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Guide Dang It / Fighting

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Even when there's fighting, you still may need a guide.

  • Battle Arena Toshinden was a slight offender, but still had one big Guide Dang It! moment: The game had two bosses. The second boss is never hinted at. The first boss could be reached on any difficulty with any number of continues, and beating him taught the player the chosen character's Desperation Move (an attack that could only be done when their health bar flashes red). The second boss could only be reached by beating the first 8 fighters on Normal or higher with no continues. Beating HIM taught you that character's secret move. Also never mentioned is the secret codes to PLAY as the bosses (which is a simple as highlighting one of the normal characters and selecting them while holding certain other buttons).
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  • In Battle Fantasia, each character has two Story Mode paths. You start on the default path, and can switch to the alternate path by finishing one specific battle while meeting specific conditions (usually hitting the enemy enough times with a specific attack or taunting enough times). What the condition is, or what battle qualifies as the branching point, are never explained in-game, so a guide is almost necessary to play these paths. The Definitive edition in Steam now tells you which battles give you either a branching path or gallery unlockables by having the sign "Gachi Battle" appear at the start of the match, but you're still on your own figuring out WHAT you're supposed to do.
  • BlazBlue:
    • In BlazBlue: Calamity Trigger, to get Litchi's True End you have to do Arakune's story first. The catch is you have to make the right choices to get on a certain path there are multiple ways to, defeat Ragna with a Distortion Finish, and make the proper choice before the Arakune fight. To top it all off? You can't complete Litchi's story with the True Ending at all without attaining Arakune's True Ending by encountering Hakumen in his story.
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    • Calamity Trigger's story clearing as a whole is a massive Mind Screw. They even lampshaded it all in Ragna's post-bad ending omake in Continuum Shift where Ragna mentions how much it pissed everyone off.
    • BlazBlue has a Practical Taunt — when playing against the A.I., taunting will fill your Heat Gauge once. The game doesn't tell you this, and there's no reason to taunt the computer normally.
  • Unintentional example in the Bleach DS fighting game series. Money can be unlocked using three passwords that are written on the touch screen, which in the second game are either an open jar, a pawprint, or a poorly drawn rabbit. For people outside of Japan, there's no way of knowing what the password is, as it was in a Japanese magazine exclusive. Furthermore, the game reads the markings on the screen with an incredible lack of accuracy: this, however, ends up being a good thing since making random scribbles will actually cause the game to detect them as one of the pictures, allowing you to unlock the extra money that way.
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  • If you fail to get enough relationship points with the girls in Duel Savior Destiny you can still choose to enter the Mia route. However, this is in fact a shortened version that doesn't count for game completion. To enter the genuine Mia route, you need to have completed every other route first and actually have enough points with her. Duel Savior never lets you know that there's an actual route order you have to follow, so people who end up with that bad end are unlikely to understand why everything went wrong.
  • Guilty Gear XX and its Story Mode paths. Some of the requirements are impossible to figure out on your own. Several paths require that you win a specific fight by time-up, with no sign you should. Jam's Story Mode hinges entirely on how you win the first fight (time-up, standard, or Instant Kill). One of the most horrible is Baiken — unless you defeat Anji with more than 30% health remaining, you're locked into her third ending. Several of the endings require you see a different character's ending before you can even try at them. Nothing in the game hints at anything remotely like this, and the requirements for several of the new Story Mode paths in Accent Core Plus are more of the same.
  • Ultimate Marvel vs. Capcom 3:
    • Vergil's Sword Storm followup. For those interested, it's a quarter circle forward motion and the S button while Summoned Swords are active. This is not in the move list.
    • There's nothing within the game that tells you how character mechanics of Frank West and Phoenix Wright work. You'll need to get a guide or look up an online tutorial.
  • Mortal Kombat:
    • How exactly are you supposed to figure out how to do Fatalities on your own? The time frame you're given to do it is so small, even if you know the command, and the exact distance from your opponent, you're still likely to fuck it up.
    • Battling Reptile in the first game was intentionally vague as a way of building hype. Reptile would randomly appear before battles during normal gameplay and give cryptic hints such as "Look to la luna." or "Fatality is the key." Even if someone knew of everything that needed to be done, it was a double Luck-Based Mission as not only is one of the requirements (a shadow in front of the moon on the pit) totally random, but Reptile was only added in a later revision of the game. If your arcade operator had an older version of the board, it may be literally impossible to find him!
    • The second and third games included multiple secret fights each. Kombat Kodes in MK3 were designed this way as well.
    • The instruction manual for Mortal Kombat: Deadly Alliance even suggests looking them up online. Not as bad in Mortal Kombat 9, since each character has at least one finisher already unlocked in their movelist, and many others can be unlocked in the Krypt.
    • In Mortal Kombat: Deception, how are you supposed to know where to find the chests containing the unlockable characters and their alternate outfits in Konquest Mode? There's no clue provided in the game and to make matters worse, some of them only appear at specific times during certain days of the month, so even if you explore every part of the map you won't be able to find them all.
  • Project Justice's branching paths in its story mode are rather obtuse to get. In particular, the Taiyo High story, you have to go through specific steps in order to get Burning Batsu:
    • 1. Choose Batsu as your main fighter out of the 3 characters that are available.
    • 2. Lose the first round against Akira in Chapter 2.
    • 3. Win the match. You can switch back to Batsu between rounds, and win subsequent rounds with him, but losing to Akira in Round 1 is the only necessary part.
    • Cue Akira calling out on Batsu for not fighting at his best, and he ends up running away. He comes back 2 episodes later, went through massive training, and it shows.
  • Rumble Roses XX. There's a lot of Guide Dang It! in this game, ranging from merely annoying to complete progress stopping:
    • Title Matches: you would think that in order to get a title match, all you'd have to do is to fight so many people and win so many times until you get a shot at the belt. Unfortunately in this game it doesn't quite work like that: there are a few basic rules to getting title matches, but most title matches require that you're fight certain characters with other characters, with certain people either on or off your tag team.
    • Unlocking Characters: See Title Matches. In order to get certain characters, you're generally going to need to get title matches against them. For some characters, this is as easy as just beating up on people until you get your shot, however for most characters it involves having title matches as certain characters against certain characters. If one wanted character Y as a playable character, it isn't enough to play a title match against them, you have to be playing a title match against them as character Z. Not to mention there's the characters where you have to win X matches against them or LOSE X matches against them to get said character. And in the whole game, there's nothing like a hint system, a meter, or even in game dialog to let you know how close you're getting to your goal. Even the old arcade game Wrestlemania told you how many more matches you had until your title shots. Here you could conceivably fight and beat a hundred people and never get a title shot because you aren't fighting with the right tag partner in the right outfit and you didn't beat the right person the right amount of times.
    • The character strength and flexibility system may as well not exist. Basically, when you add muscle, you get less flexible and submissions do more damage. You get more flexible by escaping from submissions, which lessens the damage you take from those holds, however the damage system is so iffy in this game: rather than start out at 100 for optimum health and go down to zero for no health, damage gauges start out at around 50, and go up to 120+. Characters don't have visible stats or anything: beyond going up to each character in 2-Player Mode, and doing moves to random body parts until the numbers won't go up anymore, you have no way of knowing where or what a character's damage limit is. Nor is there a gauge or any set system for determining how flexible you are. You might be at 10% of your maximum flexibility, 80%, 100%, and you would never know, because there is nothing that indicates otherwise.
  • Soul Series:
    • Soulcalibur III:
      • Tales of Souls, the Story Mode, has forking paths in the form of a Gamebooks-style story. There is exactly one path each character can take to see the true ending, the paths are not the same between characters, and there is no way to know what path it is unless someone's already done it. Furthermore, each fight gets progressively harder as The Computer Is a Cheating Bastard, and you cannot lose until you have beaten Olcadan. Make even one mistake on the path and you have to start all over.
      • In Chronicles of the Sword, there are two pairs of enemy units (Jinkai and Xiaoxin, Feofan and Rudiger) that will join you after certain points in the story (and thus unlocking more clothing options for custom characters). However, you can only recruit one from each pair per playthrough, and it depends on who you defeated first. This is not alluded to in the game at all.
    • The various treasure chests while ascending the Tower of Lost Souls in Soulcalibur IV. The game does provide you with clues on how to open them, but many of the clues are so vague, and can apply to so much, that a guide is the only way to be sure of the requirement. Examples of such vague clues are "Use your ultimate attack without hesitation." This means to Critical Finish everyone on the stage, confusing because a CF isn't really an attack in and of itself, which is not obvious from the context. Then there are the clues that, even if you know what they mean, not much help is given in understanding how to accomplish them. Two clues on the same stage are "Become a shield to repel the blade" and "The best offense is a good defense." These mean that you should block 3 and 10 consecutive attacks respectively. There is no way that anyone would know how long to perform the required actions unless they were looking at the guide, as opposed to some other random amount.
  • Super Smash Bros. Melee:
    • Luigi had a very obscure and enigmatic unlock method. To unlock him, you had to cross the finish line in the first stage of Adventure Mode when there was a "2" in the ones-place of the timer (3:12.45 for instance) and then complete Adventure Mode. Good luck figuring that out without a guide. Fortunately, you can also do it by playing enough Versus matches, albeit several hundred of them.
    • There's a bunch of bonuses that you get for doing various things in single player and multiplayer, and doing all of them earns you the Diskun Trophy. While a lot of them can be gotten without even aiming for them, there are some that require doing things you wouldn't ever think of or that you know are dumb to do in the first place, such as Cuddly Bear (grab enemies at least 3 times, but never pummel or throw them), Button Holder (hold A or B for the entire match), the Poser Power and Poser KO duo (respectively, damage and kill an enemy with a taunt, something that can only be done by Luigi), Continuation (clear a match in a single player mode after using a continue), Butterfingers (miss most of your grabs), Shield Stupidity (break your own shield), and Hammer Throw (drop a hammer after picking it up, which requires you to be hit while using it and then press Z to drop it with frame-perfect timing).
  • The Tekken series is usually pretty good at averting this, but Tekken 2 contains a notable exception. To unlock Roger/Alex, you have to beat Stage 3 of Arcade Mode with less than 5% health remaining (you can tell if this happens because the announcer says "Great!") Do that, and in Round 4 you'll face Roger. From there beat Arcade Mode as normal.
  • WWF No Mercy had a feature where players could be a guest referee rather than a competitor. They neglected to include instructions in the manual on controlling a referee. Complicating things, the referee commands were done via the otherwise unused right arrow button. This was especially bad because players could end up having to guest referee during Championship Mode and then not know how to referee, thus making the match endless.


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