r/FIghtNight

u/DependentLeast343

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/Different-Skin6942 — 16 hours ago

Beating Global Rank #1 Tejodevil

beating Prince POLO aka Tejodevil for Lightweight championship

u/Pedro_Bellic — 1 day ago

Comin back to fight night

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

reddit.com
u/aymen007a — 1 day ago

One of my best Accuracies in a fight that went the distance

Think I’m done fighting pork chop tho. I don’t like cheesers. He cheesed the straight jab all night.

u/SeaChemist7379 — 1 day ago

Only 50 players online so I know you’re in here Ggs

Xbox subscription was down so ps3 spanks it is lol

u/OrgPapa1988 — 2 days ago
▲ 9 r/FIghtNight+1 crossposts

Just got stamina glitched!! Part 1

Was just playing a dude named Fullbox3d9092

Look at the vids. Check my stamina....smh.

u/KaoticBlizzerd730 — 3 days ago

My Canelo and Crawford CAFs

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!

u/BarryCheese574 — 3 days ago
▲ 1 r/FIghtNight+1 crossposts

UNDISPUTED FOOTWORK PANDERS TO LOW SKILLED LOW IQ PLAYERS - WHO HAVEN'T DEVELOPED ACTIVE DEFENCE

https://preview.redd.it/d0wl5zzzmpjh1.jpg?width=596&format=pjpg&auto=webp&s=18f1d3ae1db1a5b844e205e6c934ffeeca00ec43

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???

reddit.com
u/TheBoxingLounge — 4 days ago

I entered flow state in the second round

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

u/AgePuzzleheaded144 — 3 days ago

FIGHT NIGHT PLAYERS & UNDISPUTED PLAYERS ON NOTICE

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: -

  1. Left Stick Orbiting (Hitbox Desync)

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.

  1. The Double Judge Jab / Double Sinister Cross off a Parry

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.

  1. Hitting After the Bell The Glitch: The exact millisecond the round timer hits 0:00, the game disables the referee’s rule-checking loop, but it does not immediately disable the collision detection on your fists.

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.

  1. The Blind Ref Illegal Parry Starter

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.

u/TheBoxingLounge — 4 days ago

Chess boxing

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.

u/Equal_Suggestion2719 — 5 days ago
▲ 4 r/FIghtNight+1 crossposts

FIGHT NIGHT ROUND 3 - NO ASSISTS...

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.

https://preview.redd.it/416rae0n5rjh1.png?width=4836&format=png&auto=webp&s=108149b97af1120cd9d607d5e244d0adf05159a7

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

  • Punch Execution: Exact quarter-circle stick arcs (FNR3) vs. Button taps or simple flicks (Modern). Racing Analogy: Manual H-Pattern vs. Automatic Gearbox
  • Counter-Punching: Manual tracking and raw reaction (FNR3) vs. Auto-lock features and green flash cues (Modern). Racing Analogy: No ABS vs. Electronic Braking
  • Footwork & Movement: Raw momentum and manual pivots (FNR3) vs. Snap-to-grid movement lanes (Modern). Racing Analogy: Hydraulic Steering vs. Drive-by-Wire
  • Defensive Parrying: Exact 1:1 stick deflection matching (FNR3) vs. Hold-to-block bubble or timed triggers (Modern). Racing Analogy: No Stability Control (ESC) vs. Full ESC
  • Power Shots: Deep wind-up stick loops (FNR3) vs. Modifier button + standard tap (Modern). Racing Analogy: Engine Overclocking vs. Push-to-pass
  • Stamina Management: Real-time penalty for missed swings (FNR3) vs. Visual meters with built-in caps (Modern). Racing Analogy: Tire Wear vs. Traction Management
  • Weight Transfer: Lean dictates punch power directly (FNR3) vs. Pre-baked animation packages (Modern). Racing Analogy: Active Suspension vs. Fixed Spring Setup
  • Recovery Window: Total vulnerability if you miss (FNR3) vs. Automated guard reset frames (Modern). Racing Analogy: Spinning Out vs. Computer-Guided Save
  1. Shifting Gears: Stick Arcs vs. Paddle Shifters
  • FNR3: Throwing an uppercut or hook requires drawing a perfect, precise arc on the stick. If your hand path is off by a millimeter, you grind the gears, stall, and throw a weak jab instead.
  • Modern Games: Punches act like an automatic gearbox. You tap a button or flick a stick generally forward, and the computer executes a flawless, pre-programmed animation every time.
  1. The Braking Point: Counter-Punching
  • FNR3: Slipping a punch requires predicting the exact angle and timing. It is like braking hard without ABS. Push too hard or time it wrong, and you lock up the tires and crash into a wall.
  • Modern Games: The timing windows are massive, and the game engine triggers "counter states" automatically. It feels like modern racing electronics that apply the brakes for you to prevent a spin.
  1. Steering Feedback: Footwork & Momentum
  • FNR3: Moving your fighter feels like hydraulic steering. You feel the raw weight transfer. If you lean or pivot incorrectly, your punch loses all power because the real-time physics demand proper weight distribution.
  • Modern Games: Movement uses digital "drive-by-wire" systems. The game snaps your fighter into optimal lanes and flattens out the physics so you never trip over your own momentum.
  1. Stability Control: Parrying vs. Holding Block
  • FNR3: Parrying requires flicking the right stick in the exact direction of the oncoming punch. It is like catching a massive snap-oversteer. If you overcorrect or react late, you get knocked out.
  • Modern Games: Defensive tools rely on a general health shield or automated tracking windows. The computer detects the incoming threat and activates a safety net for you.
  1. Overclocking: Haymakers vs. Safe Modifiers
  • FNR3: Ultimate risk. A Haymaker forces you to manually wind up the stick, completely exposing your flank. If you miscalculate the gap, your engine blows up and you get severely punished.
  • Modern Games: Power shots are handled via a modifier button. It works like a regulated "push-to-pass" button in IndyCar—giving you a safe, computer-managed power boost with zero physical risk to your execution.
  1. Stamina: Tire and Fuel Management
  • FNR3: Missing three big hooks drains your power instantly. You must manage your output manually. This is like burning through your rear tires by spinning them completely out of a corner.
  • Modern Games: Stamina handles like a car with electronic traction control. The system stops you from spinning out too fast, keeping your performance steady even with sloppy inputs.
  1. Recovery Windows: Spinning Out vs. Auto-Save
  • FNR3: If you miss a high-commitment move or get caught out of position, you enter a total vulnerability state. It is a complete spin-out into the gravel trap.
  • Modern Games: The engine uses automated guard reset frames. Even if you miss, the computer quickly balances the car back out for you, preventing you from facing the ultimate penalty.

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.

https://www.youtube.com/watch?v=lkip-ASG2Ws

reddit.com
u/TheBoxingLounge — 4 days ago

Lets go fight

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.
u/Different-Skin6942 — 6 days ago

He had a funky jab. He would throw like 4x jabs. And set up combos. Ngl even still I felt I was Robbed but he was tough. I beat him before tho

u/SeaChemist7379 — 5 days ago

KO’D HIM BUT HE QUIT @ COUNT 9 after 4th KD. my meldrick vs his TYSON. And he is a power straight spammer. #MakeAmericaQuitAgain #MakeEmQuitEnt

u/SeaChemist7379 — 6 days ago

Any advice on how to play the distance on fight night 3

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

u/AgePuzzleheaded144 — 7 days ago