Def Jam: Fight for NY - KO/Fighting Style FAQ

Def Jam: Fight for NY
aka Def Jam Vendetta 2
PS2 General FAQ/Knockout FAQ
by KidVicious
29 September 2004

This FAQ is to better teach people how to use the different fighting styles 
properly, and give them options as to how they can be used against other 
styles.  This FAQ is made for PS2, so X-Box owners, feel free to convert 
button assignments as necessary to your system.  This FAQ was made by Kellen 
Neal for GameFaqs and IGN.  Do NOT plagiarize my work. If you want access to 
post of copy it, email me at kidvicious@gmail.com.

Styles index
1.0 - Tips
1.1 - Street Fighting
1.2 - Kickboxing
1.3 - Martial Arts
1.4 - Wrestling
1.5 - Submissions

1.0  Tips
This is what you need to read if you're having problems with the A.I. 
countering your every move, or understanding the flow of the game.

-To use a weapon, walk over to the person holding it, or the area on which it 
is rested, your character will automatically pick it up.  Once you pick it up, 
the punch and kick buttons will attack with the weapon.  Kick executes a 
sideways/horizontal attack, and punch executes an overhead/vertical attack.  
Weapon shots can not be blocked, but they CAN be countered.

-Countering an attack with forward + Block takes really good timing.  Tap the 
two in sequence as the punch/kick/object is right about to hit you.  If you do 
it too early, or too late, you will be hit.  Some people have moves that fake 
a kick or punch beforehand.  Be mindful of that when you play in story mode.

Commands for the different styles are as follows:
Grapple - X
Wrestlers' Turn Around- X, then L2
Martial Artists' Reflect move - Run to a wall, and hold Triangle or Square as 
you reach the wall
Kickboxers' Clinch - Grapple, or strong grapple immediately execute clinches
Street Fighters' Haymaker - L1 + Punch

Generic KO's are obtained from:
	-Weapon attacks
	-Double team moves
	-Environment attacks

*While the crowd members can hit you with weapons, they can NOT KO you. 

-In story mode, the computer enjoys running attacks at the very start of the 
match, be wary of this, and you can gain an early advantage in the fight.

-The following procedures will lead to the computer countering you 
	-Running patterns
	-Doing the same attack/grapple combos repeatedly
	-Running away

1.1	Street Fighting
-KO Options: 
"Haymaker"-L1 + Punch,  
Running punch (at very low health),  
Strong punch grapple
-Playing as:  The punch button is your friend.  If you're focused as a Street 
Fighter, jack up your toughness and Upper body stats and rush the opponent 
with punches.  You can throw in the occasional grapples, but they're really 
not that useful, except to whittle away the life bar.  Try not to throw the 
haymaker too often, because with its delay it can, and will be countered.    
Safest bet is the Strong grapple + punch, plus it looks nice, depending on 
your style/mixture.

-Playing against: Counter often.  Give the opponent as little chance to strike 
or grapple you as possible.  Do this early, and you run a much greater chance 
of keeping your opponent from rushing to KO you.  Obviously with so many 
offensive options, a strong defense is almost mandatory.

1.2	Kickboxing
-KO Options: Clinch grapple (Attack with punch and kick for pure kickboxers, 
strictly kicks for cross-trained) 

-Playing as:  It's really, really easy to peel away the opponent's life bar 
with clinches, however, the opponent can counter/escape from any of the 
attacks.  Weak grapples give you two attacks max, and strong grapples give you 
seven attacks plus a knockout shot if you complete it.   You will usually not 
make it all the way to the end,.however, if you are cross-trained in another 
art, the punch commands correlate to the other strong grapple options, (i.e.  
a Kickboxer/wrestler can use the strong clinch to do 6 quick knee strikes and 
then a powerbomb/whatever strong grapple attack they may have)  This also 
works for Submission artists, as the knees are targeted specifically by the 
direction used with the kick button.  (Up-head, left/right-hip strikes, down-

-Playing against: the most important factor obviously, is that clinch.  
Concentrate on escaping the grapples and counter attacking.  Kickboxers get a 
quick bonus to speed, so be mindful that you have a smaller window of 
opportunity.   Watch out when escaping the clinch, because there's a chance 
you will get out of it dizzy.  You can take a few hits, but the clinch is 
really important to avoid.

1.3	Martial Arts
-KO Options:  "Reflect attacks" - Run towards a wall or tall object and hold 
the punch or kick button as you get to the wall. 

-Playing as:  Offensively, they're really not that special, and the reflect 
attacks aren't that great unless you know you can bait your opponent into 
it... but chances are it's not gonna happen.

Playing against:  A pure martial artist will be most likely to use the 
environment as an offensive strategy.  Their speed is more than enough to 
defensively outmaneuver you, so keep them close, and don't let them 
run and grab weapons.  Their strong attacks can sometimes lead to large combos 
as well, or set up big environmental damage. 

Martial Arts hybrids, however, tend to take the benefits of the other fighting 
style, and make it much faster.  Watch for Martial Arts/Street Fighters to 
take advantage of a quicker haymaker at any given opportunity.

1.4	Wrestling
-KO Options: Strong Grapples primarily
-Also:  Wrestlers have the ability to perform back grapples also, by 
grappling, and pressing L2.  

Playing as:  Land strong grapples often, mix up with punches and kicks, and 
try to hit that big move.  Be warned though, that not ALL strong grapple moves 
are knockouts.  Some are, and some aren't, but you should be able to tell 
which is which.  

Playing against.  Wrestlers have a lot of upper body power, stay out of throw 
range, and see about making them kick a little bit.    With their shortened 
range, you can probably go and grab a weapon without much problem.  

1.5	Submissions
-KO Options: Submission maneuvers
-Also:  Non-submission grapples and other attacks can lower limb/part damage.

Playing as:  You're going to be forced to grapple as much as possible to get 
the submission, other than that, you're on your own with weapons and strikes.  
Make the opponent block, rather than counter your stirkes.  Try to mix them up 
as much as possible.

Playing against:  Watch your limb damage meters, and be prepared to tap 
buttons as fast as you can if you get caught in a submission.  Make the 
submission option as tedious as possible for the opponent.  

IGN message boards, for being the spam-filled noobfest that it is
EA for making an awesome game
And me, for playing it way too much.

Copyright 2004 - Kellen Neal