Hajime Rising Beginner Guide: First Steps in the Ring
New to Hajime Rising? This beginner guide covers the tutorial, your first spar, core inputs, training, and the city services that keep your boxer fit.
Hajime Rising is a Roblox boxing game built around manual inputs: you choose the punch, the hand, and the aim for every single strike. That makes the opening hours less about grinding stats and more about learning a small set of systems. Follow the tutorial, pick up the core inputs, keep your first spars small, and let the training loop unlock new moves as you go — here is the full path, current as of November 2, 2026.
Start With the Tutorial
Begin in the gym. The opening tutorial connects gym exercises, the skill tree, and your first spar in one continuous sequence, so you can follow the change from practice to fighting instead of meeting each system cold. It also unlocks moves for you to practise, one at a time, which is far gentler than a menu full of unexplained options.
The tutorial introduces more than attacks. Infighter Dash is performed with Q while your gloves are equipped, and Weaving, once unlocked, uses Space. Learn each action separately before combining it with punches — mixing a dash into a combination before you can throw the combination cleanly is how new players gas out early.
Complete the tutorial tasks deliberately rather than rushing through them. Perform each unlocked move on purpose, a few times, until the key is in your fingers. If anything slips your mind later, the game keeps its own controls reference, and our Hajime Rising controls guide lays out every keybind in one table.
Learn the Core Inputs Before Fighting
Every punch in Hajime Rising is two decisions, not one. First you select a punch type, then you throw it with a hand: left click throws the left-handed punch and right click throws the right-handed punch. Getting this order into muscle memory early is the single biggest control upgrade a beginner can make.
Aiming is handled by where you look. Look up to aim for the head and look down to aim for the body, and use middle click to lock on so your opponent stays framed while you line strikes up. Lock-on plus head and body aim is what lets you place punches instead of swinging at a blur.
Do not worry about memorising stances, skill moves, and movement keys on day one — those layer in later. A first fight that exposes a stamina problem has still taught you something. Learning the controls and improving a stat are different jobs; do the inputs first, then the numbers.
Set a Small Goal for Your First Spar
Choose exactly one aim for your first spar: select the intended punch, use the intended hand, or keep track of head and body aim. One goal keeps the fight readable and gives you a clear yes-or-no answer afterwards, which ten vague rounds never will.
Do not judge the whole character from one loss. A first fight can expose a stamina problem long before it tells you anything about your stance choice. If you struggled to throw punches while your stamina was low, go back to training with that specific problem in mind instead of re-rolling your whole approach.
One goal also keeps your attention on the inputs you practised. If your goal was “use the intended hand”, you will notice every time the wrong hand came out — feedback you would never collect while vaguely trying to fight better.
Keep the first session achievable: complete the tutorial tasks, perform the unlocked moves deliberately, then try a spar. That is a full, successful first session. Anything extra — a second spar, a tournament, experimenting with boxing styles — is a bonus, not the bar.
Recover Between Sessions
After a spar, check your fighter’s condition before immediately asking for another. The city is a functional part of the game, not scenery: it has a hospital for treatment, food shops, and clothing shops, and these are separate destinations with separate purposes. Knowing which door to walk through after a rough fight is part of the game.
The habit matters more than any single visit. Fighters who check in at the hospital and the food shop after every session simply spend more usable time in the gym, because they are never training a boxer who is hurt or running on empty.
Your boxer’s hunger and thirst go down over time, so eat and drink as frequently as you can. Food shops around town cover this — a bakery and a general shop sell food, coffee, and energy drinks to restock you between sessions (unverified: exact item effects and prices are not documented in current sources).
You do not need to buy an outfit before learning the basic controls. Clothing can wait; treatment and food cannot. Patch up at the hospital when a fight leaves you worse for wear, restock at the food shops, and only then head back to the gym for another round of training.
Keep Training to Unlock More Skills
Training and the skill tree feed each other in a loop. Gym exercises raise your stats; higher stats meet the requirements of skill tree nodes; unlocking nodes grants new moves to practise. The more you train, the more the tree opens, and the more your boxer can actually do in the ring (unverified: exact stat thresholds per node are not documented in current sources).
Each exercise trains a specific stat rather than a generic fitness bar — jump rope trains footwork, and the speed bag trains punch speed (unverified for the full exercise-to-stat mapping). Training itself is a timing minigame: click when the marker enters the target zone, aim for dead centre, and expect the tempo to increase as you get better at it (unverified).
Stamina deserves attention in this loop because it is the problem beginners meet first in a fight. The fix is exactly the loop above: identify the specific weakness, train for it, and take the next spar once it stops costing you rounds.
Upgrade the stats that match how you want to fight, and drill newly unlocked moves on the bags before taking them into a spar. For the unlock system in detail, see the skills section; for how priorities change per build, browse builds. And if you want free rerolls while you experiment, the codes page tracks every active code.
