From StrategyWiki, the free strategy guide and walkthrough wiki
[edit] Starting moves
|
Run |
Push or twice to run in that direction. |
 |
Punch |
Push . Can also be done when airborne. |
 |
Kick |
Push . Can also be done when airborne. |
 |
Jump |
Push and simultaneously. You can use this to escape or to get onto higher areas (hold while at the base of the area you want to jump onto). If you jump when running you go higher and further. |
 |
Jump kick |
Do a running jump, then push . |
 |
Uppercut |
When an enemy is stunned, push . |
 |
High kick |
When an enemy is stunned, push . |
 |
Block |
Push or just as an enemy attacks. Can also be done when using a weapon. |
At your starting power level, three basic hits will be enough to knock weak opponents down. Increasing the Punch and Kick attributes (see Getting Started) will let you lower the number of hits needed for a knockdown.
[edit] Weapons
Weapons (any object on the ground) are picked up by standing on them and pushing
. You can either swing with
or throw with
. Heavy objects are slower to attack with and will throw in an arc rather than a straight line. Some weapons (crates and trash cans) can be hit with kicks or other weapons to send them flying. You can also pick up fallen enemies, but they'll jump out of your hands as soon as they recover.
|
Rock |
Stronger than a punch, but still has a very short range. Flies in a straight line when thrown. |
|
Brass Knuckles |
Stronger than a punch, but still has a very short range. Flies in a straight line when thrown. |
|
Stick |
A basic weapon with good damage, speed, and range. Flies in a straight line when thrown. |
|
Lead Pipe |
Basically a Stick that deals more damage. Flies in a straight line when thrown. |
|
Chain |
The chain has about the same speed as the Stick and Lead Pipe but has a longer range and deals more damage. Flies in a straight line when thrown. |
|
Tire |
Slow, but does a lot of damage. Tires roll when thrown or kicked. |
|
Crate |
Slow, but does a lot of damage. Crates bounce when thrown, but slide when kicked. |
|
Trash Can |
Slow, but does a lot of damage. Trash cans crash to a stop when thrown, but slide when kicked. |
|
Fallen enemy |
Fallen enemies can be grabbed. lets you hit other enemies with them (thus causing damage to both) while lets you throw them. If you hold on too long they'll recover and jump out of your hands. Some bosses can't be thrown and will jump out of your hands immediately. |
[edit] Book techniques
The following attacks can be purchased from the bookstores. To use a book technique, open your inventory (
) and activate the book with
. Once activated a "#" will appear beside it to indicate it is activated.
- Stone Hands, Dragon Feet ($26.95 each), and Grand Slam ($57.50) replace the punch, kick, and weapon thrusts, respectively, with rapid-fire 3-in-a-row versions of the attacks, often allowing you to knock enemies down with only the one attack.
- Acro Circus ($26.95) changes running jumps into a spinning somersault. You take no damage from walls or attacks while performing Acro Circus; in addition, you will deal damage to opponents based on your STRENGTH skill; if STRENGTH is above 30 you can instantly knockdown opponents (if lower, you can still knock them down with an additional punch or kick, while they are stunned).
- Fatal Steps ($37.50) lets you stomp a fallen opponent with
+
. This does some damage and stops them from getting up, but you can't just stomp on them until they die.
- Grand Slam ($57.50) lets you deal three quick weapon attacks in the time it took you to deal a normal weapon attack. Speeds up even the slowest weapons (such as the trash can).
- Javelin Man ($78.25) lets you throw fallen opponents across the room as if they were light objects (sticks, bats, stones). It does not increase damage, making it mostly ineffective for fighting.