Submission #5276: £e_Nécroyeur's Arcade Final Fight in 13:31.15

Arcade
baseline
FBA-rr 0.0.7
48669
60
688655
Unknown
FFIGHT.ZIP
Submitted by £e_Nécroyeur on 10/30/2016 9:46:29 AM
Submission Comments
Final Fight is an arcade beat 'em up game (loosely based on the 1984 film Streets of Fire) released by Capcom in 1989. Final Fight was originally conceived as a fighting game titled Street Fighter '89, a sequel to Capcom's 1987 arcade hit Street Fighter. Ultimately, it was repurposed as a beat 'em up game to challenge the hegemony of Technōs Japan's Double Dragon and Double Dragon II in that genre. Owing to its fighting game heritage, the game features large, highly detailed characters with a wide variety of attacks. The game also features an excellent hard rock soundtrack by the masterful Yoshihiro Sakaguchi (credited as Youki Chan's Papa), particularly the rather unfortunately titled "Toilet Gang", which can be heard in Round 5 Part 3. The names of characters are rife with references to popular culture, and the game's artwork is rife with typical Capcom meta-reference.

Game Objectives

  • Emulator used: FBA-RR v0.0.7
  • Plays at maximum Difficulty Level settings
  • Aims for fastest game completion
  • Aims for maximum score without sacrificing Frames
  • Takes damage to save time
  • Takes damage to increase score
  • Abuses programming errors
  • Manipulates luck
  • Entertains without sacrificing Frames
  • Defenestrates an old man in a wheelchair...for great justice?

DIP Switch Settings

  • Difficulty Level 1 set to 8 of 8 (Hardest)
  • Difficulty Level 2 set to 4 of 4 (Hardest)
  • Lives set to 1
  • Bonus Life set to None
  • Allow Continue set to Off
  • Free Play set to On

Tricks and Glitches

Continuous Attack Sequence:
When a Hero hits an enemy with a normal attack, the Attack Sequence advances by 1. Each successive normal attack that hits advances the Attack Sequence further. The final attack in any Attack Sequence knocks down an enemy. However, if an attack misses, the Attack Sequence is reset. By intentionally missing an attack to reset the Attack Sequence before it has completed, an enemy can be forced to remain standing while being held in place by the stun effect of being hit. This technique allows an enemy to be defeated before he is even knocked down. This in itself is fast, but it also allows sequence breaks against Bosses (e.g. Damnd never calls for reinforcements), which further enhances the time saved.
Double Tap:
When a Hero hits an enemy, the Hit Delay Counter is set to 5 and the Hero cannot attack again until the Hit Delay Counter has expired. Under certain circumstances, however, a Hero can make successive attacks without the Hit Delay Counter being set. If an attack can be made that will cancel the first attack before the Hit Delay Counter is set to 5, the Attack button must be pressed 2 Frames before the Hit Delay is set to 5. If Cody and Haggar are attacking the same enemy simultaneously, Cody can attack 8 Frames before the Hit Delay is set to 5. This will allow both attacks to hit without waiting for the Hit Delay Counter to expire. Furthermore, despite the fact that the enemy is hit by both attacks, the first attack is considered a miss by the Attack Sequence Counter, which resets the Attack Sequence Counter to 0. Unfortunately, this can only be done for 2 successive attacks before the inevitable Hit Delay, hence the term "Double Tap". The more common application of this technique is to attack twice at a spawn point before an enemy has spawned. It can also be used against an enemy who has been knocked down just as he is standing back up. The technique is also used during Boss battles. It can first be used just as a Boss becomes vulnerable. It can later be used when Cody and Haggar are both attacking the Boss, particularly when other enemies are also being hit, as this often causes Hit Delay Counter "overlap", wherein a Hero's attack will miss due to the Hit Delay effect of the other hero's attack. In any application, this technique is quite useful throughout the TAS.
Stomach Punch Double Tap:
If Cody has begun a Stomach Punch against an enemy, but Attack is pressed again after the Stomach Punch animation has begun but before the Stomach Punch has hit the enemy, Cody will begin a Jab. This Jab will damage the enemy on the same Frame that the Stomach Punch would have. However, if Attack is pressed 2 Frames before the Stomach Punch has hit the enemy, Cody will begin a Jab, but both the Stomach Punch and the Jab will hit the enemy. In certain situations, using this technique may be faster than simply canceling the Stomach Punch with a Jab.
Triple Slash:
An enemy who has been hit by a "knock down" attack can still be damaged by another attack before the enemy has been knocked down by the "knock down" attack. If both Heroes are using a Weapon, an enemy can be hit by both Heroes before being knocked down. Moreover, if both Heroes are using a Weapon, it is possible under certain circumstances to hit an enemy 3 times before the enemy is knocked down. The Heroes must be located to the left and right of the enemy. The Heroes must be distanced from each other such that they cannot hit each other, but near enough that their weapons can collide. Both Heroes must hit the enemy on the first Frame that the enemy becomes vulnerable. Haggar must be the first to attack, such that his Hit Delay Counter is set to 6 when he hits the enemy. After Haggar attacks, Cody must attack on the correct Frame to synchronize his attack with Haggar's. The enemy takes damage simultaneously from both Heroes on the same Frame that the Weapons collide. On the next Frame, the enemy takes damage again from Cody. If both Heroes are using Muramasa or Masamune, the Heroes can do 90 Hit Points of damage in just 2 Frames before knocking down an enemy.
Minimize Enemies:
If an enemy or container is scrolled beyond the left edge of the screen, that enemy or container is destroyed. The current screen location must be a minimum of 337 pixels distant from the enemy or container in order for it to be destroyed. This equates to a distance of 1 Screen X Major plus 81 Screen X Minor. Simply Throwing an enemy to the left while standing at the left edge of the screen is not sufficient to achieve this effect, because the enemy will collide with the left edge of the screen's bounding box and be stopped. The enemy must be located at the left edge of the bounding box, and the screen must then be scrolled, in order for the enemy to be thus destroyed. Haggar's Body Splash is a very fast method of knocking down enemies in a small area, and can be done while using Backward Jump. Throwing the enemy farthest to the right into all of the trailing enemies to the left works very well, but requires several additional Frames. Manipulating enemy movement AI works well also, and does not require any additional Frames to perform. For best results, this should be exploited after the last Ambush Point in an area has been passed. Using this technique, the number of enemies that the Heroes must defeat is minimized. Obviously, no points are awarded for an enemy or container destroyed in this manner.
Quick Jump:
When the Jump button is pressed, the Hero assumes a "ready" posture, and momentum is suspended for 7 Frames before the jump advances. However, by pressing the Jump button for 1 Frame, delaying 1 Frame, and then pressing Up, Right, or Left for 1 Frame, the "ready" posture is canceled. This can also be achieved by pressing the Jump button for 1 Frame, delaying 1 Frame, and then pressing the Attack button for 1 Frame. Optionally, the joystick can be pressed Down on the same Frame that the Attack button is pressed to execute a Short Knee/Knee Drop/Body Splash instead. To execute a backward Quick Jump while a Hero is facing to the right, press Left and Jump for 1 Frame, delay for 1 Frame, and then press Right for 1 Frame. By canceling the "ready" posture, momentum is suspended for only 2 Frames before the jump advances. Using this technique, a jump begins 5 Frames earlier than normal.
Grabless Extended Range Throw/Suplex:
Normally, a Hero must have an enemy in Grab in order to use Throw or Suplex. However, if a Hero's next attack will be a Swipe Kick/Uppercut/Side Hammer, that Hero can use Throw or Suplex on an enemy that is not in Grab. The Hero must be facing the enemy and the joystick must be pressed Up or Down while the Attack button is pressed. Pressing Right or Left on the joystick while pressing the Attack button may cause the Hero to do a Swipe Kick/Uppercut/Side Hammer instead. Furthermore, the range of a Grabless Extended Range Throw/Suplex is 127 pixels horizontally--equal to the range of Deathblow. The vertical range of the Throw/Suplex is not altered (21 pixels). Because no Grab is required prior to using this technique, Haggar can begin a Suplex a minimum of 22 Frames earlier than he ordinarily could. Additionally, this technique allows a Hero to use Throw or Suplex, regardless of the Hero's Grab Cooldown Timer. This technique can even be used against an enemy who has been hit by a "knock down" attack after the enemy has taken damage from the "knock down" attack, but before the enemy has been knocked down by it. If Cody and Haggar use this technique simultaneously against the same enemy, Haggar will use Suplex and Cody will use Phantom Throw.
Extended Range Grab:
Normally, pressing the Attack button and the Jump button simultaneously causes the Hero to perform a Deathblow. However, if an enemy is above or below the Hero by a few pixels, pressing the joystick in any direction and then pressing the Attack button and the Jump Button simultaneously on the next Frame causes the Hero to Grab the enemy instead. The joystick can be pressed for just 1 Frame before the Attack and Jump buttons are pressed. The vertical range of the Grab in this case is equal to the range of Deathblow (48 pixels). The horizontal range of the Grab is not altered (71 pixels).
Team Grab:
This technique applies only to J, Two.P, Axl, Slash, Edi.E, Abigail, and Belger. When a Hero uses Grab on an enemy, the Hero can attack the enemy in Grab a maximum of 3 times, at which point the Grab is canceled and the enemy is knocked down. However, if another Hero is within Grab range and has momentum on the Frame that the third attack hits, the other Hero will instantaneously Grab the enemy. This relay can be continued as needed. Because the enemy is not knocked down by this, Grab attacks can continue with virtually no Frame loss, allowing for a tremendous rate of damage. Though it is unfortunate that this technique applies only to a limited number of enemy types, it is nevertheless quite useful. This is particularly true against Axl and Slash, considering the tendency of these enemies to block normal attacks. More significant, however, is its usefulness against Bosses, as Grab attacks ignore their high defense. Using this technique, the Heroes can inflict up to 192 Hit Points of damage in just 103 Frames before knocking down an enemy. It is the ultimate power in the universe.
"The Grab 'n Go":
This technique applies to Guy and Cody. Press Left for 1 Frame to Grab an enemy that is in range while facing left. Delay for 2 Frames. Press Jump, delay for 1 Frame, and then press Right for 1 Frame. This technique allows a Hero to Grab an enemy and then continue Backward Jumps to the right with minimal loss of momentum. An enemy Grabbed thus and then released is stunned for 40 Frames, and is also moved to the left as many as 52 pixels. This is useful for destroying an enemy by scrolling the screen, to prevent the Hero from being hit by the enemy, or for AI manipulation.
Pogo Grab:
This technique applies to Guy and Cody. If Cody or Guy have an enemy in Grab and attempt to jump, Grab is canceled and the Hero will jump. Under certain circumstances, this is actually useful for destroying Axl or Slash. After a Hero uses 2 Grab attacks, he can use a Quick Jump up to cancel the Grab and then resume the Grab and Grab attacks after the Hero lands. This prevents the enemy from being knocked down and also eliminates the need to wait for the Grab Timer to expire. Because the duration of Grab Cooldown Timer is typically less than the duration of a Jump, the Grab Cooldown Timer expires before the Hero lands. This allows the Hero to resume Grab with minimal Frame loss. This technique saves a minimum of 73 Frames compared to using 3 Grab attacks and then using Grab again. This technique saves a minimum of 93 Frames compared to using 2 Grab attacks and a Throw and then using Grab again. This technique saves between 21 and 121 Frames compared to using 2 Grab attacks and then waiting for the Grab Timer to expire before using Grab again. The actual Frame savings in this case is based on which Grab Timer and Grab Cooldown Timer values are randomly selected.
Transition Point:
As the Hero advances through an area, there are Transition Points at which the screen stops scrolling. When a Transition Point has been reached, Trigger Enemies begin to spawn and move onto the screen. Generally, all Trigger Enemies must be defeated in order for the transition to the next area to begin. Only the Trigger Enemies need to be defeated in order to initiate the transition; all other enemies remaining in the area will simply be left behind when the transition begins. When the last Trigger Enemy at a Transition Point has been destroyed, the Transition Timer is set to 30 and begins to decrement. When the Transition Timer expires, the transition to the next area begins. If the Hero reaches a Transition Point when there are too many enemies on the screen, a Trigger Enemy may fail to spawn. If a Trigger Enemy fails to spawn (e.g. Andore at the elevator in Up Town), some enemies must be defeated to free up space in memory to allow the Trigger Enemy to spawn, or the Hero must wait for a Timeout Transition in order for the transition to begin. At certain Transition Points, a Trigger Enemy will spawn after a set length of time, but if a different enemy is destroyed prior to the Trigger Enemy's set spawn time, the Trigger Enemy will instead spawn immediately after the different enemy is destroyed, and the Trigger Enemy will occupy memory space vacated by the different enemy. At other Transition Points, all Trigger Enemies spawn on a set schedule and do not share memory space, regardless of any enemies that are destroyed prior to the scheduled spawn time of the Trigger Enemies. Other Transition Points are a sort of hybrid of the first 2 types, wherein Trigger Enemies share memory space if it is available, but they spawn on a set schedule, regardless of any enemies that are destroyed prior to the scheduled spawn time of the Trigger Enemies.
Timeout Transition:
If the Hero has reached a Transition Point, the game will timeout after sufficient time has elapsed. If the game reaches a timeout, the transition to the next area will begin, regardless of any enemies remaining on the screen. In most cases, any enemies remaining on the screen when a timeout occurs are simply left behind, but a Timeout Transition into the elevator in Up Town causes all enemies to be defeated, and even awards points to the Hero for their destruction.
Ambush Point:
As the Hero scrolls through an area, new enemies spawn as each new Ambush Point is reached. If too many enemies are on the screen when an Ambush Point is reached, fewer or no new enemies will spawn at that Ambush Point.
Manipulate enemy AI:
Enemy AI is affected by the Frame on which a new Round or Segment begins, by the Frame on which an enemy spawns, and by the Hero's location on the screen. The RNG is affected by the status of containers from a previous Round or Segment. The RNG in turn affects the enemy AI in the new Round or Segment. By manipulating the RNG, enemies can manipulated to act more favorably in the new Round or Segment. The RNG can be manipulated by destroying or sparing a particular container. The RNG is also affected by Items dropped by Containers. This can save Frames in a situation where a Hero would otherwise have to stop to stun an enemy before advancing. The RNG is also affected by the Heroes' total remaining Hit Points. One useful method of AI manipulation using Hero location is to walk to the right a few steps between 2 Backward Jumps, rather than immediately jumping again on the earliest possible Frame. This allows for AI manipulation with negligible disruption to forward progress. The Hero may also move up or down in addition to moving to the right, allowing for even more possibilities.
"Accelerated Decrepitude":
When an enemy is destroyed, it flies across the screen, bounces off the ground once, lands, slides to a stop, and then despawns. When the enemy lands from the bounce, its Slide Timer is set. The Slide Timer either counts down from 240 to 0 in decrements of 16 per Frame if the enemy is moving to the right, or it counts up from 0 to 240 in increments of 16 per Frame if the enemy is moving to the left. When an enemy's Slide Timer expires, its Despawn Timer is set to 60 and begins counting down to 0. When an enemy's Despawn Timer expires, it despawns. However, this is only a typical example.
Certain enemy types have a Despawn Timer value of only 40. Furthermore, if such an enemy is destroyed by any attack other than a Throw, Suplex, or Pile Driver, the enemy's Despawn Timer is never set. Under these circumstances, the enemy despawns immediately when its Slide Timer expires. This applies to Holly Wood, Holly Wood armed with Bottle, El Gado, G.Oriber, Wong Who, Roxy, and Poison.
Using Suplex or Pile Driver to destroy an enemy causes a shorter "bounce" than any other type of attack. Moreover, the Slide Timer counts by increments of 20 per Frame, rather than 16 per Frame. As such, using Grabless Extended Range Suplex instead of Side Hammer to destroy an enemy causes the enemy to despawn 20 Frames earlier. This is particularly useful against the last remaining enemy in a Segment, as it allows the transition to the next Segment to begin on an earlier Frame.
If an enemy collides with the edge of the playfield or a Container while the enemy is sliding, the slide will be canceled and the Despawn Timer will immediately be set. As such, the nearer an enemy is to an obstacle when the enemy is destroyed, the earlier it will despawn.
Maximum Treasure:
The contents of many containers are randomly determined. The range of possible contents in a container is determined by the specific container. The RNG is modified by the Screen X Minor location and the presence of enemies on the screen. Interestingly, the RNG is also modified by the input state of the Hero on the Frame after said Hero destroys the container. By entering input on this Frame, the contents of the container can be modified just before the contents spawn. Only the input state of the Hero that destroyed the container modifies the RNG for said container. The input must be entered after the Hero's score has advanced for the attack or for destroying the container, whichever occurs first. Other inputs can be held prior to this Frame, but only input which had not been held prior to this Frame will modify the RNG. Any input except for the Attack button will work. Using this technique, a container will always drop an item of maximum point value (either a Gold Bar or a Diamond). A rather bizarre Easter egg.
Container Anomalies:
When a Hero is standing on a container, he has a special status. While a Hero is in this status, enemies can target the Hero, but they cannot attack him. This can cause the enemy AI to behave strangely. For example, at the end of Round 1 Segment 1, Holly Wood may not move onto the screen if his target Hero is standing on a Dustbin. If there is a container between a Hero and an enemy that is targeting the Hero, the enemy AI may behave strangely. If a Hero is standing on a container when a transition begins, strange things may happen. If a Hero attempts to Backward Jump off of a container during a transition, his horizontal movement may suddenly be stopped, causing him to land on the same container he jumped off of. If a Hero Backward Jumps off of a container during a transition and lands at a particular location (e.g. a particular distance from the Transition Point), the Hero may behave as though he has already reached the Transition Point. This causes a Hero to continue to the next part of the transition, regardless of his location on the screen.
Quick Recovery:
When a Hero is knocked down, he will remain on the ground for 78 Frames after he has landed and come to a complete stop. Using this technique, a Hero can recover in just 5 Frames. Entering input while the Hero is on the ground allows the Hero to recover more quickly. "Recovery" input can be entered only after the Hero has landed and come to a complete stop. For maximum efficiency, input must be entered on each of the first 5 Frames that "recovery" input can be entered. This input can alternate between pressing the Attack and Jump buttons, or between pressing a direction on the joystick and a button. Pressing alternating directions on the joystick alone does not work. After these 5 Frames of input have been entered, the Hero can immediately begin acting again.
Corner Clip:
If a Hero is walking right or left against a surface while also walking up or down to move around the surface, the Hero will "clip" up or down by several pixels when the corner is reached. This allows a walking Hero to move around an obstacle slightly more quickly.
Hit Delay Counter:
While the Hit Delay Counter value is anything other than 0, a Hero cannot move vertically or horizontally on the screen. Input can be entered during this time, but any attack or jump animation will be paused at the first Frame of the animation and remain paused until Hit Delay Counter is 0. The Hit Delay Counter is set to 5 when a Hero hits an enemy or container and decrements by 1 per each Frame until it reaches 0, at which point the Hero resumes movement as usual. The Hit Delay Counter is set to 6 when a Hero is knocked down while he is standing a surface, and does not begin decrementing until the Hero attempts to attack or jump. The Hit Delay Counter can also be reset to 0 if the Hero uses Grab on an enemy. The Hit Delay Counter is set to 5 when a Hero is knocked down while he is jumping, and does not begin decrementing until the Hero attempts to attack or jump. If a transition begins while the Hit Delay Counter value is anything other than 0, it will not begin decrementing until the Hero attempts to attack or jump. Strangely, if a Hero is using a Weapon and hits an enemy on the first Frame that the enemy becomes vulnerable, The Hit Delay Counter is set to 6 and does not begin decrementing until the Hero attempts to attack or jump.
Playing with Fire:
A Hero can hit an enemy who has been hit by Flame before the enemy is knocked down by the Flame. Using this technique, it is also possible for an enemy to be hit more than once by the same Flame, without being knocked down. If Bottle lands on ground level, it emits 2 Flames that diverge and move to the right and left for 60 Frames. It is possible for both of these Flames to hit an enemy, even simultaneously.
Double Destruction:
If an enemy is destroyed by a hazard other than a Hero or by scrolling, such as Flame, points are awarded. If a Hero destroys an enemy on the same Frame that the enemy is destroyed by the hazard, the Hero receives points for the attack, the destruction of the enemy, and for the destruction of the enemy by the hazard. Using this technique also causes the enemy to be "launched" twice when it destroyed, causing the enemy to fly twice as far as normal, which is most amusing. :)
Grabless Extended Range Suplex/Double Lariat Hybrid:
After Haggar uses Grabless Extended Range Suplex, Double Lariat can be used as early as 16 Frames before the Suplex animation has completed. If Haggar uses Double Lariat within these 13 Frames, all targets within range will be hit instantly, as opposed to the typical delay while Haggar must first make a full turn. This technique damages and knocks down enemies as usual, but it scores only 20 points per hit as opposed to 400 points per hit, and it does not reduce Haggar's Hit Points if he hits a target. Note that this applies only to the initial, instantaneous hit of the Grabless Extended Range Suplex/Double Lariat Hybrid. Any hit after the initial hit is treated as a normal hit from Double Lariat.
Tsukami Nage/Knee Strike Knock Down Cancel:
This technique applies to Guy and Cody. When a Hero has an enemy in Grab and uses 3 Tsukami Nage/Knee Strike attacks, the Grab is canceled and the enemy is knocked down. However, if the other Hero hits the enemy on the same Frame that the 3rd Tsukami Nage/Knee Strike hits the enemy, Grab is canceled but the enemy is not knocked down. The enemy takes damage from the 3rd Tsukami Nage/Knee Strike as usual.

Comments

A transition can only begin on every 8th Frame, except for after a Boss Segment.
If a Macro begins recording on the same Frame that a Player presses the Attack or Jump button, the Macro will fail to record that Player's input. Joystick input will not cause this. The other Player's input is not affected. To avoid this, start recording the Macro when there is at least 1 Frame of no button presses before button presses begins. The Macro can then be edited to remove the extraneous Frame, if this is desired.
If Cody has begun a Stomach Punch against an enemy, but Attack is pressed again after the Stomach Punch animation has begun but before the Stomach Punch has hit the enemy, Cody will begin a Jab. This Jab will damage the enemy on the same Frame that the Stomach Punch would have. More significantly, it resets the Attack Sequence Counter, and the Jab which cancels the Stomach Punch is considered the first attack in the Attack Sequence.
If 2 attacks hit an enemy simultaneously, the enemy will take damage from both attacks on an earlier Frame than if it had been an individual attack. The enemy takes damage from both attacks simultaneously.
If there are too many objects on the screen, the game will generate Lag Frames to compensate.
If Cody and Haggar are attacking the last remaining enemy on the left edge of the screen and the Transition Point is on the right edge of the screen, it is sometimes faster overall to have Cody stop attacking and move toward the Transition Point before the last remaining enemy has been destroyed than it is to destroy the enemy on the earliest possible Frame.
Using Suplex knocks down an enemy more quickly than using a 3rd Headbutt, but the Hero will not be able to move again as quickly after using Suplex compared to using a 3rd Headbutt.
After Haggar has used Suplex, input can be entered as early as 16 Frames before the Suplex animation has completed. This allows Haggar to attack or jump on an earlier Frame following a Suplex, but note that Haggar can not walk until the Suplex animation has fully completed.
The actions of both Heroes affect the RNG and thus affect enemy AI, regardless of the Heroes' location on the screen. Significantly, Roxy and Poison may backflip when a Hero attacks, even if the Hero is nowhere near her and the Hero hits nothing. This occasionally requires that one Hero's attack be delayed to prevent Roxy or Poison from evading so that the other Hero's attack can hit her. If the required delay is equal to or longer than the time required to miss an attack, and a missed attack does not cause Roxy or Poison to backflip, the other Hero will miss an attack in order to reset his Attack Sequence Counter. Even input which does not result in an action can affect enemy AI, such as pressing the Attack button when an attack is already in progress.
When a Hero hits an enemy with a normal attack, the Hero's Attack Sequence Counter advances by 1, and his Attack Sequence Counter Timer is set to 45. The Attack Sequence Counter Timer begins to decrement when the attack has completed. If the Attack Sequence Counter Timer expires, the Attack Sequence Counter is reset to 0. Ordinarily, this means that a Hero has until the Attack Sequence Counter Timer expires to use the final attack in his Attack Sequence, or else the opportunity is lost until the Attack Sequence Counter is again at maximum. However, if a Hero hits an enemy with an attack without advancing the Attack Sequence Counter, the Attack Sequence Counter Timer can be reset to 45 while still allowing the Hero to use the final attack in his Attack Sequence. Naturally, this requires a jumping attack or a Deathblow.
A jumping attack of any kind also advances a Hero's Attack Sequence Counter, unless the Hero's Attack Sequence Counter is already at maximum value. If a Hero makes 2 attacks during the same jump, only the first attack will advance the Attack Sequence Counter.
Certain enemies are able to cancel an attack in progress before it has completed its animation. If an enemy cancels its attack, the enemy is able to immediately begin taking another action. This applies to J, Two.P, Andore Jr., Andore, U.Andore, G.Andore, and Boss enemies.
If a Hero hits an enemy with an attack at the same time that Axl or Slash blocks the same attack, the Hero may also receive points for hitting Axl or Slash even though the attack was blocked.
The vertical size of the playfield varies. Some Segments extend from Y 16 to Y 63, while other Segments extend from Y 16 to Y 79.
If a Hero is at the extreme right or left edge of the screen and moving toward that edge when a transition begins, the Hero will move beyond the edge of the screen for 1 Frame when the transition begins. This allows certain transitions to begin on an earlier Frame by minimizing the distance that the Trigger Hero must travel in order to reach the Transition Point. This can be achieved by holding Right or Left on the joystick toward the edge of the screen, or by a jump or Backward Jump that is moving toward the edge of the screen when the transition begins.
Jumping scrolls the screen faster than walking. Jumping backward scrolls the screen faster than jumping forward.
The duration of a Grab is randomly determined. The value is an increment of 10. The range is from 29-129 Frames. For Cody and Guy, the Grab Timer does not advance during the delay Frames caused by a Grab attack. For Haggar, the Grab Timer advances continuously, regardless of any action which Haggar might take. Cody or Guy simply hold an enemy in place with Grab, but Haggar actually lifts the enemy off the ground with Grab, which requires 7 additional Frames before a Grab attack can begin. When a Hero uses Grab on an enemy, the enemy is moved to the Hero's Y location. When a Grab is canceled, or when the Grab Timer expires, the Hero's Grab Cooldown Timer is set and begins to decrement. As with Grab duration, the duration of the Grab Cooldown Timer is also randomly determined. Until the Grab Cooldown Timer has expired, the Hero is unable to use Grab again.
It is faster to use Swipe Kick/Uppercut/Side Hammer to destroy an enemy if it is to be the final attack against the enemy than to continue using Continuous Attack Sequence. However, if another enemy remains and the Hero needs to move to attack it, it is sometimes faster overall to use Continuous Attack Sequence against the first enemy because doing so allows the Hero to begin moving again more quickly after destroying an enemy.
After landing from a jump, holding Up or Down will move a Hero up or down after 8 or 9 Frames. However, if Right or Left is pressed for at least 1 Frame before holding Up or Down, a Hero will move up or down after just 4 Frames.
The shape of Haggar's hit box during a Body Splash is significantly different than the shape of his hit box during a normal jump. Because of this, certain attacks that would hit Haggar during a normal jump can be avoided by using Body Splash. The Body Splash does not need to hit an enemy in this case, so there is no collision delay.
When a transition begins, A Hero will only begin to move toward a Transition Point if he is standing on a surface. If a Hero is in midair when a transition begins, that Hero's movement toward the Transition Point will be delayed until he has landed.
In certain Segments in a 2 Player game, only the Trigger Hero needs to reach the Transition Point in order for the transition to the next Segment to begin. Which Hero is the Trigger Hero is dependent on the Segment and which Heroes are in the game.
When a Hero hits another Hero, the Hero vs. Hero Attack Cooldown Timer of the Hero that was hit is set to 99 and begins to decrement. While a Hero's Hero vs. Hero Attack Cooldown Timer value is anything other than 0, that Hero is impervious to an attack from the other Hero. Note that the Hero vs. Hero Attack Cooldown Timer does not render the Hero impervious to damage from an enemy or hazard.
After the last Trigger Enemy in a Segment or Segment Part has been destroyed, the Trigger Hero's subpixel status can cause him to walk very slightly more slowly to the Transition Point. This causes the transition to begin 1 Frame later.
Certain objects can be hit, but do not cause Hit Delay or award points for being attacked. Additionally, hitting such an object with Deathblow does not reduce a Hero's Hit Points. These objects include Knife, Bottle, Shell, and Arrow. Note that Bottle awards points for being destroyed, but does not award points for the attack itself.
Under certain circumstances, an attack may not score any points, even though it damages a target. This can be observed in Round 2 Segment 2 Part 1, wherein Haggar hits Roxy with Gut Punch, but scores no points for it.
A well-timed Grabless Extended Range Throw/Suplex can allow a Hero to be hit by an Andore charge without being knocked down.
It is possible to prevent Bred from spawning in Round 1 Segment 2. This may be affected by the RNG, but this is unknown.
If a Hero is walking and must press the Attack or Jump button, the joystick can continue to be held on the same Frame that the Attack or Jump button is pressed. This allows the Hero to continue moving in the direction the joystick is held for 1 additional Frame before the attack or jump is executed. This can also allow a Hero to change the direction he is facing just before a jump or Grab is initiated.
The orientation of a Grab is determined by the direction the Hero is facing on the Frame that the Grab is initiated. By pressing Left for 1 Frame to initiate a Grab, the Hero can Grab an enemy while facing to the left to prevent disrupting Backward Jumps. This is useful for Cody and Guy because it is impossible to Backward Jump to the right out of a right-facing Grab.
If the Heroes are separated horizontally by 147 pixels or more with the slower Hero on the left, the screen scroll speed is limited to the speed of the slower Hero. On Round 2 Segment 2 Part 1, using Cody and Haggar to do Backward Jumps, this 147 pixel separation distance is reached at 625 pixels of screen scroll. This equates to 2 Screen X Major plus 113 Screen X Minor. As such, for a Segment requiring an excess of 625 pixels of screen scroll, it is faster to give the slower Hero the more favorable location or earlier input. This allows the faster Hero to scroll a greater portion of the screen at his superior rate of speed before his speed is bottlenecked by the slower Hero.
If the Heroes are separated horizontally by 296 pixels or more, the screen cannot scroll. This equates to 1 Screen X Major plus 40 Screen X Minor.
Selecting Haggar as Player 1 requires 2 additional Frames compared to selecting Cody as Player 1.
If a Hero has an enemy in Grab, the other Hero can hit the enemy in Grab with normal attacks. The other Hero cannot hit the enemy while the enemy is being hit with Tsukami Nage/Knee Strike/Headbutt. Note that that any attack that knocks down an enemy that is used against an enemy in Grab will cancel the Grab and knock down the enemy.
Cody and Guy can attack an enemy after using Grab slightly more quickly than can Haggar.
If a Hero or enemy takes damage during a jump, that Hero or enemy is knocked down.
If a Save State is saved on a Frame where input must be made, the input may not register. An example of this can be seen during startup. Pressing Up on Frame 111 should skip the copyright screen. However, if the Save State is saved on Frame 111 and then that Save State is loaded, pressing Up on Frame 111 will not register. This may apply only to this one situation.
Certain enemy types have 2 different AI modes: Mobile Mode and Combat Mode. The current AI is reflected by the posture of the enemy. This type of enemy always spawns in Mobile Mode (upright posture), and will switch to Combat Mode (hunched posture) only when he is ready to attack. Significantly, an enemy moves more slowly in Combat Mode than in Mobile Mode. In Mobile Mode, an enemy's speed is 2 pixels per Frame. Enemies that feature 2 AI modes include: Bred, Dug, Jake, and Simons.
The Heroes must be separated by a minimum of 13 pixels vertically and/or 88 pixels horizontally in order to avoid hitting one another.
If both Heroes are using Pipe, Muramasa, or Masamune, the Heroes must be separated by a minimum of 13 pixels vertically and/or 197 pixels horizontally in order to avoid hitting one another.
If a Hero collides with a "ceiling" during a jump, horizontal momentum is canceled until the jump has landed.
In Round 3 there are several doors which must be destroyed in order to advance. Due to the "ceiling" in these doorways, it is much faster to walk through them than to jump through them. The nearer a Hero is to the bottom of the screen, the earlier he can be clear of the "ceiling" and resume using Backward Jumps.
Actions in the game can occur simultaneously. For example, a Hero can both pick up an Item and get hit on the same Frame. This is useful for maximizing the score, as it allows a Hero to hit the other Hero with an extra attack while the other Hero is collecting the last Item, without disrupting the collection of the Item.
A Jump Kick defeats an Andore charge, but a Short Knee/Knee Drop/Body Splash generally does not. However, if a Body Splash collides with a charging Andore while Haggar is within 1 pixel of the maximum height of his jump, Body Splash will defeat an Andore charge. If a Body Splash collides with a charging Andore while Haggar is within 2 pixels of the maximum height of his jump, Body Splash will "tie" an Andore charge, but Haggar also takes damage and is knocked down.
In certain situations when the CPU controls a Hero and must jump to quickly move toward a transition point, pressing the Attack button will cause the Hero to perform a Jump Kick. An example of this can be seen at the end of Round 2 Segment 3.
A Thrown enemy travels a maximum of 182 pixels from the location that the enemy was located when the Throw was initiated.
If Cody or Guy defeats an enemy in Grab using Knee Strike or Tsukami Nage, he may continue to attack a "phantom" enemy by pressing the Attack button on the correct Frame. The correct Frame is 4 Frames before the Hero's posture changes from "attack" to "grab". Pressing the Attack button on this Frame will Knee Strike or Tsukami Nage the phantom enemy. Pressing the joystick and the Attack button on this Frame will Throw the phantom enemy. Pressing Attack and Jump simultaneously allows Cody or Guy to use Deathblow 2 Frames earlier than waiting for the Grab to cancel before using Deathblow. Knee Strike or Tsukami Nage can be used repeatedly on a phantom enemy by pressing the Attack button once per each 12 Frames. Using Throw interrupts the Grab status, so Throw can only be used once against a phantom enemy. Interestingly, using Throw on a phantom enemy scores the usual 300 points. Haggar cannot use this technique.
Player 1 always begins a Round closer to the top of the screen than Player 2.
Using Deathblow reduces a Hero's Hit Points by 8. However, this reduction is applied only after the Deathblow animation has completed. If a transition cancels a Deathblow animation, a Hero will not lose any Hit Points for having used the Deathblow.
Deathblow cancels the stun effect from being hit.
A Hero is impervious to Deathblow from another Hero.
Deathblow cannot be blocked.
If a Hero is standing on top of a container, he can move a bit beyond the normal screen boundary.
The Difficulty Level DIP Switches determine the number of enemies that spawn at a Transition Point, but they do not determine the number of Trigger Enemies that must be destroyed at a Transition Point. The Difficulty Level DIP Switches also determine the number of enemies that are allowed to simultaneously occupy the screen, and the amount of damage that a Hero inflicts against Minibosses and Bosses. The Difficulty Level DIP Switches also determine the Hit Points of enemies. The Difficulty Level DIP Switches do not modify enemy AI or speed.
Enemies have various levels of defense. An enemy's defense depends on the type of enemy and the Difficulty Level settings. An enemy's defense modifies the amount of damage that a Hero inflicts. Significantly, an attack made from Grab or with a Weapon is not modified by an enemy's defense. Likewise, damage from a hazard (e.g. Flame) is not modified by an enemy's defense.
When a Hero is hit, but not knocked down, the Hero is stunned for 26 Frames.
When an enemy is hit, but not knocked down, the enemy is stunned for 36 Frames.
When Cody or Guy Grabs an enemy and then immediately releases the enemy by jumping away, the enemy is stunned for 40 Frames.
When a Hero hits an enemy or a container, the Hero is stunned for 6 Frames. Likewise, hitting an enemy or a container during a Jump suspends momentum for 6 Frames. If a Hero is within range of more than 1 enemy or container when an attack hits, all enemies in range will be hit simultaneously, and the Hero will only be stunned for 6 Frames. These 6 Frames are comprised of 1 Frame to score the hit, and 5 Frames of Hit Delay. The Hit Delay Counter is set to 5 when a Hero hits an enemy or container and decrements by 1 per each Frame until it reaches 0, at which point the Hero resumes movement as usual.
An enemy in Grab can be hit once per each 17 Frames.
Landing after a Jump suspends momentum for 3 Frames.
The final attack in any Attack Sequence knocks down an enemy or Hero. This includes both the normal Attack Sequence and the Grab Attack Sequence.
If a Hero walks off of the edge of a surface, horizontal momentum is canceled, and he will fall straight down to a lower surface. Jumping off of a surface instead allows a Hero to maintain as much horizontal momentum as possible.
An enemy is not defeated when his Hit Points reach 0. If an enemy has 0 Hit Points remaining, he must be damaged once more in order to be defeated. This causes an enemy's Hit Points to be a negative number. After an enemy stops "blinking", his Hit Points are set to 0, and he is permanently de-spawned. Likewise, when an enemy is destroyed by being scrolled beyond the screen border, his Hit Points are set to 0, and he is permanently de-spawned.
Points for defeating a Boss are awarded at the beginning of the next Round, with the exception of Rolento and Belger. Only the Hero that landed the final attack on a Boss is awarded points for defeating that Boss.
If an enemy is still alive when a Boss is destroyed, the enemy is immediately destroyed. A Hero receives the normal point value for each enemy defeated in this manner. If both Heroes are in the game when an enemy is defeated in this manner, the points are awarded to both Heroes. If a Hero has an enemy in Grab after a Boss has been destroyed, the enemy will not be automatically destroyed. If a Hero has an enemy in Grab when the transition to the next Round begins, the enemy will be destroyed, but no points are awarded for that enemy.
If a Hero's attack is blocked, the Hero receives no points for the attack, but the Hero's Attack Sequence Counter does advance as it would for a normal hit.
When a transition begins, Heroes can no longer hit one another.
Hero has 144 Hit Points.
Hero Hit Points are restored at the beginning of a new Round.
If a Hero is holding a weapon when an area is completed, that Hero receives points based upon the type of weapon that is being held.
The maximum number of weapons allowed on the screen simultaneously is 6.
If an enemy takes damage while jumping, he is knocked down.
There are several locations throughout the game where enemies spawn behind Drumcans and kick them toward the Hero. If the Drumcan associated with an enemy is destroyed before the enemy has spawned, the associated enemy will fail to spawn.
If a transition begins after a Hero has been destroyed, but before the Hero's sprite has despawned, the Hero will not be destroyed.
As many as 13 enemies may occupy the screen at any given time.
When a new Life starts for a Hero, all enemies on the screen receive 32 Hit Points of damage and are knocked down. A Boss receives 33 Hit Points of damage and is knocked down. This will destroy an enemy that has 0 Hit Points, but it does not affect a Boss that has 0 Hit Points.
There are Items hidden behind pillars.
In Round 6: Up Town, a billboard can be seen advertising the very Whisky found in the game.
Any attack can destroy an Arrow.
A vertical surface (e.g. a wall) deflects a thrown Knife.
A container deflects a thrown Knife.
A thrown Bottle deflects a thrown Knife.
Flame deflects a thrown Knife.
A Knife thrown by an enemy cannot hit another enemy, though it can be deflected by another enemy's attack.
A thrown Knife can destroy a Shell. That's some serious ninja stuff!

The Heroes

Cody:
Walking speed is 1.94 pixels per Frame.
Maximum Backward Jump speed is 3.5 pixels per Frame.
Cody is 18 pixels high. A Hero must be at least 9 pixels distant vertically from Cody's Y location in order to walk past him horizontally without colliding with Cody.
Cody is 60 pixels wide. A Hero must be at least 30 pixels distant horizontally from Cody's X location in order to walk past him vertically without colliding with Cody.
Jab horizontal range is 88 pixels.
Jab vertical range is 21 pixels. The vertical range extends from 12 pixels below Cody's center to 9 pixels above Cody's center.
Stomach Punch has a slightly larger vertical range than Jab.
Knife horizontal range is 132 pixels.
Pipe/Muramasa/Masamune horizontal range is 170 pixels.
Crack Kick horizontal range is 126 pixels. Crack Kick vertical range is 48 pixels. The vertical range extends from 24 pixels below Cody's center to 24 pixels above Cody's center.
Grab horizontal range is 43 pixels.
Grab vertical range is 21 pixels. The vertical range extends from 12 pixels below Cody's center to 9 pixels above Cody's center.
Cody can attack with a Knife more quickly than Haggar. Furthermore, a Knife thrown by Cody moves more quickly than a Knife thrown by Haggar.
Jab requires 4 Frames.
Stomach Punch requires 6 Frames.
Uppercut requires 30 Frames.
Knife requires 10 Frames.
Pipe/Muramasa/Masamune requires 22 Frames.
Quick Jump requires 46 Frames.
An enemy in Grab can be hit once per each 17 Frames.
Hitting an enemy, Hero, or container with a Thrown enemy does 16 Hit Points of damage and is worth 10 points.
Jump Kick is worth 50 points.
Hitting a Hero with any attack other than a jumping attack or a Thrown weapon or enemy is worth 100 points.
Jab is worth 100 points.
Knee Strike 1 in a sequence is worth 100 points.
Knee Strike 2 in a sequence is worth 200 points.
Knee Strike 3 in a sequence is worth 300 points.
Skyward Kick is worth 100 points.
Knee Drop is worth 200 points.
Stomach Punch is worth 300 points.
Uppercut is worth 500 points.
Reverse Knee Drop is worth 300 points.
Throw is worth 300 points.
Crack Kick is worth 400 points. Crack Kick cannot be blocked.
Against minimum defense, Attack Sequence damage is 10-10-10-16 Hit Points of damage. 46 Hit Points of damage total.
Against maximum defense, Attack Sequence damage is 1-1-1-2 Hit Points of damage. 5 Hit Points of damage total.
The damage of all other attacks except Grab attacks are likewise determined by an enemy's defense.
Knee Strike Attack Sequence damage is 9-16-28 Hit Points of damage. 53 Hit Points of damage total.
Knee Strike+Throw Attack Sequence damage ranges from 9-16-10 Hit Points of damage (35 Hit Points of damage total) to 9-16-40 Hit Points of damage (65 Hit Points of damage total), depending on the enemy's remaining Hit Points.
Throw does a minimum of 10 Hit Points of damage, or 50% of an enemy's current Hit Points, to a maximum of 40 Hit Points of damage, and knocks down an enemy. If an enemy has 19 Hit Points remaining, Throw will do 10 Hit Points of damage. If an enemy has 18 Hit Points remaining, Throw will destroy the enemy.
Haggar:
Walking speed is 1.84 pixels per Frame.
Maximum Backward Jump speed is 3 pixels per Frame.
Haggar is 18 pixels high. A Hero must be at least 9 pixels distant vertically from Haggar's Y location in order to walk past him horizontally without colliding with Haggar.
Haggar is 60 pixels wide. A Hero must be at least 30 pixels distant horizontally from Haggar's X location in order to walk past him vertically without colliding with Haggar.
Gut Punch horizontal range is 101 pixels.
Gut Punch vertical range is 21 pixels. The vertical range extends from 12 pixels below Haggar's center to 9 pixels above Haggar's center.
Side Hammer horizontal range is 123 pixels.
Pipe/Muramasa/Masamune horizontal range is 160 pixels.
Double Lariat horizontal range is 126 pixels. Double Lariat vertical range is 48 pixels. The vertical range extends from 24 pixels below Haggar's center to 24 pixels above Haggar's center.
Grab horizontal range is 70-93 pixels.
Grab vertical range is 21 pixels. The vertical range extends from 12 pixels below Haggar's center to 9 pixels above Haggar's center.
Gut Punch requires 10 Frames.
Side Hammer requires 22 Frames.
Pipe/Muramasa/Masamune requires 17 Frames.
Quick Jump requires 46 Frames.
Suplex animation can be shortened from 47 Frames to 30 Frames by using the Quick Jump technique.
Grabbing an enemy while moving suspends momentum for 8 Frames.
Landing from a jump with an enemy in Grab suspends momentum for 8 Frames.
An enemy escaping from Grab suspends momentum for 2 Frames.
An enemy in Grab can be hit once per each 17 Frames.
Hitting an enemy, Hero, or container during a Suplex is worth 20 points.
Hitting an enemy, Hero, or container during a Pile Driver is worth 30 points.
Hitting a Hero with any attack other than a Body Splash, a Thrown weapon, a Suplex, or a Pile Driver is worth 100 points.
Jump Kick is worth 100 points.
Headbutt 1 in a sequence is worth 200 points.
Headbutt 2 in a sequence is worth 300 points.
Headbutt 3 in a sequence is worth 400 points.
Gut Punch is worth 100 points.
Side Hammer is worth 800 points.
Body Splash is worth 300 points. Unlike other jump attacks, Body Splash requires just 1 Frame to execute. This allows for a high level of precision.
Reverse Body Splash is worth 400 points. Unlike other jump attacks, Reverse Body Splash requires just 1 Frame to execute. This allows for a high level of precision.
Double Lariat is worth 400 points. Double Lariat cannot be blocked.
Suplex is worth 1,000 points.
Pile Driver is worth 1,200 points.
Hitting an enemy, Hero, or container with a Weapon is worth 200 points.
Hitting an enemy or Hero with a thrown Knife is worth 600 points.
Against minimum defense, Attack Sequence damage is 18-18-18 Hit Points of damage. 54 Hit Points of damage total.
Against maximum defense, Attack Sequence damage is 2-2-2 Hit Points of damage. 6 Hit Points of damage total.
The damage of all other attacks except Grab attacks are likewise determined by an enemy's defense.
Headbutt Attack Sequence damage is 10-18-36 Hit Points of damage. 64 Hit Points of damage total.
Headbutt+Suplex Attack Sequence damage ranges from 10-18-13 Hit Points of damage (41 Hit Points of damage total) to 10-18-50 Hit Points of damage (78 Hit Points of damage total), depending on the enemy's remaining Hit Points.
Suplex does a minimum of 13 Hit Points of damage, or 50% of an enemy's current Hit Points, to a maximum of 50 Hit Points of damage, and knocks down an enemy. If an enemy has 25 Hit Points remaining, Suplex will do 12 Hit Points of damage. If an enemy has 24 Hit Points remaining, Suplex will destroy the enemy.
Pile Driver does a minimum of 13 Hit Points of damage, or 50% of an enemy's current Hit Points, to a maximum of 70 Hit Points of damage, and knocks down an enemy. If an enemy has 25 Hit Points remaining, Pile Driver will do 12 Hit Points of damage. If an enemy has 24 Hit Points remaining, Pile Driver will destroy the enemy.
Guy:
Walking speed is 2.09 pixels per Frame.
Maximum Backward Jump speed is 4 pixels per Frame.
"Off-The-Wall" Jump speed is 4.5 pixels per Frame.
Backfist requires 4 Frames.
Chest Punch requires 4 Frames.
Elbow Strike requires 5 Frames.
Swipe Kick requires 22 Frames.
An enemy in Grab can be hit once per each 17 Frames.
"Off-The-Wall" Jump:
Guy can rebound off of a vertical surface. Jump toward a vertical surface. When Guy is in contact with the vertical surface, hold the Jump button for 10 Frames to execute an "Off-The-Wall" Jump. An "Off-The-Wall" Jump can be executed more quickly, though it does require Guy to execute an "Off-The-Wall" Jump Kick. Jump toward a vertical surface. When Guy is in contact with the vertical surface, hold the Jump button for 1 Frame, and then while continuing to hold the Jump button, press the Attack button for 1 Frame, and finally, release both buttons. Guy will execute an "Off-The-Wall" Jump Kick on the earliest possible Frame.
Against minimum defense, Attack Sequence damage is 6-6-8-8-14 Hit Points of damage.
Against maximum defense, Attack Sequence damage is 1-1-1-1-2 Hit Points of damage.
The damage of all other attacks except Grab attacks are likewise determined by an enemy's defense.
Tsukami Nage Attack Sequence damage is 8-14-24 Hit Points of damage.
Throw does a minimum of 10 Hit Points of damage, or 50% of an enemy's current Hit Points, to a maximum of 40 Hit Points of damage, and knocks down an enemy. If an enemy has 19 Hit Points remaining, Throw will do 10 Hit Points of damage. If an enemy has 18 Hit Points remaining, Throw will destroy the enemy.

The Weapons

Pipe does 20 Hit Points of damage and knocks down an enemy or Hero. An attack from Pipe cannot be blocked.
Knife does 30 Hit Points of damage and knocks down an enemy or Hero. An attack from Knife cannot be blocked.
Muramasa does 30 Hit Points of damage and knocks down an enemy or Hero. An attack from Muramasa cannot be blocked.
Masamune does 30 Hit Points of damage and knocks down an enemy or Hero. An attack from Masamune cannot be blocked.
Flame does 40 Hit Points of damage and knocks down an enemy or Hero.
Shell does 40 Hit Points of damage and knocks down an enemy or Hero.
Granade [sic] does a variable amount of damage, based upon the proximity of an enemy or Hero to the center of the Granade's explosion. The value is an increment of 10. The range is from 20-50 Hit Points of damage. Granade knocks down an enemy or Hero. Unlike other hazards, no points are awarded for an enemy damaged or destroyed by Granade.
Drumcan does 30 Hit Points of damage and knocks down an enemy or Hero.
Arrow does 33 Hit Points of damage.
Chandelier does 50 Hit Points of damage and knocks down an enemy or Hero.
Hitting the other Hero with any attack other than with a Weapon or with a thrown Knife or enemy does just 1 Hit Point of damage.
Hitting the other Hero with a Weapon does 3 Hit Points of damage.
Hitting the other Hero with a thrown Knife does 30 Hit Points of damage.

The Enemies

Bred is worth 1,000 points.
Dug is worth 1,200 points.
Jake is worth 1,400 points.
Drumcan Roller may be Bred, Dug, or Jake. Drumcan Roller has 28 Hit Points. Drumcan Roller is worth the enemy type's normal point value.
Simons is worth 1,600 points.
Holly Wood is worth 3,000 points. "Death from Above" does 17 Hit Points of damage and knocks down a Hero. While he is crouching, Holly Wood has a wider hit box than when he is standing upright. When Holly Wood lands after using "Death from Above", he enters a crouching posture. Strangely, while Holly Wood is in this posture after using "Death from Above", he cannot be hit with a normal attack if the attacking Hero is at the same Y location as Holly Wood until Holly Wood's Recovery Timer has expired. However, by attacking from as few as 3 pixels below Holly Wood's Y location, Holly Wood can be hit before his Recovery Timer has expired.
Holly Wood armed with Bottle is worth 1,000 points. Holly Wood armed with Bottle walks onto the screen, throws a Bottle, and then immediately walks back off the screen. If Holly Wood armed with Bottle is damaged but not destroyed, he immediately walks off the screen. Interestingly, if Holly Wood is desperate, he will occasionally use "Death from Above" like his normal Holly Wood counterpart. This is not the usual "Death from Above", but rather a sort of kamikaze attack, as Holly Wood falls through the floor and is destroyed after using it. Furthermore, this "Death from Above" can occasionally destroy a Hero, regardless of how many Hit Points the Hero has. This is the most devastating attack in Final Fight.
El Gado is worth 4,000 points. "Death from Above" does 17 Hit Points of damage and knocks down a Hero. While he is crouching, El Gado has a wider hit box than when he is standing upright. When El Gado lands after using "Death from Above", he enters a crouching posture. Strangely, while El Gado is in this posture after using "Death from Above", he cannot be hit with a normal attack if the attacking Hero is at the same Y location as El Gado until El Gado's Recovery Timer has expired. However, by attacking from as few as 3 pixels below El Gado 's Y location, El Gado can be hit before his Recovery Timer has expired.
J is worth 1,500 points. J is timid and quick. If a Hero is targeted by J, using Short Knee/Knee Drop/Body Splash can cause him to move away from the Hero, even if the attack does not fully deploy. This is useful for manipulating enemy AI while maintaining momentum. Other enemies are also affected by this, but J and Two.P are particularly susceptible to it.
Two.P is worth 2,000 points. Two.P is timid and quick. If a Hero is targeted by Two.P, using Short Knee/Knee Drop/Body Splash can cause him to move away from the Hero, even if the attack does not fully deploy. This is useful for manipulating enemy AI while maintaining momentum. Other enemies are also affected by this, but J and Two.P are particularly susceptible to it.
Axl is worth 2,000 points. Axl can block attacks. Attacks which Axl cannot block are an attack from a Weapon, any Grab attack, a Thrown Weapon or enemy, or a Deathblow.
Slash is worth 2,500 points. Slash can block attacks. Attacks which Slash cannot block are an attack from a Weapon, any Grab attack, a Thrown Weapon or enemy, or a Deathblow.
G.Oriber is worth 2,000 points.
Bill Bull is worth 2,000 points.
Wong Who is worth 3,000 points.
Roxy is worth 2,000 points. Roxy has a Despawn Timer value of 40, rather than 60. Even better, if Roxy is destroyed by any attack other than a Throw, Suplex, or Pile Driver, her Despawn Timer is never set. Under these circumstances, Roxy will despawn immediately when her Slide Timer expires. If a Hero is within range of the spawn location when Roxy spawns, she will do a jumping attack immediately when she spawns. Because Roxy is invincible during the first part of a jumping attack, she cannot be prevented from jumping after it has begun. By maintaining a sufficient distance from the spawn location, Roxy will instead walk forward or backflip when she spawns. Roxy can evade an attack by doing a backflip, during which she is briefly invulnerable. This backflip is used as an immediate reaction to a Hero's attack. Roxy does not always use the backflip to evade an attack, but when she enters "evade" status, she will remain in that status for several Frames, and evade any attack directed at her. Walking toward Roxy can manipulate her "evade" status to end on an earlier Frame. Attacking with the other Hero can also manipulate her "evade" status to end on an earlier Frame, even if the other Hero hits nothing. Otherwise, the only option is to wait for her status to change before attacking again. If Roxy collides with a container during a backflip, the backflip is immediately canceled, and she is placed on the ground at the Y location where the backflip collided. If there is a container between Roxy and her target Hero, Roxy will not use backflip, and if Roxy's target Hero moves behind a container while she is using backflip, the backflip will be canceled as with a collision.
Poison is worth 3,000 points. Poison has a Despawn Timer value of 40, rather than 60. Even better, if Poison is destroyed by any attack other than a Throw, Suplex, or Pile Driver, her Despawn Timer is never set. Under these circumstances, Poison will despawn immediately when her Slide Timer expires. If a Hero is within range of the spawn location when Poison spawns, she will do a jumping attack immediately when she spawns. Because Poison is invincible during the first part of a jumping attack, she cannot be prevented from jumping after it has begun. By maintaining a sufficient distance from the spawn location, Poison will instead walk forward or backflip when she spawns. Poison can evade an attack by doing a backflip, during which she is briefly invulnerable. This backflip is used as an immediate reaction to a Hero's attack. Poison does not always use the backflip to evade an attack, but when she enters "evade" status, she will remain in that status for several Frames, and evade any attack directed at her. Walking toward Poison can manipulate her "evade" status to end on an earlier Frame. Attacking with the other Hero can also manipulate her "evade" status to end on an earlier Frame, even if the other Hero hits nothing. Otherwise, the only option is to wait for her status to change before attacking again. If Poison collides with a container during a backflip, the backflip is immediately canceled, and she is placed on the ground at the Y location where the backflip collided. If there is a container between Poison and her target Hero, Poison will not use backflip, and if Poison's target Hero moves behind a container while she is using backflip, the backflip will be canceled as with a collision.
Andore Jr. is a Miniboss worth 3,000 points.
Andore is a Miniboss worth 4,000 points.
F.Andore is a Miniboss worth 4,000 points.
G.Andore is a Miniboss worth 4,000 points.
U.Andore is a Miniboss worth 4,000 points.

The Score

Continuing the game after Game Over is worth 1 point.
Completing a Round or Segment while holding Knife is worth 500 points.
Completing a Round or Segment while holding Pipe is worth 800 points.
Completing a Round or Segment while holding Muramasa is worth 1,000 points.
Completing a Round or Segment while holding Masamune is worth 1,000 points.
Destroying Dustbin is worth 500 points.
Destroying Door is worth 500 points.
Destroying Billboard is worth 600 points.
Destroying Drumcan is worth 700 points.
Destroying Tire is worth 800 points.
Destroying Barrel is worth 800 points.
Destroying Freight is worth 1,000 points.
Destroying Tel.Booth is worth 1,500 points.
Destroying Bottle is worth 2,000 points.
Destroying rolling Drumcan is worth 3,000 points. If the Drumcan is not rolling, it is still worth 3,000 points, provided that it is scheduled to be a rolling Drumcan. Drumcan does 30 Hit Points of damage and knocks down an enemy or Hero. An upright Drumcan has a larger attack box than hit box. When an enemy kicks a Drumcan to start it rolling, it remains upright and is pushed upward and left for 13 Frames before beginning to roll. The Drumcan can damage a Hero immediately after it has been kicked. As such, there are situations where a Drumcan can hit a Hero, but the Hero can not hit the Drumcan. Such a situation requires that a Hero move nearer to the Drumcan to destroy it, to move farther away to avoid colliding with it, or to delay enough Frames that the Drumcan has time to begin rolling before moving forward. This applies also to a Drumcan that begins rolling from an edge of the screen, rather than being kicked by an enemy. If a Hero destroys a rolling Drumcan with Short Knee/Knee Drop/Body Splash while moving to the right or left, the Hero may be pushed upward or downward by several pixels.
An enemy damaged or destroyed by Drumcan or Shell is worth no points.
An enemy damaged by Flame is worth 1,000 points. If both Heroes are in the game when an enemy is defeated in this manner, the points are awarded to both Heroes.
An enemy destroyed by Flame is worth 5,000 points. If both Heroes are in the game when an enemy is defeated in this manner, the points are awarded to both Heroes.
An enemy damaged by Chandelier is worth 1,000 points. If both Heroes are in the game when an enemy is damaged in this manner, the points are awarded to both Heroes.
An enemy destroyed by Chandelier is worth 5,000 points. If both Heroes are in the game when an enemy is defeated in this manner, the points are awarded to both Heroes.
Napkin is worth 1,000 points.
Hammer is worth 1,000 points.
Radio is worth 1,000 points.
Dollar is worth 3,000 points.
Yen is worth 3,000 points.
Watch is worth 3,000 points.
Necklace is worth 5,000 points.
Topaz is worth 5,000 points.
Emerald is worth 5,000 points.
Ruby is worth 5,000 points.
Gold Bar is worth 10,000 points.
Diamond is worth 10,000 points.
Wheelchair is worth 10,000 points.
Beer (Budweiser) is worth 16 Hit Points or 1,000 points.
Beer (Sapporo) is worth 16 Hit Points or 1,000 points.
Beer (Tsingtao) is worth 16 Hit Points or 1,000 points.
Whisky is worth 16 Hit Points or 1,000 points.
Apple is worth 32 Hit Points or 3,000 points.
Pineapple is worth 32 Hit Points or 3,000 points.
Orange is worth 32 Hit Points or 3,000 points.
Grapes is worth 32 Hit Points or 3,000 points.
Sushi is worth 64 Hit Points or 5,000 points.
Curry is worth 64 Hit Points or 5,000 points.
Hot Dog is worth 64 Hit Points or 5,000 points.
Pizza is worth 64 Hit Points or 5,000 points.
Steak is worth 144 Hit Points or 10,000 points.
Chicken is worth 144 Hit Points or 10,000 points.
Barbecue is worth 144 Hit Points or 10,000 points.
Gum is worth 16 Hit Points or 1,000 points.
Gum (as expectorated by Edi.E) is worth 64 Hit Points or 42,910 points. It is the most precious material in all of Final Fight, with a value more than 4 times greater than that of Diamond.

Round By Round Comments

Round 1: Slum:
Segment 1:
The Transition Point is at X Major 3 X Minor 240.
A Hero must be at Y 49 or lower in order to jump past Tel.Booth without clipping it.
Axl is the last enemy to spawn. J spawns 16 Frames before Axl does, at nearly the same location. Because these are the last enemies that spawn, and because Axl has more Hit Points than J, attacks against J are delayed until an attack will also hit Axl. Despite this delay in attacking J, J is still destroyed before Axl is. More significantly, the delay also allows Axl to be destroyed a few Frames earlier, which in turn allows the transition to the next Segment to begin on an earlier Frame.
Only Cody needs to reach the Transition Point in order for the transition to Round 1 Segment 2 to begin.
When the transition to Round 1 Segment 2 begins, Player 2 must be no farther right than X Minor 211 or he will be forced to move left before the transition can continue.
Segment 2:
The Transition Point is at X Major 6 X Minor 224.
Guy has top priority to destroy the door at the end, regardless of his Player Slot, followed by Cody and then Haggar in that order.
Only the Hero that destroys the door at the end needs to reach the transition point in order for the transition to Round 1 Segment 3 to begin.
Segment 3:
The Transition Point is at X Major 10 Minor 160.
Either Hero as Player 1 reaches Ambush Point on the same Frame.
Boss Damnd has 450 Hit Points and is worth 10,000 points.
Team Grab does not work against Damnd.
Damnd is invulnerable for 40 Frames when he spawns. This Invulnerability Timer does not begin to decrement until after Damnd has destroyed the door, which requires 25 Frames, and during which Damnd is also invulnerable.
Damnd whistles for reinforcements when his Hit Points reach 300, and again when his Hit Points reach 200.
Only Cody needs to reach the Transition Point in order for the transition to Round 2 to begin.
The screen must be scrolled no farther to the right than Screen X Major 10 Screen X Minor 172 or else Drumcan will be out of range of Haggar's Double Lariat.
When the transition to Round 2 Segment 1 begins, Player 2 must be no farther right than X Minor 211 or he will be forced to move left before the transition can continue.
Round 2: Subway and Park:
Segment 1:
The Transition Point is at X Major 3 X Minor 64.
Cody as Player 1 reaches Ambush Point 16 Frames earlier than Haggar as Player 1.
The Frame on which the transition to Round 2 Segment 2 Part 1 begins is determined by the Frame on which the last Trigger Enemy despawns, regardless of the location of the Heroes on the screen.
Segment 2:
Part 1:
The Transition Point is at X Major 9 X Minor 128.
The Trigger Enemies all spawn on a fixed schedule, regardless of any enemies that have been destroyed.
Cody walks to the right for 1 Frame before his last 2 Backward Jumps. This causes Roxy 1 to pause for a moment, and she is destroyed by scrolling. This does not cause a delay in reaching the Transition Point.
Part 2:
The Transition Point is at X Major 12 X Minor 224.
The Trigger Enemies all spawn on a fixed schedule, regardless of any enemies that have been destroyed.
The Frame on which the transition to Round 2 Segment 3 begins is determined by the Frame on which the last Trigger Enemy despawns, regardless of the location of the Heroes on the screen.
Segment 3:
The Transition Point is at X Major 16.
If a rolling Drumcan drops an Item, the game will generate Lag. A such, the rolling Drumcans are not manipulated to drop an Item.
Only Cody needs to reach the Transition Point in order for the transition to Round 2 Segment 4 to begin.
Segment 4:
Boss Sodom has 450 Hit Points and is worth 20,000 points.
Team Grab does not work against Sodom.
Sodom has very strong defense. Haggar's normal attacks do 2 Hit Points of damage, and Cody's normal attacks do 1 Hit Point of damage. A such, using Weapon or Grab attacks destroys Sodom more quickly than normal attacks.
Sodom is invulnerable for 40 Frames when the battle begins.
While Sodom is in Grab, he cannot be hit by the other Hero.
When Sodom stands up after having been knocked down, his Recovery Timer value is set and begins to decrement. Until this Recovery Timer expires, Sodom remains invulnerable. The Recovery Timer value is generally set to 90. However, the Recovery Timer value can often be manipulated, such that the value will be set to 45 instead. If Sodom can be manipulated to immediately charge, the Recovery Timer value is set to 0, but Sodom's Invulnerability Timer will still have 12 Frames remaining. The Invulnerability Timer must also expire before Sodom can be attacked.
Sodom will drop his first Masamune if he is hit while he is in Grab, or if he is knocked down. Sodom will drop his 2nd Masamune only if he is knocked down.
Unlike other Weapons, the 2 Masamune used by Sodom do not despawn if they are knocked out of a Hero's grasp.
The audience cheers more enthusiastically when Sodom is knocked down.
Bonus Stage: Break Car:
Uppercut and Deathblow are disabled during a Bonus Stage.
Unlike other areas, a Hero does not receive points for using an attack in a Bonus Area.
The Car is comprised of 4 Break Points.
Upper Left Break Point has 140 Hit Points and 3 levels of destruction. Destruction level 1 occurs at 120 Hit Points remaining and is worth 1,000 points. Destruction level 2 occurs at 70 Hit Points remaining and is worth 2,000 points. Destruction level 3 is worth 5,000 points.
Upper Right Break Point has 140 Hit Points and 3 levels of destruction. Destruction level 1 occurs at 120 Hit Points remaining and is worth 1,000 points. Destruction level 2 occurs at 70 Hit Points remaining and is worth 2,000 points. Destruction level 3 is worth 5,000 points.
Lower Break Point has 180 Hit Points and 2 levels of destruction. Destruction level 1 occurs at 120 Hit Points remaining and is worth 2,000 points. Destruction level 2 is worth 5,000 points.
Engine Break Point has 100 Hit Points and is worth 10,000 points. Engine Break Point cannot be damaged until the other 3 Break Points have been destroyed. Unlike other Break Points, Engine Break Point can be hit from anywhere on the Car.
A Hero receives 20,000 points for destroying Engine Break Point. If both Heroes are in the game when Engine Break Point is destroyed, the points are awarded to the Hero who scored more points during the Bonus Stage, while the other Hero receives no points.
A Hero receives 500 points per each remaining unit of Time when Engine Break Point is destroyed. If both Heroes are in the game when Engine Break Point is destroyed, the points are awarded to both Heroes.
Only Cody needs to reach the Transition Point in order for the transition to Round 3 Segment 1 to begin.
The lower half of the Car can be jumped over, but the upper half is too tall to jump over.
A Hero cannot hit an upper and lower Break Point simultaneously.
If Time Over is reached, Bred will not be upset about his Car, regardless of the condition it's in.
Round 3: West Side:
Segment 1:
Part 1:
Andore has very strong defense. Haggar's normal attacks do 8 Hit Points of damage, and Cody's normal attacks do 4 Hit Points of damage. A such, using Grab attacks destroys Andore more quickly than normal attacks.
Part 2:
The bartender reacts to the fighting.
Andore Jr. will not spawn until the first 4 enemies to spawn have been destroyed. Andore Jr. can only spawn on every 8th Frame.
Generally, all enemies that spawn at a Transition Point must be defeated in order for the next area to begin. However, at this Transition Point, if all other enemies are destroyed quickly enough, and Holly Wood armed with Bottle 2 does not despawn before Jake does, the last 2 Holly Woods armed with Bottles to spawn will not be counted as Trigger Enemies. The last 2 Holly Woods armed with Bottles can even be prevented from spawning at all, though this is not any faster than preventing them from being counted as Trigger Enemies. The next area begins when all other enemies have been destroyed, regardless of the condition of these 2 Holly Woods armed with Bottles. If the other enemies are not destroyed quickly enough, or if Holly Wood armed with Bottle 2 despawns before Jake does, the last 2 Holly Woods armed with Bottles to spawn will be counted as Trigger Enemies.
Part 3:
Cody Backward Jumps onto Dustbin just before the transition begins. Because Cody is not standing on the "ground" surface when he spawns, Andore Jr. considers him to be absent. Andore Jr. grabs Haggar instead and carries him painfully through the doorway, and Cody walks the short distance off the screen to complete the transition. This saves 152 Frames compared to allowing the transition to transpire normally. Thanks goes to Reeve from TASVideos.org for this bit of trickery.
Segment 2:
U.Andore has 375 Hit Points and is worth 4,000 points.
F.Andore has 375 Hit Points and is worth 4,000 points.
G.Andore has 375 Hit Points and is worth 4,000 points.
U.Andore, F.Andore, and G.Andore have very strong defense. Haggar's normal attacks do 8 Hit Points of damage, and Cody's normal attacks do 4 Hit Points of damage. A such, using Weapon attacks destroys these enemies more quickly than normal attacks.
The Frame on which the transition to Round 3 Segment 3 begins is determined by the Frame on which the last Trigger Enemy despawns, regardless of the location of the Heroes on the screen.
Segment 3:
Boss Edi.E has 300 Hit Points and is worth 30,000 points.
Team Grab can be used against Edi.E.
Edi.E is invulnerable for 90 Frames when he spawns. If Edi.E is hit or Grabbed but then he recovers from being stunned before he is hit again, Edi.E becomes invulnerable for 45 Frames. If Edi.E is hit by Deathblow or a Weapon while he is in Grab, Grab will not be canceled and Edi.E will not be knocked down. When Edi.E's Hit Points reach 80, he draws his service revolver and starts shooting. Edi.E's service revolver does 40 Hit Points of damage, is allowed an appropriate maximum of 6 Shells on the screen at a time, and is capable of firing once per each 12 Frames. The maximum number of weapons allowed on the screen simultaneously is 6. As such, if 6 weapons are on the screen, Edi.E cannot fire a Shell. If Edi.E is destroyed by a Throw, Suplex, or Pile Driver, his Recovery Timer is set to 60. The Recovery Timer must expire before Edi.E will perform his death animation. If Edi.E is destroyed by any attack other than a Throw, Suplex, or Pile Driver, his Recovery Timer is never set. As such, Edi.E will immediately perform his death animation when he lands. This is 15 Frames faster even than using Suplex to destroy Edi.E. If Edi.E is destroyed by a Throw, Suplex, or Pile Driver, a Hero can attack Edi.E a few more times when he stands up to perform his death animation. Because this requires additional Frames, it is not used in this TAS.
The Frame on which the transition to Round 4 Segment 1 begins is determined by the Frame on which Edi.E despawns, regardless of the location of the Heroes on the screen.
Round 4: Industrial Area:
Segment 1:
Part 1:
At the beginning of Round 4 Segment 1, there are 3 sections where Flame emits from the catwalk. In the first section, Flame must be jumped over. In the 2nd and 3rd section, there is a narrow path just above and just below the center Flame along which a Hero may walk safely. This path is located from Y 101 to Y 99 above the center Flame, and from Y 77 to Y 75 below the center Flame.
If Player 1 is Haggar and Player 2 is Cody, both Heroes can use Backward Jumps from the beginning of the Round and safely jump over all Flames without adjusting their location first.
Part 2:
Segment 2:
This segment is a vertically scrolling autoscroller. The screen scrolls at a rate of 1 pixel per Frame.
The RNG affects the Frame on which enemies jump down.
Haggar forgoes attacking Cody after defeating Rolento in order to provide more favorable RNG in Round 5 Segment 1 Part 1.
Boss Rolento has 450 Hit Points and is worth 40,000 points.
When Rolento's Hit Points reach 100, he moves much more quickly, and he begins to evade desperately and throw copious Granades. Rolento is manipulated to jump down at the left edge of the screen in order to minimize the distance he must travel before beginning his death animation after he is destroyed. If Rolento is destroyed by a Throw or Suplex, his Recovery Timer is set to 40, and he will not stand up to perform his death animation until this timer has expired. If Rolento is destroyed by any attack other than a Throw or Suplex, he will immediately stand up to perform his death animation. As such, it is slightly faster to destroy Rolento with a normal attack, provided Rolento collides with a screen boundary in order to minimize the distance he must travel before beginning his death animation.
Bonus Stage: Break Glass:
Glass has 2 Hit Points. Damaging Glass is worth 100 points. Destroying Glass with 2 attacks is worth 1,000 points. Destroying Glass with 1 attack is worth 5,000 points. Points are awarded for an attack that damages Glass, but no points are awarded for an attack that destroys Glass. Points are awarded for destroying the Glass, but points are not awarded for the attack itself. All successful attacks against Glass do 1-2 Hit Points of damage. Glass must be hit at its center point in order to inflict 2 Hit Points of damage. The Bonus Stage is completed when the Transition Point has been reached, and no Glass is on the screen. As such, only the last 6 Glass to appear must be destroyed in order to complete the Bonus Stage. Obviously, no points are awarded for Glass not destroyed by a Hero, nor is there a chance for Perfect.
Only Cody needs to reach the Transition Point in order for the transition to Round 5 Segment 1 Part 1 to begin.
Round 5: Bay Area:
Segment 1:
Part 1:
Part 2:
The Transition Point is at Screen X Major 11 Screen X Minor 128.
Cody jumps onto Drumcans to cause Andore Jr. to move away instead of charge.
Haggar remains at Y 54 just below Drumcans to cause Andore to miss his charge. Andore is then destroyed by scrolling.
In this Segment Part, the rolling Drumcans which spawn at the edge of the screen are also considered Trigger Enemies. The transition to Segment 1 Part 3 begins when all enemies and all Drumcans have been despawned. Unlike other enemies, Drumcan despawns instantaneously when it is destroyed. As such, it is imperative that all other enemies have despawned before the last Drumcans are destroyed.
Part 4:
Cody destroys Tire in order to prevent hitting it later while fighting El Gado. Cody collects Diamond in order to avoid begin hit by El Gado's "Death from Above" while remaining within attack range.
Part 5:
Boss Abigail has 500 Hit Points and is worth 50,000 points.
Unlike other Bosses, Abigail does not have a period of invulnerability when he spawns. Team Grab can be used against Abigail. If Abigail is hit by Deathblow or a Weapon while he is in Grab, Grab will not be canceled and Abigail will not be knocked down. When Abigail is knocked down, his Recovery Timer is set to 30 and his Invulnerability Timer is set to 60. Abigail cannot take action again until his Recovery Timer has expired, and he cannot be hit or Grabbed until his Invulnerability Timer has expired. Charge Punch does 31 Hit Points of damage and knocks down a Hero. When Abigail turns red, his next attack will do 86 Hit Points of damage, whether it is a Charge Punch or a normal attack. If Abigail is destroyed by a Throw, Suplex, or Pile Driver, his Recovery Timer is set to 60. The Recovery Timer must expire before Abigail will perform his death animation. If Abigail is destroyed by any attack other than a Throw, Suplex, or Pile Driver, his Recovery Timer is never set. As such, Abigail will immediately perform his death animation when he lands. This is 17 Frames faster even than using Suplex to destroy Abigail. If Abigail is destroyed by a Throw, Suplex, or Pile Driver, a Hero can attack Abigail a few more times when he stands up to perform his death animation. Because this requires additional Frames, it is not used in this TAS. Using Team Grab against Abigail does 192 Hit Points of damage per each approximately 205 Frames, or .93 Hit Points of damage per Frame. Using Triple Slash against Abigail does 90 Hit Points of damage per each approximately 128 Frames, or .70 Hit Points of damage per Frame.
Round 6: Up Town:
Segment 1:
A Hero must be located at Y 47 or lower in order to move past the arch. A jump from Y 51 or lower will cause a Hero to pushed down to Y 47 as he jumps past the arch.
A Hero must be at Y 40 or lower when starting a jump in order to avoid being hit by Chandelier after it has extended its rope.
A Hero must be at Y 23 or lower in order to avoid being hit by Chandelier after it has begun to fall.
Only Haggar needs to reach the Transition Point in order for the transition to Round 6 Segment 2 Part 1 to begin.
Haggar must be no nearer to the elevator than X Major 6 X Minor 175 from the left or X Major 7 X Minor 104 from the right when it arrives. Otherwise, he will be automatically moved to within this accepted range before the elevator doors will open, delaying the start of the transition to the next segment. Because it is impossible to move beyond X Major 7 X Minor 95 until the transition begins, it is necessary to remain at X Major 6 X Minor 175.
Cody sez: "Hold that elevator!"
Segment 2 Part 1:
A Hero must be located at Y 47 or lower in order to move past the arch. A jump from Y 51 or lower will cause a Hero to pushed down to Y 47 as he jumps past the arch.
At the Ambush Point, 10 Holly Woods begin to spawn 2 at a time and throw Bottles. These 10 Holly Woods are the Trigger Enemies.
Segment 2 Part 2:
Items are hidden behind the low wall outside the door into the mansion: 2 Gold Bars, 2 Diamonds, a Ruby and an Emerald. Unfortunately, there is no time to collect them.
The Transition Point at the door into the mansion can be triggered simply by approaching near enough, regardless of any enemies remaining on the screen.
Under certain circumstances, the transition will not begin until the last 2 Drumcans (rolling to the right) are destroyed.
Segment 3 Part 1:
Segment 3 Part 2:
The Frame on which the transition to Round 6 Segment 4 Part 1 begins is determined by the Frame on which the last Trigger Enemy despawns, regardless of the location of the Heroes on the screen.
Segment 4 Part 1:
12 Holly Woods armed with Bottle spawn at this Transition Point. However, 4 of these Holly Woods armed with Bottle share memory space. By allowing these 4 Holly Woods armed with Bottle to remain in memory, 4 Holly Woods armed with Bottle will later fail to spawn. Haggar destroys these 4 Holly Woods armed with Bottle just after the 4 other Holly Woods armed with Bottle have been prevented from spawning. This leaves only 2 Holly Woods armed with Bottle that spawn in the last wave, which Cody Jabs simultaneously to send them running.
Segment 4 Part 2:
Segment 4 Part 3:
Final Boss Belger has 600 Hit Points and is worth 100,000 points. Team Grab can be used against Belger. Grabbing Belger out of his Wheelchair reduces his Hit Points to 450. Otherwise, the Wheelchair is destroyed when Belger's Hit Points reach 450. When Belger is knocked down, his Recovery Timer is set to 35 and his Invulnerability Timer is set to 60. Belger cannot take action again until his Recovery Timer has expired, and he cannot be hit or Grabbed until his Invulnerability Timer has expired. The first time Belger is Grabbed, the Grab transpires normally. However, each time Belger is Grabbed thereafter, Belger will cancel the Grab and jump away from the Hero after 8 Frames unless a Grab attack is made, regardless of any time remaining on the Hero's Grab Timer. This is not an issue for Cody, who can begin using Knee Strikes on the first Frame that Grab has started, but Haggar cannot begin a Headbutt in time to prevent Belger from canceling his Grab. However, Haggar can begin a Grab Jump on the first Frame of Grab, and so he uses a Pile Driver in lieu of the normal Headbutt/Suplex combination while using Team Grab with Cody. This combination does rather less damage than is possible with a full Team Grab Headbutt/Suplex combination, but it is still much faster than using Continuous Attack Sequence or even Triple Slash. Haggar uses a normal, fully delayed Jump and then destroys Wheelchair with Pile Driver, thereby creating just enough of a delay for Cody to land his full Team Grab combination. Obviously, this technique can only be used once, but it prevents the need for Belger to be hit again after the 3rd Team Grab, thereby saving a minimum of 60 Frames. When Belger's Hit Points reach 50, he becomes impervious to Grab, and he remains at the right edge of the screen, frantically firing his crossbow. Belger's crossbow does 33 Hit Points of damage, is allowed a maximum of 6 Arrows on the screen at a time, and is capable of firing once per each 6 Frames. The maximum number of weapons allowed on the screen simultaneously is 6. As such, if 6 weapons are on the screen, Belger cannot fire an Arrow.
Cody receives 1,000 points additional points for completing the game. This can be observed on the high score table during attract mode after the closing credits have been displayed. Haggar receives no additional points for completing the game.
Final Score:
Cody: 879,800
Haggar: 1,354,140
Total: 2,233,940

Other Comments

This TAS is dedicated to Allison, whose donation of a new computer helped expedite its creation.
This TAS completes the game in 4,281 fewer Frames, and scores 330,250 more points, than [3169] Arcade Final Fight "2 players" by Dark Noob & CReTiNo in 14:42.50.
Thanks to CReTiNo and Dark Noob for their previous work.
Special thanks to Reeve for the clever use of the Container Anomaly at the end of Round 3 Segment 1, which saved 152 Frames.
I love this game! It has been an honor and privilege to work with it.

Masterjun: Judging while jumping backwards.
Masterjun: Playing at maximum difficulty settings and using a slower character and thus improve a run? Sounds crazy! Accepting as an improvement over the previous movie.
fsvgm777: Processing.
Last Edited by adelikat on 10/19/2023 2:25 AM
Page History Latest diff List referrers