FINAL FIGHT STREETWISE BOSS GUIDE Playstation 2 Version Version 1.2 08/21/2006 Written by Sunset Kid This guide may only be posted in the following sites: GameFAQs.com Neoseeker.com Also, you can find it (and some other guides) at my page: http://sunsetkid.googlepages.com Version Updates --------------------- Version 0.5 (04/04/2006) - I was in a rush to post the FAQ and forgot that an in-depth guide must not have "to do" sections. No wonder it got rejected by GameFAQs. Lesson learned? Don't leave "to do" sections on in-depth FAQs :). Version 1.0 (04/07/2006) - All bosses and pit-fights covered. Version 1.1 (05/16/2006) - Typos corrected, also correction of an error about the version updates. Took so long to remember it's 2006 already... Version 1.2 (08/21/2006) - More typos corrected, a welcome tip in the fight against Blades Famine, and the confirmation that you don't get a Game Over by losing to Ghost the first time. Contents ---------------------- 1. Introduction 2. Basics & Tips 3. Boss Guide 4. Pit-Fights Guide 5. FAQ 6. Thanks & Contact Info =============================================================================== 1. Introduction =============================================================================== I thought about writing this Boss Guide after finishing FF: Streetwise for the first time. Even if I do not think highly of this game, I have to say that the boss fights are really good, except for Pestilence. It's my first guide for a present generation game (I wrote full guides in english language to PC and Sega Master System games only), so forgive me if there's some inconsistency in terms, sentences or grammar errors, I'm not a native English speaker. While I analyzed most traits displayed by the bosses in this game, such as attacks, artificial inteligence and special abilities, I also did a little analysis on pit-fights for people trying to know when you can fight the challengers and how to defeat them. I may have missed some attacks. Please contact me if you found out an attack I hadn't. And let me say it clear: this is a guide for bosses and pit-fights, and nothing else. Don't ask me on how to pass a mission or how to defeat someone that isn't a boss or pit-fighter. Well, that's it. =============================================================================== 2. Basics & Tips =============================================================================== I'll list some basics for your reference. Think of it as a glossary of sorts. The controls below apply to the default control configuration. DIRECTIONAL (analog): Move. X: Weak button. Also called "Jab" in this guide. SQUARE: Strong button. CIRCLE: Grab/throw. TRIANGLE + Direction: Dodge to that direction. Must be together with Lock-on. R1 (hold down): Lock-on. Locks onto nearest target. L1: Block. R2: Set weapon aside. L2 (hold down): Activate Instinct. Up or Down (D-Pad): Changes music being played. Momentum Counter: Just as an attack is about to hit you, press Weak or Strong. Weak is an uppercut and Strong is a somersault, a la Guile from Street Fighter. Parry Counter: Just as an attack is about to hit you, press Block (L1 by default). The action will slow down, allowing you to enter any of these four actions: 1) Elbow Strike: Weak button. 2) Straight Kick: Strong Button. 3) Face Punch: Weak button + Instinct (L2 + X by default). 4) Hurricane Kick: Strong button + Instinct (L2 + SQUARE by default). Drop Kick: You must learn it from Haggar first. Press Weak and Strong at the same time to perform a drop kick. This attack causes staggering on most bosses, and while Kyle's doing it, he's almost invincible (must confirm it, I've never drop kicked over a grenade...) Instinct Combos: Normal combos done while Instinct is activated. - When you press R1, be sure to face the direction your enemy is, or you will lock onto nothing instead (it's kinda dumb really). - If you are having trouble setting up a grab, throw a weak punch first and then grab. - Attacks done when Instict is activated become stronger, but not THAT strong. You can activate Instinct anytime during a combo, you don't need to start a combo with Instinct activated. - You can pass through most bosses without blocking. However, in pit fights, where your movement is restricted, it's wise to block. Take note that some attacks are unblockable, and most enemies will close in to throw you. - Inside pit fights you cannot run, only walk. - Try to dodge whenever you're in trouble. Specially when you're fighting Andore. Enough with the basics. Now for the boss guide. =============================================================================== 3. Boss Guide =============================================================================== WARNING. THERE ARE STORY SPOILERS AHEAD. ------------------------------------------------------------------------------- Boss: Weasel Availability: When you have to look for Stiff in the warehouse. ------------------------------------------------------------------------------- Attacks: 1) Ram: Weasel will ram the vehicle at you. If he misses you, he will crash on one of the boxes on the edges of the stage and be temporary stunned. 2) Sideslip: After Weasel crashes on one of the boxes, he will sideslip to recover from his temporary stun. A red lamp will light on top of the vehicle just before this attack. Special: 1) Immune to any grabs and also to normal attacks from the front. After the thugs part, Weasel will come at you with his vehicle of death. Keep your distance and wait for him to stop and start charging. Keep running to either side to miss him. Don't use dodge, it rarely works. After Weasel misses you, he will crash on the edge of the stage and then you can proceed to attack him with anything you see fit. When the red lamp lights, get away from him and start it over. Some of the weapons from the last fight will still be on the floor, so get them if the chance comes. As Weasel's health diminishes, you get less chances to attack him before he recovers from stun. If you need health, some of the boxes that Weasel breaks may contain health. ------------------------------------------------------------------------------- Boss: Devin the Stiff - 1st Fight Availability: End of Hotel Bijou's mission. ------------------------------------------------------------------------------- Attacks: 1) Shot: Stiff just shoots you. Sometimes he will unload 6 bullets in a row, while sometimes he will fire only one or two. This is unblockable, of course. He can only shoot six (count, SIX) bullets before having to reload his gun (despite it being a pistol...). Revolver Ocelot anyone? 2) Kick: Unblockable. He does this if you stay near him while he is getting up. Special: 1) Stiff can produce another pistol every time you throw him. Showdown at penthouse floor. Start by unloading some bullets right into Stiff. Don't shoot all of them in a row because he will dodge them sometimes. Try three shots and then stop. When your initial equipment gets useless, you have to get another one from Stiff. Make so one of the pillars is between you and Stiff, and approach him. When you see a chance, throw him and grab the gun that falls to the floor. Shoot him and repeat it all over. Be sure to not throw him right over the gun, or you won't be able to get it until Stiff moves from that position. You can control the direction you throw him to, try it if you haven't. If you are having trouble grabbing him, hit him with a weak punch first and then grab. You may consider doing the knee combo (grab him, then press Strong Punch until Kyle knocks him down) for damage, instead of just throwing Stiff around. The catch is that you must learn that move from the gym first. ------------------------------------------------------------------------------- Boss: Devin the Stiff - 2nd Fight Availability: Right after the 1st Fight (...) ------------------------------------------------------------------------------- Attacks: 1) Charge Tackle: Stiff will come at you much like Liquid Snake in Metal Gear Solid. 2) Back Kick: Unblockable. As Stiff is recovering from a knockdown, sometimes he will kick you to prevent being stomped. It doesn't seem to happen all times, but be careful when trying to stomp him. 3) Backhand: Does it when near. 4) Punch Combo: He tries to connect one or two punches, them finishes it if you don't block. Stiff is without a gun, but he's more agressive this time around. Don't take him lightly, specially because you have not recovered your health from the last fight. You should resort to using Instinct during combos to defeat him faster, just take care when Stiff gets up, his kick is perhaps the more irritating attack in this fight. Just stay away from him after a knockdown and you'll be fine. If you get on the losing side, you can still try to link a combo of weak punches with a grab, hopefully connecting a knee combo (strong punch right after grab) at the end of it. All of Stiff's attacks are blockable, except for the Back Kick. ------------------------------------------------------------------------------- Boss: Lou the Skinner Availability: After defeating Guy's genin team. ------------------------------------------------------------------------------- Attacks: 1) Hip Toss: Unblockable. Lou will grab toss you to the floor and punch you. Strong. 2) Counterattack: Unblockable (must confirm). Lou's most irritating attack. He dodges one of your attacks and kicks you with both feet. You can see the same trails on him as when you use Instinct. Repeated attacks don't work against the counter, Lou will dodge them until he sees an opening. 3) Rotating Kick: Blockable. Lou does this when you're out of his reach. 4) Quick Combo: Blockable. Lou does a quick series of strikes that knock you down. This is a special boss fight. The mechanics are the same from pit-fights, meaning you only walk, not run. You may start by getting hold of one of the katanas laying around, product from the last fight. If you don't, this fight becomes incredibly frustating, though not impossible. That said, get closer to Lou and wait him to do his taunt or the rotating kick. If he taunts, get closer. If he does the rotating kick, block it. The best combo I could come up with to hit Lou is this one: Weak -> Weak -> Strong -> Grab -> Strong. It only works with a katana equiped. It's important to press the Strong button after thrusting the katana into Lou for a damage bonus. If he starts messing your strategy with other attacks, use the drop kick to get some breath. Pay attention to Lou's reactions. Specially his counter-attack, which he uses quite often. You'll know it's coming when Lou is followed by some trails (the same from when you use Instinct). Dodge to the sides to avoid it. Also, look out for the durability of the weapon in your hand. If its icon is yellow, it will last only for one more full combo. Note: If you want to defeat Lou bare-handed, read Section 4 for the strategy on pit-fights. The same (bare-handed) strategy from this battle applies for the pit-fights against him too. ------------------------------------------------------------------------------- Boss: Blades Availability: When you have to look for Vito in the church. ------------------------------------------------------------------------------- Attacks: 1) Knife Combo: His main attack. He does it when you're nearby. 2) Flip Jump: Blade uses this to trick you when you're trying to attack him. He does a flip jump and an aerial attack. 3) Flip Jump - Variation: The same attack above, however Blades will run up the nearest wall and execute the aerial attack. Happens more at the end of the fight. 4) Throw Knives: When you're keeping a distance, Blades throws three knives. 5) Spinning Blades: When you're attacking Blades and he sees an opening, he will do this. He also does it if you get near him, then show your back to him. The range is considerable. Special: 1) All of Blades' attacks inflict more blocking damage than normal. This is a pretty easy fight, even if you consider not taking the weapons right at the beginning. Do a combo and run from Blades, then start again. He should not pose any serious threat, besides his Flip Jump. When you see it coming, run to the sides to avoid it. All his attacks can be blocked, but you better not try it, it's better to run away. Using Instinct during attacks makes this fight even easier, but if you're rushing things too fast, consider taking the guns and shooting Blades, just pay attention for a breach on Blades' defense, or he will block all the shots. Also, you can stomp him as you see fit, he's one of the rare bosses that doesn't have a knockdown recovery attack. ------------------------------------------------------------------------------- Boss: Weasel & Glow Head Guys Availability: After the mission where you have to talk to Madam Celeste. ------------------------------------------------------------------------------- Attacks: 1) Grenades: Weasel will throw grenades from outside the arena the whole time. As the fight progresses, he will throw a whole lot of them (it's like Rolento's Supercombo in Street Fighter Zero 3, but worse). These grenades will damage the Glow Heads too, of course. This fight resumes itself around beating the Glow Heads to death and not being blown to smithereens yourself. The edges of the arena seem the best place to stick for a while, but don't get overconfident about it, Weasel may try to throw some grenades there too. Some Glow Heads come after you with a grenade in hand, the safest way to deal with them is to throw them so they release the grenades, which can be used by yourself to... uh no, better not to use it and cause even more chaos. Remember to throw a jab first if your throws aren't connecting. As the fight progresses, there will be more grenades at the arena at the same time and it will get crazier than before. When this happens, you can just keep running and let the grenades take care of the rest of the Glow Heads. ------------------------------------------------------------------------------- Boss: Stiff Death Availability: After the machine-gun turret part at the Fish Packing Plant. ------------------------------------------------------------------------------- Attacks: 1) Normal Punch: He does it when you get near him or when he needs to break a box containing his "food". 2) 3-hit combo: Get near him. Take three hit-combo in the face. Sometimes he will just throw one punch, though. 3) Bone Spikes: Stiff will crouch and throw various spikes all over the room. He does it randomly I think, but it seems that he uses it the most when you are at a distance from him. 4) Charging Tackle: Stiff does this occasionaly. 5) Electric Field: Stiff will run towards the wires, then absorb some of the electricity. He can't be touched, but can be shot. 6) Electric Discharge: After absorbing electricity, Stiff will search for you. If you get in a straight line with him, he'll discharge the electricity at your direction. 7) Spike Machinegun: When Stiff's health is below half, he'll jump to the ceiling and shoot various spikes down at you. After a while, the spikes explode. He may do it more than one time on occasion. Special: 1) StiffDeath can regain health by eating rats. 2) Immune to grabs. 3) While electrified and eating rats, Stiff can't be touched. Can be shot however. Mind games... Here they come. In this fight, it's essential to know what Stiff can do. After some of his health is taken, Stiff will punch some special boxes on the edges of the stage that contain two rats each. These rats can be used by Stiff to recover his health and to attain momentaneous invincibility. When you see him breaking a box, try to find the rats and kill them, first using Weak to flip the rat over, then Strong to Finish Him! Most likely Stiff will always get one of the rats, so get away from him and search for the other one, then kill it fast. You can try to punch these boxes too, and no, these aren't infinite, there are actually 5 of these boxes around the stage. The tables in the center of the stage drop guns if broken, but be sure to kill all the rats before even getting them, or it will be a wasted effort. After you have unloaded all the guns and killed all rats, it's time to go hand-to-hand. If you're confident enough, try using a full Strong x3 combo with Instinct activated after Stiff does his tackle. You may get hit, but sometimes he will miss you entirely. Another way, is too wait for him to do the Bone Spikes move. Stiff will take a while to recover from that move, so make good use of this opportunity. Another opportunity may rise after Stiff does discharge electricity at you, but it's harder than the other two methods. When most of his health is gone, Stiff will switch to a different pattern. He will continue using his normal attacks. However, once in a while, he will jump to the ceiling and be completely impervious to all attacks. This time, just dodge the spikes (DON'T run in circles) and get away from them, because they break up after a while and can damage you. ------------------------------------------------------------------------------- Boss: Weasel War Availability: After the fight between the police and Glow Heads in front of the church. ------------------------------------------------------------------------------- Attacks: 1) Gatling Gun: He will alternate between this and the Grenades attack. Any of the bullets will instantly knock Kyle down. To avoid being hit, you can either hide behind a tree or a tombstone. However, the trees get destroyed after a while. The tombstones can receive more damage before being destroyed. 2) Grenades: After a spray of bullets from the gatling gun, War will throw various grenades at you. The objective of this attack is to break the tombstones so you cannot hide behind them anymore to avoid the gatling gun fire. To avoid the grenades, just run away from them, but it may be desirable to stay behind a tree so War throws the grenades near them, not the tombstones. That because the trees are not that useful against gatling gun fire. Special: 1) He's stationary for the entire fight. 2) Immune to unarmed attacks. 3) All attacks unblockable (of course). This is another battle of strategy. As you may have seem above, War alternates between the Gatling Gun and Grenades attacks. There are various weapons around, and they respawn with time, so you should always get them. The thing you should pay attention the most is to the tombstones. Don't ever stay behind the tombstones when War throw the grenades, or it will destroy the tombstones and you have just lost a great place to hide. If War destroys all tombstones, the fight is pretty much over for you. DON'T try to escape the gatling gun fire by running, you can't do it. That said, the fight concentrates mostly on grabbing the weapons and shooting War to death. When the weapons on one side get useless, go to the other side for more weapons. There are some grenades near the pedestal War is at, you may want to get these, because their damage is very good. There are Molotov Cocktails too, which will make War stagger for a while. Just keep circling the stage to grab the guns and remember to always hide behind the tombstones when War uses the gatling gun. Note: If the bullets are almost reaching you, use a Drop Kick (Weak + Strong) to negate some of them... that's... crazy stuff. ------------------------------------------------------------------------------- Boss: Blades Famine Availability: After Weasel War. ------------------------------------------------------------------------------- Attacks: 1) Flip Jump: Just like last fight, except it leaves him even more wide open. It can be blocked. 2) Spinning Blades: Just like the last fight with Blades. 3) Grab: Blades will extend his arms to grab you and knock you down. He will taunt you while you're on the floor. 4) Knife Strike: It just looks like the attack above, but actually he rotates the knifes a little, and doesn't grab you. 5) Throw Knives: Blades throws both knifes horizontally. Special: 1) All attacks, except the Flip Jump, are unblockable. There are two guns right at the start, be sure to grab one of them fast. What you have to do in this fight is to wait for Blades to do his Flip Jump, run to avoid it (better run to the sides) and shoot him down. Wait for him to get up and start another attack, and shoot again. When both weapons get useless, you must resort to using combos with Instinct activated. Remember that only his Flip Jump leaves a good opening for you to attack, and that you must perform only one combo and get away from him. The same combo from other fights apply: Weak -> Strong -> Strong. Until version 1.1 I said that you shouldn't bother with the grenades... but a fellow sent a tip: get the grenades and just drop them (X button) on the ground, so you don't have to waste precious time throwing it around. Then lure Blades over the grenade, as it does the rest itself. ------------------------------------------------------------------------------- Boss: Pestilence - 1st Fight Availability: After Blades Famine. ------------------------------------------------------------------------------- Attacks: 1) Acid Drop: As Pestilence roams the room, acid will drip from his body. Stepping on it causes damage. 2) Acid Pool: If you stay near Pestilence for more than a few moments, he will drop a lot of acid around him. Don't step on it too. 3) Throw Legs: Pestilence will get some legs from his "backpack" and toss them at you. It throws more legs when its health is low. 4) Explosive Bubbles: Once in a while, Pestilence will "charge", then start spiting these green bubbles. They stay on the floor, turn red, then explode. You can grab these bubbles (O button by default) and throw them back at Pestilence, but it can blow up on your hands if you don't throw it fast. Special: 1) Immune to grabs, staggering and can't be knocked down. That's... singular. Defeating it is just like playing Super Mario 64. Run around it, keeping your distance, and when it throws the green bubbles, grab them and throw them back at it. Most likely you can get only throw two of these bubbles before all others explode, but you can throw even three if you're fast. Just grab the first one Pestilence spits, then the one at its left, then look right for one that's still green. ------------------------------------------------------------------------------- Boss: Pestilence - 2nd Fight Availability: Right after 1st fight. Yeah right. ------------------------------------------------------------------------------- Attacks: 1) 3-hit combo: Does it when you're near. In the beginning of the fight, it may do only one or two attacks then stop. 2) Throw Bubbles: If you get too near or are coming straight at Pestilence, it will grab some green bubbles (smaller than the ones from the last fight) and throw them at its own feet, making a barrier so you can't hit it. 3) Bubble Smash (...): Pestilence grabs 4 of these bubbles and tries to hug you with them. 4) Bench Smash: Pestilence will grab one of the church benches at the edges of the arena and proceed to close into your position. When Pestilence does so, it smashes the bench at you. Can be dodged by running to the sides. It looks like Pestilence only starts doing this attack if you are running more than fighting. Special: 1) Immune to grabs, staggering and can't be knocked down. 2) All attacks unblockable. Bad day, bad day. This time Pestilence is faster, and it comes with new attacks for your doom. There are three openings for you to hit it. Try to do the combos with Instinct activated. It will take time, but you'll know it worked when you start to gain the advantage. First opening: when it ends its 3-hit combo (in the beginning of the fight, just 1 or 2 hits), stay circling it, so you can get near it right after the last attack. You can hit it ONLY with a Weak -> Strong combo. 2 hits. No more. Second opening: when Pestilence tries to "hug" you with the bubbles. This is slightly less risk than the first one. You can resort to a Weak -> Strong -> Strong combo now. Third opening: when Pestilence smashes a bench to the floor. Now, on this one, you can do a Weak -> Strong -> Strong combo too. You can and must use Instinct coupled with some Drop Kicks or Charge Punches. Drop Kicks are best, since Pestilence can't hit you as you're getting up. Note that you'll get a health pack and two submachine guns on the places where Pestilence smashed the benches. The guns seem useless, but you can hit the boss from a distance. It's more patience than guts here, and plus, if you have been hit in the last fight, you're playing against the odds here. The benches are not infinite, so Pestilence you'll stop throwing them after a while. After it comes the hardest time. The only good time to hit it, as I said above, is after its 3-hit combo and the "hug" (sorry, couldn't come up with a better name). Try to circle Pestilence and start your combo before it ends its own, but be careful to not start up the combo right in front of Pestilence. Well, this is pretty much it. Note that sometimes, Pestilence will take a lot of hits before thinking about grabbing the benches. I could do 3/4 of his life bar before he even got one of these benches. Looks like he will go for them at the time you stop fighting him hand-to-hand, and start doing hit-and-runs. ------------------------------------------------------------------------------- Boss: Cody Death Availability: You'll know... ------------------------------------------------------------------------------- Attacks: 1) Normal Punch: Sometimes when you run straight at Cody, he does this. 2) Grab: He will grab you if stay near him, even if you are circling him. 3) Hurricane Punch: His main attack. He punches and creates a hurricane that stays in one place. 4) Earth Splitter: Cody punches the floor and shoots his "power" in a straight line through the floor. Special: 1) Immune to grabs and can't be knocked down. 2) All attacks unblockable. Your primary objective is to make Cody break the crates on the stage, for an easier fight against the next boss. If you don't want it, make sure he breaks one of the crates near the middle, because it contains health. Now, to damage him. You have to resort all times to hit and run. Keep circling Cody until he uses his Hurricane Punch. This is where you attack. Cody staggers on the last hit of a combo, so all you have to do is a quick combo that ends with a strong attack. Try this: weak punch, strong punch x2 (X, SQUARE, SQUARE). It's the quickest combo that can make Cody stagger. After Cody staggers, get away from him and repeat. Only go for the combo if Cody does the Hurricane Punch or the Earth Splitter, he recovers from his other attacks too fast for you to try something. ------------------------------------------------------------------------------- Boss: Cody Death & Belger Availability: Right after the fight described above. ------------------------------------------------------------------------------- Note: I'll call Cody's states "defeated" and "alive", but it's figurative. Attacks - Cody: 1) Normal Punch: Sometimes when you run straight at Cody, he does this. 2) Grab: He will grab you if stay near him, even if you are circling him. 3) Hurricane Punch: His main attack. He punches and creates a hurricane that stays in one place. 4) Earth Splitter: Cody punches the floor and shoots his "power" in a straight line through the floor. 5) Power Storm: Cody will raise his hands and his "power" falls from above, like a rain. It covers a medium radius around Cody. Special - Cody: 1) Immune to grabs and can't be knocked down. 2) All of Kyle's attacks inflict more damage than on the last fight. 3) All attacks unblockable. Attacks - Belger: 1) Bazooka Shot: Unblockable. Belger only does this when Cody is alive. A big target appears on the floor when Belger does this attack. The blast radius is somehow large, and it can hit Cody too. 2) Grenade: Unblockable. Belger only does this when Cody is alive too. He will randomly throw a greanade into the stage. It works like a normal grenade, except the timer runs faster. The blast can hit Cody too. 3) Machinegun Fire: Unblockable. Once Cody is defeated, Belger will descend into the arena and spray as many bullets as he can. Any of these bullets can knock you down to the floor with one hit. Hiding behind the big cross in the middle nullifies damage. 4) Sword Slash: Once Cody is defeated, if you start pounding on Belger too much, he will counter your attacks with a sword slash. After the first sword slash, Belger will use it whenever you get too close to him. 5) Revive Cody: Once Cody is defeated, and if Belger gets near Cody, he'll revive him. He's vulnerable to attacks since the moment he kneels down. Special - Belger: 1) Automatically counterattacks if attacked too many times. 2) Immune to attacks while on the borders of the arena. This fight has a good quantity of strategy involved. Let's begin by taking out Cody. Try to get Cody to break the crates in the border of the stage, if you didn't do it in the last fight. Two of these crates contain the best weapon to deal with this situation, the Hunting Knife. Be careful when you're circling him, he tends to use his new attack ("green rain") a lot. This attack can be used to your advantage too, since it breaks the crates better than any other of Cody's attacks. After you get the Hunting Knife or any other weapon, do the same you did in the last fight. Note that, this time, the damage you cause is amplified, even with unarmed attacks. After you knock Cody down, Belger will come and start shooting like mad. Hide behind the cross so you don't take damage and make your way to Belger. Belger always shoots towards one side of the stage, then the other. Remember it. Try to not let any of the bullets hit you, because they knock you down and your weapon too. When you get near Belger, attack him until he counters with a sword slash. Now he will change his pattern and run around. His objective is reaching Cody. Go after Belger, but don't stay near him, or he will use the sword again. Let him get near Cody, and as he kneels down, approach him and attack him as many times as you can. Again, Hunting Knife is better. However, if you still want to cause damage when Belger is countering everything with his sword slash, grab the shotgun lying around and shoot him. Let him get up and shoot him again. Shotgun is handy only for that (not being hit by the sword), I think the Hunting Knife to be better at causing damage. Cody will get up and you have to start it all over again. Once you get the knack of it, you've pretty much won the fight. =============================================================================== 4. Pit-Fights =============================================================================== Note: I will not list taunts or attacks that have the enemy hitting you while you're down. 1. Hood - Place: Alley in the beginning of the game ------------------------------------------------------------------------------- Opponents (in order): 1. Handsome Bob Availability: First fight in the game. 2. Locksmith Availability: After Cody is kidnapped. 3. Handsome Bob Availability: After talking to Weasel in the Porno Theater. 4. Locksmith Availability: After talking to Weasel in the Porno Theater. 5. Handsome Bob Availability: When you have to look for 2-Ill by the train station. 6. Locksmith Availability: When you have to look for Madam Celeste. ------------------------------------------------------------------------------- HANDSOME BOB ------------------------------------------------------------------------------- Attacks: 1) Knockdown Punch: Unblockable. He does this if you stay near him when he gets up. 2) Jab: Blockable. He throws one or more of these in occasion. 3) Strong Punch: Unblockable. He does it rarely. 4) Follow-up: If Bob hits you with attacks 2) or 3) he will follow with another punch. 5) Kick: Unblockable. His main attack. Handsome Bob can be troublesome, even being the first opponent in the game. He tends to block and dodge a lot, so always pay attention to stop attacking whenever he starts to get defensive. If you manage to knock him down, stomp him one time and quickly get away, because his Knockdown Punch has a surprising range, maybe the most surprising attack of the game. All his other attacks aren't very dangerous, it's safe to stay near him for the entire fight. If you're in a tough one, don't try to get away from him too fast, or you will get kicked a lot. Try to knock him down first, then get away. ------------------------------------------------------------------------------- LOCKSMITH ------------------------------------------------------------------------------- Attacks: 1) Jab: Blockable. He does it to poke at you. 2) Strong Punch: Unblockable. Very rare to see him doing this. It's easy to see it coming. 3) Kick: Unblockable. His main attack. 4) Somersault Kick: Unblockable. He dodges your attack and crouches. After some instants, he follows with a somersault. He does it most of the time. 5) Counter: Unblockable. This is the attack Locksmith does when he's recovering from a knockdown. Locksmith is quite easy, except for his Somersault Kick, which can be quite annoying. He acts much like a common thug, so you can hit him with everything you've got. However, whenever he crouches, stop your attacks and dodge back or to the sides to render the Somersault Kick useless. Be careful when he is getting up too, you can't stomp him more than one time. 2. Little Italy - Place: Vito's Restaurant ------------------------------------------------------------------------------- Note: You can only get into pit fights in Little Italy after you talk to Vito in his restaurant. When Vito isn't there, talk to the man behind the counter. Opponents (in order): 1. Ghost Availability: When you talk to Vito the first time (obligatory). 2. Andore Availability: After the mission on the pier, where Haggar appears. 3. Ghost Availability: Anytime after fight 2. 4. Andore Availability: Anytime after fight 2. 5. Ghost Availability: When you have to look for Vito, and the cook is behind the counter (talk to the other man). 6. Andore (there seems to be a bug in this fight) Availability: When you have to look for Vito, and the cook is behind the counter (talk to the other man). ------------------------------------------------------------------------------- GHOST ------------------------------------------------------------------------------- Attacks: 1) Elbow Strike: Unblockable. Ghost does it once in a while. 2) Low Kick: Unblockable. Ghost kicks your legs so you can't block. 3) High Kick: Blockable. You're most likely to see it one to four times during a fight. 4) Grab: Unblockable. Ghost grabs you and proceeds to punish you with a series of knee strikes. Ghost has good attack, backed up by above-average speed. He moves faster than other pit-fighters, and is quite difficult to track with all the dodging. Ghost will try to come closer to you whenever you try to regain some breath, but once he gets in front of you, he will perform some moves and dodge to one of the sides, making him annoying to hit with combos starting with Strong button. You should try to throw a few jabs to stop him, then grab and throw. His attacks don't give that wide of an opening window for you, but you can always block and counter. Specially his High Kick, which comes quite often, is easy to spot and counter at the exact time. ------------------------------------------------------------------------------- ANDORE ------------------------------------------------------------------------------- Attacks: 1) Elbow Strike: Andore strikes with a descending elbow blow. 2) Hand Clap: Andore "claps" to make you stagger. 3) Grab and Throw: Andore grabs you by the body and throws you. 4) Grab and Powerbomb: Andore grabs you by the shoulders and proceeds to powerbomb you to oblivion. His most frequent attack. 5) Dropkick: Just like Haggar's (and also Kyle's) dropkick. Special: 1) Immune to grabs and can't be knocked down. 2) All his attacks are unblockable. Andore... is no pushover. He will give you a hard time for sure. First, if you haven't used the dodge button (TRIANGLE by default) for most of the game, get used to doing it now, because you would need a miracle to win without it. You need to dodge to the sides this time, as it gives you a clear advantage if you end up facing Andore's back. Andore doesn't stagger from a normal attack, but doing a Weak -> Strong -> Strong combo will make him stagger a little. Use this combo all times. If you're confident, you can use two of these in a row, of course with Instinct activated for bigger damage. All of Andore's attacks offer a good opening for you to strike, but be careful because he tends to use the dropkick if he misses his grabs. That said, you should resort to close quarters combat, but you must get on the defensive side here. Always let Andore attack first and then dodge. Last, if Andore messed up your strategy and you need to get away, don't go straight for Andore right after, or he will grab you. 3. Japantown - Place: Japantown Dojo ------------------------------------------------------------------------------- Note 1: You can only get into pit fights in Japantown after the mission where Kyle and Guy escape from the burning house. Note 2: You have to talk to the ninja in the left of the dojo gate to enter the pit-fights. Guy is inside the dojo, but talking to him only brings the menu to buy moves and spar. Note 3: There's always a random item during these pit fights in Japantown. It can be a health pack (health) or beer (Instinct). The item is located at one of the corners. Opponents (in order): 1. Cammy White 2. Lou the Skinner 3. Cammy White 4. Lou the Skinner 5. Cammy White Availability: All fights are available after the mission where Kyle and Guy escape from the burning house. ------------------------------------------------------------------------------- CAMMY WHITE ------------------------------------------------------------------------------- Attacks: 1) Spiral Arrow: Unblockable. Cammy will launch herself at you like a drill. She does this if you keep your distance for too much time. 2) Cannon Spike: This attack has pretty good priority. She will do it when you give her an openning. 3) Spinning Kicks: When Cammy is getting up or when she's near you, she will do this. It can be blocked. 4) Punch: Just a poke. She doesn't follow with anything else after. 5) Axle Spin Knuckle: A delayed punch. Cammy has a good variety of attacks, but her AI is useless. She will stay in one place waiting to be beaten for the majority of the fight. Even so, she always retaliates if attacked too many times, just like Belger. She is the only pit-fighter that doesn't have an attack while getting up from a knockdown. Although you can still have a hard fight if you go for the reckless approach, Cammy doesn't block most of your attacks, so you can use her as a practice dummy. ------------------------------------------------------------------------------- LOU THE SKINNER ------------------------------------------------------------------------------- Attacks: 1) Hip Toss: Lou will toss you to the floor and punch you. Strong. 2) Counterattack: Lou's most irritating attack. He dodges one of your attacks and kicks you with both feet. You can see the same trails on him as when you use Instinct. Repeated attacks don't work against the counter, Lou will dodge them until he sees an opening. 3) Rotating Kick: Blockable. Lou does this when you're out of his reach. 4) Quick Combo: Blockable. Lou does a quick series of strikes that knock you down. Really hard for first-timers. Lou doesn't come often to attack, he prefers to let you act first and then counter it. Likewise, he won't hesitate on attacking you head-on if you keep waiting. The best advice is to stay near him all times, and knock him down fast. The best opening for your attacks is that: when Lou is getting up from a knockdown, he will rarely used his cheap counterattack, even better, he rarely does anything at all. Then what you have to do is just knock him down, stay near, perform a combo that ends knocking him down, then repeat. Sometimes he will counter your attacks with his nasty counterattack. Doesn't matter if you keep attacking him while he's dodging, he's invincible during it, and he will dodge all your attacks until you give him an opening. Although you have to stay near Lou, don't give him a chance to use his Hip Toss attack. If you see Lou approaching you slowly, throw some jabs in his direction so he changes his pattern (or you hit him and continue the combo). Last, it's not advisable to enter this fight with less than a half health bar. Try to find something to refill you health around Japantown. Don't always count on the item that appears on the corner, because sometimes it's a beer (Instinct recover), and you don't need that. =============================================================================== 5. FAQ =============================================================================== Q. What happens if I lose a pit-fight? A. You lose the money you paid to enter, and you reappear in front of the person who arranges the fights. If the fight is obligatory (like the first fight against Handsome Bob), then it's Game Over. UPDATE: Someone confirmed that you can lose the obligatory fight against Ghost, it doesn't get you a game over. Q. Do I get something for winning all pit-fights? A. It counts towards story completion, nothing else. Q. What's that rank that appears when I win a pit-fight? A. It's a rank based on the balance of your moves, between attacking and blocking. It shows in percentage how much of the time you were attacking and how much you were blocking or dodging. Q. Why doesn't the pit-fight rank changes at all? I always get a "bum" rank! A. That rank is only for the present fight. It doesn't count for all fights. As for the "bum" rank, you seem to always get it if you attack too much and use almost no blocking. It means that, if you try to win all fights using the same way of fighting, you're always going to get the same rank. Q. What's the bug about Andore you mentioned? A. It happened to me one time. Try to fight Andore (third time) at the time you have to find Vito. You know it's the time when you enter his restaurant, Vito is not there and the cook is behind the counter. Talk to the barman to enter a pit fight against Ghost (if you didn't fight him a third time). Then, on the third fight against Andore, after you pay the entrance fee, the game will skip the fight and give you the purse. It counts as a win too. Q. And the bug about StiffDeath? A. I was fighting him, and when he did the Spike Machinegun, he didn't come back to the ground and I couldn't defeat him. I could roam around and such, but Stiff never came down. I saved the game after so I didn't have to reset, and the bug didn't happen again. It seems to happen randomly. Q. How come I can't pit-fight in Japantown? Whenever I go to the dojo it says it's closed! A. You must finish the mission where Kyle and Guy escape from the burning house. You can roam Japantown before that, but the dojo will always be closed. Q. Can I enter boss fights with a hired partner or a weapon? A. No to hired partners. You can enter some boss fights with a weapon equipped, however. Q. Can I get the bombs before they explode? A. No. =============================================================================== 6. Thanks & Contact Info =============================================================================== Thanks --------------------- - CJayC for the awesome GameFAQs.com. - CAPCOM for the game. - J. Norwood, for the tip about the grenades in the Blades Famine fight. - JimLong, for confirming that you don't get a Game Over if you lose the first fight against Ghost. Contact Info ---------------------- For critiscisms, info and corrections, the e-mail is: sunsetkid <at> gmail <dot> com Please write "Final Fight Streetwise FAQ" at the subject so I know it's not spam, and also for the sake of organization. This guide is copyright Sunset Kid, 2006� . All the characters from Final Fight Streetwise are property of Capcom of USA.