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Post by Sin-N-Terrors on Feb 27, 2014 18:27:06 GMT -5
Provided by Sanford
Written by Albino:
CLINCHERS:
upside - deal lots of damage. downside - lack defence. favored opponent - sissies, dancers and even KP dancers if the CHN is right feared opponent - more agile sluggers, high KP fighters if the CHN is wrong
--clinchers vs flashers:
usually clinchers don't have a very large STR advantage here, this makes it difficult for them to clinch effectively. due to the nature of the clinchers large STR, he has enough attack damage to flash KO an opponent. if the the flasher uses allout while you use 4H/8/8 (clinch) then the flasher should go down. if the flasher prefers to use inside, feint, ring or counter then you could be in trouble if you use 4H/8/8 (clinch). against flashers a clincer should almost always use 1/1/18 to reduce damage. sometimes clinch isn't the best style for a clincher in this situation. many flashers have low AGL, if you have good AGl for a clincher (>13) then maybe the ring may serve you better.
other options/tactics- if you're going to go down, go down in style, 5B/10/5 (inside) style. make him pay for being a flasher, but of course you will still lose.
--clinchers vs KP dancers:
5B/10/5 (clinch) early. 8/6/6 (clinch) later to take rounds. an IP wary opponent will probably lose, but a gun-ho manager who doesn't know/care how bad it is to take 100+ ips in a fight may win by decision. in the late rounds 10/4/6 (clinch) will be good, you opponent is tired and is now less accuarate and you are throwing punches all over the place to finish him off.
--clinchers vs 0 KP dancers:
depending on your AGL and you opponents STR you may be able to use inside to devestating effect. generally specking, if your AGL > his STR you should be able to use inside. as soon as your opponent is tired you should use inside. in the late rounds your opponent may soon win the fight by decison, before he does, try and stun him with inside or even allout.
--clinchers vs sluggers:
5B/7/8 (clinch) and hope the slugger is less efficient. this will be unlikely, but you will in for ips one way or another. clincher should try to have STR = 2 * SPD, this will maximize the STR to SPD ratio. meanwhile the slugger will try to maximise his STR to AGL ratio.
other options/tactics- cheat in every round, maybe you'll be lucky and get TKO'd. it's less painful that way.
--clinchers vs clinchers:
have the nurses standing by, both fighters are gonna wish they weren't clinchers. it's not uncommon in a matchup like this, for both fighters to take 100+ ips. in these fighters both will stay efficient for the sake of getting worn out. cheating the whole fight is a win-win situation - you maximise damage while increasing the chance of the fight being short.
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Post by Sin-N-Terrors on Feb 27, 2014 18:28:22 GMT -5
Contributed by Sanford
Written by Thunder Brothers:
Complete Fighter - Clincher (C)
Typical development for a 5'1" clincher fighting in super welter (153lbs). Main text by Thunder Brothers. STATUS 0 A new fighter STR 25 KP 0 SPD 13 AGL 7 CHN 9 CND 14
STATUS 6 Low regional STR 29 KP 0 SPD 14 AGL 8 CHN 9 CND 15
STATUS 12 Middle regional STR 33 KP 0 SPD 17 AGL 9 CHN 10 CND 15
STATUS 18 High regional STR 38 KP 0 SPD 19 AGL 10 CHN 10 CND 16
STATUS 24 Middle contender STR 41 KP 0 SPD 21 AGL 11 CHN 11 CND 17
CHAMPION of the world STR 45 KP 0 SPD 22 AGL 13 CHN 11 CND 17
Clinchers in short Clinchers are typically four to five inches shorter than anyone else in the weight class except for maybe a freak flasher. Handled by a competent manager these fighters may lose the fight but will usually give the opponent 40-60 IPs for the pleasure of winning. A good clincher will always leave his mark Some well-known clincher managers are; Shinra, Uncle Kewari, Simon Gagnon and of course Monk. They seldom win world titles but are fun and easy to manage.
Clincher design For the moment I recommend that any fighter should have low Cuts. Clincher should generally be created with Very Heavy Build but a Very Light clincher will offset some of his opponents height advantage and will make some managers under estimate you strength. A clincher lives and dies by his tremendous STR, but SPD should not be forgotten since it is part of the formula for endurance damage. The low AGL keeps them safe from the use of ropes and to some extent counter. They can be made with AGL as low as 1-3 but then they are classed as Freak Clinchers. Should AGL due to randoms APs or training rise to about equal to SPD he will have turned into a Slugger. Since AGL gains from 9-11 causes a huge drop in weight it is very difficult to stay in the same weight class for the whole career, so dont create them in a too low weight. They are hard to wear down but the low AGL gives the trouble versus almost any kind of KP-fighter. But a point or two extra CHN allows them to pound those pesky KP-Dancers to oblivion...
Favourite opponent Most non-kp that lack sufficient STR will fear a clincher; Dancer, Sissy, and even Balanced fighters. If CHN is good KP-Dancers will be easy prey as well.
Dreaded opponent Anyone with more than 4KP is a real threat; Flashers, KP-Balanced, KP-Sluggers. But Sluggers and Agile Sluggers have almost equal STR and are very difficult match-ups.
How to win with a clincher Clinchers typically win by going to the body with 5B/7/8(clinch) for 8-9 rounds and then target head with 5H/9/6(inside) when the opponent is too worn down to defend himself. They main thing is to build up as huge endurance advantage as you possibly can before you knock him out. You will seldom win on points. Stealing a round or two with 6/6/8(clinch) or even 7/5/8(clinch) will cause the opponent to worry about both score and endurance.
How to beat a clincher If you have any sort of decent STR 4B/8/8 or even 3B/9/8 ring or counter is you best bet. If you need to score - open up to 5B/5/10 or 5B/6/9. Don't back away too much with lines like 3B/5/12, because he might score a round and will build up his endurance advantage as well. If you have KP, flash him early and flash him hard, just make sure he is targeting body while you do it. If you are a dancer use as high DEF as you can while still winning rounds, most likely 4/1/15(ring). If he has low CHN a 5H/11!/4(counter) may win you the fight, even if you lose you only take 25 IPs which is better that going the full distance.
Want to know more? Check out these great pages as well:
* Albino's match-up help for Clinchers * Unforgiven's Clincher 1 and several fight plans on the main page * Bad Bit and WILBOO Inc's Newbie Help Files! has a section on clinchers
Instant Fight PlansĀ® (Not instant yet, you will have to Cut&Paste for the time being) The plans below are given as they are. I give no guarantees apart from the fact that I have used them several times ######################################### # Thunder Brothers - Clincher - Bash & KO # # A fairly standard clincher plan # Maybe the stun/flash attempts should be # removed or toned down #1.0#050606##############################
# Early rounds 1) 5B/8/7 (clinch); # Pound harder if I take no damage if endurance_percent > 100 - (round - 1) * 3 then 4B/8/8 (inside); if endurance_percent > 100 - (round - 1) * 2 then 4B/9/7 (inside); if endurance_percent > 100 - (round - 1) * 1 then 5B/9/6 (inside);
# Middle rounds 5) 5B/7/8 (clinch); # Pound harder if I take little or no damage if endurance_percent > 100 - (round - 1) * 4 then 5B/8/7 (clinch); if endurance_percent > 100 - (round - 1) * 3 then 4B/8/8 (inside); if endurance_percent > 100 - (round - 1) * 2 then 4B/8/7 (inside);
# Time to check the score so it doesn't get out of hand if score < 0 then 6B/7/7 (clinch); if score < -1 then 8/6/6 (clinch);
# Pound even harder if he is getting tired if opp < 2 and endurance_percent > 75 then 5B/10/5 (inside); if opp < 2 and endurance_percent > 85 then 5B/11/4 (inside); if opp < 2 and endurance_percent > 92 and mystuns = 0 then 5B/10/5 (allout);
# Rest & flash, remember to change the rounds once in a while if round = 7 and endurance_percent < 75 then 2/1/8 (clinch); if round = 8 then 6H/11!/3 (clinch);
# Late rounds 9) 6B/7/7 (clinch); if score < 1 then 8/6/6 (clinch); if score < 0 then 10/4/6 (clinch); if score < round - 10 then 10/4/6 (clinch); if score < round - 11 then 12/2/6 (inside); if score < round - 12 then 5H/11/4 (inside); if score < round - 12 and endurance_percent > 90 then 5H/11/4 (allout); if score < round - 14 then 5B/10/5 (inside);
# Last round 12) 11/3/6 (clinch); if score > 1 then 6/7/7 (clinch); if score = 1 then 9/4/7 (clinch); if score = -1 then 6H/11/3 (inside); if score = -1 and endurance_percent > 85 then 5H/11/4 (allout);
# Global conditions - always valid # Try for a stun/knockdown 1) if opponent = tired and endurance_percent > 80 and mystuns + hisstuns = 0 then 4H/9/7 (inside); # He is dead on his feet finish him off 1) if opponent = weak and endurance_percent > 60 then 5H/10/5 (inside); # I'm loosing badly, give up 1) if endurance_percent < 50 and opp > score then towel; # I've won 1) if score > 14-round then 5B/7/8 (clinch); # Cheat if we can... 1) if score < 13-round and warnings=0 then cheat;
######################################################### # Thunder Brothers - Clincher - Power scoring vs Balanced # # A clinch plan that tries to force the opponent to open up # by using fairly high aggression in the beginning and # only pounds really hard when ahead and the opponent # hopefully is opening up to catch up on score. #1.0#050606###############################################
# Early rounds 1) 6/6/8 (clinch);
# Drop body, increase AGG and try to score if he hits back hard enough if endurance_percent * 2 < 208 - 8 * round then 7/5/8 (clinch);
# Increase AGG if I take no or little damage, don't let him get away if endurance_percent * 2 > 208 - 8 * round then 6B/7/7 (clinch); if endurance_percent * 2 > 207 - 7 * round then 7B/7/6 (clinch); if endurance_percent * 2 > 206 - 6 * round then 8/6/6 (clinch); if endurance_percent * 2 > 205 - 5 * round then 9/6/5 (clinch); if endurance_percent * 2 > 204 - 4 * round then 10/5/5 (clinch);
# Punish him when he tries to catch up but keep AGG up so # that he will have to open up if he wants the round if score > 0 then 6B/6/8 (inside); if score > 0 and endurance_percent * 2 < 207 - 7 * round then 6B/6/8 (clinch);
# Middle and late rounds 5) # Pound if the score> -1 when he is fresh and # when score >-2 when i he is getting tired if score > opp-3 and endurance_percent < 104 - 4 * round then 4B/8/8 (clinch); if score > opp-3 and endurance_percent >= 104 - 4 * round then 5B/7/8 (clinch); if score > opp-3 and endurance_percent > 103 - 3 * round then 5B/8/7 (clinch); if score > opp-3 and endurance_percent * 2 > 205 - 5 * round then 5B/7/8 (inside); if score > opp-3 and endurance_percent > 102 - 2 * round then 5B/8/7 (inside); if score > opp-3 and endurance_percent > 101 - 1 * round then 5B/9/6 (inside);
# Try for stun/knockdown when score is close and he is tired if roundslost+1 = roundswon and opp<2 and mystuns = 0 then 5H/11/4 (inside);
# Safeguards if score is slipping away and he is still fresh if score < round - 10 and opp = 2 then 10/3/7 (clinch); if score < round - 10 and opp = 2 and endurance_percent * 2 > 207 - 7 * round then 12/1/7 (outside); if score < round - 12 then 6H/11/3 (clinch); if score < round - 12 and endurance_percent * 2 > 205 - 5 * round then 5H/10/5 (inside);
# Rest - remember to change round once in a while if endurance_percent < 77 and round = 8 then 2B/1/8 (clinch);
# Last round - secure victory 12) 5H/11/4 (inside); if endurance_percent < (opp + 1) * 33 then 5H/7/8 (clinch); if score > 1 then 7/5/8 (clinch); if score > 1 and endurance_percent < (opp + 1) * 33 then 4H/6/10(clinch); if score = 1 then 4H/9/7 (inside); if score = 1 and endurance_percent < (opp + 1) * 33 then 5H/10/5 (feint); if score <= -1 then 6H/11/3 (inside); if score <= -1 and endurance_percent > 85 then 5H/11/4 (allout);
# Global conditions - always valid # Stun-o-meter 1) if 2 * (mystuns - hisstuns) > round then 5H/6/9 (clinch); # He is dead on his feet finish him off 1) if opp = 0 and endurance_percent > 60 and score > 1 then 5H/10/5 (inside); # I'm loosing badly, give up 1) if endurance_percent < 50 and opp > score then towel; # I've won, protect against flash attempt 1) if score > 14-round then 4H/8/8 (clinch);
########################################################## # Thunder Brothers - Clincher - Power scoring vs KP-Dancer # # A clinch plan that tries to force the opponent to open up # by using fairly high aggression in the beginning and # only pounds really hard when ahead and the opponent # hopefully is opening up to catch up on score. # Some extra score conditionals for the middle and late # rounds, we can't afford to let him too far ahead on score # The DEF values should be adjusted so that a flash with # 5H/11/4(counter) at best scores a knockdown while he is # fresh #1.0#050606###############################################
# Early rounds 1) 5B/9/6 (clinch); # Increase AGG but keep DEF up if he backs off if endurance_percent < 106 - round * 6 then 5B/8/7 (clinch); if endurance_percent > 104 - round * 4 then 6B/8/6 (clinch); if endurance_percent > 103 - round * 3 then 7/7/6 (clinch); if endurance_percent > 102 - round * 2 then 8/6/6 (clinch);
# Pound away with good DEF if up on score if score > 2 - opp then 4B/8/8 (clinch); if score > 2 - opp and endurance_percent > 104 - round * 4 then 5B/8/7 (clinch); if score > 2 - opp and endurance_percent > 102 - round * 2 then 6B/8/6 (clinch);
# Pound even harder if he is getting tired if opp * 33 + 35 < endurance_percent then 4B/10/6 (clinch); if opp * 33 + 40 < endurance_percent then 5B/10/5 (clinch); if opp * 33 + 45 < endurance_percent then 5B/11/4 (clinch); if opp * 33 + 50 < endurance_percent then 6B/11/3 (clinch);
# A sneaky flash if he has gotten tired while going for score if endurance_percent * 2 > 205 - 5 * round and score < 0 - opp and mystuns = 0 and opp < 2 then 6H/11/3 (clinch);
# Rest hard if I must if endurance_percent < 70 then 2B/1/5 (clinch);
# Middle rounds # Keep an eye on the score 5) if score < -3 and score > -6 and opp < 2 then 6/9/5 (clinch); 7) if score < -2 and score > -5 and opp < 2 then 8/7/5 (clinch); 9) if score < -1 and score > -4 and opp < 2 then 9/6/5 (clinch);
# Flash him if I'm up on score if score > 0 then 5H/10/5 (inside); if score > 0 and endurance_percent * 2 > 205 - 5 * round then 6H/10/4 (allout); if score > 0 and mystuns = 0 then 6H/11/3 (inside);
# Rest hard if I must if score < 0 and endurance_percent < 70 then 2B/1/5 (clinch);
# Last round 12) 11/3/6 (clinch); if score > 1 then 5H/7/8 (clinch); if score = 1 then 10/3/7 (clinch); if score >= 0 and endurance_percent + 8 > (opp + 1) * 33 then 5H/11/4 (inside); if score <= -1 then 5H/10!/5 (allout); if score <= -1 and endurance_percent > 85 then 6H/11!/3 (allout);
# Global conditions - always valid # He is dead on his feet finish him off 1) if opp = 0 and endurance_percent > 60 then 5H/10/5 (inside); # He is trying to run away on score, get him! 1) if score < round - 13 and mystuns + hisstuns = 0 then 6H/11!/3 (clinch); # I've won, protect against flash attempt 1) if score > 15 - round then 4H/6/10 (clinch); # I'm loosing badly, give up 1) if endurance_percent < 50 and opp > score then towel; # Cheat if I have to 1) if warnings = 0 and (score < 0 or opp<2) then cheat;
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Post by Sin-N-Terrors on Feb 27, 2014 18:30:34 GMT -5
Contributed by Zam
Written By: Zam
Make a Freak like:
Strength 34
Knockout Punch 0
Speed 10
Agility 1
Chin 10
Conditioning 14
Cut Resistance Low
Height 5 feet (152 centimeters) Build very heavy Weight 163 pounds (73 kilograms)
Minimum Weight 156 pounds (70 kilograms)
FP would be:
1) 4B/8/8 (clinch); 2) 4B/8/8 (clinch); if endurance_percent > 100 - (round - 1) * 3 then 4B/9/7 (clinch); if endurance_percent > 100 - (round - 1) * 3 and score < round - 1 then 5B/8/7 (clinch); if endurance_percent > 100 - (round - 1) * 3 and score < round - 2 then 6B/7/7 (clinch); if endurance_percent > 100 - (round - 1) * 3 and score < round - 4 then 7B/6/7 (clinch); if endurance_percent > 100 - (round - 1) * 3 and score > 4 - round then 4B/10/6 (clinch); if endurance_percent > 100 - (round - 1) * 2 then 4B/10/6 (clinch); if endurance_percent > 100 - (round - 1) * 2 and score < round - 1 then 5B/9/6 (clinch); if endurance_percent > 100 - (round - 1) * 2 and score < round - 2 then 6B/8/6 (clinch); if endurance_percent > 100 - (round - 1) * 2 and score < round - 4 then 7/8/5 (clinch); if endurance_percent > 100 - (round - 1) * 2 and score > 4 - round then 5B/10/5 (clinch);
5) 4B/9/7 (clinch); if endurance_percent > 100 - (round - 1) * 3 then 4B/10/6 (clinch); if endurance_percent > 100 - (round - 1) * 2 then 4B/11/5 (clinch); if opp < 2 and endurance_percent > 75 then 4B/10/6 (clinch); if opp < 2 and endurance_percent > 80 then 5B/10/5 (clinch); if score < 2 then 4/8/8 (clinch); if score < 2 and opp < 2 and endurance_percent > 75 then 4B/9/7 (clinch); if score < 1 then 5/7/8 (clinch); if score < 1 and opp < 2 and endurance_percent > 75 then 5B/8/7 (clinch); if score < 0 then 6/6/8 (clinch); if score < 0 and opp < 2 and endurance_percent > 75 then 6B/7/7 (clinch); if score < -1 then 7/5/8 (clinch); if score < -1 and opp < 2 and endurance_percent > 75 then 7B/6/7 (clinch);
7) 4B/9/7 (clinch) if opp < 2 and endurance_percent > 75 then 4B/10/6 (clinch); if opp < 2 and endurance_percent > 80 then 5B/10/5 (clinch); if score < 2 then 6/6/8 (clinch); if score < 2 and opp < 2 and endurance_percent > 75 then 5B/8/7 (clinch); if score < 1 then 8/5/7 (clinch); if score < 1 and opp < 2 and endurance_percent > 75 then 7/6/7 (clinch); if score < round - 8 then 6/6/8 (clinch); if score < round - 8 and opp < 2 and endurance_percent > 75 then 5/8/7 (clinch); if score < round - 10 then 8/5/7 (clinch); if score < round - 10 and opp < 2 and endurance_percent > 75 then 7/6/7 (clinch); if score < round - 12 then 5H/11/4 (clinch); if score < round - 12 and warnings = 0 then 5H/11!/4 (clinch); if score < round - 12 and opp < 2 and endurance_percent > 75 then 6H/11/3 (clinch); if score < round - 12 and warnings = 0 and opp < 2 and endurance_percent > 75 then 6H/11!/3 (clinch); if score < round - 14 and opp < 2 and endurance_percent > 75 then 5H/11/4 (clinch); if score < round - 14 and warnings = 0 and opp < 2 and endurance_percent > 75 then 5H/11!/4 (clinch); if score < round - 14 and endurance_percent > 85 then 6H/11/3 (clinch); if score < round - 14 and warnings = 0 and endurance_percent > 85 then 6H/11!/3 (clinch);
1)
if hiscuts >= 2 and score > 0 and endurance_percent >= 66 and round < 11 then 4C/8/8 (clinch) if hiscuts >= 2 and score > 0 and endurance_percent >= 66 and opp < 2 and round < 11 then 5C/8/7 (clinch) if hiscuts >= 3 and score > 0 and endurance_percent >= 66 and round < 11 then 5C/9/6 (clinch) if hiscuts >= 3 and score > 0 and endurance_percent >= 66 and opp < 2 and round < 11 then 5C/10/5 (clinch) if (hiscuts - mycuts) >= 3 and endurance_percent >= 66 and round < 11 then 5C/9/6 (clinch) if (hiscuts - mycuts) >= 3 and score > 0 and endurance_percent >= 66 and round < 11 then 5C/10/5 (clinch) if (hiscuts - mycuts) >= 3 and endurance_percent >= 66 and opp = 0 and round < 11 then 5H/10/5 (clinch)
if round = 5 and score = -4 and endurance_percent >= 66 then 5H/11/4 (clinch)
if round = 7 and endurance_percent < 75 then 2/1/8 (clinch); if round = 7 and endurance_percent < 80 and score > 1 then 2/1/9 (clinch); if round = 9 and endurance_percent < 70 and score >= 0 then 2/1/8 (clinch); if round = 9 and endurance_percent < 75 and score >= 1 then 2/1/9 (clinch); if endurance_percent < 73 and score >= -1 and opp = 2 and round < 11 then 1/1/9 (clinch);
if opp = 0 then 5H/10/5 (clinch); if opp = 0 and endurance_percent > 60 and score > 0 then 6H/11/3 (clinch);
12) if opp < 2 and endurance_percent > 75 then 5H/11/4 (clinch); if score > 1 then 5H/7/8 (clinch); if score > 1 and opp < 2 and endurance_percent > 75 then 5/7/8 (clinch); if score < 2 then 5H/11/4 (clinch); if score < 2 and opp < 2 and endurance_percent > 75 then 6H/11/3 (clinch); if opp = 0 then 6H/11/3 (clinch);
1)
if score > (14 - round) then 4B/7/9 (clinch); if score > (14 - round) and opp < 2 then 4B/8/8 (clinch); if score > (14 - round) and endurance_percent > 60 and opp < 2 then 4H/8/8 (clinch); if roundswon >= 7 and score >= (14 - round) then 4B/7/9 (clinch); if roundswon >= 7 and score >= (14 - round) and opp < 2 then 4B/8/8 (clinch); if roundswon >= 7 and score >= (14 - round) and endurance_percent > 60 then 4H/8/8 (clinch);
if warnings = 0 then cheat
if endurance_percent < 55 and opp = 2 and score < 0 then towel;
====
Take out cheat line or not if you want. Of course you must start sometimes 5H/10/5, 5B/11/4 - depends on scouting, but this FP is good. I'm using modified versions of it of course. If you have questions just ask
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Post by Sin-N-Terrors on Feb 27, 2014 18:35:28 GMT -5
Contributed by Jimmy The Harp
Written by: Jimmy The Harp
I ran freak clinchers (agl < 9) for a long time. I think they are still viable from lights throuth super-middles.
Here are the stats of my world-title winning fighter
STR 44 KP 0 SPD 24 AGL 6 CHN 12 CND 18 HGT 5' 4" BLD Very Light
And here's the fight plan that won most of my fights... 1) 4B/7/9 (clinch); 2) 4B/7/9 (clinch); if endurance_percent > 100 - ((round - 1) * 4) then 4B/8/8 (clinch); if endurance_percent > 100 - ((round - 1) * 2) then 5B/9/6 (clinch); if mystuns > 0 then 4B/6/10 (clinch) if mystuns > round - 1 then 3B/6/11 (clinch) if mystuns > 0 and mystuns < round - 1 then 4B/7/9 (clinch) if mystuns > 0 and mystuns < round - 2 and endurance_percent > 100 - ((round - 1) * 4) then 4B/8/8 (clinch) if mystuns > 0 and mystuns < round - 3 and endurance_percent > 100 - ((round - 1) * 4) then 4B/8/8 (clinch) if mystuns > 0 and mystuns < round - 4 and endurance_percent > 100 - ((round - 1) * 3) then 4B/9/7 (clinch)
if opp < strong and endurance_percent > 100 - ((round - 1) * 4) then 4B/10/6 (clinch); if opp < strong and endurance_percent > 100 - ((round - 1) * 2) then 5B/10/5 (clinch); if opp < tired and endurance_percent > 100 - ((round - 1) * 6) then 4B/9/7 (clinch); if opp < tired and endurance_percent > 100 - ((round - 1) * 4) then 5B/10/5 (clinch); if opp < tired and endurance_percent > 100 - ((round - 1) * 2) then 5B/11/4 (clinch); if round = 5 and endurance_percent < 100 - ((round - 1) * 7) then 2B/2/7 (clinch); 6) 4B/7/9 (clinch); if endurance_percent > 100 - ((round - 1) * 5) then 6/6/8 (clinch); if endurance_percent > 100 - ((round - 1) * 3) then 6/8/6 (clinch); if score > -2 then 4B/7/9 (clinch); if score > -2 and endurance_percent > 100 - ((round - 1) * 5) then 4B/8/8 (clinch); if score > -2 and endurance_percent > 100 - ((round - 1) * 3) then 4B/10/6 (clinch); if opp < tired then 4H/8/8 (clinch); if opp < tired and endurance_percent > 100 - ((round - 1) * 5) then 5H/10/5 (clinch); 10) 4H/7/9 (clinch); if endurance_percent > 100 - ((round - 1) * 5) then 4H/9/7 (clinch); if endurance_percent > 100 - ((round - 1) * 3) then 5H/10/5 (clinch); if score < (14 - round) then 5H/8/7 (clinch); if score < (14 - round) and endurance_percent > 100 - ((round - 1) * 5) then 5H/10/5 (clinch); if score < (14 - round) and opp < tired and endurance_percent > 100 - ((round - 1) * 5) then 5H/11/4 (clinch); if round = 11 and score < (14 - round) and endurance_percent > 100 - ((round - 1) * 6) and mystuns < 2 then 5H/10/5 (clinch); if round = 12 and score < (14 - round) and endurance_percent > 100 - ((round - 1) * 6) and mystuns < 2 then 5H/10/5 (clinch); if round = 11 and hisstuns > 0 and score < (14 - round) and endurance_percent > 100 - ((round - 1) * 6) and mystuns < 2 then 5H/10/5 (clinch); if round = 12 and hisstuns > 0 and score < (14 - round) and endurance_percent > 100 - ((round - 1) * 6) and mystuns < 2 then 5H/10/5 (clinch);
The low agg/pow for a clincher is a means to compensate for the lack of agility. Round 6 basically says that if I'm doing well on endurance I will start to win rounds. There is no endurance check for my opponent after round 6 because it is understood that they will not be feeling too well. I had some lines in there, but they were wasted lines. I modified the plan a bit in contenders to steal an early round with 8/4/8 (clinch). Against other clinchers (almost always weaker than me), I simply targetted the head early on. Same basic plan, except I'm looking to either ko them in the first if they are too aggressive, or open up some cuts...
1) 4H/8/8 (clinch); 2) 4B/7/9 (clinch); if endurance_percent > 100 - ((round - 1) * 4) then 4B/8/8 (clinch); if endurance_percent > 100 - ((round - 1) * 2) then 5B/9/6 (clinch); if mystuns > 0 then 4B/6/10 (clinch) if mystuns > round - 1 then 3B/6/11 (clinch) if mystuns > 0 and mystuns < round - 1 then 4B/7/9 (clinch) if mystuns > 0 and mystuns < round - 2 and endurance_percent > 100 - ((round - 1) * 4) then 4B/8/8 (clinch) if mystuns > 0 and mystuns < round - 3 and endurance_percent > 100 - ((round - 1) * 4) then 4B/8/8 (clinch) if mystuns > 0 and mystuns < round - 4 and endurance_percent > 100 - ((round - 1) * 3) then 4B/9/7 (clinch) if opp < strong and endurance_percent > 100 - ((round - 1) * 4) then 4B/10/6 (clinch); if opp < strong and endurance_percent > 100 - ((round - 1) * 2) then 5B/10/5 (clinch); if opp < tired and endurance_percent > 100 - ((round - 1) * 6) then 4B/9/7 (clinch); if opp < tired and endurance_percent > 100 - ((round - 1) * 4) then 5B/10/5 (clinch); if opp < tired and endurance_percent > 100 - ((round - 1) * 2) then 5B/11/4 (clinch); if round = 5 and endurance_percent < 100 - ((round - 1) * 7) then 2B/2/7 (clinch); if hiscuts > 1 and round < 5 then 4C/8/8 (clinch); if hiscuts > 2 then 5C/8/7 (clinch); if hiscuts > 3 then 5C/9/6 (clinch);
6) 4B/7/9 (clinch); if endurance_percent > 100 - ((round - 1) * 5) then 6/6/8 (clinch); if endurance_percent > 100 - ((round - 1) * 3) then 6/8/6 (clinch); if score > -2 then 4B/7/9 (clinch); if score > -2 and endurance_percent > 100 - ((round - 1) * 5) then 4B/8/8 (clinch); if score > -2 and endurance_percent > 100 - ((round - 1) * 3) then 4B/10/6 (clinch); if opp < tired then 4H/8/8 (clinch); if opp < tired and endurance_percent > 100 - ((round - 1) * 5) then 5H/10/5 (clinch); if hiscuts > 2 and round < 8 then 5C/8/7 (clinch); if hiscuts > 3 then 5C/9/6 (clinch);
10) 4H/7/9 (clinch); if endurance_percent > 100 - ((round - 1) * 5) then 4H/9/7 (clinch); if endurance_percent > 100 - ((round - 1) * 3) then 5H/10/5 (clinch); if score < (14 - round) then 5H/8/7 (clinch); if score < (14 - round) and endurance_percent > 100 - ((round - 1) * 5) then 5H/10/5 (clinch); if score < (14 - round) and opp < tired and endurance_percent > 100 - ((round - 1) * 5) then 5H/11/4 (clinch); if round = 11 and score < (14 - round) and endurance_percent > 100 - ((round - 1) * 6) and mystuns < 2 then 5H/10/5 (clinch); if round = 12 and score < (14 - round) and endurance_percent > 100 - ((round - 1) * 6) and mystuns < 2 then 5H/10/5 (clinch); if round = 11 and hisstuns > 0 and score < (14 - round) and endurance_percent > 100 - ((round - 1) * 6) and mystuns < 2 then 5H/10/5 (clinch); if round = 12 and hisstuns > 0 and score < (14 - round) and endurance_percent > 100 - ((round - 1) * 6) and mystuns < 2 then 5H/10/5 (clinch); if hiscuts > 3 and round < 12 then 5C/9/6 (clinch);
Last advice for freak clinchers is NEVER use inside. If you're opponent is tired enough to knockout then clinch should work fine. Nothing worse than wearing an opponent down and going for KO with inside and meeting up with some kp that you didn't notice before...
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