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Post by Sin-N-Terrors on Feb 27, 2014 19:22:47 GMT -5
Contributed by Sanford
Written by: Albino
FLASHERS: upside - quick & easy to manage and will usually only have short fps. downside - one dimensional and cannot easily beat all fighter types. very difficult to beat fighters with KP and/or good CHN. favored opponent - any fighter with low KP or low CHN feared opponent - KP slugger, KP balanced
example fp-
1) 5H/11!/4 (inside); 2) 5H/11!/4 (allout); 2) towel;
towel will only kick in when you have less than 50% endurance. the more CND the more detail the fp can have.
how to make flashers:
30% STR, 10% KP, 20% SPD, 22% CHN, 18% AGL is a good distrubution (after you've designated height, cuts and CND. i like to start with about 6 CND, cuts always low. build will effect the average height of opponents (the taller they are the more 'counter' will hurt you), but i have no build preferance for flashers.
with any fighter you create, they don't have to be efficient till at least contenders. you can usually rely on the fact that most of your opponents will be easy to beat, so the efficient stats above don't necessarily have to be used. early in a flashers career he won't need a large CHN or high CND. CHN does have a limited effectiveness, after about 17-18 CHN you can absorb around 50% more stun damage than your opponent (if they have 11-12 CHN), after that you need to increase AGL to limit endurance damage and decrease opponents AGL advantage. later in the career a flasher he could have more AGL than CHN, the only exception being heavyweights. managing flashers:
--flashers vs flashers: its always tough when fighting you're own fighter type. if you have the better flasher, ie everything is in better proportions and/or your status is higher (more aps) then the less efficient you have to be. ultimately it's a guessing game, he can hide (1/1/18), play defensive (3H/6/11), be efficient (4H/8/8) or go aggressive (5H/10/5). you have to try guess what he will do, if he hides allout would be needed to KO him, but you don't want to allout a flasher; if he goes efficient then you will probably need to go efficient also. if you can cover his defensive & efficient option at the same time then you should win. inside will reduce your defences, so don't use it unless you have 5 point advantage or so. instead, if you have a SPD advantage use feint, if you don't then ring is probably your best option. ring may give you more fatigue, but the stun damage reduction at flasher damage levels is significant.
other options/tactics- working the body to tire your CND challenged opponent, eg 2B/3/15 or 3B/6/11. after 4 rounds or so he'll be tired enough for you to just go efficiently, and once he's tired you can't lose.
in heavyweights, weight advantage is a huge factor as CHN is the most important stat in flasher vs flasher matchups. without weight advantage you have less fatigue, using 2B/7/11 (using lower AGG to further reduce fatigue) till they tire may cause experienced managers to bail when their towel conditional unexpectedly kicks in from body damage and not fatigue.
--flashers vs KP dancers: you must be very careful, allout is a good option vs fighters with KP <= 2. after that though, allout can be beaten with an efficient counter. using inside is safer- but if they hide then you may not quite cause enough damage. this is when a calculator comes in handy, pure flashers are very mathematical to manage imo. if your allout can cover his 4H/6/10 (counter) tactic use allout then, only a very cunning opponent will use 4H/8/8 (counter) since 8 DEF is relatively easy to KO with inside. other options/tactics- hide or rest until you think he will open up, then KO him.
other options/tactics- if you have SPD => 15 and CND => 8 and you think he will hide then rest-dancing is an option. 6/2/5 (clinch) could win rounds while the rest points will help you hang around. after a few rounds your opponent will probably open up to KO a suspected tired opponent or in AGG to take the rounds. in that case... 1) 7/2/5 (clinch); 2) if roundslost > 0 or mystuns > 0 then 5H/11!/4 (inside); if endurance_percent < 40 then towel; if score > 14 - round then 1/1/18 (ring); ...this 4 line gem may just be the ticket to beat a cocky KP dancer.
--flashers vs 0 KP dancers:
allout!!! if you have a calculator, check how much damage his 4H/8/8 (counter/ring/ropes) option will do for him and you should find that even 5H/10/5 (allout) is safe and un-ko-able. but you really need to measure how safe he is with 1/1/18, if only 6H/13!/1 (allout) will KO him then it might be an idea use it or maybe 6H/12!/2 (allout) to double you defence in case you misscouted his CHN or he doesn't use 1/1/18. other options/tactics- rest-dancing till you lose a round then allout him.
--flashers vs sluggers:
usually sluggers have lowish CHN and they can be KO'd easily with a 5H/11/4 (feint), but against any slugger with high CHN you will have a problem. his STR and SPD are just as high as a flashers but he has more AGL and CND where you have the KP & CHN. he will use the ring to dramatically increase his AGL while the best you got is feint to gain at best a couple of APs. you could easily stun him but his high CHN will protect him from the early KO, while he uses 3B/6/11 (ring). this leaves you with allout...and vs a slugger it could be messy, very messy. if don't win early ips will come quickly. imo high CHN sluggers are the bane of flashers if the manager knows what to do. other options/tactics- use 1/1/18 to save endurance and ips till round 8 or so, but then he should think your tired, and may lapse in his fp and open up too much.
other options/tactics- low AGL fighters dancing vs sluggers is a no no, ips will be huge. but if winning is THAT important, dancing could be tried, the opponent wont expect it. at least make sure you train AGL to reduce damage and use outside to increase AGL and SPD further.
--flashers vs clinchers:
6H/11/3 (ring) should be enough. if he has high chin 4H/10/6 (allout).
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Post by Sin-N-Terrors on Feb 27, 2014 19:24:20 GMT -5
Contributed by Sanford
Written by: Mr. T
Basicly I just followed Albino's rules, he knows the formulas a lot better than I. I never knew why he wasn't more successful with them.
Anyway:
1/3 Str = kp : Obviously, max your kp.
Speed = 2/3 Str: The max damage formula I believe is speed * 2.5 = str, so 2/3 is a pretty good comprimise. By going inside you gain strengh, so if you have exactly 2.5 you are going to lose efficiency. Bremen liked his speed higher because he used inside A LOT more than I did.
Chin = Speed: My preference. Higher chin allows you to use more power, lower chin makes you use less.
Agility (start) = 11: The lowest agility without risking weight problems. Agility doesn't help much and the points that you use in it should be in chin. However, if I gained a few random points in it I kept them.
Condition (start) = 6, <= 10: I used 6 to start because I knew I would always get a few randoms. I usually ended up with 10 by 28 status. I often went more than a couple of rounds with my successful flashers. I found that I could frustrate managers by destroying their drone 1/1/18 fight plans by outscoring them a few rounds. Plus it looks good for your ko ratio if you win a few decisions.
VH, low cuts. : I might try a lighter build now with counter being used more.
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Post by Sin-N-Terrors on Feb 27, 2014 19:33:56 GMT -5
Contributed by Sanford
Written by: Dover and Texas Cowboys
Written by Dover and Texas Cowboys:
********************************* * How to optimize stun damage * * The maths demonstration * * Scroll down to the conclusions* * if you're boared by this * *********************************
The purpose of this is to create a "stun slugger" in order to maximize the stun damage he inflicts and minimize the stun damage he takes. And this for a predetermined number of total points.
First, build the "cost" function for it. Let's call it "C". C = Stun damage inflicted / Stun damage taken. And let's call "P" the number of "interesting" points.
C = (str + 3*kp)*(agl + chin - 11)*(spd)^1/2
P = str + kp + agl + spd + chn
Assuming that kp = str / 3 :
(1) C = (2*str)*(agl + chin - 11)*(spd)^1/2
(2) P = 4/3 str + agl + spd + chn
Equation (2) in equation (1) should eliminate either Str, Agl, Chin or Speed.Let's choose Chin. Whatever... It's the same.
(1') C = (2*str)*(agl+(P-4/3str-agl-spd)-11)*(spd)^1/2
And what do we have here ?? C depends only on Str, Spd and P.Agl naturally vanishes. How surprising. (1') C = (2 str)*(P - 4/3 str - spd)*(spd)^1/2
You can write it this way : (1str) C = [-8/3 str^2 + 2 str*(P-spd)]*(spd)^1/2
Or this way : (1spd) C = [-(spd)^3/2+(P-4/3str)*(spd)^1/2]*(2 str)
Let's maximise this function :
d(C(str)) (a) --------- = (spd)^1/2 * [-16/3 str + 2*(P-Spd)] = 0 d(str) (to maximise)
d(C(spd)) (b) --------- = (2str)*[-3/2*(spd)^1/2+1/2*(P-4/3str)*(spd)^-1/2] = 0 d(spd)
I won't detail (?!) here, but here are the results :
(a) Str + 3/8Spd= 3/8P (b) Spd + 4/9Str= 1/3P
Now let's do (a) - 3/8 (b) = (c)
(c) [Str = 3/10 * P] and [Spd = 1/5*P]
************** * Conclusion * **************
If you want to maximise your stun damage and minimize his stun damage. For a total points of 80. With, for example 18 Height, 1 Cut, and 5 Cnd.
P = 80 - 18 - 1 - 5 = 56.
Your fighter must have Str = 16.8. We assumed earlier that Str = 3*Kp => Str = 15 Kp = 5 And Spd = 11.2. => Spd = 11
Bonus conclusion : No matter what Agl and Chin are as long as Chin+Agl matches the resting points. Here 56-15-5-11 = 25.
Choose a Chin of 20 and a Agl of 5, or a Chin of 15 and an agility of 10.
The only thing to do to know if Agl 20 Chin 5 is better than Agl 5 Chin 20 is to compute the style and weight bonuses. A flasher needs to be as close as 300 pounds as can be, in order for his opponent not to have any weight bonus. But also to avoid useless > 300 pounds fatigue.
So here's the best stun damage killer with height 6"6, Low Cuts, and Cond 5.
STR 15 KP 5 SPD 11 AGL 5 CHIN 20 CND 5 Build : A little heavy (299 pounds) Cuts 1 Height 18 (6"6)
Note that Chin + Agl must be equal to 23 whatever they are. Here, I chose Agl in order to weigh in at 298 pounds.
All the infos given here are true, whatever the result of this contest was. This is how you can optimize your fighters.
PS 1 : This thing is implemented in my VB FCTv1.2. But writing this, I wonder why I didn't come up with this fighter ?! I have to fix some bug here
PS 2 : This demonstration also works for End Damage (O Kp) sluggers. This was originally posted by Duke in the design forum about one year ago.
MORE.... by Texas Cowboys
The ratio (Stun damage/chin) is what determines knockouts: 1.5 = stun 2.0 = knockdown 2.5 = knockout (see complete rules for details on this)
You need to minimize this, and here is my proof that agility is effectively meaningless in reducing your stuns:
stn dmg/chin = opp_pow*(opp_str+3*opp_KP)*sqrrt(opp_agg*opp*spd)/ (agl + chin - 11) * chin
since you can't control the opponent stats, reduce the top to some opponent stun factor divided by (agl + chin - 11) * chin.
you want to minimize the stn dmg/chin, and since you can't control the opponent's stun factor you need to maximize the stuff on the bottom: [agl+chin-11]*chin, which becomes: [chin^2 + agl*chin - 11*chin]
to maximize that equation, you want chin to be as high as possible because it is squared, which will dominate the direction of the equation. since agility and chin are mutually exclusive.... YOU SHOULD PUT ALL OF YOUR AGILITY TOWARD YOUR CHIN TO MAXIMIZE YOUR STUN DEFENSE.
The only exception to this is poorly conditioned flashers, overweight as hell, with agl < 4 that are taking **HUGE** amounts of endurance damage and are basically suffering from the new fatigue hack.
I was trying to tell him that the chin threshold means agility is still important and should be about 2/3 chin... hehe.. and then i did the above math, and found myself to be the fool
that damn squared chin--i forgot it was in the bottom of the stupid stun damage equation as an offset of agilty - 11.. I don't think bruce ever intended that.. it was only to keep people a little honest i think (chin around 10), but it's the chin^2 factor that causes problems... you take the equation:
chin^2 + chin*agl - 11*chin
force agility + chin = 30 (for argument sake.. could be 10, 20, whatever APs you have left from the other stats... anyway, the two add up to some number)
chin^2 +chin*(30-chin) - 11*chin chin^2 +30chin - chin^2 - 11*chin 30chin - 11*chin
to maximize that.. make chin as big as possible! so i guess, and I just realized this right now.. if you have at least 12 points to distribute among chin and agility... put them all toward chin. hmm.. interesting
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Post by Sin-N-Terrors on Feb 27, 2014 19:37:22 GMT -5
Contributed by Zam:
Written by: Zam (In response to a question of how to progress a Flasher through Contenders)
It really depends what you gain as random APs. Generally something like this, but I aslo train them a lot intensively even when they are at max 18-28 status
18 status
Strength 26 Knockout Punch 8 Speed 17 Agility 10 Chin 17 Conditioning 12
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Strength 28 Knockout Punch 9 Speed 15 Agility 12 Chin 17 Conditioning 8
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Strength 27 Knockout Punch 8 Speed 10 Agility 13 Chin 18 Conditioning 11
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22 status
Strength 28 Knockout Punch 9 Speed 16 Agility 11 Chin 18 Conditioning 12
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28 status
Strength 34 Knockout Punch 11 Speed 22 Agility 9 Chin 20 Conditioning 9
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Strength 36 Knockout Punch 12 Speed 20 Agility 10 Chin 22 Conditioning 9
====
Some posted can be AP or APs down heh
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Post by Sin-N-Terrors on Feb 27, 2014 22:55:49 GMT -5
written by: Shooter
the plans, stats, and all information in this article is from the former Manager "Shooter" (now known as "Suspended"). He has not played WEBL in a year+ (due to his suspension) so he doesn't know the latest tweaks, etc. WEBL University & it's overseers are not responsible for this document's contents. Use this information at your own risk, however he will be happy to revise this information if suggestions that he considers valid are presented. E-mail comments, flame, etc to slick_customer@hotmail.com
Flashers are one of the most feared fighter types in heavyweights, and the most hated. Although WEBL rules have been changed several times trying to rid the divisions of flashers they keep finding ways to survive. A flasher is a fighter with high STR/KP, and extremely low conditioning. I used to get by with 3-conditioning, but 4-5 is a better starting stat.****Editors Note**** 4-5 conditioning is too low, it should be 6-8 in the current rules
In this tutorial I will simulate a flasher moving through regionals in the division they have always struck fear in, heavyweights (even though they have won of WT's in other division's also). Note I am using a pure flasher and not moving into the conditioned flasher (Affordable, Reg Dwight, Who's Dover?, etc realm)
We will start off with a 6'9 flasher (my best flasher experience with a pure flasher was with a 6'9er, and they seem to be just right)
Stats: 15,8,8,1,21,4,9,4*(should be 6-8)* vh (stats will always be in str,spd,chn,cut,hgt,kp,agl,con,build order). Let's examine my choices.
STR (15) = Good solid choice. Could have went lower but 15 is the perfect #. Any higher and we would sacrifice spd & agl & chn.
SPD (8) = Not bad, although some people swear spd = (2/3)str. You could go higher, but you would have to knock off str or hgt some.
CHN (8)= Ah, this could be risky. If we fight a 270-pound fighter we get +{ ((300-270)/300)*10=1 } so +1 str and +1 chin. But if we need a chin point in our first fight we can float it.
CUT (1) = No need to worry about this
HGT (21) = Some people insist 7'0 goliaths are the best, and they work fine. But you only get a meager +spd & agl bonus, and flashers need more str/chin then spd/agl, so putting the aps into str/agl is better. I chose 6'9, but we could go down to 6'6 and boost str up to 18 and have a 300-pounder (but KP would not be maxed with a floating point)
KP (4) = We saved this for a floating point. KP should always be maxed
AGL (9) = nothing wrong with 9, in fact lower could be used. 8 is a good number also, but again it's a personal preference.
CON (4)*(should be 6-8)* = Yuck. With 4*(should be 6-8)* con we have to win in round one. 6 is a good number because you will not lose all endurance in one round, but you can train that up later on.
Build (vh) = Build is very heavy to keep us near 300-pounds. When we train agility in the future we will lose alot of weight (just add 2 agility points to him and nothing else, we dropped to under 300 pounds!). You always want to 300+ pounds to make sure you get the full benefits of being a flasher.
First fight
The first fight is the hardest to scout, since you can only see the height and weight of your opponent. Whenever I fought a fighter over 306 pounds who had not had a fight before I always ran the first two rounds, then checked his endurance. If he was faltering I would add some power and KO or TKO him. If he wasn't I would just start fighting and try and collect a win. Maybe it was a bad idea but I beat several flashers that way.
Let's pick a real heavyweight to use as our example. We'll use Gary "Big Daddy" Hunter (a 6'6 287-pound heavyweight that is 0-0-0 currently) as our example.
Now we need to know what this fighter is going to do, because it all hangs on whether we win or lose. Remember we have 4-conditioning, so we have to choose the right style. We have two options open; (allout) or (inside). We can mold these to fit, say 4h/9!/7 (allout) vs a short clincher but 6h/12!/2 (allout) vs a sissy with little strength.
Because this fighter is 287-pounds we get a .43 boost in str & chn. Ugh, we get very little help. By checking out the gym we find his manager had a 4-3 record, so he's a newbie. He also uses the premade fight plans. Now we can check allout off of our list to use, but what do we train, etc. I say by a quick look our opponent is probably 12 str, 8 agl, 9-10 chn. We don't need to know anything else except his KP, which I'm betting is 0. Now this fighter could be a flasher (12,10,11,1,18,4,8,6,vh) so let's sim it both ways. We'll use this fp:
4h/9!/7 (inside)
if round >1 and opponent =2 then towel
if round >1 and opponent =1 then 1/1/6 (clinch)
if round >6 then 5h/10!/5 (inside)
This fp covers our backside. Say round one passes by without a KO or TKO. While our conditioning stinks, if we manage to say on our feet until round 7 then we KO him. We could do into more detail but there is no real need for it.
Let's sim the fight with our opponent using 4h/9/7 (inside) for the flasher and 4h/8/8 (clinch) for the no Kp one.
We win both times. We could have gone 5h/9!/6 but I think 4h/9!/7 was enough, and we do not want to open up to much(oh yes we trained chin both times).
Now let's assume we go 6-fights and are now 6-0-0 (6 KO's, if you don't have all KO/TKO/DQ wins then you must have trained CON to win by decision). Our training got us up to 11-chin, 17 str, 9 spd, 5 kp. Now we get someone who is a little more complicated to fight for a flasher, a 7'1 sissy with a bit of str & kp. Let's use Rudiger Trabant as an example. He started out at 7'1 247-pounds. Now he is 246-pounds, but has dipped below the 237-pound mark. So he has some str, let's give him 3, and 1 kp. The reason I say 3-str is because RoadKill likes to use abnormal builds for his fighters (usually a little heavy). People are less likely to allout a 247-pound sissy then a 233-pound sissy, and you can get some benefits over lower weight fighters (say a 233-pound sissy). Let's give RK's fighter a 4,12,9,1,25,1,14,16. Yes this is more aps then he can have (I'm talking about where he is when I'm typing this up, at r/s of 6) but that's how I do it. When I fought Zutt for the world title in heavyweights both times I gave him 120 aps even though I knew the cap for aps was 110 (+1 for training during wt fight) but that did not stop me for boosting his chin to abnormal levels. The more aps you give your opponent the more ways you have to make your fp more bullet proof.
Let's sim this fight. We obviously will be using allout, but what wil RK do? Either 4h/8!/8 (ring) or 3h/5/12 (ring). You ask where 1/1/18 (ring) is? Well it's a possibility, and probably would be used, but most people use something like this.
1/1/18 (ring)
if round >3 then 4h/8/8 (ring)
heck let's throw it in as well . Let's sim all 5 variants with us using this fp (and training str)
5H/11!/4 (allout)
if round >1 then 1/1/5 (clinch)
if round >1 and endurance_percent <37 then towel
if round >3 and hisstuns >mystuns then 5h/10!/5 (inside)
6)5h/11!/4 (allout)
7)1/1/5 (clinch)
if round >10 and score > (13-round) then 1/1/11
12)if round >1 and endurance_percent <37 and score <1 then towel
We won against him fighting back, but lost to his 1/1/18. The reason is because we trained chin up early in our career incase we needed allout, and left STR/KP & spd in the dust. Even 6h/13!/1 (allout) couldn't KO his 1/1/18. So we took a loss, most flashers do early in their careers. There are exceptions, such as Basher Bombastic, Affordable, and several others. Lord Bremen has had several regional title winner flashers that were unbeaten I think.
Okay, on to r/s of 10. We'll have 83 aps now, and hopefully they look something like this. 21,10,11,1,21,6,9,4*(should be 6-8)*. We could have trained up chin more, but I'd reserve that for a little higher r/s (say 12). We float KP and hopefully get to something like this after r/s of 12 (86 aps). 21,10,12,1,21,7,10,4*(should be 6-8)*. Now what do we need? Well 4-conditioning is nice but we maybe need 5 someday to avoid being TKOed in the first round. So we can boost that to 5 and start lessening the penalties for having such low conditioning, or just boost our str/kp higher.
We need to train chin to 14-15 level, primarily because we want to turn into an offensive flasher (the defenition for a flasher who uses allout against everyone, whether they change their fp or not (but we will always check and see if we can win with inside so we don't use allout against a fighter with lots of KP)).
24,12,14,1,21,8,11,5*(should be 6-8)* is where we want to go towards, more or less. When you hit r/s or 20 if you look like this then you are on your way.
Now let's say you manage right and play your cards perfectly (manage to scout your opponents str/kp/agl/chn to almost exact #'s and then pinpoint from there what he is most likely to do, given your style against other fighters of similar look) . You get to R/S of 28/28 and you look like this. 30,14,17,1,21,10,12,5*(should be 6-8)*. You need one win to fight the Bobbleheads for the Heavyweight WT they've won for 40-straight weeks (j/k). Unfortunately you draw a fighter like Future Considerations (only it's not him because he is #2 in the world with a win streak of 40 fights waiting for the #1 Bobblehead fighter to retire so Considerations can win the wt).
Your opponent Sten och Stanley is fierce and very frightening. 6'8, 250, and like most heavyweights loaded with KP. He looks like a 19,16,11,2,20,6,19,17,normal. You don't know what to do. You float a point of str and go inside (6h/11!/3). He backpedals when the fight starts and you begin to cry, thinking he went 1/1/18. You scroll down and notice he's fighting back! You KO him because he used 3h/5!/12 (ring), underestimating your massive str/kp combo, thinking you had more conditioning. Sim the fight with him using 4h/8!/8 (ring). Only 1/1/18 (ring) would have saved him, but rarely do KP fighters do that because they fear allout attacks.
Flashers in training
Flashers need to be precisely trained. You can go for total offense (take our R/S 28 above). We could have just added str & kp and left chin at 11-13. But you would be vulnerable to 4h/8!/8 and even 3h/6!/11 counters when you were allouting or just insiding against a KP fighter. Few flashers make it to 25+ r/s levels, and even fewer get to fight for wt's. It takes not just guessing as flashers fighting flashers is called (coin flip; heads 4h/8!/8, tails 1/1/18). You can just pick a style and a 1-line fp, but that will not always work.
Also, floating points are great, but you must think ahead. If you think about just getting this victory you could set yourself up for a fall later on, just like with any other fighter type. A good method to follow was this:
if chin >11 and r/s <10 then train str & kp and for every level (every 4-7 aps) add +1 spd
if chin >15 then no more chin until needed and then float a point
if r/s >20 then agl >10
con <6 always*(should be 6-8)*
str + kp = spd+agl*1.5
The last may seem confusing, but for some reason it seemed to work. As status climbs chin loses it's worthfulness, after about 16-17 chin you should focus on agility as a damage reducer. Remember flashers are no efficient, they are prowlers. Whatever gets them a first round KO win is the best way to go.
The lower division flasher:
Lower weight division flashers have more trouble with people, but the upside is they almost always win their first fight.
Our example will be a 5'7 flasher. He starts out at 20,9,12,1,7,6,11,4*(should be 6-8)*,vl. He will be a super-welter to middle (you might prefer middle, i don't know)
Let's examine these choices, shall we?
STR (20) = Solid choice. More = better, but we need it in other stats. 20 seems to be the best #.
SPD (9) = Low number, but again we sacrifice effectiveness if we pull from other stats.
CHIN (12) = Now this could be lower, say 10. But flashers in lower divisions need more chin then heavyweight flashers. 12 is my personal preference for starting flashers.
CUT (1)= no brainer choice here:) fights cannot be lost by cuts in round 1 & we only need 1 round:)
HGT (7)=this doesn't really matter but <welter division flashers have terrible trouble
KP (6) = maximum we can have currently.
AGL (11) = again we can lower this but we want to win by KO, not lose by them. We could drop to 9 and have str/kp at 21/7 but I chose 11.
CON (4)*(should be 6-8)* = This should go up to 6 asap.
Build (vl) = this is just a division movement. Say we draw Bobblehead in our first fight. He will not suspect us of being a flasher and BAM, we got him:) Build doesn't matter in lower divisions because there are no weight advantages so it doesn't matter what division you are in. VL means you might get a hgt advantage, but a str disadvantage. So who knows?
Where do we want to head with this fighter?
Well str/kp should hit 30/10 by r/s of 15 if not sooner. Chin should hit 18, and spd 14, and con 6. AGL should not be ignored though, get it to 14+. AGL is a key to a non-heavyweight flasher's success at higher levels. More AGL = less overall damage taken = less stun damage taken = lower defense used = higher power used = more stun damage dealt = more wins.
Say we take our flasher and manage him successfully to r/s of 28. In reality he would be plagued by random aps (they always seem to fall in conditioning on flashers, that's what got me thinking about conditioned flashers). But in our dreams he would be a 36,15,18,1,7,11,16,6,vl (float KP each fight). This sounds kind of ridiculous, but he would be a feared super-welter.
The key to managing lower-weight flashers is to keep them unpredictable. Some managers use the same basic fp every time (slug first round, rest next two, slug next round, etc). Good managers pick up on that and quickly rid the way by going 1/1/18 (ring) in the first, 5b/10/5 (allout) in rounds 2 & 3, and then in round 4 just pacing with the flasher and Koing him. If you can win and keep the same looking fp though you can beat some great managers. For example let's say for 15 weeks straight you win KO, 14 in the 1st & 1 in the 2nd because your opponent lowered his defense. You always use allout, sometimes you use 7h/10!/3 and other times 4h/9!/7 but always looks the same. Now you fight say African Monk. He'll look at your last 15 fights and see you used allout (and looks like the same allout as the one that went to round 2). So he will hook up a counter plan, because you've KOed sissies in round 1. You come out with 6H/11!/3 (inside) and you should knock his socks off, because you maintained a pretense of predictability but were really just waiting to use that to your advantage. But it if is between winning and maintaining a false pretense, win.
Some managers insist that flashers are not fun to manage, but for people who just want to mess around or are short on time they can be a real joy, especially when setting records like longest undefeated streak for a flasher to start a career. I'm not sure what it is now, but when I set it at 15-0-0 I was very happy. Of course 10 weeks later my mentor Rife set it one higher at 16-0-0.
Now what about fp's? Well flashers are easy to manage here. Scouting your opponent when you are a flasher is easier and less time consuming. Check and see if he has kp (get's ko's when opponent is not wore down very much). A few early KO's is now indicator, but if he does it relatively often or gets lots of stuns & KD's then I'd lay some money on KP. See if he has chin, basically can he stand up against fighters that seem to have KP. A good indicator of high chin is if he has faced a flasher before, didn't run with >14 def, and wasn't stunned by an allout attack, or wasn't stunned by an inside (or allout) attack when he used 10 or lower def. Now try and locate his strength. You only need to know his str,kp,&chin. Knowing his agility helps, but is not exactly necessary. Now see what he (or his gym) likes to do against flashers if they have faced any, or just try and guess. If he has no KP then allout is the answer (unless he has massive strength).
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