Pinball FX2 (Xbox 360) achievements

Pinball FX2 (Xbox 360)

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There are a maximum of 100 Pinball FX2 (Xbox 360) achievements (0 without DLC) worth 10,702 (2,200)

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Achievement Details

Talented Fighter in Pinball FX2 (Xbox 360)

Talented Fighter108 (15)

Win a Fight on the Street Fighter II! (Single player only)

  • Unlocked by 428 tracked gamers (3% - TA Ratio = 7.17) 14,484  

Achievement Guide for Talented Fighter

Hoofy Rogers
190,419 (101,060)
Hoofy Rogers
Achievement won on 02 Jan 11
TA Score for this game: 9,252
Posted on 02 January 11 at 15:21, Edited on 28 January 11 at 23:28
This solution has 34 positive votes and 0 negative votes. Please log in to vote.
To get this achievement you are aiming to complete the "FIGHT!" mode as listed in the "Rule Sheet" section of the "Help & Options". I will post the exact mode description, as written in the game, in the comments section of this guide for those who are unable to find it.
You only need to win a fight with one of the 4 fighters mentioned in this guide (Chun-Li, Ryu, Ken or Guile).

1st: How to start a "FIGHT!" mode.

Each of the fighters that you can see on the middle of the table have 4 flashing lights which correspond to what combo you are at. To start a mode you must hit 4 ramps/orbits in a specific order and within a fair amount of time which will light all 4 lights. Each fighter is different and there appears to be more than 1 combo order for certain players.

2nd: The Ramps/Orbits.

I will number each ramp/orbit for ease of reference. At this stage I have not found any combination involving anything other than the 4 easy to hit ramps/orbits. From left to right:

1: Left orbit with POLICE written on it and a Chun-Li spinner
2: Left ramp with AKUMA written in front of it and a model Akuma standing on top
3: Right mini orbit with CHARGE written in front of it and triggers the Blanka animation when hit.
4: Right orbit with POLICE written on/in front of it

For 1 & 4 to count the ball must travel from one and come out the other; Going through the bumpers and coming out the middle doesn't count as a combo.
3 registers a combo when Blanka animates even if the ball doesn't make the whole orbit; In unfortunate circumstances this can result in it animating twice and killing a combo.
The wrong ramp hit during a chain is literally a combo-breaker and will either reset the combo completely or start a new combo. Taking too long will also result in the combo going back 1 step (Not sure on the time although I think the allotted time gets shorter at the tail end of the combo).

3: The Combo's. (Work in Progress)

To start the mode, complete one of the following combinations and then sink the ball in whichever lockhole appears and flashes when completed

Chun Li: 4 - 4 - 1 - 4 (Recommended)
Guile: 4 - 3 - 2 - 4
Ken: 4 - 2 - 3 - 1
Ryu: 1 - 1 - 2 - 1

(Thanks to "Pink Predalien" for the Ryu combo)

4: The "FIGHT!"

This is, as expected, a fight between 2 SF characters. You play as whichever character combo you completed and spar off against a certain character depending on which combo you completed.
Each player has 20hp represented by the number of lights below each flipper. To reduce your opponents HP and win the mode you must hit any of the 4 mentioned ramps while avoiding all targets and the bumpers which reduce your own HP.
Each standard hit inflicts 2 damage while a hit into a specially opened side lock-hole inflicts 6+ damage to your opponent. There's no time limit to this mode.

This mode isn't as hard as it seems and if your careful and in control of your shots you shouldn't have much trouble with this.
Please ask any questions you might have in case I missed anything. I will be coming back and filling in the combo list when I figure the blimmin' things out.

Hope this guide helps and good luck with the achievement!
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