Post by Sin-N-Terrors on Mar 1, 2014 16:37:10 GMT -5
Original Text
contributed by Sin
written by: AoP
AoP’s Advise
To answer your original question about traits of top players:
1) Competitiveness: The will to win drives the top players to continue to learn and innovate. The more important achievement is to a player, the more he will be motivated to do the little extra that it takes to win.
2) Mastery of the fundamentals: Understanding the use of conditionals at various points in the fight, using progressive
conditionals, knowing how and when to rest, understanding how to maximize style bonuses, the pluses and minuses of various fighter types, knowing what to train, etc. Mastering the fundamentals will establish you as a top regional gym very quickly. This is very easy to do. Just read and understand all the newbie help pages and the WeBL rules.
3) Mastery of Expert Concepts: This goes beyond understanding how things work to how to control critical aspects of the fight. Included in this area would be damage efficiency, timing of stuns and body bashing, exploiting your opponent’s tendencies, and closing out the fight (the most important part of most fights occurs after someone has won 5 rounds. Devising tactics that get you from 5 rounds won to 7 rounds won without getting stunned or KO'd is what separates the elite players from the good ones).
4) Scouting: You can completely master the first three elements, but if you don't scout effectively, you will never be more than a good manager. Scouting is more than just a cursory understanding of your opponent's fighter type and APs. It should be a detailed analysis of the fighter's tendencies in various situations. What does he do early in the fight? How does he fight when he's behind? How has he fought with fighters of my height and build? When the fight is close, how does he fight in rounds 10 - 12? Everyone has favorite tactics and their preferences show in the fight reports. For me this is the most fun. It is like detective work. And it is very satisfying when someone follows their tendency and I have a conditional that foils their plan.
5) Simming: A lot of top gyms don't sim, but I sim every contender fight and a lot of regional fights as well. Simming does a couple of things. First, it shows you how the random elements will affect your fp. If you run the same fight five times, it will play out five slightly different ways. Often it will expose a weak conditional that can be changed to avoid a bad result. A second important reason to sim is to find left over conditionals that you forgot to delete from the last fight. These can be disastrous and I find that I've left one of these in at least two or three times per week. Actually, I find simming to be one of the most enjoyable parts of the game. Simming leads to innovation. Often when I'm simming I will have to invent some new conditional to solve a problem, and then I will use this idea again in subsequent fights. As long as you are simming and innovating every day, your fighting style will never get stale.
6) Unpredictability: If you are predictable, you will help your opponent to develop tactics against your fp. You need to mix up your tactics so your opponent doesn't know what to expect. The first rule of unpredictability is to scout yourself. Look at your fighter as if you were about to fight him. What did you do the last time you fought a fighter like your opponent? Have you been too consistent in the last 3 or 4 fights? What can you change to cross up your opponent? What is your opponent's best strategy against the way you usually fight your fighter and how can you turn that strategy into a nightmare?
If you can master these things, you will win more than 100 WTs and be enshrined in the WeBL Hall of Fame.
AoP's Fight Plan Clinic
Just about every week, I get a couple of e-mails from new managers (and some not so new) asking me to send them a fp. Many of the veterans I’ve spoken with tell me that they receive the same. In the past, I have politely declined. However, in an effort to give something back to the game and help the new guys, I’ve put together a clinic on a BASIC fight plan that I will post below. The point of this is to provide the new manager with a structure for building organized fps, which is easy to understand and can be adapted to various fighter types and manager tendencies. THE FP BELOW IS ONLY AN EXAMPLE. It is not “THE FP” that beats everybody. It contains a structure that will adapt your fighter to various common situations, but you must scout to enter the proper A/P/D (Aggressiveness/Power/Defense) numbers and styles for your opponent and your fighter’s build. Veterans are not likely to learn much from this. This is pretty basic stuff. This is not the fp engine that I use. Naturally, mine is much more complex with endurance triggers, stun conditionals and cut conditionals and the basic structure is different as well. However, I still use this structure in certain situations and it works well. For most new managers, a fp that is structured this way will beat about 70% of the fighters you find in regionals if the fighter build is sound. Also, this plan contains about 90% of the principles you will need to understand how to write good fps. After you know the basics, you can begin to innovate. I’ve included the round parameters, (eg. 1),2),3)) even though they might not be necessary, just to keep it neat and to avoid confusion. Remember that the sim reads the fp from the bottom up. So, it keeps assessing conditionals until it finds one that triggers.
#Basic Fight Plan (dancer)
#Progressive score dependent conditionals
1) 5B/7/8 (ring)
2) if score < 0 then 5/7/8 (ring)
3) if score < 1 then 5/7/8 (ring)
3) if score < 0 then 6/6/8 (ring)
4) if score < -1 then 7/5/8 (ring)
5) if score < -2 then 8/5/7 (feint)
#Final sprint
1) if round - 7 > score then 8/5/7 (feint)
1) if round - 9 > score then 10/3/7 (feint)
1) if round - 11 > score then 12/1/7 (feint) #Endgame Flash
1) if round - 11 > score and endurance_percent > 72 and opponent < strong then 5H/11/4 (ropes)
1) if round - 11 > score and endurance_percent > 72 and opponent < strong and warnings = 0 then 5H/11!/4 (ropes)
#Almost home
1) if score > 12 - round then 7/3/10 (ring)
#Opponent tired or weak
1) if opponent = weak and endurance_percent > 67 then 5H/11/4 (ropes)
1) if opponent = tired and endurance_percent > 72 and round - 9 < score then 5B/8/7 (ropes)
#Rest
1) if endurance_percent < 67 and (round = 7 or round = 9) and score < 12 - round and score > 0 and opponent = strong and round - 9 < score then 1/1/8 (ring)
1) if endurance_percent < 60 and (round = 8 or round = 10) and score < 12 - round and opponent = strong then 1/1/9 (ring)
#Fight locked up
1) if (score > 15 - round or roundswon >= 8) and opponent > weak then 1/1/18 (ring)
#Towel
1) if endurance_percent < 50 and score < 0 and opponent = strong then towel
Part 1 – Progressive score dependent conditionals
#Progressive score dependent conditionals
1) 5B/7/8 (ring) 2) if score < 0 then 5/7/8 (ring)
3) if score < 1 then 5/7/8 (ring)
3) if score < 0 then 6/6/8 (ring)
4) if score < -1 then 7/5/8 (ring)
5) if score < -2 then 8/5/7 (feint)
This very simple but effective structure increases your aggressiveness in response to the score and doesn’t let you jump up too fast so you maintain your efficiency. In this example, we assume we have a high agility strong dancer with good speed. This structure will attempt to maintain a one round lead and if so, your fighter will go to the body. You can adjust the score conditionals to make him go to the body if score < -1 and accelerate from there at -2, and -3, if you want to. This will allow you to deliver damage and fight from behind without letting the opponent get too far ahead. This progression should keep the fight within reach and deliver the most power when your opponent is behind and trying to catch up. Naturally, you should adapt the A/P/D and style to your fighter. If you have a slapper, you might change the progression to 5/1/14 (outside), followed by 6/1/13, 7/1/12, 8/1/11, 9/1/10. You can also use these to throw in a flash, like: 5) if score < - 2 then 5h/11/4 (ropes) So this way, every time he gets up by two, you tag him because to get there he had to be beating 7/5/8 (ring).
Part 2 – The Final Sprint
#Final sprint
1) if round - 7 > score then 8/5/7 (feint)
1) if round - 9 > score then 10/3/7 (feint)
1) if round - 11 > score then 12/1/7 (feint)
This begins when you have lost 3.5 rounds on the commentator’s scorecard. The expression [if round – 7 > score] triggers when you have lost 3.5 rounds. Whenever you use a [if round – x > score] conditional, it will trigger when you have lost more than x/2 rounds on the commentator’s card. So [if round – 4 > score] will trigger after you have lost 2 rounds or more on the commentator’s card. REMEMBER: The commentator’s card does not necessarily reflect the judges’ scoring. You may be further ahead or behind than this. This conditional will hold you at this A/P/D until he wins another round (or draws two), after which the next one will trigger, then the next. The theory here is that at the end, you want to stay with the A/P/D that is winning rather than reducing aggressiveness every time you get closer (as is the case in the score dependent conditionals). At this point in the fight, you want to win rounds, not play leapfrog with the score.
Part 3 – The Endgame Flash
#Endgame Flash
1) if round - 11 > score and endurance_percent > 72 and opponent < strong then 5H/11/4 (ropes)
1) if round - 11 > score and endurance_percent > 72 and opponent < strong and warnings = 0 then 5H/11!/4 (ropes)
When you reach [if round – 11 > score] you have lost at least 5.5 rounds on the commentator’s card. This is a critical point in the fight. This is usually when the fireworks start. This is where the opponent is trying to close out the fight and he is most vulnerable to a flash attempt. When the commentator shows you have lost 5.5 rounds, you are entering draw territory and you need to do something to tip the balance your way. You need to either slap or flash. In this example, we have chosen to flash for the stun or KO if we are fresher and he is tired. Otherwise, we try to sprint using the [round – 12 > score] conditional in the “Final Sprint” section. The conditional says, “If I’ve lost 5.5 rounds on the commentator’s card and I’m at 72% and he’s below 67%, I will flash. If not, this conditional will fail to trigger and your fp will proceed to 12/1/7 (feint) in the “Final Sprint” section. The second conditional in the endgame is identical to the first except it will cheat if you haven’t been warned to that point.
Part 4 – Almost Home
#Almost home
1) if score > 12 - round then 7/3/10 (ring)
Sometimes, when you expect your opponent will flash, you want to back off and become more defensive. If your opponent has KP, or has a history of flashing in rounds 10-12, you might want to activate this conditional. [if score > 12 – round] in your fp is the converse of your opponent’s [if round – 12 > score]. What it says is that you have WON 6 rounds on the commentator’s scorecard, and conversely, your opponent’s fp says he has LOST 6 rounds. So, in his fp, you are likely to trigger his flash conditional at this point if he has one. In anticipation of this, your fp drops you down to 7/3/10 (ring), which is a much more defensive posture. If you have kp, you might want to try 4h/8/8 (ring), which will ruin his whole night if he tries 5h/11/4 (inside). WARNING: This conditional is very risky. If he doesn’t flash and he keeps slapping, the score on the commentator’s card will end at “too close to call”, and it could be anywhere from a loss, to a draw, to a win. The judges don’t always see it the same way as the commentator. But, if he goes 5h/11/4, you will almost certainly win the round and
establish a two round margin on the commentator’s card at the end. That would very likely be a win or at least a draw.
Part 5 – Opponent Tired or Weak
#Opponent tired or weak
1) if opponent = weak and endurance_percent > 67 then 5H/11/4 (ropes)
1) if opponent = tired and endurance_percent > 72 and round - 9 < score then 5B/8/7 (ropes)
This set of conditionals checks to see if the opponent is tired or weak and interrupts your scoring conditionals to deliver some extra damage. If he is weak (< 33% endurance) and you are strong (>67% endurance) you have worn him down to half your APs. This is the time to put him away with a flash. The second conditional says that if he is tired (< 67% endurance) and you are at 72% (thus having at least a 5% endurance advantage) you are going to go to the body. A lot of managers will throw in a rest conditional at 67%, so this conditional might actually do extra damage AND win rounds. This conditional shuts itself off if you have lost 4.5 rounds (it only fires if round – 9 < score) returning you to the “Final Sprint” section at 10/3/7 (feint).
Part 6 – Rest
#Rest
1) if endurance_percent < 67 and (round = 7 or round = 9) and score < 12 - round and score > 0 and opponent = strong and round - 9 < score then 1/1/8 (ring)
1) if endurance_percent < 60 and (round = 8 or round = 10) and score < 12 - round and opponent = strong then 1/1/9 (ring)
It is important to rest at the right moments. You want to pick specific rounds and circumstances to rest and then rest completely. In this example, we have chosen to rest in rounds 7 or 9 if we are below 67% and the opponent is strong, but only if we are ahead and have not lost 4.5 rounds. You want to make your rest parameters very specific, because you don’t want to be in a situation where you are sitting at 1/1/8 round after round after your opponent’s tired conditional has kicked in and he is bashing you. This conditional also shuts off the rest line [if score < 12 – round] at the point you have won 6 rounds on the commentator’s card. You don’t want to be resting at the point where he is flashing. If he goes allout, you might be KO’d and if not, you will probably suffer terrible cuts and/or knockdowns. The second rest conditional is similar, but occurs at a lower endurance and does not require your being in a lead. At this point, the opponent is >67% and you are less than
60%, so you are just trying to catch your breath with a little higher defense, whether you are leading or not. Depending on the type of fighter he is, you might want to eliminate certain restrictions. You may want to rest at 70 or 72 to prevent him from triggering his [opponent < strong] conditional. Alternatively, you may want to rest in those rounds even if the opponent is tired. Adapt your resting to the fighter, just like you do with the rest of your fp.
Part 7 – Fight locked up
#Fight locked up
1) if (score > 15 - round or roundswon >= 8) and opponent > weak then 1/1/18 (ring)
This conditional triggers when you have the fight well in hand. It says that when you have won 7.5 rounds on the commentator’s card [if score > 15 – round] or 8 or more rounds (98% chance) on the judges cards [if roundswon >=8] then go completely defensive. Another alternative would be 3h/5/12 (ring), so he will get knocked out if he tries to allout. You can take a lot of damage at 1/1/18 if he allouts for 3 rounds, even if he doesn’t stun you. This line has a conditional that bypasses it if the opponent is weak. If so, it will pop up to the flash section for weak fighters and knock him out.
Part 8 – Towel
#Towel
1) if endurance_percent < 50 and score < 0 and opponent = strong then towel
This conditional throws in the towel to avoid ips if you are below 50% and he is above 67% and you are behind on the commentator’s card. At this point, your chances of winning are remote and the likelihood that you will take huge ips is great. Better to preserve your fighter for another
contributed by Sin
written by: AoP
AoP’s Advise
To answer your original question about traits of top players:
1) Competitiveness: The will to win drives the top players to continue to learn and innovate. The more important achievement is to a player, the more he will be motivated to do the little extra that it takes to win.
2) Mastery of the fundamentals: Understanding the use of conditionals at various points in the fight, using progressive
conditionals, knowing how and when to rest, understanding how to maximize style bonuses, the pluses and minuses of various fighter types, knowing what to train, etc. Mastering the fundamentals will establish you as a top regional gym very quickly. This is very easy to do. Just read and understand all the newbie help pages and the WeBL rules.
3) Mastery of Expert Concepts: This goes beyond understanding how things work to how to control critical aspects of the fight. Included in this area would be damage efficiency, timing of stuns and body bashing, exploiting your opponent’s tendencies, and closing out the fight (the most important part of most fights occurs after someone has won 5 rounds. Devising tactics that get you from 5 rounds won to 7 rounds won without getting stunned or KO'd is what separates the elite players from the good ones).
4) Scouting: You can completely master the first three elements, but if you don't scout effectively, you will never be more than a good manager. Scouting is more than just a cursory understanding of your opponent's fighter type and APs. It should be a detailed analysis of the fighter's tendencies in various situations. What does he do early in the fight? How does he fight when he's behind? How has he fought with fighters of my height and build? When the fight is close, how does he fight in rounds 10 - 12? Everyone has favorite tactics and their preferences show in the fight reports. For me this is the most fun. It is like detective work. And it is very satisfying when someone follows their tendency and I have a conditional that foils their plan.
5) Simming: A lot of top gyms don't sim, but I sim every contender fight and a lot of regional fights as well. Simming does a couple of things. First, it shows you how the random elements will affect your fp. If you run the same fight five times, it will play out five slightly different ways. Often it will expose a weak conditional that can be changed to avoid a bad result. A second important reason to sim is to find left over conditionals that you forgot to delete from the last fight. These can be disastrous and I find that I've left one of these in at least two or three times per week. Actually, I find simming to be one of the most enjoyable parts of the game. Simming leads to innovation. Often when I'm simming I will have to invent some new conditional to solve a problem, and then I will use this idea again in subsequent fights. As long as you are simming and innovating every day, your fighting style will never get stale.
6) Unpredictability: If you are predictable, you will help your opponent to develop tactics against your fp. You need to mix up your tactics so your opponent doesn't know what to expect. The first rule of unpredictability is to scout yourself. Look at your fighter as if you were about to fight him. What did you do the last time you fought a fighter like your opponent? Have you been too consistent in the last 3 or 4 fights? What can you change to cross up your opponent? What is your opponent's best strategy against the way you usually fight your fighter and how can you turn that strategy into a nightmare?
If you can master these things, you will win more than 100 WTs and be enshrined in the WeBL Hall of Fame.
AoP's Fight Plan Clinic
Just about every week, I get a couple of e-mails from new managers (and some not so new) asking me to send them a fp. Many of the veterans I’ve spoken with tell me that they receive the same. In the past, I have politely declined. However, in an effort to give something back to the game and help the new guys, I’ve put together a clinic on a BASIC fight plan that I will post below. The point of this is to provide the new manager with a structure for building organized fps, which is easy to understand and can be adapted to various fighter types and manager tendencies. THE FP BELOW IS ONLY AN EXAMPLE. It is not “THE FP” that beats everybody. It contains a structure that will adapt your fighter to various common situations, but you must scout to enter the proper A/P/D (Aggressiveness/Power/Defense) numbers and styles for your opponent and your fighter’s build. Veterans are not likely to learn much from this. This is pretty basic stuff. This is not the fp engine that I use. Naturally, mine is much more complex with endurance triggers, stun conditionals and cut conditionals and the basic structure is different as well. However, I still use this structure in certain situations and it works well. For most new managers, a fp that is structured this way will beat about 70% of the fighters you find in regionals if the fighter build is sound. Also, this plan contains about 90% of the principles you will need to understand how to write good fps. After you know the basics, you can begin to innovate. I’ve included the round parameters, (eg. 1),2),3)) even though they might not be necessary, just to keep it neat and to avoid confusion. Remember that the sim reads the fp from the bottom up. So, it keeps assessing conditionals until it finds one that triggers.
#Basic Fight Plan (dancer)
#Progressive score dependent conditionals
1) 5B/7/8 (ring)
2) if score < 0 then 5/7/8 (ring)
3) if score < 1 then 5/7/8 (ring)
3) if score < 0 then 6/6/8 (ring)
4) if score < -1 then 7/5/8 (ring)
5) if score < -2 then 8/5/7 (feint)
#Final sprint
1) if round - 7 > score then 8/5/7 (feint)
1) if round - 9 > score then 10/3/7 (feint)
1) if round - 11 > score then 12/1/7 (feint) #Endgame Flash
1) if round - 11 > score and endurance_percent > 72 and opponent < strong then 5H/11/4 (ropes)
1) if round - 11 > score and endurance_percent > 72 and opponent < strong and warnings = 0 then 5H/11!/4 (ropes)
#Almost home
1) if score > 12 - round then 7/3/10 (ring)
#Opponent tired or weak
1) if opponent = weak and endurance_percent > 67 then 5H/11/4 (ropes)
1) if opponent = tired and endurance_percent > 72 and round - 9 < score then 5B/8/7 (ropes)
#Rest
1) if endurance_percent < 67 and (round = 7 or round = 9) and score < 12 - round and score > 0 and opponent = strong and round - 9 < score then 1/1/8 (ring)
1) if endurance_percent < 60 and (round = 8 or round = 10) and score < 12 - round and opponent = strong then 1/1/9 (ring)
#Fight locked up
1) if (score > 15 - round or roundswon >= 8) and opponent > weak then 1/1/18 (ring)
#Towel
1) if endurance_percent < 50 and score < 0 and opponent = strong then towel
Part 1 – Progressive score dependent conditionals
#Progressive score dependent conditionals
1) 5B/7/8 (ring) 2) if score < 0 then 5/7/8 (ring)
3) if score < 1 then 5/7/8 (ring)
3) if score < 0 then 6/6/8 (ring)
4) if score < -1 then 7/5/8 (ring)
5) if score < -2 then 8/5/7 (feint)
This very simple but effective structure increases your aggressiveness in response to the score and doesn’t let you jump up too fast so you maintain your efficiency. In this example, we assume we have a high agility strong dancer with good speed. This structure will attempt to maintain a one round lead and if so, your fighter will go to the body. You can adjust the score conditionals to make him go to the body if score < -1 and accelerate from there at -2, and -3, if you want to. This will allow you to deliver damage and fight from behind without letting the opponent get too far ahead. This progression should keep the fight within reach and deliver the most power when your opponent is behind and trying to catch up. Naturally, you should adapt the A/P/D and style to your fighter. If you have a slapper, you might change the progression to 5/1/14 (outside), followed by 6/1/13, 7/1/12, 8/1/11, 9/1/10. You can also use these to throw in a flash, like: 5) if score < - 2 then 5h/11/4 (ropes) So this way, every time he gets up by two, you tag him because to get there he had to be beating 7/5/8 (ring).
Part 2 – The Final Sprint
#Final sprint
1) if round - 7 > score then 8/5/7 (feint)
1) if round - 9 > score then 10/3/7 (feint)
1) if round - 11 > score then 12/1/7 (feint)
This begins when you have lost 3.5 rounds on the commentator’s scorecard. The expression [if round – 7 > score] triggers when you have lost 3.5 rounds. Whenever you use a [if round – x > score] conditional, it will trigger when you have lost more than x/2 rounds on the commentator’s card. So [if round – 4 > score] will trigger after you have lost 2 rounds or more on the commentator’s card. REMEMBER: The commentator’s card does not necessarily reflect the judges’ scoring. You may be further ahead or behind than this. This conditional will hold you at this A/P/D until he wins another round (or draws two), after which the next one will trigger, then the next. The theory here is that at the end, you want to stay with the A/P/D that is winning rather than reducing aggressiveness every time you get closer (as is the case in the score dependent conditionals). At this point in the fight, you want to win rounds, not play leapfrog with the score.
Part 3 – The Endgame Flash
#Endgame Flash
1) if round - 11 > score and endurance_percent > 72 and opponent < strong then 5H/11/4 (ropes)
1) if round - 11 > score and endurance_percent > 72 and opponent < strong and warnings = 0 then 5H/11!/4 (ropes)
When you reach [if round – 11 > score] you have lost at least 5.5 rounds on the commentator’s card. This is a critical point in the fight. This is usually when the fireworks start. This is where the opponent is trying to close out the fight and he is most vulnerable to a flash attempt. When the commentator shows you have lost 5.5 rounds, you are entering draw territory and you need to do something to tip the balance your way. You need to either slap or flash. In this example, we have chosen to flash for the stun or KO if we are fresher and he is tired. Otherwise, we try to sprint using the [round – 12 > score] conditional in the “Final Sprint” section. The conditional says, “If I’ve lost 5.5 rounds on the commentator’s card and I’m at 72% and he’s below 67%, I will flash. If not, this conditional will fail to trigger and your fp will proceed to 12/1/7 (feint) in the “Final Sprint” section. The second conditional in the endgame is identical to the first except it will cheat if you haven’t been warned to that point.
Part 4 – Almost Home
#Almost home
1) if score > 12 - round then 7/3/10 (ring)
Sometimes, when you expect your opponent will flash, you want to back off and become more defensive. If your opponent has KP, or has a history of flashing in rounds 10-12, you might want to activate this conditional. [if score > 12 – round] in your fp is the converse of your opponent’s [if round – 12 > score]. What it says is that you have WON 6 rounds on the commentator’s scorecard, and conversely, your opponent’s fp says he has LOST 6 rounds. So, in his fp, you are likely to trigger his flash conditional at this point if he has one. In anticipation of this, your fp drops you down to 7/3/10 (ring), which is a much more defensive posture. If you have kp, you might want to try 4h/8/8 (ring), which will ruin his whole night if he tries 5h/11/4 (inside). WARNING: This conditional is very risky. If he doesn’t flash and he keeps slapping, the score on the commentator’s card will end at “too close to call”, and it could be anywhere from a loss, to a draw, to a win. The judges don’t always see it the same way as the commentator. But, if he goes 5h/11/4, you will almost certainly win the round and
establish a two round margin on the commentator’s card at the end. That would very likely be a win or at least a draw.
Part 5 – Opponent Tired or Weak
#Opponent tired or weak
1) if opponent = weak and endurance_percent > 67 then 5H/11/4 (ropes)
1) if opponent = tired and endurance_percent > 72 and round - 9 < score then 5B/8/7 (ropes)
This set of conditionals checks to see if the opponent is tired or weak and interrupts your scoring conditionals to deliver some extra damage. If he is weak (< 33% endurance) and you are strong (>67% endurance) you have worn him down to half your APs. This is the time to put him away with a flash. The second conditional says that if he is tired (< 67% endurance) and you are at 72% (thus having at least a 5% endurance advantage) you are going to go to the body. A lot of managers will throw in a rest conditional at 67%, so this conditional might actually do extra damage AND win rounds. This conditional shuts itself off if you have lost 4.5 rounds (it only fires if round – 9 < score) returning you to the “Final Sprint” section at 10/3/7 (feint).
Part 6 – Rest
#Rest
1) if endurance_percent < 67 and (round = 7 or round = 9) and score < 12 - round and score > 0 and opponent = strong and round - 9 < score then 1/1/8 (ring)
1) if endurance_percent < 60 and (round = 8 or round = 10) and score < 12 - round and opponent = strong then 1/1/9 (ring)
It is important to rest at the right moments. You want to pick specific rounds and circumstances to rest and then rest completely. In this example, we have chosen to rest in rounds 7 or 9 if we are below 67% and the opponent is strong, but only if we are ahead and have not lost 4.5 rounds. You want to make your rest parameters very specific, because you don’t want to be in a situation where you are sitting at 1/1/8 round after round after your opponent’s tired conditional has kicked in and he is bashing you. This conditional also shuts off the rest line [if score < 12 – round] at the point you have won 6 rounds on the commentator’s card. You don’t want to be resting at the point where he is flashing. If he goes allout, you might be KO’d and if not, you will probably suffer terrible cuts and/or knockdowns. The second rest conditional is similar, but occurs at a lower endurance and does not require your being in a lead. At this point, the opponent is >67% and you are less than
60%, so you are just trying to catch your breath with a little higher defense, whether you are leading or not. Depending on the type of fighter he is, you might want to eliminate certain restrictions. You may want to rest at 70 or 72 to prevent him from triggering his [opponent < strong] conditional. Alternatively, you may want to rest in those rounds even if the opponent is tired. Adapt your resting to the fighter, just like you do with the rest of your fp.
Part 7 – Fight locked up
#Fight locked up
1) if (score > 15 - round or roundswon >= 8) and opponent > weak then 1/1/18 (ring)
This conditional triggers when you have the fight well in hand. It says that when you have won 7.5 rounds on the commentator’s card [if score > 15 – round] or 8 or more rounds (98% chance) on the judges cards [if roundswon >=8] then go completely defensive. Another alternative would be 3h/5/12 (ring), so he will get knocked out if he tries to allout. You can take a lot of damage at 1/1/18 if he allouts for 3 rounds, even if he doesn’t stun you. This line has a conditional that bypasses it if the opponent is weak. If so, it will pop up to the flash section for weak fighters and knock him out.
Part 8 – Towel
#Towel
1) if endurance_percent < 50 and score < 0 and opponent = strong then towel
This conditional throws in the towel to avoid ips if you are below 50% and he is above 67% and you are behind on the commentator’s card. At this point, your chances of winning are remote and the likelihood that you will take huge ips is great. Better to preserve your fighter for another