    Speed        |_|_|_|_|_|_|_|_|_ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_
    Charisma     |_|_|_|_|_|_|

    STYLES:       Wrestling, Streetfighting, Martial Arts

    BLAZIN' MOVE: Snowjob



  +----+
   Solo
  +----+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_ _
    Speed        |_|_|_|_|_|_|_|_
    Toughness    |_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_ _ _ _
    Charisma     |_|_|_|_|_|_|_|_|_|_|

    STYLES:       Martial Arts, Streetfighting, Submissions

    BLAZIN' MOVE: No Way Out



  +------+
   Starks
  +------+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|

    STYLES:       Streetfighting, Kickboxing, Submissions

    BLAZIN' MOVE: Air Patrol



  +-------------+
   Sticky Fingaz
  +-------------+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_ _
    Speed        |_|_|_|_|_|_|_|_|_ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|

    STYLES:       Streetfighting

    BLAZIN' MOVE: Man Up



  +--------+
   Stingray
  +--------+
                  _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_
    Speed        |_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_ _ _
    Health       |_|_|_|_|_|_|_|_|_|_
    Charisma     |_|_|_|_|_|_|_|_|_|_|

    STYLES:       Streetfighting, Wrestling

    BLAZIN' MOVE: Face Adjustment



  +-------+
   Suspect
  +-------+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|

    STYLES:       Streetfighting

    BLAZIN' MOVE: Street Sweeper



  +----+
   Teck
  +----+
                  _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_ _ _ _
    Lower Power  |_|_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_|_ _ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|

    STYLES:       Martial Arts, Kickboxing

    BLAZIN' MOVE: Throw Dem Bows



  +-----+
   Trejo
  +-----+
                  _ _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_
    Speed        |_|_|_|_|_|_|_|_ _ _
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|

    STYLES:       Streetfighting

    BLAZIN' MOVE: Readjustment



  +-----+
   Trick
  +-----+
                  _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_ _ _ _ _
    Toughness    |_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|

    STYLES:       Streetfighting

    BLAZIN' MOVE: Kidney Stones



  +--+
   WC
  +--+
                  _ _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_|
    Lower Power  |_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_|_
    Health       |_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|_|

    STYLES:       Martial Arts, Streetfighting, Wrestling

    BLAZIN' MOVE: Westside Special



  +--------+
   Warren G
  +--------+
                  _ _ _ _ _
    Upper Power  |_|_|_|_|_|_ _
    Lower Power  |_|_|_|_|_|_|_|_ _ _
    Speed        |_|_|_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|_|_|_|

    STYLES:       Kickboxing, Martial Arts, Wrestling

    BLAZIN' MOVE: Spine Splitter



  +------+
   Xzibit
  +------+
                  _ _ _ _ _ _ _ _
    Upper Power  |_|_|_|_|_|_|_|_|_ _
    Lower Power  |_|_|_|_|_|_|_|_|_|_|
    Speed        |_|_|_|_|_|_|_|_|_|_|
    Toughness    |_|_|_|_|_|_|_|_|_|
    Health       |_|_|_|_|_|_|_|_|_|
    Charisma     |_|_|_|_|_|_|

    STYLES:       Kickboxing, Submissions

    BLAZIN' MOVE: Front to Back


================================================================================
  VI LEGAL, CONTACT, AND HISTORY /
================================o


  ------------------------------------------
   Copyright 2005 and after Barry Willemsen
  ------------------------------------------
Before you read anything of the FAQ, please read this and make sure you agree
with the terms and conditions included in the text below:
  
  All trademarks and copyrights contained in this document are owned by their
  respective trademark and copyright holders. This may not be reproduced under
  any circumstances except for personal, private use. It may not be placed on
  any web site or otherwise distributed publicly without advance written
  permission. Use of this guide on any other web site or as a part of any
  public display is strictly prohibited, and a violation of copyright.

In other words, just mail me for permission before placing this FAQ or pieces 
of it on your site. You can find my e-mail adress in the Contact Info section 
below.


  --------------
   Contact Info
  --------------
If you discover a major error in this FAQ, would like to submit a strategy that
isn't included in here, or have a question about the game that isn't answered 
in this FAQ, you can e-mail me at the following adress:

  kryptondragon(at)hotmail(dot)com

Of course, there are some restrictions on e-mailing me:
  
  - Don't send me SPAM
  - Make sure the subject line is recognizable. Weird topics will not be read
    and deleted immediately.
  - E-mails with questions that are answered (or soon will be) in the FAQ will
    not be replied to.
  - Don't ask for cheats or any other strategies: all tactics I know are in
    this FAQ
  - If you have negative things to say about this FAQ you can always send them
    to me, as long as the mails remain polite and have a normal topic. I'll 
    rewrite some parts of the FAQ if I have to, and credit the one who has
    located the error in the Credits section.

If you have some original strategies to submit or you know easier methods 
to beat all those fighters, e-mails will be gladly accepted. I will put the
strategy/hint/tip in a highlighted spot with your name above it in the update.
Just remember that e-mails probably won't be replied to the first day
afterwards. I still have lots of things to do myself and I won't be able to
read my mail every day.


  -----------------
   Version History
  -----------------

Version 0.3 - Submitted 27th of March, 2005
              First release of the FAQ, nothing but a raw skeleton I have to
              say, but I feel it's a good taste of what's to come. All fighters
              are in the Compendium, but the profiles aren't complete. The
              Story Mode is ready up to the Limit (meh, four fights). Lots of
              things planned and I should update the FAQ quite soon. Now, don't
              you say me that ain't something to look forward to ;)

Version 0.4 - Submitted 29th of March, 2005
              Okay, so I didn't do a lot. I'm lazy and I've got other stuff to
              do. I expanded the storyline up to Meca at the Babylon and got
              some typos out of the document, but that's it. 


================================================================================
 VII         CREDITS             /
================================o


[CJayC]
-- For maintaining GameFAQs, allowing all of us gamers to exchange strategies
   and the like, contributing to the world of gaming itself.

[EA Games]
-- For a refreshing, very entertaining beat'em up game for XBox, and for this
   very original - if not a bit commercial - concept.

[Myself]
-- I wrote the FAQ. Praise me :P



-------------------------
PLANNED FOR NEXT UPDATE:
-------------------------
Alright. Stuff to do. Next update may be far, far away. But keep hoping :)