The Thrill of the Fight – VR Boxing – Damage and Knockdowns
No Health Bars
There are no health bars in The Thrill of the Fight. Instead, each punch is looked at individually to determine what effect it had on the opponent. Hits that are too light will not inflict any damage at all. These hits are shown with a light blue impact effect. Hits that are damaging enough to cause damage will show an effect that blends from blue to yellow to red, depending on how much damage they land for. The post-match Score Details panel shows the total amount of damage inflicted per round and the number and percentage of landed hits that counted as damaging.
Weak Areas
Certain areas of the boxers’ heads and bodies will result in more injury when struck. Hits that strike these areas in the right direction will inflict additional damage. The lights on the boxing dummy mark these weak areas, and the info panel shows the amount of bonus damage you receive when you strike the boxing dummy.
These weak areas are very important to target and allow you to dizzy your opponent or easily score one-hit knockdowns. The AI always prefers to target your weak areas if possible, making their hits seem very powerful.
Knockdowns and Knockouts
If a boxer lands a hit that is damaging enough, their opponent will be knocked down with a single swing. Punches that are damaging enough to achieve this will show a red impact effect. The boxer who scored the knockdown will be moved to the farthest neutral corner, and the referee will begin to count. If the referee’s count gets to 10 before the knocked-down boxer can return completely to their feet, the referee will rule the fight over by knockout. All matches follow the “mandatory eight-count” rule, so the referee will always count to 8, even if the knocked-down boxer stands up immediately.
The time the knocked-down boxer stays on the floor is determined by how damaging the hit knocked them down.
When you are knocked down, your screen will appear black, and you will hear the referee counting. You will get up automatically and do not need to take any action to do so.
Dizziness
When a highly damaging punch hits a boxer, they will be rocked/dazed/dizzied. A dizzied boxer cannot muster their full strength and receives a damage penalty while they are dizzy (so if you are dizzied, back off and recover!). If a boxer continues to receive more dizzying hits before recovering, they may be knocked down. As with one-hit knockdowns, the time the knocked-down boxer stays on the floor is determined by the damage inflicted by the hit that knocked them down. Because of this, boxers knocked down due to dizziness are unlikely to stay down for the count.
When the AI is dizzied, their jaw will drop open, and their gaze will drift around as if they are hard to focus. They will tend to retreat and guard themselves while they recover.
When you are dizzied, you will see a double vision effect. You will also see a vignette and desaturation effect that gets stronger closer to being knocked down.
A boxer who takes a hit hard enough to cause significant dizziness will play a grunt sound effect.
Build up of Head Trauma and Body Pain
As a boxer damages their head or body, they will build up trauma or pain, respectively. As trauma or pain build-up, that boxer will eventually begin to take an increased amount of damage when they receive hits to the head or body. Additionally, the total amount of trauma and pain will increase the time a boxer stays on the floor when knocked down.
Only hits that landed hard enough to cause damage will add to a boxer’s trauma or pain levels.
Your trauma and pain levels, together, are shown as a permanent vignette and desaturation effect.
AI Reaction
Opponents will react to your landed punches by pausing their attack, retreating, or adjusting their guard to cover the area you hit. The more damaging your landed strike, the more likely the opponent will react.