Sky Star War: the fight guide
Bouts in the fight clubs and at the National Boxing Arena. In the game: /fightguide, or /boxing.
Quick key list: every move and every combo
- Moves: 1 jab. 2 hook. 3 guard. 4 low kick. 5 uppercut. 6 roundhouse kick. 7 clinch. 8 takedown. 9 slip.
- You learn them with fitness from a gym: 1, 2 and 3 at once, 4 at fitness 10, 9 at 20, 5 at 30, 7 at 40, 8 at 55, 6 at 70.
- Attack combos, press the keys in this order:
- One-two: keys 1, 2. Fitness 15.
- Double jab and hook: keys 1, 1, 2. Fitness 25.
- Counter uppercut: keys 9, 5. Fitness 35.
- Kick and hook: keys 4, 2. Fitness 45.
- Clinch and takedown: keys 7, 8. Fitness 60.
- Spinning finish: keys 2, 5, 6. Fitness 80.
- Defence against a combo, press one of these when you hear Watch out: key 3 guard (the best), key 7 clinch (breaks the combo), key 9 slip (duck under it and counter).
- Knocked down: press any number key again and again to get up before the count of ten.
- Type /techniques to hear which moves and combos you have learned.
How a bout works
- A bout has five rounds. Both fighters start with 100 health.
- Every two and a half seconds comes an exchange: both fighters act at the same moment.
- Your keys line up: every key you press waits for its own exchange, up to three. Press 1, 1, 2 and the next three exchanges are a jab, a jab and a hook. You hear what is lined up.
- If you press nothing, you guard.
- After every exchange you hear what happened and the health of both fighters.
- Between the rounds there is a short break and both get 10 health back.
- The fight ends with a knockout, or after five rounds the judges give it to the one who won more rounds.
The keys: moves and when you learn them
- 1, jab: quick and sure, small damage. Everybody has it.
- 2, hook: heavy, lands less often, and leaves you open: blows against you hurt more that exchange. Everybody has it.
- 3, guard: takes most of a blow and may counter. Everybody has it.
- 4, low kick: quick; a kicked leg hits worse in the next exchange. Fitness 10.
- 9, slip: duck under everything this exchange; if he swung at you, your next blow is a counter, half again as hard. Fitness 20.
- 5, uppercut: goes through a guard. Fitness 30.
- 7, clinch: hold on to him; his blow does half, you catch your breath, 3 health. Fitness 40.
- 8, takedown: lands seldom, but he goes down and the referee counts. Fitness 55.
- 6, roundhouse kick: the heaviest blow, lands seldom. Fitness 70.
- Fitness comes from training on the machines of a gym. Type /techniques to hear which moves you have.
Attack combos, step by step
- Just press the keys of the combo in order, for example 1, 1, 2. They line up and are thrown one per exchange, and the last move of the combo is the one that gets stronger. You hear the name of the combo when it comes, even if its last blow misses.
- One-two, keys 1 then 2. The hook lands more often and half again as hard. Fitness 15.
- Double jab and hook, keys 1, 1, then 2. The hook hits twice as hard. Fitness 25.
- Counter uppercut, keys 9 then 5. The uppercut lands for sure unless he guards, half again as hard. Fitness 35.
- Kick and hook, keys 4 then 2. The hook lands more often and a third harder. Fitness 45.
- Clinch and takedown, keys 7 then 8. The takedown lands far more often. Fitness 60.
- Spinning finish, keys 2, 5, then 6. The roundhouse lands half the time and twice as hard. Fitness 80.
- When a combo lands you hear its name, for example: one-two! Your hook lands for 14.
- A combo counts only when you know it, so the fitness of every combo matters too.
Ways out of a combo: defence
- Often you are warned in time: Watch out, he is setting up the one-two! Answer in the NEXT exchange.
- Guard, key 3: the best answer. The finisher dies on your gloves, almost no damage, and you counter far more often.
- Clinch, key 7: you tie him up. The combo is broken and loses all its extra power; his blow does half.
- Slip, key 9: you duck under the finisher completely, and your next blow is a counter.
- Even without a warning, a seasoned boxer spoils a combo now and then by himself: one chance in a hundred per boxing level, five more with a headgear, at most 25.
- How to read your opponent: the one-two and the double jab start with jabs, so after his jab think of a guard. The kick and hook starts with a low kick. The spinning finish starts with a hook and an uppercut. A slip from him often means an uppercut is coming.
- But do not guard all the time: a guard deals no damage, and an uppercut goes through a guard.
Knockdowns and the count
- A fighter goes down when a takedown lands, when a heavy blow or a combo hits him with little health left, or when his health reaches zero.
- The referee counts out loud: one, two, three... a slap on the canvas each count, and the bell at ten.
- If you are down: press any fighting key again and again to get up before ten. A fitter body needs fewer presses.
- If you get up you fight on with at least 20 health. At ten it is a knockout and the bout is over.
- NPC fighters try to get up too, and sometimes they make it.
- While the referee counts nobody can hit and the round clock stops.
Getting stronger
- Fitness from the machines of a gym: 50 strength out of shape, up to 110 at fitness 100. It also unlocks the moves and combos.
- Boxing level: experience from the heavy bag, from every bout and from the tournaments. Every level adds one strength, up to 50 more, so the work goes on after fitness 100.
- The heavy bag, at the National Arena and in every fight club: choose the heavy bag in /boxing, then press the number keys like in the ring. Every blow trains that move. Mastery up to 100 makes a move land up to 10 percent more often and hit up to 30 percent harder. Combos on the bag give extra experience.
- Championship belts: every national championship you win gives you the next belt, white, blue, purple, brown, black, red and gold. Each one is twice as strong as the one before, from +5 to +320 strength. A belt is yours for good: it cannot be given, sold or dropped. Put it on or take it off in /boxing.
- Tournament gear cannot be bought, you win it: the cup champion's gloves (+40 strength) for your first arena cup, the cup champion's boots (blows land 15 percent more often) for three cups, the cup champion's headgear (blows you take 45 percent weaker) for five cups, and the federation robe (+15 strength, you get up easier and spoil more combos) for a national championship. Like the belts it is yours for good. See it in /boxing.
- Gear from the boxing shop in /boxing, worn: hand wraps, gloves or pro gloves add strength, boxing shoes make blows land more often, a mouthguard and a headgear make the blows you take weaker. Take it in your hand and use it to put it on.
Tips for winning
- Mix your moves: a fighter who only jabs is easy to read, a fighter who only guards never wins.
- Use the jab to stay safe and to start combos, and finish with the combo that fits your fitness.
- When you hear a warning, answer it: guard, clinch or slip in the next exchange.
- When your health is low, guard and clinch more: a heavy blow on a weak fighter can put him down.
- Do not throw hooks at a fighter who guards: use the uppercut, it goes through.
- Sign up for the arena cups at the National Arena (/boxing) to practise against NPC fighters, and win the national championship for the belt.