
u/DependentLeast343
u/DependentLeast343 FORBIDDEN Te hiciste caca en el pañal. Incluso publicaste una foto, me presento aquí, te llamo y no contestas. Jajajaja. He visto tu nombre en los Premios Mensuales y has estado en línea varias veces. 😂😂😂😂

u/DependentLeast343 FORBIDDEN Te hiciste caca en el pañal. Incluso publicaste una foto, me presento aquí, te llamo y no contestas. Jajajaja. He visto tu nombre en los Premios Mensuales y has estado en línea varias veces. 😂😂😂😂
Worst cut I’ve ever seen. I was Manny Pacquiao fighting Pernell Whitaker
beating Prince POLO aka Tejodevil for Lightweight championship
Hi I only have fnc on Xbox 360 and I was thinking about comin back and get me Xbox live to be able to play online is it still active rn? Thanks
Think I’m done fighting pork chop tho. I don’t like cheesers. He cheesed the straight jab all night.
Xbox subscription was down so ps3 spanks it is lol
Was just playing a dude named Fullbox3d9092
Look at the vids. Check my stamina....smh.
I made these fighters using the head template system so I know they're not perfect but I'm pretty proud of them considering how hard it is to make a good looking fighter in this game. Any tips would be appreciated!
The Asymmetric Inertia Engine
Your boxer's mass behaves normally when moving laterally or backward, allowing you to change direction instantly. However, the game physics engine suddenly multiplies your forward inertia, forcing you to break through a massive, artificial weight threshold before your body can actually accelerate into the pocket.
The Vector-Specific Friction Tax
The ring canvas uses dynamic friction coefficients based strictly on your directional input vector. Backwards and sideways inputs register a friction value of zero, letting you glide like a hockey puck. Pushing forward triggers a high-friction calculation, simulating a heavy kinetic drag that holds your player model back.
The Differential Brake Clamping
Your movement relies on a dual-braking system. When you circle or retreat, the calipers open completely for zero drag. But the moment the stick registers a forward vector, an electronic brake caliper clamps down on your momentum, forcing the animation system to lag behind your input until the torque overcomes the resistance.
The One-Way Momentum Well
The game places your boxer at the top of a steep kinetic potential hill facing backward. Falling backward or sliding along the ridge requires zero energy and happens instantly. But trying to move forward means fighting gravity up a steep incline, causing your initial acceleration curve to flat-line during the first few frames.
The subtle point who might have missed is. If there is delay in coming forward and not in any other direction. Who actually uses active defence (blocking, ducking, weaving etc.) instead of instant back foot b*tching? Where you dont need to worry about defence as there other player needs to get passed that input just delay to catch you, and you already have a head start...
Before any SCI fan boys try and come at me in the comment section. Answer this simple question first... If the footwork is so great, why arent you coming forward a lot more???
By the end of the first round I was using the jab to control where the fighter is going and how he has to fight and by the second round I was in flow state and breaking him apart
Do you think you are good at boxing games?
Do you want a real challenge where the cpu doesn't work on your behalf?
Fight Night Round 3 enhanced and upscaled to 4K60HDR...
https://www.youtube.com/live/lkip-ASG2Ws?si=CZH61P4KXHZG1MKB
I can play with or without using the parry...
I can dial in anyone with a Parsec account.
A challenge where your power offence and defence are analogue - not this simple two button press.
The blocking system in EA Sports' Fight Night Round 3 (FNR3) relies on a fully manual, directional guard mechanics that requires players to anticipate the exact zone where a punch will land. Unlike later games in the series that introduced automatic one-button blocking, FNR3 forces you to actively manage your guard using a modifier button paired with the right analogue stick (be defensively responsible...).
In Fight Night Round 3 (FNR3), Impact Punches (commonly known as Haymakers) serve as the game's high-risk, high-reward power mechanics capable of shifting a match with a single blow. They trade hand speed for devastating damage and are triggered by performing specific, sweeping quarter-circle or half-circle motions on the analogue stick (no basic two button press inputs...).
Exploits will not be tolerated that includes: -
The Glitch: Rapidly spinning the left analog stick in a continuous full circle ("orbiting") forces your boxer's body model to constantly shift between standard stance, leaning frames, and movement frames.
The Break: The game's punch tracking relies on predicting where your hitbox will be. By moving like a lunatic, you completely desynchronize your physical hitbox from the visual character model. The AI (and human players) will throw straight punches that visibly pass through your chest or head but register as complete misses because your physical hitbox is constantly warping.
The Glitch: When you parry (flick right stick), the game triggers a slow-motion counter window designed to let you land one heavy response punch. However, Signature Punches (like the Judge Jab or Sinister Cross) have custom start-up and recovery animations that do not follow standard frame rules.
The Break: Because the game freeze-frames the opponent, executing a Signature Punch instantly locks them into a hard hit-stun animation. If your input timing is precise, you can input the exact same Signature Move a second time before their recovery frames end. The engine fails to pull them out of the "parried" state, allowing you to chain two devastating signature power shots back-to-back within a single counter window.
The Break: If you wind up a Haymaker or a Signature Punch at 0:01 and let it fly as the bell rings, it lands cleanly. Because the opponent immediately enters their "walk back to the corner" animation, their guard drops completely to 0%. This free hit causes massive, unblocked damage and can actually trigger a flash knockdown or knockout after the round has officially ended.
The Glitch: When you successfully parry an opponent, the game enters a brief script where the referee's tracking focus shifts entirely to calculating the "counter window" state, temporarily ignoring low-blow and headbutt detection protocols.
The Break: The instant you hit a parry, immediately input the Illegal Headbutt (R1 + Triangle) or Low Blow (R1 + Circle). Because of the parry script, the referee is completely blind to it—you will never get a warning or point deduction. Even better, it acts as a brutal combo starter. The illegal blow inflicts massive base health damage and leaves the opponent in a completely broken, unguardable stagger animation, letting you follow up with an immediate maximum-power combination to the head.
FYI Ive been calling out the previous worlds top 100 players for years now.
Comeback kid almost strikes again.. He had a 0% dnf and a 85 overall and the highest overall I'll fight are people who are 2 or 3 overalls higher but I thought he had an 0-0 record so I said f-it I'll spar him. He decides to play a game of tag landing one punch then retreating I guess anticipating I would chase him but I don't chase people. If you have to resort to playing tag in order to beat me then so be it. I knew he was going to talk shit afterwards and that's usually a sign of respect. Instead of saying gf or gg they have to tell you how bad you are despite them getting the W.
The Ultimate Comparison: Why Fight Night Round 3 [FNR3] (Total Control) and ring generalship is like racing with NO assists (FNR3 vs FNC / Undisputed).
https://www.youtube.com/watch?v=YbKgW-gX7SI
I still play Fight Night Round 3 using pure analogue Total Control, while everyone else plays FNC or Undisputed. I love using this racing analogy to describe the difference: FNR3 is like driving a 1970s F1 car with a manual H-pattern shifter and zero electronics. Modern games are like driving a modern supercar packed with computer assists.
Here is the exhaustive breakdown of how modern boxing games "baby" the player compared to the raw physics and risk of FNR3: -
Quick Mechanic Breakdown
Modern boxing games give you safety nets, automated gear shifts, and traction control to keep the racing close and easy. FNR3 Total Control forces you to manage the raw mechanical physics yourself. If you mess up a corner, you crash.
u/DependentLeast343.
FORBIDDEN. Several people have told me about you. What are you waiting for? I declined that fight because I didn't know who you were. I don't usually play with 0% DNF since they don't keep a record and it's a waste of time. But I'm here to teach you a few things. Whenever you want.
How u gonna taunt and then quit after the knockdown keep the same energy
I’m a really counter fighter but wanna get some advice for playing the distance throughout the game to make my counter game even stronger