Super KO Boxing 2 Strategy Guide - Challenge Mode
You've knocked everyone out; you think you're the greatest thing since sliced bread and now you've suddenly realized that Challenge Mode is wiping the mat with you. Never fear fellow pugilists, we've got you covered with this Super KO Boxing 2 Challenge Mode strategy guide.
Now read on!
Circuit 1:
Curcuit 2:
Circuit 3:
If you’re still having trouble, feel free to drop us a note at superko2-i@glu.com.
Let's touch 'em up!
Circuit 1
Big Gip
Challenge Restrictions
- Win in Round 1
- Must TKO
- No Lightning KO
- Can't get Hit Gip's fight is great for practicing your moves and getting used to the game. Practice high punch, low punch, dodging and blocking.
- Must TKO
- No Lightning KO
- Can't get Hit Gip's fight is great for practicing your moves and getting used to the game. Practice high punch, low punch, dodging and blocking.
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When Gip gets back up, for the second and third time, watch out for his new gun holster attack.
If Gip reaches for his gun before the fight actually starts, you must be ready to dodge to the left the second the match starts to avoid his punch.
After avoiding his gun holster punch, repeat the 5 high, 5 low combo to take him down.
Star Punch: Hook punch Gip Left or Right while he is idling to obtain a "Star Punch"(One full level of Super Meter Power)
El Bulli
Challenge Restrictions
- Win in Round 1
- Must TKO
- No Lighnting KO
- No Dizzy Combo
- Double Damage
- Must TKO
- No Lighnting KO
- No Dizzy Combo
- Double Damage
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Continue this strategy while throwing in supers once your meter is maxed out.
After Bulli gets up, watch for his mustache to twitch during his idle, when this animation occurs, quickly throw a low punch for a one hit knockdown.
One Bulli gets up for the last time, dodge to avoid his punches, then counter with combos until he goes down.
Note: It's important to dodge rather than block as this will increase your super meter, allowing you to use more supers, and take Bulli down in less time.
Weak Spot: After Bulli is knocked down once, he will occasionally twitch his mustache while idling. A low punch to Bulli's Stomach during the mustache twitch will cause an instant knockdown.
Dynamo
Challenge Restrictions
- Win in Round 1
- Can't Dodge
- Can't Block
- No Super Punch
- Double Damage
- Can't get back up
- Can't Dodge
- Can't Block
- No Super Punch
- Double Damage
- Can't get back up
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Weak Spot: Dyanomo's weak spot can be hit only once, the first time he goes to charge his super punch.
Knock down Dynamo once, when he flexes and charges his super punch, wait until just moment before he swings, and give him a low punch to the stomach for an instant knockdown.
This will only work the very first time Dynamo attempts to charge his super punch.
Circuit 2
15 Cent
Challenge Restrictions
- No Super
- Cannot Get Up
- No Lighnting KO
- Must use dizzy combo
- Cannot Get Up
- No Lighnting KO
- Must use dizzy combo
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The quickest way to dizzy 15 is to dodge all of his punches -- you should not block or be hit. It's also essential that none of your punches are blocked or miss their target during this encounter. Each time any of these things occur the chances of dizzying 15 will be reduced.
When the match starts, dodge away from 15's slaps and counter with a combo. Again, make sure to stop as soon as the last punch of the combo has finished. Punching again will cause 15 to dodge or counter, thus reducing the chance of dizzying him.
Continue to dodge then counter until 15 is dizzied. Once he is dizzied, notice his star indicators. Follow the pattern by using a right handed hook punch then hook left then hook right again. This will complete his dizzy combo and knock him down.
When 15 gets up the first and second time, use the same strategy as his Circuit fight, but again make sure you are not hit and all of your punches find their mark. Keep this up until 15 is dizzy, then follow the same star pattern from before for his dizzy knockdown (right hook, left hook, right hook).
Chief
Challenge Restriction
- Can't get hit
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Voo Dude
Challenge Restrictions
- Must TKO
- No Dizzy Combo
- No Dizzy Combo
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Bigger Gip
Challenge Restrictions
- Win in Round 1
- Must KO
- Double Damage
- Must KO
- Double Damage
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Note: You may only taunt once, taunting again will cause Gip to counter attack.
Weak Spot: Taunt Gip, then immediately low punch him for an instant knockdown.
This can only be performed once, all subsequent taunts will cause Gip to counter attack with a flurry of punches.
Ka-rak Ubones
Challenge Restrictions
- Can't Block
- Must KO
- Must KO
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The fact that the KO Kid is unable to dodge, means that in addition to Karak's facial tells (detailed in the circuit strategy) you will have to watch for the falling rock rubble.
When Karak runs off screen watch carefully, a small bit of harmless rock rubble will fall from the sky. This will indicate where the large boulders will fall from. Dodge left and right accordingly.
Remember to taunt after finishing each combo and use as many supers as possible in order to increase the chances of KO'ing Karak.
Always use a Super Punch to knock Karak down.
Always use a Super Punch to knock Karak down.
Shogun
Challenge Restriction
- Can't get hit
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Keep this up to TKO Shogun.
Alternate: It is possible to quickly Lightning KO Shogun in challenge mode, in order to do this start the match by taunting and attempt to save up at least 1 super. (Dodge any punches that come your way.)
When shogun enters dark mode, dodge all punches until he shows his tell.
Use a super punch during his tell to break him out of dark mode, which will dizzy shogun. At this point, give him one low punch to the stomach for the lightning KO.
Circuit 3
Sake Bomb
Challenge Restrictions
- Can't Dodge
- Can't Super Punch
- Can't Super Punch
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Sake is only vulnerable to a knockdown during a special frame of animation during his second dash move. It will only take one carefully timed punch to knock him down.
If Sake jabs, you should block. If Sake starts his slow dash, get ready to block as this will end with an uppercut.
If Sake starts his fast dash (which will end with a flurry of punches) get ready to low punch.
When Sake starts his fast dash, wait for him to dash by once, then low punch. The timing here is fairly difficult and will take some practice. If you don't hit it after a few tries, try punching just a little bit slower or faster than you think you should.
If the punch is timed incorrectly Sake will punish you with a flurry combo. However, if timed correctly Sake will go down with the single punch. If he gets up again, repeat the strategy watching carefully for him to begin his fast dash.
Weak Spot: When Sake starts his fast dash, wait for him to dash by once, then low punch. The timing here is fairly difficult and will take some practice, if you don't hit it after a few tries, try punching just a little bit slower or faster than you think you should.
Star Punch: When Sake starts his slow dash, dodge then immediately punch after his attack, if timed correctly you will be rewarded with a full super/star punch.
Grogul
Challenge Restrictions
- Win in Round 1
- No Super Punch
- Can't get up
- No Dizzy Combo
- Double Damage
- No Super Punch
- Can't get up
- No Dizzy Combo
- Double Damage
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Use as many super's as possible in order to quickly reduce Grogul's life before round one ends.
Dr. Voo Dude
Challenge Restrictions
- Can't get hit
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Follow the circuit mode strategy but do not taunt, instead focus on making sure you combo the Docter each time there is an opening, and that he does not block. Eventually he will dizzy, perform his dizzy combo, then repeat for the second knockdown at which point he will Lightning KO. (Remember that you cannot block in order to Lightning KO the Docter, all punches must be dodged.)
Do not attempt to Taunt during the challenge fight, as this will leave the KO Kid vulnerable to attack, and will not help to Dizzy the Docter.
King Tub
Challenge Restrictions
- Win in Round 1
- Must TKO
- Double Damage
- Must TKO
- Double Damage
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El Diablo
Challenge Restrictions
- No Super Punch
- Double Damage
- Can't get up
- Double Damage
- Can't get up
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After hitting him during this state, you must immediately taunt him again to send him into this state again. This must be done as quickly as possible to keep his life from regenerating.
If you are hit or miss an opportunity to hit El Diablo, you may as well start over as you will not have enough time to KO him.
This is by far the hardest match in the game as it requires you to play a perfect match for all three round
Tha Shogun
Challenge Restrictions
- Can't get back up
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Dodge accordingly when he is in dark mode. Keep this up without being knocked down for the TKO.
Alternate: If you can manage to knock down shogun without taking a direct hit. (blocking is ok) he will Lighnting KO on the first knock down, this is the fastest way to finish this challenge.
Dynavolt
Challenge Restrictions
- Must TKO
- Double Damage
- Double Damage
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Executioner
Challenge Restrictions
- Can't get hit
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Make sure to use as many supers as possible, and always knock Executioner down using a Super Punch.
Keep this up without being hit by Executioner and he will Lightning KO the second time he is knocked down.
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