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Characters with a low recovery stat (Victor in particular) take longer to swing & throw weapons. Increasing this stat allows characters to speed up weapon usage.
Amy's shoulder throw may not really be all that damaging. But any enemy thrown will knock down any foe in their path until it touches the ground, then it will explode and bounce once again. This makes the Squid boss fight ridiculously easy!
Victor's charged punch, once you max out the recovery stat, is easily the deadliest move in the game provided you get the spacing and the timing right! It obliterates weak enemies and launches stronger foes far away. Don't grab weapons with Victor and charge punch them instead to launch them at foes with improved speed and range!
The Throw stat cannot be increased during runs and Amy is the only character who has this stat maxed out. A silly detail though is the fact that if you use the terminal cheat code that maxes out all character stats, every character can use the charged shoulder throw, which pretty much turns enemies you toss into molotov cocktails.
Don't use Jay's Super Piledriver to finish off Boomers or the Campanella's UFOs. Jay will take damage since these two explode immediately after hitting the ground!
This is perhaps the only beat em up I've ever played where any character's standing attacks can hit grounded enemies. This also goes for enemies as well, so if you're knocked down while you're being ganged upon by enemies (aliens love to do this!), you're pretty much done for unless you can roll to safety.
Take out the Mermen and the Werewolves as soon as possible. The Mermen's standing attack does come out faster than most enemies and can easily stunlock you to death. The werewolves' pounce attack is much harder to deal with than you might think when facing them in groups.
Aside from allowing you to get up faster after a knockdown, the Recovery stat also affects the ammount of time needed to prepare each character's charge attack. This means the higher the stat, the less time is needed to hold the respective button to ready a charge attack. This applies to each character's charging punch, Jay's Super Piledriver and Amy's shoulder throw.
A useful "opening play" in survival is to position yourself at the center top before the round starts, then double-tap down repeatedly as soon as the enemies appear. Moving down forces all of the projectile attacks to come out and dodges them, while setting you up at the bottom to handle melee as the mermen(usually the fastest ones) close in.
You can cancel the wakeup by attacking while enemies are down, with no additional danger. This means that you can crowd control reliably by throwing an enemy into the group, then advancing on them and going right into a combo. If you need to reposition to escape, use the suplex instead of the throw.
The vanilla melee enemies pose absolutely no threat if they are by themselves, because you can stay in the bottom left or right corner and spam punch and they will never get behind you, use other attacks or take priority over your hitbox, as would happen if you tried this in an arcade brawler like Final Fight. This changes once there are projectiles, charge or jump attacks in play; in that case you have to also use an escape or counter - jump kick, throw, suplex, or desperation are the main options to become familiar with.
Fist Hell has no punish on enemy wakeup! For those who don't know brawlers, the wakeup is when an enemy gets up after being knocked down, and in most arcade brawlers, staying near a wakeup is hard-punished by the AI immediately attacking with priority over you. The absence of this punish makes it very easy to loop a knockdown into an infinite. It's the better, more controlled option to cancel your combos and prevent a knockdown from taking place, because then you don't have to reposition and can usually get a faster kill, but you can still be very effective if you allow them to finish.
In this game, you can cancel the five-hit combo slightly faster by moving up or down for a few frames instead of waiting. Cancels do pose more risks when other enemies are approaching so in some cases it may be more beneficial to slow down the tempo of the combo and let it bleed into the oncoming enemy's hitbox instead of trying to cancel it.