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 is more difficult this time. He has the same moves and telegraphs as before, but with different timings and he doesn't dance as much before the Honda Rush.

When he wiggles his eyebrows he is doing 3 quick jabs - after the first jab, you should go for a quick 1-2 combo which should give you 2 stars (if you go for just one punch, he'll still have to complete his final jab). After the jabs he will follow with 2 uppercuts which is when you can counter attack, but you can't get a lot of hits unless you get the stars. He also has a move where he crouches down and changes direction twice before performing a fast uppercut. After he has finished shifting direction, dodge the uppercut.

He performs the Honda Rush at 1:00 and 2:00 of Round 1, 0:30 and 2:00 of Round 2, and 0:30 of Round 3. When performing the Honda Rush, he simply steps back and immediately rushes back in. If you can't knock him down as he jumps back to the center, hold to block and keep pushing  after every punch. He will finish the hurricane rush immediately with an uppercut so you should block all the jabs and then dodge. If you run out of hearts he will start doing hooks until you regain hearts or he knocks you down.

If you knock him down when he starts his first or second Honda Rush, he will not get up. Even if you can't knock him down you will probably have the 3,000 points required to win by decision.

Soda Popinski

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

Originally known as Vodka Drunkenski in the previous arcade game, Soda Popinski is the second fastest fighter you compete against (the fastest being his pallet - swap, Super Macho Man). He specializes in hooks and uppercuts. He will start the match primarily with hooks and transition to 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.

Soda is one of those guys that are very hard if you don't know the trick, but very easy if you do. The trick is, when he ducks (signifying an uppercut), hold to put up your guard. This will cause him to pause with an odd look on his face. At this time, throw a body blow and get a star. If you can use that star immediately afterwards, he'll be knocked down. Be aware though if Soda Popinski has already been knocked down twice, he will dodge an uppercut. You'll either have to stun him with rapid punches, or time it as he is throwing a hook to land a third one.

Bald Bull rematch

 * Record: 34-5 29 KO
 * Age: 36
 * Weight: 298 lbs
 * From: Istanbul, Turkey
 * Decision: Cannot win by decision

Your rematch against Bald Bull is a bit unusual. You will be unable to knock him down normally. You must either star uppercut him when his health is low enough, or hit him during his Bull Charge. This means you should save your stars until he's almost out of health unless you think you can get another star before his health gets low enough. Bald Bull is frustrating and annoying in the rematch. He's the only one who can get up on the 9 counter, and he ALWAYS gets up on the 9 counter (He doesn't do this in the first match though).

His Bull Charge still occurs at regular intervals: he will always perform one at 2:00 in every round, as well as at 0:30 in the second and third rounds.

Due to the uppercut requirement, Bald Bull actually makes it easy for you to earn stars. You won't be able to reliably earn stars by countering his spinning fist jabs anymore, as he seems to have learned to block, which he immediately counters. After one of you gets knocked down, Bald Bull will do a taunt, standing there raising and lowering his gloves repeatedly. When he does this you are free to hit him to earn a star. He will occasionally do this at other times as well. This will provide the stars you need to knock him down.

Also, the camera trick in the first match isn't present in the rematch, instead there will be a bearded guy on Bald Bulls left nodding to indicate the timing. Another helpful tip is that if you dodge his first attack with the Bull Charge, after he backs up and charges again, the window to take him down increases from 4 frames to 13.

Don Flamenco rematch

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

Don Flamenco will take you more seriously this time around. He will no longer allow you the pummel him endlessly 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. His strategy in this fight is to drain your hearts.

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. Be patient as this fight will drag on for a while, and it's quite likely you will end up winning or losing by decision.

Additionally, 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, as he will sometimes jab twice 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 (or you just keep dodging repeatedly, it's not 100% efficient, but it's good enough). 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 do this pattern that's somewhat similar to the King Hippo technique: 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 can really execute 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, and. 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, punch him once to the face and 15 times to the body!!

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

(Note: 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 probably isn't as hard as Mr. Sandman, but that doesn't mean he's easy.

Super Macho Man is pretty much 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. The first type will damage you greatly. You can tell when he is about to do this 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. This type of spin-punch will knock you down immediately if it connects. 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 (AKA, Standing Still), try tapping, then release and punch him in the stomach to get a star, note that you have to time it correctly or else he will block it. Also, it's noticed he dodges the star punches the more frequent you do them. It's a good idea to do a star punch immediately after the Spin Punch or Super Spin Punch, when he is in a position where you can counter-punch. Additionally, you can try to star punch him when he vibrates on the spin punch (although that requires precise timing, so keep that in mind).