Post by JimSardonic on May 3, 2013 20:16:56 GMT -5
This is info that may not pertain terribly much until the higher levels, but is very well worth noting.
In this game, certain fighter types most certainly do have an advantage over other types. This is not to say that a solid build and a great fight plan can't overcome it -- but in any given fight, chances are someone has the advantage. It works like this:
Your standard fighter is made up of STR, KP, SPD, AGL, CHN, CON, and HGT.
CHN and CON have minimal effect on anything in this discussion (unless the build has too much), so we're just going to throw them out. The height bonus is added to SPD and AGL (full description: Taller fighter height - shorter fighter height = x. X/2 is added to taller fighter's SPD and AGL)
So narrowing things down -- everything boils down to STR, AGL, and SPD.
(please ask questions if this gets confusing. I feel this is a hugely important part of the game.)
Theoretically, there are only three types of endurance fighter by the above. The STR-based, the AGL-based, and the SPD-based.
STR based is essentially a slugger. STR > SPD = AGL is a loose formula for a standard slugger/STR-based fighter. You can tweak the other parts as you like, and over time, some of those tweaks have found their own niche.
-- Add more STR at a loss of AGL = Clincher.
-- Maximize STR at a loss of AGL = Freak Clincher.
Clinchers are viable ONLY because of the AGL bonus afforded by the (clinch) style. If not for that, their low AGL is a quick death sentence. This comes at a price on their AGG, though. Due to the AGG penalty, you MUST keep an eye on your speed. This is why the added STR comes at a loss of AGL and not a minor loss of SPD and AGL.
STR-based fighters tend to eat up the SPD-based fighters, but tend to be eaten up by AGL-based fighters.
SPD based fighters are generally either Counterpunchers or Dancers. I would define a CPer as SPD > AGL = STR, whereas a dancer is more SPD >= AGL > STR. I find that most SPD-based fighters are often close to being like tall balanced builds, with SPD only a few points ahead of the others. Giving up too much STR or AGL puts them at a big disadvantage, even though their speed can sometimes allow them to win rounds at 4B/7/9, even with the (counter) penalty. Generally a CPer is going to be somewhat more endurance-based fighting, while the Dancer isn't afraid to slap to the win.
-- maximize height, and a dancer becomes a sissy. 1 STR, super tall, all they want to do is 5/1/14 (outside), survive, and win.
I've never been a big fan of the type, but they were coming back to popularity before I last left Webl. Likely due to the surge of AGL-based fighter types, which they generally tend to beat pretty handily. STR-based fighters eat SPD-based fighters for breakfast, though.
AGL-based fighters generally consist of Agile Sluggers and Ropists. Agile sluggers are generally STR = AGL > SPD, whereas a ropist is more like AGL > SPD = STR. Gnu taught me quite a lot about ropists, and his suggestion was to have STR and SPD about 2/3 of AGL. It has generally worked very well for me in the past.
AGL-based fighters tend to have a field day with STR-based fighters, but struggle against SPD-based. They just don't have enough STR to do the damage they need, or if they do, then they don't have the SPD enough to keep up on score.
So, in review:
STR beats SPD beats AGL beats STR beats SPD beats AGL (rinse, lather, repeat)
What about KP?
KP is it's own anomaly, but it leads to some advantages and disadvantages. AGL-based fighters due to having a naturally higher defensive stat, can start with lower chin and have the same effect as STR or SPD based fighters. These are points that can be allocated to make the AGL fighter more efficient. SPD fighters will generally outscore the KP fighter with ease, allowing a high defense. As long as they don't get flashed, a SPD fighter generally has an advantage over KP. STR fighters tend to struggle against KP. Even with (clinch), your defense can only go so high without penalty -- and using clinch affects your ability to score as well.
With KP, any fight is winnable. It really comes down to having a valid fighter build, not getting an opponent who has too much chin, and picking the right time to flash. (flash is KO punch). KP has it's extremes as well...
Your standard KP fighter, or at least, the most common -- is the KP Dancer. Generally AGL = SPD > STR, KP maxed. (Generally 9 STR, 3 KP to start).
Want more KP? A Flasher is generally STR > AGL > SPD (KP maxed, more like 21STR 7 KP). Flashers generally sacrifice their CON to attain shockingly high KP levels, and thus, have to pick one of the early rounds to strike and win -- or risk being outlasted.
People have tried to convince me of KP slugger build or KP balanced. I've tried both, and decided that neither is viable. Using that much KP, you take a big hit in the efficiency of the key stats, and the fighter just doesn't work. If you're going to use KP, you're best to stick with a Flasher or a KP Dancer -- flash early, or slap and flash. There is no viable endurance game when down from the start numerous points that should be in SPD, AGL, and STR.
If this doesn't make sense, please ask questions. There's a lot to process here, and truth told, most of it is base theory. Understanding this will help you plan for your matchups, build better fighters, and understand why certain builds are or aren't viable.
In this game, certain fighter types most certainly do have an advantage over other types. This is not to say that a solid build and a great fight plan can't overcome it -- but in any given fight, chances are someone has the advantage. It works like this:
Your standard fighter is made up of STR, KP, SPD, AGL, CHN, CON, and HGT.
CHN and CON have minimal effect on anything in this discussion (unless the build has too much), so we're just going to throw them out. The height bonus is added to SPD and AGL (full description: Taller fighter height - shorter fighter height = x. X/2 is added to taller fighter's SPD and AGL)
So narrowing things down -- everything boils down to STR, AGL, and SPD.
(please ask questions if this gets confusing. I feel this is a hugely important part of the game.)
Theoretically, there are only three types of endurance fighter by the above. The STR-based, the AGL-based, and the SPD-based.
STR based is essentially a slugger. STR > SPD = AGL is a loose formula for a standard slugger/STR-based fighter. You can tweak the other parts as you like, and over time, some of those tweaks have found their own niche.
-- Add more STR at a loss of AGL = Clincher.
-- Maximize STR at a loss of AGL = Freak Clincher.
Clinchers are viable ONLY because of the AGL bonus afforded by the (clinch) style. If not for that, their low AGL is a quick death sentence. This comes at a price on their AGG, though. Due to the AGG penalty, you MUST keep an eye on your speed. This is why the added STR comes at a loss of AGL and not a minor loss of SPD and AGL.
STR-based fighters tend to eat up the SPD-based fighters, but tend to be eaten up by AGL-based fighters.
SPD based fighters are generally either Counterpunchers or Dancers. I would define a CPer as SPD > AGL = STR, whereas a dancer is more SPD >= AGL > STR. I find that most SPD-based fighters are often close to being like tall balanced builds, with SPD only a few points ahead of the others. Giving up too much STR or AGL puts them at a big disadvantage, even though their speed can sometimes allow them to win rounds at 4B/7/9, even with the (counter) penalty. Generally a CPer is going to be somewhat more endurance-based fighting, while the Dancer isn't afraid to slap to the win.
-- maximize height, and a dancer becomes a sissy. 1 STR, super tall, all they want to do is 5/1/14 (outside), survive, and win.
I've never been a big fan of the type, but they were coming back to popularity before I last left Webl. Likely due to the surge of AGL-based fighter types, which they generally tend to beat pretty handily. STR-based fighters eat SPD-based fighters for breakfast, though.
AGL-based fighters generally consist of Agile Sluggers and Ropists. Agile sluggers are generally STR = AGL > SPD, whereas a ropist is more like AGL > SPD = STR. Gnu taught me quite a lot about ropists, and his suggestion was to have STR and SPD about 2/3 of AGL. It has generally worked very well for me in the past.
AGL-based fighters tend to have a field day with STR-based fighters, but struggle against SPD-based. They just don't have enough STR to do the damage they need, or if they do, then they don't have the SPD enough to keep up on score.
So, in review:
STR beats SPD beats AGL beats STR beats SPD beats AGL (rinse, lather, repeat)
What about KP?
KP is it's own anomaly, but it leads to some advantages and disadvantages. AGL-based fighters due to having a naturally higher defensive stat, can start with lower chin and have the same effect as STR or SPD based fighters. These are points that can be allocated to make the AGL fighter more efficient. SPD fighters will generally outscore the KP fighter with ease, allowing a high defense. As long as they don't get flashed, a SPD fighter generally has an advantage over KP. STR fighters tend to struggle against KP. Even with (clinch), your defense can only go so high without penalty -- and using clinch affects your ability to score as well.
With KP, any fight is winnable. It really comes down to having a valid fighter build, not getting an opponent who has too much chin, and picking the right time to flash. (flash is KO punch). KP has it's extremes as well...
Your standard KP fighter, or at least, the most common -- is the KP Dancer. Generally AGL = SPD > STR, KP maxed. (Generally 9 STR, 3 KP to start).
Want more KP? A Flasher is generally STR > AGL > SPD (KP maxed, more like 21STR 7 KP). Flashers generally sacrifice their CON to attain shockingly high KP levels, and thus, have to pick one of the early rounds to strike and win -- or risk being outlasted.
People have tried to convince me of KP slugger build or KP balanced. I've tried both, and decided that neither is viable. Using that much KP, you take a big hit in the efficiency of the key stats, and the fighter just doesn't work. If you're going to use KP, you're best to stick with a Flasher or a KP Dancer -- flash early, or slap and flash. There is no viable endurance game when down from the start numerous points that should be in SPD, AGL, and STR.
If this doesn't make sense, please ask questions. There's a lot to process here, and truth told, most of it is base theory. Understanding this will help you plan for your matchups, build better fighters, and understand why certain builds are or aren't viable.