Now look at boxing - power, stamina, chin, heart, speed. That's basically it minus one or two depending on the game you're playing.
Every nuance of a fighter needs to be broken down into it's own attribute and then parlayed into the physics and gameplay of the game itself.
From rating each individual punch - left jab, right jab, left cross, right cross, etc. to:
Chin (glass, can suffer flash knockdowns),
Defense (what kind of defense, excellent chin protection, bad body protection, poor against the jab, etc),
Stamina (this can be broken down into categories too - how many punches can he throw before being spent, can he carry power into the later rounds, etc),
Speed (hand speed or even different speeds for each punch as well. Foreman had a decent jab but his giant roundhouse shot came slowly),
Heart (this can mean different things as well - how a fighter responds to being pouned, eg. Holyfield. Or it can mean if a fighter can come off the deck to fight more, how a fighter recovers from a loss)
Discipline (in keeping weight, listening to the trainer if losing a fight - or leading, does he like to train),
Foot Speed,
Intelligence (take a knee when in trouble, clinch when needed, coast when having a huge lead, etc),
There's probably more, but the point is, in every boxing game the fighters are far to 2-dimensional. With more attributes you'll see a wider variance in fighters and styles.
Wouldn't it be great to roll through a career KO'ing bums one after another but suddenly you face a stubborn SOB who won't stay down?
These are the kinds of things developers need to take into consideration with boxing games.
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