Post by llecha on Mar 3, 2014 20:44:34 GMT -5
Contributed by Pll
written by: Pip
Golden Fox Promotions:
Anyway, to answer the question, there are about four types of BK fighters that I believe are very viable. Most fighters in the region will be a form of the following types of fighter:
*****************************
1) Freak slugger
Speed = Agility = 8 (when first creating fighter)
Conditioning = 14 (when first creating fighter)
Chin = 8 to 12 (when first creating fighter)
Remaining AP's on strength.
I always like to mix up the amount of chin my fighters have. As a general rule, while you may think that you want really low chin to be most efficient, it's a bit of a false economy. Low chin makes you easy to stun / knockout and that's what loses you fights in BK. A decent manager will regularly rest so it's not easy to just win the endurance war to pick up the win, you will often be trying to win on decision after 25 rounds.
The higher chin variants are good against the high KP fighters you will come across, especially flashers. They are also useful when you come up against a fellow freak slugger, usually the fighter with the higher chin wins after both fighters go for a first round KO. Personally I'll have a few of the same type in each weight class and have one with high chin, one with low etc. Will make it easier to win the title when you get to the top as you can choose the most suitable fighter.
Progression to level 18 is pretty simple. You should let conditioning reach at least 16. You will probably be ok without training much more than 1 or 2 extra points of chin, that will probably come from random skill gains anyway. Apart from that train strength the bulk of the time, with agility mixed in to keep you in your weight class. As above train speed when needed so that it equals agility.
The reason you want agility of 8 is that it negates the style bonus from ropes (which can't reduce the opponents agility to a value lower than 8). You then gain plenty of agility due to the extra strength versus your opponent, when using clinch. I tend to keep speed a little on the low side so I can have more points in strength, but in terms of delivering damage it should be a bit higher, perhaps around 33% of strength.
You will want a very heavy build apart from the lower weight classes where you will need to be lighter to get the weight low enough, even at 4'10.
There are variants of this build. A successful tweak I used in previous gyms is to have agility starting at about 10 - 12, with speed a couple lower. This design will beat on the freak sluggers who have lower agility and not enough of a strength advantage to significantly gain from clinching against you. Only problem is that you become a bit more suseptable to ropes versus agile sluggers.
I have a whole load of freak sluggers currently. Not because they are the best, but because they are easiest to manage. I'll always be clinching so if I forget to update my plan and auto-pilot, my standard clinch plan will still be very hard to beat.
*****************************
2) Agile slugger
Strength = Agility
Speed = 33% of str
Conditioning as above.
Chin can be a little lower than a freak slugger as you have more agility.
Before style bonus's this is about the most efficient fighter you can create (you actually want speed of 50% of strength, but that's picking straws!). It's also pretty darn efficient once you use a style.
Against freak clinchers you will want to use ring or counter. Against stronger clinchers you will want to use ropes.
This is the toughest fighter style to beat. Due to the relative lack of strength, they are also the hardest type with which to 'force' a win via picking up a stun against a strong opponent who will rest properly. Prepare for a lot of draws!
*****************************
3) Flasher
You tell me, I never make them!
I do know they are mighty effective however. Most opponents skimp on chin so it's pretty easy to beat them with a well designed flasher.
*****************************
4) KP Agile slugger / counter puncher
Again I don't design these, but I would imagine you would want something like this:
Strength +3 = Agility
Speed = 40% of strength
Max KP
Conditioning as above.
Chin = 10 to 12
Similar to the Agile slugger, but you can use your KP to pick up the stuns to win the decision.
*****************************
Fight plan I would use for freak sluggers:
Xb/X/X (clinch);
if mystuns < hisstuns then Xb/X/X (clinch);
if opp = 0 then XB/X/X (clinch)
if hiscuts >XX then Xc/X/X (clinch);
if opp=1 and mystuns >= hisstuns and endurance_percent >XX then Xh/X/X (clinch);
if mystuns < hisstuns and endurance_percent
if mystuns >= hisstuns and endurance_percent
24) if mystuns < hisstuns then Xh/X/XX (clinch);
if mystuns > hisstuns then Xh/X/X (clinch);
if mystuns = hisstuns then Xh/X/X (clinch);
So, I will target the body first and try to win the endurance war.
If my opponent gets tired while I am still relatively fresh I'll try to flash them to pick up a stun.
If I get tired I'll rest.
If I cut my opponent I'll target cuts rather than the body. With rest rounds you can't usually win the endurance war against a good opponent, the rests will always get him back in good shape. So, rather than going for the body, target cuts which remain for all 25 rounds. If you can get a cut explosion, he will be at a SERIOUS disadvantage and will succumb even when he is resting due to the huge damage he is taking.
If I'm ahead on stuns I'll up my defence to make it harder for him to stun me back.
In the last couple of rounds I want to target the head. The amount of power I use will depend on whether I'm ahead or behind in the fight.
written by: Pip
Golden Fox Promotions:
Anyway, to answer the question, there are about four types of BK fighters that I believe are very viable. Most fighters in the region will be a form of the following types of fighter:
*****************************
1) Freak slugger
Speed = Agility = 8 (when first creating fighter)
Conditioning = 14 (when first creating fighter)
Chin = 8 to 12 (when first creating fighter)
Remaining AP's on strength.
I always like to mix up the amount of chin my fighters have. As a general rule, while you may think that you want really low chin to be most efficient, it's a bit of a false economy. Low chin makes you easy to stun / knockout and that's what loses you fights in BK. A decent manager will regularly rest so it's not easy to just win the endurance war to pick up the win, you will often be trying to win on decision after 25 rounds.
The higher chin variants are good against the high KP fighters you will come across, especially flashers. They are also useful when you come up against a fellow freak slugger, usually the fighter with the higher chin wins after both fighters go for a first round KO. Personally I'll have a few of the same type in each weight class and have one with high chin, one with low etc. Will make it easier to win the title when you get to the top as you can choose the most suitable fighter.
Progression to level 18 is pretty simple. You should let conditioning reach at least 16. You will probably be ok without training much more than 1 or 2 extra points of chin, that will probably come from random skill gains anyway. Apart from that train strength the bulk of the time, with agility mixed in to keep you in your weight class. As above train speed when needed so that it equals agility.
The reason you want agility of 8 is that it negates the style bonus from ropes (which can't reduce the opponents agility to a value lower than 8). You then gain plenty of agility due to the extra strength versus your opponent, when using clinch. I tend to keep speed a little on the low side so I can have more points in strength, but in terms of delivering damage it should be a bit higher, perhaps around 33% of strength.
You will want a very heavy build apart from the lower weight classes where you will need to be lighter to get the weight low enough, even at 4'10.
There are variants of this build. A successful tweak I used in previous gyms is to have agility starting at about 10 - 12, with speed a couple lower. This design will beat on the freak sluggers who have lower agility and not enough of a strength advantage to significantly gain from clinching against you. Only problem is that you become a bit more suseptable to ropes versus agile sluggers.
I have a whole load of freak sluggers currently. Not because they are the best, but because they are easiest to manage. I'll always be clinching so if I forget to update my plan and auto-pilot, my standard clinch plan will still be very hard to beat.
*****************************
2) Agile slugger
Strength = Agility
Speed = 33% of str
Conditioning as above.
Chin can be a little lower than a freak slugger as you have more agility.
Before style bonus's this is about the most efficient fighter you can create (you actually want speed of 50% of strength, but that's picking straws!). It's also pretty darn efficient once you use a style.
Against freak clinchers you will want to use ring or counter. Against stronger clinchers you will want to use ropes.
This is the toughest fighter style to beat. Due to the relative lack of strength, they are also the hardest type with which to 'force' a win via picking up a stun against a strong opponent who will rest properly. Prepare for a lot of draws!
*****************************
3) Flasher
You tell me, I never make them!
I do know they are mighty effective however. Most opponents skimp on chin so it's pretty easy to beat them with a well designed flasher.
*****************************
4) KP Agile slugger / counter puncher
Again I don't design these, but I would imagine you would want something like this:
Strength +3 = Agility
Speed = 40% of strength
Max KP
Conditioning as above.
Chin = 10 to 12
Similar to the Agile slugger, but you can use your KP to pick up the stuns to win the decision.
*****************************
Fight plan I would use for freak sluggers:
Xb/X/X (clinch);
if mystuns < hisstuns then Xb/X/X (clinch);
if opp = 0 then XB/X/X (clinch)
if hiscuts >XX then Xc/X/X (clinch);
if opp=1 and mystuns >= hisstuns and endurance_percent >XX then Xh/X/X (clinch);
if mystuns < hisstuns and endurance_percent
if mystuns >= hisstuns and endurance_percent
24) if mystuns < hisstuns then Xh/X/XX (clinch);
if mystuns > hisstuns then Xh/X/X (clinch);
if mystuns = hisstuns then Xh/X/X (clinch);
So, I will target the body first and try to win the endurance war.
If my opponent gets tired while I am still relatively fresh I'll try to flash them to pick up a stun.
If I get tired I'll rest.
If I cut my opponent I'll target cuts rather than the body. With rest rounds you can't usually win the endurance war against a good opponent, the rests will always get him back in good shape. So, rather than going for the body, target cuts which remain for all 25 rounds. If you can get a cut explosion, he will be at a SERIOUS disadvantage and will succumb even when he is resting due to the huge damage he is taking.
If I'm ahead on stuns I'll up my defence to make it harder for him to stun me back.
In the last couple of rounds I want to target the head. The amount of power I use will depend on whether I'm ahead or behind in the fight.