Price: 1050 RC Prizefighting is not your typical boxing. It is a faster paced fighting style where getting as much hits as you can in in the most important thing. And when you are fighting against many opponents, all the hits you put in count. < Created by IGN: Frostwich > A closed hand stance that transitions to the shifting of feet, signifying the emergence to strike. A slight body tilt and a hand up just like normal boxing, so the enemy's arms will not reach you. A low movement of the body, looking for a punch or a kick to counter. This will last in-game, as long as it does on the animation sprite. The counter can be extended to a punch or a kick, which will be explained later.
80 - 90 - 100 - 110 - 70 - 70 [510] Type: Launcer A high damaging combo with a lot of hits, but this isn't the highest hitting combo. The last punch is a regular launcher. The 3rd and 4th punches' hitboxes are lowered to set up the final 2 punches, which have decent hitboxes. Those punches are faster than the first to because of the smaller movement needed to execute them. 80 - 75 - 75 - 110 [330] Type: Knockdown The only combo where a physical kick is used. All G+P inputs signify a 2+ hit input. The 2nd punch has reduced hitboxes for the cost of the 2 punches. The big boot has easy angling to the right, and can angle to the left decently. The final kick knocks the enemy far away, so it's good for narrow platforms (like Moon)
80 - 90 - 0 - 130 [300] Type: Knockdown A combo with a dodge/backwards dash used (signified by the G+K input), and then a dash up to the opponent. This has an extremely far knockdown for the enemy, so the G+K can be used as a cool mindgame, since it's a separate input from the dash. The dodge goes through enemies (if they are possibly in your dodge's direction. 80 - 90 - 20 - 30 - 40 - 50 - 60 - 155 [525] Type: Fencer The highest hitting combo of the scroll. This will probably be your main source of damage through hits. Each punch knocks the opponent upwards a little bit, enough to go over a fence, not enough to juggle, though. The combo does a total of 8 hits. [190 (95 if grounded)] Type: Ground Hit A funny little ground hit. Run up and slide your fist on the ground to punish the enemy. 0 - 220 [220] Type: Counter Launcher The extension of the counter. The counter does 0 damage and acts like default's counter when done, but if punch is pressed fast enough, a fast uppercut will be done, which is an alternate launcher. A good punisher for people who love to punch. 0 - 0 [0] Type: Backdash/Dodge Another extension of the counter. The counter does 0 damage and acts like default's counter when done, but if kick is pressed fast enough, you dash out of the counter. A good way to quickly escape danger.