Post by Sin-N-Terrors on Feb 28, 2014 18:02:43 GMT -5
Contributed by Sin
written by: Unknown
Intermediate Conditionals
Welcome to Intermediate Conditionals. In this course you will learn a series of useful fight plan lines. These lines may mean little to you if you do not have a working knowledge of how fight plans are used in the game. If so, feel free to read the prerequisite courses: Intro to Fight Plans I & II. Anyways, to begin.
Running Away
A common complaint many managers have is how to write an effective "run away" conditional. If your fighter is winning by enough points that your opponents only real hope is knockout, it's time to cover up and try to last out till the bell rings.
The game has a "decision_won" conditional that works on a true/false basis. Basically, this checks to see if you've won at least 7 rounds, and won them solidly enough that there's a 97% chance of at least 2 judges voting for you (remember, close rounds can go either way due to randomization). Decision_won is used thusly:
if decision_won=true then 1/1/18 (ring)
However, this is not always satisfactory. It doesn't take into account the possibility of 10-8 rounds, and 97% for each round is an awfully tough standard in a close fight. A combination of the "score" and "round" conditionals however can provide an adequate standard.
if score>=(14-round) then 1/1/18 (ring)
This would kick in when you can lose all remaining rounds by 1 point (10-9), and still win the match by 1 point. For example, going into the 12th round, if you were up by two it would work like this:
if score(2)>=(14-round(12))) then 1/1/18 (ring)
Since 2 is equal to 2 (14-12), then it would kick in. Being up by 2, losing that round 10-9 would still leave you with a one point win. Remember, however, that this is on thecommentator's cards. This is reported in fight reports, and what the game thinks each round "should" be according to the exact results. However, there is still randomization on the judges, so close rounds could go either way. Thus, many gyms find it comforting to change the 14 to a higher number. 15 is most common, 16 if you want to be extra sure before you run away.
1/1/18 (ring) is not your only option for running away. While it maximizes defense, you are now absolutely no threat to your opponent and he may drop his defense and slug away without fear. You may be vulnerable to something like 5H/11!/4 (allout). In order to avoid this against strong opponents, some power may be used. Other good lines are:
2H/4/14
2H/5/13
The style depends on your fighter and opponent, but ring or outside is your best bet. Clinch is a bad idea, because while it helps your AGL, do not forget that there is a chance you will get score deducted for clinching with DEF>8.
What to do when you are losing rounds
A common fight plan might include something like this:
1) 4B/8/8 (ring)
if score<0 then 6/6/8 (feint)
See how AGG is raised and the fighter switches to feinting to help him win rounds if he gets behind. The problem is if it works, you will be losing by one, then tying, then losing by one, then tying, in an endless loop without getting ahead. If winning rounds is your main goal, then you want your original line to be scrapped when it's not working. The conditional for doing this is the following:
if score+X<round then #/#/# (style)
X in this case is 2*rounds lost when you want this to kick in. 2 if you want it to kick in after one round lost, 4 if you want it to kick in after 2 rounds lost, 8 for 4 rounds lost, etc.
Example:
1) 6/6/8 (ring)
if score+2<round then 7/5/8 (ring)
if score+4<round then 8/4/8 (ring)
if score+6<round then 10/2/8 (feint)
See how AGG is increased in favor of POW as you continue to lose rounds. If you lose 1 round and then begin to win, then it will stop on 7/5/8 (ring). If you were to lose 3 rounds then begin to win them, it would stop on 10/2/8 (feint). If you don't lose any rounds, it will stay on 6/6/8 (ring).
Another nice feature is how it handles 10-8 rounds. Imagine you lose the first 2 rounds 10-9, but then get a knockdown and win the 3rd round 10-8. It will seem to these conditionals as if you "gained" a round and kick you up a line to the "1 round lost" line.
Monitoring Damage
Sometimes, it's a good idea to know exactly how much damage your opponent is doing to you. You may want to know if he is using extreme sissy tactics (i.e. 12/1/7). If you were using the example plan from the previous section and your opponent surprised you and used such extreme sissy tactics, you will find yourself continuing to increase AGG with no real hope of winning rounds. Or what if you underestimated your opponents STR and need to know that you are taking endurance damage too fast to last the entire fight. Here is the conditional to use:
if endurance_percent>< (100-((round-1)*X)) then #/#/# (style)
Remember, endurance_percent is the percentage of your endurance you have left going into the round. You can use greater than or less than. 100 is how much you started with. Remember "round" is the round you are about to start, so "round-1" would be the number of the last round. X is the percentage of your endurance lost EACH ROUND you want to check against.
Example:
if endurance_percent<(100-((round-1)*5) then 3B/6/11 (ring)
This would check to see if you are losing more than 5% of your endurance each round, and use a more defensive style if you are.
Another example:
if endurance_percent>(100-((round-1)*3) then 5H/10/5 (inside)
In this line, you check to see if you are losing LESS than 3% of your endurance each round. If you are, then you know your opponent is doing very little damage and you can really pound him.
written by: Unknown
Intermediate Conditionals
Welcome to Intermediate Conditionals. In this course you will learn a series of useful fight plan lines. These lines may mean little to you if you do not have a working knowledge of how fight plans are used in the game. If so, feel free to read the prerequisite courses: Intro to Fight Plans I & II. Anyways, to begin.
Running Away
A common complaint many managers have is how to write an effective "run away" conditional. If your fighter is winning by enough points that your opponents only real hope is knockout, it's time to cover up and try to last out till the bell rings.
The game has a "decision_won" conditional that works on a true/false basis. Basically, this checks to see if you've won at least 7 rounds, and won them solidly enough that there's a 97% chance of at least 2 judges voting for you (remember, close rounds can go either way due to randomization). Decision_won is used thusly:
if decision_won=true then 1/1/18 (ring)
However, this is not always satisfactory. It doesn't take into account the possibility of 10-8 rounds, and 97% for each round is an awfully tough standard in a close fight. A combination of the "score" and "round" conditionals however can provide an adequate standard.
if score>=(14-round) then 1/1/18 (ring)
This would kick in when you can lose all remaining rounds by 1 point (10-9), and still win the match by 1 point. For example, going into the 12th round, if you were up by two it would work like this:
if score(2)>=(14-round(12))) then 1/1/18 (ring)
Since 2 is equal to 2 (14-12), then it would kick in. Being up by 2, losing that round 10-9 would still leave you with a one point win. Remember, however, that this is on thecommentator's cards. This is reported in fight reports, and what the game thinks each round "should" be according to the exact results. However, there is still randomization on the judges, so close rounds could go either way. Thus, many gyms find it comforting to change the 14 to a higher number. 15 is most common, 16 if you want to be extra sure before you run away.
1/1/18 (ring) is not your only option for running away. While it maximizes defense, you are now absolutely no threat to your opponent and he may drop his defense and slug away without fear. You may be vulnerable to something like 5H/11!/4 (allout). In order to avoid this against strong opponents, some power may be used. Other good lines are:
2H/4/14
2H/5/13
The style depends on your fighter and opponent, but ring or outside is your best bet. Clinch is a bad idea, because while it helps your AGL, do not forget that there is a chance you will get score deducted for clinching with DEF>8.
What to do when you are losing rounds
A common fight plan might include something like this:
1) 4B/8/8 (ring)
if score<0 then 6/6/8 (feint)
See how AGG is raised and the fighter switches to feinting to help him win rounds if he gets behind. The problem is if it works, you will be losing by one, then tying, then losing by one, then tying, in an endless loop without getting ahead. If winning rounds is your main goal, then you want your original line to be scrapped when it's not working. The conditional for doing this is the following:
if score+X<round then #/#/# (style)
X in this case is 2*rounds lost when you want this to kick in. 2 if you want it to kick in after one round lost, 4 if you want it to kick in after 2 rounds lost, 8 for 4 rounds lost, etc.
Example:
1) 6/6/8 (ring)
if score+2<round then 7/5/8 (ring)
if score+4<round then 8/4/8 (ring)
if score+6<round then 10/2/8 (feint)
See how AGG is increased in favor of POW as you continue to lose rounds. If you lose 1 round and then begin to win, then it will stop on 7/5/8 (ring). If you were to lose 3 rounds then begin to win them, it would stop on 10/2/8 (feint). If you don't lose any rounds, it will stay on 6/6/8 (ring).
Another nice feature is how it handles 10-8 rounds. Imagine you lose the first 2 rounds 10-9, but then get a knockdown and win the 3rd round 10-8. It will seem to these conditionals as if you "gained" a round and kick you up a line to the "1 round lost" line.
Monitoring Damage
Sometimes, it's a good idea to know exactly how much damage your opponent is doing to you. You may want to know if he is using extreme sissy tactics (i.e. 12/1/7). If you were using the example plan from the previous section and your opponent surprised you and used such extreme sissy tactics, you will find yourself continuing to increase AGG with no real hope of winning rounds. Or what if you underestimated your opponents STR and need to know that you are taking endurance damage too fast to last the entire fight. Here is the conditional to use:
if endurance_percent>< (100-((round-1)*X)) then #/#/# (style)
Remember, endurance_percent is the percentage of your endurance you have left going into the round. You can use greater than or less than. 100 is how much you started with. Remember "round" is the round you are about to start, so "round-1" would be the number of the last round. X is the percentage of your endurance lost EACH ROUND you want to check against.
Example:
if endurance_percent<(100-((round-1)*5) then 3B/6/11 (ring)
This would check to see if you are losing more than 5% of your endurance each round, and use a more defensive style if you are.
Another example:
if endurance_percent>(100-((round-1)*3) then 5H/10/5 (inside)
In this line, you check to see if you are losing LESS than 3% of your endurance each round. If you are, then you know your opponent is doing very little damage and you can really pound him.