Post by llecha on Mar 1, 2014 19:38:43 GMT -5
Contributed by Pll
written by: Unforgiven
A ropist by definition is a fighter with a disproportionately high agility that he uses to his advantage by using the style "ropes" to force his opponents agility down to the minimum of 8. It is difficult to make an effective ropist with 70 aps but a bantam ropist might look like:
Bantam Ropist status-0
str-10
spd-13
chn-8
bld-Hvy
kp-0
agl-20
con-14
hgt-4
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.
Bantam Ropist status-10
str-13
spd-16
chn-9
bld-Hvy
kp-0
agl-25
con-15
hgt-4
Development stays along the lines of str=spd+3=agl+10-12. By this point chances are you have met a KP Dancer or flasher and felt the need to increase chin by 1 point. Again your high agility helps your stun ration allowing you to get away with a much lower than usual chin vs kp fighters.
Bantam Ropist status-18
str-16
spd-19
chn-9
bld-Hvy
kp-0
agl-30
con-16
hgt-4
At status 18 you can see how a well made ropist can be a very effecient fighter. The inordinately high agility lowers ips taken and when he is perfectly effecient there are few fighter classes or managers that can win the endurance war vs them. With the right matchup you can often win the endurance war and score rounds at the same time. Its getting them to this level that is the challenge.
Against:
-Flashers -Use balanced tactics vs flashers
-Sissys -Effeciency would say to use 3B/8/9 (inside) to wear the body and 8/5/7 (inside) to win rounds. Chances are these lines will not do enough damage and you do not have your greatest asset (an agility advantage) to fall back on. Chances are you will need to use huge body lines inside mixed with huge opportunistic inside scoring lines and the occassional allout lines to wear the sissy down
-KP Dancer -4B/7/9 (ropes) to body, 7/4/9 (ropes) to win rounds, chances are you will have to pick a few rounds to get more aggressive and hope he isnt countering in those rounds to get him in a position to win on points.
-Slugger -Mix 4B/8/8 (ropes) with 5/5/10 (ropes) for endurance and score to start effeciently
-Balanced -4B/8/8 (ropes) and 7/5/8 (ropes) for body and scoring lines depending upon your opps strength.
-Clincher -Ropes is usually useless in this case unless you are at a high enough status where the clincher had had to spend aps on agility to stay in his weight division. If you are at 0 status use 3B/7/10 (counter) to wear the body and 5B/8/7 (counter) to win rounds. Later in his career vs certain clinchers 4B/7/9 (ropes) for the body and 5/5/10 (ropes) to win rounds vs a slugging clincher.
ROPIST VS SLUGGER/AGILE CLINCHER (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 7/5/8 (ropes)
1) if round -7> score and opp =1 and endurance_percent > 80 then 7B/8/5 (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 -9> score and opp =1 and endurance_percent >80 then 9/6/5 (ropes)
1) if round -11> score then 11/1/8 (ring)
1) if round -9> score and opp =1 and endurance_percent <70 then 8/1/11 (ring)
1) if round -9> score and opp =1 and endurance_percent >80 then 10/3/7 (ropes)
#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.
Vs some managers this plan will not even progress beyond the first few lines as ropists have no trouble scoring while using body lines vs strong sluggers or agile clinchers. even when they go opportunistic with classic 6/7/7 clinch lines 5B/7/8 (ropes) will sometimes still outscore them depending on build. Vs body dedicated managers I would remove the rest lines as sometime it you will gain nothing from a rest if you are being pounded on with body lines. it would be better to continue dealing damage to the aggressor so he is less fresh to bash you when your run lines kick in. I added soem endurance comparison conditionals so that if i am way up in endurance or way down i change my tactics at the end of the fight.
written by: Unforgiven
A ropist by definition is a fighter with a disproportionately high agility that he uses to his advantage by using the style "ropes" to force his opponents agility down to the minimum of 8. It is difficult to make an effective ropist with 70 aps but a bantam ropist might look like:
Bantam Ropist status-0
str-10
spd-13
chn-8
bld-Hvy
kp-0
agl-20
con-14
hgt-4
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.
Bantam Ropist status-10
str-13
spd-16
chn-9
bld-Hvy
kp-0
agl-25
con-15
hgt-4
Development stays along the lines of str=spd+3=agl+10-12. By this point chances are you have met a KP Dancer or flasher and felt the need to increase chin by 1 point. Again your high agility helps your stun ration allowing you to get away with a much lower than usual chin vs kp fighters.
Bantam Ropist status-18
str-16
spd-19
chn-9
bld-Hvy
kp-0
agl-30
con-16
hgt-4
At status 18 you can see how a well made ropist can be a very effecient fighter. The inordinately high agility lowers ips taken and when he is perfectly effecient there are few fighter classes or managers that can win the endurance war vs them. With the right matchup you can often win the endurance war and score rounds at the same time. Its getting them to this level that is the challenge.
Against:
-Flashers -Use balanced tactics vs flashers
-Sissys -Effeciency would say to use 3B/8/9 (inside) to wear the body and 8/5/7 (inside) to win rounds. Chances are these lines will not do enough damage and you do not have your greatest asset (an agility advantage) to fall back on. Chances are you will need to use huge body lines inside mixed with huge opportunistic inside scoring lines and the occassional allout lines to wear the sissy down
-KP Dancer -4B/7/9 (ropes) to body, 7/4/9 (ropes) to win rounds, chances are you will have to pick a few rounds to get more aggressive and hope he isnt countering in those rounds to get him in a position to win on points.
-Slugger -Mix 4B/8/8 (ropes) with 5/5/10 (ropes) for endurance and score to start effeciently
-Balanced -4B/8/8 (ropes) and 7/5/8 (ropes) for body and scoring lines depending upon your opps strength.
-Clincher -Ropes is usually useless in this case unless you are at a high enough status where the clincher had had to spend aps on agility to stay in his weight division. If you are at 0 status use 3B/7/10 (counter) to wear the body and 5B/8/7 (counter) to win rounds. Later in his career vs certain clinchers 4B/7/9 (ropes) for the body and 5/5/10 (ropes) to win rounds vs a slugging clincher.
ROPIST VS SLUGGER/AGILE CLINCHER (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 7/5/8 (ropes)
1) if round -7> score and opp =1 and endurance_percent > 80 then 7B/8/5 (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 -9> score and opp =1 and endurance_percent >80 then 9/6/5 (ropes)
1) if round -11> score then 11/1/8 (ring)
1) if round -9> score and opp =1 and endurance_percent <70 then 8/1/11 (ring)
1) if round -9> score and opp =1 and endurance_percent >80 then 10/3/7 (ropes)
#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.
Vs some managers this plan will not even progress beyond the first few lines as ropists have no trouble scoring while using body lines vs strong sluggers or agile clinchers. even when they go opportunistic with classic 6/7/7 clinch lines 5B/7/8 (ropes) will sometimes still outscore them depending on build. Vs body dedicated managers I would remove the rest lines as sometime it you will gain nothing from a rest if you are being pounded on with body lines. it would be better to continue dealing damage to the aggressor so he is less fresh to bash you when your run lines kick in. I added soem endurance comparison conditionals so that if i am way up in endurance or way down i change my tactics at the end of the fight.