Mike Tyson's Punch-Out!!/World Circuit

Piston Honda rematch

 * Record: 26-2 18 KO
 * Age: 28
 * Weight: 174 lbs
 * From: Tokyo, Japan
 * Decision: 3,000 points

Piston Honda has the same moves and telegraphs as before, just with different timings and he doesn't dance as much before the Hurricane Rush.

If you knock him down exactly one minute into round 1 (when he starts his first Hurricane Rush), he will not get up.

Soda Popinski

 * Record: 33-2 24 KO
 * Age: 35
 * Weight: 237 lbs
 * From: Moscow, USSR
 * Decision: 10,000 points

The least gimmicky boxer in the game. Just fight normally. This guy specializes in hooks and uppercuts. He will start the match with mostly hooks and transition to mostly uppercuts. He will also rarely throw in a jab to throw you off balance. Sometimes he will do a little dance, which telegraphs three jabs. This happens most often, but not always, when you run out of hearts. If you're not out of hearts, you can hit his face a few times after each jab but watch out for the next.

There's only one small trick – when he ducks (signifying an uppercut), put up your guard. This will cause him to wait a second: use this time to land a body blow and get a star. If you can use that star immediately afterwards, he'll be knocked down.

Bald Bull rematch

 * Record: 34-5 29 KO
 * Age: 36
 * Weight: 298 lbs
 * From: Istanbul, Turkey
 * Decision: 7,000 points

This is one of the strangest matches of the game. This time you will be unable to knock him down normally. You must either uppercut him when his health is low enough, or hit him during his Bull Charge. That means you should save your uppercuts until he's almost out of health unless you think you can get another star before his health gets low enough.

After one of you gets knocked down, Bald Bull will stand there raising and lowering his gloves repeatedly. When he does this you are free to hit him to get a free star. Sometimes he will do this at other times, too. This should provide the stars you need to knock him down.

Don Flamenco rematch

 * Record: 22-4 9 KO
 * Age: 23
 * Weight: 152 lbs
 * From: Madrid, Spain
 * Decision: 5,000 points

Don Flamenco is more difficult this time around. He will no longer stand there like a fool when you hit him with alternating jabs. He still has his Flamenco Punch, but it plays a less important role in this match. He will no longer do it when you knock him down, but he will if he knocks you down.

The match begins with a series of jabs and hooks. He has no special telegraph for these except that he does them slowly. As usual, dodge and return jabs of your own. Eventually he will start taunting you. When you punch, he will block your shot and sometimes, but not always, do a Flamenco Punch. It no longer matters if you use alternating punches when you counter the Flamenco Punch, and in fact you may get more punches in if you don't.

Also, if you can time the switch from his jab to his right hook you can pick up a star by jabbing him in the face after he throws the jab but before he throws the hook. Be careful, however, because sometimes he will jab two times before switching to his right hook, while other times he will throw three or even four jabs before throwing his right hook.

Mr. Sandman

 * Record: 27-2 21 KO
 * Age: 31
 * Weight: 284 lbs
 * From: Philadelphia, PA
 * Decision: cannot win by decision

This is by far your toughest match yet, perhaps the toughest opponent in the game except for Iron Mike himself. Forget about a round 1 TKO, you'd be lucky to knock him down twice in the first round. In fact, don't even try to knock him down twice in the first round. If his health is low towards the end of round 1, just dodge his moves instead of knocking him down. This way you'll be able to knock him down at the beginning of round 2, making it easier to get a round 2 TKO.

Mr. Sandman will begin the match with jabs, telegraphed the same way as Bald Bull, but quicker. Do not bother dodging them unless you are an expert. Instead, block them. His right jabs (to your left) will be retracted immediately, but he will pause after you block a right jab, giving you a chance to hit his face one time before you must resume blocking. Eventually he will throw a hook.

From this point forward, you should repeat this pattern: throw a jab at his face (he will dodge it), dodge his hook, and hit his face one time. He will raise his guard to cover his face, but he will still be stunned. Then, give him a few body blows. After he recovers, repeat: swing at his face, dodge, hit his face, body blows. Eventually, he will block your jab.

When he blocks your jab, you are in trouble. He is about to perform his Dreamland Express move. You might have noticed his rapid uppercuts before the match. He was not just showing off – he really uppercuts that fast. After standing for a few seconds, he will flash white and very rapidly throw three uppercuts. Dodge all three times – you need to use the quick-dodge technique, where you press and immediately press, or vice versa. As soon as you get back in the middle, you need to dodge again, until finally his third uppercut misses. If he misses his last uppercut, hit his face and, as before, follow up with body blows. If he missed all three, you get to really pound on him!

In rounds 2 and 3, after a knockdown (whether you knock him down or vice versa), he will always perform the Dreamland Express. He will also do it at other times, especially during round 3. For this reason, you really want to knock him out in round 2 instead of round 3.

Super Macho Man

 * Record: 35-0 29 KO
 * Age: 27
 * Weight: 242 lbs
 * From: Hollywood, California
 * Decision: cannot win by decision

If you lose to Super Macho Man, you will be knocked down to #3 and have to face Don Flamenco again, rather than #2 and facing Mr. Sandman.

Super Macho Man is just a souped-up Soda Popinski. He is much quicker, but it is still easy enough to dodge his moves when you get used to his timing. He traded in Popinski's jabs for two Spin Punches. Either one will knock you down if it connects. The first type, you can tell when he is about to do one because he will stand still for a few seconds, blocking your punches but doing nothing else. Then he will do a quick vibration – you should dodge immediately, and the punch will miss you. After you knock him down, he will use the second type when he gets back up. Again he will stand inactive for a few seconds, but instead of vibrating he will wind up. He's about to spin in place several times. Dodge each time just before his punch reaches you. Don't bother counting his swings because the number changes each time; just wait until he stops. Then pound his face for as long as you can.

When he's preparing for a spin punch, try tapping, then release and punch him in the stomach to get a star.