#Mac's Basics: Attacking, Dodging, Buffering, and the Dizzy Status
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#Mac's Basics: Attacking, Dodging, Buffering, and the Dizzy Status
Updated 4 years ago by Hootey

All maneuvers mentioned below assume that you are using the default control scheme. Any maneuvers mentioned with "quotation marks" are variations of basic movement that are often used in buffer strategies.

[Punches] (in order of respective speed and strength)Left Jab: Up + Y (Fastest and weakest punch) ► Left Body Blow: Y ► Right Jab: Up + B ► Right Body Blow: B (Slowest and strongest punch)

[Dodging: Left or Right on D-Pad]"Tap Left/Right Dodge": Tap Left or Right once on D-Pad ► "Full Left/Right Dodge": Hold Left or Right on D-Pad ► "Quick Left/Right Dodge": Immediately buffer a movement or attack as Mac begins to dodge, OR hold the A button while dodging (Mac cannot have a full Super Meter for this to work).

[Ducking: Down on D-Pad]"Tap Duck": Tap Down once on D-Pad ► "Full Duck": Hold Duck on D-Pad ► "Quick Duck": Immediately buffer a movement or attack as Mac begins to duck, OR hold the A button while ducking (Mac cannot have a full Super Meter for this to work).

[Guard Positioning] Raising or lowering your guard is critical to starting the fight quickly and correctly. By manipulating the opponent's guard, you are able to start punching on the first possible frame of the fight.Raise Your Guard: Hold Up on D-Pad ► Lower Your Guard: No input on D-Pad

[Buffering Your Inputs] The key to defeating each of your opponents quickly is to buffer your movement and attacks whenever possible. This is done by inputting your next move before the animation of the current move is complete, which lets Mac continue attacking on the soonest frame possible. Buffering does several things in a speedrunning context: ► It prevents accidental loss of frames between attacks or movement. ► It allows for consistent timing when setups are needed. ► It gives the player the opportunity to waste a specific number of frames to hit a dizzied opponent every time (see below).

[The DIZZY Status] Each opponent has a hidden "dizzy threshold" that acts like a stun gauge. If Mac continuously lands punches on his opponent and exceeds this threshold, the boxer will enter a dizzied state where several things will occur:

► The timer for the fight will stop. ► The opponent will stop attacking Mac for the duration of the DIZZY state. ► The opponent will enter a dizzy animation that may involve falling down, spinning, careening around the ring, etc.

During this animation, a perfectly timed normal punch or Super Punch will reduce the opponent's stamina to 0 and force a Knockdown (or in some instances, a KO). Because of this, buffer strategies have been found to specifically waste a certain amount of time so that the timed attack will always land on the right frame.

Dizzy buffers should be buffered immediately after the last attack that put the opponent in the DIZZY state.

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