Every boxing game fan isn’t an online player or gamer when it comes to sports games especially when it comes to boxing. A company can create and give boxers life with game sliders for tendencies, capabilities, and attributed. There is a huge community that loves editing and customizing sliders for the way others and them want to play.

The EA Fight Night styles and tendencies are very limited to what many boxers do in real life. This is why I’m pro-tendencies and traits responsiveness meaning 0 means doing nothing. I wouldn’t mind the 0-100 responsiveness or the (—-0—-). Please don’t give players/fans placebo effect controls. Responsiveness is key to AI customization and adjustments.

Boxing and Fight Night fans please add to this list if you know a tendency, trait or capability of a boxer..

Boxer IQ(ability to adapt) (———0——-)

Composure (——–0——)

Coachability (——-0———)

Look to go the distance (———-0——–)

Look to end fight quickly (——–0——–)

High energy fighter (——-0——)

Foot speed/Footwork (——-0——)

Balance (——-0——)

Stays inside opponents punching range (____0____) Stays outside opponents punching range

Stays inside own puncning range (____0____) Stays outside of own punching range

Effectiveness against:

Tall fighters(———–0————-)

Short Fighters(————0———)

Brawlers(———-0————)

Swarmers(———–0——–)

Boxers(———-0———-)

Movers(———-0———-)

Throw from the guard(———–0————-)

Push/Shove(————–0—————)

In-fighter(—-0—-)Out-fighter

Body puncher(——–0——-)Head hunter

Stationary (———-0———–) Punches only from Sway

Stationary(———0——–)Sways Often

Plodder(——–0——-)Mover

Passive(——-0——–)Aggressive Finisher

Counterpuncher(——–0——–)Aggressive

Never Lunges(——–0——)Often Lunges

Single punch(——0——)Combination puncher

Never Taunts(——0——)Taunts Alot

Dirty Fighter(——0——)Clean fighter

Never Feints(——0——)Often Feints

Flurries: slow(——0——)fast

Flurries: hard(——0——)soft

Home run hitter beginning(——0——)end of round able to end or turn the fight in your favor

First Half Of Fight:

Defensive (——0——)Aggressive

Second Half Of Fight :

Defensive(——0——) Aggressive

First Half Of Every Round:

Defensive(——0——)Aggressive



Last Half Of Ever Round:

Defensive (——0——)Aggressive

WHEN HURT

1-Dance Away

2-Clinch

3-Fight Back

4-Fight Dirty

AGAINST ROPES

1-Guard

2-Fight

3-Moves Off

WHEN BEING BACKED UP

1-Guard

2-Fight Back



DEFENSE

1-Guard

2-Sway Back Left & Right

3-Sway Back

4-Sway Forward

5-Sway Forward Left & Right

6-Clinch

7-Sway Step Forward

8-Sway Step Forward Left & Right

9-Sway Step Back Left & Right

10-Sway Step Back

PUNCH PARAMETER (default setting)

OUT-FIGHTING

HEAD

1-Jab

2-Cross

3-Left hook

4-Right hook

5-Left uppercut

6-Right uppercut

1-Special1

2-Special2

3-Special3

4-Special4

BODY

1-Jab

2-Cross

3-Left hook

4-Right hook

5-Left uppercut

6-Right uppercut

LUNGING [HEAD]

1-Jab

2-Cross

3-Left hook

4-Right hook

5-Left uppercut

6-Right uppercut

LUNGING [BODY]

1-Jab

2-Cross

3-Left hook

4-Right hook

5-Left uppercut

6-Right uppercut

Sway Right

1-Jab

2-Cross

3-Left hook

4-Right hook

Sway Left

1-Jab

2-Cross

3-Left hook

4-Right hook

Sway Back/Right

1-Jab

2-Cross

3-Left hook

4-Right hook

Sway Back/Left

1-Jab

2-Cross

3-Left hook

4-Right hook

IN-FIGHTING [HEAD]

1-Jab

2-Cross

3-Left hook

4-Right hook

5-Left uppercut

6-Right uppercut

7-Special:

1-Special1

2-Special2

3-Special3

4-Special4

IN-FIGHTING [BODY]

1-Jab

2-Cross

3-Left hook

4-Right hook

5-Left uppercut

6-Right uppercut

Sway Right

1-Jab

2-Cross

3-Left hook

4-Right hook

Sway Left

1-Jab

2-Cross

3-Left hook

4-Right hook

Sway Back/Right

1-Jab

2-Cross

3-Left hook

4-Right hook

Sway Back/Left

1-Jab

2-Cross

3-Left hook

4-Right hook

FAVORITE COMBOS

IN FIGHTING

1

2

3

4

OUT FIGHTING

1

2

3

4

Control vs Boxer(——0——)

Control vs. Slugger(——0——)

Chin vs. Knockdown(——0——)

Chin vs. Knockout(——0——)

Absorb Punishment(——0——)

Killer Instinct(——0——)

Aggressiveness(——0——)

Fast Starter(——0——)

Facts

-Sliders

– Aggressiveness (pressure fighter, runner or somewhere in between)

– Guard position (where fighter carries hands)

– Stance (traditional? wide and balanced? flatfooted? always on toes?)

– Head movement (how player moves head to slip punches…(bob and weave? Big wide head movement? or ever so slight?)

– Offensive Vs Counter punching (does he throw massive amount of punches like Hatton, or is he a super efficient counter puncher?)

– Body Vs Head (headhunter or rib cruncher)

– Combo Frequency (self explanatory)

– Showboat Vs Conservative (basically for celebrations and reactions to knockdowns and upon hearing results)

– Offensive Awareness (knowing when to throw the right punch and when the time is right to finish the opponent or when to salvage a decision)

– Defensive awareness (Ability to block and dodge punches and ability to neutralize opponents main weapon)

– Ring Generalship

– Power Sliders for every punch

– Speed Sliders for every punch

– Guard Buster (Break Through an opponent’s guard)

– Second Wind (Stamina is replenished late in the fight)

– Brick Wall (Nearly impenetrable guard)

RATINGS DESCRIPTION

* Power-Determines how hard your overall punches are. This also effects the individual punch stats.

EX: If Power is 80 and Cross power is 100 then the Cross will do full damage.

*Hand Speed-Determines how fast your punches are.

*Foot Speed-Determines how fast your footwork is.

*Upper body Speed-Determines how fast you can move upperbody.

*Defense-Determines how good your defense is.

*Body-Determines how well you take it to the body.

*Chin-determine if the boxer gets up from a KD.

*Durability-determines how much damage you can take before you start to visit the canvas.

*Heart-determine if the boxer “gives up” like taking a knee and not getting up, or how hard they fight when they are clearly losing.

*Technique-Determines how compact or wide your punches are.

*Stamina-determines how long it takes before you get fatigue.

Type of leaping punches: Straight Right Hand-Strong Jab-Short Hook-Wide

Hook-Short Uppercut-Long Uppercut