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Counter Punch

Read the boxer's wind-up, dodge to the matching side, then tap punch to land a counter before the recovery window closes.

How to play

The opponent stands centered on screen and cycles through four states: idle, wind-up, strike, recover. During the wind-up phase his shoulder draws back and the matching dodge side glows — that's your tell. The wind-up lasts about half a second and the strike that follows is over in a fifth of a second.

Three buttons span the bottom of the canvas: dodge left (◀), punch (🥊), dodge right (▶). Tapping a dodge button leans your head that way for about eight tenths of a second. To avoid the strike, you must be in the matching dodge state at the instant of the strike.

Dodging the right way safely opens a counter window of roughly six tenths of a second. Tap punch during the window for a clean counter: +25 points and the opponent staggers (longer pause before his next attack). Miss the window or punch outside it and nothing scores.

Dodging the wrong way (or not dodging) costs you one health. You start with five health. The opponent gets a little faster after every successful counter you land — same telegraphs, shorter timings — until you run out of health.

Tips & strategy

Pre-commit, don't react. The wind-up is half a second and the strike is two-tenths — if you wait until the strike to start moving your thumb, the punch has already landed. Tap dodge during the wind-up, the moment the shoulder starts moving back. You'll feel like you're dodging too early; that's correct. The buttons hold the dodge state for eight-tenths, which is plenty of cushion to cover the strike instant.

Treat the counter punch as a separate beat. Many players try to dodge-and-punch in one motion and end up tapping punch before the strike resolves — which scores nothing because the window hasn't opened. Land the dodge, watch the strike pass (you'll see the fist whiff), then tap punch. The counter window is six-tenths and only opens after the strike is over, so you have time to make it two clean taps instead of one rushed swipe.

The speed-up after each counter is small but cumulative. After about ten counters the wind-up is closer to three-tenths than five, and the strike is barely over a tenth. At that point the tell is fast enough that any reaction time at all is too slow — you have to read the rhythm of the cycle and pre-place your dodge on the beat. If you're getting clipped, you've lost the rhythm; intentionally skip a counter to reset and re-feel the timing.

Don't dodge without intention. Spamming both dodge buttons hoping one matches will lock you into the wrong side just often enough to bleed health. A pure dodge with no counter still costs nothing — you lose only the points you would have gained. So if you're not confident which side will strike, hold off entirely, eat the hit, and trade one health for a clean read on the next sequence instead of guessing two in a row.