Script Untitled Boxing Game Apr 2026

-- Punch logic local function handlePunch(attacker, punchType) local opponent = getOpponent(attacker) if not opponent or not matchActive then return end

-- Defense check (client would send block/dodge state) -- For simplicity, assume opponent blocking reduces damage by 50% local isBlocking = false -- would be set by remote event if isBlocking then damage = damage * 0.5 end Script Untitled Boxing Game

local Players = game:GetService("Players") local ReplicatedStorage = game:GetService("ReplicatedStorage") local UserInputService = game:GetService("UserInputService") local player = Players.LocalPlayer local remotes = ReplicatedStorage -- Keybinds local keybinds = { [Enum.KeyCode.Q] = "Jab", [Enum.KeyCode.E] = "Cross", [Enum.KeyCode.R] = "Hook", [Enum.KeyCode.F] = "Uppercut", [Enum.KeyCode.LeftShift] = "block", [Enum.KeyCode.Space] = "dodge", [Enum.KeyCode.T] = "special" } -- Punch logic local function handlePunch(attacker

defenderData.health -= damage

-- Game state local matchActive = false local playersInMatch = {} -- array of 2 players local playerStats = {} -- [player] = {health, stamina, style, wins, losses} [Enum.KeyCode.E] = "Cross"

-- Player joining queue local queue = {} Players.PlayerAdded:Connect(function(player) player:SetAttribute("Style", "Outboxer") -- default player.CharacterAdded:Connect(function(char) -- give tools (punch, block, etc.) end) end)

remotes.block.OnServerEvent:Connect(function(player, isBlocking) -- store blocking state per player end)

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