Fighting

PUNCHING

Your boxing skill determines how well you throw a punch. All punches use the same format:

<type of punch> <location> <intensity>

where

<type of punch> = JAB, UPPERCUT, or HOOK.
<location> = HEAD or BODY
<intensity> = 1 for light, 2 for hard, 3 for the Haymaker

Location and intensity are optional. Some examples are:

JAB
JAB BODY 2
JAB HEAD

PUNCH LOCATION

With all punches you can optionally direct where you want to hit your opponent, either his HEAD or BODY. Because the head is a smaller and better protected target your chance to hit it is reduced 20%, but your chance to stun him if you pop him is 20% greater. In contrast, going for the body will increase your chance to hit by 20%, but you won't be able to stun him.

You don't need to specify a location at all and your chance to hit or stun will be normal.

For example, "JAB BODY 1" would probably hit every time, doing small but cumulative damage, slowly but surely beating down your adversary without tiring (losing strength) yourself out.

On the other hand, "HOOK HEAD 3" wouldn't hit as much and tire you out faster. But when you finally clock him, you'd do a tremendous amount of damage and have a great chance of stunning him and sending him to the mat for the count.

PUNCH INTENSITY

You can also control the "intensity", or force, of your blows. The harder you punch, the more damage you will inflict upon your opponent, but the more it will tire you out as well. In the same way that damage you take is represented by a lose of endurance, this "punching fatigue" is represented by lose of your strength.

Intensity Description
Light Does the least amount of damage but it will not fatigue you at all. Damage from a light punch is 1/2 normal
Hard Powerful hard hitting blows for full damage.
3  The "Haymaker" If you hit your opponent with this one you'll probably send him to the canvas for a nap. Scores double damage on any hit. As you're throwing all your weight and muscle behind it you'll be fatiqued at 3 times the normal rate.

When your strength drops below a certain level you'll be too tired to throw any more punches. You can restore your strength by clinching or resting between rounds.

THE JAB

One JABs by simply sticking his fist into his opponent's face. In itself, the jab is not famed as a knockout punch, but executed successfully and consistently it can wear down an opponent while scoring you points. Remember, with any punch, a fighter who throws many punches will tire more quickly than one who throws fewer.

THE UPPERCUT

The UPPERCUT is more difficult to deliver than a JAB (so your chance to hit is reduced 10%%), but its also more powerful (so the damage you'll do is increased). Because you can't hit someone with a hook when your in a clinch (your in too close) the uppercut is the most powerful punch at that point, and hence its reputation as an in-fighting tool. You can use its 3 letter abbreviation "UPP".

THE HOOK

The HOOK is a devastating punch that can flatten just about any opponent if thrown correctly. Being the "power punch" it is a lot more difficult to deliver (your chance to hit is reduced the most for this punch, 20%), but you'll also do the most damage with it when you do hit. The hook requires room to throw so you won't be able to do it clinched.

LOW BLOWS

LOW - going below the belt can do a lot of damage as well as sap a lot of strength.
RABBIT - the Rabbit Punch is famous for it's ability to slowly paralyze opponents. Requires a high agility to throw this one correctly.
KIDNEY - causes permanent damage for the duration of the fight, severely effects opponent fighting skill. As most fighters are watching out for it, extremely difficult to throw. Keep in mind each of these punches will get you a warning from the ref.

STAT
Your abilities and skills will vary in effectiveness during the fight - strength dropping as you grow tired, endurance falling when you are hit, etc.   Use the STATus command to monitor the change in your abilities. With it you can quickly respond and adjust your fighting strategy to its best potential.