Post by llecha on Mar 1, 2014 19:20:00 GMT -5
Contributed by Pll
written by: Unforgiven
Your basic plans from level 1 may be good enough to win 2 or 3 fights vs inexperienced managers or if you get good matchups. Eventually you will neet to write original plans based upon not only your fighters strengths but upon the weaknesses of your opponents. These plans will be more detailed to deal with more complex matchups and contingencies your basic plans do not cover.
POINT DISTRIBUTION
Looking at the first line of your level 1 balanced fight plan you see the first line says:
1) 4B/8/8 (ring)
That's great but what does it mean?
Each round you fighter is given 20 points to spend on aggression, power, and defense in that order:
Aggression/Power/Defense
Your first number given is aggression. This is a numerical representation of how aggressive (how many punches thrown) your fighter will be in this round. The higher the number the more punches thrown. This number combined with speed help determine how many punches hit your opponent each round.
<5 is low aggression
6-8 is moderate aggression
>=9 is very aggressive
The second number given is your power. This number is a representation of how much force you are going to put into each punch this round. This number combined with strength and to a lesser degree speed help determine how much damage you inflict upon your opponent this round.
<3 low power basically slapping used more to win rounds than cause any damage
4-8 moderate power used for damage and scoring
>=9 high power used to inflict damage as opposed to scoring in usual circumstances
The third and last number is defense. This number is a numerical representation of how guarded your fighter is during the round. This number combined with agility will help determine how well your fighter will avoid punches landed and damage received during the round.
>=10 well defended, more thought to defense than scoring
7-9 moderate defense
<=6 low defense, little regard for personal safety
Aggression/Power/Defense Effect
7/1/10, 9/2/9, 14/1/5, 5/1/14 -Lowest power denotes these as scoring lines. The fighter simply wants to win the round, depending on the case saving most points for defense or aggression. i.e. sissy vs anyone or Dancer vs Slugger
6/4/10, 7/3/10, -good defense, lower power with a modicum of power to protect vs opponents that are too over zealous. i.e. Kp Dancer vs KP Dancer, Kp Dancer vs balanced or weaker slugger
7/7/6, 4/8/8, 6/6/8 -moderate defense with equal eye to scoring and causing damage. ie. slugger/clincher vs anyone, balanced vs weaker opponents, Dancer vs sissy
5/10/5, 4/12/4, 4/10/6, 6/12/2 -Lines designed to cause damage as opposed to scoring, note generally low defenses, used when other fighter is no threat to you (exhausted or a lot weaker)
AIMING- Eventually circumstances will dictate the need for your fighter to aim at the head or body of your opponent. Aiming during a round reduces the number of points scored that round but increases damage depending upon location chosen head or body:
- Body- aiming for the body increases amount of physical damage done to your opponent but lowers amount of stun damage done
- Head- aiming for the head
To aim for a specific location put either a capital "H" for head or a capital "B" for body after your number for aggression before the slash.
5B/8/7, 4B/8/8 -efficient body attack lines
8B/8/4, 6B/6/8, 7B/7/6 -Lines designed to score plus cause damage, used against opponents of equal or greater str generally keep def >=8, against weaker opponents use
4H/8/8, 3H/6/11 -Good lines to protect your self from someone who may be attempting a strong head attack such as a flasher, KP Dancer, or any fighter desperate
5H/12/3, 5H/10/5 -Lines designed to stun or k.o. your opponent depending on your str, kp power, your opponents chin, opponents defense and general level of fatigue.
written by: Unforgiven
Your basic plans from level 1 may be good enough to win 2 or 3 fights vs inexperienced managers or if you get good matchups. Eventually you will neet to write original plans based upon not only your fighters strengths but upon the weaknesses of your opponents. These plans will be more detailed to deal with more complex matchups and contingencies your basic plans do not cover.
POINT DISTRIBUTION
Looking at the first line of your level 1 balanced fight plan you see the first line says:
1) 4B/8/8 (ring)
That's great but what does it mean?
Each round you fighter is given 20 points to spend on aggression, power, and defense in that order:
Aggression/Power/Defense
Your first number given is aggression. This is a numerical representation of how aggressive (how many punches thrown) your fighter will be in this round. The higher the number the more punches thrown. This number combined with speed help determine how many punches hit your opponent each round.
<5 is low aggression
6-8 is moderate aggression
>=9 is very aggressive
The second number given is your power. This number is a representation of how much force you are going to put into each punch this round. This number combined with strength and to a lesser degree speed help determine how much damage you inflict upon your opponent this round.
<3 low power basically slapping used more to win rounds than cause any damage
4-8 moderate power used for damage and scoring
>=9 high power used to inflict damage as opposed to scoring in usual circumstances
The third and last number is defense. This number is a numerical representation of how guarded your fighter is during the round. This number combined with agility will help determine how well your fighter will avoid punches landed and damage received during the round.
>=10 well defended, more thought to defense than scoring
7-9 moderate defense
<=6 low defense, little regard for personal safety
Aggression/Power/Defense Effect
7/1/10, 9/2/9, 14/1/5, 5/1/14 -Lowest power denotes these as scoring lines. The fighter simply wants to win the round, depending on the case saving most points for defense or aggression. i.e. sissy vs anyone or Dancer vs Slugger
6/4/10, 7/3/10, -good defense, lower power with a modicum of power to protect vs opponents that are too over zealous. i.e. Kp Dancer vs KP Dancer, Kp Dancer vs balanced or weaker slugger
7/7/6, 4/8/8, 6/6/8 -moderate defense with equal eye to scoring and causing damage. ie. slugger/clincher vs anyone, balanced vs weaker opponents, Dancer vs sissy
5/10/5, 4/12/4, 4/10/6, 6/12/2 -Lines designed to cause damage as opposed to scoring, note generally low defenses, used when other fighter is no threat to you (exhausted or a lot weaker)
AIMING- Eventually circumstances will dictate the need for your fighter to aim at the head or body of your opponent. Aiming during a round reduces the number of points scored that round but increases damage depending upon location chosen head or body:
- Body- aiming for the body increases amount of physical damage done to your opponent but lowers amount of stun damage done
- Head- aiming for the head
To aim for a specific location put either a capital "H" for head or a capital "B" for body after your number for aggression before the slash.
5B/8/7, 4B/8/8 -efficient body attack lines
8B/8/4, 6B/6/8, 7B/7/6 -Lines designed to score plus cause damage, used against opponents of equal or greater str generally keep def >=8, against weaker opponents use
4H/8/8, 3H/6/11 -Good lines to protect your self from someone who may be attempting a strong head attack such as a flasher, KP Dancer, or any fighter desperate
5H/12/3, 5H/10/5 -Lines designed to stun or k.o. your opponent depending on your str, kp power, your opponents chin, opponents defense and general level of fatigue.