Why play like this.
What is the point, the back step spam and running is so fucking boring and ratty honestly. Theres only one idiot on here that would defend this and maybe a few others but still.
What is the point, the back step spam and running is so fucking boring and ratty honestly. Theres only one idiot on here that would defend this and maybe a few others but still.
some people play this game like its freaking Tekken or Streetfighter...spamming the same punch over and over and over and over and over again ...people like that make this game a lot worse than it already is. I like to BOX not spam punch
man only landed 39% because he was spamming straits and jabs the whole fight...not strategically either, just spamming...i know it looks like I was spamming hooks...but its really the only thing I could throw that backed him up
Corrrrr look at those side and back steps, spamming the absolute shit out of it but thats proper boxing apparently💪🏼 I expect everyone to agree this time😂😭
Such a vast difference in fun, credit to this guy as well he came to fight and dropped me twice. Im sure the comments will completely agree with me on this one😭😭😭😭😭😂😂😂😂😂😂.
I see a lot of people acting like you can just backpedal away and never have to engage in order to farm counters, but you can cover a LOT of distance in the same time as a power jab with Fdash>Fjab/etc at virtually no stamina cost.
If you can't stay connected with someone you're beating in the pocket, you can get so many disgusting KOs if you do this to stay connected and lead it into a 3-piece.
This game plays more realistically the more you play it like a fighting game. It's weird, I know.
What’s the deal with sugar Ray rob on this game, any tips🤣 nothing more frustrating than going against a guy who using sugar Ray rob and only spams counter body jabs the whole fight. Vs’d the same guy twice and first match I knew he was a spammer so I stopped trying, got matched with him again and lost a close one, now I’m on here searching for answers🤣🤣🤣
Undisputed Difficulty really puts your skills to the test no matter what fighter you choose to box against. This is just my fighter against Sunny Edwards so it’s nothing crazy but i was in the zone.
Drop a pic in the comments of your go to fighters when you load up
Check out one of the biggest rivals in the sim world go down Freddy Gee Vs Gluey Newton
I hope people realize this. Before both these games come out people cry about the game needing to be sim as if that'll get you closer to geniune boxing experience. If the games not balanced for competitive play it can feel more arcade than games with fire balls and jumping uppercut. Tekken and streetfighter feel more Competitive, despite having less depth. Ufc 6 has 8 health bars, vulnerability, stamina, damage amplifiers, ground, clinch, stand and etc. Shit is an arcade mess. Undisputed doesn't function half the time, but when it does fights last way to long, cuz people eat damage and are hard to finish, the standup mini game needs to go. I'm ok with some things not being entirely simulation if that means these games are more technical and fun.
Every time I fight they always try to cheese gustafson guard by spamming. So I just start emoting.
The mfs who created that pos of a game needs a one way ticket to hell
This game is so garbage lmaooo please bring back fight night
For context I’m Gold 4 ranked and every fight I get into just feels the same now. Like they are always just focused on countering and spamming in as many jabs/straights as possible to win rounds. I get that it’s strategy at the end of the day but like it’s all that they do and I genuinely don’t know what to do against it. It’s starting to get to the point where I’m no longer enjoying the game because of it.
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???