How a fight works
Fights are played turn by turn. Each turn you pick a move, and so does your opponent. Between rounds you go back to your corner. Official bouts end by knockout or on the judges’ cards; there are no draws.

At the top of the screen you get a read on your opponent’s next move, for example “Foe: Slip · read 47%”. The higher your Technique, the more you can trust that read.
Distance: far, mid, close
Every punch has a range where it works best. Thrown from the wrong range, it lands less often. Step in and Back off move you one step.
Punches
| Move | Stamina | Damage | Accuracy | Best range |
|---|---|---|---|---|
| Jab | 2 | 5 | 86% | far / mid |
| Cross | 4 | 9 | 76% | mid |
| Hook | 5 | 12 | 66% | mid / close |
| Upper | 6 | 15 | 56% | close |
| Body | 4 | 7 | 76% | mid / close · also drains the foe’s stamina |
Throwing different punches back to back builds a combo bonus. Body shots do less damage but drain your opponent’s stamina, which pays off in long fights.
Defence and breathing
| Move | Stamina | What it does |
|---|---|---|
| Guard | 0 | Cuts incoming damage by 60%. |
| Slip | 3 | If it works, your next punch is a counter (+30% damage). |
| Step in / Back off | 1 | Moves one step: far, mid, close. |
| Breathe | 0 | Spend a turn breathing: +10 stamina. |
Out of stamina, you can’t punch. Learn when to breathe and when to sit behind your guard; even the best fighters don’t throw every turn.
Getting knocked down
Go down and the referee starts counting. Hit the timing during the count and you get up. Your Chin widens the get-up zone.
Stats
| Stat | What it does |
|---|---|
| Power | Punch damage |
| Speed | You strike first; harder to slip |
| Stamina | Stamina pool in fights |
| Chin | Cuts damage, helps you get up |
| Reflexes | Slip chance |
| Technique | Accuracy, clean shots, reading foes |
Skill paths
Levelling up gives you skill points. There are three paths with five skills each; to unlock a skill you need the one before it on the same path. Skills open at levels 2, 3, 5, 8 and 12 and cost 1, 1, 2, 2 and 3 points.
Slugger · Brawler · power and pressure
| Level | Skill | Effect |
|---|---|---|
| Lv 2 | Tank | +1 Power. Damage taken -5%. |
| Lv 3 | Sledgehammer | Your next hook or uppercut deals +40% damage. |
| Lv 5 | Fury | +20% damage while below 35% health. |
| Lv 8 | Body Hunter | Body shots deal +25% damage and drain twice the stamina. |
| Lv 12 | Iron Fist | Your next cross, hook or uppercut breaks the guard: +60% damage, +15% accuracy. |
Outboxer · Technician · range and counters
| Level | Skill | Effect |
|---|---|---|
| Lv 2 | Elusive | +1 Reflexes. Slip chance +5%. |
| Lv 3 | Butterfly Step | A free step back. Your next slip is certain. |
| Lv 5 | Jab Machine | Jab costs 1 stamina. Jabs at long range deal +20%. |
| Lv 8 | Counter Master | Counters after a slip deal +60% (normally +30%) with +25% accuracy. |
| Lv 12 | Sting Like a Bee | For 2 turns every jab lands twice. |
Balanced · Master · ring IQ and grit
| Level | Skill | Effect |
|---|---|---|
| Lv 2 | Rhythm | Combo bonuses +10%. |
| Lv 3 | Ring IQ | See the opponent’s move for certain for 2 turns. |
| Lv 5 | Second Wind | +8 stamina in the corner. Breathing gives +14 (normally +10). |
| Lv 8 | Iron Chin | Get-up zone 1.5× wider on the count. +10 health when you rise. |
| Lv 12 | Champion’s Heart | Once per fight: +20 health, half your stamina back, +10% accuracy for 2 turns. |
Bosses and special moves
Bosses have a special move. They warn you first with a line (loosening a tie, covering up), and the right answer usually shows on screen as a hint: slip, guard or back off.