beating exploding fist's ai

edited January 2008 in Games
have you known, there's a very simple strategy allowing you to get as far as you want in fist's single player mode? :-)
Post edited by cichlasoma on
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Comments

  • edited January 2008
    I'll bite. Go on then.... :)
  • edited January 2008
    Ducking punch with just a little timing, you can go on and on like Ariston using that technique.

    Or the Energizer Bunny :D
    Every night is curry night!
  • edited January 2008
    <sarcasm> I never knew that... Did you know that? Cos I didn't... </sarcasm>

    Hehehehhehehehee.. j/k
    So far, so meh :)
  • edited January 2008
    Obviously sarcasm was not detected in my post although it was present :p

    ....maybe I should have labelled it :D
    Every night is curry night!
  • edited January 2008
    Ducking punch with just a little timing, you can go on and on like Ariston using that technique.

    that's what's on my mind, especially when used as the first movement when the oponent is approaching you. :-) i discovered it only quite recently.
  • edited January 2008
    polomint wrote: »
    <sarcasm> I never knew that... Did you know that? Cos I didn't... </sarcasm>

    Hehehehhehehehee.. j/k

    <sincerity> i don't know what do you intend. </sincerity>
  • edited January 2008
    Obviously sarcasm was not detected in my post although it was present :p

    ....maybe I should have labelled it :D

    That would be good, cos I'm a bit thick, lol
    So far, so meh :)
  • edited January 2008
    I remember the same punch being extremely useful in Fist II as well. Everytime you pulled one off (a punch, that is!!), your character would move forward a bit, which meant you could approach your opponent, stay low and attack all at once.
  • edited January 2008
    I think I beat Target Renegade by mainly using the jumping high kick. 90% high kick, 10% baseball bat.
  • edited January 2008
    One thing I liked about the Target 2006 remake was the downgrade given to the flying kick. Not nearly as all-powerful as it used to be. Mind you, it's now all about the punching, which works like Final Fight in the arcade - hammer half a dozen enemies to the ground with one set of flailing fists. Work on enemy AI could improve that, though...

    Crouching punch in Fist is great, of course, but when in two-player mode I find the low jab kick gets better results.
  • edited January 2008
    Danforth wrote: »
    Crouching punch in Fist is great, of course, but when in two-player mode I find the low jab kick gets better results.

    yes, but i have to say, i find fist well balanced generally in two player mode. i was just disappointed recently by the flaw in the AI. yet, when you refrain from using the crouching punch as your first attack, it's quite decent as well, i my view. (well, it could reflect the time remaining till the end of the round and the current score - which could be my post in the "improvements" thread. :-) )
  • edited January 2008
    Master the flying somersault over the other chap's head, followed by either a backwards high kick or backwards leg sweep. The AI defends this attack very poorly - only ever beating you if it manages to connect with you mid-somersault.
  • edited January 2008
    I always favored the low kick technique on Fist - if they block it - you then do a high kick to the face - which looks super cool! HiiiYahhh!:mad:
  • edited January 2008
    I always favored the low kick technique on Fist - if they block it - you then do a high kick to the face - which looks super cool! HiiiYahhh!:mad:

    strange - i believe, my AI opponenets got never much troubled by this... :-)
  • edited January 2008
    I always favored the low kick technique on Fist - if they block it - you then do a high kick to the face - which looks super cool! HiiiYahhh!:mad:

    Exchanging different punches and blocks is quite fun, and ending the exchange with a high-kick feels like cheating when it's pulled off.
  • edited January 2008
    NickH wrote: »
    Master the flying somersault over the other chap's head, followed by either a backwards high kick or backwards leg sweep.

    my exact tactics for the arcade game 'Karate Champ'.
  • edited January 2008
    NickH wrote: »
    Exchanging different punches and blocks is quite fun, and ending the exchange with a high-kick feels like cheating when it's pulled off.

    It also generates immense satisfaction! A bit like the old head chop in Barbarian.
  • edited January 2008
    NickH wrote: »
    Exchanging different punches and blocks is quite fun, and ending the exchange with a high-kick feels like cheating when it's pulled off.

    strangely, i remember being knocked out by the AI opponent often with (if i'm not mistaken) crouching punch when trying the high kick after alternating the low kick and the "medium-high" kick several time... (at least at higher levels) :confused:
  • edited January 2008
    cichlasoma wrote: »
    strangely, i remember being knocked out by the AI opponent often with (if i'm not mistaken) crouching punch when trying the high kick after alternating the low kick and the "medium-high" kick several time... (at least at higher levels) :confused:

    Well, that's what you get when you offer your groin to him...
  • edited January 2008
    NickH wrote: »
    Well, that's what you get when you offer your groin to him...

    Hmm - I don think the stomach punch is blockable - I could be wrong though
  • edited January 2008
    Hmm - I don think the stomach punch is blockable - I could be wrong though

    Avoid it with a jump instead.
  • edited January 2008
    I could talk all day about this game!

    I think the first few levels are easily over come by simply using the mid level kick. Later levels do require the use of blocking hig and low - although using the low kick/stomach punch combo should see you through. Anyone actually complete this game?
  • edited January 2008
    Anyone actually complete this game?

    Depends how you define "complete". I've beaten 10th Dan, whereupon the game keeps going with the 10th Dan opponent.
  • edited January 2008
    NickH wrote: »
    Depends how you define "complete". I've beaten 10th Dan, whereupon the game keeps going with the 10th Dan opponent.

    I have heard that upon beating the 10th Dan x amount of times - you actaully face the grand master... although not yet proven...:-o
  • edited January 2008
    Hmm - I don think the stomach punch is blockable - I could be wrong though

    both stomach punch done while standing and crouching punch ARE blockable for sure. both of them can be blocked EITHER by the universal block (stepping back), OR by crouching (which includes a block as well. (just verified... :-) ).

    "Quote:Originally Posted by NickH
    Exchanging different punches and blocks is quite fun, and ending the exchange with a high-kick feels like cheating when it's pulled off.

    strangely, i remember being knocked out by the AI opponent often with (if i'm not mistaken) crouching punch when trying the high kick after alternating the low kick and the "medium-high" kick several time... (at least at higher levels)

    sorry - here i was talking about the high kick after alternating lower KICKS, whereas NickH originally posted about it after alternating PUNCHES - could make a difference, regarding the proper distances for conducting kicks and punches...
  • edited January 2008
    NickH wrote: »
    Depends how you define "complete". I've beaten 10th Dan, whereupon the game keeps going with the 10th Dan opponent.

    yes. and you can get to the phase in a minute using crouching punch as your first attack each time - each round can be completed in about 4 seconds using this method. - no blocking needed... (the only real flaw perhaps of what i hold to be possibly the most immortal speccy arcade game given the competition of all the later computer games. (is there anything similar to fist in its gameplay, btw? - so tactical, with no special attacks/spells?))
  • edited January 2008
    cichlasoma wrote: »
    yes. and you can get to the phase in a minute using crouching punch as your first attack each time - each round can be completed in about 4 seconds using this method. - no blocking needed... (the only real flaw perhaps of what i hold to be possibly the most immortal speccy arcade game given the competition of all the later computer games. (is there anything similar to fist in its gameplay, btw? - so tactical, with no special attacks/spells?))

    If you mean later on other systems the only ones I can think of is Andre Panzer Kickboxing/Best of the Best which is pretty crap, Full Contact on the Miggy, and Maybe Dragon on the SNES/Megadrive.
    Every night is curry night!
  • edited January 2008
    If you mean later on other systems the only ones I can think of is Andre Panzer Kickboxing/Best of the Best which is pretty crap, Full Contact on the Miggy, and Maybe Dragon on the SNES/Megadrive.

    thanx!
    i've tried amiga's full contact and SNES Dragon and both seemed still pretty far away from fist, looking like quite standard "beat them ups"... (am i missing something?)
  • edited January 2008
    You could try Tongue of the Fatman on the Miggy, it's pretty terrible, and I don't think you can download it legally. Or try the same game on the Megadrive a.k.a Slaughtersport or Mondu's Fight Palace, it's also pretty crap but it's a vast improvement on the Amiga version almost a different game altogether (which you can get from almost any decent ROM site I'm sure).

    Also maybe The Return of Bruce Lee (possibly available for the Miggy), you may need a DOS emu to run it though, I couldn't even run it on 98 so you've no chance with XP or Vista.

    Or try Sai Combat on the Speccy it's almost every bit as good as WOTEF but with Sais (duh :D).
    Every night is curry night!
  • edited January 2008
    Or try Sai Combat on the Speccy it's almost every bit as good as WOTEF but with Sais (duh :D).

    here i miss something definitely. i've never found it half the way as tactical as WOTEF...
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