Post by llecha on Mar 1, 2014 19:06:05 GMT -5
Contributed by Pll
written by: Unforgiven
This fighter uses is massive agility advantage to both drive stronger opponents into the ropes beating them in endurance and scoring and to avoid k.o attempts by kp fighters using the ring style. This fighter type is very successful under the current sim.
Training notes: keep str at just a little over 1/2 agility with speed 2 to 3 points higher than str. Build is almost always heavy to very heavy to mask the abundance of agility and to give you more points to spend in aps for your weight class.. At the same time height is usually taller than a balanced fighter of the same weight class to make weight. Chin is usually able to be a bit lower starting out due to your high agility helping your stun ratio.
Fighter type goals-
1. work the body with ropes style to tire opponent
2. if opponent is very tired finish him with body shots and a late head shot
3. if opp is not tired enough to finish and score is close, you can win rounds to take the fight on points using high powered ropes lines and/or slap with high aggression and 1 power late
4. if fight is impossible to win on points continue working the body to damage the opponent enough for a late k.o. attempt
ROPIST level 1 (using apollos template)
# Progressive scoring lines
1) 4B/8/8 (ropes)
2) if score < 0 then 5B/7/8 (ropes)
3) if score < -1 then 6B/6/8 (ropes)
4) if score < -2 then 5/7/8 (ropes)
#Final Sprint
1) if round -7> score then 5/7/8 (ropes)
1) if round -9> score then 8/6/6 (ring)
1) if round -9> score and opp =1 and endurance_percent <70 then 7/3/10 (ring)
1) if round -11> score then 11/1/8 (ring)
1) if round -11> score and opp =1 and endurance_percent <70 then 8/1/11 (ring)
#Opp=weak
1) if opp = 0 and endurance_percent >=60 then 5H/11/4 (ropes)
#Rest
1) if endurance_percent < 70 and (round=7 or round = 9) and score < 12 - round and score > 0 then 1/1/9 (ring)
# Fight locked up
if (score > 15 - round or roundswon >=8) and opp > 0 then 3H/5/12 (ring)
#Towel
1) if endurance_percent < 50 and score < 0 and opp = 2 then towel.
Please note this is a generic plan and will not be suitable vs all opponents but it will get you started for your first fight and it gives you the idea about that your basic plan should suit your fighters strengths.
Click on the "fight plans" link on your home webl page and then click "create plan" "advanced form" and type this plan. Name it counterpuncher level 1.
Dont worry if you dont understand what every line means or how it works, we will be discussing basic fight planning in the next section
written by: Unforgiven
This fighter uses is massive agility advantage to both drive stronger opponents into the ropes beating them in endurance and scoring and to avoid k.o attempts by kp fighters using the ring style. This fighter type is very successful under the current sim.
Training notes: keep str at just a little over 1/2 agility with speed 2 to 3 points higher than str. Build is almost always heavy to very heavy to mask the abundance of agility and to give you more points to spend in aps for your weight class.. At the same time height is usually taller than a balanced fighter of the same weight class to make weight. Chin is usually able to be a bit lower starting out due to your high agility helping your stun ratio.
Fighter type goals-
1. work the body with ropes style to tire opponent
2. if opponent is very tired finish him with body shots and a late head shot
3. if opp is not tired enough to finish and score is close, you can win rounds to take the fight on points using high powered ropes lines and/or slap with high aggression and 1 power late
4. if fight is impossible to win on points continue working the body to damage the opponent enough for a late k.o. attempt
ROPIST level 1 (using apollos template)
# Progressive scoring lines
1) 4B/8/8 (ropes)
2) if score < 0 then 5B/7/8 (ropes)
3) if score < -1 then 6B/6/8 (ropes)
4) if score < -2 then 5/7/8 (ropes)
#Final Sprint
1) if round -7> score then 5/7/8 (ropes)
1) if round -9> score then 8/6/6 (ring)
1) if round -9> score and opp =1 and endurance_percent <70 then 7/3/10 (ring)
1) if round -11> score then 11/1/8 (ring)
1) if round -11> score and opp =1 and endurance_percent <70 then 8/1/11 (ring)
#Opp=weak
1) if opp = 0 and endurance_percent >=60 then 5H/11/4 (ropes)
#Rest
1) if endurance_percent < 70 and (round=7 or round = 9) and score < 12 - round and score > 0 then 1/1/9 (ring)
# Fight locked up
if (score > 15 - round or roundswon >=8) and opp > 0 then 3H/5/12 (ring)
#Towel
1) if endurance_percent < 50 and score < 0 and opp = 2 then towel.
Please note this is a generic plan and will not be suitable vs all opponents but it will get you started for your first fight and it gives you the idea about that your basic plan should suit your fighters strengths.
Click on the "fight plans" link on your home webl page and then click "create plan" "advanced form" and type this plan. Name it counterpuncher level 1.
Dont worry if you dont understand what every line means or how it works, we will be discussing basic fight planning in the next section