December 4, 2007

Wii Boxing: Chump to Champ

WooHoo! 3003 in Wii Boxing!

1337 Wii Boxing Skillz

Now that NaBloPoMo is over, I’ve turned my attention to continuing my other important lesiure time endeavors. Like Wii boxing.

When you reach 1000 you are labeled “Pro” and the opponents begin getting much harder. At around 2000 your rating has reached the top of the graph. A little bit before 3000 your rating is completely off the screen.

I’d heard that 3000 was the upper limit, but that is apparently not accurate. It’s not the whole story.

You opponents get more and more difficult to beat, until around 1500. None of the Wii opponents seem to be rated better than the 1500 area. So, to gain any ratings points by fighting them, you must defeat them utterly. If you beat your opponent in the third round, or after taking somewhat of a beating yourself, you can actually win the fight but lose points. It’s rather like the Patriots this season. If they win by a wide margin this season, everyone takes it in stride by now. If they just barely win a game it’s time to start predicting doom.

In the world of Wii Boxing this means that a clean win early on earns you 75 points. A loss can win you a couple of points if you put up a good fight. Or, maybe you lose 2-5 points.

Once you’re above 2500, if you beat your opponent in the first round without falling once yourself, you can earn a whopping 7 points! Above 2900 expect to win 5 points if you can put your opponent down quickly.

What happens if your opponent makes it late into the second round? You can lose between 20 and 30 points.

3000 is not so much a hard limit as it is a point at which you start to consider moving on to some other hobby. You’re working too hard for too few points. Four points here and two points there are not a big motivator.

How do you get to 3000?

  • Practice with an inexperienced Mii and learn the moves against an unskilled opponent. Just focus on what movements generate which punches.
  • Do the training, and again practice those different punches.
  • Once you’ve mastered dodging in the training mode, try some fights and see if you can dodge left, right, left and how your opponent reacts to your dodging. Try to move around enough to lure your opponent into throwing a “near miss” that triggers the slow-motion (Matrix-like bullet time mode, allowing you to land a good combination.
  • Learn the timing of a left-right (or right-left) combination. If you throw your second punch too early, it messes up both punches and leaves you wide open.
  • Once you get a two punch rhythm down, you can throw more punches in a row. Late in the game I was limited to 3-punch combinations at most, but early on you can really get a string of them going.
  • Dodge while looking for an opening, but be careful never to dodge into a punch.
  • When you see an opening, try to hit that opening with quick, straight punches.
  • Save most of the fancy hooks and other slower power punches for the slow-motion mode. Uppercuts are good here, too.
  • If your opponent doesn’t seem to leave much of an opening, practice throwing punches at a precise height, by lifting or lowering the remote. Sometimes, even if your opponent is protecting his face, you can throw punches over his gloves at the top of his big Mii head.
  • Get ready to dodge right after you punch.
  • For faster takedowns, try to match your opponent’s rhythm and anticipate when he is about to punch. If you dodge as he is punching, your opponent is now open and you can land a punch while he’s still recovering. Better still, if you can anticipate the slow-mo mode you can land a longer combination.
  • The key to points is a speedy takedown. If you wear a guy down over some time, he’ll probably get back up. But if you have a really well-coordinated series of punches over a short time, his first trip to the mat may be his only trip. And you’ll get more points.
  • Taking a few punches doesn’t seem to affect your score, unless you get knocked down.
  • Shaking the controllers doesn’t make you get up faster from a knockdown.
  • Don’t rely too much on the “slow mo” effect. Your Wii boxing cred won’t translate to human opponents if you do. Humans are less likely to throw those near miss punches.
Posted by James at December 4, 2007 2:05 PM
Create Social Bookmark Links
Trackback Pings

TrackBack URL for this entry:
http://www.drmomentum.com/cgi-bin/mt-tb.cgi/1965

Comments

Dude... need me to send help?

Posted by: pippa at December 5, 2007 10:45 AM

Copyright © 1999-2007 James P. Burke. All Rights Reserved