Despite being named after the cartoon involving Daffy Duck and martial arts, there aren't really many references to that cartoon in this game...or any of the cartoons the worlds are named after, for that matter.
Assault and Peppered - Scene 1
Unlike the other worlds in the game, you don't attack with your gun in World 4. Instead, you attack with a kick while standing, a karate chop while crouching and a jump kick in mid-air. You also somersault when you jump. Amazingly, all of the power-ups still work the same way. However, you can get your range back. If you pick up a green six-pointed star like you would any of the other power-ups in the game, you'll be able to throw that and get some range back.
The spiky orange turtles cannot be damaged and do not count towards the enemy quota for each section. You're better off avoiding them, anyway. If they see you, they will stop, duck into their shells and quiver. This will make it easier to jump over them.
The red ninjas that climb on the handholds can throw shurikens at you if you get too close. It's best to attack him when he turns his back, especially with the star.
The robots that move back and forth will attack with karate chops that shake the screen. Those karate chops also block the stars, so hit him from a distance if you have them.
The armored guards with the spiky helmets are invincible and do not count towards the enemy quota.
The copper pots serve as the projectile spitters for World 4.
Assault and Peppered - Scene 2
The enemies with the buck teeth and the cone hats stand in place and karate chop. Time your star throws so that they don't bounce off their karate chops.
The wolf martial artists move quickly and turn into a tornado to block attacks, but they stop to look around every once in a while before they start moving again. Use that break as an opportunity to attack.
Assault and Peppered - Scene 3
Go up at the start to get the star; you're going to need it here.
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