Boxing (Mario & Sonic at the Rio 2016 Olympic Games for Nintendo 3DS): Difference between revisions

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==Gameplay==
==Gameplay==
[[File:Boxing MarioRio2016 3DS.png|left|200px|thumb|Bowser boxing Sonic]]
In this event, the player plays a match against one opponent for either first or second place, and is shown to have qualified against another opponent at the end of the match. The player initially chooses their guard type, with the options of either Auto Guard, which causes the character to automatically guard while not punching at the cost of a slower speed, or Manual Guard, which requires the player to use {{button|3ds|R}} to put up their guard though are able to move faster. The match consists of two timed rounds, with the winner being either the one who knocked out the opponent, knocked them down three times or knocked them down the most times after two rounds. In each round, the player must move towards their opponent using either {{button|3ds|pad}} or {{button|3ds|stick}}. Once they are close enough, the player can perform a number of different punches by pressing different buttons. Straight punches are performed using {{button|3ds|A}} and hooks and jabs are performed using {{button|3ds|B}}, both of which will either delete the opponent's health or guard gauge, and guard breaks are performed using {{button|3ds|Y}}, which if used when the opponent is guarding will break their guard and allow the player to land more punches, though leave the player vulnerable too. The player can also perform a combination punch by pressing {{button|3ds|A}} and {{button|3ds|B}} alternately, which is a double punch with extended range and increased power on the second punch. As the player receives more blows, their Super Punch meter will charge and, once full, will allow them to perform a Super punch using {{button|3ds|X}}, which deals a large amount of damage, and has a unique effect for each character. The player can guard to protect themselves from punches, however this will cause their Guard Gauge to deplete. The gauge refills over time, however depleting it completely will cause a Guard Crush which leaves the character vulnerable for a long period of time. When the player's health gauge is depleted by taking too many punches, they will go down and must repeatedly press {{button|3ds|A}} to get back up within the ten second time limit. Each time they go down, the harder it is to press {{button|3ds|A}} enough to get back up. Failing to get back up fully results in a knock-out and causes the player to lose the match. If neither character has been knocked out after two rounds, a decision is made as to which character won based on the number of times each went down, with the character who was knocked down the most losing.
In this event, the player plays a match against one opponent for either first or second place, and is shown to have qualified against another opponent at the end of the match. The player initially chooses their guard type, with the options of either Auto Guard, which causes the character to automatically guard while not punching at the cost of a slower speed, or Manual Guard, which requires the player to use {{button|3ds|R}} to put up their guard though are able to move faster. The match consists of two timed rounds, with the winner being either the one who knocked out the opponent, knocked them down three times or knocked them down the most times after two rounds. In each round, the player must move towards their opponent using either {{button|3ds|pad}} or {{button|3ds|stick}}. Once they are close enough, the player can perform a number of different punches by pressing different buttons. Straight punches are performed using {{button|3ds|A}} and hooks and jabs are performed using {{button|3ds|B}}, both of which will either delete the opponent's health or guard gauge, and guard breaks are performed using {{button|3ds|Y}}, which if used when the opponent is guarding will break their guard and allow the player to land more punches, though leave the player vulnerable too. The player can also perform a combination punch by pressing {{button|3ds|A}} and {{button|3ds|B}} alternately, which is a double punch with extended range and increased power on the second punch. As the player receives more blows, their Super Punch meter will charge and, once full, will allow them to perform a Super punch using {{button|3ds|X}}, which deals a large amount of damage, and has a unique effect for each character. The player can guard to protect themselves from punches, however this will cause their Guard Gauge to deplete. The gauge refills over time, however depleting it completely will cause a Guard Crush which leaves the character vulnerable for a long period of time. When the player's health gauge is depleted by taking too many punches, they will go down and must repeatedly press {{button|3ds|A}} to get back up within the ten second time limit. Each time they go down, the harder it is to press {{button|3ds|A}} enough to get back up. Failing to get back up fully results in a knock-out and causes the player to lose the match. If neither character has been knocked out after two rounds, a decision is made as to which character won based on the number of times each went down, with the character who was knocked down the most losing.


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