Post by Sin-N-Terrors on Mar 1, 2014 16:21:48 GMT -5
Original Text
contributed by Sin
written by: Anagram
Anagrams Guide To Sluggers
This guide is not meant to be comprehensive and is aimed at players who already have a reasonable
understanding of the game. Many things said here are very much open to debate and may not be universally
considered as correct but it is my take on running what I believe to be the toughest style in the game under the
current simulator. At the very least I hope that this guide will make you think about how you build and run your
strength biased fighters.
Build and evolution
Very heavy build is the most efficient and is recommended but you may want to try and confuse your opponents
scout by using other builds. Now in terms of attributes I have a preference for STR > SPD = AGL in the current
sim as this gives you a shot against the counterpunchers that are so prevalent in the game right now but I know
that some still prefer the old STR>AGL>SPD style. I would suggest that you keep AGL and SPD within 3 or 4
points of STR in the regional’s else you may find that you will struggle to score and risk your opponent trying to
steal the fight by winning the first 7 rounds and then shutting up shop. As you progress however you can allow a
bigger gap; I know a current world title holder for example who is STR>AGL=SPD by some 7 points.
We then come to the thorny issue of the level of chin. Now this is very much a matter of personal preference and
there are arguments in either direction but I would suggest that the viable range at 0 status is 7 to 10. The beauty
of a low chin is that it allows you to spend those precious attributes elsewhere and thus make a more efficient
fighter and this can make a huge difference in the regionals where sluggers struggle with many different style
matches. If you’ve ever had a fighter beaten for score and endurance against a slugger in a style match that
looked to be in your favour then my bet is that he had a low chin. On the downside however it does leave you
vulnerable against KP so if you are in a region that is packed full of KP managers then you might find the route
of 7 chin a bit tricky. If you go the other end of the scale then you can probably leave chin alone right up until
the upper echelons of contenders and I would only suggest building a slugger with 10 chin if you are in a KP
dominant weight class or region.
So you might look to build a middleweight for example like this at 0 status:
STR 16 KP 0
SPD 12 AGL 12
CHN 8 CND 14
Build: Very Heavy
Height: 5ft 7
At status 10 he might look like this:
STR 20 KP 0
SPD 16 AGL 16
CHN 8 CND 15
And like this at status 18:
STR 25 KP 0
SPD 19 AGL 19
CHN 9 CND 15
Finally at 28 he may look like this:
STR 30 KP 0
SPD 23 AGL 22
CHN 10 CND 17
You could just as easily have chin at 11 and drop a point from speed or maybe reduce the gap between the
fighting stats to 5 or 6 points and this would work well also.
contributed by Sin
written by: Anagram
Anagrams Guide To Sluggers
This guide is not meant to be comprehensive and is aimed at players who already have a reasonable
understanding of the game. Many things said here are very much open to debate and may not be universally
considered as correct but it is my take on running what I believe to be the toughest style in the game under the
current simulator. At the very least I hope that this guide will make you think about how you build and run your
strength biased fighters.
Build and evolution
Very heavy build is the most efficient and is recommended but you may want to try and confuse your opponents
scout by using other builds. Now in terms of attributes I have a preference for STR > SPD = AGL in the current
sim as this gives you a shot against the counterpunchers that are so prevalent in the game right now but I know
that some still prefer the old STR>AGL>SPD style. I would suggest that you keep AGL and SPD within 3 or 4
points of STR in the regional’s else you may find that you will struggle to score and risk your opponent trying to
steal the fight by winning the first 7 rounds and then shutting up shop. As you progress however you can allow a
bigger gap; I know a current world title holder for example who is STR>AGL=SPD by some 7 points.
We then come to the thorny issue of the level of chin. Now this is very much a matter of personal preference and
there are arguments in either direction but I would suggest that the viable range at 0 status is 7 to 10. The beauty
of a low chin is that it allows you to spend those precious attributes elsewhere and thus make a more efficient
fighter and this can make a huge difference in the regionals where sluggers struggle with many different style
matches. If you’ve ever had a fighter beaten for score and endurance against a slugger in a style match that
looked to be in your favour then my bet is that he had a low chin. On the downside however it does leave you
vulnerable against KP so if you are in a region that is packed full of KP managers then you might find the route
of 7 chin a bit tricky. If you go the other end of the scale then you can probably leave chin alone right up until
the upper echelons of contenders and I would only suggest building a slugger with 10 chin if you are in a KP
dominant weight class or region.
So you might look to build a middleweight for example like this at 0 status:
STR 16 KP 0
SPD 12 AGL 12
CHN 8 CND 14
Build: Very Heavy
Height: 5ft 7
At status 10 he might look like this:
STR 20 KP 0
SPD 16 AGL 16
CHN 8 CND 15
And like this at status 18:
STR 25 KP 0
SPD 19 AGL 19
CHN 9 CND 15
Finally at 28 he may look like this:
STR 30 KP 0
SPD 23 AGL 22
CHN 10 CND 17
You could just as easily have chin at 11 and drop a point from speed or maybe reduce the gap between the
fighting stats to 5 or 6 points and this would work well also.