Post by llecha on Mar 1, 2014 19:27:02 GMT -5
Contributed by Pll
written by: Unforgiven
Since we now know the parser will read the fight plan from top to bottom some managers use the very bottom of a fight plan to put some lines they in effect regardless of the round or point in the fight. these lines will over ride any part of the plan since they are at the bottom, this is known as a global section. what is contained in a global section is different for every fighter type and manager, but generally contain lines in case the fight is won at any point or if the fighter is taking too much damage to trigger a change in tactics:
2) if score >15-round then 5H/7/8 (clinch)
if endrance_percent <45 and opp >0 then towel
if 2*(mystuns-hisstuns)>round and round <4 then 5H/7/8 (clinch)
if opp = 0 and round <10 then 5B/10/5 (inside)
This is an example of a global section for a slugger. It checks to see if fight is won, if he is getting beat to death, if he is getting stunned a lot early, and finally if the opponent ever gets weak to bash the body. Notice how all these lines are under a round “2)” line? Even though this section is under a round 2 line it is placed at the very end of a fight plan so it over rides the whole plan after round 1, so if any of these conditionals are met it will use the given tactic regardless of what is written above it in the fight plan.
Fight Planning From Scratch Example
Say I want to make a basic slugger plan from scratch. First off as stated above first I want to decide what my goals for this fight plan are. I decide my goals are:
1. Take advantage of my strength and work the body early regardless of score to get an endurance advantage (opp is more tired than I am , this will both hinder his scoring ability later and possibly set him up for a late round k.o.) I decide this will take place rounds 1-3.
2. Continue working the body as but keep an eye on the score to keep the fight close. Rounds 4-8.
3. If my opponent is tired enough I will go for the K.O. if not i will attempt to win the fight on points since hopefully my opponents ability to score will be greatly diminished due to his body damage. Rounds 9-11.
Ok these are my three goals i also want to put in a section just for
4. Round 12 (not leaving a close fight to chance) and a
5. Global section, for those little things I want to make sure are covered.
That makes a total of 5 sections for my plan. lets start work on section 1.
Keep in mind this just a sample untested plan off the top of my head for instructional purposes
# Section 1 work body regardless of score
1) 5B/7/8
if endurance_percent >100-((round-1)*3) then 5B/9/6 (inside)
if endurance_percent <100-((round-1)*5) then 4B/8/8 (ring)
if mystuns >0 then 5H/7/8 (clinch)
Your round 1 static line is a basic slugger or balanced starting line. It is effecient (not as effecient as 4B/8/8 but scores better). From this point the plan will stay with 5B/7/8 as long as the other 2 conditionals dont kick in. However if you notice from the first conditonal if the person we are fighting is doing very little damage <3% then we we raise power and use inside style to take advantage of a probable strength advantage. looking at the second conditional of this section if the person we are fighting is doing signifigant damage >5% we lower aggression and use ring a more defensive style. This way we use the damage we are receiving to dictate our style to work towards that endurance advantage. The last conditonal is a check to see if the person we are fighting has stunned us within the first three rounds (likely a kp dancer, if it were a flasher you would most likely be knocked out). If we have been stunned we keep our numbers the same but use a clinch as a defensive style(raising agility) to protect ourselves from further stuns while still working the body.
# Section 2 rnds 4- 8 continue working body keep score close
4) 4B/8/8 (inside)
if score < 1 then 5/7/8 (ring)
if score <0 then 7/5/8 (ring)
if score <-1 then 8/4/8 (feint)
if endurance_percent >100-((round-1)*3) and score >0 then 5B/10/5 (inside)
if endurance_percent >100-((round-1)*3) and score <0 then 8/8/4 (inside)
Looking at our first line we see our fall back line if no conditons are met is 4B/8/8. looking at the conditonals this line will only kick in if we are winning and our opponent is doing more than 3% damage each round. So The point is keep working the body while we are winning. The stack of scoring conditonals under this line come into effect if the score of the fight is 0 or lower (we are losing) as you can see if we are losing by more than 1 round we use an aggressive scoring ine with an aggressive style (feint) to get the fight back into a closer range. the bottom 2 conditonals are in effect if the person we are fighting hasnt really hurt us in the first 3 rounds. if we are winning we hit them really hard to the body if we are losing we are going to hurt them while we catch up with an aggressive scoring/damage line (8/8/4 (inside)). we would not use this line against someone doing any decent amount of damage against us as we would get killed but against the <3% a round opp it should be safe.
# Section 3, rnds 9-11, win the fight
9) 5B/7/8 (ring)
if score < 2 then 7/5/8
if score <1 then 8/5/7 (feint)
if score <0 then 10/1/9 (feint)
if score <-1 then 12/1/7 (feint)
if score < -2 and endurance_percent >100-((round-1)*3) then 5B/10/5 (inside)
This section follows a similar theme to the last section however this is the end game, if you dont have the fight wrapped up by now you need to get aggressive. So the scoring stacks all have more aggressive lines and styles. The final line checks to see if the fight is lost vs a weak opponent just keep working the body and hope for a possible body k.o. late or at the very least give him enough ips he will wish he didnt win.
# Section 4, rnd 12
12) 12/1/7 (feint)
if score >1 then 5H/7/8 (clinch)
if score =1 then 9/4/7 (ring)
if score =-1 then 13/1/6 (feint)
if score <-1 then 5H/10!/5 (inside)
The round 12 section is just a detail section where you decide exactly what you want to happen in the last round of a fight if it isnt already covered. Looking at the first line and its conditonals you will see it will only kick in if the score is tied. if score >1 means you have won the fight protect your head and cruise to the win. if score =1 means you are up by one use a semi aggressive line with some power to keep someone from snaking a tie with you. next line covers if you are losing by one to feint aggressively and try to force a tie. the last line says if i have already lost the fight punch the guy in the head and hope he falls. These are all just examples you do not want to become to predictable in your round 12 reactions or you set yourself up for allouts or people using just enough aggression to beat the line they know you are going to use.
# Section 5, global
2) if score > 14-round then 5H/7/8 (clinch)
if opp=0 and then 5B/10/5 (inside)
if endurance_percent < 45 and opp>0 and score <=0 then towel
This last section contains conditonals that will override the plan if they come into effect. the first line kicks in as soon as you have won the fight saving you taking unneeded damage by continuing to fight after you have won the fight. the second line checks to see if the opp is almost out, if so then you work the body to finish them. The last line checks to see if you are badly getting beat on and you cant win the fight then throw in the towel. no one wants to lose but its better to lose relatively unharmed then to lose almost dead.
Our final plan turned out like this:
# Section 1 work body regardless of score
1) 5B/7/8
if endurance_percent >100-((round-1)*3) then 5B/9/6 (inside)
if endurance_percent <100-((round-1)*5) then 4B/8/8 (ring)
if mystuns >0 then 5H/7/8 (clinch)
# Section 2 rnds 4- 8 continue working body keep score close
4) 4B/8/8 (inside)
if score < 1 then 5/7/8 (ring)
if score <0 then 7/5/8 (ring)
if score <-1 then 8/4/8 (feint)
if endurance_percent >100-((round-1)*3) and score >0 then 5B/10/5 (inside)
if endurance_percent >100-((round-1)*3) and score <0 then 8/8/4 (inside)
# Section 3, rnds 9-11, win the fight
9) 5B/7/8 (ring)
if score < 2 then 7/5/8
if score <1 then 8/5/7 (feint)
if score <0 then 10/1/9 (feint)
if score <-1 then 12/1/7 (feint)
if score < -2 and endurance_percent >100-((round-1)*3) then 5B/10/5 (inside)
# Section 4, rnd 12
12) 12/1/7 (feint)
if score >1 then 5H/7/8 (clinch)
if score =1 then 9/4/7 (ring)
if score =-1 then 13/1/6 (feint)
if score <-1 then 5H/10!/5 (inside)
# Section 5, global
2) if score > 14-round then 5H/7/8 (clinch)
if opp=0 and then 5B/10/5 (inside)
if endurance_percent < 45 and opp>0 and score <=0 then towel
Again this is a sample plan for instructional purposes. feel free to use it if you like but you could do better if you take more time on each section and cover everything you want under each goal.
written by: Unforgiven
Since we now know the parser will read the fight plan from top to bottom some managers use the very bottom of a fight plan to put some lines they in effect regardless of the round or point in the fight. these lines will over ride any part of the plan since they are at the bottom, this is known as a global section. what is contained in a global section is different for every fighter type and manager, but generally contain lines in case the fight is won at any point or if the fighter is taking too much damage to trigger a change in tactics:
2) if score >15-round then 5H/7/8 (clinch)
if endrance_percent <45 and opp >0 then towel
if 2*(mystuns-hisstuns)>round and round <4 then 5H/7/8 (clinch)
if opp = 0 and round <10 then 5B/10/5 (inside)
This is an example of a global section for a slugger. It checks to see if fight is won, if he is getting beat to death, if he is getting stunned a lot early, and finally if the opponent ever gets weak to bash the body. Notice how all these lines are under a round “2)” line? Even though this section is under a round 2 line it is placed at the very end of a fight plan so it over rides the whole plan after round 1, so if any of these conditionals are met it will use the given tactic regardless of what is written above it in the fight plan.
Fight Planning From Scratch Example
Say I want to make a basic slugger plan from scratch. First off as stated above first I want to decide what my goals for this fight plan are. I decide my goals are:
1. Take advantage of my strength and work the body early regardless of score to get an endurance advantage (opp is more tired than I am , this will both hinder his scoring ability later and possibly set him up for a late round k.o.) I decide this will take place rounds 1-3.
2. Continue working the body as but keep an eye on the score to keep the fight close. Rounds 4-8.
3. If my opponent is tired enough I will go for the K.O. if not i will attempt to win the fight on points since hopefully my opponents ability to score will be greatly diminished due to his body damage. Rounds 9-11.
Ok these are my three goals i also want to put in a section just for
4. Round 12 (not leaving a close fight to chance) and a
5. Global section, for those little things I want to make sure are covered.
That makes a total of 5 sections for my plan. lets start work on section 1.
Keep in mind this just a sample untested plan off the top of my head for instructional purposes
# Section 1 work body regardless of score
1) 5B/7/8
if endurance_percent >100-((round-1)*3) then 5B/9/6 (inside)
if endurance_percent <100-((round-1)*5) then 4B/8/8 (ring)
if mystuns >0 then 5H/7/8 (clinch)
Your round 1 static line is a basic slugger or balanced starting line. It is effecient (not as effecient as 4B/8/8 but scores better). From this point the plan will stay with 5B/7/8 as long as the other 2 conditionals dont kick in. However if you notice from the first conditonal if the person we are fighting is doing very little damage <3% then we we raise power and use inside style to take advantage of a probable strength advantage. looking at the second conditional of this section if the person we are fighting is doing signifigant damage >5% we lower aggression and use ring a more defensive style. This way we use the damage we are receiving to dictate our style to work towards that endurance advantage. The last conditonal is a check to see if the person we are fighting has stunned us within the first three rounds (likely a kp dancer, if it were a flasher you would most likely be knocked out). If we have been stunned we keep our numbers the same but use a clinch as a defensive style(raising agility) to protect ourselves from further stuns while still working the body.
# Section 2 rnds 4- 8 continue working body keep score close
4) 4B/8/8 (inside)
if score < 1 then 5/7/8 (ring)
if score <0 then 7/5/8 (ring)
if score <-1 then 8/4/8 (feint)
if endurance_percent >100-((round-1)*3) and score >0 then 5B/10/5 (inside)
if endurance_percent >100-((round-1)*3) and score <0 then 8/8/4 (inside)
Looking at our first line we see our fall back line if no conditons are met is 4B/8/8. looking at the conditonals this line will only kick in if we are winning and our opponent is doing more than 3% damage each round. So The point is keep working the body while we are winning. The stack of scoring conditonals under this line come into effect if the score of the fight is 0 or lower (we are losing) as you can see if we are losing by more than 1 round we use an aggressive scoring ine with an aggressive style (feint) to get the fight back into a closer range. the bottom 2 conditonals are in effect if the person we are fighting hasnt really hurt us in the first 3 rounds. if we are winning we hit them really hard to the body if we are losing we are going to hurt them while we catch up with an aggressive scoring/damage line (8/8/4 (inside)). we would not use this line against someone doing any decent amount of damage against us as we would get killed but against the <3% a round opp it should be safe.
# Section 3, rnds 9-11, win the fight
9) 5B/7/8 (ring)
if score < 2 then 7/5/8
if score <1 then 8/5/7 (feint)
if score <0 then 10/1/9 (feint)
if score <-1 then 12/1/7 (feint)
if score < -2 and endurance_percent >100-((round-1)*3) then 5B/10/5 (inside)
This section follows a similar theme to the last section however this is the end game, if you dont have the fight wrapped up by now you need to get aggressive. So the scoring stacks all have more aggressive lines and styles. The final line checks to see if the fight is lost vs a weak opponent just keep working the body and hope for a possible body k.o. late or at the very least give him enough ips he will wish he didnt win.
# Section 4, rnd 12
12) 12/1/7 (feint)
if score >1 then 5H/7/8 (clinch)
if score =1 then 9/4/7 (ring)
if score =-1 then 13/1/6 (feint)
if score <-1 then 5H/10!/5 (inside)
The round 12 section is just a detail section where you decide exactly what you want to happen in the last round of a fight if it isnt already covered. Looking at the first line and its conditonals you will see it will only kick in if the score is tied. if score >1 means you have won the fight protect your head and cruise to the win. if score =1 means you are up by one use a semi aggressive line with some power to keep someone from snaking a tie with you. next line covers if you are losing by one to feint aggressively and try to force a tie. the last line says if i have already lost the fight punch the guy in the head and hope he falls. These are all just examples you do not want to become to predictable in your round 12 reactions or you set yourself up for allouts or people using just enough aggression to beat the line they know you are going to use.
# Section 5, global
2) if score > 14-round then 5H/7/8 (clinch)
if opp=0 and then 5B/10/5 (inside)
if endurance_percent < 45 and opp>0 and score <=0 then towel
This last section contains conditonals that will override the plan if they come into effect. the first line kicks in as soon as you have won the fight saving you taking unneeded damage by continuing to fight after you have won the fight. the second line checks to see if the opp is almost out, if so then you work the body to finish them. The last line checks to see if you are badly getting beat on and you cant win the fight then throw in the towel. no one wants to lose but its better to lose relatively unharmed then to lose almost dead.
Our final plan turned out like this:
# Section 1 work body regardless of score
1) 5B/7/8
if endurance_percent >100-((round-1)*3) then 5B/9/6 (inside)
if endurance_percent <100-((round-1)*5) then 4B/8/8 (ring)
if mystuns >0 then 5H/7/8 (clinch)
# Section 2 rnds 4- 8 continue working body keep score close
4) 4B/8/8 (inside)
if score < 1 then 5/7/8 (ring)
if score <0 then 7/5/8 (ring)
if score <-1 then 8/4/8 (feint)
if endurance_percent >100-((round-1)*3) and score >0 then 5B/10/5 (inside)
if endurance_percent >100-((round-1)*3) and score <0 then 8/8/4 (inside)
# Section 3, rnds 9-11, win the fight
9) 5B/7/8 (ring)
if score < 2 then 7/5/8
if score <1 then 8/5/7 (feint)
if score <0 then 10/1/9 (feint)
if score <-1 then 12/1/7 (feint)
if score < -2 and endurance_percent >100-((round-1)*3) then 5B/10/5 (inside)
# Section 4, rnd 12
12) 12/1/7 (feint)
if score >1 then 5H/7/8 (clinch)
if score =1 then 9/4/7 (ring)
if score =-1 then 13/1/6 (feint)
if score <-1 then 5H/10!/5 (inside)
# Section 5, global
2) if score > 14-round then 5H/7/8 (clinch)
if opp=0 and then 5B/10/5 (inside)
if endurance_percent < 45 and opp>0 and score <=0 then towel
Again this is a sample plan for instructional purposes. feel free to use it if you like but you could do better if you take more time on each section and cover everything you want under each goal.