Post by Sin-N-Terrors on Feb 28, 2014 22:46:38 GMT -5
ntributed by Sin
written by: Unknown
In WeBL, a "flash KO" is a knockout which occurs suddenly in one round, without the KOd fighter being worn down first. Fighters specifically designed to win this way are known as "flashers". Most flashers are of the 1-round variety. They sacrifice conditioning for power and must go for the KO immediately, and wear down quickly if they do not. This course will teach you how to build and use a basic flasher in the division they are most prevalent, heavyweights.
Our flasher will be designed to take advantage of the weight advantage that can take place in heavyweights. A fighter gains 1 point of strength and 1 point of chin for every 10% weight advantage, with fractions retained so a 14% weight advantage would give you 1.4 points of each. The advantage is capped at 300 lbs, so there is no advantage to your fighter being above that weight, and any lower will be costing him some of that advantage. Beware, your fighter will lose 1 fatigue point for every 10 pounds he weighs over 200, and this will go on beyond 300 lbs, so do not expect your fighter to last very many rounds. Don't worry, he shouldn't need more than one.
He can go up to 7'1", but really just needs to be tall enough to make it to 300 lbs. Our fighter will be 6'8", though you may feel free to play around with that number.
To split up the rest of the APs, here's are two set categories:
5 CON (enough to make sure he doesn't lose all his endurance in one round), low cuts (no reason to worry about that).
The rest of the APs should be split up as follows:
KP should be as much as STR will allow (to give your guy flashing power)
CHN should be slightly less than STR (to allow him to go allout without being KOd himself)
SPD should be about 2/3rds of STR (this maximizes damage)
AGL should be at least 6 or 7. (to prevent him from losing all his endurance)
Our fighter will split up his APs thusly: 13 STR, 4 KP, 8 SPD, 7 AGL, 12 CHN, 1 CUT, 5 CON, 20 HGT.
This is obviously subject to some tinkering, but this is a good basic flasher build. At normal build he will weight 302 pounds, very close to our target of 300.
As he tries to KO his opponents in the first round, he has two choices of style, inside or allout. His opponents have two options: try to KO the flasher or try to run away and survive the onslaught. If your opponent tries to run away, allout may be your only chance to do enough damage to get him. If your opponent tries to KO your flasher, the quadruple damage of allout may do him in and inside becomes his style of choice. Which style your opponent will use is a matter of his style (stronger fighters will go for the KO, dancers will try to run away), and guesswork.
The flasher should always fight dirty, and head punch. Most of the time 5/10/5 will be optimal to try to KO the opponent, although an extra point of POW or DEF is occasionally helpful against stronger or weaker opponents. His two basic fight plans, however, will be one line each:
5H/10!/5 (allout)
5H/10!/5 (inside)
Thank you for taking Introduction to Flashers, and good luck.
1
written by: Unknown
In WeBL, a "flash KO" is a knockout which occurs suddenly in one round, without the KOd fighter being worn down first. Fighters specifically designed to win this way are known as "flashers". Most flashers are of the 1-round variety. They sacrifice conditioning for power and must go for the KO immediately, and wear down quickly if they do not. This course will teach you how to build and use a basic flasher in the division they are most prevalent, heavyweights.
Our flasher will be designed to take advantage of the weight advantage that can take place in heavyweights. A fighter gains 1 point of strength and 1 point of chin for every 10% weight advantage, with fractions retained so a 14% weight advantage would give you 1.4 points of each. The advantage is capped at 300 lbs, so there is no advantage to your fighter being above that weight, and any lower will be costing him some of that advantage. Beware, your fighter will lose 1 fatigue point for every 10 pounds he weighs over 200, and this will go on beyond 300 lbs, so do not expect your fighter to last very many rounds. Don't worry, he shouldn't need more than one.
He can go up to 7'1", but really just needs to be tall enough to make it to 300 lbs. Our fighter will be 6'8", though you may feel free to play around with that number.
To split up the rest of the APs, here's are two set categories:
5 CON (enough to make sure he doesn't lose all his endurance in one round), low cuts (no reason to worry about that).
The rest of the APs should be split up as follows:
KP should be as much as STR will allow (to give your guy flashing power)
CHN should be slightly less than STR (to allow him to go allout without being KOd himself)
SPD should be about 2/3rds of STR (this maximizes damage)
AGL should be at least 6 or 7. (to prevent him from losing all his endurance)
Our fighter will split up his APs thusly: 13 STR, 4 KP, 8 SPD, 7 AGL, 12 CHN, 1 CUT, 5 CON, 20 HGT.
This is obviously subject to some tinkering, but this is a good basic flasher build. At normal build he will weight 302 pounds, very close to our target of 300.
As he tries to KO his opponents in the first round, he has two choices of style, inside or allout. His opponents have two options: try to KO the flasher or try to run away and survive the onslaught. If your opponent tries to run away, allout may be your only chance to do enough damage to get him. If your opponent tries to KO your flasher, the quadruple damage of allout may do him in and inside becomes his style of choice. Which style your opponent will use is a matter of his style (stronger fighters will go for the KO, dancers will try to run away), and guesswork.
The flasher should always fight dirty, and head punch. Most of the time 5/10/5 will be optimal to try to KO the opponent, although an extra point of POW or DEF is occasionally helpful against stronger or weaker opponents. His two basic fight plans, however, will be one line each:
5H/10!/5 (allout)
5H/10!/5 (inside)
Thank you for taking Introduction to Flashers, and good luck.
1