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First off, I see what you're going for and I like the idea! It actually reminds me of The Savage Gambit, a very old audio-only boxing title from the early 2000s which also included a trainer.
As for feedback:
I would personally move the offense keys to the right-hand side of the keyboard, that way you'd have more fluidity if you were going from offense to defense and back again.  You could have the option to play with one hand available still as that is a useful accessibility consideration.

Furthermore, the idea of having "good timing" is currently nullified by the fact that I could press the button as soon as the prompt had given me enough information, with the punch being thrown part way through the "good timing" file playing.
With the ability to customise the speed of speech so the punches and moves you have to defend are spoken more quickly (by text to speech rather than what might be pre-recorded files), this would allow for those used to higher rates of speech to get more enjoyment out of this prototype as the game speed would comparatively increase in turn.
I definitely see potential here and like where this is going, well done.

SightlessKombat,

Thank you so much for the feedback. Since eventually I would like to implement free sparring combat moving the offensive keys to the right makes complete sense and I am working on moving those now. 

As for the sound effects, I am working on cutting them off or fading them out as soon as player input is received. This is my first Unity project so I am still learning the ins and outs. Right now, I had to play sounds asynchronously as I couldn't get them to play in real-time without them overlapping each other so I had to put in manual delays which makes the responses feel slow. I am definitely working on making the game feel more fluid and responsive.

Once again, thanks for the feedback and hopefully I can get you try the next update.