The Thrill of the Fight

The Thrill of the Fight

jrh724 May 5, 2018 @ 3:50pm
How do you knock down opponents?
I recently bought the game, boy is it fun and a good to work out! It’s great! My only issue is, is that I keep getting knocked out with such ease, meanwhile I’m tiring myself out by constantly wailing at my opponent and it’s like he barely takes any damage. He bleeds and what not, but he never seems to fall down. I’m not sure if I’m doing something wrong, but I just want to make sure because I’m really enjoying the game.

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Showing 1-9 of 9 comments
Ian (Sealost)  [developer] May 5, 2018 @ 4:23pm 
Hello! I'm glad to hear you're enjoying the game!

TotF favors quality over quantity. You'll want to pace yourself and land solid hits that really count. Check out the practice dummy in the gym and aim for the marked weak points. Don't worry too much about the force result you see, as the game will adjust itself based on how hard it sees you hitting for. Just know that your hard hits will count as hard hits (even if they're lighter than what another player would be able to do) and your light hits count as light hits.

You can down opponents by landing repeated hard hits, but it's hard to do without leaving yourself open. If you land a good hit, watch their face to see if you've dizzied them, and try to follow up to secure the knockdown. If you don't get it quickly, you may want to back off so you don't overextend.

When you nail a weak point, you'll hear them grunt (like the dummy does). Those weak point hits are key to getting one-hit knockdowns and having a chance at keeping your opponent down for the count.

The opponents can't hit harder than you do, but they do tend to hit hard with almost every hit they land to make up for not being able to land as many hits as the player can.

I hope that helps! Please feel free to ask me any questions or let me know any feedback you might have. Thanks!
jrh724 May 5, 2018 @ 4:41pm 
Originally posted by fyiandev:
Hello! I'm glad to hear you're enjoying the game!

TotF favors quality over quantity. You'll want to pace yourself and land solid hits that really count. Check out the practice dummy in the gym and aim for the marked weak points. Don't worry too much about the force result you see, as the game will adjust itself based on how hard it sees you hitting for. Just know that your hard hits will count as hard hits (even if they're lighter than what another player would be able to do) and your light hits count as light hits.

You can down opponents by landing repeated hard hits, but it's hard to do without leaving yourself open. If you land a good hit, watch their face to see if you've dizzied them, and try to follow up to secure the knockdown. If you don't get it quickly, you may want to back off so you don't overextend.

When you nail a weak point, you'll hear them grunt (like the dummy does). Those weak point hits are key to getting one-hit knockdowns and having a chance at keeping your opponent down for the count.

The opponents can't hit harder than you do, but they do tend to hit hard with almost every hit they land to make up for not being able to land as many hits as the player can.

I hope that helps! Please feel free to ask me any questions or let me know any feedback you might have. Thanks!

Hey! I was able to take out Ugly Joe in a TKO, after a bit. I guess it just comes with you over time! Thanks for the insight I’ll be sure to take a closer look and be more strategic while in-game. Thanks a ton!
This game is awesome because it rewards fundamentals. Look up some basic boxing technique on youtube, shadow box without vr and practice the 1-2 (jab, straight). You start flowing with the 1-2 you have the beginning of a tool that can stun and KO in the game.

Then, start youtubing "boxing slip for beginners" and discover slipping punches, doing that with a counter can do serious damage quickly.
oisin May 23, 2018 @ 9:34pm 
Originally posted by Leet SKillz I Haz Dem:
This game is awesome because it rewards fundamentals. Look up some basic boxing technique on youtube, shadow box without vr and practice the 1-2 (jab, straight). You start flowing with the 1-2 you have the beginning of a tool that can stun and KO in the game.

Then, start youtubing "boxing slip for beginners" and discover slipping punches, doing that with a counter can do serious damage quickly.

It really doesn't anymore, I can go for 30 seconds landing hooks, uppercuts and body hooks and the guy will still be rocking me with a combination while I'm beating him silly, I switch to just flailing hammerfists in a X pattern and I'll put him down. I gave up on anything really useful combo wise because the AI seems to makes it a waste of time now
Ian (Sealost)  [developer] May 24, 2018 @ 12:45am 
Originally posted by oisin:
It really doesn't anymore, I can go for 30 seconds landing hooks, uppercuts and body hooks and the guy will still be rocking me with a combination while I'm beating him silly, I switch to just flailing hammerfists in a X pattern and I'll put him down. I gave up on anything really useful combo wise because the AI seems to makes it a waste of time now

This type of feedback is very helpful to me. There are exploitative punches in the game, and the more I can hear about what people are doing to trivialize the game, the more I can do to discourage it.

In any case, people get the best results (in terms of enjoyment) by playing the part. If you wouldn't do it in a fight, you're probably not going to have much fun if you do it in game even if its effective against the AI.

But if you don't find something like this that is effective, then I'd like to hear about it. With that in mind, in the particular case you're describing, you're just hamming down so that the bottom of your fist hits the top of their head? I have some detection and adjustment in place for this, but I might need to make it stronger. I can get that in place for the next beta update.

Thanks!
RottingSteel May 24, 2018 @ 8:10pm 
I switched to the gloves out style of setup. That way straight punches actually hurt the opponent, and I don't have to rely on backhanding everyone. What I'm saying is the back of the glove is much more consistent in hurting the opponent than the front. Unfortunately slapping hooks work better than real hooks using this setup, and uppercuts don't work at all. But at least I don't have to awkwardly back-hand all of my punches.

I've been playing around with custom glove positions too. I'm trying to find a nice middle ground between default and gloves out; that way I can throw proper hooks and uppercuts along with straights, without being tempted to simply backhand everything. Also if I get my hand further into the glove I can reduce the amount of speed generated by a wrist flicker; that way I'm less likely to backhand my opponents too.

Hammerfists work well because the extra bend of the elbow before contact adds a bit of speed to the punches. IE - return of the whipping punches (just not as extreme). And, when in default glove position, I usually use hammer fists in place of hooks and even straights.
Last edited by RottingSteel; May 24, 2018 @ 9:31pm
Originally posted by oisin:
Originally posted by Leet SKillz I Haz Dem:
This game is awesome because it rewards fundamentals. Look up some basic boxing technique on youtube, shadow box without vr and practice the 1-2 (jab, straight). You start flowing with the 1-2 you have the beginning of a tool that can stun and KO in the game.

Then, start youtubing "boxing slip for beginners" and discover slipping punches, doing that with a counter can do serious damage quickly.

It really doesn't anymore, I can go for 30 seconds landing hooks, uppercuts and body hooks and the guy will still be rocking me with a combination while I'm beating him silly, I switch to just flailing hammerfists in a X pattern and I'll put him down. I gave up on anything really useful combo wise because the AI seems to makes it a waste of time now

I have video proof (I record random gameplay and web cam myself to see my terrible technique). I wish I recorded myself from the beginning (about 2 months ago). Just last night I knocked out 3 opponents in the first round each. Not bragging, I'm saying I focus on technique and speed. 1-2, move away, 1-2 to body, move away. 1-2-3 move away.

I don't want this game easier, Currently I box spider and he nearly beats me every time. Joe on the other hand has now become my warm up.
mrcodez May 25, 2018 @ 1:20am 
Originally posted by Leet SKillz I Haz Dem:
Originally posted by oisin:

It really doesn't anymore, I can go for 30 seconds landing hooks, uppercuts and body hooks and the guy will still be rocking me with a combination while I'm beating him silly, I switch to just flailing hammerfists in a X pattern and I'll put him down. I gave up on anything really useful combo wise because the AI seems to makes it a waste of time now

I have video proof (I record random gameplay and web cam myself to see my terrible technique). I wish I recorded myself from the beginning (about 2 months ago). Just last night I knocked out 3 opponents in the first round each. Not bragging, I'm saying I focus on technique and speed. 1-2, move away, 1-2 to body, move away. 1-2-3 move away.

I don't want this game easier, Currently I box spider and he nearly beats me every time. Joe on the other hand has now become my warm up.


I use the game like you as well (and really love this game) and have a very similar experience. I'm trying to focus on proper boxing technique and dodging punches. I find each of the AI boxers leave open tiny windows in their playstyles to land those perfect punch combos. It's definitely tricky to land an upper cut and you really just have to wait for a good opening. Watching boxing matches, waiting for an opening appears to be true to life.

The sparring partner is a good example. If you engage and throw some jabs at him and just wait a bit he'll open himself up and (once you angle past his huge gut) you can upper cut him and put him down for the count pretty easy.

My only complaint with the game now is that I don't feel like the AI punches at me enough. I remember few updates a go they would usually throw punches at me quite a bit but not so much anymore. I enjoyed trying to dodge their punches and catch them off guard.

I'm sure there's ways to game the system but using the game as a shadow boxing tool and learning a bit about boxing is far more enjoyable.

Ian (Sealost)  [developer] May 25, 2018 @ 2:43pm 
Originally posted by RottingSteel:
I switched to the gloves out style of setup. That way straight punches actually hurt the opponent, and I don't have to rely on backhanding everyone. What I'm saying is the back of the glove is much more consistent in hurting the opponent than the front. Unfortunately slapping hooks work better than real hooks using this setup, and uppercuts don't work at all. But at least I don't have to awkwardly back-hand all of my punches.

I've been playing around with custom glove positions too. I'm trying to find a nice middle ground between default and gloves out; that way I can throw proper hooks and uppercuts along with straights, without being tempted to simply backhand everything. Also if I get my hand further into the glove I can reduce the amount of speed generated by a wrist flicker; that way I'm less likely to backhand my opponents too.

Hammerfists work well because the extra bend of the elbow before contact adds a bit of speed to the punches. IE - return of the whipping punches (just not as extreme). And, when in default glove position, I usually use hammer fists in place of hooks and even straights.

Well, to be fair, you don't have to back-hand your punches, but you've developed a habit of doing so. :steamhappy: With the auto-calibrator on, they don't let you do more damage than you would with your straights, but instead make your straights weaker once you've started backhanding frequently (if you're intentionally trying not to use them, then the occasional backhand every once and awhile shouldn't be enough to trigger a downward adjustment).

The controller position options are in the game for the Vive wands, since they're awkward to punch with when holding them with their standard grip. They're much more comfortable to hold sideways by turning them inside or outside. The "custom" option gives even more flexibility and the ability to account for future controllers that aren't released yet that may benefit from a different position in the gloves. This also allows you to strap some Vive trackers to boxing gloves and play like that (which is insanely fun, but my Vive trackers don't track well at all for some reason, so it doesn't work well for me).

Do you mind to do me a favor and capture a really quick video of a match with the third person camera on where you do use the back-hands? Set the controller grip back to default for this, too. I'd like to see if there's a noticeable "tell" in how you're throwing these back-hands that I can use to detect and correct them. It doesn't have to be a long video at all, it just needs to capture how you're actually throwing these backhands in a fight from a view I can see them at. The third-person camera in the Gym venues is better for this than the current placement of the Auditorium one. If you're able to do this, please post it over on the beta feedback thread or make a new post for it. Thanks!
Last edited by Ian (Sealost); May 25, 2018 @ 2:44pm
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Date Posted: May 5, 2018 @ 3:50pm
Posts: 9