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Strategy

HOME  SHRINES  Yie Ar

 

 

The battles are one-on-one, you versus another fighter. Use any and every move you have until your opponent is knocked out so you can face another in the next stage. Basically, the purpose of this game, like other titles from 1985, is to see how far you can get or how many points you can rack up. For this reason, the game has no true ending.



Here's a low-down on hits and points:


     - You and your opponent can be hit only nine (9) times, then your considered

      KOed.

 

     - After you've taken 5 hits, your life bar becomes red and you'll hear some
       beeps -- a warning that you're close to KO.


     - A "Perfect" win will occur if you're never hit during a match. You'll receive
       5,000 points.
 


  ATTACKS:

Standing: Just pressing the A or B button while standing will launch a punch or kick, respectively. If your opponent is near you, you might kick him in the face (your kick will go high).

 

Crouched: Attack low with a kick or punch. The kick goes lower than the punch, almost like a sweep to the shins.

 

Jumpkick: A move that will bring you much victory and still is a trusted move many  have discovered on their own. The move can be used not only to dodge attacks, but also to attack an opponent from a distance, once you learn the movements of a particular opponent. This move also has its weaknesses, one fight with Chen and you'll figure that out.
 


  TACTICS:

Hit and Run: If you're close to an opponent for a while, they eventually will take off on you, retreating to the opposite end of the room to begin another attack. Basically, while you have the chance, land as much damage as you can and learn the spots on the opponents that you can hit easiest in the shortest of time.


Wall Bounce: If you jump to the edge of the wall, Lee will bounce back. You can use this to your advantage as you can bounce to evade attacks (even the opponent themselves) and at the same time land a nice jump kick to your opponent. The bounce from the wall makes a nice curve which adds speed to the move that can't be achieved to the same intensity as a common jumpkick.

 

Run-by: This has been mention quite a bit already. After a few seconds of close combat, your opponent will retreat to the other side. Use these precious seconds to hit him when he's off guard.

 

No Grace: There is little to no honor in this game. In other words, a lot of the attacks are cheap shots, especially when you get hit and are stunned. You'll likely get hit again while stunned. At the same time, you can take cheap shots, too.

 

Distance: For distance attacks, use kicks. They have a better reach than a punch; and so, you'd use a punch in close combat. It's basically common sense.

 

Equality: Regardless of the attack, opponent to Lee or vice versa, all attacks cause the same amount of damage. You can spread yourself around your various options.

 

Paralysis: This strategy goes back to No Grace, where a lot of the attacks are just plain cheap. Your opponents won't let you out of their attack range, especially Chen! Unending paralysis, however, allows for payback, but it's hard to pull off. Basically, stand in a spot where you know you can kick your opponent, then jump and perform the jumpkick over and over again. Every jumpkick should stun your opponent. Use your time wisely to get back into place and jumpkick again. This is the dirty trick that is so ruthless that it makes babies cry!
 

 

 

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