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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. Sometimes theres even more oscure but interesting stuff such as regional variations, adjustments to gore and censorship, changes to the soundtrack etc.Īpologies if you already know this stuff, but I've found it makes a huge difference in making unfair feeling arcade games much more fun, so thats why I mention it.Fight Night Round 3 uses an innovative control scheme dubbed Total Punch Control (TPC). You can often find things like cost per credit, multiple difficulty settings, how many lives per credit, even turn on "freeplay" modes. These were there for arcade owners to make changes to either squeeze more money out of punters, or make older games more playable to increase their shelf life before needing to be replaced. On a real arcade board these are physical jumpers or switches that have to be changed, simialr to those on a PC motherboard or the back of an old IDE drive to set priority order, but modern emulators allow you to change them through software.
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If your are using the MAME core in RetroPie for the CPS games, you can press Tab to enter the menu that essentially changes the dipswitch settings virtually.
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MVG actually went through the original code to prove it does it on purpose. I always felt this, and multiple people have proved it in slow motion videos. In MK3 its so bad that even when you've already excetued a move that should connect and the animation frame has played, the computer will ignore that and block or counter (often with a throw) the next frame.
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I don't know enough to speak authorititavely on it, but I never felt any of the mainline SF games "input read" and then react before you have a chance to, in the way that MKII, 3 and certain other well known arcade fighters do. However I will concede that even on the easiest settings the single player experience still seems harder than I used to find the SNES and PC-DOS games, and I'm never quite sure if thats because they are genuinely easier, or because they are the ones I grew up with and played for quite literally hundreds of hours. But in both the Arcade Stadiums and 30th Collections you can adjust the dipswitch setting to make them much easier.
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