Hajime Rising Equipped Skills: E, R and Move Inputs
Use equipped moves with E and R
- Skill bindings: E and R activate equipped skill moves.
- Different inputs: Z/X/C select basic punch types; T changes equipped stance.
E and R belong to equipped skill moves
Hajime Rising's official instructions assign E and R to equipped skill moves. Keep that role separate from the three punch-selection keys. Pressing X selects hooks, for example; it is not the same action as activating whichever skill you currently have equipped on a skill binding.
Before trying to use a move in a fight, make sure you know the actual equipped setup. A named skill in the tree and the move on a particular binding are different parts of preparation. Do not assume that unlocking a node necessarily assigns it to the key you expected.
Learn the move's own action after the unlock
The tutorial introduces Hook and Uppercut through unlock tasks, plus Infighter Dash and Weaving with their own demonstrated inputs. That variety is a reason to learn the actual move instructions rather than treating every skill as an E/R action. Infighter Dash is demonstrated with gloves and Q; unlocked Weaving uses Space.
Use the skill-tree guide for the acquisition side: training, points and prerequisites. This page's immediate task is recognising which controls belong to equipped moves once you return to boxing.
For early practice, add one skill to a familiar set of basic inputs. Keep the punch type and aim straightforward while learning that move's role. When the activated action differs from the one you intended, return to the equipped setup and read which move belongs to that binding. A useful first result is knowing the action you activated and the setup that made it available.