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Post by Sanford on May 3, 2013 20:47:37 GMT -5
Written by Trafford:
In this section we are going to go through the various methods of scouting, both for each statistic and fighters overall and from the simple to the very complex.
Some of the methods described here can take hours to complete and should only be used if you are desperate to win, i.e. you've told Prodigal that you are going to wipe the floor with him and that your appendage is several inches longer than him. In the main you will use simple to medium level scouting dependent upon your opponent.
You should keep in mind the two things that you are looking for:
1) your opponent's statistics; and
2) your opponent's tactics.
You should also consider how you look to your opponent. A clear course may be open to your opponent based on your past fights. Armed with this knowledge you may be able to set a suitable trap. As the great Sun Tzu says, know your enemy and know thyself and you will not be defeated in over 1,000 battles. Scout yourself as much as your opponent and take advantage of easier fights to generate a smoke screen.
Simple scouting
Simple scouting would look at:
1) whether your opponent tires quickly. At low statuses, some managers often make mistakes with very low endurance which can be easily exploited. Why waste time with complex scouting when you know 3B/6/11 will kill your opponent?
2) the number of KO's your opponent has and when they are made. If your opponent has knocked out his last 7 opponents in the first round, it might be a good idea to defend.
3) Does your opponent follow the same plan time and again? If in doubt, follow what he has done in the past, produce the counter plan and don't waste time on anything else.
4) How many punches does he land, if its lots then high speed etc.
This will not give you the exact stats, but a rough approximation. Against easy opponents though if you stick to your strengths it should be sufficient.
Medium scouting
Here we are looking to gain precise stats (or near as makes little difference) but we are not going to spend ages. The methods to find the stats are as follows:
1) str and agl. Certain combinations produce certain weights. If a fighter has fought underweight at 2 different weights, then by trial and error you should be able to find the correct str and agl at the second weight change. This will give you a reference point to create the opponent sometime in the past and will be a short jump to his latest set of stats. For heavyweights, you should get this precisely. The flipside of this is you should consider how an opponent can scout you. Never fight underweight, if fighting at heavyweight play around with the practice simulator and try and find a set of weights where you can trick your opponent, use different builds, try anything that will make it difficult for your opponent. Remember, if he uses the wrong style, you start at an ap advantage.
2) Speed. This is the thing that most people ask me about and you are just going to have to accept that under this system its a guess. One way to scout speed is to note the number of punches landed as a percentage in each fight and over time attempt to extrapolate where there are significant changes in punches landed. Also consider when the fighter uses feint or counter first, he is likely to train speed for these fights.
3) chin. Again this must be guessed. How often is the opponent stunned? If the answer is not often, except against a flasher then its probably 10-11. If he gets stunned occasionally in normal fights then 8-9. If you see a KO against a balanced guy not being particularly aggressive then 6-7. If the guy can use allout consistently without being stunned then he's probably 13+
4) conditioning. The trick here is to think that effective conditioning is between 15-18 and even if you are wrong and its say 20 or 13, don't worry because your plan will be more effective anyway. Look for someone with con too low and if so punish them mercilessly. Don't play around, just go straight for the weakness and avoid overly complex plans that will allow your opponent off the hook.
5) KP. Look at the fights and the effect on the opponents. If he has stunned someone who rarely gets stunned then the chances are he has KP. I wouldn't worry too much about this. As discussed in the fight plan section, against KP guys you are looking to cut off their endurance with body shots, a reasonable capital investment anyway. What you should do though is look at this as an opportunity, you may, if your fighter has 0KP get the opportunity to take a risk and go for a 1st round KO. If you have this, do not waste it, make you fighter look more dangerous than he is and go further, call someone out after and drag him into the next fight. You will be fighting at an advantage.
6) Cuts. Assume 1 and take anything else as a bonus but don't rely on the cuts you get.
7) Height. You have this.
Here you are looking for accuracy, try to be precise and consider what are the combinations of stats that fit together.
You should also note the style of your opponent. What did he do when he fought a similar fighter to your own? Like as not he will do it again, especially if he was successful last time. What round does he rest in, is it always the 7th? What does he do in the last few rounds? Does he go for a KO if 1 round down? Its unfortunate that heavyweight flashers have been crippled but this was often the pure art of looking into the heart of your opponent and sense will he go 1B/1/18 or 2H/4/14.
Advanced level scouting
Some people say certain managers are unscoutable. Unfortunately, however hard you try, you often have to face crappy managers, those people who are easy to scout and this gives you a way in. Sometimes you should avoid scouting the fight directly but scout a crappy opponent, who fought underweight a few times, or better still one that you have already fought. Armed with the precise stats of one of your opponent's opponent it is an easy step to cross reference to the opponent's stats. Just recreate the fight and play around with the stats until your opponent's stats drop out.
If you can get hold of one of your opponent's opponents via swaps etc then this is a real bonus. For your best fighters, try to cover their tracks and pick up any fighters thrown out and hide them away. Do not leave yourself exposed.
So if you are stumped and facing Prodigal, then don't bother to scout him directly, just pick on one of his recent opponents and out the stats will come.
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Post by Sanford on May 3, 2013 20:50:17 GMT -5
Written by Kystal's Method:
Scouting: Now, the first thing I do when I get in my gym is check my opponent's record. This is before I even click on my opponent's description. I look at his basics (where it says I am fighting him) and see how many KO's he has. I also look to see who the manager is. If it's a manager that I am familiar with and I have a reputation of beating him, I think from the jump that I have the mental edge and he will try harder to beat me so I won't really work hard to scout him because I know he will slip up. To my "whipping posts", don't take that personal. That's just my way of thinking. If I tend to knock him out I know that he'll either flash me early or run while trying to score. I may flash him early because he may use agg > pow. His pow may be a 4: just low enough or me to flash him.
He's a knockout puncher: If this is true, I say to myself, "be conservative and just win the fight." Meaning, I will throw some power but not be too aggressive if I am winning. Chances are he will go something like 4b/9/7 or 5b/9/6 (inside or a style that maximizes his power). Then again he may go efficient early and use 4/8/8. If he does that, and more than likely he will, I'm going 5b/7/8. What I am doing is making him work. I tend to use fast and agile fighters. If I am winning rounds quickly, I will stick to my guns and leave the style as it is. When I get a little bit of a lead I will switch to something that will catch him with his face where it doesn't belong. I'll go 4h/8/8 (counter) and try for a stun but just for that round. This is to make him change his style but he'll have to be aggressive. If he gets too aggressive he'll expends energy. With 4h/8/8 (counter) he won't drop his defense unless he's ready to go to bed. I keep track of my endurance at all times...
He's a moderate knockout puncher: Possible KP dancer or a variant (KP Balance, KP slugger, etc.). I work his body but if he knows me as a fighter who does that, I'll fool him and jab to get an early lead. See, that's the thing. You have to keep your opponent guessing. If he expects you to slug, then jab. If he expects you to jab, slug. Usually, if a fighter is a KP dancer or a variant, I will work his body for a bit. I like to use clinch early, inside or ring later while training chin for that fight. (That's if I have a CHN less than 9). Clinch can wear an opponent down quickly with little aggression (5b/7/8). You can use 4b/8/8 for a good while and have your opponent looking for the Oxygen by round 7. With the point gong towards resting (using clinch) you will have the edge.
He's a pillow fighter: I guess you know what I mean, yes? If he knocks out maybe 5% of his opponents, well, lets say out of 20 fights he may knockout 1 or 2, I would go inside or clinch and lay it to him. Target the body if you want to wear him down. Go for the head if you want to end it. 5h/10/5 will get him eventually. I prefer to clinch him abit, go inside. I like to mix it up. You can flash him with 6h/11/3 (counter) if you have a height advantage or equal. To put it short, I tend to play with sissies. I like to punish them over a course of a fight. If you want to allout then you can but I don't. At least not early in the fight. I may wait until round six or so and use this conditional or one similar: if endurance_percent > 100 - (round - 1) * X then X You have some sissy managers who are very good and avoiding early flashes rather well. That's why I don't allout very much. Beat their asses and then finish them off. I may jab with him in attempt to drop his defense very low to gain points. When he does then I slap him with a 6h/12/2 (inside). Sounds risky? Yes. But that's what makes me who I am...
Styles: During your scouting you want to check his style. If he uses ring, I tend to use no style or go inside. If I have a height advantage and a agilti advantage, and most of my fighters do, I use ropes. I may use clinch if I used the previous styles a lot for the fighter I am using. The same if he uses inside. That's just my preference. If I know I am stronger then I'll use inside. If I know I have a endurance advantage I'll use ring. If I am taller, I'll use outside (7/1/12) or 6/1/13. If I am super tall I'll go 4/1/15 (outside). A good flash would probably get a knockdown or perhaps a quick knockout. Try using 5h/9/6 (counter) on him. Of course, that's if you have KP and a height advantage. If he uses outside, go inside and pound him good. 5b/8/7 or 6b/8/6 (clinch). As said before, 4/8/8 is more efficient. Go inside later on to wear him completely out if you're sadistic. Once he is basically done then hit him with a 5h/11/4 (inside). So, what I am saying, if he charges with power (strength = 2x Aggression or 4/8/8 as an example), then you want to pile up points with aggression (6/4/10 or something. But use outside). You don't need to be real aggressive. Just enough to win rounds.
Scouting summary: So, basically. Check KO%, Height and style. In that order). RULE OF THUMB!! If he has a lot of 1 round knockouts, he is a flasher of some sort or a helluva puncher! Use 1b/2/17 (ring) for the first two rounds. Increase aggression and POW to 3h/3/14 (ring). Round 4 hit him with a 4h/7/9 (ring). You may get knocked out, you may not. But taking 25 IP's (KO Loss) is better than taking 100 over the period of a fight (a win).
Jumping on him: What many managers do not know that there is a conditional that tells you from the beginning of the round if your opponent has more endurance than you. Yes, you can figure out what to do with this endurance conditional. By using this: if endurance > opponent. If this is in your fp you'll know how to fight. If I have more endurance, I may be more aggressive in trying to win rounds while dishing out punishment. 3b/9/8 (feint) is equal to 4b/8/8 (inside). So, you're throwing the same amount of punches, same power EXCEPT you are delivering them quicker. But you don't want to use feint a lot. It can tire you rather fast.
Flashing: Some prefer to go for a quick ko by using allout. That is all fine and dandy. Against sissies you will most likely be successful. Then again, you may face a sissy manager that is very good at avoiding the 5h/10/5 (allout) or better. (Do you hear me, Axis?) As I said with sissies, I like to wear them down and then knock them out. For all others, why risk getting knocked out when you don't need to? Okay, you feel like a bitch and you're on your monthly cycle (Umm, well, nevermind) or you just feeling like Saddam Hussein and want to impose your will on someone, allout isn't always the best style against non-sissies. 6h/11/3 (inside) or (feint) will work just as good. Inside will get him quickly. No use using allout unless you just feel like layout out a quick 25 on him. But if he has KP it could prove fatal your fighter. If he catches you using allout you're done. Furthermore, a manager may expect you to allout him and just feels like he has no chance to win and decides to BARF you. (Allout a flasher just for damage). Now, if you insist on using allout, try using 5h/9/6. I remember when I was in the Boxingtime-1 region fighting with ESPN and Monkey Islands someone said they used 5/9/6 and was always successful. I tried it and was successful as well. 5h/11/4 (inside) is also sufficient enough to take care of business. You could use this: If (opp = 0 or opponent = weak) and endurance_percent >= 76 then 5h/11/4. You may or may not need as much END but that's your choice. Using inside, counter, feint will be good. Ring is a good style as well to avoid those kp guys and those who like to have chins made of steel. It's all about endurance. I have used a straight style and have knocked a few out. I saw these somewhere but do not remember where. I kept it and went by this when creating fight plans: 2) if (opp = 0) then 5H/10/5 (ring) if (opp = 0) and (score > 14 - round) then 4H/8/8 (ring) if (opp = 0) and (score < 0) then 6H/11/3 (ring) If you are the originator of these, email me for credit.
Tips to managing:
Limit yourself: Limit your gym to 2 fighters per division unless you create "drones." (fighters who are basically auto-pilot. They test the waters). The less fighters you have the more time you have time to scout and create fight plans. One plan doesn't fit all: The Prodigal told me this when I first joined WeBL. Vary your plan make up. If you use ring one fight, use ring again but change up the way you fight. Maybe throw a outside in there to throw the opponent off. Stock for the winter: I make my plans according to the fighter style. (i.e.: ring vs flasher, kp dancer vs sissy, etc.). This way I can just throw a plan in according to my fighter and opponent if I don't have much time to scout. Just build plans and add conditionals when you have time. Now, this is not to say just use any plan. This is like a "quick fix." But with this stock plan, you can edit it the way you need if you have time to do so. (I hope I explain it well.) Also, build a fight plan table. Meaning, build yourself a fightplan with conditionals but don't neccesarily add the styles. This is so if you have a major fight you can quickly edit the table and plug the plan in. I tend to use endurance and score conditionals. I don't worry about stuns too much. If I get flashed then I am gone. If my fighter is taking stuns but can keep going I am content. I had a fighter take five stuns and two knockdowns just to win the fight by knockout in the eight round.
This is just my way of scouting and some may argue. But as I said, this is just me... and I have been pretty successful within my own gym as well as aiding others in succeeding..
Here are a few conditonals. Try them out building a short plan and see how they kick in.
if 2 * endurance_percent > 200 - (round - 1) * 5 and mystuns = 0 - Means losing 2.5 end pts and no stuns)
if endurance_percent > 100 - (round - 1) * 3 then x/x/x (style) losing less than 3%
if endurance_percent > 100 - (round - 1) * 3 and mystuns < 2 then x/x/x (style) The same as the previous conditional except it states that you have been stunned less that 2 times. Basically, 100 - 5 -1 x 3 (lets say you are in round 5) computes to 92%. That's your endurance in round 5.
if endurance_percent < 100 - (round - 1) * 4 then x/x/x (style) losing more than 4%
if score > 14 - round x/x/x (style) Up by 7 points
10) if score >= round - 10 then x/x/x (styles) If you are in round 10 this takes the score (if score) and says if it is equal or more than the round (10) and minus' 10 from that and gives you the score. If you are in round 10 the score = 0. If it is round 11 then the score would be 1. 11 (round) - 10 = 1 (score).
Test these as well. Insert your own styles (The conditionals were taken from a fight plan I have but this isn't the plan itself.) 1) 6/7/7 (clinch); 5) 4/8/8 (clinch); 6) 5/7/8 (inside); if endurance_percent > (opp + 1) + 10 and Mystuns = 0 then x/x/x (style); if endurance_percent > (opp + 1) + 15 and mystuns = 0 then x/x/x (style); if ensurance_percent > (opp + 1) + 20 and mystuns = 0 then x/x/x (style); if (score + round) >= 2 then x/x/x (style); if score + 2 < round then x/x/x (style); if score + 4 < round x/x/x (style); if score + 6 < round x/x/x (style);
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Post by Sanford on May 3, 2013 20:52:09 GMT -5
Written by Rife:
Scouting
Height/Weight and Fighter Build This is the place where everyone naturally starts. The fight is scheduled and you look at the height and weight of the opponent. Now, this often tells you what type of opponent you are facing by itself and may in fact be where you stop in extreme cases. However, what do you do if you are fighting an opponent very close to you in height/weight?
Well, this is where fighter build comes into play. If you take two fighters: Fighter A: 16 13 16 10 15 low 5'6" Welter (order is always str spd agl chin cond) Fighter B: 20 16 11 10 15 low 5'6" Welter
Now, just by looking at the height and weight you would think these fighters are the same or very similar. In fact, one is a nice balanced slugger while the other is a fast slugger. The difference is only the build. Keep this in mind when scouting. The next sections will tell you how to better determine the opponent you are facing.
Opponent Fight Style The very next place you go is look at his fights. Look back at least 4-5 fights and see what styles he uses and note the type of opponent he is facing. Ideally you want to find an opponent as close you yours as you can get but don't go too far back. He may have changed over time.
Take our example. You as a nice balanced slugger will be using a mix of clinch/inside and ring. Your opponent will rarely use ring and will use clinch much more often and may even counterpunch against shorter opponents and may even feint somewhat early in fights. Use of counter is a nice giveaway to a very light build. For now, the main thing to note is he will rarely use the ring. This tips you off that he is likely less agile than you and this is all you really need for now. You have determined at this point that you will be using the ring.
Speed Ok, now you have a good idea that you are facing a stronger opponent with less agility. The next vital piece of information is to guess his speed. For now an estimate will suffice. Does he land a high percentage of punches and win rounds easily or does he get outscored easily?
Again look over the course of a few fights and see how many punches he lands early on. You will be able to tell that he is at least as fast and maybe faster than you. Again this is enough for now.
Slugging, Dancing, and Knockout Artists Now, the last piece of the puzzle to determine what type of fight plan you are going to use is does he like to slug or dance? Meaning does he prefer to pound on his opponents and gain a big endurance advantage then KO them, does he make sure to always stay up on the score and win that on points or does he prefer to wait for a the chance and then flash KO his opponent? Now, here we are not talking about the fighter's style or stats. Here we are determining just how the fight is likely to go.
If you know your opponent is going to try to outpoint you then you can take advantage of his greater fatigue by slugging more and trying to wear him out. If he is going to ignore the score and slug you may be better off trying to win the early rounds and such. Don't be fooled by KO rate. Many managers like to slug away early then take the fight by decision rather than trying for a KO. Peekaboo did this a lot and his KO rate was never reliable. What you are looking at is how the fights go. If you think he may try to flash KO you then consider that before dropping defense or body punching (use what you learned in the KO simulation)
Note: This is what makes a manager be termed "predictable" if he always tries to wear you down then win late or always tries to take the early rounds then you know with some reliability what his fight plan will be and can plan accordingly. A good manager will mix up his fight plans and try different strategies so as to make scouting fight plan style much harder. Peekaboo was a master at this. He would come at you in 100 different ways.
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Post by JimSardonic on May 3, 2013 21:03:13 GMT -5
Some solid info here from some pretty solid past managers. Great Stuff Sanford!
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Post by Sanford on May 4, 2013 9:24:24 GMT -5
Scouting Fight TacticsThere are 6 parts to tactics that you wish to learn 1. Aggression 2. Power 3. Defense 4. Dirty fighting 5. Target punching 6. Style AggressionTo scout aggression for the round, remember the formula for punches thrown: Punches Thrown=9*AGGDividing the punches thrown by 9 will give you a good idea of the AGG used in that round, within 1 or so points. It is important to take a cross-section of several rounds to be absolutely sure. Remember, the following styles can lower effective AGG. Clinching- lowers it by 20% of opponents aggression, or .2 for every 1 AGG the opponent uses. A clinching fighter that seems to have slightly more than 3 aggression (say, 30 punches), while his opponent appeared to be using 4 (~36 punches) was likely using 4, and had it reduced to 3.2 because of the clinching penalty. AGG will never go below 1 due to clinching penalty. Counterpunching- Lowers it by 20% overall, regardless of opponents AGG. A fighter using 4 AGG loses .8, a fighter with 5 AGG loses 1, and a fighter with 9 would lose 1.8. Again, punches thrown would be calculated by AGG after the penalty, but their tactics for the round would still involve using the original number of energy points. (Important for if you are trying to sim a practice fight). AGG will never go below 1 due to counterpunching penalty. The fight report also describes what each fighter is doing before the round and this can give clues to AGG. A table of these can be found at the end of the course. Example line: The Sparring Partner landed 39 of 73 punches -- 5 power punches, 29 jabs, 5 rights. (93 points) In this example, the fighter most likely used 8 aggression, as indicated by the 73 punches thrown. 73/9=8.11 PowerPOW can be seen in power punches thrown. You don't have this in the fight report, but you do have the 3 things needed to get it: Power punches landed, punches landed and punches thrown. To get power punches thrown, use this formula: PP landed/(punches landed/punches thrown)In other words, divide punches landed by punches thrown to get the percentage of punches landed. Divide power punches landed by that percentage expressed as a decimal (i.e. 10% would be .10), and you'll get a rough estimate of power punches thrown. This isn't perfect, but it's close enough, and again performing this over several similar rounds can help a lot. You may want to mentally adjust the number slightly upward, because in reality power punches land slightly less often than jabs do. The more jabs thrown in the round, the more you should adjust upward, perhaps as much as 10% in highly jabby rounds. Once you have PP thrown, you plug it into the formula: PP thrown=POW*3 In other words, simply divide it by 3 to get POW. Sample line: The Sparring Partner landed 39 of 73 punches -- 5 power punches, 29 jabs, 5 rights. (93 points) 39 punches landed/73 punches thrown shows a punches landed percentage of 53.4% Divide 5 pp landed by .534 5/(.534)=9.4 Now divide by 3 to get estimated POW. 9.4/3= 3.2 We estimated his POW for the round at 3.2. Remember, this will usually come out slightly low because of PP landing slightly less often than jabs, so it could be either 3 or 4 (hint, it was 4). Due this for several rounds in a row to improve accuracy. Like AGG, style can effect POW. Only one style does this, and that is Outside. Fighting outside will cause your POW to go down 20% overall. DefenseDefense is easy. Unless you believe the fighter to be resting in that round, DEF will be 20-(AGG+POW), because there are only 20 points to be spread amongst the 3. Dirty FightingThe fight report will give clues to show you a fighter is fighting dirty in a round. They are in the descriptions of the punches. The following lines (or similar ones) tell you there is dirty fighting going on: Partner punches Mayhugh with a head butt! Partner backs up Spirit with a head butt! Basically, anything in bold detailing a low blow or head butt tells you there was dirty fighting. A ref's warning or DQ is also a good sign . However, the line says "it appears unintentional" or something to that effect, the fighter was NOT fighting dirty and got nailed with an unintentional foul blow. Target PunchingSimilar to dirty fighting, the clues are in the reports of the punches. If the large majority of the punches are to the head, then assume head punching. This could be face, jaw, ear, eye, nose, chin, temple, etc. Body punching would be the opposite. If ~80% or more are described as hitting or trying to hit the ribs, stomach, chest, or solar plexus, then he is body punching. Cut punching is trickier, but is usually similar to head punching except they are mostly focused on whichever part of the body is hurt. Remember you are looking for a clear majority, at least 80% of the punches targeting a specific part of the body. Otherwise, it's probably opportunistic (or no target). A good clue is that most fighters tend to body punch early and head punch late (although that is a very loose trend). StyleStyle is easy, it is given to you at the beginning of the round. Below is the table that indicates what each pre-round description of the fighter indicates:Inside DEF > 10 Fighter fights with his head in his opponent's chest. (inside) POW > 10 Fighter is throwing big punches. (inside)AGG > 10 Fighter charges. (inside) ALL < 11 Fighter goes toe-to-toe. (inside) ClinchingDEF > 10 Fighter goes for a clinch as soon as the bell rings! (clinching) POW > 10 Fighter thinks he's in a wrestling match. (clinching)AGG > 10 Fighter jabs and clinches when his opponent closes. (clinching)ALL < 11 Fighter is clinching a lot. (clinching) OutsideDEF > 10 Fighter backpedals. (outside) POW > 10 Fighter fights from outside. (outside)AGG > 10 Fighter stays outside and uses his jab. (outside)ALL < 11 Fighter fights from outside. (outside) FeintingDEF > 10 Fighter feints and fakes to keep his opponent away. (feinting) POW > 10 Fighter tries to set up a perfect punch. (feinting)AGG > 10 Fighter feints and jabs aggressively. (feinting)ALL < 11 Fighter feints and fakes. (feinting) RingDEF > 10 Fighter is backpedaling. (using the ring) POW > 10 Fighter dances around looking for a good shot. (using the ring)AGG > 10 Fighter moves and jabs. (using the ring)ALL < 11 Fighter dances around the ring. (using the ring) CounterDEF > 10 Fighter waits for his opponent to make the first move. (counter-punching) POW > 10 Fighter waits for the right opportunity. (counter-punching)AGG > 10 Fighter looks to trade jabs. (counter-punching)ALL < 11 Fighter is counter-punching. (counter-punching) RopesDEF > 10 Fighter lures his opponent into a corner. (ropes) POW > 10 Fighter muscles his opponent into a corner. (ropes)AGG > 10 Fighter chases his opponent into a corner. (ropes)ALL < 11 Fighter traps his opponent against the ropes. (ropes) AlloutDEF > 10 Fighter Seems indecisive. (all out) POW > 10 Fighter throws everything he's got! (all out)AGG > 10 Fighter lunges at his opponent. (all out)ALL < 11 Fighter is a raging bull! (all out)
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Post by Sanford on May 4, 2013 9:27:13 GMT -5
If you want to truly maximize your fight plan's efficiency, it's a good idea to get a fix on those major unknowns in the formulas: Your opponents stats. While you cannot see them, there are subtle clues hidden throughout the fight results of his career. It is a good idea to write your numbers down as you scout, so you don't lose track of where you are.
The most important thing is to nail down what you know for a fact. Two things you should know for a fact: His height and his maximum AP's. His height will be listed on his gym page, the number of AP's he's used in HGT will be however many inches above or below 5 feet tall he is.
His maximum AP's will be as follows:
70 starting AP's, plus 1 for every point of status, plus 1 for every even point of status from 6 through 28. (Fighters stop gaining AP's beyond status 28). He may have lost AP's along the way due to IP's, but you should assume not.
Subtract his HGT from his max AP's, and you know exactly how many he has to play with. Now assume the following:
CHN is at least 8 and no bigger than 12. If he is outside this range, he will have problems and it will be apparent in his past fights (most of which he likely lost). 9 is a good guess.
CON is at least 12 and no bigger than 18. 14 is a good guess.
CUT is 1 (remember, we're just assuming)
Subtract all of those from his maximum AP's. The rest he now has availible to split between STR, AGL, SPD, and KP. KP is something you will just have to get a feel for, there is no direct way to scout it. Lots of KO's verses guys who aren't tired is a good sign of at least some KP. What we are going to look for now is STR and AGL.
First, you must make a list of the fighter's weight for each of his fights. For each height, there are only so many combinations of STR/AGL/build that will let him fight at that weight. If he always fights at the limit of his weight class, you may have to estimate based on his style. If he ever shows his true weight, you have a good starting point. If he ever suddenly shoots up or down a weight class or two, then it's important to note as well.
Instead of trying to plug numbers into there randomly, you can use something which calculates fighter weights automatically. The Practice Fight Simulator. If he has shown his true weight twice, try to find a combination that leads from that weight to the next by going up strength or agility, without using more points than the fighter actually gained between the two weights. Remember to account for the random AP's at even status 6-28, because sometimes +2 STR, +2 AGL, or +1 STR, +1 AGL is possible from a single fight. Sudden weight jumps or losses is a good sign the fighter is around 9-11 STR or AGL at that point, as well. Again, simply use these guidelines to try to "recreate" the fighters STR and AGL throughout his career as he gained and lost weight, and try to get to where it is today.
Other statistics, simply look for clues that would indicate something out of the norm. Heavy stuns or not being stunned against a flasher, wearing out or not wearing out in heavy slugging fights, etc. A good clue is that a fighter often trains a stat to help whatever style he plans on using predominantly. A fighter who counterpunches in a fight was likely training speed, for example.
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Post by tiedye on Jul 4, 2013 21:49:33 GMT -5
I can't find where I saw the conditional "endurance>opponent" but I think you (Sanford) posted it somewhere.90 Is this a comparison of actual endurance points? For example, it's round 8 and my 14 conditioning fighter has 100 endurance points left and the opponents 14 conditioning fighter has 95 remaining, so the conditional kicks in.
Am I interpreting this right. This is a good conditional, I'm surprised I haven't discovered it before.
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Post by JimSardonic on Jul 4, 2013 22:11:39 GMT -5
I can't find where I saw the conditional "endurance>opponent" but I think you (Sanford) posted it somewhere.90 Is this a comparison of actual endurance points? For example, it's round 8 and my 14 conditioning fighter has 100 endurance points left and the opponents 14 conditioning fighter has 95 remaining, so the conditional kicks in. Am I interpreting this right. This is a good conditional, I'm surprised I haven't discovered it before. Its not that good, bud Opponent can only equal 2, 1, or 0 if I'm not mistaken. 2 is > 66%, 1 is between 66% and 33%, and 0 is less than 33%. You can still get a gauge, but lose a lot of accuracy.
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Post by jdoublebar on Jul 4, 2013 22:16:07 GMT -5
Yeah, I read that on here too, its in one of these posted tips I'm pretty sure it's by Krystal. I might be talkin' out my b hole here but I don't think it works. I tried it a bunch of different ways in the practice fights. The sim doesn't spit it back out but I couldn't make it kick in. Full disclosure though I'm also kind of dumb.
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Post by jimmytheharp on Jul 4, 2013 23:00:51 GMT -5
...
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Post by jimmytheharp on Jul 4, 2013 23:02:37 GMT -5
If you want to know if you have an edge in the endurance battle...if endurance_percent > 67 and opp < 2 then xxx
if opp < 1 then f/h/i/m/u/p
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Post by ghosts on Jul 5, 2013 1:09:52 GMT -5
Yeah, I read that on here too, its in one of these posted tips I'm pretty sure it's by Krystal. I might be talkin' out my b hole here but I don't think it works. I tried it a bunch of different ways in the practice fights. The sim doesn't spit it back out but I couldn't make it kick in. Full disclosure though I'm also kind of dumb. That line is useless and will never work. As Jim has said you will only ever know if your opp = 2,1 or 0. The percentages Jim gave are correct opp = strong or 2 >= 67% opp = tired or 1 >=33% < 67% opp = weak or 0 < 33% So they only way that line can kick in is - if you have 1 single point of endurance and your opponent is strong, in which case your fucked
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Post by Termit on Jul 6, 2013 15:13:24 GMT -5
Italiano and Boz will tell you more about "endurance > opponent". It was on WeBL forum in the past and it was just an epic thread. Boz had a lot of "success" with it
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Post by Sanford on Jul 17, 2013 8:41:23 GMT -5
Just putting this here:
ap's-status
70-0 71-1 72-2 73-3 74-4 75-5 77-6 78-7 80-8 81-9 83-10 84-11 86-12 87-13 89-14 90-15 92-16 93-17 95-18 96-19 98-20 99-21 101-22 102-23 104-24 105-25 107-26 108-27 110-28
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Post by Elemental on Jul 30, 2013 1:12:45 GMT -5
Reading Krystals post, in the paragraph 'scouting summary - jumping on him' (2nd post, in the middle). It says that 3b/9/8 (feint) is equal to 4b/8/8 (inside). Right off the bat, I disagree with this. Can anybody explain if / how this is correct ?.
3b/9/8 feint means I'm throwing approx 27 punches, all power shots. 4b/8/8 means I'm throwing approx 36 punches, the first 24 power and the final 12 right hands. The example says they have the endurance advantage, so feint would accentuate the speed advantage, but inside would accentuate the strength advantage (and therefore do more damage per punch).
Not being a know all, but for newbies, 3b/9/8 feint is not a good idea. Anybody ?.
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