Pulled this from: http://episteme.arstechnica.com/eve/...3001832831/p/2
1: The Wiimote is very sensitive. Your Mii is not. If you flail about wildly, your Mii will attempt to throw a punch and you'll lock yourself out of being able to do anything for at least a full second. Control yourself and watch your Mii on screen carefully.
2: Get the moves down in training before you attempt the real thing. If you do the Heavy Bag training, and simply don't push A to begin it, you can shadow box all you want and you'll see very clearly how your Mii responds to the punches you throw.
3: It doesn't matter how much you move your body. It only matters how much you move the Wiimotes. When dodging, punching, and counter attacking, make sure that you're moving the Wiimotes, not your torso. This happens a *lot* even if you think it's something obvious, many people instinctively do this without realizing it.
4: Against real opponents, computer or otherwise, timing is the key. If you are getting hit repeatedly, you go into hitstun and cannot throw punches. Block or dodge instead. If your opponent is getting hit, same thing. Keep your opponent from comboing you by jabbing them from time to time. It throws off their rythmn. When you get the chance to counter attack, after a successful critical dodge, land some heavy hits if you can and then *back off.* The opponent will be angry and attempt to retaliate. This sets up another critical dodge and an easy counter punch KO. I've KOed people in the 700 pt range within the first round like this. If you stay on the offensive for too long, the opponent will counter attack you instead and you'll start losing all your headway.
5: Find your own special punch. Everyone has a particular way they prefer to box. Myself, I have a nasty 2 hit uppercut that I KO people with. I have friends that have various other moves, one has a low gut punch, another a wide haymaker liver blow. Whatever it is that you have the most familiarity with and can use easily, memorize it and use it after a critical dodge. In the middle of the game, it's very easy to confuse yourself and lose the chance to land those meaty counter hits, so make sure your own special punch or combo is ready and armed. After a critical dodge, a simple jab will stun them severely allowing you to tack on your heavy hit after. Watch your Mii onscreen to see when his glove comes back into ready position after the counterjab, and throw your KO blow.
6: When doing combos on an opponent, he will get pushed back progressively. If you really rock an opponent with a massive combo, he'll get pushed back out of the range of your hits quickly. Stop attacking. If he completely gets knocked beyond the range of your hits, you'll whiff and the opponent will immediately get a counter attack chance on you as you expose yourself.
7: Understanding the lifebar. The little pie chart on the side of the opponent is his lifebar. That's a pretty easy concept to follow. What isn't so obvious is that this doesn't work like simple HP in most games. Every hit you do will eat away as his lifebar as normal, but upon wearing him down to the point where a slice of the pie chart is blinking, jabs will not accomplish anything. You must land a heavier hit to wipe out the blinking piece and erase it from his chart. Counter attacks will almost certainly destroy a piece of his chart instantly and landing more heavy combo counter punches after will eat away large sections of his life chart. You cannot jab someone into KO. You must setup heavier hits in order to move past the blinking pieces. This is easy to do with the low level opponents as a simple 1-2 jab might remove it, but on higher level opponents only heavy attacks on counterhits will successfully wipe out the final blinking section to lead into a KO. The faster you can wear down his life chart, the less chance the opponent will get to rise from a KO. If you slowly wear it down over the course of many rounds, it's not likely that you'll score a KO and the opponent will regain more of his life back after the fall.
Balancing between offense and defense is really important in this game. You must mount and offense to keep the opponent from going into their heavy combos and you must keep a decent defense to land counterhits reliably. Your offense is your defense and your defense is your offense. It's wierd, I know, but it works here. I'll explain the moves I've found in the next post.
This message has been edited. Last edited by: Suichiro, December 11, 2006 18:27
Ignored post by Suichiro posted December 11, 2006 17:33 Show Post
Wise, Aged Ars Veteran
Registered: April 18, 2005
Posts: 198 Posted December 11, 2006 17:52 Boxing Moves:
This is only what I've found after reading a bit of advice online and practicing myself, via shadow boxing before the Heavybag Training excersize. These might not work for you, so play with movements until you get your own punching ability down.
The basic boxing stance is to hold your Wiimote and Nunchuck vertically in front of you.
Dodging is tilting them both side to side.
\\ \\ or / /
You can also dodge backwards by tilting them backwards towards you. In addition, you can duck forwards by quickly tilting them forwards until they're parallel to the floor. This isn't easy though, so rely on the side to side dodges more. Dodging also steps your Mii in that direction, so you can use it to place yourself more to either side to adjust your stance.
Punching is a quick motion in the proper direction. Slow punches aren't picked up as easily by the Wiimotes so try to make the motion quick, like a jab. The accelerometer will pick them up much better that way.
To high jab, simply flick the Wiimote forward. It doesn't need to be tilted, simply pushing it foward quickly will do it. Keep the Wiimotes vertical.
To body jab, hold the Wiimotes horizontal and push them forward the same way.
To uppercut, simply flick the Wiimotes upwards. It helps if the Wiimotes are lower on your body when you do this, but you can uppercut from the base position as well. Uppercuts require a quicker motion than the base jabs do. Tilting the Wiimotes helps in this as well.
(side view) _ \\ |
To haymaker/hook, push the Wiimotes sideways quickly. I've found that you don't need to turn them or rotate them much at all. Simply push them very quickly to your side. The angle at which you do it, determines what hieght you'll haymaker at.
Straight punches are a natural part of comboing jabs. If you throw a left then a right jab you'll naturally throw a left jab and a right straight. It's an automatic response to comboing. You can control this a bit by changing how quickly you punch. Unlike real boxing, a straight in this game is measured by how quickly you throw the jab. The faster, the more likely it is to pick up a hard straight instead. It's possible to throw series of left and right jabs followed by a straight to end it. Play around with the heavy bag a few times to see if you can get the hang of how fast or slow you need to punch to get them to come out.
Comboing is a mixture of timing and good eye coordination. No matter what you do in reality, if your Mii is out of position, they'll never be able to respond. Watch your Mii's gloves as he throws punches, unless it's quick jabs, he simply cannot throw another punch until he finishes the first one. *Slow down.* While the punch motion itself should be quicker, the time between punches should be slower. Don't flail at the screen, it won't get anything done. When your Mii recovers from throwing the first punch, throw another. When he recovers from that, thrown another with the other hand. Repeat.
Combos lead to big hits. Throwing a haymaker or an uppercut will certainly have a bigger effect than throwing a jab. But throwing a heavy hit on the end of a combo will have even greater effect. An easy combo to use is the 1-2-heavy combo. Do a right jab, then a left jab, then a right heavy hit (Uppercut or Haymaker.) The final hit will do much more damage than normal and will commonly down people if landed after a critical dodge. With some timing, you can actually land a series of very heavy hits, each one doing more damage than the one before it. This takes practice and good eyesight to recognize when your Mii is recovered from each punch.
This is as much as I've found so far. These little tricks alone were more than enough for me to wipe the floor with most everyone until the 800+ level class. I'm still searching for reliable ways to throw the tricky downwards rabbit punch, if I find out, I'll post here