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Infinite

Don Flamenco's infinite in the NES

An infinite is a tactic that certain fighters have in the NES and Wii Punch-Out!! games. These are combos that will last until the opponent is knocked down. In the NES game, Von Kaiser and the first Don Flamenco have infinites. In the Wii game, every opponent except Doc Louis, Bear Hugger, Aran Ryan, Soda Popinski, Bald Bull, and Donkey Kong have infinites.

List of infinites in Punch-Out!! (NES)[]

Von Kaiser[]

After he misses a Right Uppercut, alternate left and right punches. The stun will last until he gets knocked down; however, it is much faster to simply counter the uppercut and TKO him with the Instant Knockdown.

Don Flamenco[]

  • After dodging a Flamenco Punch, alternate left and right blows to his head. If done correctly, he will never recover from the stun until he's knocked down

List of infinites in Punch-Out!! (Wii)[]

Glass Joe[]

From the start of his Title Defense fight, do a left hook on his taunt to get a star, then immediately use it to knock his headgear into the air. Either do a four or five-jab combination, hook him with the opposite hand the last jab was used to earn a star, immediately use the star to knock his headgear again, and repeat. If Mac misses a Star Punch or Joe gets knocked down, countering his attacks can give Mac a star to perform the infinite again.

Von Kaiser[]

It is possible to keep forcing Von Kaiser to dodge by using three punches, waiting a bit, then countering the dodge and repeating the cycle. This method can be used to earn three stars quickly.

In his Title Defense fight, use a star punch when he's in the middle of the ring. When he dodges it, immediately jab him to the side he's on. Wait till he comes back to the center of the ring (or hook him immediately when he is reeling and delay the star punch slightly), and then repeat. This infinite, although functional, is horribly slow.

Disco Kid[]

At the start of his Title Defense fight, attempt to punch him to provoke him to punch. Evade the punch, complete the stun, and right when he comes back from being knocked back, attempt to punch, and he'll proceed to punch, again.

King Hippo[]

Counter the ear clap, and as soon as he jumps back to the middle of the mat, use the Star Punch to hit him, This will prompt him to use his ear clap combo again. Repeat the process for an infinite.

Piston Hondo[]

Throwing a punch just before the Bow taunt causes him to drop his guard. Right jabs keep his guard dropped longer, allowing a glitched infinite that can be done by using only right jabs when his guard drops. In Title Defense, trying to cancel his jab on the first frame possible will cause him to throw a glitched jab, which can be blocked and countered with right jabs for another glitched infinite.

Great Tiger[]

After dodging the Rushing Magic Attack, stun him, and after the stun ends, immediately punch him. The timing for hitting him infinitely is strict.

Don Flamenco[]

After finishing a stun combo, countering a punch, or punching him while he has lost his toupee, alternate a delayed jab and a delayed hook, continually hitting him until knocking him down. If the stun finishes with a jab, the trick has to be started with a hook; if the stun finishes with a hook, the trick has to be started with a jab instead. The trick only works with alternate punches; for example, finishing a stun with a right jab requires Mac to use a delayed left hook, followed by a delayed right jab, and so on. The infinite trick is slightly different in Title Defense mode. Here, alternate two delayed jabs and a delayed hook, continually hitting him until knocking him down. If knocked back with a hook, Mac needs to hit him with a jab from the opposite side he first punched Don in. With a jab, Mac can use an opposite side jab or hook. From that point onward, Mac has to alternate between two delayed jabs and a delayed hook (depending on what side Don Flamenco is hit on).

Super Macho Man[]

After Super Macho Man finishes his Triple Clothesline, land 8 punches in a combo. When he leans to one side, land an opposite jab and he will twirl to the other side. When this happens land another opposite jab. Continue this pattern to knock him down. This trick does not work in Title Defense.

Mr. Sandman[]

Dodge his last uppercut early in his Dreamland Express, then counter. This time, he'll be stunned infinitely until the player either knocks him down or jabs him out of the stun if they dodge early enough. This will not work in Title Defense, but one can do an infinite by continually missing a jab while he is reeling from a hook to force him to use his counter hooks, which can be dodged and countered for more punches (this will not work if the stun starts with a hook).

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