Training Camp
There are a variety of control layouts for Fight Night, so we'll only cover the default configuration. There are slight differences between each configuration, so you might want to change them depending on your ability to use Total Punch Control. We would recommend that you use either the default configuration or the second type, since the latter allows you to move your boxer relative to the screen, and not relative to the boxer (a.k.a. Resident Evil-style)
Action |
Xbox |
PlayStation 2 |
Move around the ring |
Left Analog Stick |
Left Analog Stick |
Punch |
Right Analog Stick |
Right Analog Stick |
Dodge |
L Trigger |
L1 |
Block |
R Trigger |
R1 |
Taunt |
X or Y |
Square or Triangle |
Special Punch |
A |
X |
Illegal Headbutt |
B |
B |
Dash |
Double tap in any direction |
Double tap in any direction |
Total Punch
Control
Fight Night 2004 uses an innovative new control scheme
dubbed Total Punch Control (TPC). 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. 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.
Punch Types
There are three classes of punches in Fight
Night: Jabs, Hooks, and Uppercuts. 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. With every punch that you throw out, your stamina meter
will quickly decrease and then build back up again. If you happen to throw out a
flurry of punches all at once, your stamina meter will go to zero, and you won't
be able to attack for a second or two. This becomes essential to keep in mind
when you're in later rounds, as you might put yourself in a position where you
can only throw out one or two punches at a time before tiring yourself out.
Jab: A quick, straight punch that can be used to attack the head or the body.
It has the quickest speed and the longest reach, but it's not a very good punch
to use if you're close to your opponent. Jabs make for great 'check' attacks to
determine the range you have on an opponent and to prevent them from closing in
on you. Aside from the piddling damage they dish out, jabs also have the uncanny
knack of exposing you to hooks and uppercuts, both of which will simply blow
through any jab to deliver a well-timed smack to the head of its target. While
the jab is a necessary punch to use, don't overdo it.
Hook: A sweeping punch that has moderate range, hooks are great for nailing people while they are moving from side to side, as well as after blocking a flurry of punches.
Uppercut: These puppies are the most damaging basic punches in the game, and
are great for close quarter combat. There are two downsides to uppercuts though.
The first is the range, as any boxer can simply lean back to avoid an uppercut,
and then counter with his own attack. The other is that it's a slower punch
compared to the hook and the jab, so you can't throw it out there whenever you
want to. Finally, it takes a boatload of stamina compared to the jab and the
hook; yet another reason not to throw them all the time.
All three punch types can be directed to either the head or the body. While aiming for the head will result in better and more immediate damage, punching to the body wears down the other boxer significantly, and can play a huge role for you down the stretch during a long fight. Welterweight, lightweight and featherweight boxers will all have to use the strategy of wearing down a boxer with body shots, especially if you're facing anyone from a heavier weight division.
Dodging and Blocking
Blocking: Weathering an opponent's attack with a block is the most basic of defenses. By holding the Block button and then using TPC, you can favour one side for incoming attacks. This allows you to decrease the amount of damage you take from a punch. If you aren't sure where the punch is going to land, you can also perform simple high and low blocks. Blocking also has one distinct advantage over dodging, which is the ability to parry attacks. By tapping Block and the proper direction, you can actually deflect an opponent's punch and counter immediately for some meaty damage. You'll find that 90% of your damage that you dish out after blocks will come after a successful parry.
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Dodging: The one advantage of dodging aside from blocking is that you can totally avoid block damage that you would normally receive if you block a punch. The downside is that you can't avoid jabs or hooks to the body, nor can you effectively counter-attack in many instances. This is because your momentum is different while you are dodging. Your jabs will be a little shorter, and your hooks and uppercuts will have decreased range and power. In general, you should use dodges sparingly, unless you know when a punch is coming, or if you can't afford to take the damage from a block.
Knockdown!If you were playing any other boxing game, you would probably have
to mash a ton of buttons to get yourself off the canvas after a knockdown, but
that's not so in Fight Night. If you are knocked down during a fight, you'll see
the referee hovering over you. Actually, you'll see three of them! By using both
analog sticks, you need to make those three referees become one. Do this by
lining up something on the ref's body that makes for a good visual foundation,
say the EA Sports logo on his shirt. Since you have 10 seconds to do it, don't
feel any pressure to get up as soon as possible. Line up one image with your
'foundation', and then work on the next one.
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Fight Night 2004 at IGN
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Fight Night 2004 Guide at IGN
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