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The boutchannel presents: Final Fight ㅡ Subway Station Final Fight's Subway Station stage plunges Metro City's memoirs into a claustrophobic, neon-lit corridor where echoing train screeches and flickering signs frame an emblematic test of reflex and spatial acumen. Guy's speed and wall maneuvers become paramount in this arc, where measured movement and disciplined timing convert apparent chaos into controlled advantage. There's narrow aisles, swinging doors, and train cars create chokepoints that reward lateral control and rapid repositioning. 0:00 Start 0:09 Teaser (0:09–0:36) 0:36 Channel Intro (0:36–1:01) 1:01 Stage Start — Guy's Unique Move 1:12 Train Car Skirmish — Drumcans & Barrels 2:56 Packed Interior — Herding Clusters 4:20 Mid-Train — AXL and His Gang 6:07 Andore Charge — Bait & Counter 6:52 Sewer Exit — BBQ & Pickup 8:18 Sodom Showdown — Ring Positioning 9:08 Closing (9:08–9:34) The stage opens with scattered skirmishes that emphasize pacing over brute force. Enemies like Jakes, Slashes, Sid and El Gado appear in staggered waves, using the terrain to mask their approach. Break the drumcans and barrels when found; these destructible props frequently contain BBQ or knives that restore health or extend reach, shaping the flow of subsequent fights. Treat each pickup as an investment toward surviving the Subway's heavier encounters. Train interiors transition the confrontation into tighter quarters where opponents cluster and hazards multiply. Herd packs into compact formations and execute quick grab-to-throw sequences to redistribute foes away from doorways. Avoid hasty multi-hits; focus on hit-and-run bursts, then reposition. Guy's off-the-wall kick and jump-drop combo excel here: the former clears wide threats when walls are present, while the latter finishes isolated aggressors with minimal vulnerability. Sewer exits and ring segues intensify tempo by introducing tougher charges like Andore and heavier hitters that punish overcommitment. Read enemy tells: charged runs create brief invulnerability frames and must be baited or interrupted with a special at the precise moment. For Guy, leveraging speed to dodge then counter with a rapid combo preserves health and builds momentum for the boss phase. Sodom boss showdownㅡyet, Sodom's encounter refocuses the arc toward an emblematic duel. He cycles invulnerability with aggressive charges and sword swings; patience is paramount. Time specials to intersect with his vulnerable run frames, and avoid arming non-Guy fighters with sword pickups that provoke risk. In the ring, spacing and well-timed counters decide the outcome far more than reckless offense. Narratively, the Subway amplifies Metro City's sense of decay and contested territory, reinforcing the game's legacy of relentless conflict and rescue. Guy's role here is about conserving momentum as much as direct confrontation; his Bushin training favors precision strikes and spatial mastery, turning narrow platforms into opportunities for decisive arcs in combat performance. Thank you for joining us through Final Fight — Subway Station. Converting small victories into sustained progress across the campaign. 🎮 Full Playlist → • Final Fight (Arcade Gameplay, "Guy", stg.1... 🎁 Bonus Video → • Captain Commando (Arcade Gameplay, "Mack t... 🥇 Free Ultimate PDF Guide → https://bit.ly/fnf1989 🤳 Instagram → @boutchannel 📲 TikTok → @boutchannel Release: December 1, 1989 Developer: Capcom Publishers: Capcom, Ubisoft, Sega, U.S. Gold Ltd. Producer: Yoshiki Okamoto Designers: Akira Nishitani (Nin-Nin), Akira Yasuda (Akiman) Artist: Akira Yasuda Composers: Manami Matsumae, Yoshihiro Sakaguchi, Yasuaki Fujita, Hiromitsu Takaoka, Yoko Shimomura, Junko Tamiya, Harumi Fujita Series: Final Fight Rating: Everyone (ESRB) Game Modes: Single Player, Up to 2 Players Cooperatively Genres: Action, Brawler, Side-scrolling, Beat 'em up Arcade, Super Nintendo Entertainment System, Amiga, Atari ST, Commodore 64, ZX Spectrum, Amstrad CPC, Sharp X68000, Game Boy Advance, Wii U, PlayStation 2, PlayStation Portable, Xbox, iPhone, PC The game was acclaimed by critics. Mega magazine compared the Mega CD version of the game and placed it top of their list of the best Mega CD games of all time. The four reviewers of Electronic Gaming Monthly declared it a strong conversion of a game with "solid fighting action", although two of them also commented that "the necessity of the CD is questionable at best." On release of the Game Boy Advance version of the game, Famitsu magazine scored it a 31 out of 40. Note: Please do not re-upload our videos without prior and full authorization directly from this channel. The only email we use is entered in ‘about, channel details’. Contact us and let's discuss the matter; otherwise we will remove all replicas spread on the YouTube platform. Thank you for your understanding. #finalfight #gameplay #gaming @theboutchannel