Final Fight 2 Walkthrought

Final Fight 2

Think you know Final Fight II inside out? Perfect—let’s cut the fluff and get straight to the route, the timing, and the tiny clutch moments. This is Capcom’s street brawler where every step, every grab window, and the exact second you cash a chunk of your lifebar for a Special actually matters. Below is a hands-on SNES walkthrough: where to head, what to smash, when to save health, and how not to tilt on the boss. Need a quick refresher on combos and move mechanics? Swing by /gameplay/—we’ll walk you through the stages, hand in hand.

Hong Kong — a no-mistakes opener

Right after the neon alley, crack the first barrels—one’s almost always got an apple, the other a knife. Don’t rush the throw: let it fly only when two or three enemies are on-screen so the blade tags multiple on the pass-through. The first “corridor” is narrow—use it: funnel the mob into a line, force a grab, then shoulder toss. The running attack is safe on loners, but when it’s a swarm, lead with a jump kick, then snap straight into a grab.

The lantern-lit market looks cozy but it’s a knife-guy haven. Don’t scrap at the edges where they can pinch you on the diagonal. Take two or three steps back, string them in a straight line, jump in, then chain punches into a clean knockdown. Save your Special (Attack + Jump) for the wave with three beefy bruisers—you’ll break the clamp without burning a continue.

Just before the boss there’s a storefront with food—don’t smash it early. Clear the wave, lure the boss closer, and only grab the turkey when you’re in the red. The boss is hefty with big, arcing swings. Don’t face-check: approach slightly off-axis, tap 1–2 hits, micro-step back. His burst is readable—once the shoulder twitches forward, slip out on the diagonal and catch the return in a grab. In co-op, one player handles adds while the other “orbits” the boss landing side hits; don’t stack on one line—Final Fight II still has friendly fire.

France — riverwalks and shopfronts

The route winds through cafés and tight sidewalks. Glass and signage aren’t just dressing: a turkey often hides behind a window, but check only once the screen “locks” with a spawn barrier. Enemy acrobats (fast, love to backstab) get blown up by a short jump-in knee and instant pivot into a grab. See two pipe thugs? Disarm the closer one first: the pipe rules neutral here—“hit–hit–pause–hit” keeps range and stuffs slides.

The squeeze “accordion alley” with a chain of doors—careful: pairs spill out and immediately pincer. Step back, aggro the first door, meet with a jump, roll to the far wall so both groups stretch into a line. Don’t rush the Special—the goal here is to protect health, not to nuke the pack for style points.

The boss is quick and loves kick strings. Don’t jump at him head-on. Use a pattern: half-step to bait startup, answer with two hits, then back off. By the wall you can loop him—grab, back throw, catch the wake-up line, short chain, repeat. In co-op, hold corners: one keeps the clinch, the other steps in by half a body for side taps—don’t cross axes or you’ll stun each other.

Netherlands — canals and slippery spots

The opening is flat, then the “icy” floor segments and choke bridges kick in. Don’t rush: on the slide, the crowd drifts sideways and boxes you in. Play stop-and-go—two steps, stop, wait for the lunge, counter. Versus paired big guys, don’t get greedy with long chain starters—they often armor into a shoulder. Ideal flow: jump-in, instant grab, two hits, throw into the pack to chip everyone’s lifebar.

There’s a stretch with barrels by the edge—inside you’ll find either a knife or food. If you’re in green-yellow health, leave them until the screen locks; the game sometimes dumps a nasty wave right before a mini-boss. The mini-boss is slow but grabs on contact. Don’t clinch face-to-face: use “inch in—poke—step out” to stuff his grab attempts. Three to four cycles and he drops with no risk.

England — pub, rain, and the elevator

The pub section is a perfect place to build momentum. Tons of bottles and pipes—grab a pipe and don’t let enemies “wake up.” Watch the window: there’s often a turkey on the final table—only take it when the screen is quiet. Then comes the elevator. Golden rule—don’t stand mid. Hug a side wall to cut angles, and your jump attack will usually land first. If the lift opens to a floor with tough punks plus knifers, pop your Special immediately so you don’t get sandwich-locked.

The boss loves a rushing shoulder. Bait with fake approaches: arc in like you’re committing, he fires, you slip out diagonally and answer with a string. Don’t trade by the wall: after a knockdown he has a near-instant punish on wake. In co-op, one player holds mid-range and baits the charge, the other covers and clips his back with 2–3 safe hits—no greed.

Italy — narrow alleys and piazzas

This is where most players burn continues. The path snakes with lots of “pockets” where enemies force clinches. Move deliberately: step—stop—check your flanks. At the first fountain square, don’t smash every urn: one almost always has food—leave it for a “second pass” when the camera scrolls back. Against pairs with long diagonal pokes, a deep jump-in saves the day—aim so your heel grazes, then snap straight into a grab.

There’s a corridor with three waves before the boss. On wave two, two weapon guys show—disarm them and leave the weapon on the floor; it won’t despawn before the boss, and opening with a pipe makes the start way safer. The boss is readable but punishes greed: max two hits, micro-pause, two more. In the red, it’s fine to cash the Special if he’s point-blank and adds are arriving—you’ll avoid losing the whole bar to a random grab.

Japan — dojo and finale

The tatami hall is a nerve check. Sliding panels spit pairs fast with almost no telegraph. Don’t pop every door at once: move half a screen, lock the first wave, clear it, then inch forward. In the lantern courtyard there’s usually hidden food—check the urn by the right post, but only after spawns stop.

Before the stairs to the main hall you get a “pain corridor”: mixed enemy types—one loves throws, the other slide-kicks into quick stand. The cure is discipline. Two targets on-screen is already a lot. Drop the first, sidestep half a step, don’t let the second line up with you. In co-op, agree on lanes: left player holds left, right holds right—cross only to save a partner.

The final showdown with the gang leader isn’t about raw DPS—it’s about control. He’s dangerous with contact grabs and a sudden rush that kills your tempo. Stick to a hit–wait rhythm: two hits, step back, bait the rush, counter with a jump, land into a grab, then shoulder toss. Don’t hard-corner him—off the wall he steals turns with a cheap jab. If you’re deep in the red and a turkey is nearby, don’t hesitate to dump a Special to clear space, then snap up the heal while his animation “covers” you.

Saving lives and co-op

In Final Fight II, save your continues for Japan. If Italy starts going south, it’s worth sacrificing one life for a clean run at the final duo of stages—it’s better value than dragging a red bar and losing two anyway. In co-op, define roles out loud: one kites the boss, the other trims incoming adds. Don’t share a lane; don’t jump in together—friendly fire can erase half a bar out of nowhere.

Last but clutch tip for your Final Fight II run: don’t break every barrel and window on sight. The game loves to plant food right before bosses—stash spots you leave untouched can bail you out of a bad squeeze. And if you want to dig into Mad Gear and the crew—Mike Haggar, Maki Genryusai, and Carlos Miyamoto are waiting at /history/. You know the drill: Final Fight II is discipline and cold blood. Nail three steps in a row—and any arena is yours.

Final Fight 2 Walkthrought Video


© 2025 - Final Fight 2 Online. Information about the game and the source code are taken from open sources.
RUS