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Also, I fought the sparring partner on Easy for a warm up and I decided I wanted to get one 'stomach' knock down before the end of the fight (one 1:30 round). I was hammering him constantly in the belly but he didn't go down and in the last 15 seconds I right hooked his chin in frustration and he got knocked out cold. It was the first hit on his face for the entire fight and it was like he had died. I actually felt bad.
But yeah knock outs are very possible but generally they require a lot of trauma and a really good hit that maybe comes after a few other hits.
Oh and you definitely don't have to have a 19% stronger punch as I have got ko's from punches that were only uust yellow.
You beat that old man to death, and he only wanted to help you spar!
I haven't tried much with outclassed yet...from the sound of it I thought it would have made a knock out even harder. I will try some more endurance fights and see what I can get there first.
I am wondering if uppercuts will help. Though the only opponents I seem to be able to land uppercuts on a regular basis are Ugly Joe and...that guy right before Money Maker (forget his name at the moment). The rest seem to always block them. I don't think I've ever landed one without a knock down, though.
Thanks for the tips. Oh, I am on the Quest version if that matters. Bought it on there because I wasn't at home at the time to side load it.
Once you reach that point, usually later rounds, is when they won't be able to get up.
If you're in it for the long game, by all means go with this method. But if you know you can get the 3 KOs, then it's not worth it
If you throw much of a lighter punch or fight a higher toughness opponent (opponents on Endurance and Outclassed get extra toughness), then you'll need a larger amount of extra bonus damage, generally more than you can achieve from hitting a weak point.
Hitting an opponent in the head makes future head hits do more damage, and hitting an opponent in the body makes future body hits do more damage. This effect is minor at first but increases exponentially, so it's not something you'll generally notice until late in a match. This extra damage will help you reach that KO threshold, too, but it also tends makes it easier to win by TKO from lighter hits.
Hitting an opponent in either the head or the body (in total) will also keep them on the floor longer when you knock them down. This is a big contributor to getting KOs late in the match.
Actual mechanics or you just saying it because of IRL logic?
I play on Quest now too after playing on Rift for a year. Despite some graphical downgrades I prefer it on Quest.
As for uppercuts, the only success I've had with them is punching myself in the face (headset) lol. I don't tend to bother with them but I think that's just me but also because the boxers are quite upright so seems cumbersome for me to do properly. I have seen videos where people have scored knockdowns with uppercuts though.
What Witch said here is correct. The extra speed is a bonus on top of where your multiplier would normally be able to get you and doesn't factor into the auto-adjustment system.
I understand your frustration with this as I've run into this too. The big problem in this is that it is very tough to gauge the range required to land an uppercut (especially if it's with your power hand)
There are ways however to practice your uppercuts and get into a technical form where it can land a good connect rate.
Method 1: Jab > Power uppercut practice to the chin on a dummy
While the chance of landing this is near zero in an actual fight, you should find that your first few attempts will be landing at the body, if not the chest at best. These shots can still hurt in real life, but in VR, this means absolutely nothing (unless you land at the solar plex)
To fix, you will need to find the stance, range and footwork combined that will allow the uppercut to land comfortably at the chin. Usually this requires an extra quarter to half step. Be light on your step and delivery as you only want an accurate shot, not a powerful shot.
Once the accuracy is resolved, the next step is to turn it into a powerful shot which will involve your hips. The big problem in landing a power uppercut in TotF is exactly as you mention, the chance of hitting your headset, and this is compounded with the effect that delivering a powerful punch requires you to use your hips and not exactly your arms. To get past this, as you turn your hips and use your knees (if you're really looking for a red level damage uppercut), you must throw your arm up to completely avoid hitting your headset. It's either that or you throw your arm forward and up (which is bad technique for a power uppercut).
Method 2 (preferable and safe): Power hook > lead uppercut practice to the chin on a dummy
As long as you're not overreaching your hook, the range of these two punches should be almost if not exactly the same depending assuming that reach on both your arms are nearly exact (+/- 1 inch reach). A front uppercut alone is hard to land as it needs some form of a wind-up especially in a stand-up position and this is where your power hook comes into play. All that is required here is using your hips and basics of throwing hooks and uppercuts. The chance of hitting your headset is very low with this method unless you square up (in which throwing an uppercut isn't a good option especially for TotF). The only loss in this method is that you're developing a lead uppercut and not a power uppercut, but lead uppercuts do not face penalties in TotF so you should be fine for damage.
Thanks for the detailed tips I'll give that a try. Whilst I'm doing pretty well I'd like the be more boxer rather than 'gaming' to win. Although 'gaming' is still a damn good workout!