Post by llecha on Mar 1, 2014 19:53:13 GMT -5
Contributed by Pll
written by: Unforgiven
SLUGGER VS FLASHER
Probable attribute advantage:
Why the basic plan could lose this matchup: While you would punish a flasher who would be dumb enough to allout you, you would still get knocked out, plus an 8 defense is not enough to save you from a hard feint round to the head.
Slugger vs Flasher Adjustments: Defense is raised to highest level to stave off allout attempts. We work the body slowly increasing aggression to the point where the flashers low conditioning is wore out and he is ripe for a k.o.
Probable attribute disadvantage: KP, Speed
How he will try to beat you: Either he will allout you to the head for the early k.o. or feint for the k.o. if he feels you are going to the body and he is concerned about ips. Either way he will be trying to take advantage of the fact a good slugger would much rather place ap points in other areas as opposed to train his chin
How you will beat him: Train chin and use high defense to survive allout attempts. As fight progresses we will slowly lower defense and raise body aggression to take out what little conditioning the flasher has.
Slugger Level 1 Basic Plan
Why the basic plan could lose this matchup: While you would punish a flasher who would be dumb enough to allout you, you would still get knocked out, plus an 8 defense is not enough to save you from a hard feint round to the head.
Slugger vs Flasher
1) 1B/1/18 (ring);
2) 1B/2/17 (ring);
3) 1B/3/16 (ring);
if mystuns > 0 then 1B/2/17 (ring);
4) 1B/4/15 (ring);
if mystuns > 0 then 1B/3/16 (ring);
5) 2B/4/14 (ring);
if mystuns > 0 then 1B/4/15 (ring);
if mystuns > 1 then 1B/3/16 (ring);
if score < 0 then 8/1/11 (ring)
6) 3B/4/13 (ring);
if mystuns > 0 then 2B/4/14 (ring);
if mystuns > 1 then 2B/3/15 (ring);
if mystuns > 2 then 1B/3/16 (ring);
7) 4B/4/12 (ring);
if mystuns > 0 then 3B/4/13 (ring);
if mystuns > 1 then 2B/4/14 (ring);
if mystuns > 2 then 2B/3/15 (ring);
if mystuns > 3 then 2B/2/16 (ring);
8) 4B/5/11 (ring);
if mystuns > 0 then 3B/5/12 (ring);
if mystuns > 1 then 2B/5/13 (ring);
if mystuns > 2 then 2B/4/14 (ring);
if mystuns > 3 then 2B/3/15 (ring);
if mystuns > 4 then 1B/3/16 (ring);
9) 4B/6/10 (ring);
if mystuns > 0 then 3B/6/11 (ring);
if mystuns > 1 then 3B/5/12 (ring);
if mystuns > 2 then 2B/5/13 (ring);
if mystuns > 3 then 2B/4/14 (ring);
if mystuns > 4 then 2B/3/15 (ring);
if mystuns > 5 then 1B/2/17 (ring);
if mystuns > 6 then 1B/1/18 (ring);
2) if opp = weak then 4B/6/10 (ring);
if opp = weak and mystuns > 0 then 4B/5/11 (ring);
Slugger vs Flasher Adjustments: Defense is raised to highest level to stave off allout attempts. We work the body slowly increasing aggression to the point where the flashers low conditioning is wore out and he is ripe for a k.o.
*** *** ***
SLUGGER VS SISSY
Probable attribute advantage: S
Probable attribute disadvantage: Height, agility
How he will try to beat you: He will stay outside, use a high defense, and (he hopes) just enough aggression to win rounds. He will try to win 7 rounds and run away as soon as possible to save himself the inevitable damage.
How you will beat him: Do not allow him to use a low aggression and high defense to beat us. we will mix highpower scoring lines (to make him lower defense) and high power body lines to punish him for the eventual k.o. or win on points after he is too exhuasted to keep up.
Slugger Level 1 Basic Plan
Why the basic plan could lose this matchup: Given the sissy's high agility and height advantage this plan will not hurt him enough or aggressive enough to win the fight.
Slugger vs Sissy
1) 7/7/6 (inside)
2) 5B/11/4 (inside)
4) 4B/12/4 (inside)
9) 5H/11/4 (inside)
9) if score > 0 then 5B/12/3 (inside)
4) if score < 0 then 8/8/4 (inside)
9) if score < 0 then 9/9/2 (inside)
10) 9/9/2 (inside)
10) if score > 0 then 5B/12/3 (inside)
10) if score < 0 then 5B/12/3 (inside)
11) 9/9/2 (inside)
11) if score > 0 then 5B/12/3 (inside)
11) if score < 0 then 5B/12/3 (inside)
11) if score > 0 and opp = exhausted then 5H/11/4 (inside)
11) if score < 0 and opp = exhausted then 5H/12/3 (inside)
12) 9/8/3 (inside)
12) if score > 1 then 5H/12/3 (inside)
12) if score < 0 then 5H/12!/3 (inside)
Slugger vs Sissy Adjustments: Make sure your opponent is a true sissy before using this plan or you may find yourself k.o.ed by a small amount of kp. This plan forcing the sissy to open up or lose the fight on points. When he opens up he is met with strong body lines. This style of plan can be used vs weak fighters with small kp (<=2) if all defenses are raised. Sim what number defense you can survive a 5H/10/5 (counter) and use that for the first 4 rounds, after that his ability to stun you will be hampered by his level of exhaustion at which point you can slowly begin lowering defense to finish him. As with all plans sim it before putting it into action.
Feel free to throw a couple of all ins to the body if you are sure he has no kp, however make sure and sim the results as in some cases a slugger will do more damage to a sissy using all in than allout (due to fact all out may double your damage however you do not get the monstrous strength bonus you would using inside.)
*** *** ***
SLUGGER VS KP DANCER
Probable attribute advantage: S
Probable attribute disadvantage: Kp, spd, agil, hgt
How he will try to beat you: Most likely he will start out with a high defense and high enough aggression to win rounds if you start slugging the body. He will wait for you to get too aggressive hitting the body or too aggressive scoring points then he will counter to stun or knock you out.
How you will beat him: Train chin. As a slugger you must respect his ability to knock you out at anytime you get too aggressive. As with a sissy we will mix power socring lines with power body lines while maintaining an adequate defense to avoid getting k.o.ed. we will accept one or 2 stuns as they occur as this may give them a round but also cause them an inordinant amount of damage.
Slugger Level 1 Basic Plan
Why the basic plan could lose this matchup: Against low strength dancers the plan is not aggressive enough to win on points or body k.o. vs dancers with higher k.p. the 8 defense and aggressive inside style may be susceptible to a flash k.o.
Slugger vs KP Dancer
#Slugger vs Dancer
1) 5B/9/6 (clinch);
if mystuns > 0 then 5B/8/7 (clinch);
4) 5B/10/5 (clinch);
if score < 0 then 9/5/6 (clinch)
if score < -1 then 10/4/6 (clinch)
9) 5B/8/7 (inside)
if score < round - 9 then 8/6/6 (ring)
if score < round - 10 then 10/1/9 (feint)
if score < round - 11 then 13/1/6 (feint)
if score < round - 12 then 5B/11/4 (inside)
12) 12/1/7 (feint)
if score > 1 then 6H/7/7 (inside)
if score = 1 then 9/4/7 (feint)
if score = -1 then 13/1/6 (feint)
if score < -1 then 5H/11!/4 (inside)
if score < -2 then 5H/12!/3 (inside)
1) if score > 15 - round then 5H/7/8 (clinch)
1) if endurance_percent < 45 and opp > 0 then towel
2) if 2 * (mystuns - hisstuns) > round and round > 5 then 5H/8/7 (clinch);
1) if opp = 0 and round < 12 then 5B/9/6 (inside)
Slugger vs Kp Dancer Adjustments: exchange the dangerous inside style for clinch so we can use a lower defense. Goal is the sam as most slugger plans; 1. tire him out with body lines, 2. use high power scoring lines to keep the fight close, 3. finish an exhuasted fighter or out point a tired fighter. I have never used this plan so Sim it and make the needed adjustments.
*** *** ***
SLUGGER VS SLUGGER
Probable attribute adv None
Probable attribute disadvantage: None
How he will try to beat you: he will use typical slugger tactics of body lines mixed with power scoing lines. He will hope you get sloppy and he will be more effecient so he can take the endurance advantage and out point you at the end of the fight.
How you will beat him: Be effecient, make him make the first mistake and lose the endurance advantage and outpoint him at the end of the fight
Slugger Level 1 Basic Plan
Why the basic plan could lose this matchup: Actually this plan is not too bad for this matchup but the 6 defense on some of the scoring lines may be a bit too low.
Slugger vs Slugger
1) 4B/8/8
2) 4B/8/8
if score < 0 then 4B/8/8
3) 4B/8/8
if score < 1 then 4B/8/8
if score < 0 then 5/7/8
4) 4B/8/8
if score < 2 then 4B/8/8
if score < 1 then 5B/7/8
if score < 0 then 5/8/7
5) 4B/8/8
if score < 2 then 4B/8/8
if score < 1 then 5B/7/8
if score < 0 then 5/8/7
6) 4B/8/8
if score < 2 then 5B/7/8
if score < 1 then 5B/7/8
if score < 0 then 5/8/7
7) 4B/8/8
if score < 2 then 4B/8/8
if score < 1 then 5B/7/8
if score < 0 then 7/6/7
8) 4B/8/8
if score < 2 then 5B/7/8
if score < 1 then 7/6/7
if opp <= 1 and score > 0 then 5B/9/6
9) 4B/8/8
if score < 2 then 5B/9/6
if score < 1 then 7/6/7
if opp <= 1 and score > 0 then 5B/9/6
10) 7/6/7
if opp <= 1 and endurance_percent >67 then 7/7/6 (feint)
if opp <= 1 and endurance_percent >67 then score > 0 then 5B/9/6 (inside)
12) 7/8/5
if opp = 1 and endurance_percent >67 then 8/7/5 (feint)
if opp = 0 and endurance_percent >67 then 5H/11/4 (inside)
1) if endurance_percent < 80 and score > 0 and round > 5 and round < 10 then 3/1/8 (clinch)
1) if score > 14 - round then 5H/7/8 (clinch)
if endurance_percent < 45 and score < 0 and opp >= 1 then towel
Slugger vs Slugger Adjustments: Fight lines are tightened up to lower fatigue and damage received. If your opponent gets too loose he will hurt himself alot. As with all opponents scout his late round tendencies and see what round he loosens up and starts to try and win rounds and what kind of lines does he use? are they power lines or are they dancer or sissy lines. If he shows a strong tendency vs your fighter type make the appropriate adjustments whether that be danceing faster or allouting his sissy lines.
*** *** ***
SLUGGER VS BALANCED
Probable attribute advantage: S
Probable attribute disadvantage: Height, speed , agility
How he will try to beat you: Use opportunistic medium scoring lines to inable him to win rounds while keeping his defense high enough to avoid signifigant damage.
How you will beat him: As slugger vs all fighter types you will wear him out with body attacks then out point him with power scoring lines.
Slugger Level 1 Basic Plan
Why the basic plan could lose this matchup: Again vs other endurance fighters this plan is not too bad as is. However, you may want to raise aggression late to overcome his agility and speed advantages
Slugger vs Balanced
1) 4B/8/8 (clinch)
if score < 0 then 6B/7/7 (clinch)
5) 4B/8/8 (inside)
if opp <=1 and endurance_percent >80 then 5B/10/5 (inside)
if opp <=1 and endurance_percent >70 then 4B/10/6 (inside)
if score < 0 then 6B/7/7 (clinch)
if score < -1 then 7/4/9 (clinch)
if round = 8 and endurance_percent < 70 then 1/1/8 (clinch)
9) 6B/7/7 (clinch)
if opp <=1 and endurance_percent > 80 then 5B/10/5 (inside)
if opp <=1 and endurance_percent > 70 then 4B/10/6 (inside)
if opp <=0 and endurance_percent > 60 then 5B/12/3 (inside)
if score < 0 then 8/4/8 (clinch)
if score < -1 then 12/1/7 (feint)
11) if opp <=1 and endurance_percent > 80 then 5B/10/5 (inside)
if opp <=1 and endurance_percent > 70 then 4B/10/6 (inside)
if opp <=0 and endurance_percent > 60 then 5B/12/3 (inside)
if score < 1 then 8/4/8 (clinch)
if score < 0 then 12/1/7 (feint)
12) if score = 1 then 9/4/7
if score =0 then 13/1/6 (feint)
if score = -1 then 5H/12/3 (inside)
if score < -1 then 5H/12!/3 (inside)
if score < -1 and opp = 0 and endurance_percent >75 then 5H/10/5 (allout)
1) if endurance_percent < 50 and opp > 0 and score < 0 then towel;
1) if score > 14 - round then 5H/7/8 (clinch);
Slugger vs Balanced Adjustments: Make full use of our strength advantage by using the inside and clinch styles. Pound the body until we are forced to open up enough to keep the fight close. If we ever get an overwhelming advantage we really force the body. Since damage is our forte' we make good use of conditionals to check how tired we are compared to our opponent this allows us to open up as much as possible on him wihtout hurting ourselves too much. If we need to at the very end of the plan we try to win on rounds as our opponent should be sufficiently tired at this point.
*** *** ***
SLUGGER VS CLINCHER
Probable attribute advantage: Agility,
Probable attribute disadvantage: Strength
How he will try to beat you: Use his strength advantage to wear you down physically to prep you for a k.o..
How you will beat him: Use your agility and height advantages to wear him down physically and win by k.o. or points. This will not be a fancy fight just 2 fighters trying to beat the hell out of the other one to get the all important endurance advantage. you really have the advantage in this matchup.
Slugger Level 1 Basic Plan
Why the basic plan could lose this matchup: As you do not have a strength advantage the inside style is a poor and most likely painful style choice.
Slugger vs Clincher
1) 4B/9/7 (ring)
if score < 0 then 4B/10/6 (ring)
if score < -1 then 5B/10/5 (ring)
if mystuns > 0 then 4B/8/8 (ring)
5) 4B/9/7 (ring)
if opp >=1 and endurance_percent >75 then 5B/11/4 (ring)
if opp >=0 and endurance_percent >65 then 5B/12/3 (ring)
if opp >=0 and endurance_percent >50 then 5B/10/5 (ring)
2) if endurance_percent < 45 and score < 0 and opp >0 then towel
if score >14-round then 4B/7/9 (ring)
Slugger vs Clincher Adjustments:Inside style is replaced by ring. Almost all of this fight is beating the clincher senseless. The clincher is in a very poor position as he will not gain much from his strength advantage and as soon as he deviates from attacking the sluggers body he will be horribly beaten. In fact if he remains efficient to the body he will lose every round and be beaten physically. Against very wiley clincher managers you may want to add a ninth round block of conditionals to win on score if he somehow stays with you through the fight.
written by: Unforgiven
SLUGGER VS FLASHER
Probable attribute advantage:
Why the basic plan could lose this matchup: While you would punish a flasher who would be dumb enough to allout you, you would still get knocked out, plus an 8 defense is not enough to save you from a hard feint round to the head.
Slugger vs Flasher Adjustments: Defense is raised to highest level to stave off allout attempts. We work the body slowly increasing aggression to the point where the flashers low conditioning is wore out and he is ripe for a k.o.
Probable attribute disadvantage: KP, Speed
How he will try to beat you: Either he will allout you to the head for the early k.o. or feint for the k.o. if he feels you are going to the body and he is concerned about ips. Either way he will be trying to take advantage of the fact a good slugger would much rather place ap points in other areas as opposed to train his chin
How you will beat him: Train chin and use high defense to survive allout attempts. As fight progresses we will slowly lower defense and raise body aggression to take out what little conditioning the flasher has.
Slugger Level 1 Basic Plan
Why the basic plan could lose this matchup: While you would punish a flasher who would be dumb enough to allout you, you would still get knocked out, plus an 8 defense is not enough to save you from a hard feint round to the head.
Slugger vs Flasher
1) 1B/1/18 (ring);
2) 1B/2/17 (ring);
3) 1B/3/16 (ring);
if mystuns > 0 then 1B/2/17 (ring);
4) 1B/4/15 (ring);
if mystuns > 0 then 1B/3/16 (ring);
5) 2B/4/14 (ring);
if mystuns > 0 then 1B/4/15 (ring);
if mystuns > 1 then 1B/3/16 (ring);
if score < 0 then 8/1/11 (ring)
6) 3B/4/13 (ring);
if mystuns > 0 then 2B/4/14 (ring);
if mystuns > 1 then 2B/3/15 (ring);
if mystuns > 2 then 1B/3/16 (ring);
7) 4B/4/12 (ring);
if mystuns > 0 then 3B/4/13 (ring);
if mystuns > 1 then 2B/4/14 (ring);
if mystuns > 2 then 2B/3/15 (ring);
if mystuns > 3 then 2B/2/16 (ring);
8) 4B/5/11 (ring);
if mystuns > 0 then 3B/5/12 (ring);
if mystuns > 1 then 2B/5/13 (ring);
if mystuns > 2 then 2B/4/14 (ring);
if mystuns > 3 then 2B/3/15 (ring);
if mystuns > 4 then 1B/3/16 (ring);
9) 4B/6/10 (ring);
if mystuns > 0 then 3B/6/11 (ring);
if mystuns > 1 then 3B/5/12 (ring);
if mystuns > 2 then 2B/5/13 (ring);
if mystuns > 3 then 2B/4/14 (ring);
if mystuns > 4 then 2B/3/15 (ring);
if mystuns > 5 then 1B/2/17 (ring);
if mystuns > 6 then 1B/1/18 (ring);
2) if opp = weak then 4B/6/10 (ring);
if opp = weak and mystuns > 0 then 4B/5/11 (ring);
Slugger vs Flasher Adjustments: Defense is raised to highest level to stave off allout attempts. We work the body slowly increasing aggression to the point where the flashers low conditioning is wore out and he is ripe for a k.o.
*** *** ***
SLUGGER VS SISSY
Probable attribute advantage: S
Probable attribute disadvantage: Height, agility
How he will try to beat you: He will stay outside, use a high defense, and (he hopes) just enough aggression to win rounds. He will try to win 7 rounds and run away as soon as possible to save himself the inevitable damage.
How you will beat him: Do not allow him to use a low aggression and high defense to beat us. we will mix highpower scoring lines (to make him lower defense) and high power body lines to punish him for the eventual k.o. or win on points after he is too exhuasted to keep up.
Slugger Level 1 Basic Plan
Why the basic plan could lose this matchup: Given the sissy's high agility and height advantage this plan will not hurt him enough or aggressive enough to win the fight.
Slugger vs Sissy
1) 7/7/6 (inside)
2) 5B/11/4 (inside)
4) 4B/12/4 (inside)
9) 5H/11/4 (inside)
9) if score > 0 then 5B/12/3 (inside)
4) if score < 0 then 8/8/4 (inside)
9) if score < 0 then 9/9/2 (inside)
10) 9/9/2 (inside)
10) if score > 0 then 5B/12/3 (inside)
10) if score < 0 then 5B/12/3 (inside)
11) 9/9/2 (inside)
11) if score > 0 then 5B/12/3 (inside)
11) if score < 0 then 5B/12/3 (inside)
11) if score > 0 and opp = exhausted then 5H/11/4 (inside)
11) if score < 0 and opp = exhausted then 5H/12/3 (inside)
12) 9/8/3 (inside)
12) if score > 1 then 5H/12/3 (inside)
12) if score < 0 then 5H/12!/3 (inside)
Slugger vs Sissy Adjustments: Make sure your opponent is a true sissy before using this plan or you may find yourself k.o.ed by a small amount of kp. This plan forcing the sissy to open up or lose the fight on points. When he opens up he is met with strong body lines. This style of plan can be used vs weak fighters with small kp (<=2) if all defenses are raised. Sim what number defense you can survive a 5H/10/5 (counter) and use that for the first 4 rounds, after that his ability to stun you will be hampered by his level of exhaustion at which point you can slowly begin lowering defense to finish him. As with all plans sim it before putting it into action.
Feel free to throw a couple of all ins to the body if you are sure he has no kp, however make sure and sim the results as in some cases a slugger will do more damage to a sissy using all in than allout (due to fact all out may double your damage however you do not get the monstrous strength bonus you would using inside.)
*** *** ***
SLUGGER VS KP DANCER
Probable attribute advantage: S
Probable attribute disadvantage: Kp, spd, agil, hgt
How he will try to beat you: Most likely he will start out with a high defense and high enough aggression to win rounds if you start slugging the body. He will wait for you to get too aggressive hitting the body or too aggressive scoring points then he will counter to stun or knock you out.
How you will beat him: Train chin. As a slugger you must respect his ability to knock you out at anytime you get too aggressive. As with a sissy we will mix power socring lines with power body lines while maintaining an adequate defense to avoid getting k.o.ed. we will accept one or 2 stuns as they occur as this may give them a round but also cause them an inordinant amount of damage.
Slugger Level 1 Basic Plan
Why the basic plan could lose this matchup: Against low strength dancers the plan is not aggressive enough to win on points or body k.o. vs dancers with higher k.p. the 8 defense and aggressive inside style may be susceptible to a flash k.o.
Slugger vs KP Dancer
#Slugger vs Dancer
1) 5B/9/6 (clinch);
if mystuns > 0 then 5B/8/7 (clinch);
4) 5B/10/5 (clinch);
if score < 0 then 9/5/6 (clinch)
if score < -1 then 10/4/6 (clinch)
9) 5B/8/7 (inside)
if score < round - 9 then 8/6/6 (ring)
if score < round - 10 then 10/1/9 (feint)
if score < round - 11 then 13/1/6 (feint)
if score < round - 12 then 5B/11/4 (inside)
12) 12/1/7 (feint)
if score > 1 then 6H/7/7 (inside)
if score = 1 then 9/4/7 (feint)
if score = -1 then 13/1/6 (feint)
if score < -1 then 5H/11!/4 (inside)
if score < -2 then 5H/12!/3 (inside)
1) if score > 15 - round then 5H/7/8 (clinch)
1) if endurance_percent < 45 and opp > 0 then towel
2) if 2 * (mystuns - hisstuns) > round and round > 5 then 5H/8/7 (clinch);
1) if opp = 0 and round < 12 then 5B/9/6 (inside)
Slugger vs Kp Dancer Adjustments: exchange the dangerous inside style for clinch so we can use a lower defense. Goal is the sam as most slugger plans; 1. tire him out with body lines, 2. use high power scoring lines to keep the fight close, 3. finish an exhuasted fighter or out point a tired fighter. I have never used this plan so Sim it and make the needed adjustments.
*** *** ***
SLUGGER VS SLUGGER
Probable attribute adv None
Probable attribute disadvantage: None
How he will try to beat you: he will use typical slugger tactics of body lines mixed with power scoing lines. He will hope you get sloppy and he will be more effecient so he can take the endurance advantage and out point you at the end of the fight.
How you will beat him: Be effecient, make him make the first mistake and lose the endurance advantage and outpoint him at the end of the fight
Slugger Level 1 Basic Plan
Why the basic plan could lose this matchup: Actually this plan is not too bad for this matchup but the 6 defense on some of the scoring lines may be a bit too low.
Slugger vs Slugger
1) 4B/8/8
2) 4B/8/8
if score < 0 then 4B/8/8
3) 4B/8/8
if score < 1 then 4B/8/8
if score < 0 then 5/7/8
4) 4B/8/8
if score < 2 then 4B/8/8
if score < 1 then 5B/7/8
if score < 0 then 5/8/7
5) 4B/8/8
if score < 2 then 4B/8/8
if score < 1 then 5B/7/8
if score < 0 then 5/8/7
6) 4B/8/8
if score < 2 then 5B/7/8
if score < 1 then 5B/7/8
if score < 0 then 5/8/7
7) 4B/8/8
if score < 2 then 4B/8/8
if score < 1 then 5B/7/8
if score < 0 then 7/6/7
8) 4B/8/8
if score < 2 then 5B/7/8
if score < 1 then 7/6/7
if opp <= 1 and score > 0 then 5B/9/6
9) 4B/8/8
if score < 2 then 5B/9/6
if score < 1 then 7/6/7
if opp <= 1 and score > 0 then 5B/9/6
10) 7/6/7
if opp <= 1 and endurance_percent >67 then 7/7/6 (feint)
if opp <= 1 and endurance_percent >67 then score > 0 then 5B/9/6 (inside)
12) 7/8/5
if opp = 1 and endurance_percent >67 then 8/7/5 (feint)
if opp = 0 and endurance_percent >67 then 5H/11/4 (inside)
1) if endurance_percent < 80 and score > 0 and round > 5 and round < 10 then 3/1/8 (clinch)
1) if score > 14 - round then 5H/7/8 (clinch)
if endurance_percent < 45 and score < 0 and opp >= 1 then towel
Slugger vs Slugger Adjustments: Fight lines are tightened up to lower fatigue and damage received. If your opponent gets too loose he will hurt himself alot. As with all opponents scout his late round tendencies and see what round he loosens up and starts to try and win rounds and what kind of lines does he use? are they power lines or are they dancer or sissy lines. If he shows a strong tendency vs your fighter type make the appropriate adjustments whether that be danceing faster or allouting his sissy lines.
*** *** ***
SLUGGER VS BALANCED
Probable attribute advantage: S
Probable attribute disadvantage: Height, speed , agility
How he will try to beat you: Use opportunistic medium scoring lines to inable him to win rounds while keeping his defense high enough to avoid signifigant damage.
How you will beat him: As slugger vs all fighter types you will wear him out with body attacks then out point him with power scoring lines.
Slugger Level 1 Basic Plan
Why the basic plan could lose this matchup: Again vs other endurance fighters this plan is not too bad as is. However, you may want to raise aggression late to overcome his agility and speed advantages
Slugger vs Balanced
1) 4B/8/8 (clinch)
if score < 0 then 6B/7/7 (clinch)
5) 4B/8/8 (inside)
if opp <=1 and endurance_percent >80 then 5B/10/5 (inside)
if opp <=1 and endurance_percent >70 then 4B/10/6 (inside)
if score < 0 then 6B/7/7 (clinch)
if score < -1 then 7/4/9 (clinch)
if round = 8 and endurance_percent < 70 then 1/1/8 (clinch)
9) 6B/7/7 (clinch)
if opp <=1 and endurance_percent > 80 then 5B/10/5 (inside)
if opp <=1 and endurance_percent > 70 then 4B/10/6 (inside)
if opp <=0 and endurance_percent > 60 then 5B/12/3 (inside)
if score < 0 then 8/4/8 (clinch)
if score < -1 then 12/1/7 (feint)
11) if opp <=1 and endurance_percent > 80 then 5B/10/5 (inside)
if opp <=1 and endurance_percent > 70 then 4B/10/6 (inside)
if opp <=0 and endurance_percent > 60 then 5B/12/3 (inside)
if score < 1 then 8/4/8 (clinch)
if score < 0 then 12/1/7 (feint)
12) if score = 1 then 9/4/7
if score =0 then 13/1/6 (feint)
if score = -1 then 5H/12/3 (inside)
if score < -1 then 5H/12!/3 (inside)
if score < -1 and opp = 0 and endurance_percent >75 then 5H/10/5 (allout)
1) if endurance_percent < 50 and opp > 0 and score < 0 then towel;
1) if score > 14 - round then 5H/7/8 (clinch);
Slugger vs Balanced Adjustments: Make full use of our strength advantage by using the inside and clinch styles. Pound the body until we are forced to open up enough to keep the fight close. If we ever get an overwhelming advantage we really force the body. Since damage is our forte' we make good use of conditionals to check how tired we are compared to our opponent this allows us to open up as much as possible on him wihtout hurting ourselves too much. If we need to at the very end of the plan we try to win on rounds as our opponent should be sufficiently tired at this point.
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SLUGGER VS CLINCHER
Probable attribute advantage: Agility,
Probable attribute disadvantage: Strength
How he will try to beat you: Use his strength advantage to wear you down physically to prep you for a k.o..
How you will beat him: Use your agility and height advantages to wear him down physically and win by k.o. or points. This will not be a fancy fight just 2 fighters trying to beat the hell out of the other one to get the all important endurance advantage. you really have the advantage in this matchup.
Slugger Level 1 Basic Plan
Why the basic plan could lose this matchup: As you do not have a strength advantage the inside style is a poor and most likely painful style choice.
Slugger vs Clincher
1) 4B/9/7 (ring)
if score < 0 then 4B/10/6 (ring)
if score < -1 then 5B/10/5 (ring)
if mystuns > 0 then 4B/8/8 (ring)
5) 4B/9/7 (ring)
if opp >=1 and endurance_percent >75 then 5B/11/4 (ring)
if opp >=0 and endurance_percent >65 then 5B/12/3 (ring)
if opp >=0 and endurance_percent >50 then 5B/10/5 (ring)
2) if endurance_percent < 45 and score < 0 and opp >0 then towel
if score >14-round then 4B/7/9 (ring)
Slugger vs Clincher Adjustments:Inside style is replaced by ring. Almost all of this fight is beating the clincher senseless. The clincher is in a very poor position as he will not gain much from his strength advantage and as soon as he deviates from attacking the sluggers body he will be horribly beaten. In fact if he remains efficient to the body he will lose every round and be beaten physically. Against very wiley clincher managers you may want to add a ninth round block of conditionals to win on score if he somehow stays with you through the fight.