Def Jam: Fight For NY - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Def Jam: Fight For NY - Strategy Guide (Page 02).
Then, push him towards a window, and if you grab him while his health is still in danger, any move he ends up doing (whether he kicks him or throws him head first), will end up with the window breaking automatically. -------------------- Picking up Weapons -------------------- To easily pick a weapon, don't stand "NEXT" it, stand "on top of it". In other words, make sure the weapon is BETWEEN your legs, and you'll pick it up each and every time. Free For All Tip by Me-The infamous Free For All, a lot of chaos in here no doubt. Here are my tips to survive and remain victorious. Ok, first everyone is on 4 corners of the Venue you are fighting in usually fighters facing diagnally from eachother will just brawl, leaving you and a CPU to fight. Literally, kill him. Enviroment Attacks, Combo's, Hard grapples, whatever your hybrid style is good at, just knock him out! After that dude is KO'd, help out the person that is delivering the beating to your other opponent. Double Team Moves and such. It won't take too long until one of you guys knock him out. Then, it's a regular one on one with you and the CPU,it should be easier now. ---------------- Hidden Weapons ---------------- Windshield Wipers-In the Demolition match, through your opponent into the windshield two times and the wiper should break off and be on the floor. Pipe-In Hunter's Point Scrap Yard, perform an enviroment attack on the dumpster. A pipe should fly off there. Pipe-In 125th Street Station, perform an enviroment attack on the soda machine. A pipe should fly off there. ---------------------- Circuit Breaker Shock ---------------------- In The Babylon Club, to the left of the venue should be a circuit breaker. Throw your opponent onto it once to open it and a second time to shock them. Sparks should be emitted from the breaker. This can only be done ONCE. ------------------------- Foundation Pillar Breaks ------------------------- It takes a total of 3 enviroment attacks to break the Pillars at The Foundation. ------------------------ Haymaker onto tracks ------------------------ WHen near the edge of the tracks or a step back, Hard Grapple and Haymaker your opponent. They should fly from the platform to the tracks. ------------------------ Irish Whip Into Train ------------------------ If you Irish WHip somebody into the train when it is coming by, they should hit it and do a 360. Also, by Hard Grapple and Irish whipping somebody towards the tracks, they will automatically fall from the platform and onto the tracks. -------------------------------------------------------------- ---------------- 43.-Bonus Points ---------------- Bonus Points Combos- The basic requirement is to perform a minimum of five commom combos in a match. 5 combos=500 pts 7=750 9=1,000 12=2,000 15=3,000 Superior Style- perform a minimum of two unique combos (fighter's original combos) in a match. 2 combos=1,000 pts 3=1,500 4=2,000 5=3,500 6=5,000 Grapples- perform a minimum of two successful grapples in a match. 2 grapples= 150 pts 3=300 4=750 5=1,500 6=2,000 Blazin' Moves- execute at least one successful blazin' move in a match. 1 blazin' move=1,500 pts 2=2,000 3=3,500 4=5,000 5=8,000 Show-Off- complete a minimum of two regular taunts in a match (blazin' state taunts are not included). 2 complete taunts=750 pts 3=1,000 4=1,500 5=2,000 6<=3,500 Grab and Go- perform a minimum of two successful running grapples in a match. 2 running grapples=500 pts 3=750 4=1,500 5=2,000 6=3,500 Death From Above- perform two successful attacks (from ropes, platforms, or walls, for example). 2 diving attacks=200 pts 3=500 4=1,000 5=1,500 6=2,000 World Warrior- perform two successful environmental attacks (including hot-spot and sticky-points grapples). 2 environmental attacks=500 pts 3=1,000 4=2,000 5=3,000 Reversal of Fortune- Two successful reversals (including counterattacks). 2 reversals=1,000 pts 3=1,500 4=2,000 5=3,500 6=5,000 Line of Defense- perform two successful blocks. 2 blocks= 200 pts 3= 500 4=750 5=1,500 6=2,000 Striking Blow- perform more than four varied strikes. Note: A weak combo strike is considered one strike. 4 varied strikes-100 pts 5=150 6=200 7=500 8<=1,000 Striking Blow, Submission- perform any two submission holds. They must be different submission holds that focus on the same part of the opponent's body. 1 submission move=300 pts 2=500 4=750 5=1,000 6=2,000 Bone Snapper- Perform a double-team move in a multiplayer match or a triple submission in a free-for-all match. Two players grapple one opponent at the same time to perform a random move together. Double Submission=3,500 pts Triple Submission=5,000 Bill of Health- End a match with a minimum of 60% health left. The more health you have, the more points you get. End match with 60-69% health= 1,000 pts 70-79%=1,500 80-89%=3,500 90-98=6,500 Perfect Match- Don't lose any health. (Note: at the beggining of the match, every fighters HP is set to 99%, so the requirement is to maintain 99% HP). No damage (99% health)=8,000 pts Arms Race= be the first to use a weapon and make a successful hit to gain bonus points. First to use weapon=2,000 pts Heavy Hitter- successfully execute at least 60 percent hard strikes, rather than weak strikes. 60-69% hard strikes (31-40% weak strikes)=1,500 pts 70-79% hs(21-30% ws)=2,000 80-89% hs(11-20% ws)=5,000 90-99% hs(1-10% ws)=6,500 100% hs(0% ws)=8,000 Crowd Favorite- be the crowd favorite. Get crowds super-pumped and at a high cheering level at the match's end. Crowd fav.=1,000 Time Factor- win a match under a specific timing criteria: Win under 3 minutes by KO or submission=1,000 pts Win under a minute=5,000 90-99% hard strikes (1-10% weak strikes)=6,500 (?) Win at exactly 4 minutes, 20 seconds=8,000 Win at exactly 3 minutes, 16 seconds=8,000 Cold-Cock- win a match by KO KO=2,500 pts Paneless- never get thrown into a window ( don't touch window during the window match). Never get thrown into a window=3,500 pts Demolition Man- Win match by totaling the opponent's vehicle. Total the opponant's vehicle=8,000 pts Crazy Conductor- win subway match by a subway KO (the opponent is run over by the train). Subway KO=5,000 pts Fire Retardant- never touch the ring of fire in an inferno match. Never touch the ring of fire=5,000 pts Close One- win the match while your health is in Danger. win while health in Danger=5,ooo pts Big Comeback- regain 40% or more of your original total health after being in Danger. 40% health regained=2,000 pts 50%=3,000 Last Man Standing- be the last one to fall in a multiplayer or free-for-all match. Last man standing=2,000 pts First attack- be the first to complete a successful attack (strikes or grapples). It also counts if you both hit each other at the same time or if a double-team move is executed in a multiplayer match. First attack=1,000 pts. Hit and Run- perform two or more running strikes. 2 running strikes during a match=500 pts 3=750 4=1,500 5<=2,000 Mob Rule- perform more than two crowd double-team moves. 2 double-team moves in a match=1,000 pts 3=2,000 4=5,000 5=6,500 6=8,000 First to Blaze- be the first to Blaze in a match. First to blaze=2,000 pts ------------------------------------------------- ----------- 44.-Combo's ----------- These are the positions that you start your combo off with: neutral - no direction pressed on D-pad during initiation of the first move front - move analog stick forward toward opponent rear - move analog stick away from opponent Note: Once you enter the first move, you lock the combo, so pressing other directions doesn't do anything. All combos start with a direction press (unless it's neutral), and then your locked into the combo, You cannot change combos halfway through performing one. Get it got it? Good, well start with punch combos, 2-hit combos which are worth 1,000 points each: Neutral; punch, punch Neutral; punch, kick Front; punch, punch Front; punch, kick Rear; punch, punch Rear; punch, kick 3-hit combos worth 2,000 points each: Neutral; punch, punch, punch Neutral; punch, punch, kick Neurtal; punch, kick, punch Neutral, punch, kick, kick Front; punch, punch, punch Front; punch, punch, kick Front; punch, kick, punch Front; punch, kick, kick Rear; punch, punch, punch Rear; punch, punch, kick Rear; punch, kick, punch Rear; punch, kick, kick 4-hit combos worth 4,000 points each: Neutral; punch, punch, punch, punch Neutral; punch, punch, punch, kick Neutral; punch, punch, kick, punch Neutral; punch, punch, kick, kick Neutral; punch, kick, punch, punch Neutral; punch, kick, punch, kick Neutral; punch, kick, kick, punch Neutral; punch, kick, kick, kick Front; punch, punch, punch, punch Front; punch, punch, punch, kick Front; punch, punch, kick, punch Front; punch, punch, kick, kick Front; punch, kick, punch, punch Front; punch, kick, punch, kick Front; punch, kick, kick, punch Front; punch, kick, kick, kick Rear; punch, punch, punch, punch Rear; punch, punch, punch, kick Rear; punch, punch, kick, punch Rear; punch, punch, kick, kick Rear; punch, kick, punch, punch Rear; punch, kick, punch, kick Rear; punch, kick, kick, punch Rear; punch, kick, kick, kick 2-hit combos which are worth 1,000 points each: Neutral; kick, kick Neutral; kick, punch Front; kick, kick Front; kick, punch Rear; kick, kick Rear; kick, punch 3-hit combos worth 2,000 points each: Neutral; kick, kick, kick Neutral; kick, kick, punch Neutral; kick, punch, kick Neutral; kick, punch, punch Front; kick, kick, kick Front; kick, kick, punch Front; kick, punch, kick Front; kick, punch, punch Rear; kick, kick, kick Rear; kick, kick, punch Rear; kick, punch, kick Rear; kick, punch, punch 4-hit combos worth 4,000 points each: Neutral; kick, kick, kick, kick Neutral; kick, kick, kick, punch Neutral; kick, kick, punch, kick Neutral; kick, kick, punch, punch Neutral; kick, punch, kick, kick Neutral; kick, punch, kick, punch Neutral; kick, punch, punch, kick Neutral; kick, punch, punch, punch Front; kick, kick, kick, kick Front; kick, kick, kick, punch Front; kick, kick, punch, kick Front; kick, kick, punch, punch Front; kick, punch, kick, kick Front; kick, punch, kick, punch Front; kick, punch, punch, kick Front; kick, punch, punch, punch Rear; kick, kick, kick, kick Rear; kick, kick, kick, punch Rear; kick, kick, punch, kick Rear; kick, kick, punch, punch Rear; kick, punch, kick, kick Rear; kick, punch, kick, punch Rear; kick, punch, punch, kick Rear; kick, punch, punch, punch Common combos are the special named combos. () - name of combo 3,000 points combos: Shove, sticky points interaction, ground strike (droppin heat) Shove, ring corner grapple, ground strike (droppin heat) Shove, whip grapple (high rollin) Hotspot grapple interaction, ground strike (brickcity smash) Weapon strike, weapon strike (ny nightcap) Strong punch strike, running grapple (smash n grab) Strong kick strike, running grapple (smash n grab) Counter strike, strong punch strike (holla back) Counter strike, strong kick strike (holla back) Rear grapple, ground strike (lights out) 5,000 point combos: Strong punch strike, crowd double team attack, ground strike (player hater) Strong kick strike, crowd double team attack, ground strike (player hater) Rope rebound strike, running grapple (body count) Rope rebound strike, running strike (body count) Rope rebound strike, ground strike (body count) Strong punch strike, running strike, running grapple (rope a dope) Strong kick strike, running strike, running grapple (rope a dope) Strong punch strike, running strike, running strike (rope a dope) Strong kick strike, running strike, running strike (rope a dope) Strong punch strike, knock back interaction (***** please) Strong kick strike, knock back interaction (***** please) Shove, knock back interaction (***** please) Counter strike, strong punch grapple, ground strike (big pimpin) Counter strike, strong kick grapple, ground strike (big pimpin) Strong kick strike, strong punch grapple, ground strike (dirty south special) Strong punch strike, strong kick grapple, ground strike (dirty south special) Strong kick strike, strong kick grapple, ground strike (dirty south special) Strong, punch strike, strong punch grapple, ground strike (dirty south special) Strong punch strike, whip grapple (high rollin) Strong kick strike, whip grapple (high rollin) Weapon strike, whip grapple (high rollin 7,000 point combos : Strong punch strike, ring corner grapple, platform jumping attack (packin heat) Strong kick strike, ring corner grapple, platform jumping attack (packin heat) Shove, ring corner grapple, platform jumping attack (packin heat) Shove, whip strike, ground strike (mudhole stomp) Strong punch strike, whip strike, ground strike (mudhole stomp) Strong kick strike, whip strike, ground strike (mudhole stomp) Rising strike, running strike (cash money) Rising strike, running grapple (cash money) Rising strike, ground strike (cash money) Martial arts rebound attack, running grapple (drawer droppin) Martial arts rebound attack, running strike (drawer droppin) Martial arts rebound attack, ground strike (drawer droppin) --------------------------------------------------------- 45.-Problem's --------------------------------------------------------- Problems-Section mainly involving the Grinding Noise. Alot of the people who have played this game have experienced a loading and grinding noise,especially in the shops.If you go to Beat Box and turn off all the tracks the loading and grinding noise practically stop. I would suggest you to send it to Sony though. Follow either one. ----------------------------------------------------------------- ------------------- 46.-Milstone Bonus ------------------- Milestone bonus: Upper-Body Power: Learn Street Fighting Style/Learn Street Fighting Style (not a typo)/Learn Wrestling Style/Land 100 Punches/ Land 5,000 Punches Lower-Body Power: Learn Kickboxing Style/Learn Kickboxing style (not a typo)/ Learn Submissions Style/Land 100 Kicks/Land 5,000 Kicks Speed: Learn Martial Arts Style/Learn Martial Arts Style/ Learn Kickingboxing Style/Land 250 Running Attacks/Run for 250 Seconds Health: Learn Submissions Style/Learn Submissions Style/Learn Martial Arts Style/Record 5 Perfect Health bonuses/Successfully Block 500 Attacks, Plus Successfully Counter 100 Attacks Charisma: Record 25 Crows Double-Team Moves/Record 250 Environmental Attacks/Record 5 Crows Favorite Bonuses/Perform 5 Blazin' Moves/Finish Story Mode Toughness [2- Learn Wrestling Style; 1- Learn Street Fighting Style; 1- Record 4 Close One Bonuses] 1- Record ONE Big Comeback Bonuses] Check out psydeaths FAQ on Milestones. ------------- 47.-Credits ------------- Confidence-Enviroment Attack 2 TheNextbigThing-Running Weapon Strike Mathew Wheeler-Cinematic Beatdown Grimeyville-Ice-T Hint RedTyga-The WHOLE BONUS POINTS and Subtracting points from penalties for First to Fall and Soft Touch and Recycled Rerun. Mileston Bonus too. Man, I feel useless. Combo's too. Fighting STyle Hints IBiggsI-Window Hint and Weapon. Futurekill-Getting Crowd Double Team Moves Camel Rider-For writing this FAQ John-Drunken Boxing Glitch WWE RAW Rules-!Warning! -------------- 48.-Closing -------------- All in all, I am happy with this FAQ I have created. It looks like all your answers on how to do something and milestones should be answered. For a walkthrough check out the other FAQs and I gotta say this is a kickass manual. If you have anything to add, contact me at soun042564@yahoo.com. You can only find this FAQ at If you find it somewhere else please contact me IMMEDIATELY!!! Copyright 2004 Kevin Sounthavong. ------------------------------------------------------------------------------
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