Post by llecha on Mar 2, 2014 19:23:56 GMT -5
Contributed by Pll
written by: Peekaboo
OK I feel some pain...here is some stuff I've written in the past
Peekaboo's outline to creating a competitive fighter (excluding KP fighters):
Step One: Set conditioning at 14 to 16. Set chin at 9 to 11. Set cut resistance to average. Set KP to 0.
Step 2 Use the ability points left over to set height, agility, strength and speed. These stats will determine what type of fighter you have.
Play around with build and height to get a desired weight, if you have one.
Step 3 Use the bonus ability points you receive after fights to train mostly strength, agility and speed. Chin and conditioning won't need much improvement over a career. Never train your chin higher than 12, or your conditioning higher than 19, or KP higher than 0.
*****************************
There's not much you can do with slugger really. Stats
strength 20 speed 10 agility 12 con 14 chin 9 KP 0 height whatever, build very heavy, cuts low
That is the basic design. Keep chin below 10, and con 14 or 15. Keep speed half of strength. For the whoel career.
Plan vs most guys:
1) 4b/8/8 (clinch)
3) 5b/8/7 (clinch)
10) 5h/8/7 (clinch)
6) if opp < strong and endurance_percent > 70 then 5h/10/5 (inside)
6) if opp < strong and endurance_percent > 80 then 5h/11/4 (inside)
10) if score < -1 then 5h/10/5 (inside)
10) if opp < -1 and endurance_percent > 76 then 5h/11/4 (inside)
11) if score < 0 then 5h/10/5 (inside)
11) if opp < 0 and endurance_percent > 76 then 5h/11/4 (inside)
12) if score < 1 then 5h/10/5 (inside)
12) if opp < 1 and endurance_percent > 76 then 5h/11/4 (inside)
Plan vs KP guys
3b/4/13 (clinch)
5) 4h/8/8 (clinch)
7) if opp < strong and score < 0 then 5h/9/6 (clinch)
That's about it. Wear most guys down then stun/KO them. Against KP guys watch out as you can get flash KOed.
*****************************
One really good tip is create good conditioning. Minimum of 14 to start. I suggest 15 or 16. This makes a huge difference. After that it depends what type of fighter you like. A good type to start, at least until the speed rules are changed in a few weeks (when things may be a bit different).
Strength 11 Speed 11 Agility 15 Cndn 15 ko 0 cuts normal 5 foot 6 very heavy
then use 6/7/7 (ring) as you main strategy and adjust your aggression based on teh score based
5b/7/8 (ring)
if mystuns > 1 then 5/5/10 (ring)
3) if score < 3 then 6/7/7 (ring)
5) if score < 1 then 8/6/6 (ring) 9)
if score < 2 then 8/6/6 (ring)
SOmethign like that--there are many options.
This is a good very basic plan for a dancer.
5/5/10 (ring)
2) if score < 1 then 6/4/10 (ring)
3) if score < 0 then 9/4/7 (ring)
5) 5/5/10 (ring)
5) if score < 3 then 6/4/10 (ring)
5) if score < 1 then 9/4/7 (ring)
8) 5/5/10 (ring)
8) if score < 4 then 6/4/10 (ring)
8) if score < 2 then 9/4/7 (ring)
11) if score < 0 and endurance_percent > 75 then 11/3/6 (ring)
11) 5h/5/10 (ring)
11) if score < 5 then 6/4/10 (ring)
11) if score < 3 then 9/4/7 (ring)
11) if score < 2 and endurance_percent > 75 then 11/3/6 (ring)
2) if decision_won = true then 3H/4/13 (ring) 2) if decision_lost = true and endurance_percent > 80 then 5h/11/4 (allout)
*****************************
To win a few, create a guy like this: height and build whatever you like:
str 8 agl 16 speed 16 con 15 KP 0 chin 9
reduce/increase str agl and speed evenly to make up the total number of aps, given the height you choose. That is, have con 15 and chin 9 no matter what. Then use a plan like this:
5/7/8 (ring)
2) if mystuns > 0 then 5/5/10 (ring)
3) if score < 1 and mystuns = 0 then 6/6/8 (ring)
6) if score < 0 and mystuns = 0 then 8/4/8 (ring)
9) 5/7/8 (ring)
9) if score > 3 then 5h/7/8 (ring)
9) if mystuns > 0 then 5/5/10 (ring)
9) if score < 2 and mystuns = 0 then 7/5/8 (ring)
10) if score < 1 and mystuns = 0 then 9/3/8 (ring)
12) if score < 2 and mystuns = 0 then 12/1/7 (ring)
2) if decision_won is true then 1/1/18 (ring) 2) if decision_lost is true then 5h/8/7 (ring)
It will win you at least 60% of your regional fights I expect, which is a good start until you get going.
Looking at it, that fight plan might leave it a bit late for dramatic action. This might be a bit better. (Again, no good vs another dancer....you'd need to up the aggression in the 8/4/8 and 9/3/8 lines, most likely)
1) 5/7/8 (ring)
2) if mystuns > 0 then 5/5/10 (ring)
3) if score < 1 and mystuns = 0 then 6/6/8 (ring)
4) if score < 2 and mystuns = 0 then 6/6/8 (ring)
4) if score < 0 and mystuns = 0 then 8/4/8 (ring)
6) if score < 3 and mystuns = 0 then 6/6/8 (ring)
6) if score < 0 and mystuns = 0 then 8/4/8 (ring)
6) if score < -1 and mystuns = 0 then 9/3/8 (ring)
9) 5/7/8 (ring)
9) if score > 3 then 5h/7/8 (ring)
9) if mystuns > 0 then 5/5/10 (ring)
9) if score < 2 and mystuns = 0 then 7/5/8 (ring)
9) if score < 0 and mystuns = 0 then 9/3/8 (ring)
10) if score < 1 and mystuns = 0 then 9/3/8 (ring)
12) if score < 2 and mystuns = 0 then 12/1/7 (ring)
2) if decision_won is true then 1/1/18 (ring) 2) if decision_lost is true then 5h/8/7 (ring)
That's your basic but effective ladder dance type plan
written by: Peekaboo
OK I feel some pain...here is some stuff I've written in the past
Peekaboo's outline to creating a competitive fighter (excluding KP fighters):
Step One: Set conditioning at 14 to 16. Set chin at 9 to 11. Set cut resistance to average. Set KP to 0.
Step 2 Use the ability points left over to set height, agility, strength and speed. These stats will determine what type of fighter you have.
Play around with build and height to get a desired weight, if you have one.
Step 3 Use the bonus ability points you receive after fights to train mostly strength, agility and speed. Chin and conditioning won't need much improvement over a career. Never train your chin higher than 12, or your conditioning higher than 19, or KP higher than 0.
*****************************
There's not much you can do with slugger really. Stats
strength 20 speed 10 agility 12 con 14 chin 9 KP 0 height whatever, build very heavy, cuts low
That is the basic design. Keep chin below 10, and con 14 or 15. Keep speed half of strength. For the whoel career.
Plan vs most guys:
1) 4b/8/8 (clinch)
3) 5b/8/7 (clinch)
10) 5h/8/7 (clinch)
6) if opp < strong and endurance_percent > 70 then 5h/10/5 (inside)
6) if opp < strong and endurance_percent > 80 then 5h/11/4 (inside)
10) if score < -1 then 5h/10/5 (inside)
10) if opp < -1 and endurance_percent > 76 then 5h/11/4 (inside)
11) if score < 0 then 5h/10/5 (inside)
11) if opp < 0 and endurance_percent > 76 then 5h/11/4 (inside)
12) if score < 1 then 5h/10/5 (inside)
12) if opp < 1 and endurance_percent > 76 then 5h/11/4 (inside)
Plan vs KP guys
3b/4/13 (clinch)
5) 4h/8/8 (clinch)
7) if opp < strong and score < 0 then 5h/9/6 (clinch)
That's about it. Wear most guys down then stun/KO them. Against KP guys watch out as you can get flash KOed.
*****************************
One really good tip is create good conditioning. Minimum of 14 to start. I suggest 15 or 16. This makes a huge difference. After that it depends what type of fighter you like. A good type to start, at least until the speed rules are changed in a few weeks (when things may be a bit different).
Strength 11 Speed 11 Agility 15 Cndn 15 ko 0 cuts normal 5 foot 6 very heavy
then use 6/7/7 (ring) as you main strategy and adjust your aggression based on teh score based
5b/7/8 (ring)
if mystuns > 1 then 5/5/10 (ring)
3) if score < 3 then 6/7/7 (ring)
5) if score < 1 then 8/6/6 (ring) 9)
if score < 2 then 8/6/6 (ring)
SOmethign like that--there are many options.
This is a good very basic plan for a dancer.
5/5/10 (ring)
2) if score < 1 then 6/4/10 (ring)
3) if score < 0 then 9/4/7 (ring)
5) 5/5/10 (ring)
5) if score < 3 then 6/4/10 (ring)
5) if score < 1 then 9/4/7 (ring)
8) 5/5/10 (ring)
8) if score < 4 then 6/4/10 (ring)
8) if score < 2 then 9/4/7 (ring)
11) if score < 0 and endurance_percent > 75 then 11/3/6 (ring)
11) 5h/5/10 (ring)
11) if score < 5 then 6/4/10 (ring)
11) if score < 3 then 9/4/7 (ring)
11) if score < 2 and endurance_percent > 75 then 11/3/6 (ring)
2) if decision_won = true then 3H/4/13 (ring) 2) if decision_lost = true and endurance_percent > 80 then 5h/11/4 (allout)
*****************************
To win a few, create a guy like this: height and build whatever you like:
str 8 agl 16 speed 16 con 15 KP 0 chin 9
reduce/increase str agl and speed evenly to make up the total number of aps, given the height you choose. That is, have con 15 and chin 9 no matter what. Then use a plan like this:
5/7/8 (ring)
2) if mystuns > 0 then 5/5/10 (ring)
3) if score < 1 and mystuns = 0 then 6/6/8 (ring)
6) if score < 0 and mystuns = 0 then 8/4/8 (ring)
9) 5/7/8 (ring)
9) if score > 3 then 5h/7/8 (ring)
9) if mystuns > 0 then 5/5/10 (ring)
9) if score < 2 and mystuns = 0 then 7/5/8 (ring)
10) if score < 1 and mystuns = 0 then 9/3/8 (ring)
12) if score < 2 and mystuns = 0 then 12/1/7 (ring)
2) if decision_won is true then 1/1/18 (ring) 2) if decision_lost is true then 5h/8/7 (ring)
It will win you at least 60% of your regional fights I expect, which is a good start until you get going.
Looking at it, that fight plan might leave it a bit late for dramatic action. This might be a bit better. (Again, no good vs another dancer....you'd need to up the aggression in the 8/4/8 and 9/3/8 lines, most likely)
1) 5/7/8 (ring)
2) if mystuns > 0 then 5/5/10 (ring)
3) if score < 1 and mystuns = 0 then 6/6/8 (ring)
4) if score < 2 and mystuns = 0 then 6/6/8 (ring)
4) if score < 0 and mystuns = 0 then 8/4/8 (ring)
6) if score < 3 and mystuns = 0 then 6/6/8 (ring)
6) if score < 0 and mystuns = 0 then 8/4/8 (ring)
6) if score < -1 and mystuns = 0 then 9/3/8 (ring)
9) 5/7/8 (ring)
9) if score > 3 then 5h/7/8 (ring)
9) if mystuns > 0 then 5/5/10 (ring)
9) if score < 2 and mystuns = 0 then 7/5/8 (ring)
9) if score < 0 and mystuns = 0 then 9/3/8 (ring)
10) if score < 1 and mystuns = 0 then 9/3/8 (ring)
12) if score < 2 and mystuns = 0 then 12/1/7 (ring)
2) if decision_won is true then 1/1/18 (ring) 2) if decision_lost is true then 5h/8/7 (ring)
That's your basic but effective ladder dance type plan