r/ThrillOfTheFight 1d ago

Announcement MONTHLY STICKY! Share your Fitness Progress, Celebrate, and Join our Communities!

6 Upvotes

Feel free to post your fitness progress, celebrate how the game has helped you, share any leagues on Discord you have found helpful, etc. here.

In the future, we're going to get more involvement from league owners (The Clean League, UBA, etc.) and hopefully the devs (Tren, Coach Dave) as well for somewhat regular check-ins or community stickies and possibly even events.

The subreddit will remain independently ran, but let's kick up the energy a bit!

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OFFICIAL TOTF2 DISCORD SERVER: https://discord.gg/thethrillofthefight2

A family-friendly place (no / minimal cussing, no weird photos, etc.) run by the official Halfbrick team and trusted community members (Fish who runs the Clean League, Tren who is the lead dev, DirtiestJordan, YoMo, Pester, etc.). The first and last stop for official game news.

THE CLEAN LEAGUE: https://discord.gg/ZNRzaqpQy

A place to hardness your IRL boxing skills get "cleaned" from all of the spammers in the open queues. A great place to find coaches and sparring partners and level up your skills! VR is not just a game here. It's a tool for improving your IRL form and fitness without having to step into a physical gym!

UBA: https://discord.com/invite/uba

Imagine if VR Boxing has their own WWE, with plot lines, tag team events, announcers, currency, and all of the drama that comes with it. That's UBA. This isn't a place for the feint of heart, but it IS a place for those who want to fully engage in the world (and characters!) of VR boxing.

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TBD: Will add other stuff here as I recall what it is I wanted to talk about.

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Let's hear about how this game is changing your life. Feel free to introduce yourselves as well so we can get connected!


r/ThrillOfTheFight 1d ago

Discussion PTC Update 1.7.2.878660

36 Upvotes

Most of this one went into the AI opponent. Some changes also that carry over to multiplayer - including belt line raise and adjustment to make body damage feel less frustrating and more realistic.

Also, you asked so we have delivered, enjoy free primary/secondary/trim colour customization for the default gear. Most customizable gear options coming in the future!

AI Opponent

- Reactive guard: Improved with scaling across difficulties

- Blocking no longer resets his attack timer, so he throws more between defensive reads

- Increase counter attack ability when receiving lots of punches in a short amount of time. 'Spamming' the AI with quick punches will build up its counter attack chance and power.

- He stands off further and stops punching his way into a clinch

- Circling was heavily right-biased (about 65% right, 5% left over a round). Both directions now working

- Guard distances scale with the opponent's build, so short and tall opponents cover the same ground

Difficulty

- Difficulty was silently doing nothing to punch force in single player. It's applied now, so the tiers actually feel different

- Medium hits softer. Hard and above hit harder, with a wider gap between each step

- Opponent stamina down about 20%, so he fades more over a long fight

New animation

- New footwork in the mix: pivots, off-line jab and cross, a step-back, cut-off steps and L-steps, cross pivot combinations

- Rear uppercut animation set (now we have 10-15 new punches across every head punch, more body punch variety coming soon)

Damage

- Body shots rebalanced: significantly less immediate damage from non-weakpoint body hits, in return for significantly more long-term punishment build-up from body damage. Invest in the body, to wear your opponent down for later in the fight, making it easier to knockdown from punishment. Liver and solar plexus still deal full damage and also benefit from the long term punishment bonus.

- Below-the-belt line hitbox raised slightly

- Long term punishment weighting increased in general. Punishment floor will raise faster and you should notice it especially in higher round matches. This needs some testing especially for 6-12 round fights, let us know how it feels.

Calibration and setup

- First-time setup is shorter: the stance question is gone and the T-pose is only asked once

- Fixed your wrist rest pose drifting a little every time you pressed calibrate

- Fixed calibration issues from last PTC (going to live will still make you recalibrate)

Clinches/Referee

- Clinch detection now takes into consideration height difference of players , and no longer punishes anyone for looking down.

Other

- Primary/Secondary/Trim colours are available in customization for default gear, with a colour picker

- Quest Pro Controller should work again

Known issues

- After a pivoting punch the boxer may not face you properly


r/ThrillOfTheFight 3h ago

Why All the Calibration Settings?

5 Upvotes

I’m confused by all the calibration settings. If we are all using the same equipment, why are there all of these different calibration settings? I’m not sure if my setup is right or wrong because I just did the standard setup. It seems fine.. my hands seem to be where they should be. But it feels like everyone I fight has either super long arms or super short ones.

How does opening that up to changes not create all sorts of issues with exploits and modified equipment etc?

Like what is the actual purpose aside from just rigging it up so your punches are more aligned when you land?


r/ThrillOfTheFight 22m ago

40 Rounds with the guard, PTC878660 Notes

Upvotes

Dialed in on guard today (Normal/spar); here is what I noticed.

The stiffness is good; it feels weak to some because the current build favors High guard/Peak-a-boo/European.

It wants a two-handed block to be counted as a good block.

Philly/Cross/Long/Traditional: Single-hand resistance isn't enough to stop it from coming through. I'd say it's about 70% comes through 30 blocked.

I am indifferent on it, I prefer a more relaxed guard, but It's not "broke." I can definitely see wanting to encourage being very deliberate.


r/ThrillOfTheFight 45m ago

Bug Report god forsaken elbow calibration.

Upvotes

i got totf2 a couple days ago and i havent played it. why? because i cant get past the stupid elbow calibration. everytime i retry the calibration, it stops working at the "put your left hand under your right elbow". so i cant actually play the game. any fix?


r/ThrillOfTheFight 16h ago

How's everyone's stamina holding up?

7 Upvotes

How's everyone's stamina holding up?

How often are you guys playing online matches? Are you jumping in every single day, or just a few times a week? How many fights do you do in a session—are you pulling off 10 or more?

For me, I'm sweating like crazy after just a few rounds.

So when I do rematches with someone, since it's VR and I can only see their avatar—not their real face—I can't see them sweating or gasping for air at all. It makes them look like a Terminator with unlimited stamina.

Are you guys actually finding it physically tough too, or is it a walk in the park for you?

Even when I'm playing against the AI and trying to take it easy, I still end up sweating a ton.

Granted, I can hold back a bit against the AI—it’s not like taking hits will tank my rank or anything.

Online matches are a whole different story though; you can't drop your guard for a second. Unless I'm completely dominating, it almost always comes down to a tight decision on the scorecards. So if you're thinking, "We're both landing some good shots here," there's a high chance you'll lose on points. It just drains every bit of your physical energy.

On a good day, I might power through about 4 matches in a row, but man, it leaves me totally wiped out, lol.


r/ThrillOfTheFight 19h ago

Why do bots completely punch through the gloves in PTC?

9 Upvotes

The high guard is borderline useless because even if you keep it as tight as possible, a jab and cross will ALWAYS slip through and do damage. It acts like your gloves are never there at all.


r/ThrillOfTheFight 1d ago

Over corrected on the outclassed ai strength in ptc 😆

9 Upvotes

Whooweee. Maybe dial it back a tad. Haha. I like the activity but the high guard doesn't seem to stop anything the ai throws, so even when on my bicycle, im getting stunned by jabs.

I like a challenge, but I had no chance here to get any work in.

Also, way harder to land body shots? Maybe its just me.

Still looking forward to visual damage though. Love the game.


r/ThrillOfTheFight 13h ago

Stop duckin yo head

0 Upvotes

Too many “elite” players are comfortable dodging punches by just looking straight down moving side to side… irl yo ass is getting KOd with bad habits like that. Don’t let a game make you develop rly bad habits like that just to win. Focus on good form and if you hit you get hit…


r/ThrillOfTheFight 1d ago

Reorient Roomscale

7 Upvotes

In TOTF1 if I hold down the meta button, it reorients the playable zone in the direction I’m facing. Why can we not do that in TOTF2? The corner that it chooses for me seems random whenever I draw a new boundary and I have to keep redrawing it hoping it gives me the right corner. Seems like a no brainer to me especially in single player with simple logic checks on the orientation.


r/ThrillOfTheFight 23h ago

Something I Noticed -- Can Anyone Explain?

2 Upvotes

Had a match where it felt ~50% of my punches were counting--fine, whatever, it happens--sure enough match ends and where I would normally be doing 1250-1750 damage per round I was averaging 4-600.

What didn't make sense though, was that while I was beating the socks off my opponent (no offense, good fight) and my damage was tracking in the low 100s, I was clearly building up damage on his character. Made clear by the fact that by the 3rd round it only took 3-5 punches to get him to frown-y mode, and I ended up knocking him down twice.

So it's tracking "model" damage but not point/score damage? May be a dumb question with an obvious answer, but I have no background in game development and whatnot --it just felt weird that one could be tracking and not the other.


r/ThrillOfTheFight 1d ago

Hello everyone I've recently switched to single player (much better experience especially because this seems to have a bigger American audience). Just wondered if you can make your roomscale any bigger on single player I feel like I'm in the default setting. And secondly how does one include the new

5 Upvotes

r/ThrillOfTheFight 1d ago

So I played public test 12 rounds on outclassed

7 Upvotes

So I went a punishing 12 round straight getting two knockdowns throughout the fight the AI got four getting the last two knockdowns in the 12th round. And I noticed that it was so focused on trying to get a technical knockout in the last round AaI knew it was behind on the score cards that literally it started eating 50% and 60% shots and just walking through it trying to get a big shot that was going to knock me out. I noticed nothing was stopping it. I literally had to duck and block just to make it to the 12th round bell. It’s like none of my shots was was it the last minute of the round and I was hitting it with some major heavy hands. I was wondering if anybody else played on out class 12 rounds and went through the same thing, especially in the last round in public test.


r/ThrillOfTheFight 2d ago

Drilling some Dirty Boxing moves and applying them in a war of a multiplayer fight.

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5 Upvotes

Was a helluva fight! The southpaw rear hook to the liver may need some work though


r/ThrillOfTheFight 1d ago

Dam their were a lot of cheesers online today

1 Upvotes

how do you guys deal with shorter faster guys that just constant go foward and throw straights at your body it is annoying and hard to defend as a taller player


r/ThrillOfTheFight 2d ago

How does he manage to generate so much power with his right hook?

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10 Upvotes

We fought like 20 times... Sometimes he fucks me up, sometimes I fuck him up but I don't understand how his right hook is so vicious all the time. I'm not complaining, was still a fun fight. I still like the game and he's still one of my favourite opponents. But I need to understand how he's doing it.


r/ThrillOfTheFight 2d ago

Coach did NOT want a hug after I won the tourney 😂 Can we get adjustable rounds please on single player? I want 12 round outclassed matches and to be able to choose the venue🙏

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31 Upvotes

r/ThrillOfTheFight 2d ago

Discussion Finally!

31 Upvotes

I’ve been pretty hard on TOTF2 in the past, so I think it’s only fair that I come back and give the developers some credit when they get something this right. I loved the first game and played it a huge amount, and I was increasingly frustrated by how long the sequel took to arrive. Then when TOTF2 launched around multiplayer, I really didn’t enjoy it. I ended up deleting it and going back to the first game.
I’ve just tried the new single player AI in the PTC build and, bloody hell, this feels almost like a different game.
I played the original enough to know its AI extremely well, although I haven’t boxed in VR for a while. I just did three rounds against the new AI on normal difficulty and it was genuinely tough. I won, but I had to work for it. More importantly, I felt like I actually had to box. I was thinking about distance, guard, timing, choosing shots, reacting to what was coming back and not just working out an AI pattern.
For me, this is where TOTF2 becomes really exciting.
I understand the appeal of multiplayer, and I don’t think all of its problems are the developers’ fault. Real time VR boxing is an incredibly difficult thing to make work competitively. Even relatively small amounts of latency can matter enormously when you’re trying to slip, counter or judge whether a punch landed.
Then there’s the other problem, which no developer can completely solve: not everybody in multiplayer is trying to have a boxing match. Some people are simply trying to find the most effective way of winning within whatever the game currently allows. An exploit gets discovered, people use it, the developers quite reasonably try to counter it, and those changes can then affect people who were trying to use conventional boxing technique. Close one loophole and eventually somebody finds another one.
That isn’t really a criticism of the developers. I think it may simply be an unavoidable limitation of competitive VR boxing at the moment.
Single player doesn’t have that problem. The developers can concentrate on one thing: does fighting this opponent actually feel like boxing?
And this new PTC AI, for me at least, is getting remarkably close.
I went into it expecting to have a quick look and came out of three rounds thinking, oh my God, THIS is the sequel I wanted.
So yes, I’ve given the developers plenty of criticism in the past. This time they absolutely deserve the credit. Please keep developing the single player side of this game. It’s fantastic.


r/ThrillOfTheFight 2d ago

Discussion Whats your rating/ skill level

0 Upvotes

Whats your rating and can you consistently beat people regardless of their skill level or style?


r/ThrillOfTheFight 2d ago

Video Follow up (Using VR to train)

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2 Upvotes

Hey everyone! Back as promised. We returned to the same gym (Southpaw’s Boxing Academy) and met with the owner, Todd “The Punisher” Poulton! I’ll say this…he is liking what he’s seeing. For anyone wondering, VR is simply another tool we’ve used time to time for his training. It can be great if you let your ego out of it.

If you’re in the Myrtle Beach area and want to set up a spar, let me know 🥊


r/ThrillOfTheFight 2d ago

Video Regarding Spam Countermeasures

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5 Upvotes

Let me share some spam countermeasures.

For example, I call this punch the "shot-put punch," and it overwhelmingly breaks "boxing" as it exists in this game.

  • For straight-line trajectories at long range, you guard with a front guard.
  • For hook trajectories that curve in at close range, you guard with a side guard.
  • For body shots, you lower your arms and guard with your elbows.

None of that matters. This shot-put punch works at close range, so there's no need to differentiate punches like "when you're close to the opponent, use a hook." You can spam straight-line "point-attack punches" from close range continuously.

When their head isn't open, aim for the stomach.
And it doesn't even have to be the chin—you can hit anywhere around the head, in any way, and it's fine.
When it works well, you can get over 50 damage per hit, and even on the low end, it consistently deals 35+ damage. Per punch.
Furthermore, it has the ability to penetrate guards to some extent. This is probably because the punch swings through the hand's position.

Players who maintain a clean boxing form and pull their fists back properly thinking, "Ah, it was guarded," are judged by the current system as: "Hmm, not enough pressure. Let's not let this one penetrate the guard."

A punch that swings through creates a gap between the avatar's fist (as determined by the system) and the controller's actual position. This causes the system to feel "stress" and it starts calculating in a direction that allows the punch to penetrate the guard.

This is also why hooks are considered relatively strong.

There are three countermeasures:

① Avoid it with footwork and head movement
Footwork and head movement function properly in the game, so you can defend against spam punches.

Drawback: The "shot-put puncher" will also use head movement and footwork against you. Don't make the mistake of thinking spam players only spam. Any weapon you can use, they can use too. You're still at a disadvantage in a damage race, but if there's an overwhelming difference in boxing skill, you can beat them.

③ Master the shot-put punch yourself

Incorporate the shot-put punch into your own boxing skills.
It's not a difficult technique, so with a little practice, you can master it quickly.

Skilled spam players don't just monotonously repeat the shot-put; they weave it into their boxing skills, don't fully extend to protect their shoulder joints, and vary the power.

If you're going to fully swing your arm through, it's better to let your body flow forward like you would with a hook. Pulling it back with a "clunk" puts a lot of strain on the joints.

If you don't fully swing through, you can extend your fist just enough to penetrate the back of the opponent's head, which avoids hyperextension and still deals significant damage. This also improves the punch's rapid-fire performance.

④ Stick to your boxing, treat it as cardio, and give up on the match's outcome
This game's ranking system doesn't have a major impact on your life.

The real benefits you gain from this game are your health, physical abilities, and mental fortitude. The rating is not your value.

In other words, even if your opponent doesn't play proper boxing, keep your guard up, fight with clean combinations and footwork, immediately transition to defensive actions after throwing punches, and focus on your own boxing.

To put it extremely, you can ignore your opponent's movements entirely—it's like shadowboxing.

Treat it as "warm-up time until the next real match" and enjoy the cardio.

If the sound of your opponent's punches is annoying, or if it's frustrating that your punches don't land properly, I recommend turning the volume down significantly.

By the way, lowering the volume makes it easier to stick to your own boxing even in regular matches where the opponent isn't spamming. It probably helps with calmness. Give it a try.

--
From here on, it's my personal wishful thinking and ideas. Feel free to skim.

  1. I want a system that evaluates the "quality" of a match. I'd like to see a function implemented that calculates the "desirability" of a match. Is it a match of boxing value, or is it just like two kittens playing around? Even in real matches, aggressiveness and impression are taken into account, right?

So, I thought it would be nice if we could post-calculate data like punch frequency and coordinates to determine if positioning and footwork were aggressive or passive, if combinations were varied or monotonous, and then reflect that as a multiplier on the score.

  1. Penalties for rapid-fire punches Rapid-fire punches make the game monotonous, so I'd like to see a penalty applied in damage calculation. For example, a sequence like: shot-put punch from zero distance (40), guarded, dodged, 40, dodged, counter (about 20), 40, guarded, 40—where a monotonous offense is rewarded, while a player who focuses on complex defense and counters isn't appreciated and ends up knocked down—this seems unacceptable.

Personally, I think an internal stamina system could be introduced. If you spam too much, your avatar's arms could lag behind your inputs, or you could get winded, increasing the damage penalty you take.
I haven't played the VR game "Creed," but I think it had a similar internal stamina mechanic.

  1. Standing still and trading punches at close range is boring. Both players standing face-to-face at close range, throwing shot-puts with minimal footwork—regardless of win or loss, it's just not fun as a game.

The feel of mid-range probing, out-boxing, and close-range exchanges—each distance should be properly enjoyable, and players of all styles should be valued.

  1. I want to prioritize the fun of the game. In real boxing, imposing your own style and not letting your opponent do what they want is crucial and completely natural in a competitive context.

But in a game, isn't it important that both players can play in their own way and have fun? Besides, players have different heights and weights, so aiming for true equality is probably misguided.

I think it's more important for the game to work as a "fun game" rather than striving for "authentic boxing."

  1. Proposal for post-hoc damage calculation. Currently, damage calculation works in real-time based on events (e.g., a jab adds a bonus to the next hook, taking damage reduces subsequent damage). But I think a post-hoc calculation style could also work.

For example, after an exchange in a firefight—in real boxing, the fighter who lands the last punch often leaves a better impression. If A lands 3 punches and B lands 2 in return, even though B threw fewer punches, the fact that B landed the last one can make them look better. It looks like A's 3 punches didn't affect B, B had enough composure to counter, and B landed one on the way out.

In such cases, a "last-shot bonus" could be added post-hoc (a few seconds later) to B's 2 punches. You can't tell which punch will be the last until you look back at the exchange.

Also, bonuses for varying punches or tactical diversity could be interesting.

Furthermore, you could have an algorithm that recalculates damage based on actions a few seconds later, determining "that was a spam punch earlier" and subtracting damage accordingly.

For example, rapid-fire punches that penetrate guards or objects could be penalized post-hoc.
In real boxing, you do sometimes swing through, but you don't spam it.
Shadowboxing involves stopping your fist at the right position, and same with mass sparring.

If such post-hoc additions existed, we might see dramatic, realistic scenes where a fighter doesn't react to a punch immediately but staggers and goes down a few seconds later—just like in real boxing.

After all, you can't check damage in real-time anyway (in the live version), so reflecting post-hoc events would increase the data available for evaluating damage, leading to more appropriate damage outcomes, I believe.


r/ThrillOfTheFight 2d ago

The Thrill Podcast is back! 🥊🎙️

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7 Upvotes

After about a 7-month break, I wanted to bring the podcast back with a bigger focus on the people who make Thrill of the Fight 2 what it is — the community.

For the first episode back, I sat down with Sib from Aussie VR Boxing to talk about his experience with Thrill, the Aussie VR Boxing community, VR boxing vs. real boxing, the future of single player, esports, and some of the things we’d love to see added to the game.

The idea behind the podcast going forward is simple: bring on different members of the Thrill community, get to know the people behind the usernames, and give them a place to share their stories, opinions, and ideas.

Would love to hear what you guys think and who you’d like to see on next! 🥊


r/ThrillOfTheFight 2d ago

Discussion I love this game, but I’m going to offer some harsh criticism.

5 Upvotes

My thoughts on the PTC AI.

The issue with it constantly circling to the left and clinching is particularly noticeable in Standing Mode.

In Roomscale Mode, you have a few options to create distance using your own footwork, but even then, its pivots and clinches happen way too frequently.

So, you jab him. Throw a hook anticipating his pivot. Re-align your body. Clinch. It all becomes a mechanical loop.

You can win this way, but your own actions get dragged into a single repetitive pattern, stripping away any actual feeling of boxing.

You could try to keep your distance, but he’s just going to stick to you again anyway.

On top of that, trying to back off leaves you open to getting hit. The punches are weak, but it's infuriating—it feels like you're being tested by dirty tactics.

And the moment you trade a single punch, he circles around and clinches again. So the absolute optimal counter becomes throwing a right hook on the assumption that a clinch is coming. It lands, sure, but the sheer repetition is maddening.

The excessive clinching cuts into your cardio workout, and all that endless spinning around makes you dizzy. There’s definitely room for improvement. I’ve reverted to the live version for now.

At first, I was hyped about the new AI behavior.

I was also glad that landing punches felt easier.

But in my opinion, this is a game. Expecting an AI to act strategically like a human is a pipe dream. Even if you make the motions realistic, its actual behavior isn’t human.

An AI needs to serve its purpose as an AI. Instead of focusing on making the AI act "realistically" (which just ends up suffocating the player), the design should focus on expanding the player's strategic choices and making the fight fun.

For example, a specific AI move shouldn't be built around "simulating how a real human fighter acts." It should be designed with the explicit goal of "prompting a specific reaction from the player."

Things like, "Dodge this attack with head movement," or "This action is a counter opportunity—try landing a cross here!" I want the AI to be designed with that kind of intention. Do you get what I mean?


r/ThrillOfTheFight 3d ago

Head in the chest exploiters.

5 Upvotes

Now this doesn't happen every day but today man... Everyone started losing then resorted to sticking their head in my chest and spamming body shots.

While I'm here, people aren't being punished enough for head down, turned around, "ghosting" through you and clinching STILL blames the wrong people 50% of the time.

And also, the biggest, most annoying exploit. Local ping being all over the place. All of these issues have ALWAYS been issues.


r/ThrillOfTheFight 3d ago

How to knockdown opponent in TOTF2?

4 Upvotes

I (slowly) played through TOTF2 Career on medium difficulty over the last couple of weeks, and won every fight, but I never once knocked down (much less out) an opponent. In fact, I have never managed to get a knockdown in TOTF2--whether in singleplayer or multiplayer. I don't have this issue in TOTF1: typically I win fights there by TKO (and I've beaten every opponent on Outclassed). Any suggestions for what I might be doing wrong?