Power Shot
A hit in your favourite zone counts double on your KO meter.
Every punch is a guess. Every guess is a fight.
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Win the match. A match is the best of five rounds, so the first fighter to win three rounds takes it. You can also end it early with a knockout.
There is no timing test and no button mashing. The whole game is about predicting what your rival will do, and hiding what you will do.
Choose high, medium or low for each of your three attacks.
Choose high, medium or low for each of your three blocks, aimed at where you think your rival will strike.
Your rival makes their picks in secret too. Nobody sees the other side's choices until the round plays out.
The round runs as three exchanges. An attack lands unless the defender blocked that exact zone.
Whoever lands more hits wins the round, unless a knockout ends the match first.
An example round. Two attacks landed because the rival guessed the wrong zones.
After a round, a tracker shows what each side picked and what landed. It is the best tool you have for spotting a rival's habits.
Every fighter has a seven-bar KO meter. Each landed hit fills a bar. Fill all seven for an instant knockout, and the last bar must be a landed hit. If one of your attacks is blocked, your meter empties.
Five bars filled. Two more landed hits would be a knockout, but one blocked attack would send it back to empty.
The meter pulses when you are one hit away, and flashes KNOCKOUT! when you get there. Fall one hit short and the announcer will let you know.
Every fighter has two traits that bend the race to a knockout. Traits never change who wins a round. They change how the KO meter fills, empties or is protected, and they are balanced so that no fighter has the edge. Both fighters' traits are shown on Character Select and on the VS screen, so pick a fighter whose style suits you and learn to play around your rival's.
A hit in your favourite zone counts double on your KO meter.
When you are blocked, you keep half of your meter instead of losing it all.
A clutch block turns into charge for your meter.
And more. Each fighter has their own pair of traits.
Fall too far behind and the match is over, unless you have a hit streak going. Carry a streak into the final round and it becomes KO OR NOTHING: land the knockout or lose.
Matches also end as soon as the result cannot change, so you never play a pointless final round.
Online matches earn XP for hits, blocks, combos, PERFECT turns, knockouts and the result itself. Losing still earns XP, and beating a higher belt earns more. Climb through every belt, then keep going through the Dan grades.