On PC, current community control coverage consistently identifies WASD for movement and mouse movement for first-person camera control. The official listing confirms PC support and the combat actions, but no stable public first-party key chart lists every punch, guard, and slip binding. Read those exact keys from the live interface.
Verified and reported PC inputs
Do not fill the missing cells with controls from another game. First Person Boxing: Circuit Clash, Untitled Boxing Game, and Boxing Beta have their own mappings.
Set mouse sensitivity
Stand near an AI opponent and circle with WASD while keeping their upper body near the center. Make small mouse corrections. If the view repeatedly swings beyond the target, lower sensitivity. If the target leaves the screen while your movement feels comfortable, raise it gradually.
Test again during a single punch and one defensive action. Sensitivity that works while stationary can still feel too fast during close pressure. Use the smallest change that fixes the problem.
Mouse aim is part of hit reliability. Do not begin a counter while making a large camera sweep unless the situation requires it.
Learn keys from the live game
Open the tutorial, settings, or visible prompts and write down the current punch, guard, and slip controls. Test each one separately in AI practice. Watch the animation and stamina response.
If the game permits rebinding, prioritize actions used during movement and camera control. Avoid a layout that forces you to release every movement key for defense. Confirm any change after rejoining.
If no rebind menu exists, build muscle memory around the live defaults rather than installing an unknown external remapper.
Use a keyboard-and-mouse drill
For two minutes, use only WASD and mouse. Enter the edge of range, circle, and leave while tracking the target. For two minutes, add one punch only when the view is centered. For two minutes, defend without countering. Finish with one successful defense followed by one punch and an immediate exit.
The success condition is control after the action. A hit that leaves you facing away or stuck in range is not yet reliable.
Continue with AI practice once movement and camera can operate together without panic.
Redeem codes with B or Shop
Current code publishers report pressing B or selecting the Shop button on the left. Inside Shop, find the code field, paste the current string, and redeem once. If B fails, use the visible button because shortcuts can change.
Check the Codes page before entering strings. It tracks the conflict between FPSBOXING1 and newer reports rather than presenting every old code as active.
Close the Shop before testing combat. A focused text field can capture keys and make movement or attacks appear broken.
Fix common PC problems
Movement works but combat does not: close chat, Shop, or text input; re-read the live key prompts; ensure stamina is available.
Camera jumps: lower sensitivity, check mouse software acceleration or profiles, and avoid large corrective sweeps.
A key triggers another app: inspect overlays and keyboard utilities. Disable the conflicting shortcut rather than changing several game settings at once.
Inputs feel delayed: prefer stable performance settings, test a different server, and separate network delay from stamina slowdown.
A copied combo fails: verify each current input and range. A sequence from another title is not a First Person Boxing control reference.
Build efficient PC habits
Keep a movement direction available while aiming. Return the mouse toward center during the exit rather than after the next attack begins. Use short punch sequences so hand position and view remain controlled.
Do not hold a movement direction predictably for the whole exchange. Change angle after a miss and restore range. The How to play guide connects those inputs to match decisions.
Evidence notes
- Official: PC support and the core actions—punches, slips, counters, guards, stamina—are confirmed on the Roblox listing.
- Community corroborated: WASD movement, mouse camera, and B or Shop for the redemption menu.
- Needs in-game testing: current attack keys, guard inputs, slip input, rebind support, mouse settings, and any style-specific actions.