The Science of Defense: Why Realistic Blocking Should Evolve Beyond One-Size-Fits-All Boxing Games
By Poe-The Boxing Videogame Blueprint / Realism Over Hype Initiative
1. The Forgotten Half of Boxing Games
When fans talk about realism in boxing video games, the spotlight usually falls on punches, knockouts, and visuals. But ask any real boxer or serious fan, and they’ll tell you: defense is where the sweet science truly lives.
Blocking, slipping, rolling, parrying, swaying, and footwork form the unseen rhythm that separates real boxers from brawlers — and authentic simulations from button-mashers. Yet most modern boxing games still treat defense like a binary switch: blocking on / blocking off.
This simplification is not just unrealistic; it’s an insult to the depth and intelligence of real boxing.
2. What “6-Axis Blocking” Actually Means
In game-design terms, 6-axis blocking refers to a system where the player can defend along multiple directional planes:
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High / Mid / Low — vertical defense against head and body attacks
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Left / Center / Right — horizontal defense based on punch angle
This setup gives players six total defensive angles — hence the term “6-axis.” It’s a cousin of systems seen in Fight Night Champion, UFC 5, or even For Honor, where players manually adjust guard position relative to incoming strikes.
In concept, 6-axis blocking sounds like the holy grail for competitive realism. But the reality inside a boxing ring — and a gameplay engine — is more nuanced.
3. How Real Boxers Actually Block and Defend
Blocking in real boxing is not a toggle — it’s an ecosystem of constant micro-adjustments.
A trained boxer’s guard is fluid. Their gloves rise or lower based on distance, opponent rhythm, and punch trajectory. Their elbows pinch in when they sense a body shot coming. Their shoulders roll subtly to deflect power. Their head movement, torso rotation, and foot positioning all contribute to a living defense system.
Here’s a breakdown of real defensive categories that could — and should — exist in a true boxing simulation:
| Defensive Type | Realistic Description | Possible Game Translation |
|---|---|---|
| High Guard | Hands high, elbows tight. Catches hooks, straight rights, uppercuts. | Analog stick up; blocks high-line shots, drains stamina faster. |
| Tight Guard / Peek-a-Boo | Gloves centered in front of face, head rhythmically weaving. | Slight auto-slip bonus during weaving. |
| Elbow / Body Guard | Elbows tucking in to block ribs and liver. | Stick down; reduces body damage but exposes head. |
| Parry / Catch-and-Shoot | Quick glove deflection leading to counter window. | Timed block input triggers short counter buff window. |
| Shoulder Roll (Philly Shell) | Lead shoulder deflects straight shots, rear hand ready to counter. | Guard angle + lean direction triggers deflection animation. |
| Slip / Bob / Weave | Head off center-line via torso rotation and foot base shift. | Stick or button input linked to dynamic hitbox shifts. |
| Sway / Lean / Ride-the-Punch | Moving with a punch to absorb impact, reducing damage. | Input direction matches punch vector; damage multiplier reduced if timed. |
| Pivot / Step-Out Defense | Using angles and footwork instead of static blocks. | Player footwork + stamina tie-in; AI awareness adjusts tracking. |
Each of these elements happens in fractions of a second in real life — not because the boxer is toggling a guard type, but because their entire body reacts as a unified defensive organism.
4. The Advanced Layer: Slipping, Swaying, and Riding the Punch
While blocking stops impact directly, elite boxers add another dimension — they redirect or diffuse punches.
Slipping:
A subtle head movement that takes the head off the center line. Instead of meeting the punch head-on, the boxer moves slightly inside or outside the punch’s path, causing it to graze or miss entirely.
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Gameplay translation: micro-stick inputs or timed directional tilts. A successful slip slightly increases counter speed and reduces stamina drain.
Swaying / Rolling:
A rhythmic backward or lateral lean that flows with an incoming punch’s motion. The boxer “rides” the punch, absorbing less of the kinetic energy.
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Gameplay translation: hold stick toward the punch direction at the right timing to trigger damage reduction (e.g., 0.6x multiplier).
Riding the Punch (Moving With It):
This is the most advanced defensive act — moving the head or torso in the same direction as the incoming strike to soften the blow. Think of Mayweather subtly turning his head and rolling his shoulder as a shot lands.
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Gameplay translation: precise timing window; pressing lean or rotate input during contact reduces damage by up to 80%, triggers “glancing blow” animation, and increases counter-punch accuracy.
In combination, these movements are what make defensive masters like Floyd Mayweather, James Toney, and Pernell Whitaker nearly unhittable. They don’t block punches; they erase them through movement, timing, and anticipation.
Adding these to a boxing game doesn’t just make fights look more real — it introduces the missing psychological warfare of anticipation, rhythm, and timing.
5. Why the “Up/Down” and “6-Axis” Systems Are Both Right — and Wrong
Let’s be clear: up and down blocking is realistic in concept — boxers do raise and lower their guard — but not in isolation. The game must simulate how a boxer flows between positions, not just switch stances mechanically.
A pure 6-axis system may offer fine control for competitive esports players, but it risks feeling artificial or robotic compared to the smooth, reactive nature of real boxing defense.
Instead, a hybrid or adaptive system mirrors realism more faithfully:
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Adaptive Guard Height: The game detects punch trajectory and slightly adjusts guard position automatically.
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Directional Guard Tilt: Left/right stick modifiers let you simulate catching hooks or rolling with shots.
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Reaction Assist: Fighter tendencies and reflex stats subtly influence timing windows for perfect parries or counterrolls.
The beauty of this approach is that it bridges realism and accessibility — letting both casual players and hardcore purists feel in control without micromanaging every movement.
6. Should 6-Axis Blocking Be Standard or Optional?
In short: make it optional.
Boxing is both an art and a science. Some players will thrive on a full 6-axis manual defense system; others will prefer a classic “hold block” system assisted by AI guard adjustment.
Offering toggles is the key to long-term retention and balance:
Defense Style Options:
✅ Classic Auto Block — Automatic angle adjustment vs. punch type (casual friendly)
✅ Hybrid Adaptive Guard — Manual height with contextual AI assist (realistic)
✅ 6-Axis Manual Defense — Full manual guard control (competitive/sim mode)
This flexibility gives designers balance data, lets tournaments pick standardized rule sets, and ensures accessibility doesn’t sacrifice authenticity.
7. Integrating Realistic Defense Into a Boxing Videogame
A modern simulation can absolutely integrate all of this — if the systems communicate.
Here’s how:
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Dynamic Hit Zone System:
Tie every punch to an anatomical zone (chin, temple, ribs, liver, etc.). Blocks should register whether glove, arm, or shoulder intercepted the shot — not just “blocked or not.” -
Physics-Based Reactions:
Instead of static “block animations,” calculate partial force absorption, deflections, and stamina costs. Body torque and glove angle matter. -
Adaptive Guard Logic:
AI boxers shift guard positions based on tendencies (high guarders, shoulder rollers, peek-a-boo stylists). Their reactions evolve mid-fight depending on fatigue and damage. -
Parry / Counter Timing Windows:
Add precise timing-based parries — if you tap block at the moment of impact, you deflect and open a 0.3s counter window. This rewards skill without button spamming. -
Slip / Sway / Ride Mechanics:
Head and torso hitboxes shift dynamically. Well-timed directional inputs reduce damage and create “glancing impact” physics events — generating authentic visuals where punches slide off gloves or shoulders. -
Fatigue and Guard Degradation:
The longer a boxer holds a tight guard, the slower their counters become. Over time, gloves drop due to fatigue — forcing smarter movement. -
AI Learning:
The AI tracks what level (high/low) and side (left/right) you attack most, then begins adjusting guard angles dynamically — just like a real opponent “downloading” your rhythm.
8. Boxers With Unique Blocking Styles
This is where individuality meets innovation — and where many boxing games fail. Every great boxer has a defensive fingerprint. A universal block animation erases that personality.
In a realistic system, blocking styles should be tied to fighter identity and tendencies.
| Boxer Type | Signature Blocking Style | In-Game Representation |
|---|---|---|
| Muhammad Ali / Roy Jones Jr. | Loose reflex guard, low hands, upper-body evasion | Lower guard visuals, faster reaction windows, increased slip success rate. |
| Floyd Mayweather / James Toney | Shoulder roll, right-hand deflection, torso slips | Lean-based deflection logic, counter window bonus. |
| Mike Tyson / Joe Frazier | Peek-a-boo guard, constant head movement, forearm blocks | High guard auto-weave; stronger block stamina; mid-range counter bonus. |
| Winky Wright / Arthur Abraham | Tight high shell, double-forearm guard | Max damage reduction; slow counter readiness. |
| Roberto Durán / Canelo Álvarez | Compact torso movement, mid-level glove parries | Smooth body/head transition guard, high parry success rate. |
| George Foreman (prime) | Cross-arm defense | Unique cross-forearm block angle with heavy parry animation and slow recovery. |
Each style could have:
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Unique guard animations and stamina curves
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Custom reaction multipliers (e.g., “rides punches” reduces damage but lowers counter power)
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Fighter-specific timing windows for parries, slips, and shoulder rolls
This ensures every boxer not only looks authentic — but defends authentically too.
9. The Competitive Balance Question
Is 6-axis blocking better for competitive play? Possibly — but only in modes where everyone has mastered it. For ranked or esport-style matches, it introduces real risk/reward mechanics: exposing yourself while switching guard height, baiting liver shots, and rewarding defensive timing.
However, for campaign or casual play, adaptive systems make more sense. Not everyone wants to juggle six inputs when they’re trying to enjoy a career mode or story fight.
Thus, the best long-term structure is to let game modes dictate complexity:
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Simulation Mode: 6-axis manual blocking, parry timing, slip/sway/riding mechanics.
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Standard Mode: Hybrid adaptive defense.
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Arcade Mode: Simplified automatic defense.
10. The Path Forward for Authentic Boxing Games
Developers like SCI (Undisputed) and EA (Fight Night) have historically undervalued defense. They focus on “feel good” offense, leaving guard mechanics to button holds that barely simulate the real sport.
But the next generation of boxing sims can’t afford that shortcut.
The fans are smarter. The technology is ready.
Realistic defense isn’t just a visual gimmick — it’s gameplay identity.
A true sim should treat blocking and defense with the same pride as punch variety or knockout physics. Imagine a game where:
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Every glove angle matters.
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Every parry opens a tactical window.
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Every slip, sway, or roll changes the fight rhythm.
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Every boxer blocks their own way — from Ali’s reflex lean to Tyson’s peek-a-boo crouch.
That’s how you sell realism — not by dumbing the sport down for casuals, but by giving every player options to express skill, intelligence, and style.
11. Defense Wins Games
In real boxing, defense isn’t passive — it’s offense waiting for a moment.
A true boxing video game should capture that truth.
The 6-axis system, adaptive guards, unique blocking styles, parries, slipping, swaying, and “riding the punch” mechanics can all coexist. The solution isn’t “less realism for accessibility”; it’s layered realism, where each player decides how deep to dive.
One-size-fits-all boxing doesn’t exist in the ring. It shouldn’t exist on screen either.
Poe’s Motto:
“A Realistic Boxing Game Can Make a Hardcore Fan Out of a Casual.”
Production-ready blueprint for an engineering/anim/AI team. It covers controls, data, animation graphs, hit logic, AI, balance, online, and QA.
0) Design goals (non-negotiables)
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Layered complexity: Classic (auto), Hybrid (assist), Sim (manual 6-axis) — switchable per mode/lobby.
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Data-driven: All timings, angles, and multipliers editable via SO/DataTables.
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Deterministic online: Server-auth impact resolution; client-side prediction for feel.
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Readability: Clear visuals/sfx for block vs parry vs slip vs ride (glancing) events.
1) Controls & Input Map
Game-wide toggle
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Settings → Defense Style:
Classic Auto | Hybrid Adaptive | Sim (6-Axis Manual)
Controller (defaults)
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Hold Block: LT/L2
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Parry (Timed Block): LT/L2 tap within parry window
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Slip / Weave: Right stick flick (RS) in 8 dirs (inside/outside/duck/roll)
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Sway / Ride: Hold RS toward incoming punch vector during impact window
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Guard Height: LT + RS up/down (Hybrid/Sim)
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Guard Tilt (L/R): LT + RS left/right (Hybrid/Sim)
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Pivot / Step-out: LB/L1 + left stick (LS) quick tap (angle step)
Keyboard: mirror with modifiers (Shift=block, Q/E parry, mouse for slips).
2) Data model (one source of truth)
Core structs (engine-agnostic)
Unity
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DamageZoneSO,DefenseStyleSO,GuardTuningSO,ParryTuningSO. -
Manager:
DefenseSystemConfigwith references to all SOs.
Unreal
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USTRUCT FDamageZoneRow,FDefenseStyleRow,FParryTuningRowin a singleUDataTable. -
UDefenseConfigAssetholding lookups.
3) Animation graph & tags
Common parameters
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GuardHeight(float 0–1),GuardTilt(-1 left to +1 right), -
IsBlocking,IsParrying,IsSlipping,SlipDir(enum), -
WasParrySuccess,WasRideGlance,HitZoneId(notify tag).
Unity (Animator)
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Layer: Guard (upper-body mask): states
GuardHigh,GuardMid,GuardLowwith blend trees driven byGuardHeight+GuardTilt. -
Layer: Evade: additive poses for
Slip_L/R,Weave_Under,Lean_Back. -
Montages/Overrides:
Parry_Straight,Parry_Hook,ShoulderRoll_R. -
Animation Events/Notifies emit
HitWindowOpen,ParryActive,RideActive.
Unreal (ABP)
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State machine
SM_Guardwith blendspace (height vs tilt). -
Cached poses layered with
LayeredBlendPerBonefor slip/sway. -
AnimNotifies to toggle
bParryActive,bRideActive, and to stampHitZoneId.
4) Impact resolution (the heart of it)
4.1 Classification
When a punch overlaps a collider: compute DefenseResult = Block | Parry | Slip | Ride | RawHit.
Decision order (high → low):
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Parry if
inputTapwithin[tImpact - parryPre, tImpact + parryPost]. -
Ride if
RS direction dot impactDir ≥ rideThresholdduringRideActiveor timing window. -
Slip if head/torso hurtbox moved outside punch trajectory cone (or
SlipStatetrue within slip window). -
Block if guard coverage cone intersects punch arc (and
IsBlockingtrue). -
Else RawHit.
4.2 Damage math (example)
CoverageDot: dot between guard normal and punch direction (−1 exposed, +1 perfect coverage).
Momentum: attacker footwork speed + combo timing bonus.
5) Guard coverage & colliders
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Per-bone colliders (head, jaw, temple L/R, ribs L/R, liver, spleen, sternum, solar plexus).
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Dynamic guard proxy: two capsule colliders bound to glove bones; raycast to form a coverage plane and compute
coverageDot. -
Overlap policy: choose the highest-priority zone (Chin > Temple > Jaw > Body) unless parry/slip triggers redirect.
6) Parry, Slip, Ride specifics
Parry
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Inputs: quick LT tap (or block-tap) within
parryWindowMs. -
On success:
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DamageScale = 0.15–0.35, attacker gets
Recoil(brief hit-lag + accuracy debuff 200–300 ms). -
Counter window:
counterBuffDuration(e.g., 300 ms) = +accuracy/+counter power. -
Stamina cost + small risk: missed parry increases incoming damage ×1.1.
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Slip
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Enter by RS flick; pose drives head hitbox off centerline for
slipWindowMs. -
If straight lands within slip window and trajectory misses →
SlipSuccess(damageScale 0.1–0.3, counter advantage).
Ride (Move with the punch)
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During
RideActive(from lean/roll notify) or exact timing at impact, if player lean matches punch vector (dot ≥ 0.6) → convert to Glancing:-
DamageScale 0.25–0.45, add camera whip & glove slide VFX, reduce attacker combo advantage.
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7) AI: tendencies & learning
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Style profile (per fighter):
ParryBias, SlipBias, RideBias, GuardHeightPref, TiltPref, stamina thresholds, and unique blocking style (PhillyShell, Peekaboo, Cross-Arm, HighShell). -
Adaptation loop (every N seconds): analyze player punch distribution (level/side) → adjust guard height/tilt and raise defensive tool probability versus overused lines.
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Baits: defensive feints (drop guard side) to lure shots → scripted counter plans for elite defenders.
8) Stamina, degradation, and balance
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Block Hold Drain: e.g., 3–6/s; heavier at HighGuard.
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Chip through guard: 10–25% becomes “bruise” damage on arms/torso; affects punch speed.
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Guard Degradation: long hold reduces
coverageDotcap (hands sink). -
Anti-turtle: repeated static block triggers ref warning logic (career realism) or small accuracy debuff for defender.
9) UX/Feedback
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Block: dull thud, small sparks, muted camera shake.
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Parry: sharp clack, brief attacker hit-stop, white rim flash on gloves, slow-mo 0.1s.
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Slip: whoosh SFX, head-trace streak, slight FOV lurch.
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Ride: glove slide VFX, angled camera whip following punch.
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Telemetry popups (debug build): “PARRY +Counter 0.30s”, “GLANCING 0.38x”, “SLIP OUTSIDE”.
10) Code hooks (concise)
Unity (C# skeleton)
Unreal (BP/CPP outline)
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UDefenseComponent::ResolveDefense(const FImpactContext&) -
AnimNotifies set
bParryActive,bRideActive,SlipDir. -
Use
FGameplayTagforEvent.ParrySuccess,Event.Glancing,Event.SlipSuccessto trigger VFX/SFX and GA effects. -
GAS:
GE_ParryCounterBuff,GE_AttackerRecoil.
11) Networking
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Client predicts defense state (parry/slip/ride), plays local feedback immediately.
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Server authoritative: recomputes with identical config seeds; reconciles on mismatch (subtle health snap only).
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Send minimal payload:
punchId, zoneId, defenderDefenseFlags, timestamps, guardVectors.
12) Accessibility & assists
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Timing Assist (on): widen parry (±30 ms), snap slip direction toward optimal vector, visual pre-cue on heavy punches.
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One-Button Evade: hold RB/R1 → context chooses best (slip vs ride) based on punch type/direction.
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Training HUD: ghost arrows showing “ride this way” during tutorials.
13) Mode rules (pick per playlist)
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Simulation: manual 6-axis; full chip, strict stamina, realistic fouls (low blows, back-of-kidney penalties).
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Standard: Hybrid adaptive; moderate chip; assists optional.
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Arcade: Auto-block; simplified parry; generous windows; reduced chip.
14) QA test plan (essentials)
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Window sweeps: fuzz tests ±200 ms for parry/slip/ride detection.
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Coverage validation: visualize guard plane vs punch arcs; verify
coverageDotthresholds. -
Edge cases: Southpaw vs. orthodox angles; body hooks vs. elbows; liver/spleen targeting; spinning camera/latency.
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Abuse checks: parry macro detection (exact-interval taps), infinite lean loops, turtle exploits.
15) Content authoring checklist
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Defensive styles: Philly Shell, Peek-a-Boo, Cross-Arm, High Shell, Reflex Guard (Ali/Jones), Compact Catch-and-Shoot (Canelo/Durán).
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For each: guard pose set, slip/ride additive set, 2–3 parry types, timing profile, stamina curve, degradation curve.
