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Fighting Vipers 2 in Pirate Yakuza in Hawaii

· Games/Pirate Yakuza in Hawaii

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Fighting Vipers 2 in Pirate Yakuza in Hawaii All right, this is another one of the arcade games worth separating out, because you can keep winning fights and still wonder why the completion list isn't finished. The important part is which opponents you've beaten. Repeating the same route doesn't give you everybody. Where to play and what counts Use Fighting Vipers 2 at Anaconda Arcade in Honolulu. Your targets are twelve different defeated opponents out of thirteen possible opponents. The reputation milestones are: • Defeat 3 different opponents: 500. • Defeat 6: another 1,000. • Defeat 9: another 2,000. • Defeat 12: another 3,000. That's 6,500 reputation altogether. These are opponent types, not twelve wins against the same person, and not a requirement to win using twelve different playable characters. How to reach the different opponents Charlie and Emi come first. Your remaining health at branching fights determines the route: • Beat Emi above half health: Honey, then Picky. • Beat Emi below half health: Grace, then Raxel. • Bahn follows those branches. • Beat Bahn above half health: Sanman. • Beat Bahn below half health: Tokio, then Jane. • Beat Sanman above half health: Mahler. • Beat Sanman below half health: Jane. • B.M. is the normal final opponent. For optional secret boss Kuhn, reach and defeat Mahler before the overall timer exceeds 5:50, then satisfy either condition: finish Mahler above half health, or use a special wall-breaking knockout. Kuhn replaces the normal final fight. You don't need him for the twelve-opponent target. Don't aim for exactly 50%. Get clearly above or below it so you're not guessing at the boundary. Planning the runs I would keep a small checklist rather than try to remember every opponent afterward. Mark a name when you beat them, not when their introduction plays. For the low-health branches, get the opponent close to defeat before deliberately taking damage. Trying to control your health while they're still healthy makes the whole thing harder than it needs to be. If you're missing somebody, look at the branching fight immediately before them. That gives you something specific to work on instead of starting another run and hoping the lineup changes. In particular, check both the early Emi branch and the later Bahn/Sanman branches. One alternate run isn't automatically every alternate opponent. Fighting without overcomplicating it The basic commands are Punch, Kick and Guard, with combined-button attacks available. Check the cabinet's control display for your controller rather than assuming Majima's normal combat buttons apply here. I'd start with one fighter and learn a short, reliable attack sequence. Block the opponent's sequence, answer with something quick, and stop pressing buttons when your attack has clearly been blocked. Constantly changing characters makes it harder to tell whether you're improving or just getting a different matchup. Armor and walls are part of this game's fighting system. Armor can break, and opponents can be knocked through walls. There are also Super K.O.s capable of ending a match without the usual two-round victory. That doesn't mean you need to master every special finish to complete Pirate Yakuza's opponent milestones. For this particular checklist, consistent wins and deliberate route changes matter more than flashy finishes. Get the twelve names checked off first. Chase Kuhn afterward if you want the extra challenge.

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