![]() Haymakers Every fighter in the game has a different Haymaker, or a Signature Punch as the game likes to call them as well. If you're one of those wussies who want to use buttons instead of the analog stick for your punches, you're not going to have access to these amazing weapons of mass destruction. One thing to note about these punches are that they are only available via Total Punch Control. These are divided into three other categories: Haymakers, Flash KO and Stun Punches. Hay, Flash and Stun!Īside from your basic punches, you also have three special attacks. Welterweight, lightweight and featherweight boxers will all have to use the strategy of wearing down a boxer with body shots, especially if you're facing anyone from a heavier weight division. While aiming for the head will result in better and more immediate damage, punching to the body wears down the other boxer significantly, and can play a huge role for you down the stretch during a long fight. Finally, it takes a boatload of stamina compared to the jab and the hook yet another reason not to throw them all the time.Īll three punch types can be directed to either the head or the body. ![]() The other is that it's a slower punch compared to the hook and the jab, so you can't throw it out there whenever you want to. The first is the range, as any boxer could simply lean back to avoid an uppercut, and then counter with his own attack. There are two downsides to uppercuts though. Uppercut These puppies are the most damaging basic punches in the game, and are great for close quarter combat. Hook A sweeping punch that has moderate range, hooks are great for nailing people while they are moving from side to side, as well as after blocking a flurry of punches. While the jab is a necessary punch to use, don't overdo it. Aside from the piddling damage they dish out, jabs also have the uncanny knack of exposing you to hooks and uppercuts, both of which will simply blow through any jab to deliver a well-timed smack to the head of its target. Jabs make for great 'check' attacks to determine the range you have on an opponent and to prevent them from closing in on you. It has the quickest speed and the longest reach, but it's not a very good punch to use if you're close to your opponent. Jab A quick, straight punch that can be used to attack the head or the body. This becomes essential to keep in mind when you're in later rounds, as you might put yourself in a position where you can only throw out one or two punches at a time before tiring yourself out. If you happen to throw out a flurry of punches all at once, your stamina meter will go to zero, and you won't be able to attack for a second or two. With every punch that you throw out, your stamina meter will quickly decrease and then build back up again. It should be obvious if you're a fan of boxing, but knowing the strengths and weaknesses of each punch is essential to success in this game. There are three classes of regular punches in Fight Night Round 3: Jabs, Hooks, and Uppercuts. Learning TPC is one of the most vital things to do in the game because while the other configurations that are available give you better punch speed, only TPC will allow you to use fakes, which will come in handy when you face off against human competition. By using the Right Analog Stick, you can select from a variety of punches and fake-outs by using the TPC in conjunction with other buttons. Fight Night Round 3 uses an innovative control scheme dubbed Total Punch Control (TPC).
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