White Ash is the safest top pick for general combat in Untitled Boxing Game, with Ghost, Wolf, and Chronos close behind. Keep a strong A-tier style too: a style you understand will beat a flashy pull you never learn.
This ranking covers the 26 current normal combat styles across casual and ranked matchups. Six shiny variants are tied to their parent styles, while four special rows and one removed legacy row are accounted for separately. The existing Ippo portrait refers to the current Dempsey style.
The list reflects the August 18-19, 2026 balance window. Placements weigh matchup breadth, pressure, damage access, guard interaction, movement, stamina, recovery, and how reliably each defining mechanic works in a real fight. Rarity affects how a style is obtained, not its letter grade.

Every Untitled Boxing Game style ranked or accounted for
Fighting styles ranked
Fighting styles collectionS
Best overall
White Ash
Ghost
Wolf
Chronos
A
Excellent keeps
Slugger
Hawk
Iron Fist
Hitman
Bullet
Freedom
B
Strong but more situational
Shotgun
Dempsey (formerly Ippo)
Switch Hit
Hands Low
Surgeon
C
Playable with clear limits
Supernova
Corkscrew
Counter
Trickster
Dragonfish
Charge
Smash
D
Starter or reroll targets
Basic
Hammer
Long Guard
Turtle
S Tier
| Image | Style | Best for | Strengths | Weaknesses |
|---|---|---|---|---|
![]() | White Ash | Pressure and damage | Burn keeps damage ticking and makes normal blocking much less comfortable | The top slot is still matchup and player dependent |
![]() | Ghost | Fast neutral and mobility | Quick jab pressure, movement, and hard-to-read highlights | A recent nerf lowered its margin for error |
![]() | Wolf | Block pressure | White Fang gives its offense a strong way to force respect | Needs clean spacing and timing to stay above A |
![]() | Chronos | Counter specialists | Focus rewards good counters and perfect dodges with a very high ceiling | Its value falls fast when you miss reads |
White Ash gets the first call because Burn creates pressure without asking you to win every exchange cleanly. It can punish passive blocking and keep a damaged opponent from resetting. Ghost, Wolf, and Chronos can all look like the best style in the lobby, so the order inside S is less important than your matchups and comfort.
Ghost is the most forgiving S-tier choice for players who win through speed. Wolf is better when you like forcing defensive mistakes. Chronos is the specialist pick: Focus pays you for accurate reads, but it does not do the reading for you.
A Tier
| Image | Style | Best for | Strengths | Weaknesses |
|---|---|---|---|---|
![]() | Slugger | Heavy damage | Big hits and anti-heal pressure make every clean opening matter | Less flexible when an opponent refuses close range |
![]() | Hawk | Damage and meter play | Strong damage flow and useful meter gain | Its defensive floor is less forgiving |
![]() | Iron Fist | High-risk offense | Damage and slows can swing a round after one good read | Missed commitments are easy to punish |
![]() | Hitman | Spacing and range | Long-range pressure can control the pace before the opponent gets comfortable | Weak close-range movement makes bad spacing costly |
![]() | Bullet | Fast pressure | Quick jabs and guard-piercing pressure open defensive players | It needs tempo and loses value when the rush is read |
![]() | Freedom | Flexible game plans | Its sub-styles let you change the way you approach a matchup | Flexibility comes with lower durability and more decisions |
A-tier styles are reliable keeps, especially when their strengths match the way you already fight. Hitman rises here because range and pressure stay useful across more matchups than its weaker dash suggests. Freedom rewards players who enjoy switching plans mid-fight, while Slugger is the simpler answer when you want each opening to hurt.
Hawk, Iron Fist, and Bullet are more demanding than they first look. They have the tools to win, but you still need to manage defense, stamina, or commitment. That is a fair price for strong pressure.
B Tier
| Image | Style | Best for | Strengths | Weaknesses |
|---|---|---|---|---|
![]() | Shotgun | Close pressure | Strong strings can keep an opponent busy and create repeat openings | Stamina costs limit long pressure sequences |
![]() | Dempsey (formerly Ippo) | Short-range boxing | Its pressure is threatening once the startup is covered | Short reach and setup time make neutral awkward |
![]() | Switch Hit | Adaptable offense | Versatile tools let it answer several common approaches | It rarely dominates a matchup the way S styles do |
![]() | Hands Low | Counter play | Good reads turn its defensive stance into damage | Its value depends heavily on the opponent giving you a read |
![]() | Surgeon | Technical debuffs | Body-part debuffs reward planned setups and targeted pressure | It is new, technical, and still has a smaller evidence window |
B is the keep-and-learn tier. Shotgun and Dempsey can feel much higher when you know how to hide their approach. Switch Hit is a safe all-rounder. Hands Low is a patient player's style, not a button-mashing coupon.
Surgeon stays in B as a provisional placement. Its body-part debuffs give it a real plan, but the style is too new to treat early impressions as settled balance. Keep it if you enjoy technical setups and do not reroll just because the kit takes practice.
C Tier
| Image | Style | Best for | Strengths | Weaknesses |
|---|---|---|---|---|
![]() | Supernova | Setup-heavy damage | Burn, Comet, and Re-Entry give it several ways to build a round | Setup takes time and stronger styles reach pressure sooner |
![]() | Corkscrew | Long fights | Fast strings and health regeneration help it stay active | Predictable access keeps it out of the upper tiers |
![]() | Counter | Read-based defense | A correct read can swing a fight quickly | Low neutral damage makes missed reads expensive |
![]() | Trickster | Feints and movement | Feints can create openings against players who chase | Its payoff changes sharply with the matchup |
![]() | Dragonfish | Meter-based pressure | Fish Meter, Dragonfish Blow, and Submerge give it a real game plan | The package takes work to convert into steady pressure |
![]() | Charge | Big punish attempts | A clean charge can produce meaningful damage | The approach is telegraphed and easier to prepare for |
![]() | Smash | Straightforward hits | Strong hits are easy to understand and useful while learning | Predictable access lets experienced players avoid the threat |
C-tier does not mean unusable. It means the style needs a favorable matchup, more setup, or better reads than the tiers above. Supernova can climb in the hands of a player who enjoys building a sequence. Corkscrew is a reasonable long-fight pick.
Counter is the biggest judgment call here. Its ceiling is high when you read the opponent, but its neutral game is too thin for a broad general-combat rank above C. Charge and Smash are fine for learning their timing, then become easy reroll candidates once you have a stronger option.
Dragonfish and Trickster are both more interesting than their C rank suggests. Interesting does not always mean reliable. The boxing ring remains a harsh editor.
D Tier
| Image | Style | Best for | Strengths | Weaknesses |
|---|---|---|---|---|
![]() | Basic | Learning fundamentals | Simple tools make movement and basic defense easy to practice | Low threat and linear pressure fall behind quickly |
![]() | Hammer | Simple heavy attacks | Its hits are easy to understand and can punish mistakes | Slow access and limited pressure make it predictable |
![]() | Long Guard | Reach practice | Extra reach helps you learn spacing from a safe distance | Limited threat and movement reduce its matchup coverage |
![]() | Turtle | Defensive learning | A defensive plan gives new players time to watch patterns | Low pressure lets experienced players dictate the round |
D-tier styles can still win with skill. Basic is a perfectly sensible first style because it lets you learn the game's movement and defense without juggling a special mechanic. The rank only says that you should look for an upgrade when spins are available.
Hammer, Long Guard, and Turtle become more predictable as opponents improve. Keep one if it is the style you enjoy, but do not mistake rarity, a shiny look, or familiarity for a reason to stop searching.
Shiny variants use the parent style's combat tier
Shiny styles change the look of a parent style. Treat each one as a visual variant of the parent kit, not as a new combat choice. Exact odds and live availability can change, so the useful rule is simple: compare a shiny to its parent style.
| Image | Shiny style | Parent combat style | Practical call |
|---|---|---|---|
![]() | Godspeed | Chronos, S tier | Same combat tier as Chronos |
![]() | Bald | Basic, D tier | Same combat tier as Basic |
![]() | Coyote | Wolf, S tier | Same combat tier as Wolf |
![]() | Drill | Corkscrew, C tier | Same combat tier as Corkscrew |
![]() | Nanomachines | Turtle, D tier | Same combat tier as Turtle |
![]() | Conman | Trickster, C tier | Treat as Trickster; normal availability is not fully settled |
The shiny name can look like a brand-new roll, but the combat comparison belongs to the parent. Conman is the one to handle carefully: its Trickster mapping is useful, while its normal availability should not be assumed.
Unobtainable and removed styles
These five rows are inventory notes, not normal choices in the keep-or-reroll ladder. They stay separate so you do not spend spins looking for a style that is special, removed, or not a standard target.
| Image | Style | Status | Combat treatment |
|---|---|---|---|
![]() | Void Samurai | Special or unobtainable row | Do not treat it as a normal spin target |
![]() | Ghost (Ancient) | Special or unobtainable row | It is not a stronger Ghost tier choice |
![]() | Very Long Guard | Special or unobtainable row | It is not a normal Long Guard upgrade |
| Testing (Style) | Testing (Style) | Archive or testing row | No reliable exact portrait is used; keep it outside normal reroll decisions |
![]() | LEGACY:Kimura | Removed legacy row | It is not part of the current normal ladder |
For rarity, spin routes, and availability labels, use the Untitled Boxing Game styles collection. The Untitled Boxing Game wiki hub covers controls and combat basics that help you get more from any style.
White Ash is the best general recommendation right now, but a tier is a starting point, not a win button. Keep the style that fits your hands, learn its neutral game, and reroll when you have a clear upgrade rather than chasing a name you cannot use well.



















