Originally posted by: bearcat-doug
Originally posted by: arch_8ngel
That is nuts.
Also, I'm guessing for maximum points, you want to open with spin kicks, get in some punches short of a knock-down, and finish off with a spin kick, right?
Seems like there is probably room to eek out a few extra points per enemy that way, depending on how the HP math works out.
I honestly just stick with the spin kicks.
The regular kicks/punches are only worth 10 points so they don't really help your overall score that much. If you use punches, you're running the risk of going into the hair grab when they are stunned and not having a chance to finish them off with the spin kick. You can technically chip away at the enemies using the standard back kick without killing them, but since there's no timer the TG rules consider that point racking and it's forbidden.
Think of how many enemies there are in the entire game.
An extra punch, here and there, will make a difference when they all add up.
I'll have to study the knock-down mechanics, but in the first couple of levels a Williams should go down from a Cyclone + Punch/Kick, or 2 cyclones --> obvious the two cyclones is better.
A Roper on the other hand will absorbe Cyclone + Punch + Cyclone for 1010 pts each.
Most enemies, over the course of the game will absorb at least that much extra damage.
Implying that optimally, you can goose your score by at least 1%- 2% -- in your case 1500 - 3000 pts extra
(i.e. the distance between you and the WR)
For some of the bosses if you can survive all cyclone kicks instead of needing uppercuts and knees, the difference is even bigger, based on a quick look at the math.
EDIT: nevermind
looks like the punch mechanics won't lead to a knock down 1-punch-at-a-time just like the kicks you mention...