Fighting Styles
STREET FIGHTING | KICKBOXING | WRESTLING | SUBMISSION | MARTIAL ARTS
Def Jam FIGHT for NY has five different fighting styles, and while each may not be wildly different from the others, they do have their own distinct advantages and disadvantages, as well as their own strategies for fighting. Because of these differences, some fighting styles are definitively better than others, though it's up to you to decide for yourself.
Here are some simple strategies for each of the five fighting styles, along with points on their strengths and weaknesses. We've also ranked the five different styles based on overall effectiveness and strength in the fighting arena. Starting off with the style we think is the best, we present...
#1 - STREET FIGHTING
Except for martial artists, street fighters have the only KO power that does not require a close-in grapple. This allows a bit more flexibility in working to get that KO, though the haymaker punch isn't only useful for finishing off weakened opponents.
The haymaker punch (excecuted by holding the power modifier and hitting punch) has exceptionally long range, though it's pretty slow to come out. When you connect with the punch, you'll send opponents into stun and they'll stumble backwards. If they get caught in the crowd or slump against a wall, you'll be able to follow up with another powerful haymaker or a grapple of your choice.
The best uses for the punch are when your opponent is just getting up from a fall. Since opponents very often get up and attack at the same time, you can back up out range of their wake-up attack and fire a haymaker punch, timed perfectly to land the moment they're standing. Similarly, the haymaker can be used to punish any missed attack, as long as you time it right. If you suspect an opponent is stepping in for a grab, step back and initiate the haymaker. As their arms whiff the grapple, you'll reward their effort with a fist to the face.
#2 - KICKBOXING
What makes kickboxers so dangerous is their unique ability beat an opponent into the danger zone and get a KO with just one attack! Every other style of fighting requires that you hit your opponent with an attack that knocks them into the red danger zone, and then, before his health refills, hit him with another attack to achieve the knockout.
The move that gives kickboxers this distinct advantage is their KO attack, a power grapple that requires a series of knees to the face, followed by a powerful kick at the end. That powerful kick at the end is the only hit in the power grapple combo with the capability of causing a KO, as the preceding knee strikes only wear down the opponent's health. If you grapple an opponent who's health bar is green, you can use those first knee strikes to whittle their health into the red danger zone. As long as they're in that danger zone before your character executes the final kick, the powerful foot-to-face strike at the end of the grapple attack will KO them without ever ending the initial grapple.
The concept is a bit difficult to grasp, though once you see it in action it will make more sense. Essentially, this gives a kickboxer the ability to KO an opponent with one less necessary attack (though the advantage is bigger than that may sound). Furthermore, this power grapple with knee strikes can be used in other dangerous ways, wreaking even more havoc.
Certain style combinations (such as kickboxing + submission, kickboxing + street fighting, etc.) give kickboxers even more advantages. When you execute their power grapple (power modifier and grapple, then kick), you can execute a series of knee strikes which, at any time, can be interrupted with another grapple that the opponent cannot counter. With skills in submissions, a kickboxer can start the power grapple with knees, and then hit punch to stop the knee strikes and instead take the opponent to the ground for a submission hold. Kickboxers will skills in street fighting can start with knee strikes and interrupt the power grapple (again, by pressing punch) with a devastating punch attack (which also has KO power). You can also interrupt a power grapple with a toss, shoving opponents into environmental hazards after giving them a few knees to the dome, or even with a blaze attack if you activated your blaze before starting the power grapple.
Unfortunately, kickboxers aren't quite as versatile as street fighters (though they are arguably more dangerous). Because their KO capacity lies within a grapple, you're forced to get in close and have to hope that your opponent doesn't reverse your grapple attempt.
#3 - WRESTLING
Wrestlers have just about the most straight-forward approach to getting KOs, but that doesn't make it less effective. The special KO is achieved through power grapples, though these power grapples are useful beyond just scoring KOs.
To perform a wrestler's power grapple, hold the power and press the grapple button. From the grapple position, press either punch or kick and and direction on the left thumbstick. Power grapples cause massive amounts of damage and even have the potential to cause dizzies on your opponents, making it super easy to chain together grapple attacks that your opponent cannot counter.
A good tactic is to wear down your opponent with short punches and power grapples and, when they're dizzy, pick them up and toss them into a wall or into the crowd. After they've smashed into the wall, they'll be stunned again, letting you run up for a third grapple attack.
Like kickboxers, though, a wrestler's signature KO move isn't as versatile as a street fighter's, which can make you predictable. Either mix in some street fighting with your characters, or be sure to frequently use the environment to your advantage. The biggest problem a wrestler can face is becoming predictable.
#4 - SUBMISSION
Submission artists have the unique ability to force opponents to quit the fight well before their health bar is in the danger zone. Their unique way of ending the fight has some major advantages, though it also has disadvantages.
The way submission holds work is that they damage the health bar of the individual body part you target (there are three areas to target: head, arm, and leg). These body part health bars operate completely separately from the opponent's main health bar, and can wear out well before the main health bar reaches zero. When just one of these body part health bars is empty, the opponent is forced to submit, giving you the win.
Both advantages and disadvantages lie within the fact that the health bars of the body parts are separate from the main health bar. The main advantage is that, unlike the main health bar, these body part health bars do not regenerate. Because of this, submission artists benefit from forcing a fight to last a very long time—your health main health will regenerate, but your opponent's weakened limbs will not regain their vitality.
The disadvantage is that no matter how low your opponent's main health bar is, you won't be able to use your character's special KO ability unless one of their body part health bars is low. Using regular punches, kicks, grapples, and environmental attacks does not damage your opponent's body part health bars—if you want to win the match by forcing your opponent to submit, you'll have to successfully execute a number of submission holds on the same body part.
This makes fights with a submission artist a two-dimensional event. If you play your game right, you could force your opponent into a situation where they face a loss due to a regular KO or to a submission hold.
#5 - MARTIAL ARTS
Martial artists have—by far—the most useless KO technique in the game, which is why they rank a distant last in the hierarchy of fighting styles. This lack of a useful special KO technique sends negative ripples throughout a martial artist's fighting strategy, severely damaging their overall effectiveness.
Because their flying reflex KO attack is so worthless, martial artists do not have a reliable source of heavy damage at any point in the fight. Whereas the other fighting styles can use their special KO techniques to cause tons of damage before the opponent is even in the danger zone, martial artists have only the environment—they don't have a powerful punch or kick attack, and they don't have any heavily damaging grappling attacks. This makes martial artists incredibly impotent throughout the entire fight, a fact that's made worse when going for KOs.
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