PS2 Walkthroughs: Fight Night: Round 2 Walkthrough

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Fight Night: Round 2 Walkthrough

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                         FIGHT NIGHT ROUND 2 (XBOX)
               FAQ/Strategy Guide (Version 1.1; May 20th 05)
                  Written by TestaALT 
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Table of Contents:
------------------

 1. What's New?
 2. Introduction
 3. Controls
 4. Basics
 5. Offense Strategies
 6. Defense Strategies
 7. Career Mode
 8. Create a Player
 9. Training Blues
10. Boxers
11. Appendices
12. Frequently Asked Questions
13. Credits
14. Legal Disclaimer
15. Contact Info

=============================================================================
  1. What's New?
=============================================================================

Version 1.1  (05/20/05): - Added list of Boxers with their ratings.

Version 1.0  (05/19/05): - Original version of document.

=============================================================================
  2. Introduction
=============================================================================

Did you watch the last task on The Apprentice, too? If so, then you 
probably went right out and bought Fight Night Round 2, like me. FNR2 is 
perhaps the best boxing game since the NES days. The fluid motion of the 
punches with the Right Joystick is absolutely crazy. It's literally like 
we're the boxer in the ring. The Career options, famous boxers, and Create 
a Player options make this game truly wonderful. However, this game is 
short-lived in the end. Ephemeral is the word I'm looking for. Although 
it's pretty tough to master, once you do it's over. Just like this. ;)

=============================================================================
  3. Controls
=============================================================================

Left Joystick: Movement

A: Signature Punch

B: Illegal Punch

X: Taunt

Y: Clinch

Left Trigger: Lean

Right Trigger: Block

Right Joystick Northwest: Right Jab

Right Joystick Northeast: Left Jab

Right Joystick East and Counterclockwise: Right Hook

Right Joystick Left and Clockwise: Left Hook

Right Joystick Southeast and Counterclockwise: Right Uppercut

Right Joystick Southwest and Clockwise: Left Uppercut

Wind Back Hooks/Uppercuts: Haymaker

=============================================================================
  4. Basics
=============================================================================

Punches
-------
  It wouldn't be a Boxing game without punching. Don't worry - you don't have 
  to remember any combination of buttons, just what type of punch is the best 
  in what type of situation. The Right Analog Stick controls your punching 
  pretty fluently, so you can really bash into an opponent if you desire. :D

Jabs
----
  Jabs are short, straight punches - they strike quickly and efficiently. 
  Jabs don't leave much room open for the opponent to wail on you, which 
  is definitely a plus. However, they don't pack a strong punch. Mainly, 
  jabs are either used in succession three or four times to get off a 
  small combo, or executed to start a more deadly combo. If the opponent 
  is trying to block your jab in one area, it leaves them open to more 
  brutal attacks in other areas.

Hooks
-----
  Although slower than Jabs, Hooks are designed with a little more damage 
  in mind. They're your main arsenal for quickly beating up on an 
  opponents face, and are especially deadly in combination with uppercuts. 
  Hooks are your basic side punches to the face - you're hand goes down 
  and hooks over to one side of the opponent's face. Also, Hooks are 
  wonderful if you're targetting a certain side of an opponent's face. 
  Mixing up hooks is essential, considering its simple to put your guard 
  up.

Uppercuts
---------
  These bad boys definitely leave a mark. Uppercuts start low and cut up 
  to an opponent's chin (obviously). Use them fluently with Hooks and Jabs 
  to mix it up. Open with uppercuts if the opponent doesn't have his guard 
  up, and when you need to mix things up. Otherwise, I would use Uppercuts 
  with Hooks - in the middle of a combo. Don't perform Uppercuts too 
  often, as they leave you open for punches and blocks if the opponent 
  sees you executing them like crazy.

Haymakers
---------
  There are two types of Haymakers you can perform: Hooks or Uppercuts. Sound 
  familiar? It's basically the same deal as the regular punches, but you wind 
  up your punches before you throw them. The tradeoff for the slowness is 
  that they pack quiet a punch (heh). Even if the opponent blocks a Haymaker, 
  it will still do a little damage to them. Use Haymakers in situations where 
  you have the time to execute them. That might possible be when the opponent 
  is fatigued, parried - just open for a big, slow attack. Don't abuse 
  Haymakers because they take a away a ton of energy.

Defenses
--------
  This is definitely overlooked in the beginning portion of the game - you're 
  great offense supplements a poor defense. If you always have your opponent 
  on the ropes, swinging right and left viciously, he might need defenses, 
  but you certainly don't. That changes rather quickly as the game progresses 
  because the AI turns aggressive.

Leans
-----
  Leans are a cool way to dodge your opponents attacks. You have complete 
  control over where you are leaning, and can lean in different directions 
  rather quickly. So, you can lean your way out of most of the punches in the 
  game. They are absolutely a lifesaver when one is on the ropes or about to 
  be punched by a huge haymaker. You can also duck with the lean controls and 
  get a few gut punches in, effectively countering most of the opponents 
  upper misses. One can't move around the ring and lean at the same time.

Blocking
--------
  Keep your guard up! Blocking either renders punches ineffective or 
  mitigates the damage taken severely. It isn't like your arms can protect 
  your entire body, though. You'll have to move your arms to where the 
  opponent is trying to hit you for blocking to work. Might seem hard at 
  first, but it is fairly easy to learn. You *can* move and block at the same 
  time, so use the technique as a shield if you want to get away.

Parry
-----
  Parrying is very effective when you're facing stronger, more aggressive 
  opponents. Basically, you block the attack and also get the opponent open 
  for a counterattack. Parrying is like a stun, but instead of you 
  controlling the stun, the stun is determined by the power of the punch. 
  Learning to Parry is learning to win. Again, you can only Parry one side of 
  your body, so you have to be good at knowing where punches are going to be 
  hit.

Counterattack
-------------
  Counterattacking is, well, countering an opponents move after you've 
  blocked/parried their attack. It's a great way to get hits while you're on 
  the defensive front. The opponent is "open" after you've blocked their 
  attack, giving you just enough time for a counterattack. Usually, though, 
  you can only get one hit in because they're already moving back when you 
  throw the first punch.

Clinches
--------
  A neat, new feature is the ability to clinch your opponent. It's the best 
  way to get life back in a KO moment. Instead of having to block your way 
  back to health, you can instead clinch your opponent and get some health 
  back to fight. It can also be used as a time waster - use it when you're 
  getting beat on badly. Clinches can be pushed away, so be sure to put some 
  sort of thought into it when you throw them.

KO Moment
---------
  When one boxer's health expires, they're in a KO moment. That is, if they 
  get smacked around a little here, they'll find themselves kissing the mat. 
  Mainly, you'll either want to hit very hard as the aggressor and 
  block/clinch as the person who's out of health. Remember that you can 
  clinch your way out of a KO moment and regain a small amount of health, so 
  it is definitely not a sure deal when you get to this point. KO moments 
  last a just little while, so you can dodge opponents out of a KO moment.

Ring Movement
-------------
  Boxers move in decently fast, but you can't rely in sidestepping/retreating 
  to end an opponent's flurry; boxers move slow enough backwards that this 
  type of strategy is almost impossible unless you have a head start. You're 
  always facing your opponent, also.

The Ropes
---------
  Around the ring are ropes to fence you in. Use them to your advantage. If 
  you're pounding on someone in the corner, they won't have an escape route 
  and will have to maneuver their way out. You should always try to be 
  backing your opponent into the ropes.

Cutman
------
  Obviously, your boxer is going to get banged up in the fight. If you're too 
  bloodly or bruised up, a referee can even stop the fight! However, the 
  boxer's loyal cutman is always on his side of the ring, making sure he 
  doesn't look too aweful. You control the cutman, and you can either reduce 
  swelling or cuts. The numbers are from one to one thousand in four areas of 
  the face.

Penalties
---------
  Amazingly, this game has the Illegal Punch option. I didn't even list it 
  because it doesn't have any really good uses besides a great way to lose 
  points. The first time you Illegally Punch you simply get a warning. After 
  that, though, you lose point after point until you are finally 
  disqualified. Don't do Illegal stuff, kids, unless you want to lose a 
  fight.

Stoppages
---------
  There are two ways a game can be stopped by the referee: the three-
  knockdown rule or injury rule. For the former, the 3-KO rule has to be ON 
  in the options screen. If someone gets knocked out three times in a single 
  round, with the rules in effect the fight will be over and the aggressor 
  will be rewarded a TKO. Great when you beatdown on people, but pretty lame 
  in the upper brackets. The stoppage rule is similar, but it has to do with 
  how much injury a player has. If a boxer getting absolutely impounded in, 
  the referee will stop the fight and award a TKO to the crusher.
  
=============================================================================
  5. Offense Strategies
=============================================================================

Mix Things Up
-------------
  Don't ever stick to a certain punch and especially in a certain area - the 
  opponent will get used to it after a few hits, parry, and make you pay. Try 
  to also mix up the type of punches and the area in which you hit them. If 
  you spend the whole fight knocking the opponents head, he'll soon realise 
  this and put his block up. A good repetoire of punches makes it more 
  difficult for the opponent to figure out how to block, so try doing all the 
  punches in your combos.

Keep Your Guard Up
------------------
  Even while on the offense, always keep your guard up in some way. Whether 
  it is putting your block up, or staying in a lean position, you should 
  always go back to some sort of defense directly after your barrage. If you 
  don't, the opponent will do the exact same thing you did to them. It would 
  be two people bashing each other in if nobody sidestepped the attacks in 
  some way.

Use The Ropes
-------------
  Probably one of the most useful strategies in the earlier part of the game 
  is to not only pummel the target with punches, but also lead them into the 
  ropes, afterwards a corner, so they don't have any place to run. If you do 
  this, you'll have a lot less misses because the opponent won't have the 
  option of running away. The Ropes are somewhat risky, though, because the 
  opponent might be smart enough to get out of it and box you in.

Open Them Up
------------
  In the beginning of the fight the opponent will have his guard up, and it's 
  your job to open him up. To do this, try to take a step back, dodge/block 
  doggedly, and wait for your opponent to make a mistake. When they catch 
  air, take advantage of him with a small combo.

Follow Through
--------------
  Don't just jab them once, jab them a few times, along with a couple 
  uppercuts, too. If they're allowing you to hit them, follow through and 
  bang them a few more times. Of course, use different punches in different 
  locations, or you'll find a block/parry will stop you.

Jabs
----
  Use them in a staredown to possibly open them up or at least get a few 
  punches in. You can Jab consecutively pretty fast. Jabs aren't big punches, 
  so don't use them as your main offense. You *might* want to throw a Jab in 
  the middle of a combo to mix things up, but you should leave the damage to 
  the hooks and uppercuts.

Hooks
-----
  See the opponents guard down? Hook'em up! Seriously, Hooks are the bread 
  and butter of your arsenal. They should be in the middle of your combos, 
  after you either open the opponent up, or they make a mistake.

Uppercuts
---------
  Uppercuts make things interesting; instead of hooking/jabbing away, you 
  have that third option to pummel the opponent in. They rise up and inflict 
  damage on the chin, so you have a chance to really open up the opponent 
  with uppercuts. I wouldn't go crazy with Uppercuts, though, as the AI 
  recognises them and backs away.

Haymakers
---------
  Little punches are good and fun, but Haymakers really lower the opponents 
  health. They take a long time to wind up, but in the end, if you connect, 
  it will be worth it. But that's just the problem - the opponent is smart 
  enough to back away if they see a Haymaker wind up. So, you should only use 
  them when the opponent is fatigued, stunned, or otherwise stupified by your 
  blows. If you go Haymaker crazy and end up catching air, it will lower your 
  fatigue, so don't abuse Haymakers.

KO Moment
---------
  The opponent will definitely be blocking in a KO moment, if they're worth 
  anything at all. So, it's pretty hard to hit them if they have their block 
  up and are backing away from you. Try to lure them into a corner while 
  accurately throwing punches. Mix things up and hope they penetrate his 
  defense. If they don't, back them into the ropes/corners and get a couple 
  hits in on them. That should be enough to take them down.

  In addition, Jabbing is actually useful because they're so fast and break 
  blocks. I've actually knocked people out with Jabs, of all things! Oh, and 
  be sure to punch the foe as they're falling to the ground. It will make it 
  that much harder for them to get up.

Shell Up
--------
  One of the best ways to attack is to wait for the opponent to make a 
  mistake. With that in mind, hold the Lean button and duck. Dodge the foe 
  and wait for him to take a punch in the air while you're ducking. When this 
  happens, punch him in the gut a few times with some hooks and uppercuts, 
  maybe even a jab or two. While he's busy in the air, you can get a good 
  two-three punches on him in the gut. This, in turn, leads to damage and 
  worse fatigue.

Parry-Punch
-----------
  Just as the header states - parry and punch them afterwards. It's tough to 
  master, but parrying is your bread and butter for tougher opponents.

Combos
------
  Just a small reiteration of all the above points. Open them up and pound 
  them with a few heavy duty hooks and uppercuts - maybe even a Haymaker if 
  they're really open. The key to offense is small three or four punch 
  combos. Nickle and diming WILL get you somewhere, but nothing gets a match 
  done quicker if you know how to execut combos effectively.

Punch'n'Run
-----------
  Simple: jab at the enemy, run back, and repeat. You'll control the tempo of 
  the fight if you do this. It potentially leads to your opponent becoming 
  open in some way. I used this mainly for higher ranking fights that I 
  otherwise could not win.

Friend = Parry
--------------
  Parrying is the make it or break it skill for higher ranked fights. The 
  opponent is so aggressive, they just won't get off you unless you stun them 
  a little bit. Learn to master the Parry and you will master the game. 
  Parrying is awesome because it opens the opponent up every time.

Signature Punches
-----------------
  Huge wind ups and a big chance of missing if the opponent can walk. Great 
  if they're on the ropes or the opponent gets careless and misses up high. 
  Signature punches really open them for a couple punches, but really blow 
  energy. Definitely only use them in certain situations, and never open up 
  with them if the opponent isn't occupied with a stun or punch.

=============================================================================
  6. Defense Strategies
=============================================================================

Parry
-----
  What better way to get out of a beatdown rather than stun the opponent? If 
  you know where the opponent throws a punch, you can Parry them and get out 
  of a combo. Parrying also starts up the offense.

Blocking
--------
  Blocking is great because you can move away while blocking. Though it 
  sometimes doesn't mitigate all the damage, it severely absorbs it. There's 
  no better getaway than with a shield, and Blocking really gives you a 
  shield. Very useful in KO moments, as well.

Leaning
-------
  Leaning can be VERY effectively because the opponent doesn't hit you at 
  all, wastes judge points, and opens up for counterattacks. I like to roll 
  the thumbstick when leaning, or stay in the duck position. Move as the 
  punches come, of course. Leaning is definitely not a sure thing, so put 
  your block up while Leaning.

Clinching
---------
  Getting bloody, and need to waste time? Clinching will do just that, 
  grabbing your opponent for a few seconds. Use it when you need to waste 
  time or break tempo. The Clinches main focus, though, is to recover from KO 
  moments. If you Clinch your opponent while in a KO moment, you recover some 
  health and are not in a hectic situation.

Cutman
------
  Cuts take precedence over Swells. Focus on the area most hurt, overall. If 
  you have too much to do, try to spend a little while with each area to 
  effectively patch up your boxer. Follow the highlighted spot with your 
  Right Thumbstick - it's very simple but requires you to not be asleep at 
  the wheel. You only get thirty seconds, so work efficiently and quickly.

Stay Away From Ropes
--------------------
  If you're on E and want to waste time, don't run into a corner, please. 
  Instead, try to circle around the opponent while Blocking or Leaning. If a 
  foe get you on the ropes, it will substantially increase their chance to 
  hit you, or knock you out.

Learn Opposition's Tendencies
-----------------------------
  If the opponent always throws high, block high. If they're more of a 
  speedy, jab type of person, try blocking. If they're one punch hitters, 
  leaning is your friend. What makes FNR2 so interesting is that you can 
  effectively counter everything. If you're on your defensive game, you'll be 
  ni-hi unhittable.

=============================================================================
  7. Career Mode
=============================================================================

  Without Career Mode, FNR2 would be an arcade game. In Career Mode, you can 
  either play the career of a famous boxer, or box with a created boxer. In 
  both situations, you start out in the Amateur League.

Amateur League
--------------
  Ever seen that movie, Million Dollar Baby? Well, the Amateur part of the 
  game is similar to the first fights the heroine has. Haven't? Well, she 
  pulverizes the living daylights out of everyone in the first fights! It's 
  like one or two punches and... BAM, they're down!

  The Amateur League is just like this. You can swing your way passed every 
  single round because the opponent doesn't know how to block. It's great if 
  you're learning how to throw punches and such, because you don't really 
  have to worry about the foe fighting back. You can EASILY win every round 
  by hammering away.

  For the first five fights, you'll have training programs before the fights. 
  These teach you how to execute all the moves in the game. Really learn how 
  to do everything, don't just mash away and hope for the best. You'll need 
  to know all of the game's mechanics later in the game.

  It's recommended that you stay at least for the first five fights, so you 
  can get all the training programs in. After that, it's another four fights 
  until you can contend for the Amateur Belt (Nine Wins). You can only get 
  this once, so I suggest you stick around and get it. Your opponent in that 
  match is a good warmup to Pros, but you can still swing away and win.

The Professionals
-----------------
  Whoa... ten thousand! And we get a ranking, how cool is that? The opponents 
  in the Professionals are much more difficult than the Amateurs, but if you 
  use my strategies you should turn out all right. For the 50-20 ranking 
  fights, you can fight people a good 4-5 ranks above you. Remember to get 
  the lowest weeks to fight, also, as old age will kill you in the end. ^_^

  For ranks 50-40, take people on a good 4-5 ranks ahead of you. Be smart, 
  and open opponents up. You can use a Cheap Lean strategy, too. Duck, dodge 
  the opponents frenzy, and wait for them to throw an air punch. Bash away at 
  their stomache after this, you should get a few good hits in. When they're 
  low on health you can get aggressive and miss a little, while backing them 
  in a corner. Repeat for sure wins.

  Ranks 40-20 are relatively difficult because you'll need _skill_ to defeat 
  opponents. Use the block function with the punch function, remember! Save 
  energy, open them up, and pound away. Cheap strategies won't work here, but 
  you should still be able to take opponents a good 2-3 ranks above (or 
  below) you.

  From 20-1, it's all about Parrying. Opponents are super aggressive, 
  tougher, faster, and more powerful than you, so you have to play the 
  chicken little Parry strategy. Parry an attack to open them up, throw a 
  couple punches in, and repeat. Take on people around your rank unless 
  you're crazy.

The Belts
---------
  You get most of the belts by doing something in particular during a fight.

  > Precision Punch Award: Accuracy over 70% in a winning fight.
  > Dominating Defense Award: If opponent's punches % is below 40% in a 
                              winning fight.
  > Haymaker Trophy: 50 Haymakers landed in a fight or 500 Haymakers landed 
                     in a career.
  > Iron Man Fitness Award: All Ratings to 100%.
  > "Ko King" Trophy: Win 10 fights in a row by KO to earn.
  > Lifetime Achievement Award: If, after 20 years, you've won 75% of your 
                                fights.
  > Everlast Pound for Pound Belt: Unify belts in 3 weight classes to earn.
  > Unified Class Belt: Unify two of the belts to earn.
  > Amatuer Belt: Win Amateur title fight.
  > All Professional Weightclass Belts: Win in title fight for weightclass.

=============================================================================
  8. Create a Player
=============================================================================

  Nothing in Create a Player makes a difference until you get to Ratings. 
  Here, you'll want to specialize in what you think you'll focus on mostly 
  during fights. Here are the attributes:

    Power: How hard the Boxer can punch.
    Speed: The Speed at which a boxer can throw a punch.
    Agility: How fast the boxer can move around the ring.
    Stamina: Controls how fast energy is gained and lost.
    Chin: How well a Boer takes a punch to the head.
    Body: How well a Boer takes a punch to the Body.
    Heart: Speed of regaining health and KO get-ups.
    Cuts: Ability to resist cuts, swells, and bruises.

=============================================================================
  9. Training Blues
=============================================================================

Combo Dummy
-----------
  Increases Speed, Agility, Chin, and Heart.

    Follow the combinations displayed on the combo dummy by hitting the 
    lighted areas in the correct order. Pull and hold the left trigger to 
    throw punches to the combo dummy's body.

Heavy Bag
---------
  Increases Power, Speed, Stamina, Chin, Body, Heart, and Cuts.

    Balance throwing combos and resting score points. Comboing with low 
    energy scores less points. You can only score by comboing on the lighted 
    area. Rest when bad is not lit.

Weight Lifting
--------------
 Increases Power, Stamina, Body, and Cuts.

   Move the left or right thumbstick up to raise the blue bar to the red 
   target zone. Releasing the thumbstick lowers the blue bar. Timing and 
   smooth motion are key to effectively completing reps.

=============================================================================
  10. Boxers
=============================================================================

Featherweight Boxers
--------------------
  Marco A. Barrera
     Power: 1.5
     Speed: 3
     Agility: 3
     Stamina: 3.5
     Chin: 2
     Body: 2
     Heart: 3
     Cuts: 3

  Diego Corrales
     Power: 1.5
     Speed: 3
     Agility: 3
     Stamina: 3
     Chin: 2.5
     Body: 3
     Heart: 4
     Cuts: 2

  Derrick Gainer
     Power: 1
     Speed: 4
     Agility: 4
     Stamina: 3.5
     Chin: 3
     Body: 1.5
     Heart: 3
     Cuts: 3.5

  Kevin Kelley
     Power: 1.5
     Speed: 3.5
     Agility: 3.5
     Stamina: 3.5
     Chin: 2
     Body: 2.5
     Heart: 4
     Cuts: 2

  Juan Manuel Marquez
     Power: 1.5
     Speed: 3
     Agility: 3
     Stamina: 3
     Chin: 2.5
     Body: 3
     Heart: 4
     Cuts: 4

  Rafael Marquez
     Power: 1
     Speed: 3.5
     Agility: 3.5
     Stamina: 3.5
     Chin: 3
     Body: 2.5
     Heart: 4
     Cuts: 3

  Erik Morales
     Power: 2
     Speed: 3.5
     Agility: 3
     Stamina: 3.5
     Chin: 4
     Body: 3
     Heart: 4
     Cuts: 3

  Manny Pacquiao
     Power: 2
     Speed: 3
     Agility: 3
     Stamina: 3.5
     Chin: 2
     Body: 4
     Heart: 4
     Cuts: 3

Lightweight Boxers
------------------
  Mike Anchondo
     Power: 1.5
     Speed: 4
     Agility: 4 
     Stamina: 4
     Chin: 3.5
     Body: 3
     Heart: 3.5
     Cuts: 3

  Diego Corrales
     Power: 2
     Speed: 3.5
     Agility: 3.5
     Stamina: 3.5
     Chin: 3
     Body: 3
     Heart: 5
     Cuts: 2

  Roberto Duran
     Power: 2.5
     Speed: 3
     Agility: 3
     Stamina: 3
     Chin: 2.5
     Body: 3.5
     Heart: 3.5
     Cuts: 3.5

  Arturo Gatti
     Power: 2
     Speed: 3.5
     Agility: 3.5
     Stamina: 3.5
     Chin: 2.5
     Body: 3
     Heart: 4
     Cuts: 2

  Juan Lazcano
     Power: 2
     Speed: 3
     Agility: 3
     Stamina: 3
     Chin: 3
     Body: 2.5
     Heart: 3.5
     Cuts: 3

  Jesse James Leija
     Power: 2
     Speed: 3.5
     Agility: 3.5
     Stamina: 3.5
     Chin: 3
     Body: 2.5
     Heart: 4
     Cuts: 3

  Floyd Mayweather
     Power: 2
     Speed: 4
     Agility: 4
     Stamina: 4
     Chin: 3.5
     Body: 2.5
     Heart: 3
     Cuts: 2.5

  Shane Mosley
     Power: 1.5
     Speed: 4
     Agility: 4
     Stamina: 3.5
     Chin: 3
     Body: 2
     Heart: 2.5
     Cuts: 2.5

Welterweight Boxers
-------------------
  Miguel Cotto
     Power: 3
     Speed: 3
     Agility: 3
     Stamina: 2.5
     Chin: 2
     Body: 3.5
     Heart: 4
     Cuts: 4

  Roberto Duran
     Power: 3
     Speed: 3
     Agility: 3
     Stamina: 3
     Chin: 3
     Body: 3.5
     Heart: 3
     Cuts: 3

  Arturo Gatti
     Power: 2.5
     Speed: 3
     Agility: 3
     Stamina: 3
     Chin: 2.5
     Body: 2.5
     Heart: 4
     Cuts: 2.5

  Ricky Hatton
     Power: 2.5
     Speed: 3
     Agility: 3
     Stamina: 3.5
     Chin: 3.5
     Body: 2.5
     Heart: 3
     Cuts: 2.5

  Ray Leonard
     Power: 2.5
     Speed: 3.5
     Agility: 3.5
     Stamina: 3.5
     Chin: 3.5
     Body: 2
     Heart: 3.5
     Cuts: 3

  Ricardo Mayorga
     Power: 2.5
     Speed: 2.5
     Agility: 2.5
     Stamina: 2.5
     Chin: 2.5
     Body: 3.5
     Heart: 4
     Cuts: 3

  Shane Mosley
     Power: 1.5
     Speed: 3.5
     Agility: 3.5
     Stamina: 3.5
     Chin: 3.5
     Body: 2
     Heart: 3
     Cuts: 3

  Ray Robinson
     Power: 2.5
     Speed: 3
     Agility: 3
     Stamina: 3
     Chin: 3
     Body: 1.5
     Heart: 3
     Cuts: 2

  Micky Ward
     Power: 2.5
     Speed: 3
     Agility: 3
     Stamina: 3
     Chin: 3
     Body: 2.5
     Heart: 4
     Cuts: 2.5


Middleweight Boxers
-------------------
  Bernard Hopkins
     Power: 3
     Speed: 2.5
     Agility: 2.5
     Stamina: 3
     Chin: 3
     Body: 4
     Heart: 4
     Cuts: 4

  Jake Lamotta
     Power: 3
     Speed: 2.5
     Agility: 2.5
     Stamina: 3
     Chin: 3.5
     Body: 3
     Heart: 3.5
     Cuts: 2

  Ray Leonard
     Power: 2.5
     Speed: 3
     Agility:3 
     Stamina: 3
     Chin: 3.5
     Body: 3
     Heart: 4
     Cuts: 3.5

  Ray Robinson
     Power: 3
     Speed: 3
     Agility: 3
     Stamina: 3
     Chin: 3
     Body: 3.5
     Heart: 3
     Cuts: 2.5

  Jermain Taylor
     Power: 3
     Speed: 2.5
     Agility: 2.5
     Stamina: 3
     Chin: 3.5
     Body: 3.5
     Heart: 3.5
     Cuts: 4

  Ronald Wright
     Power: 2.5
     Speed: 3
     Agility: 3
     Stamina: 3
     Chin: 3.5
     Body: 2.5
     Heart: 3
     Cuts: 3


Light Heavy Boxers
------------------
  Evander Holyfield
     Power: 4
     Speed: 2
     Agility: 2.5
     Stamina: 3
     Chin: 3
     Body: 3.5
     Heart: 3.5
     Cuts: 3

  Roy Jones Jr
     Power: 3.5
     Speed: 3
     Agility: 3
     Stamina: 2.5
     Chin: 3
     Body: 3.5
     Heart: 3
     Cuts: 4

  Jeff Lacy
     Power: 4
     Speed: 2
     Agility: 2
     Stamina: 3
     Chin: 3
     Body: 4
     Heart: 3
     Cuts: 4

  Antonio Tarver
     Power: 3
     Speed: 3
     Agility: 3
     Stamina: 3
     Chin: 4
     Body: 3
     Heart: 3
     Cuts: 3

  James Toney
     Power: 3.5
     Speed: 3
     Agility: 3
     Stamina: 3
     Chin: 4
     Body: 3
     Heart: 3.5
     Cuts: 3.5

Heavyweight Boxers
------------------
  Muhammad Ali
     Power: 4
     Speed: 3
     Agility: 3
     Stamina: 2.5
     Chin: 3
     Body: 3
     Heart: 3.5
     Cuts: 3

  Chriss Byrd
     Power: 4
     Speed: 3
     Agility: 3
     Stamina: 3
     Chin: 4
     Body: 3
     Heart: 3
     Cuts: 3.5

  Joe Frazier
     Power: 4
     Speed: 2
     Agility: 2
     Stamina: 2
     Chin: 3
     Body: 4
     Heart: 4
     Cuts: 4

  Evander Holyfield
     Power: 3.5
     Speed: 2
     Agility: 2
     Stamina: 3
     Chin: 3.5
     Body: 3.5
     Heart: 3.5
     Cuts: 3.5

  Roy Jones Jr
     Power: 3
     Speed: 2.5
     Agility: 2.5
     Stamina: 2.5
     Chin: 3
     Body: 3.5
     Heart: 2.5
     Cuts: 4

  Sonny Liston
     Power: 3.5
     Speed: 2.5
     Agility: 2.5
     Stamina: 2.5
     Chin: 3
     Body: 3.5
     Heart: 3.5
     Cuts: 3.5

  Rocky Marciano
     Power: 4
     Speed: 2
     Agility: 2
     Stamina: 2
     Chin: 4
     Body: 3.5
     Heart: 3
     Cuts: 3

  Ken Norton
     Power: 3.5
     Speed: 2.5
     Agility: 2.5
     Stamina: 2.5
     Chin: 3.5
     Body: 3.5
     Heart: 3.5
     Cuts: 3.5

  James Toney
     Power: 3.5
     Speed: 2.5
     Agility: 2.5
     Stamina: 2.5
     Chin: 4
     Body: 3
     Heart: 3
     Cuts: 4

=============================================================================
  11. Appendices
=============================================================================

Rings
-----
  Unlock these rings by fighting there:
    1. Staples Center
    2. Boma Stadium
    3. 65 Lower Flushing
    4. County Fairgrounds
    5. The Viceroy
    6. Collina Del Mar
    7. The Elevese
    8. Hisako Ballroom
    9. Atlantic City

Basic Trunks
------------
  Solid I-VII (No Ratings Boost)
  Warthog I-III (No Ratings Boost)
  Howitzer I-III  (No Ratings Boost)
  Broadsword I-III (No Ratings Boost)
  Hornet I-III (Cuts +1)
  Full Auto I-III (Cuts +1)
  Mustang I-III (Cuts +1)
  Double Edged I-III (Cuts +1)
  Drawers I-III (Cuts +1)
  Tiger I-II (Cuts +1)
  Fancy Corner I-III (Cuts +1)
  Get Lost I-III (Cuts +1)
  Powers of 3 (Cuts +1)
  Powers of 33 (Cuts +1)
  Powers of 333 (Cuts +1)
  Dingos I-II (Cuts +1)
  Argyle Love I-II (Cuts +1)
  Hey Cowboy I-III (Cuts +1)
  All Stars I-III (Cuts +1)
  The Hurrican I-III (Cuts +1)

Custom Trunks
-------------
  Twisted I-III (Cuts +3)
  Ghostly I-II (Cuts +3)
  Full Throttle (Cuts +3)
  Hawaiin Fun (Cuts +3)
  Flame Job I-III (Cuts +3)
  Captain Camo I-III (Cuts +3)
  Big Money  (Cuts +3)
  Stars N Stripes (Cuts +3)
  Aloha I-III (Cuts +3)
  The Cheetah I-II (Cuts +3)
  Holyman I-II (Cuts +3)
  The Panther (Cuts +3)
  The Vandal (Cuts +3)
  Memphis Bell I-III (Cuts +3)
  Assassin (Cuts +3)
  The Axe (Cuts +3)
  Samurai (Cuts +3)
  The Patriot (Cuts +3)
  Harps (Cuts +3)
  Spitfire I-III (Cuts +5)
  Atomic Smash I-III (Cuts +5)
  Golden Eagle (Cuts +5)
  Pucker Up (Cuts +5)
  Headhunter I-III (Cuts +5)
  King's Crown (Cuts +5)
  The Dragon I-II (Cuts +5)
  Kid Lightning I-III (Cuts +5)
  Leone I-II (Cuts +5)
  Pollo Diablo I-III (Cuts +5)
  Emperor I-III (Cuts +5)
  Big Boy Boa I-III (Cuts +5)
  Bulldog I-II (Cuts +5)
  X-Treme (Cuts +5)
  Sleepy Time (Cuts +5)
  Ace I-II (Cuts +5)
  The Beast I-II (Cuts +5)
  Zen I-III (Cuts +5)

Licenses Trunks
---------------
  Barrera (Cuts +5)
  Black Hercules (Cuts +5)
  The Bronx Bull (Cuts +5)
  Chico (Cuts +5)
  Cotto (Cuts +5)
  Destroyer (Cuts +5)
  Dinamita I-II (Cuts +5)
  El Matador (Cuts +5)
  El Terrible (Cuts +5)
  Executioner (Cuts +5)
  The Greatest (Cuts +5)
  Hands of Stone (Cuts +5)
  The Hitman (Cuts +5)
  Irish (Cuts +5)
  Jones Jr (Cuts +5)
  Kelley (Cuts +5)
  Lazcano (Cuts +5)
  Left Hook (Cuts +5)
  Leija (Cuts +5)
  Leonard (Cuts +5)
  Lights Out (Cuts +5)
  Liston (Cuts +5)
  The Magic Man (Cuts +5)
  Mighty Mike (Cuts +5)
  Mosley (Cuts +5)
  Pretty Boy (Cuts +5)
  Rapid Fire (Cuts +5)
  The Real Deal (Cuts +5)
  Robinson (Cuts +5)
  Smoke (Cuts +5)
  Smokin' (Cuts +5)
  Taylor (Cuts +5)
  Thunder (Cuts +5)
  Winky (Cuts +5)

Low-Style Shoes
---------------
  Lo-Tops I-VI (No Ratings Boost)
  Lo-Pros I-V (Agility +1)
  EA Lo-Pros I-V (Agility +1)

Medium-Style Shoes
------------------
  Mid-Tops I-V (No Ratings Boost)
  Mid-Pros I-V (Agility +3)
  EA Mid-Pros I-V (Agility +3)

High-Style Shoes
----------------
  Hi-Tops I-V (No Ratings Boost)
  Hi-Pros I-V (Agility +5)
  Ea Hi-pros I-VI (Agility +5)

Custom Shoes
------------
  EA Champs I-VIII (Agility +5)

Gloves
------
  Basic Blue Gloves (No Ratings Boost)
  Basic Red Gloves (No Ratings Boost)
  Pro Gloves I-III  (Speed +1)
  Pro Gloves IV-VI (Power +1)
  Pro Gloves VII-IX (Speed +3)
  Pro Gloves X (Power +3)
  "V" Gloves I-II (Power +3)
  "V" Gloves III (Power +5)
  "V" Gloves IV (Speed +5)

Mouthguards
-----------
  Mouthguard (No Ratings Boost)
  Single Guard (Chin +1)
  Pro Guard (Chin +2)
  Double Guard (Chin +3)
  Deluxe Guard (Chin +5)

Foul Protectors
---------------
  Basic Guard I-II (No Ratings Boost)
  Basic Guard III-IV (Body +1)
  Pro Guard I (Body +1)
  Pro Guard II-IV (Body +3)
  Pro Guard V-VIII (Body +5)

Signature Head Punches
----------------------
  Back N Straight
  Bolo Punch
  The Jackhammer
  No Hands
  Weaving Punch

Signature Body Punches
----------------------
  Back N Straight
  Bolo Punch
  The Jackhammer
  No Hands
  Weaving Punch

Illegal Head Punches
--------------------
  Head-Butt
  Back Hand
  Elbow Shot

Illegal Body Punches
--------------------
  The Low Blow
  Knee

Taunts
------
  Right Here
  Beat Chest
  Ali Shuffle
  C'mon!
  Tap Gloves
  Wind Up
  Shine Glove
  That's Right!
  Chicken
  Jumpin' Jacks
  Cross This Line
  One Hand
  Wake Me
  I'm Scared
  Shake
  What's With Him
  Thinking
  Time's Up
  Snap!
  Wassup?
  Zombie

Chest Tattoos
-------------
  No Chest Tattoo
  Linda
  Dragon
  Laetitia
  Celtic Tree
  Nicole
  Alpha/Omega
  Shanice
  Barcode
  Nicole's Face
  Chi-Rho
  Who's Next
  Glove On Fire!
  Prayer
  Jesus
  Lucifer
  Skull
  Tiger Head
  Celtic Lion
  Virgin Mary

Back Tattoos
------------
  No Back Tattoo
  Michelle
  Ouroboros
  East Coast
  West Coast
  Angela
  Desiree
  Jessica
  The Real Deal
  Barcode
  Skull
  Eagle and Snake
  Spider
  Everlast
  Wolf Face
  Crossed Axes
  Grim Reaper
  Who's Next

Left Arm Tattoo
---------------
  No Arm Tattoo
  Celtic Cross
  Family Crest
  Trident
  Ichthy's
  Shauna
  Thorns
  Undefeated
  Celtic Lion
  Triquerta
  Eye of Horns
  Aum
  Jesus
  Caduceus
  Virgin Mary
  Eagle

Right Arm Tattoo
----------------
  No Arm Tattoo
  Celtic Cross
  Family Crest
  Trident
  Ichthy's
  Shauna
  Thorns
  Undefeated
  Celtic Lion
  Triquerta
  Eye of Horns
  Aum
  Jesus
  Caduceus
  Virgin Mary
  Eagle

=============================================================================
  12. Frequently Asked Questions
=============================================================================

A: What!? I can't get all the trophies!?

  Q: Don't start in Featherweight or Heavyweight; they can't get all the 
     trophies.

-----

A: What does _____ cost?

  Q: Look at the fight store, they're usually one or two thousand.

-----

A: How do I unlock _____?

  Q: As you play the game and win tournaments/weightclasses, you'll unlock 
     better stuff.

-----

A: What does age have to do with anything?

  Q: In your 30s, your statistics will start to decline and slowly fall. At 
     65 you're forced to retire.

=============================================================================
  13. Credits
=============================================================================

  *  EA Games for making a great boxing game!

=============================================================================
  14. Legal Disclaimer
=============================================================================

This document is Copyright (c) 2005 Andrew "TestaALT" Testa. All Rights
Reserved. This document may not be reproduced or retransmitted in any form 
and under any circumstances without the complete consent of the author. It 
may not be sold, altered, or published in any way without the advanced 
permission of the author. All sources, which have contributed to this 
document, are cited and/or credited in some form. The only sites I allow this
document to be viewed at are:

GameFAQs 
IGN 

If you see this document at any other site please email me as I do not allow 
this document to be published at any other sources. Please do not ask me if 
you want this document on your website, as the answer will most likely be no. 
These terms have become binding once the recipient (or reader) opened this 
document. Violation of these terms are strictly prohibited and will result in 
a lawsuit. Please do not take these terms as threats and/or not read them as 
they are all very much true. I can sue you for an act of plagiarism and will 
not hesitate to do so. Thank you for reading this legal disclaimer and have a 
nice day!

=============================================================================
  15. Contact Info
=============================================================================

Contact me via email (TestaALT@aol.com) or AIM (TestaALT) if you have any 
questions, comments, or suggestions about this guide. Just make sure that you 
put the game name in the subject line. If you don't, I'll probably delete 
you're email thinking it's spam. Also, make sure that the question isn't 
answered in the latest version of the document, which can be found at 
GameFAQs. Try to ask me legibly, as I can't decipher chickenscratch. For AIM,
just beep me whenever you like. Thanks for reading, and check some of my 
other work at:

         -> http://gamefaqs.com/features/recognition/23249.html <-

                             -- End of File --

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