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Lisbon Fury fighter guide: all ten opponents and how to beat them

A GUIDE TO WALLACE BROS: LISBON FURY ·

Two pixel-art fighters squaring up under neon signs on a Lisbon street at night, with VS between them and the words WALLACE BROS LISBON FURY above

The ten fights in Wallace Bros: Lisbon Fury get harder in a steady line, but not evenly. Some opponents are hard because they hit hard, some because they block, and Tom Barden because he does both. This guide gives each opponent’s numbers and how to beat them with either brother.

HOW DAMAGE WORKS

Every hit does the move’s base damage, multiplied by the attacker’s power and divided by the defender’s defence. The base damage of each move is:

MoveBase damageNotes
Jab6Fastest to come out and to recover
Kick11More reach than the jab
Sweep9Hits low and always knocks down
Air kick12An overhead, so it beats a crouching block
Haymaker (Benjamin)26Charges through attacks
Fire Fart (Joseph)34The brothers’ only projectile

A blocked hit does 14% of the attack’s damage before defence is counted, so even a blocked Haymaker does a little.

The special meter fills when you land hits and when you’re hit, and blocking fills it too. A blocked hit gives the blocker more meter than the attacker. If you spend a whole round blocking, expect the opponent’s special to come straight back at you.

THE BROTHERS

HealthPowerDefenceWalking speedAttack speedSpecial costs
Benjamin1241.41.20.760.82Half the meter
Joseph1000.840.921.381.2A little under half

Benjamin does about two-thirds more damage than Joseph and takes about a quarter less. Joseph’s advantage is speed, on his feet and with his hands, and that his special works from across the screen. Even with his higher base damage, a Fire Fart hits for less than a Haymaker once power is counted. If you’re new to the game, start with Benjamin.

HOW THE COMPUTER FIGHTS

Every opponent runs on the same logic, with different settings.

  • They only block when something is coming. An opponent blocks when one of your attacks is starting up within reach, or when a projectile gets close. They never stand there holding block. The block chance in the table below is how often they react in time.
  • They block high or low at random, about half and half. Against a blocker, mix your sweeps and air kicks rather than just kicking: whichever way they guess, one of the two gets through.
  • They step away if you get very close. Walk right up to them and they back off, which is a good moment to sweep.
  • They fire their special when they have the meter and you’re in range. Watch their meter bar. When it’s past half full, be ready to block.
  • They get a little sharper as you climb. Each rung of the ladder makes them react slightly faster and block slightly more.

THE LADDER

The “kicks to KO” columns are the number of clean, unblocked kicks it takes from a full health bar. The last column is how much of your health one of their specials takes.

#OpponentHealthBlocksKicks to KO (Benjamin / Joseph)Their special hits Benjamin / Joseph for
1Tuk-Tuk Rui8220%5 / 89 / 12
2The Alfama Ghost8627%5 / 911 / 15
3The Fishmonger10833%8 / 1316 / 21
4Fado Duarte9436%7 / 1112 / 16
5Tram 289637%7 / 1116 / 21
6Badge Zero-Nine10244%8 / 1318 / 23
7The Chemist9240%6 / 1013 / 17
8O Touro12636%10 / 1726 / 34
9The Underboss11256%9 / 1519 / 25
10The Blue Baron13659%11 / 1827 / 36

1. TUK-TUK RUI

The gentlest opponent on the ladder. He’s quick but light, and he rarely blocks. Use him to learn the timing of the sweep and the air kick. Two Haymakers or three Fire Farts finish him.

2. INES CARDOSO, THE ALFAMA GHOST

The fastest walker on the ladder, and one of the most likely to jump at you. Her Blade Flurry is a quick dash, but it doesn’t hurt much. Jabs catch her as she comes in. Against Joseph, she closes the distance faster than the Fire Fart can keep her out.

3. BRUNO SA, THE FISHMONGER

The first real wall. He’s slow but tough, so long fights are normal. His Cleaver Toss is a slow projectile you can block on reaction. Joseph’s game plan works best here: stay back, fire whenever the meter allows, and kick him as he walks in.

4. FADO DUARTE

He throws his Lament from further away than anyone else. It’s slow and wide, so it’s easier to jump over than to walk through. Close the distance and he has nothing special up close.

5. CARLA VAZ, TRAM 28

Her Live Rail is an electric burst all around her, so jumping in on top of her doesn’t avoid it. Don’t jump in on her when her meter is full. Let her waste it, then go in while she recovers.

6. NUNO PINTO, BADGE ZERO-NINE

The first opponent who blocks close to half of what you throw. Plain kicks start to feel useless here. Use the jab to test him, then sweep. If he starts crouching, go for the air kick.

7. SOFIA BRANDAO, THE CHEMIST

Her Azul Cloud covers more ground than any other attack in the game, and she uses her special more readily than anyone before her. She’s frail, though: six of Benjamin’s kicks or three Haymakers. Be aggressive and don’t give her time to build meter.

8. VITOR ALVES, O TOURO

The toughest body on the ladder. His Bull Charge can’t be interrupted, and it takes about a fifth of Benjamin’s health or a third of Joseph’s. He’s the slowest opponent on the ladder, though, and he hardly ever jumps. Sweep him, then back off while he’s down. Joseph can beat him almost entirely from range.

9. JEFFREY THOMPSON, THE UNDERBOSS

He reacts quicker than anyone else so far and blocks more than half of what you throw. His Silencer is the fastest projectile in the game, too fast to react to from close range, so block when his meter is full. This is where high-low mixing stops being optional.

10. TOM BARDEN, THE BLUE BARON

He has the most health, the fastest reactions, the highest block rate and the fastest dash, and his Blue Rush hits as hard as O Touro’s charge. Three Rushes knock Joseph out from a full health bar.

  • With Benjamin: don’t swap specials with him. Block his Rush, then punish while he recovers. Save your Haymaker for when he has just used his meter.
  • With Joseph: keep the distance and fire the Fire Fart every time you can. Barden blocks projectiles more than anyone, but every blocked fart still chips him a little. Win on time if you have to: the round goes to whoever has more health when the clock runs out.

SCORING

Each round you win is worth 1,000 points plus 10 for every point of health you have left, and each fight you win adds 2,000. Winning a round with most of your health left is worth almost twice as much as winning it on your last sliver. For a high score, beat the early opponents cleanly rather than quickly.


▶ PLAY WALLACE BROS: LISBON FURY

The controls, the story so far and how the game was made are on the Wallace Bros: Lisbon Fury page.

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