Post by Sin-N-Terrors on Mar 2, 2014 21:26:07 GMT -5
contributed by Sanford
written by: Cufflink
Balanced fighter information by Cufflink
From the matchup, you should know about what range of x/x/x and style that you need to be in vs that type of opp. Say youre up against a 4 inch taller slapper, I would start with:
1)4/8/8(inside);
2)if endurance_percent < 100 - (round - 1) * 4 then 4/8/8 (ring);
if endurance_percent > 100 - (round - 1) * 4 then 4/8/8 (inside);
if endurance_percent > 100 - (round - 1) * 3 then 4/9/7 (inside);
if endurance_percent > 100 - (round - 1) * 2 then 5/10/5 (inside);
if endurance_percent > (opp + 1) * 33 + 5 then 7/8/5 (ring);
if endurance_percent > (opp + 1) * 33 + 10 then 7/8/5 (inside);
if endurance_percent > (opp + 1) * 33 + 15 then 5h/10/5 (inside);
if endurance_percent > (opp + 1) * 33 + 20 then 5H/11/4 (inside);
This covers if you are losing from more then 4 to less then 2 percent endurance per round, and then if you are ahead by from 5-20 percent on endurance. You can go to the body, or add agg to win rounds, and that has to come from scouting........
I never look for cuts either way. If they happen, they happen. using c as in 4c/8/8 doesnt do much except reduce your scoring by 20%... Against a kp fighter, you always have to use some care. Use clinch instead of inside, keep def no lower then 7, and in training chin, not a bad rule of thumb is 9-10 starting out, 10-11 around status 10, and then 11 into contenders around status 15. Alot there depends on how many kp fighters are in your region. In scouting, I use dovers fight parser and see how my opp gets stuns/ko's. If the fight is a rematch, look at the first fight and try to recreate your opp., look at endurance lost, (indicator of str), stun damage, (indicator of kp, even if he never stunned you), and of course punches thrown/landed..... With a balanced fighter, in 1 matchup you could be slugging, and in another matchup you could be dancing. With the current fight engine, I like speed 2 over str.....5/8/7,6/6/8,7/6/7 numbers like that work out great from scoring and damage points with a 5'6"-5'7" welter. (adjust the height going up or down in weight...5"8" middle weight). Makes it easier to manage more fighters that way, and that height range seems to distribute the other ap's just right.
Watch out if your opp rests. Cause next round he could some back with 4/8/8 and if your conditional has endurance_percent<3 lost then 5h/10/5, things can get pretty ugly real quick!
Resting; If roundslost<6 and round<=9 and endurance_percent <=75 then 2/1/8(clinch); What round is optional, and also at what endurance you need to rest at.....
On what x/x/x to use, for what FBI suggests, 5/5/10, I would use that on a 3-4 inch shorter fighter, and then the 6/6/8, 7/6/7 stuff say up to -2 to plus to in height(compared to your opp). With the old fight engine, I had success with 5'10" welters, 4 more spd then str using 4/8/8(ring) and (counter) against sluggers. That outscored and tired them out, and I have found close to that with the smaller fighters in the new engine.
written by: Cufflink
Balanced fighter information by Cufflink
From the matchup, you should know about what range of x/x/x and style that you need to be in vs that type of opp. Say youre up against a 4 inch taller slapper, I would start with:
1)4/8/8(inside);
2)if endurance_percent < 100 - (round - 1) * 4 then 4/8/8 (ring);
if endurance_percent > 100 - (round - 1) * 4 then 4/8/8 (inside);
if endurance_percent > 100 - (round - 1) * 3 then 4/9/7 (inside);
if endurance_percent > 100 - (round - 1) * 2 then 5/10/5 (inside);
if endurance_percent > (opp + 1) * 33 + 5 then 7/8/5 (ring);
if endurance_percent > (opp + 1) * 33 + 10 then 7/8/5 (inside);
if endurance_percent > (opp + 1) * 33 + 15 then 5h/10/5 (inside);
if endurance_percent > (opp + 1) * 33 + 20 then 5H/11/4 (inside);
This covers if you are losing from more then 4 to less then 2 percent endurance per round, and then if you are ahead by from 5-20 percent on endurance. You can go to the body, or add agg to win rounds, and that has to come from scouting........
I never look for cuts either way. If they happen, they happen. using c as in 4c/8/8 doesnt do much except reduce your scoring by 20%... Against a kp fighter, you always have to use some care. Use clinch instead of inside, keep def no lower then 7, and in training chin, not a bad rule of thumb is 9-10 starting out, 10-11 around status 10, and then 11 into contenders around status 15. Alot there depends on how many kp fighters are in your region. In scouting, I use dovers fight parser and see how my opp gets stuns/ko's. If the fight is a rematch, look at the first fight and try to recreate your opp., look at endurance lost, (indicator of str), stun damage, (indicator of kp, even if he never stunned you), and of course punches thrown/landed..... With a balanced fighter, in 1 matchup you could be slugging, and in another matchup you could be dancing. With the current fight engine, I like speed 2 over str.....5/8/7,6/6/8,7/6/7 numbers like that work out great from scoring and damage points with a 5'6"-5'7" welter. (adjust the height going up or down in weight...5"8" middle weight). Makes it easier to manage more fighters that way, and that height range seems to distribute the other ap's just right.
Watch out if your opp rests. Cause next round he could some back with 4/8/8 and if your conditional has endurance_percent<3 lost then 5h/10/5, things can get pretty ugly real quick!
Resting; If roundslost<6 and round<=9 and endurance_percent <=75 then 2/1/8(clinch); What round is optional, and also at what endurance you need to rest at.....
On what x/x/x to use, for what FBI suggests, 5/5/10, I would use that on a 3-4 inch shorter fighter, and then the 6/6/8, 7/6/7 stuff say up to -2 to plus to in height(compared to your opp). With the old fight engine, I had success with 5'10" welters, 4 more spd then str using 4/8/8(ring) and (counter) against sluggers. That outscored and tired them out, and I have found close to that with the smaller fighters in the new engine.