Post by Sanford on May 3, 2013 21:59:41 GMT -5
Introduction
This note will go through fight plan construction for a fighter looking to win on score and endurance. To do this I’m going to take you through one of my plans which, whilst not necessarily a dancing plan it could be toned down somewhat to become a dancing plan.
If you are going to use KP you will have to adapt it somewhat, the lines will be extremely helpful in moving you to the correct point to win a round faster, however, you must remember that you will have to bring your KP into play at some point and adapt for this. For a KP slugger this type of fighting would not be appropriate and I would suggest trying to link the roundswon and lost ideas with his and mystuns.
SECTION 1
You’ve got to have a plan
1) the fighter
Even before the fight has been drawn, when you are making your fighter, you should have a rough idea about what it is you want to achieve and the styles that you will use. Lets take a tall guy with lots of speed, you would think:
l) keep it tight for sluggers (counter or outside and resting);
2) early endurance for KP guys (defensive counter and then open up a little);
3) feint against tall guys; and
4) possible counter, feint or outside against normal guys.
And so you should move the stats accordingly, trying to double up on the speed and height and sacrifice a bit of strength for some agility. Here, strength stops your opponent going beserk on you, but it isn’t really adding to any of your tactics so it will be the lowest stat. On the whole, the plans will be defensive, so conditioning might not need to be as high.
Often managers complain (including me) that “there is nothing that could be done to win”, its usually because you have not grouped the right statistics together to come up with an option under all situations. Essentially, because of the choices you have made, stats are not being used sufficiently and are going to waste. Often managers attempt to cover all of the bases to the detriment of the fighters strength, for example making a 12str 4KP guy to have 4 extra points to go in spd, chin and con is really just preventing the fighter being effective.
Initial plan thoughts
Once the fight is drawn and you have a decent enough fighter, then you should scout your opponent (see advanced scouting), look at your stats and then have a think about the plan you will adopt. Broadly they sit within:
1) win on points (outpoint in the majority of rounds and rest in others);
2) win by endurance (just slug your opponent till he collapses or go for a late KO);
3) win by quick KO (swift demolision in the first three rounds);
4) win by stunning (stun, rest, stun, rest etc);
5) win on points and gain the advantage in endurance (normal guy fights); and
6) lay a trap.
Successful fights can often be best described as a compromise of styles. Your opponent will scout, look at your stats and choose one of the above, you should think about what style your opponent will choose and then adopt the appropriate plan. Scout and adapt well and you will win, fail to adapt and you will lose. At the top level there is no difference in ability, more a difference in the willingness and time available to think through a problem.
The most common mistakes in fight plan creation are:
1) not even trying to adapt – set the style and let your opponent break it down, this will not only lead to losses but high ips
2) using the same plan again and again.
A more advanced mistake is:
to be predicable – your opponent knows what style you will adopt from scouting, probably even in say resting in a particular round, and attacks accordingly. This often happens with a manager who finds a style that he is comfortable with and makes nothing else. You should force yourself to have different types of fighters to project an image of unpredictability.
Finally, when you think that it is impossible to lose, then you should be wary. If your choice of plan is so obvious, then your opponent will know what you are going to do. In this situation it is imperative that you build into your plan sufficient fail safes in stun protection and endurance to avoid someone take advantage of a certain situation.
Section 2 The Plan
Objective
Our objective is to be 3 rounds up by the 12th round, 4 by the 11th and so on.
Implementation
In order to do this we must use the minimum endurance relative to our opponent to just ensure that we win a round, in 7 out of the 12 rounds. In the other rounds we should rest, try to take down our opponent’s endurance or go for a surprise stun/KO.
Strategy
Therefore if we are facing a person going 5/7/8, all things being equal we want to go 6/7/7. We win the round, take slightly more damage but when he goes 6/7/7 we may rest or go 4B/8/8. However, I am also going to show you a little trick so that when he goes 6/7/7, you go 7/7/6 and so on.
Therefore an effective round involves:
1. sufficient defence to avoid a stun;
2. sufficient aggression to win the round
3. the remainder to power
in the relevant round.
Or if this plan involves too much endurance loss then do not try and win the round, we look for a stun or to build up an endurance advantage.
Before you commence your fight plan construction, you need to consider what will be effective. The plans can be split into 6 categories:
a defensive strategy, you have the speed advantage and want to avoid a battering – say 4/6/10 (ring)
an efficient strategy, you are the same, your opponent may go to the body, you take the round with minimal difference in endurance – say 4/8/8 (feint) when 2 spd up
a slightly more aggressive strategy, your opponent is going 4/8/8 and you take the round – 5/7/8 (ring) when you are similar
an aggressive strategy looking to hit powerfully, your opponent is either 5/7/8 or a dancing 6/3/11 – say 6/7/7 (feint)
a powerful strategy taking advantage of an opponent’s inefficient plan. Especially useful against 7/1/12 dancers or 6/4/10 normal guys. No chance of a stun, therefore we hit hard – say 7/8/5 (inside) if you have lowish agility or 7/8/5 (feint) or (ring) if you agility is medium or high
8/6/6 (feint) – here we are more concerned against the stun but we also believe we can win the round so we up the aggression. Here I expect that the opponent is going with low power and so we are also wining the endurance battle.
The fight plan
What I am going to do is take you through one of my plans and explain what is going on.
Please note that a lot of lines or certain conditionals will be redundant, this is just the way I make my plans to ensure that there isn’t a stupid error in. If a line becomes redundant by putting in a new line there is no damage, so why worry. A lot of my plans evolved because I reused them over 50 times each.
What you need to consider is this, a fight plan is just a decision tree, I move along it and the score, endurance, and stuns are just the product of what my opponent has done to get to this position. Using this knowledge I choose the most appropriate line.
The person who wins, is usually the person who identifies his opponent’s tactics first. This is where a Trafford strategy differs from the rest of the game, using roundswon and roundslost I get some extra branches to my tree, instead of three reference points, +1, 0 and –1, I have five, roundswon, +1, 0, -1, roundslost and by using these I find my opponent’s tactics one or two rounds faster. Moreover, I see when he is changing from a round that I have won, to a round where I just get 1 or 0 points, I avoid losing the round and can just move up a bit in the next.
With other reference points I add more branches to my tree, I don’t tend to mess about with endurance_percent < 100- (round-1) * whatever, because what does it really tell you? Is your opponent hitting you hard but are you hitting him back, yes or no? You can’t tell until one of you is at 67% and then its too late. Plus endurance is there for using and recouperating. If you use it to win rounds and rest effectively you will win, don’t worry about endurance_percent except to tell you when to start kicking the hell out of your opponent.
So lets start:
1) 5/7/8 (feint);
The opening round, we look to win it and move on from there
2) 4/8/8 (feint);
Assumes a clear win in the first and reducing aggression to an efficient point.
2) if endurance_percent > 97 then 5/8/7 (feint);
We have won the first and not been hit, therefore our opponent is using low power and we can look to deal damage and also protect against the possibility of our opponent increasing aggression. This is quite useful and can win you the fight here. If your opponent has gone 6/3/11 for the first 2 rounds you will have won by the 4th.
2) if roundswon < 1 then 6/7/7 (feint);
We have not won the first clearly, we need to up the aggression
2) if endurance_percent > 97 and roundswon < 1 and mystuns = 0 then 7/6/7 (feint);
We didn’t win the first round but wasn’t hit either so we can be even more aggressive
2) if score < 1 then 7/6/7 (feint);
Right, I didn’t win the first so I know I have to be much more aggressive, just see how we have grabbed the extra branches and how much more efficient we are than with simple score.
2) if score < 0 and roundslost > 0 then 7/7/6 (feint);
here I didn’t win infact I lost it and so I assume my opponent is slapping, I up both power and aggression. Here with KP you could try a stun maybe.
Endurance conditionals
Ideally we are trying to push our opponent to reference points, i.e. opp = tired, here my opp is tired and I am not. Now I want to put aside the previous high aggression plan and move to a more efficient plan. My opponent cannot keep up his tactics for long, he must rest or will tire (unless I start slapping which I want to avoid). Therefore I up the power at the expense of aggression as follows:
2) if opp = tired and endurance_percent > 70 then 4B/8/8 (feint);
2) if opp = tired and endurance_percent > 70 and score < -3 then 5/7/8 (feint);
2) if opp = tired and endurance_percent > 80 and score < -3 then 6/7/7 (feint);
2) if opp = tired and endurance_percent > 90 and score < -3 then 7/7/6 (feint);
This is just a way I produce plans, as you can see these lines are redundant, but in 2 rounds time they will kick in. I use a lot of find and replace which I find works well for me. Who knows when this should kick in, best to be prepared and have these lines in earlier than later.
Stun protection
You should always consider the chance that your opponent will go to the head for a stun. If you just stay with the score you will actually make things worse by lowering defence after a stun. Avoid this, but also don’t be a slave to increasing defence either, here I know that if my opponent is stunning me, he will quickly run out of gas so I don’t tuck up entirely:
2) if mystuns > 0 then 4B/6/10 (ring);
2) if mystuns > 1 then 3B/6/11 (ring);
Round 3
3) 4/7/9 (feint);
Won 2 rounds clearly, little higher on the defence and note that I am also lower than 93 endurance_percent, I should tuck up a touch but stay efficient.
3) if endurance_percent > 92 then 5/7/8 (feint);
3) if endurance_percent > 95 then 5/8/7 (feint);
Won 2 rounds clearly and checking endurance, if I am losing quite a bit then I need to keep the defence up a bit, if not, use extra power, but don’t go overboard here, you are 2 clear rounds up, there is a good chance your opponent will go for a stun so no silly chances.
3) if roundswon < 2 then 6/7/7 (feint);
3) if roundswon < 1 then 7/7/6 (feint);
Here is the extra branches to our tree, we could be a +2 score but if our opponent increased his aggression in the last round so we just nicked it then roundswon < 2 and so 4/8/8 needs to move to 6/7/7. Keeping one step ahead is key.
3) if endurance_percent > 94 and roundswon < 2 and mystuns = 0 then 7/6/7 (feint);
3) if endurance_percent > 97 and roundswon < 1 and mystuns = 0 then 7/7/6 (feint);
These lines are really checking for slapping by an opponent that we can take advantage of winning the round and endurance
3) if score < 2 then 7/6/7 (feint);
3) if score < 1 then 7/7/6 (feint);
3) if score < 1 and roundswon > 0 then 6/7/7 (feint);
This line is actually a check against going too far. The score is 0 so we lost one of the rounds but won another, however, we won one of them cleanly so we don’t want to go too far with the 7/7/6 otherwise its likely to be 7/7/6 vs 5/8/7 and that would be bad for endurance.
3) if score < 0 then 7/7/6 (feint);
3) if score < 0 and roundslost > 1 then 8/7/5 (feint);
Here we are at the bottom of our decision tree, not only does 7/7/6 not win a round, it loses it, if we want to stay in the game with score we need to push, but our opponent must be slapping a bit so this isn’t a hopeless place, so long as we take advantage. We can have another bite at the cherry in the next round with 10/6/4 (feint) if roundslost > 2 but note that we are at the point of switching tactics then in round 4 not round 6 or 7 and can still look to claw something back.
3) if opp = tired and endurance_percent > 70 then 4B/8/8 (feint);
3) if opp = tired and endurance_percent > 70 and score < -2 then 5/7/8 (feint);
3) if opp = tired and endurance_percent > 80 and score < -2 then 6/7/7 (feint);
3) if opp = tired and endurance_percent > 90 and score < -2 then 7/7/6 (feint);
3) if mystuns > 0 then 4B/7/9 (ring);
3) if mystuns > 1 then 4B/6/10 (ring);
3) if mystuns > 2 then 3B/6/11 (ring);
3) if opp = strong and endurance_percent < 73 and mystuns = 0 and score > 0 then 2B/1/7 (clinch);
Endurance protection
You must protect your endurance with efficient resting. Here our opponent is strong and we are being pushed into tired. We should rest and clinching is good for resting because if your opponent goes 1/1/10 say we will win the round and rest and otherwise all that excess aggression gets chopped and put into rest. Never get forced into tired when your opponent is strong.
Round 4
4) 4/7/9 (feint);
4) if endurance_percent > 90 then 4/8/8 (feint);
4) if endurance_percent > 93 then 5/8/7 (feint);
4) if roundswon < 3 then 6/7/7 (feint);
4) if roundswon < 2 then 7/7/6 (feint);
4) if roundswon < 1 then 8/6/6 (feint);
4) if endurance_percent > 90 and roundswon < 3 and mystuns = 0 then 7/6/7 (feint);
4) if endurance_percent > 94 and roundswon < 2 and mystuns = 0 then 7/7/6 (feint);
4) if endurance_percent > 96 and roundswon < 1 and mystuns = 0 then 8/6/6 (feint);
4) if score < 3 then 7/6/7 (feint);
4) if score < 3 and roundswon > 0 then 6/7/7 (feint);
4) if score < 3 and roundswon > 1 then 5/7/8 (feint);
4) if score < 2 then 7/7/6 (feint);
4) if score < 2 and roundswon > 1 then 6/7/7 (feint);
4) if score < 1 then 7/7/6 (feint);
4) if score < 1 and roundslost > 1 then 8/7/5 (feint);
4) if score < 1 and roundswon < 1 then 9/6/5 (feint);
4) if score < 0 then 8/7/5 (feint);
4) if score < 0 and roundslost > 2 then 10/6/4 (feint);
4) if opp = tired and endurance_percent > 70 then 4B/8/8 (feint);
4) if opp = tired and endurance_percent > 70 and score < -2 then 5/7/8 (feint);
4) if opp = tired and endurance_percent > 80 then 4/8/8 (feint);
4) if opp = tired and endurance_percent > 80 and score < -1 then 5/7/8 (feint);
4) if opp = tired and endurance_percent > 80 and score < -2 then 6/7/7 (feint);
4) if opp = tired and endurance_percent > 90 then 5/8/7 (feint);
4) if opp = tired and endurance_percent > 90 and score < -1 then 6/7/7 (feint);
4) if opp = tired and endurance_percent > 90 and score < -2 then 7/7/6 (feint);
Advanced stun protection
4) if mystuns > 0 then 4B/8/8 (ring);
4) if mystuns > 0 and score < 0 and (opp = tired or opp = weak) and endurance_percent > 70 then 4/8/8 (ring);
4) if mystuns > 0 and score < -2 and (opp = tired or opp = weak) then 5/7/8 (feint);
Right so our opponent stunned us earlier and we moved to an efficient position and he kept using head shots. Here we look for the point where he is tired and can come out of our tucking up position. Please note that the tired or weak thing is just something I like to do to remind me of what’s going on and can be replaced by just tired (although never entirely trust Bruce’s game, you will find there are bugs in it and they only get fixed after you have lost
4) if mystuns > 1 then 4B/7/9 (ring);
4) if mystuns > 1 and score < 0 and (opp = tired or opp = weak) and endurance_percent > 70 then 4/7/9 (ring);
4) if mystuns > 1 and score < -2 and (opp = tired or opp = weak) then 5/6/9 (feint);
4) if mystuns > 2 then 3B/6/11 (ring);
4) if mystuns > 2 and score < -2 and (opp = tired or opp = weak) then 4/7/9 (ring);
Also you will note at how the stuns are moving on, mystuns > 0 which here means mystuns = 1 means that in 3 rounds he stunned us in 1 of them, so we shouldn’t be too defensive, however, if he has kept giving us the bad news, i.e. mystuns > 2 then just tuck up, we’ve made it here and he will run out of steam when random kicks in and we get a full round of damage at him.
4) if opp = strong and endurance_percent < 70 and mystuns = 0 and score > 0 then 2B/1/7 (clinch);
Round 5
5) 4/6/10 (feint);
5) if endurance_percent > 80 then 4/7/9 (feint);
5) if endurance_percent > 85 then 4/8/8 (feint);
5) if endurance_percent > 90 then 5/8/7 (feint);
5) if roundswon < 4 then 6/7/7 (feint);
5) if roundswon < 3 then 7/7/6 (feint);
5) if roundswon < 2 then 8/6/6 (feint);
5) if endurance_percent > 85 and roundswon < 4 and mystuns = 0 then 7/6/7 (feint);
5) if endurance_percent > 90 and roundswon < 3 and mystuns = 0 then 7/7/6 (feint);
5) if endurance_percent > 95 and roundswon < 2 and mystuns = 0 then 8/6/6 (feint);
5) if endurance_percent > 95 and roundswon < 1 and mystuns = 0 then 10/6/4 (feint);
5) if score < 4 then 7/6/7 (feint);
5) if score < 4 and roundswon > 1 then 6/7/7 (feint);
5) if score < 4 and roundswon > 2 then 5/7/8 (feint);
5) if score < 3 then 7/7/6 (feint);
5) if score < 3 and roundswon > 1 then 6/7/7 (feint);
5) if score < 3 and roundswon > 2 then 5/7/8 (feint);
5) if score < 2 then 7/7/6 (feint);
5) if score < 2 and roundslost > 1 then 8/7/5 (feint);
5) if score < 2 and roundswon < 1 then 9/6/5 (feint);
5) if score < 1 then 8/7/5 (feint);
5) if score < 1 and roundslost > 2 then 10/6/4 (feint);
Desparation plays
Well we’ve got to round 5 and even 10/6/4 feint is not doing the business. We need to give ourselves a chance and unless our opponent is knackered by now going to the body isn’t going to cut it. Therefore what we are going to do is go for a stun, with the head shots hopefully opening up a cut. If we are lucky our opponent may already be cut so lets try and chop him up some more. Don’t worry about cheating, in fact getting dq’s would at least save the ips
5) if score < -3 then 5H/11!/4 (inside);
5) if score < -3 and hiscuts > 0 then 5C/11!/4 (inside);
Here though our opponent is chopped up so we are in with a decent chance so we don’t cheat
5) if score < -3 and hiscuts > 2 then 5C/11/4 (inside);
5) if opp = tired and endurance_percent > 70 then 4/7/9 (feint);
5) if opp = tired and endurance_percent > 70 and score < -1 then 5/7/8 (feint);
5) if opp = tired and endurance_percent > 70 and score < -2 then 6/7/7 (feint);
5) if opp = tired and endurance_percent > 80 then 4/9/7 (feint);
5) if opp = tired and endurance_percent > 80 and score < -1 then 5/7/8 (feint);
5) if opp = tired and endurance_percent > 80 and score < -2 then 6/7/7 (feint);
5) if opp = tired and endurance_percent > 80 and score < -3 then 7/7/6 (feint);
5) if opp = tired and endurance_percent > 90 then 5/8/7 (feint);
5) if opp = tired and endurance_percent > 90 and score < -1 then 6/7/7 (feint);
5) if opp = tired and endurance_percent > 90 and score < -2 then 7/7/6 (feint);
5) if opp = tired and endurance_percent > 90 and score < -3 then 8/7/5 (feint);
You could also tuck the desparation bit on the end of these conditionals but I’ve only regretted that once in 600 fights so its not really worth the effort.
5) if mystuns > 0 then 4B/8/8 (ring);
5) if mystuns > 0 and score < 0 then 4/8/8 (feint);
5) if mystuns > 0 and score < 1 and (opp = tired or opp = weak) then 4/8/8 (feint);
5) if mystuns > 0 and score < -1 then 5/7/8 (feint);
5) if mystuns > 0 and score < 0 and (opp = tired or opp = weak) then 5/7/8 (feint);
5) if mystuns > 0 and score < -2 then 6/6/8 (feint);
5) if mystuns > 0 and score < -1 and (opp = tired or opp = weak) then 6/6/8 (feint);
5) if mystuns > 1 then 4/7/9 (ring);
5) if mystuns > 1 and score < -2 then 4/7/9 (feint);
5) if mystuns > 1 and score < -1 and (opp = tired or opp = weak) then 4/7/9 (feint);
5) if mystuns > 1 and score < -3 then 4/8/8 (feint);
5) if mystuns > 1 and score < -2 and (opp = tired or opp = weak) then 4/8/8 (feint);
5) if mystuns > 2 then 3B/6/11 (ring);
5) if mystuns > 2 and score < -2 and (opp = tired or opp = weak) then 4/6/10 (ring);
5) if mystuns > 2 and score < -3 then 4/6/10 (feint);
5) if mystuns > 2 and score < -2 and (opp = tired or opp = weak) then 4/7/9 (feint);
5) if opp = strong and endurance_percent < 70 and mystuns = 0 and score > 0 then 2B/1/7 (clinch);
Resting
I tend to rest by picking 1, 2 or 3 rounds to rest in and then rest regardless except if score is very low. I find that this way you keep better control over where the fight is going and don’t mess up the following round. However, ensure that you move the rest rounds, they can sit anywhere between rounds 5 to 10 but DO NOT always rest in the same round. Otherwise mr allout and his nasty friend mr inside will come a visiting and although you may lose the fight, the ips may kill off the fighter.
Round 6
6) 2B/1/7 (clinch);
Again note the 2B/1/ use of clinch, we can still nick the round if by a fluke your opponent rests at the same time. Also go to the body, squeeze every last little bit of endurance out of your plan
6) if endurance_percent > 80 then 4B/8/8 (feint);
Now here we didn’t need to rest but our score is > 0 so lets try and hit the opponent hard to the body and gain some endurance.
6) if score < 1 then 8/7/5 (feint);
6) if score < 1 and roundslost > 2 then 10/6/4 (feint);
6) if score < -4 then 5H/11!/4 (inside);
6) if score < -4 and hiscuts > 0 then 5C/11!/4 (inside);
6) if score < -4 and hiscuts > 2 then 5C/11/4 (inside);
6) if opp = tired and endurance_percent > 70 then 4/7/9 (feint);
6) if opp = tired and endurance_percent > 70 and score < 0 then 5/7/8 (feint);
6) if opp = tired and endurance_percent > 70 and score < -1 then 6/7/7 (feint);
6) if opp = tired and endurance_percent > 80 then 4/9/7 (feint);
6) if opp = tired and endurance_percent > 80 and score < 0 then 5/7/8 (feint);
6) if opp = tired and endurance_percent > 80 and score < -1 then 6/7/7 (feint);
6) if opp = tired and endurance_percent > 80 and score < -2 then 7/7/6 (feint);
6) if opp = tired and endurance_percent > 80 and score < -3 then 7/8/5 (feint);
6) if opp = tired and endurance_percent > 90 then 5/8/7 (feint);
6) if opp = tired and endurance_percent > 90 and score < 0 then 6/7/7 (feint);
6) if opp = tired and endurance_percent > 90 and score < -1 then 7/7/6 (feint);
6) if opp = tired and endurance_percent > 90 and score < -2 then 8/7/5 (feint);
6) if opp = tired and endurance_percent > 90 and score < -3 then 8/8/4 (feint);
6) if mystuns > 0 then 4B/8/8 (ring);
6) if mystuns > 0 and score < 1 and (opp = tired or opp = weak) then 4/8/8 (feint);
6) if mystuns > 0 and score < 0 then 4/8/8 (feint);
6) if mystuns > 0 and score < 0 and (opp = tired or opp = weak) then 5/7/8 (feint);
6) if mystuns > 0 and score < -1 then 5/7/8 (feint);
6) if mystuns > 0 and score < -1 and (opp = tired or opp = weak) then 6/6/8 (feint);
6) if mystuns > 0 and score < -2 then 6/6/8 (feint);
6) if mystuns > 0 and score < -2 and (opp = tired or opp = weak) then 6/7/7 (feint);
6) if mystuns > 0 and score < -3 then 6/7/7 (feint);
6) if mystuns > 1 then 4/7/9 (ring);
6) if mystuns > 1 and score < 0 and (opp = tired or opp = weak) then 4/7/9 (feint);
6) if mystuns > 1 and score < -1 then 4/7/9 (feint);
6) if mystuns > 1 and score < -1 and (opp = tired or opp = weak) then 4/8/8 (feint);
6) if mystuns > 1 and score < -2 then 4/8/8 (feint);
6) if mystuns > 1 and score < -2 and (opp = tired or opp = weak) then 5/7/8 (feint);
6) if mystuns > 1 and score < -3then 5/7/8 (feint);
6) if mystuns > 1 and score < -3 and (opp = tired or opp = weak) then 6/7/7 (feint);
6) if mystuns > 1 and score < -4 then 6/7/7 (feint);
6) if mystuns > 2 then 3B/6/11 (ring);
6) if mystuns > 2 and score < -1 and (opp = tired or opp = weak) then 4/6/10 (ring);
6) if mystuns > 2 and score < -2 then 4/7/9 (ring);
6) if mystuns > 2 and score < -2 and (opp = tired or opp = weak) then 4/7/9 (feint);
6) if mystuns > 2 and score < -3 then 4/8/8 (feint);
6) if mystuns > 2 and score < -3 and (opp = tired or opp = weak) then 5/7/8 (feint);
6) if mystuns > 2 and score < -4 then 5/7/8 (feint);
6) if mystuns > 2 and score < -4 and (opp = tired or opp = weak) then 6/6/8 (feint);
6) if mystuns > 2 and score < -5 then 6/6/8 (feint);
6) if opp = strong and endurance_percent < 70 and mystuns = 0 and score > 0 then 2B/1/7 (clinch);
Round 7
Ladders
From now on in you will see that we are on a set ladder of scores and resting. Hopefully we have by choosing the correct strategies early on already set up a points and endurance advantage. Therefore we are just coasting until the 9th where we pick up the fight again
7) 4/6/10 (feint);
7) if endurance_percent > 75 then 4/8/8 (feint);
7) if endurance_percent > 80 then 5/7/8 (feint);
7) if endurance_percent > 85 then 5/8/7 (feint);
7) if roundswon < 4 then 6/7/7 (feint);
7) if roundswon < 3 then 7/7/6 (feint);
7) if roundswon < 2 then 8/6/6 (feint);
7) if endurance_percent > 80 and roundswon < 4 and mystuns = 0 then 7/6/7 (feint);
7) if endurance_percent > 85 and roundswon < 3 and mystuns = 0 then 7/7/6 (feint);
7) if endurance_percent > 90 and roundswon < 2 and mystuns = 0 then 8/6/6 (feint);
7) if endurance_percent > 90 and roundswon < 1 and mystuns = 0 then 8/8/4 (feint);
7) if score < 4 then 7/6/7 (feint);
7) if score < 4 and roundswon > 2 then 6/7/7 (feint);
7) if score < 4 and roundswon > 3 then 5/7/8 (feint);
7) if score < 3 then 7/7/6 (feint);
7) if score < 3 and roundswon > 2 then 6/7/7 (feint);
7) if score < 3 and roundswon > 3 then 5/7/8 (feint);
7) if score < 2 then 7/7/6 (feint);
7) if score < 2 and roundswon < 2 then 8/6/6 (feint);
7) if score < 2 and roundswon < 1 then 9/6/5 (feint);
7) if score < 1 then 8/7/5 (feint);
7) if score < 1 and roundslost > 2 then 10/6/4 (feint);
7) if score < -3 then 5H/11!/4 (inside);
7) if score < -3 and hiscuts > 0 then 5C/11!/4 (inside);
7) if score < -3 and hiscuts > 3 then 5C/11/4 (inside);
7) if opp = tired and endurance_percent > 70 then 4/7/9 (feint);
7) if opp = tired and endurance_percent > 70 and score < 1 then 5/7/8 (feint);
7) if opp = tired and endurance_percent > 70 and score < 0 then 6/7/7 (feint);
7) if opp = tired and endurance_percent > 70 and score < -1 then 7/7/6 (feint);
7) if opp = tired and endurance_percent > 70 and score < -2 then 8/7/5 (feint);
7) if opp = tired and endurance_percent > 80 then 4/9/7 (feint);
7) if opp = tired and endurance_percent > 80 and score < 1 then 5/7/8 (feint);
7) if opp = tired and endurance_percent > 80 and score < 0 then 6/7/7 (feint);
7) if opp = tired and endurance_percent > 80 and score < -1 then 7/7/6 (feint);
7) if opp = tired and endurance_percent > 80 and score < -2 then 8/7/5 (feint);
7) if opp = tired and endurance_percent > 90 then 5/8/7 (feint);
7) if opp = tired and endurance_percent > 90 and score < 1 then 6/7/7 (feint);
7) if opp = tired and endurance_percent > 90 and score < 0 then 7/7/6 (feint);
7) if opp = tired and endurance_percent > 90 and score < -1 then 8/7/5 (feint);
7) if opp = tired and endurance_percent > 90 and score < -2 then 8/8/4 (feint);
7) if mystuns > 0 then 4/7/9 (ring);
7) if mystuns > 0 and score < 2 and (opp = tired or opp = weak) then 4/8/8 (feint);
7) if mystuns > 0 and score < 1 then 4/8/8 (feint);
7) if mystuns > 0 and score < 1 and (opp = tired or opp = weak) then 5/7/8 (feint);
7) if mystuns > 0 and score < 0 then 5/7/8 (feint);
7) if mystuns > 0 and score < 0 and (opp = tired or opp = weak) then 6/6/8 (feint);
7) if mystuns > 0 and score < -1 then 6/6/8 (feint);
7) if mystuns > 0 and score < -1 and (opp = tired or opp = weak) then 6/7/7 (feint);
7) if mystuns > 0 and score < -2 then 6/7/7 (feint);
7) if mystuns > 1 then 4/7/9 (ring);
7) if mystuns > 1 and score < 1 and (opp = tired or opp = weak) then 4/7/9 (feint);
7) if mystuns > 1 and score < 0 then 4/7/9 (feint);
7) if mystuns > 1 and score < 0 and (opp = tired or opp = weak) then 4/8/8 (feint);
7) if mystuns > 1 and score < -1 then 4/8/8 (feint);
7) if mystuns > 1 and score < -1 and (opp = tired or opp = weak) then 5/7/8 (feint);
7) if mystuns > 1 and score < -2 then 5/7/8 (feint);
7) if mystuns > 1 and score < -2 and (opp = tired or opp = weak) then 6/6/8 (feint);
7) if mystuns > 1 and score < -3 then 6/6/8 (feint);
7) if mystuns > 1 and score < -3 and (opp = tired or opp = weak) then 6/7/7 (feint);
7) if mystuns > 1 and score < -4 then 6/7/7 (feint);
7) if mystuns > 2 then 3B/6/11 (ring);
7) if mystuns > 2 and score < 0 and (opp = tired or opp = weak) then 4/7/9 (feint);
7) if mystuns > 2 and score < -1 then 4/7/9 (feint);
7) if mystuns > 2 and score < -1 and (opp = tired or opp = weak) then 4/8/8 (feint);
7) if mystuns > 2 and score < -2 then 4/8/8 (feint);
7) if mystuns > 2 and score < -2 and (opp = tired or opp = weak) then 5/7/8 (feint);
7) if mystuns > 2 and score < -3 then 5/7/8 (feint);
7) if opp = strong and endurance_percent < 70 and mystuns = 0 and score > 0 then 2B/1/7 (clinch);
Round 8
8) 2B/1/7 (clinch);
8) if endurance_percent > 80 then 4B/8/8 (ring);
8) if score < 2 then 8/6/6 (feint);
8) if score < 2 and roundswon < 2 then 9/6/5 (feint);
8) if score > 0 and endurance_percent < 75 and opp = strong then 2B/1/7 (clinch);
8) if score < 1 then 9/6/5 (feint);
8) if score < 1 and roundslost > 2 then 10/6/4 (feint);
8) if score < -4 then 5H/11!/4 (inside);
8) if score < -4 and hiscuts > 0 then 5C/11!/4 (inside);
8) if score < -4 and hiscuts > 2 then 5C/11/4 (inside);
8) if opp = tired and endurance_percent > 70 then 4/7/9 (feint);
8) if opp = tired and endurance_percent > 70 and score < 2 then 5/7/8 (feint);
8) if opp = tired and endurance_percent > 70 and score < 1 then 6/7/7 (feint);
8) if opp = tired and endurance_percent > 70 and score < 0 then 7/7/6 (feint);
8) if opp = tired and endurance_percent > 70 and score < -1 then 8/7/5 (feint);
8) if opp = tired and endurance_percent > 70 and score < -2 then 9/6/5 (feint);
8) if opp = tired and endurance_percent > 80 then 4/9/7 (feint);
8) if opp = tired and endurance_percent > 80 and score < 2 then 6/7/7 (feint);
8) if opp = tired and endurance_percent > 80 and score < 1 then 6/7/7 (feint);
8) if opp = tired and endurance_percent > 80 and score < 0 then 7/7/6 (feint);
8) if opp = tired and endurance_percent > 80 and score < -1 then 8/7/5 (feint);
8) if opp = tired and endurance_percent > 80 and score < -2 then 9/6/5 (feint);
8) if opp = tired and endurance_percent > 90 then 5/8/7 (feint);
8) if opp = tired and endurance_percent > 90 and score < 2 then 6/7/7 (feint);
8) if opp = tired and endurance_percent > 90 and score < 1 then 7/7/6 (feint);
8) if opp = tired and endurance_percent > 90 and score < 0 then 8/7/5 (feint);
8) if opp = tired and endurance_percent > 90 and score < -1 then 8/8/4 (feint);
8) if opp = tired and endurance_percent > 90 and score < -2 then 9/7/4 (feint);
8) if mystuns > 0 then 4/7/9 (ring);
8) if mystuns > 0 and score < 3 and (opp = tired or opp = weak) then 4/8/8 (feint);
8) if mystuns > 0 and score < 2 then 4/8/8 (feint);
8) if mystuns > 0 and score < 2 and (opp = tired or opp = weak) then 5/7/8 (feint);
8) if mystuns > 0 and score < 1 then 5/7/8 (feint);
8) if mystuns > 0 and score < 1 and (opp = tired or opp = weak) then 6/6/8 (feint);
8) if mystuns > 0 and score < 0 then 6/6/8 (feint);
8) if mystuns > 0 and score < 0 and (opp = tired or opp = weak) then 6/7/7 (feint);
8) if mystuns > 0 and score < -1 then 6/7/7 (feint);
8) if mystuns > 0 and score < -1 and (opp = tired or opp = weak) then 7/7/6 (feint);
8) if mystuns > 0 and score < -2 then 7/7/6 (feint);
8) if mystuns > 1 then 4/7/9 (ring);
8) if mystuns > 1 and score < 2 and (opp = tired or opp = weak) then 4/7/9 (feint);
8) if mystuns > 1 and score < 1 then 4/7/9 (feint);
8) if mystuns > 1 and score < 1 and (opp = tired or opp = weak) then 4/8/8 (feint);
8) if mystuns > 1 and score < 0 then 4/8/8 (feint);
8) if mystuns > 1 and score < 0 and (opp = tired or opp = weak) then 5/7/8 (feint);
8) if mystuns > 1 and score < -1 then 5/7/8 (feint);
8) if mystuns > 1 and score < -1 and (opp = tired or opp = weak) then 6/6/8 (feint);
8) if mystuns > 1 and score < -2 then 6/6/8 (feint);
8) if mystuns > 1 and score < -2 and (opp = tired or opp = weak) then 6/7/7 (feint);
8) if mystuns > 1 and score < -3 then 6/7/7 (feint);
8) if mystuns > 1 and score < -3 and (opp = tired or opp = weak) then 7/7/6 (feint);
8) if mystuns > 1 and score < -4 then 7/7/6 (feint);
8) if mystuns > 2 then 3B/6/11 (ring);
8) if mystuns > 2 and score < 1 and (opp = tired or opp = weak) then 4/7/9 (feint);
8) if mystuns > 2 and score < 0 then 4/7/9 (feint);
8) if mystuns > 2 and score < 0 and (opp = tired or opp = weak) then 4/8/8 (feint);
8) if mystuns > 2 and score < -1 then 4/8/8 (feint);
8) if mystuns > 2 and score < -1 and (opp = tired or opp = weak) then 5/7/8 (feint);
8) if mystuns > 2 and score < -2 then 5/7/8 (feint);
8) if mystuns > 2 and score < -2 and (opp = tired or opp = weak) then 6/6/8 (feint);
8) if mystuns > 2 and score < -3 then 6/6/8 (feint);
8) if opp = strong and endurance_percent < 70 and mystuns = 0 and score > 0 then 2B/1/7 (clinch);
8) if score > 5 and roundswon > 6 then 3H/6/11 (ring);
8) if score > 6 then 3H/6/11 (ring);
####################################################
The Final Rounds
Now is the time for looking into the heart of your opponent and thinking what they will do. We have some options
1. win the round normally – useful for the 9th and 10th
2. go for a stun
3. slap
4. rest could be useful in the 10th if we are a bit tired
5. run 1/1/18 careful against the allout possibility
6. tuck up 3H/6/11 (ring) fights in the bag, no unnecessary risks
Now the more intelligent among you should realise that you can combine them, i.e. go for the stun, if no stun then opp is not madly slapping therefore slap. Even if you get a stun, don’t always try and follow it up, a slap or even a real body attack in the 10th could work wonders. Try and be creative here.
Round 9
9) 4/6/10 (feint);
9) if endurance_percent > 70 then 4/8/8 (feint);
9) if endurance_percent > 75 then 5/7/8 (feint);
9) if endurance_percent > 80 then 5/8/7 (feint);
9) if roundswon < 4 then 6/7/7 (feint);
9) if roundswon < 3 then 7/7/6 (feint);
9) if roundswon < 2 then 8/6/6 (feint);
9) if endurance_percent > 80 and roundswon < 4 and mystuns = 0 then 7/6/7 (feint);
9) if endurance_percent > 85 and roundswon < 3 and mystuns = 0 then 7/7/6 (feint);
9) if endurance_percent > 90 and roundswon < 3 and mystuns = 0 then 8/6/6 (feint);
9) if endurance_percent > 90 and roundswon < 2 and mystuns = 0 then 8/8/4 (feint);
9) if score < 4 then 12/1/7 (feint);
9) if score < 4 and roundswon > 2 then 6/7/7 (feint);
9) if score < 4 and roundswon > 4 then 5/7/8 (feint);
9) if score < 3 then 12/1/7 (feint);
9) if score < 3 and roundswon > 3 then 6/7/7 (feint);
9) if score < 3 and roundswon > 4 then 5/7/8 (feint);
9) if score < 2 then 7/7/6 (feint);
9) if score < 2 and roundswon < 3 then 8/6/6 (feint);
9) if score < 2 and roundswon < 2 then 9/6/5 (feint);
9) if score < 1 then 8/7/5 (feint);
9) if score < 1 and roundslost > 2 then 10/6/4 (feint);
9) if score < 1 and roundslost > 3 then 11/5/4 (feint);
9) if score < -3 then 5H/11!/4 (inside);
9) if score < -3 and hiscuts > 0 then 5C/11!/4 (inside);
9) if score < -3 and hiscuts > 3 then 5C/11/4 (inside);
9) if opp = tired and endurance_percent > 70 then 4/7/9 (feint);
9) if opp = tired and endurance_percent > 70 and score < 3 then 5/7/8 (feint);
9) if opp = tired and endurance_percent > 70 and score < 2 then 6/7/7 (feint);
9) if opp = tired and endurance_percent > 70 and score < 1 then 7/7/6 (feint);
9) if opp = tired and endurance_percent > 70 and score < -1 then 8/7/5 (feint);
9) if opp = tired and endurance_percent > 70 and score < -2 then 9/6/5 (feint);
9) if opp = tired and endurance_percent > 80 then 4/9/7 (feint);
9) if opp = tired and endurance_percent > 80 and score < 3 then 6/7/7 (feint);
9) if opp = tired and endurance_percent > 80 and score < 2 then 6/7/7 (feint);
9) if opp = tired and endurance_percent > 80 and score < 1 then 7/7/6 (feint);
9) if opp = tired and endurance_percent > 80 and score < 0 then 8/7/5 (feint);
9) if opp = tired and endurance_percent > 80 and score < -1 then 9/6/5 (feint);
9) if opp = tired and endurance_percent > 90 then 5/8/7 (feint);
9) if opp = tired and endurance_percent > 90 and score < 3 then 6/7/7 (feint);
9) if opp = tired and endurance_percent > 90 and score < 2 then 7/7/6 (feint);
9) if opp = tired and endurance_percent > 90 and score < 1 then 8/7/5 (feint);
9) if opp = tired and endurance_percent > 90 and score < 0 then 8/8/4 (feint);
9) if opp = tired and endurance_percent > 90 and score < -1 then 9/7/4 (feint);
9) if mystuns > 0 then 4/7/9 (ring);
9) if mystuns > 0 and score < 3 and (opp = tired or opp = weak) then 5/7/8 (feint);
9) if mystuns > 0 and score < 2 then 5/7/8 (feint);
9) if mystuns > 0 and score < 2 and (opp = tired or opp = weak) then 6/6/8 (feint);
9) if mystuns > 0 and score < 1 then 6/6/8 (feint);
9) if mystuns > 0 and score < 1 and (opp = tired or opp = weak) then 6/7/7 (feint);
9) if mystuns > 0 and score < 0 then 6/7/7 (feint);
9) if mystuns > 0 and score < 0 and (opp = tired or opp = weak) then 7/7/6 (feint);
9) if mystuns > 0 and score < -1 then 7/7/6 (feint);
9) if mystuns > 1 then 4/7/9 (ring);
9) if mystuns > 1 and score < 3 and (opp = tired or opp = weak) then 4/7/9 (feint);
9) if mystuns > 1 and score < 2 then 4/7/9 (feint);
9) if mystuns > 1 and score < 2 and (opp = tired or opp = weak) then 4/8/8 (feint);
9) if mystuns > 1 and score < 1 then 4/8/8 (feint);
9) if mystuns > 1 and score < 1 and (opp = tired or opp = weak) then 5/7/8 (feint);
9) if mystuns > 1 and score < 0 then 5/7/8 (feint);
9) if mystuns > 1 and score < 0 and (opp = tired or opp = weak) then 6/6/8 (feint);
9) if mystuns > 1 and score < -1 then 6/6/8 (feint);
9) if mystuns > 1 and score < -1 and (opp = tired or opp = weak) then 6/7/7 (feint);
9) if mystuns > 1 and score < -2 then 6/7/7 (feint);
9) if mystuns > 1 and score < -2 and (opp = tired or opp = weak) then 7/7/6 (feint);
9) if mystuns > 1 and score < -3 then 7/7/6 (feint);
9) if mystuns > 2 then 3B/6/11 (ring);
9) if mystuns > 2 and score < 2 and (opp = tired or opp = weak) then 4/7/9 (feint);
9) if mystuns > 2 and score < 1 then 4/7/9 (feint);
9) if mystuns > 2 and score < 1 and (opp = tired or opp = weak) then 4/8/8 (feint);
9) if mystuns > 2 and score < 0 then 4/8/8 (feint);
9) if mystuns > 2 and score < 0 and (opp = tired or opp = weak) then 5/7/8 (feint);
9) if mystuns > 2 and score < -1 then 5/7/8 (feint);
9) if mystuns > 2 and score < -1 and (opp = tired or opp = weak) then 6/6/8 (feint);
9) if mystuns > 2 and score < -2 then 6/6/8 (feint);
9) if opp = strong and endurance_percent < 70 and mystuns = 0 and score > 0 then 2B/1/7 (clinch);
9) if score > 4 and roundswon > 6 then 3H/6/11 (ring);
9) if score > 5 then 3H/6/11 (ring);
Round 10
10) 4/6/10 (feint);
10) if endurance_percent > 70 then 4/8/8 (feint);
10) if endurance_percent > 75 then 5/7/8 (feint);
10) if endurance_percent > 80 then 5/8/7 (feint);
10) if roundswon < 5 then 6/7/7 (feint);
10) if roundswon < 4 then 7/7/6 (feint);
10) if roundswon < 3 then 8/6/6 (feint);
10) if endurance_percent > 80 and roundswon < 5 and mystuns = 0 then 7/6/7 (feint);
10) if endurance_percent > 85 and roundswon < 4 and mystuns = 0 then 7/7/6 (feint);
10) if endurance_percent > 90 and roundswon < 3 and mystuns = 0 then 8/6/6 (feint);
10) if endurance_percent > 90 and roundswon < 2 and mystuns = 0 then 8/8/4 (feint);
10) if score < 5 then 7/6/7 (feint);
10) if score < 5 and roundswon > 3 then 6/7/7 (feint);
10) if score < 5 and roundswon > 4 then 5/7/8 (feint);
10) if score < 4 then 7/7/6 (feint);
10) if score < 4 and roundswon > 3 then 6/7/7 (feint);
10) if score < 4 and roundswon > 4 then 5/7/8 (feint);
10) if score < 3 then 7/7/6 (feint);
10) if score < 3 and roundswon < 3 then 8/6/6 (feint);
10) if score < 3 and roundswon < 2 then 9/6/5 (feint);
10) if score < 2 then 12/1/7 (feint);
10) if score < 1 and roundslost > 2 then 13/1/6 (feint);
10) if opp = tired and endurance_percent > 70 then 4/7/9 (feint);
10) if opp = tired and endurance_percent > 70 and score < 4 then 5/7/8 (feint);
10) if opp = tired and endurance_percent > 70 and score < 3 then 6/7/7 (feint);
10) if opp = tired and endurance_percent > 70 and score < 2 then 7/7/6 (feint);
10) if opp = tired and endurance_percent > 70 and score < 0 then 8/7/5 (feint);
10) if opp = tired and endurance_percent > 70 and score < -1 then 9/6/5 (feint);
10) if opp = tired and endurance_percent > 80 then 4/9/7 (feint);
10) if opp = tired and endurance_percent > 80 and score < 4 then 6/7/7 (feint);
10) if opp = tired and endurance_percent > 80 and score < 3 then 6/7/7 (feint);
10) if opp = tired and endurance_percent > 80 and score < 2 then 7/7/6 (feint);
10) if opp = tired and endurance_percent > 80 and score < 1 then 8/7/5 (feint);
10) if opp = tired and endurance_percent > 80 and score < 0 then 10/5/5 (feint);
10) if opp = tired and endurance_percent > 90 then 5/8/7 (feint);
10) if opp = tired and endurance_percent > 90 and score < 4 then 6/7/7 (feint);
10) if opp = tired and endurance_percent > 90 and score < 3 then 7/7/6 (feint);
10) if opp = tired and endurance_percent > 90 and score < 2 then 8/7/5 (feint);
10) if opp = tired and endurance_percent > 90 and score < 1 then 8/8/4 (feint);
10) if opp = tired and endurance_percent > 90 and score < 0 then 10/6/4 (feint);
10) if mystuns > 0 then 4/7/9 (ring);
10) if mystuns > 0 and score < 4 and (opp = tired or opp = weak) then 5/7/8 (feint);
10) if mystuns > 0 and score < 3 then 5/7/8 (feint);
10) if mystuns > 0 and score < 3 and (opp = tired or opp = weak) then 6/6/8 (feint);
10) if mystuns > 0 and score < 2 then 6/6/8 (feint);
10) if mystuns > 0 and score < 2 and (opp = tired or opp = weak) then 6/7/7 (feint);
10) if mystuns > 0 and score < 1 then 6/7/7 (feint);
10) if mystuns > 0 and score < 1 and (opp = tired or opp = weak) then 7/7/6 (feint);
10) if mystuns > 0 and score < 0 then 7/7/6 (feint);
10) if mystuns > 0 and score < 0 and (opp = tired or opp = weak) then 8/6/6 (feint);
10) if mystuns > 0 and score < -1 then 8/6/6 (feint);
10) if mystuns > 1 then 4/7/9 (ring);
10) if mystuns > 1 and score < 4 and (opp = tired or opp = weak) then 4/7/9 (feint);
10) if mystuns > 1 and score < 3 then 4/7/9 (feint);
10) if mystuns > 1 and score < 3 and (opp = tired or opp = weak) then 4/8/8 (feint);
10) if mystuns > 1 and score < 2 then 4/8/8 (feint);
10) if mystuns > 1 and score < 2 and (opp = tired or opp = weak) then 5/7/8 (feint);
10) if mystuns > 1 and score < 1 then 5/7/8 (feint);
10) if mystuns > 1 and score < 1 and (opp = tired or opp = weak) then 6/6/8 (feint);
10) if mystuns > 1 and score < 0 then 6/6/8 (feint);
10) if mystuns > 1 and score < 0 and (opp = tired or opp = weak) then 6/7/7 (feint);
10) if mystuns > 1 and score < -1 then 6/7/7 (feint);
10) if mystuns > 1 and score < -1 and (opp = tired or opp = weak) then 7/7/6 (feint);
10) if mystuns > 1 and score < -2 then 7/7/6 (feint);
10) if mystuns > 2 then 3B/6/11 (ring);
10) if mystuns > 2 and score < 3 and (opp = tired or opp = weak) then 4/7/9 (feint);
10) if mystuns > 2 and score < 2 then 4/7/9 (feint);
10) if mystuns > 2 and score < 2 and (opp = tired or opp = weak) then 4/8/8 (feint);
10) if mystuns > 2 and score < 1 then 4/8/8 (feint);
10) if mystuns > 2 and score < 1 and (opp = tired or opp = weak) then 5/7/8 (feint);
10) if mystuns > 2 and score < 0 then 5/7/8 (feint);
10) if mystuns > 2 and score < 0 and (opp = tired or opp = weak) then 6/6/8 (feint);
10) if mystuns > 2 and score < -1 then 6/6/8 (feint);
I want to point out this little bit of efficiency here, see how we have won 6 rounds and so only need to be a point up in the 12th, really it should have mystuns = 0 next to it as well but this is one of the plans that needs a bit of tweaking.
10) if score > 3 and roundswon > 6 then 3H/6/11 (ring);
10) if score > 4 then 3H/6/11 (ring);
Round 11
11) 3H/6/11 (ring);
11) if score < 3 then 13/1/6 (feint);
11) if score < 2 then 14/1/5 (feint);
11) if score < 3 and endurance_percent > 80 then 5H/11/4 (inside);
11) if score < 1 then 15/1/4 (feint);
11) if score < -2 and mystuns = 0 and hiscuts > 0 then 6C/11!/3 (inside);
11) if score < -2 and mystuns = 0 and hiscuts > 4 then 6C/11/3 (inside);
11) if opp = tired and endurance_percent > 70 then 4/7/9 (feint);
11) if opp = tired and endurance_percent > 70 and score < 5 then 5/7/8 (feint);
11) if opp = tired and endurance_percent > 70 and score < 4 then 6/7/7 (feint);
11) if opp = tired and endurance_percent > 70 and score < 3 then 7/7/6 (feint);
11) if opp = tired and endurance_percent > 70 and score < 2 then 8/7/5 (feint);
11) if opp = tired and endurance_percent > 70 and score < 1 then 12/1/7 (feint);
11) if opp = tired and endurance_percent > 70 and score < 0 then 13/1/6 (feint);
11) if opp = tired and endurance_percent > 80 then 4/9/7 (feint);
11) if opp = tired and endurance_percent > 80 and score < 5 then 6/7/7 (feint);
11) if opp = tired and endurance_percent > 80 and score < 4 then 6/7/7 (feint);
11) if opp = tired and endurance_percent > 80 and score < 3 then 7/7/6 (feint);
11) if opp = tired and endurance_percent > 80 and score < 2 then 8/7/5 (feint);
11) if opp = tired and endurance_percent > 80 and score < 1 then 13/1/6 (feint);
11) if opp = tired and endurance_percent > 90 then 5/8/7 (feint);
11) if opp = tired and endurance_percent > 90 and score < 5 then 6/7/7 (feint);
11) if opp = tired and endurance_percent > 90 and score < 4 then 7/7/6 (feint);
11) if opp = tired and endurance_percent > 90 and score < 3 then 8/7/5 (feint);
11) if opp = tired and endurance_percent > 90 and score < 2 then 8/8/4 (feint);
11) if opp = tired and endurance_percent > 90 and score < 1 then 13/1/6 (feint);
11) if mystuns > 0 then 4/7/9 (ring);
11) if mystuns > 0 and score < 5 and (opp = tired or opp = weak) then 5/7/8 (feint);
11) if mystuns > 0 and score < 4 then 5/7/8 (feint);
11) if mystuns > 0 and score < 4 and (opp = tired or opp = weak) then 6/6/8 (feint);
11) if mystuns > 0 and score < 3 then 6/6/8 (feint);
11) if mystuns > 0 and score < 3 and (opp = tired or opp = weak) then 6/7/7 (feint);
11) if mystuns > 0 and score < 2 then 6/7/7 (feint);
11) if mystuns > 0 and score < 2 and (opp = tired or opp = weak) then 7/7/6 (feint);
11) if mystuns > 0 and score < 1 then 7/7/6 (feint);
11) if mystuns > 0 and score < 1 and (opp = tired or opp = weak) then 8/6/6 (feint);
11) if mystuns > 0 and score < 0 then 11/1/8 (feint);
11) if mystuns > 1 then 4/7/9 (ring);
11) if mystuns > 1 and score < 5 and (opp = tired or opp = weak) then 4/7/9 (feint);
11) if mystuns > 1 and score < 4 then 4/7/9 (feint);
11) if mystuns > 1 and score < 4 and (opp = tired or opp = weak) then 4/8/8 (feint);
11) if mystuns > 1 and score < 3 then 4/8/8 (feint);
11) if mystuns > 1 and score < 3 and (opp = tired or opp = weak) then 5/7/8 (feint);
11) if mystuns > 1 and score < 2 then 5/7/8 (feint);
11) if mystuns > 1 and score < 2 and (opp = tired or opp = weak) then 6/6/8 (feint);
11) if mystuns > 1 and score < 1 then 6/6/8 (feint);
11) if mystuns > 1 and score < 1 and (opp = tired or opp = weak) then 6/7/7 (feint);
11) if mystuns > 1 and score < 0 then 6/7/7 (feint);
11) if mystuns > 1 and score < 0 and (opp = tired or opp = weak) then 7/7/6 (feint);
11) if mystuns > 1 and score < -1 then 11/1/8 (feint);
11) if mystuns > 2 then 3B/6/11 (ring);
11) if mystuns > 2 and score < 4 and (opp = tired or opp = weak) then 4/7/9 (feint);
11) if mystuns > 2 and score < 3 then 4/7/9 (feint);
11) if mystuns > 2 and score < 3 and (opp = tired or opp = weak) then 4/8/8 (feint);
11) if mystuns > 2 and score < 2 then 4/8/8 (feint);
11) if mystuns > 2 and score < 2 and (opp = tired or opp = weak) then 5/7/8 (feint);
11) if mystuns > 2 and score < 1 then 5/7/8 (feint);
11) if mystuns > 2 and score < 1 and (opp = tired or opp = weak) then 6/6/8 (feint);
11) if mystuns > 2 and score < 0 then 9/1/10 (feint);
11) if score > 2 and roundswon > 6 then 3H/6/11 (ring);
11) if score > 3 then 3H/6/11 (ring);
Round 12
12) 3H/6/11 (ring);
12) if score < 3 then 14/1/5 (feint);
12) if score < 3 and endurance_percent < 60 and opp = strong then 10/1/9 (outside);
12) if score < -1 and endurance_percent > 70 then 6H/12!/2 (inside);
In the 12th power is only useful if it is stunning your opponent don’t pick a halfway house otherwise you will win 33% of this round rather than 50%. Go to the head or slap, body shots would be mind numbingly dense here.
12) if mystuns > 0 and score < 3 then 12/1/7 (feint);
12) if mystuns > 1 and score < 3 then 11/1/8 (feint);
12) if mystuns > 0 and score < 3 and endurance_percent < 60 and opp = strong then 10/1/9 (outside);
12) if mystuns > 3 and score < 3 then 10/1/9 (feint);
here we are still trying to nick the fight, ok its gone badly, we’ve been stunned over 3 times, we are knackered and our opponent is strong, but he might be 3 rounds up and tucked up, we could nick the round and maybe sneak a draw with the judges, keep going but take account of the crappy position you are in and avoid a KO.
12) if mystuns > 3 and score < 3 and endurance_percent < 60 and opp = strong then 8/1/11 (outside);
If we are in the crap, but may just steal the fight then run, unless our opponent goes for an allout we can still win here, despite the dreadful endurance.
12) if score > 2 and opp = strong and endurance_percent < 70 then 1/1/18 (outside);
12) if score > 1 and opp = strong and endurance_percent < 50 then 1/1/18 (outside);
12) if score > 2 then 3H/6/11 (ring);
12) if roundswon > 6 and score > 1 then 3H/6/11 (ring);
Opp = Weak
And finally a check on opp = weak, putting these at the end saves a lot of additional lines and also makes sure that you do capitalise on your opponent’s weakness.
1) if opp = weak then 4B/10/6 (inside);
7) if opp = weak and score < 1 and mystuns = 0 then 6/8/6 (inside);
7) if opp = weak and score < -1 then 6/7/7 (feint);
8) if opp = weak then 4B/10/6 (inside);
8) if opp = weak and score < 2 and mystuns = 0 then 6/8/6 (feint);
8) if opp = weak and score < 0 then 7/7/6 (feint);
8) if opp = weak and score < -2 then 6H/12/2 (inside);
9) if opp = weak and score < 2 then 6/8/6 (feint);
9) if opp = weak and score < 1 then 7/7/6 (feint);
9) if opp = weak and score < 0 then 6H/12/2 (inside);
10) if opp = weak then 4B/10/6 (inside);
10) if opp = weak and score < 3 and mystuns = 0 then 6/8/6 (feint);
10) if opp = weak and score < 2 then 7/7/6 (feint);
10) if opp = weak and score < 0 and mystuns = 0 then 6H/12/2 (inside);
11) if opp = weak then 4H/8/8 (ring);
11) if opp = weak and score < 3 and mystuns = 0 then 6/7/7 (feint);
11) if opp = weak and score < 2 then 10/5/5 (feint);
11) if opp = weak and score < 1 then 6H/12/2 (inside);
11) if opp = weak and score < 0 and mystuns = 0 then 6H/12/2 (allout);
11) if opp = weak and score < -1 and mystuns = 0 then 6H/12!/2 (allout);
Conclusion
Personally I think that having 4 well written plans that you know are right, work a damn site better than 100 badly written plans for each fight, you will certainly win more fights and I note that even without reading the rules several players have been able to take one of my plans and win 70-80% of their fights.
More importantly you can pick the key fights and suddenly change tack. If you want to beat top managers, use predictable wins against lower class opposition and then become effectively unscoutable when you do a specific plan for big fights.
Also you have to remember time constraints, this looks a long plan, but it has fought over 50 fights, it took close to an hour to write and check but that equals just over 1 minute per fight and there are no mistakes. It takes the stress out of the game and also allows more fights later on. You should always look for ways of saving time.
That said, always be careful that you don’t overdo things. Remember, whatever you may be told, its just a game, and without a decent forum or smack in the press a pretty dull one at that. If you are going to do a single plan for each fight you need to get out more……….Mochrie
Now some of you are thinking, god I have no intention of writing anything like this, I’m just going to nick the plan, and to you I have to say, good on you, that’s the spirit that makes whatever country you are in great. And this is really what I set out to do, to take all of the crappy grind out of game, just a touch of a shame that it also led to someone thinking I was fixing fights with people I helped just enjoy the game with none of the dullness.
As a tip may I suggest that you put the plan into word and use find and replace on certain lines so find 10/6/4 (feint) and change to 11/7/2 (feint) start at the highest and work backwards if you are making it more aggressive or start with the lowest and move upwards if you are making is more defensive. With this method you can turn the 1 plan above into 10 different lengthy plans in less than an hour. Put a few variations on the end than Bob’s your uncle you are a class gym all in the space of a few hours.
So there you have it, all you need to know to win a world title, my work is done and I can happily disappear, safe in the knowledge that this contribution will irritate the hell out of the management for months to come (jk).
Goodbye and good luck and maybe the occasional tribute fighter wouldn’t go amiss.
This note will go through fight plan construction for a fighter looking to win on score and endurance. To do this I’m going to take you through one of my plans which, whilst not necessarily a dancing plan it could be toned down somewhat to become a dancing plan.
If you are going to use KP you will have to adapt it somewhat, the lines will be extremely helpful in moving you to the correct point to win a round faster, however, you must remember that you will have to bring your KP into play at some point and adapt for this. For a KP slugger this type of fighting would not be appropriate and I would suggest trying to link the roundswon and lost ideas with his and mystuns.
SECTION 1
You’ve got to have a plan
1) the fighter
Even before the fight has been drawn, when you are making your fighter, you should have a rough idea about what it is you want to achieve and the styles that you will use. Lets take a tall guy with lots of speed, you would think:
l) keep it tight for sluggers (counter or outside and resting);
2) early endurance for KP guys (defensive counter and then open up a little);
3) feint against tall guys; and
4) possible counter, feint or outside against normal guys.
And so you should move the stats accordingly, trying to double up on the speed and height and sacrifice a bit of strength for some agility. Here, strength stops your opponent going beserk on you, but it isn’t really adding to any of your tactics so it will be the lowest stat. On the whole, the plans will be defensive, so conditioning might not need to be as high.
Often managers complain (including me) that “there is nothing that could be done to win”, its usually because you have not grouped the right statistics together to come up with an option under all situations. Essentially, because of the choices you have made, stats are not being used sufficiently and are going to waste. Often managers attempt to cover all of the bases to the detriment of the fighters strength, for example making a 12str 4KP guy to have 4 extra points to go in spd, chin and con is really just preventing the fighter being effective.
Initial plan thoughts
Once the fight is drawn and you have a decent enough fighter, then you should scout your opponent (see advanced scouting), look at your stats and then have a think about the plan you will adopt. Broadly they sit within:
1) win on points (outpoint in the majority of rounds and rest in others);
2) win by endurance (just slug your opponent till he collapses or go for a late KO);
3) win by quick KO (swift demolision in the first three rounds);
4) win by stunning (stun, rest, stun, rest etc);
5) win on points and gain the advantage in endurance (normal guy fights); and
6) lay a trap.
Successful fights can often be best described as a compromise of styles. Your opponent will scout, look at your stats and choose one of the above, you should think about what style your opponent will choose and then adopt the appropriate plan. Scout and adapt well and you will win, fail to adapt and you will lose. At the top level there is no difference in ability, more a difference in the willingness and time available to think through a problem.
The most common mistakes in fight plan creation are:
1) not even trying to adapt – set the style and let your opponent break it down, this will not only lead to losses but high ips
2) using the same plan again and again.
A more advanced mistake is:
to be predicable – your opponent knows what style you will adopt from scouting, probably even in say resting in a particular round, and attacks accordingly. This often happens with a manager who finds a style that he is comfortable with and makes nothing else. You should force yourself to have different types of fighters to project an image of unpredictability.
Finally, when you think that it is impossible to lose, then you should be wary. If your choice of plan is so obvious, then your opponent will know what you are going to do. In this situation it is imperative that you build into your plan sufficient fail safes in stun protection and endurance to avoid someone take advantage of a certain situation.
Section 2 The Plan
Objective
Our objective is to be 3 rounds up by the 12th round, 4 by the 11th and so on.
Implementation
In order to do this we must use the minimum endurance relative to our opponent to just ensure that we win a round, in 7 out of the 12 rounds. In the other rounds we should rest, try to take down our opponent’s endurance or go for a surprise stun/KO.
Strategy
Therefore if we are facing a person going 5/7/8, all things being equal we want to go 6/7/7. We win the round, take slightly more damage but when he goes 6/7/7 we may rest or go 4B/8/8. However, I am also going to show you a little trick so that when he goes 6/7/7, you go 7/7/6 and so on.
Therefore an effective round involves:
1. sufficient defence to avoid a stun;
2. sufficient aggression to win the round
3. the remainder to power
in the relevant round.
Or if this plan involves too much endurance loss then do not try and win the round, we look for a stun or to build up an endurance advantage.
Before you commence your fight plan construction, you need to consider what will be effective. The plans can be split into 6 categories:
a defensive strategy, you have the speed advantage and want to avoid a battering – say 4/6/10 (ring)
an efficient strategy, you are the same, your opponent may go to the body, you take the round with minimal difference in endurance – say 4/8/8 (feint) when 2 spd up
a slightly more aggressive strategy, your opponent is going 4/8/8 and you take the round – 5/7/8 (ring) when you are similar
an aggressive strategy looking to hit powerfully, your opponent is either 5/7/8 or a dancing 6/3/11 – say 6/7/7 (feint)
a powerful strategy taking advantage of an opponent’s inefficient plan. Especially useful against 7/1/12 dancers or 6/4/10 normal guys. No chance of a stun, therefore we hit hard – say 7/8/5 (inside) if you have lowish agility or 7/8/5 (feint) or (ring) if you agility is medium or high
8/6/6 (feint) – here we are more concerned against the stun but we also believe we can win the round so we up the aggression. Here I expect that the opponent is going with low power and so we are also wining the endurance battle.
The fight plan
What I am going to do is take you through one of my plans and explain what is going on.
Please note that a lot of lines or certain conditionals will be redundant, this is just the way I make my plans to ensure that there isn’t a stupid error in. If a line becomes redundant by putting in a new line there is no damage, so why worry. A lot of my plans evolved because I reused them over 50 times each.
What you need to consider is this, a fight plan is just a decision tree, I move along it and the score, endurance, and stuns are just the product of what my opponent has done to get to this position. Using this knowledge I choose the most appropriate line.
The person who wins, is usually the person who identifies his opponent’s tactics first. This is where a Trafford strategy differs from the rest of the game, using roundswon and roundslost I get some extra branches to my tree, instead of three reference points, +1, 0 and –1, I have five, roundswon, +1, 0, -1, roundslost and by using these I find my opponent’s tactics one or two rounds faster. Moreover, I see when he is changing from a round that I have won, to a round where I just get 1 or 0 points, I avoid losing the round and can just move up a bit in the next.
With other reference points I add more branches to my tree, I don’t tend to mess about with endurance_percent < 100- (round-1) * whatever, because what does it really tell you? Is your opponent hitting you hard but are you hitting him back, yes or no? You can’t tell until one of you is at 67% and then its too late. Plus endurance is there for using and recouperating. If you use it to win rounds and rest effectively you will win, don’t worry about endurance_percent except to tell you when to start kicking the hell out of your opponent.
So lets start:
1) 5/7/8 (feint);
The opening round, we look to win it and move on from there
2) 4/8/8 (feint);
Assumes a clear win in the first and reducing aggression to an efficient point.
2) if endurance_percent > 97 then 5/8/7 (feint);
We have won the first and not been hit, therefore our opponent is using low power and we can look to deal damage and also protect against the possibility of our opponent increasing aggression. This is quite useful and can win you the fight here. If your opponent has gone 6/3/11 for the first 2 rounds you will have won by the 4th.
2) if roundswon < 1 then 6/7/7 (feint);
We have not won the first clearly, we need to up the aggression
2) if endurance_percent > 97 and roundswon < 1 and mystuns = 0 then 7/6/7 (feint);
We didn’t win the first round but wasn’t hit either so we can be even more aggressive
2) if score < 1 then 7/6/7 (feint);
Right, I didn’t win the first so I know I have to be much more aggressive, just see how we have grabbed the extra branches and how much more efficient we are than with simple score.
2) if score < 0 and roundslost > 0 then 7/7/6 (feint);
here I didn’t win infact I lost it and so I assume my opponent is slapping, I up both power and aggression. Here with KP you could try a stun maybe.
Endurance conditionals
Ideally we are trying to push our opponent to reference points, i.e. opp = tired, here my opp is tired and I am not. Now I want to put aside the previous high aggression plan and move to a more efficient plan. My opponent cannot keep up his tactics for long, he must rest or will tire (unless I start slapping which I want to avoid). Therefore I up the power at the expense of aggression as follows:
2) if opp = tired and endurance_percent > 70 then 4B/8/8 (feint);
2) if opp = tired and endurance_percent > 70 and score < -3 then 5/7/8 (feint);
2) if opp = tired and endurance_percent > 80 and score < -3 then 6/7/7 (feint);
2) if opp = tired and endurance_percent > 90 and score < -3 then 7/7/6 (feint);
This is just a way I produce plans, as you can see these lines are redundant, but in 2 rounds time they will kick in. I use a lot of find and replace which I find works well for me. Who knows when this should kick in, best to be prepared and have these lines in earlier than later.
Stun protection
You should always consider the chance that your opponent will go to the head for a stun. If you just stay with the score you will actually make things worse by lowering defence after a stun. Avoid this, but also don’t be a slave to increasing defence either, here I know that if my opponent is stunning me, he will quickly run out of gas so I don’t tuck up entirely:
2) if mystuns > 0 then 4B/6/10 (ring);
2) if mystuns > 1 then 3B/6/11 (ring);
Round 3
3) 4/7/9 (feint);
Won 2 rounds clearly, little higher on the defence and note that I am also lower than 93 endurance_percent, I should tuck up a touch but stay efficient.
3) if endurance_percent > 92 then 5/7/8 (feint);
3) if endurance_percent > 95 then 5/8/7 (feint);
Won 2 rounds clearly and checking endurance, if I am losing quite a bit then I need to keep the defence up a bit, if not, use extra power, but don’t go overboard here, you are 2 clear rounds up, there is a good chance your opponent will go for a stun so no silly chances.
3) if roundswon < 2 then 6/7/7 (feint);
3) if roundswon < 1 then 7/7/6 (feint);
Here is the extra branches to our tree, we could be a +2 score but if our opponent increased his aggression in the last round so we just nicked it then roundswon < 2 and so 4/8/8 needs to move to 6/7/7. Keeping one step ahead is key.
3) if endurance_percent > 94 and roundswon < 2 and mystuns = 0 then 7/6/7 (feint);
3) if endurance_percent > 97 and roundswon < 1 and mystuns = 0 then 7/7/6 (feint);
These lines are really checking for slapping by an opponent that we can take advantage of winning the round and endurance
3) if score < 2 then 7/6/7 (feint);
3) if score < 1 then 7/7/6 (feint);
3) if score < 1 and roundswon > 0 then 6/7/7 (feint);
This line is actually a check against going too far. The score is 0 so we lost one of the rounds but won another, however, we won one of them cleanly so we don’t want to go too far with the 7/7/6 otherwise its likely to be 7/7/6 vs 5/8/7 and that would be bad for endurance.
3) if score < 0 then 7/7/6 (feint);
3) if score < 0 and roundslost > 1 then 8/7/5 (feint);
Here we are at the bottom of our decision tree, not only does 7/7/6 not win a round, it loses it, if we want to stay in the game with score we need to push, but our opponent must be slapping a bit so this isn’t a hopeless place, so long as we take advantage. We can have another bite at the cherry in the next round with 10/6/4 (feint) if roundslost > 2 but note that we are at the point of switching tactics then in round 4 not round 6 or 7 and can still look to claw something back.
3) if opp = tired and endurance_percent > 70 then 4B/8/8 (feint);
3) if opp = tired and endurance_percent > 70 and score < -2 then 5/7/8 (feint);
3) if opp = tired and endurance_percent > 80 and score < -2 then 6/7/7 (feint);
3) if opp = tired and endurance_percent > 90 and score < -2 then 7/7/6 (feint);
3) if mystuns > 0 then 4B/7/9 (ring);
3) if mystuns > 1 then 4B/6/10 (ring);
3) if mystuns > 2 then 3B/6/11 (ring);
3) if opp = strong and endurance_percent < 73 and mystuns = 0 and score > 0 then 2B/1/7 (clinch);
Endurance protection
You must protect your endurance with efficient resting. Here our opponent is strong and we are being pushed into tired. We should rest and clinching is good for resting because if your opponent goes 1/1/10 say we will win the round and rest and otherwise all that excess aggression gets chopped and put into rest. Never get forced into tired when your opponent is strong.
Round 4
4) 4/7/9 (feint);
4) if endurance_percent > 90 then 4/8/8 (feint);
4) if endurance_percent > 93 then 5/8/7 (feint);
4) if roundswon < 3 then 6/7/7 (feint);
4) if roundswon < 2 then 7/7/6 (feint);
4) if roundswon < 1 then 8/6/6 (feint);
4) if endurance_percent > 90 and roundswon < 3 and mystuns = 0 then 7/6/7 (feint);
4) if endurance_percent > 94 and roundswon < 2 and mystuns = 0 then 7/7/6 (feint);
4) if endurance_percent > 96 and roundswon < 1 and mystuns = 0 then 8/6/6 (feint);
4) if score < 3 then 7/6/7 (feint);
4) if score < 3 and roundswon > 0 then 6/7/7 (feint);
4) if score < 3 and roundswon > 1 then 5/7/8 (feint);
4) if score < 2 then 7/7/6 (feint);
4) if score < 2 and roundswon > 1 then 6/7/7 (feint);
4) if score < 1 then 7/7/6 (feint);
4) if score < 1 and roundslost > 1 then 8/7/5 (feint);
4) if score < 1 and roundswon < 1 then 9/6/5 (feint);
4) if score < 0 then 8/7/5 (feint);
4) if score < 0 and roundslost > 2 then 10/6/4 (feint);
4) if opp = tired and endurance_percent > 70 then 4B/8/8 (feint);
4) if opp = tired and endurance_percent > 70 and score < -2 then 5/7/8 (feint);
4) if opp = tired and endurance_percent > 80 then 4/8/8 (feint);
4) if opp = tired and endurance_percent > 80 and score < -1 then 5/7/8 (feint);
4) if opp = tired and endurance_percent > 80 and score < -2 then 6/7/7 (feint);
4) if opp = tired and endurance_percent > 90 then 5/8/7 (feint);
4) if opp = tired and endurance_percent > 90 and score < -1 then 6/7/7 (feint);
4) if opp = tired and endurance_percent > 90 and score < -2 then 7/7/6 (feint);
Advanced stun protection
4) if mystuns > 0 then 4B/8/8 (ring);
4) if mystuns > 0 and score < 0 and (opp = tired or opp = weak) and endurance_percent > 70 then 4/8/8 (ring);
4) if mystuns > 0 and score < -2 and (opp = tired or opp = weak) then 5/7/8 (feint);
Right so our opponent stunned us earlier and we moved to an efficient position and he kept using head shots. Here we look for the point where he is tired and can come out of our tucking up position. Please note that the tired or weak thing is just something I like to do to remind me of what’s going on and can be replaced by just tired (although never entirely trust Bruce’s game, you will find there are bugs in it and they only get fixed after you have lost
4) if mystuns > 1 then 4B/7/9 (ring);
4) if mystuns > 1 and score < 0 and (opp = tired or opp = weak) and endurance_percent > 70 then 4/7/9 (ring);
4) if mystuns > 1 and score < -2 and (opp = tired or opp = weak) then 5/6/9 (feint);
4) if mystuns > 2 then 3B/6/11 (ring);
4) if mystuns > 2 and score < -2 and (opp = tired or opp = weak) then 4/7/9 (ring);
Also you will note at how the stuns are moving on, mystuns > 0 which here means mystuns = 1 means that in 3 rounds he stunned us in 1 of them, so we shouldn’t be too defensive, however, if he has kept giving us the bad news, i.e. mystuns > 2 then just tuck up, we’ve made it here and he will run out of steam when random kicks in and we get a full round of damage at him.
4) if opp = strong and endurance_percent < 70 and mystuns = 0 and score > 0 then 2B/1/7 (clinch);
Round 5
5) 4/6/10 (feint);
5) if endurance_percent > 80 then 4/7/9 (feint);
5) if endurance_percent > 85 then 4/8/8 (feint);
5) if endurance_percent > 90 then 5/8/7 (feint);
5) if roundswon < 4 then 6/7/7 (feint);
5) if roundswon < 3 then 7/7/6 (feint);
5) if roundswon < 2 then 8/6/6 (feint);
5) if endurance_percent > 85 and roundswon < 4 and mystuns = 0 then 7/6/7 (feint);
5) if endurance_percent > 90 and roundswon < 3 and mystuns = 0 then 7/7/6 (feint);
5) if endurance_percent > 95 and roundswon < 2 and mystuns = 0 then 8/6/6 (feint);
5) if endurance_percent > 95 and roundswon < 1 and mystuns = 0 then 10/6/4 (feint);
5) if score < 4 then 7/6/7 (feint);
5) if score < 4 and roundswon > 1 then 6/7/7 (feint);
5) if score < 4 and roundswon > 2 then 5/7/8 (feint);
5) if score < 3 then 7/7/6 (feint);
5) if score < 3 and roundswon > 1 then 6/7/7 (feint);
5) if score < 3 and roundswon > 2 then 5/7/8 (feint);
5) if score < 2 then 7/7/6 (feint);
5) if score < 2 and roundslost > 1 then 8/7/5 (feint);
5) if score < 2 and roundswon < 1 then 9/6/5 (feint);
5) if score < 1 then 8/7/5 (feint);
5) if score < 1 and roundslost > 2 then 10/6/4 (feint);
Desparation plays
Well we’ve got to round 5 and even 10/6/4 feint is not doing the business. We need to give ourselves a chance and unless our opponent is knackered by now going to the body isn’t going to cut it. Therefore what we are going to do is go for a stun, with the head shots hopefully opening up a cut. If we are lucky our opponent may already be cut so lets try and chop him up some more. Don’t worry about cheating, in fact getting dq’s would at least save the ips
5) if score < -3 then 5H/11!/4 (inside);
5) if score < -3 and hiscuts > 0 then 5C/11!/4 (inside);
Here though our opponent is chopped up so we are in with a decent chance so we don’t cheat
5) if score < -3 and hiscuts > 2 then 5C/11/4 (inside);
5) if opp = tired and endurance_percent > 70 then 4/7/9 (feint);
5) if opp = tired and endurance_percent > 70 and score < -1 then 5/7/8 (feint);
5) if opp = tired and endurance_percent > 70 and score < -2 then 6/7/7 (feint);
5) if opp = tired and endurance_percent > 80 then 4/9/7 (feint);
5) if opp = tired and endurance_percent > 80 and score < -1 then 5/7/8 (feint);
5) if opp = tired and endurance_percent > 80 and score < -2 then 6/7/7 (feint);
5) if opp = tired and endurance_percent > 80 and score < -3 then 7/7/6 (feint);
5) if opp = tired and endurance_percent > 90 then 5/8/7 (feint);
5) if opp = tired and endurance_percent > 90 and score < -1 then 6/7/7 (feint);
5) if opp = tired and endurance_percent > 90 and score < -2 then 7/7/6 (feint);
5) if opp = tired and endurance_percent > 90 and score < -3 then 8/7/5 (feint);
You could also tuck the desparation bit on the end of these conditionals but I’ve only regretted that once in 600 fights so its not really worth the effort.
5) if mystuns > 0 then 4B/8/8 (ring);
5) if mystuns > 0 and score < 0 then 4/8/8 (feint);
5) if mystuns > 0 and score < 1 and (opp = tired or opp = weak) then 4/8/8 (feint);
5) if mystuns > 0 and score < -1 then 5/7/8 (feint);
5) if mystuns > 0 and score < 0 and (opp = tired or opp = weak) then 5/7/8 (feint);
5) if mystuns > 0 and score < -2 then 6/6/8 (feint);
5) if mystuns > 0 and score < -1 and (opp = tired or opp = weak) then 6/6/8 (feint);
5) if mystuns > 1 then 4/7/9 (ring);
5) if mystuns > 1 and score < -2 then 4/7/9 (feint);
5) if mystuns > 1 and score < -1 and (opp = tired or opp = weak) then 4/7/9 (feint);
5) if mystuns > 1 and score < -3 then 4/8/8 (feint);
5) if mystuns > 1 and score < -2 and (opp = tired or opp = weak) then 4/8/8 (feint);
5) if mystuns > 2 then 3B/6/11 (ring);
5) if mystuns > 2 and score < -2 and (opp = tired or opp = weak) then 4/6/10 (ring);
5) if mystuns > 2 and score < -3 then 4/6/10 (feint);
5) if mystuns > 2 and score < -2 and (opp = tired or opp = weak) then 4/7/9 (feint);
5) if opp = strong and endurance_percent < 70 and mystuns = 0 and score > 0 then 2B/1/7 (clinch);
Resting
I tend to rest by picking 1, 2 or 3 rounds to rest in and then rest regardless except if score is very low. I find that this way you keep better control over where the fight is going and don’t mess up the following round. However, ensure that you move the rest rounds, they can sit anywhere between rounds 5 to 10 but DO NOT always rest in the same round. Otherwise mr allout and his nasty friend mr inside will come a visiting and although you may lose the fight, the ips may kill off the fighter.
Round 6
6) 2B/1/7 (clinch);
Again note the 2B/1/ use of clinch, we can still nick the round if by a fluke your opponent rests at the same time. Also go to the body, squeeze every last little bit of endurance out of your plan
6) if endurance_percent > 80 then 4B/8/8 (feint);
Now here we didn’t need to rest but our score is > 0 so lets try and hit the opponent hard to the body and gain some endurance.
6) if score < 1 then 8/7/5 (feint);
6) if score < 1 and roundslost > 2 then 10/6/4 (feint);
6) if score < -4 then 5H/11!/4 (inside);
6) if score < -4 and hiscuts > 0 then 5C/11!/4 (inside);
6) if score < -4 and hiscuts > 2 then 5C/11/4 (inside);
6) if opp = tired and endurance_percent > 70 then 4/7/9 (feint);
6) if opp = tired and endurance_percent > 70 and score < 0 then 5/7/8 (feint);
6) if opp = tired and endurance_percent > 70 and score < -1 then 6/7/7 (feint);
6) if opp = tired and endurance_percent > 80 then 4/9/7 (feint);
6) if opp = tired and endurance_percent > 80 and score < 0 then 5/7/8 (feint);
6) if opp = tired and endurance_percent > 80 and score < -1 then 6/7/7 (feint);
6) if opp = tired and endurance_percent > 80 and score < -2 then 7/7/6 (feint);
6) if opp = tired and endurance_percent > 80 and score < -3 then 7/8/5 (feint);
6) if opp = tired and endurance_percent > 90 then 5/8/7 (feint);
6) if opp = tired and endurance_percent > 90 and score < 0 then 6/7/7 (feint);
6) if opp = tired and endurance_percent > 90 and score < -1 then 7/7/6 (feint);
6) if opp = tired and endurance_percent > 90 and score < -2 then 8/7/5 (feint);
6) if opp = tired and endurance_percent > 90 and score < -3 then 8/8/4 (feint);
6) if mystuns > 0 then 4B/8/8 (ring);
6) if mystuns > 0 and score < 1 and (opp = tired or opp = weak) then 4/8/8 (feint);
6) if mystuns > 0 and score < 0 then 4/8/8 (feint);
6) if mystuns > 0 and score < 0 and (opp = tired or opp = weak) then 5/7/8 (feint);
6) if mystuns > 0 and score < -1 then 5/7/8 (feint);
6) if mystuns > 0 and score < -1 and (opp = tired or opp = weak) then 6/6/8 (feint);
6) if mystuns > 0 and score < -2 then 6/6/8 (feint);
6) if mystuns > 0 and score < -2 and (opp = tired or opp = weak) then 6/7/7 (feint);
6) if mystuns > 0 and score < -3 then 6/7/7 (feint);
6) if mystuns > 1 then 4/7/9 (ring);
6) if mystuns > 1 and score < 0 and (opp = tired or opp = weak) then 4/7/9 (feint);
6) if mystuns > 1 and score < -1 then 4/7/9 (feint);
6) if mystuns > 1 and score < -1 and (opp = tired or opp = weak) then 4/8/8 (feint);
6) if mystuns > 1 and score < -2 then 4/8/8 (feint);
6) if mystuns > 1 and score < -2 and (opp = tired or opp = weak) then 5/7/8 (feint);
6) if mystuns > 1 and score < -3then 5/7/8 (feint);
6) if mystuns > 1 and score < -3 and (opp = tired or opp = weak) then 6/7/7 (feint);
6) if mystuns > 1 and score < -4 then 6/7/7 (feint);
6) if mystuns > 2 then 3B/6/11 (ring);
6) if mystuns > 2 and score < -1 and (opp = tired or opp = weak) then 4/6/10 (ring);
6) if mystuns > 2 and score < -2 then 4/7/9 (ring);
6) if mystuns > 2 and score < -2 and (opp = tired or opp = weak) then 4/7/9 (feint);
6) if mystuns > 2 and score < -3 then 4/8/8 (feint);
6) if mystuns > 2 and score < -3 and (opp = tired or opp = weak) then 5/7/8 (feint);
6) if mystuns > 2 and score < -4 then 5/7/8 (feint);
6) if mystuns > 2 and score < -4 and (opp = tired or opp = weak) then 6/6/8 (feint);
6) if mystuns > 2 and score < -5 then 6/6/8 (feint);
6) if opp = strong and endurance_percent < 70 and mystuns = 0 and score > 0 then 2B/1/7 (clinch);
Round 7
Ladders
From now on in you will see that we are on a set ladder of scores and resting. Hopefully we have by choosing the correct strategies early on already set up a points and endurance advantage. Therefore we are just coasting until the 9th where we pick up the fight again
7) 4/6/10 (feint);
7) if endurance_percent > 75 then 4/8/8 (feint);
7) if endurance_percent > 80 then 5/7/8 (feint);
7) if endurance_percent > 85 then 5/8/7 (feint);
7) if roundswon < 4 then 6/7/7 (feint);
7) if roundswon < 3 then 7/7/6 (feint);
7) if roundswon < 2 then 8/6/6 (feint);
7) if endurance_percent > 80 and roundswon < 4 and mystuns = 0 then 7/6/7 (feint);
7) if endurance_percent > 85 and roundswon < 3 and mystuns = 0 then 7/7/6 (feint);
7) if endurance_percent > 90 and roundswon < 2 and mystuns = 0 then 8/6/6 (feint);
7) if endurance_percent > 90 and roundswon < 1 and mystuns = 0 then 8/8/4 (feint);
7) if score < 4 then 7/6/7 (feint);
7) if score < 4 and roundswon > 2 then 6/7/7 (feint);
7) if score < 4 and roundswon > 3 then 5/7/8 (feint);
7) if score < 3 then 7/7/6 (feint);
7) if score < 3 and roundswon > 2 then 6/7/7 (feint);
7) if score < 3 and roundswon > 3 then 5/7/8 (feint);
7) if score < 2 then 7/7/6 (feint);
7) if score < 2 and roundswon < 2 then 8/6/6 (feint);
7) if score < 2 and roundswon < 1 then 9/6/5 (feint);
7) if score < 1 then 8/7/5 (feint);
7) if score < 1 and roundslost > 2 then 10/6/4 (feint);
7) if score < -3 then 5H/11!/4 (inside);
7) if score < -3 and hiscuts > 0 then 5C/11!/4 (inside);
7) if score < -3 and hiscuts > 3 then 5C/11/4 (inside);
7) if opp = tired and endurance_percent > 70 then 4/7/9 (feint);
7) if opp = tired and endurance_percent > 70 and score < 1 then 5/7/8 (feint);
7) if opp = tired and endurance_percent > 70 and score < 0 then 6/7/7 (feint);
7) if opp = tired and endurance_percent > 70 and score < -1 then 7/7/6 (feint);
7) if opp = tired and endurance_percent > 70 and score < -2 then 8/7/5 (feint);
7) if opp = tired and endurance_percent > 80 then 4/9/7 (feint);
7) if opp = tired and endurance_percent > 80 and score < 1 then 5/7/8 (feint);
7) if opp = tired and endurance_percent > 80 and score < 0 then 6/7/7 (feint);
7) if opp = tired and endurance_percent > 80 and score < -1 then 7/7/6 (feint);
7) if opp = tired and endurance_percent > 80 and score < -2 then 8/7/5 (feint);
7) if opp = tired and endurance_percent > 90 then 5/8/7 (feint);
7) if opp = tired and endurance_percent > 90 and score < 1 then 6/7/7 (feint);
7) if opp = tired and endurance_percent > 90 and score < 0 then 7/7/6 (feint);
7) if opp = tired and endurance_percent > 90 and score < -1 then 8/7/5 (feint);
7) if opp = tired and endurance_percent > 90 and score < -2 then 8/8/4 (feint);
7) if mystuns > 0 then 4/7/9 (ring);
7) if mystuns > 0 and score < 2 and (opp = tired or opp = weak) then 4/8/8 (feint);
7) if mystuns > 0 and score < 1 then 4/8/8 (feint);
7) if mystuns > 0 and score < 1 and (opp = tired or opp = weak) then 5/7/8 (feint);
7) if mystuns > 0 and score < 0 then 5/7/8 (feint);
7) if mystuns > 0 and score < 0 and (opp = tired or opp = weak) then 6/6/8 (feint);
7) if mystuns > 0 and score < -1 then 6/6/8 (feint);
7) if mystuns > 0 and score < -1 and (opp = tired or opp = weak) then 6/7/7 (feint);
7) if mystuns > 0 and score < -2 then 6/7/7 (feint);
7) if mystuns > 1 then 4/7/9 (ring);
7) if mystuns > 1 and score < 1 and (opp = tired or opp = weak) then 4/7/9 (feint);
7) if mystuns > 1 and score < 0 then 4/7/9 (feint);
7) if mystuns > 1 and score < 0 and (opp = tired or opp = weak) then 4/8/8 (feint);
7) if mystuns > 1 and score < -1 then 4/8/8 (feint);
7) if mystuns > 1 and score < -1 and (opp = tired or opp = weak) then 5/7/8 (feint);
7) if mystuns > 1 and score < -2 then 5/7/8 (feint);
7) if mystuns > 1 and score < -2 and (opp = tired or opp = weak) then 6/6/8 (feint);
7) if mystuns > 1 and score < -3 then 6/6/8 (feint);
7) if mystuns > 1 and score < -3 and (opp = tired or opp = weak) then 6/7/7 (feint);
7) if mystuns > 1 and score < -4 then 6/7/7 (feint);
7) if mystuns > 2 then 3B/6/11 (ring);
7) if mystuns > 2 and score < 0 and (opp = tired or opp = weak) then 4/7/9 (feint);
7) if mystuns > 2 and score < -1 then 4/7/9 (feint);
7) if mystuns > 2 and score < -1 and (opp = tired or opp = weak) then 4/8/8 (feint);
7) if mystuns > 2 and score < -2 then 4/8/8 (feint);
7) if mystuns > 2 and score < -2 and (opp = tired or opp = weak) then 5/7/8 (feint);
7) if mystuns > 2 and score < -3 then 5/7/8 (feint);
7) if opp = strong and endurance_percent < 70 and mystuns = 0 and score > 0 then 2B/1/7 (clinch);
Round 8
8) 2B/1/7 (clinch);
8) if endurance_percent > 80 then 4B/8/8 (ring);
8) if score < 2 then 8/6/6 (feint);
8) if score < 2 and roundswon < 2 then 9/6/5 (feint);
8) if score > 0 and endurance_percent < 75 and opp = strong then 2B/1/7 (clinch);
8) if score < 1 then 9/6/5 (feint);
8) if score < 1 and roundslost > 2 then 10/6/4 (feint);
8) if score < -4 then 5H/11!/4 (inside);
8) if score < -4 and hiscuts > 0 then 5C/11!/4 (inside);
8) if score < -4 and hiscuts > 2 then 5C/11/4 (inside);
8) if opp = tired and endurance_percent > 70 then 4/7/9 (feint);
8) if opp = tired and endurance_percent > 70 and score < 2 then 5/7/8 (feint);
8) if opp = tired and endurance_percent > 70 and score < 1 then 6/7/7 (feint);
8) if opp = tired and endurance_percent > 70 and score < 0 then 7/7/6 (feint);
8) if opp = tired and endurance_percent > 70 and score < -1 then 8/7/5 (feint);
8) if opp = tired and endurance_percent > 70 and score < -2 then 9/6/5 (feint);
8) if opp = tired and endurance_percent > 80 then 4/9/7 (feint);
8) if opp = tired and endurance_percent > 80 and score < 2 then 6/7/7 (feint);
8) if opp = tired and endurance_percent > 80 and score < 1 then 6/7/7 (feint);
8) if opp = tired and endurance_percent > 80 and score < 0 then 7/7/6 (feint);
8) if opp = tired and endurance_percent > 80 and score < -1 then 8/7/5 (feint);
8) if opp = tired and endurance_percent > 80 and score < -2 then 9/6/5 (feint);
8) if opp = tired and endurance_percent > 90 then 5/8/7 (feint);
8) if opp = tired and endurance_percent > 90 and score < 2 then 6/7/7 (feint);
8) if opp = tired and endurance_percent > 90 and score < 1 then 7/7/6 (feint);
8) if opp = tired and endurance_percent > 90 and score < 0 then 8/7/5 (feint);
8) if opp = tired and endurance_percent > 90 and score < -1 then 8/8/4 (feint);
8) if opp = tired and endurance_percent > 90 and score < -2 then 9/7/4 (feint);
8) if mystuns > 0 then 4/7/9 (ring);
8) if mystuns > 0 and score < 3 and (opp = tired or opp = weak) then 4/8/8 (feint);
8) if mystuns > 0 and score < 2 then 4/8/8 (feint);
8) if mystuns > 0 and score < 2 and (opp = tired or opp = weak) then 5/7/8 (feint);
8) if mystuns > 0 and score < 1 then 5/7/8 (feint);
8) if mystuns > 0 and score < 1 and (opp = tired or opp = weak) then 6/6/8 (feint);
8) if mystuns > 0 and score < 0 then 6/6/8 (feint);
8) if mystuns > 0 and score < 0 and (opp = tired or opp = weak) then 6/7/7 (feint);
8) if mystuns > 0 and score < -1 then 6/7/7 (feint);
8) if mystuns > 0 and score < -1 and (opp = tired or opp = weak) then 7/7/6 (feint);
8) if mystuns > 0 and score < -2 then 7/7/6 (feint);
8) if mystuns > 1 then 4/7/9 (ring);
8) if mystuns > 1 and score < 2 and (opp = tired or opp = weak) then 4/7/9 (feint);
8) if mystuns > 1 and score < 1 then 4/7/9 (feint);
8) if mystuns > 1 and score < 1 and (opp = tired or opp = weak) then 4/8/8 (feint);
8) if mystuns > 1 and score < 0 then 4/8/8 (feint);
8) if mystuns > 1 and score < 0 and (opp = tired or opp = weak) then 5/7/8 (feint);
8) if mystuns > 1 and score < -1 then 5/7/8 (feint);
8) if mystuns > 1 and score < -1 and (opp = tired or opp = weak) then 6/6/8 (feint);
8) if mystuns > 1 and score < -2 then 6/6/8 (feint);
8) if mystuns > 1 and score < -2 and (opp = tired or opp = weak) then 6/7/7 (feint);
8) if mystuns > 1 and score < -3 then 6/7/7 (feint);
8) if mystuns > 1 and score < -3 and (opp = tired or opp = weak) then 7/7/6 (feint);
8) if mystuns > 1 and score < -4 then 7/7/6 (feint);
8) if mystuns > 2 then 3B/6/11 (ring);
8) if mystuns > 2 and score < 1 and (opp = tired or opp = weak) then 4/7/9 (feint);
8) if mystuns > 2 and score < 0 then 4/7/9 (feint);
8) if mystuns > 2 and score < 0 and (opp = tired or opp = weak) then 4/8/8 (feint);
8) if mystuns > 2 and score < -1 then 4/8/8 (feint);
8) if mystuns > 2 and score < -1 and (opp = tired or opp = weak) then 5/7/8 (feint);
8) if mystuns > 2 and score < -2 then 5/7/8 (feint);
8) if mystuns > 2 and score < -2 and (opp = tired or opp = weak) then 6/6/8 (feint);
8) if mystuns > 2 and score < -3 then 6/6/8 (feint);
8) if opp = strong and endurance_percent < 70 and mystuns = 0 and score > 0 then 2B/1/7 (clinch);
8) if score > 5 and roundswon > 6 then 3H/6/11 (ring);
8) if score > 6 then 3H/6/11 (ring);
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The Final Rounds
Now is the time for looking into the heart of your opponent and thinking what they will do. We have some options
1. win the round normally – useful for the 9th and 10th
2. go for a stun
3. slap
4. rest could be useful in the 10th if we are a bit tired
5. run 1/1/18 careful against the allout possibility
6. tuck up 3H/6/11 (ring) fights in the bag, no unnecessary risks
Now the more intelligent among you should realise that you can combine them, i.e. go for the stun, if no stun then opp is not madly slapping therefore slap. Even if you get a stun, don’t always try and follow it up, a slap or even a real body attack in the 10th could work wonders. Try and be creative here.
Round 9
9) 4/6/10 (feint);
9) if endurance_percent > 70 then 4/8/8 (feint);
9) if endurance_percent > 75 then 5/7/8 (feint);
9) if endurance_percent > 80 then 5/8/7 (feint);
9) if roundswon < 4 then 6/7/7 (feint);
9) if roundswon < 3 then 7/7/6 (feint);
9) if roundswon < 2 then 8/6/6 (feint);
9) if endurance_percent > 80 and roundswon < 4 and mystuns = 0 then 7/6/7 (feint);
9) if endurance_percent > 85 and roundswon < 3 and mystuns = 0 then 7/7/6 (feint);
9) if endurance_percent > 90 and roundswon < 3 and mystuns = 0 then 8/6/6 (feint);
9) if endurance_percent > 90 and roundswon < 2 and mystuns = 0 then 8/8/4 (feint);
9) if score < 4 then 12/1/7 (feint);
9) if score < 4 and roundswon > 2 then 6/7/7 (feint);
9) if score < 4 and roundswon > 4 then 5/7/8 (feint);
9) if score < 3 then 12/1/7 (feint);
9) if score < 3 and roundswon > 3 then 6/7/7 (feint);
9) if score < 3 and roundswon > 4 then 5/7/8 (feint);
9) if score < 2 then 7/7/6 (feint);
9) if score < 2 and roundswon < 3 then 8/6/6 (feint);
9) if score < 2 and roundswon < 2 then 9/6/5 (feint);
9) if score < 1 then 8/7/5 (feint);
9) if score < 1 and roundslost > 2 then 10/6/4 (feint);
9) if score < 1 and roundslost > 3 then 11/5/4 (feint);
9) if score < -3 then 5H/11!/4 (inside);
9) if score < -3 and hiscuts > 0 then 5C/11!/4 (inside);
9) if score < -3 and hiscuts > 3 then 5C/11/4 (inside);
9) if opp = tired and endurance_percent > 70 then 4/7/9 (feint);
9) if opp = tired and endurance_percent > 70 and score < 3 then 5/7/8 (feint);
9) if opp = tired and endurance_percent > 70 and score < 2 then 6/7/7 (feint);
9) if opp = tired and endurance_percent > 70 and score < 1 then 7/7/6 (feint);
9) if opp = tired and endurance_percent > 70 and score < -1 then 8/7/5 (feint);
9) if opp = tired and endurance_percent > 70 and score < -2 then 9/6/5 (feint);
9) if opp = tired and endurance_percent > 80 then 4/9/7 (feint);
9) if opp = tired and endurance_percent > 80 and score < 3 then 6/7/7 (feint);
9) if opp = tired and endurance_percent > 80 and score < 2 then 6/7/7 (feint);
9) if opp = tired and endurance_percent > 80 and score < 1 then 7/7/6 (feint);
9) if opp = tired and endurance_percent > 80 and score < 0 then 8/7/5 (feint);
9) if opp = tired and endurance_percent > 80 and score < -1 then 9/6/5 (feint);
9) if opp = tired and endurance_percent > 90 then 5/8/7 (feint);
9) if opp = tired and endurance_percent > 90 and score < 3 then 6/7/7 (feint);
9) if opp = tired and endurance_percent > 90 and score < 2 then 7/7/6 (feint);
9) if opp = tired and endurance_percent > 90 and score < 1 then 8/7/5 (feint);
9) if opp = tired and endurance_percent > 90 and score < 0 then 8/8/4 (feint);
9) if opp = tired and endurance_percent > 90 and score < -1 then 9/7/4 (feint);
9) if mystuns > 0 then 4/7/9 (ring);
9) if mystuns > 0 and score < 3 and (opp = tired or opp = weak) then 5/7/8 (feint);
9) if mystuns > 0 and score < 2 then 5/7/8 (feint);
9) if mystuns > 0 and score < 2 and (opp = tired or opp = weak) then 6/6/8 (feint);
9) if mystuns > 0 and score < 1 then 6/6/8 (feint);
9) if mystuns > 0 and score < 1 and (opp = tired or opp = weak) then 6/7/7 (feint);
9) if mystuns > 0 and score < 0 then 6/7/7 (feint);
9) if mystuns > 0 and score < 0 and (opp = tired or opp = weak) then 7/7/6 (feint);
9) if mystuns > 0 and score < -1 then 7/7/6 (feint);
9) if mystuns > 1 then 4/7/9 (ring);
9) if mystuns > 1 and score < 3 and (opp = tired or opp = weak) then 4/7/9 (feint);
9) if mystuns > 1 and score < 2 then 4/7/9 (feint);
9) if mystuns > 1 and score < 2 and (opp = tired or opp = weak) then 4/8/8 (feint);
9) if mystuns > 1 and score < 1 then 4/8/8 (feint);
9) if mystuns > 1 and score < 1 and (opp = tired or opp = weak) then 5/7/8 (feint);
9) if mystuns > 1 and score < 0 then 5/7/8 (feint);
9) if mystuns > 1 and score < 0 and (opp = tired or opp = weak) then 6/6/8 (feint);
9) if mystuns > 1 and score < -1 then 6/6/8 (feint);
9) if mystuns > 1 and score < -1 and (opp = tired or opp = weak) then 6/7/7 (feint);
9) if mystuns > 1 and score < -2 then 6/7/7 (feint);
9) if mystuns > 1 and score < -2 and (opp = tired or opp = weak) then 7/7/6 (feint);
9) if mystuns > 1 and score < -3 then 7/7/6 (feint);
9) if mystuns > 2 then 3B/6/11 (ring);
9) if mystuns > 2 and score < 2 and (opp = tired or opp = weak) then 4/7/9 (feint);
9) if mystuns > 2 and score < 1 then 4/7/9 (feint);
9) if mystuns > 2 and score < 1 and (opp = tired or opp = weak) then 4/8/8 (feint);
9) if mystuns > 2 and score < 0 then 4/8/8 (feint);
9) if mystuns > 2 and score < 0 and (opp = tired or opp = weak) then 5/7/8 (feint);
9) if mystuns > 2 and score < -1 then 5/7/8 (feint);
9) if mystuns > 2 and score < -1 and (opp = tired or opp = weak) then 6/6/8 (feint);
9) if mystuns > 2 and score < -2 then 6/6/8 (feint);
9) if opp = strong and endurance_percent < 70 and mystuns = 0 and score > 0 then 2B/1/7 (clinch);
9) if score > 4 and roundswon > 6 then 3H/6/11 (ring);
9) if score > 5 then 3H/6/11 (ring);
Round 10
10) 4/6/10 (feint);
10) if endurance_percent > 70 then 4/8/8 (feint);
10) if endurance_percent > 75 then 5/7/8 (feint);
10) if endurance_percent > 80 then 5/8/7 (feint);
10) if roundswon < 5 then 6/7/7 (feint);
10) if roundswon < 4 then 7/7/6 (feint);
10) if roundswon < 3 then 8/6/6 (feint);
10) if endurance_percent > 80 and roundswon < 5 and mystuns = 0 then 7/6/7 (feint);
10) if endurance_percent > 85 and roundswon < 4 and mystuns = 0 then 7/7/6 (feint);
10) if endurance_percent > 90 and roundswon < 3 and mystuns = 0 then 8/6/6 (feint);
10) if endurance_percent > 90 and roundswon < 2 and mystuns = 0 then 8/8/4 (feint);
10) if score < 5 then 7/6/7 (feint);
10) if score < 5 and roundswon > 3 then 6/7/7 (feint);
10) if score < 5 and roundswon > 4 then 5/7/8 (feint);
10) if score < 4 then 7/7/6 (feint);
10) if score < 4 and roundswon > 3 then 6/7/7 (feint);
10) if score < 4 and roundswon > 4 then 5/7/8 (feint);
10) if score < 3 then 7/7/6 (feint);
10) if score < 3 and roundswon < 3 then 8/6/6 (feint);
10) if score < 3 and roundswon < 2 then 9/6/5 (feint);
10) if score < 2 then 12/1/7 (feint);
10) if score < 1 and roundslost > 2 then 13/1/6 (feint);
10) if opp = tired and endurance_percent > 70 then 4/7/9 (feint);
10) if opp = tired and endurance_percent > 70 and score < 4 then 5/7/8 (feint);
10) if opp = tired and endurance_percent > 70 and score < 3 then 6/7/7 (feint);
10) if opp = tired and endurance_percent > 70 and score < 2 then 7/7/6 (feint);
10) if opp = tired and endurance_percent > 70 and score < 0 then 8/7/5 (feint);
10) if opp = tired and endurance_percent > 70 and score < -1 then 9/6/5 (feint);
10) if opp = tired and endurance_percent > 80 then 4/9/7 (feint);
10) if opp = tired and endurance_percent > 80 and score < 4 then 6/7/7 (feint);
10) if opp = tired and endurance_percent > 80 and score < 3 then 6/7/7 (feint);
10) if opp = tired and endurance_percent > 80 and score < 2 then 7/7/6 (feint);
10) if opp = tired and endurance_percent > 80 and score < 1 then 8/7/5 (feint);
10) if opp = tired and endurance_percent > 80 and score < 0 then 10/5/5 (feint);
10) if opp = tired and endurance_percent > 90 then 5/8/7 (feint);
10) if opp = tired and endurance_percent > 90 and score < 4 then 6/7/7 (feint);
10) if opp = tired and endurance_percent > 90 and score < 3 then 7/7/6 (feint);
10) if opp = tired and endurance_percent > 90 and score < 2 then 8/7/5 (feint);
10) if opp = tired and endurance_percent > 90 and score < 1 then 8/8/4 (feint);
10) if opp = tired and endurance_percent > 90 and score < 0 then 10/6/4 (feint);
10) if mystuns > 0 then 4/7/9 (ring);
10) if mystuns > 0 and score < 4 and (opp = tired or opp = weak) then 5/7/8 (feint);
10) if mystuns > 0 and score < 3 then 5/7/8 (feint);
10) if mystuns > 0 and score < 3 and (opp = tired or opp = weak) then 6/6/8 (feint);
10) if mystuns > 0 and score < 2 then 6/6/8 (feint);
10) if mystuns > 0 and score < 2 and (opp = tired or opp = weak) then 6/7/7 (feint);
10) if mystuns > 0 and score < 1 then 6/7/7 (feint);
10) if mystuns > 0 and score < 1 and (opp = tired or opp = weak) then 7/7/6 (feint);
10) if mystuns > 0 and score < 0 then 7/7/6 (feint);
10) if mystuns > 0 and score < 0 and (opp = tired or opp = weak) then 8/6/6 (feint);
10) if mystuns > 0 and score < -1 then 8/6/6 (feint);
10) if mystuns > 1 then 4/7/9 (ring);
10) if mystuns > 1 and score < 4 and (opp = tired or opp = weak) then 4/7/9 (feint);
10) if mystuns > 1 and score < 3 then 4/7/9 (feint);
10) if mystuns > 1 and score < 3 and (opp = tired or opp = weak) then 4/8/8 (feint);
10) if mystuns > 1 and score < 2 then 4/8/8 (feint);
10) if mystuns > 1 and score < 2 and (opp = tired or opp = weak) then 5/7/8 (feint);
10) if mystuns > 1 and score < 1 then 5/7/8 (feint);
10) if mystuns > 1 and score < 1 and (opp = tired or opp = weak) then 6/6/8 (feint);
10) if mystuns > 1 and score < 0 then 6/6/8 (feint);
10) if mystuns > 1 and score < 0 and (opp = tired or opp = weak) then 6/7/7 (feint);
10) if mystuns > 1 and score < -1 then 6/7/7 (feint);
10) if mystuns > 1 and score < -1 and (opp = tired or opp = weak) then 7/7/6 (feint);
10) if mystuns > 1 and score < -2 then 7/7/6 (feint);
10) if mystuns > 2 then 3B/6/11 (ring);
10) if mystuns > 2 and score < 3 and (opp = tired or opp = weak) then 4/7/9 (feint);
10) if mystuns > 2 and score < 2 then 4/7/9 (feint);
10) if mystuns > 2 and score < 2 and (opp = tired or opp = weak) then 4/8/8 (feint);
10) if mystuns > 2 and score < 1 then 4/8/8 (feint);
10) if mystuns > 2 and score < 1 and (opp = tired or opp = weak) then 5/7/8 (feint);
10) if mystuns > 2 and score < 0 then 5/7/8 (feint);
10) if mystuns > 2 and score < 0 and (opp = tired or opp = weak) then 6/6/8 (feint);
10) if mystuns > 2 and score < -1 then 6/6/8 (feint);
I want to point out this little bit of efficiency here, see how we have won 6 rounds and so only need to be a point up in the 12th, really it should have mystuns = 0 next to it as well but this is one of the plans that needs a bit of tweaking.
10) if score > 3 and roundswon > 6 then 3H/6/11 (ring);
10) if score > 4 then 3H/6/11 (ring);
Round 11
11) 3H/6/11 (ring);
11) if score < 3 then 13/1/6 (feint);
11) if score < 2 then 14/1/5 (feint);
11) if score < 3 and endurance_percent > 80 then 5H/11/4 (inside);
11) if score < 1 then 15/1/4 (feint);
11) if score < -2 and mystuns = 0 and hiscuts > 0 then 6C/11!/3 (inside);
11) if score < -2 and mystuns = 0 and hiscuts > 4 then 6C/11/3 (inside);
11) if opp = tired and endurance_percent > 70 then 4/7/9 (feint);
11) if opp = tired and endurance_percent > 70 and score < 5 then 5/7/8 (feint);
11) if opp = tired and endurance_percent > 70 and score < 4 then 6/7/7 (feint);
11) if opp = tired and endurance_percent > 70 and score < 3 then 7/7/6 (feint);
11) if opp = tired and endurance_percent > 70 and score < 2 then 8/7/5 (feint);
11) if opp = tired and endurance_percent > 70 and score < 1 then 12/1/7 (feint);
11) if opp = tired and endurance_percent > 70 and score < 0 then 13/1/6 (feint);
11) if opp = tired and endurance_percent > 80 then 4/9/7 (feint);
11) if opp = tired and endurance_percent > 80 and score < 5 then 6/7/7 (feint);
11) if opp = tired and endurance_percent > 80 and score < 4 then 6/7/7 (feint);
11) if opp = tired and endurance_percent > 80 and score < 3 then 7/7/6 (feint);
11) if opp = tired and endurance_percent > 80 and score < 2 then 8/7/5 (feint);
11) if opp = tired and endurance_percent > 80 and score < 1 then 13/1/6 (feint);
11) if opp = tired and endurance_percent > 90 then 5/8/7 (feint);
11) if opp = tired and endurance_percent > 90 and score < 5 then 6/7/7 (feint);
11) if opp = tired and endurance_percent > 90 and score < 4 then 7/7/6 (feint);
11) if opp = tired and endurance_percent > 90 and score < 3 then 8/7/5 (feint);
11) if opp = tired and endurance_percent > 90 and score < 2 then 8/8/4 (feint);
11) if opp = tired and endurance_percent > 90 and score < 1 then 13/1/6 (feint);
11) if mystuns > 0 then 4/7/9 (ring);
11) if mystuns > 0 and score < 5 and (opp = tired or opp = weak) then 5/7/8 (feint);
11) if mystuns > 0 and score < 4 then 5/7/8 (feint);
11) if mystuns > 0 and score < 4 and (opp = tired or opp = weak) then 6/6/8 (feint);
11) if mystuns > 0 and score < 3 then 6/6/8 (feint);
11) if mystuns > 0 and score < 3 and (opp = tired or opp = weak) then 6/7/7 (feint);
11) if mystuns > 0 and score < 2 then 6/7/7 (feint);
11) if mystuns > 0 and score < 2 and (opp = tired or opp = weak) then 7/7/6 (feint);
11) if mystuns > 0 and score < 1 then 7/7/6 (feint);
11) if mystuns > 0 and score < 1 and (opp = tired or opp = weak) then 8/6/6 (feint);
11) if mystuns > 0 and score < 0 then 11/1/8 (feint);
11) if mystuns > 1 then 4/7/9 (ring);
11) if mystuns > 1 and score < 5 and (opp = tired or opp = weak) then 4/7/9 (feint);
11) if mystuns > 1 and score < 4 then 4/7/9 (feint);
11) if mystuns > 1 and score < 4 and (opp = tired or opp = weak) then 4/8/8 (feint);
11) if mystuns > 1 and score < 3 then 4/8/8 (feint);
11) if mystuns > 1 and score < 3 and (opp = tired or opp = weak) then 5/7/8 (feint);
11) if mystuns > 1 and score < 2 then 5/7/8 (feint);
11) if mystuns > 1 and score < 2 and (opp = tired or opp = weak) then 6/6/8 (feint);
11) if mystuns > 1 and score < 1 then 6/6/8 (feint);
11) if mystuns > 1 and score < 1 and (opp = tired or opp = weak) then 6/7/7 (feint);
11) if mystuns > 1 and score < 0 then 6/7/7 (feint);
11) if mystuns > 1 and score < 0 and (opp = tired or opp = weak) then 7/7/6 (feint);
11) if mystuns > 1 and score < -1 then 11/1/8 (feint);
11) if mystuns > 2 then 3B/6/11 (ring);
11) if mystuns > 2 and score < 4 and (opp = tired or opp = weak) then 4/7/9 (feint);
11) if mystuns > 2 and score < 3 then 4/7/9 (feint);
11) if mystuns > 2 and score < 3 and (opp = tired or opp = weak) then 4/8/8 (feint);
11) if mystuns > 2 and score < 2 then 4/8/8 (feint);
11) if mystuns > 2 and score < 2 and (opp = tired or opp = weak) then 5/7/8 (feint);
11) if mystuns > 2 and score < 1 then 5/7/8 (feint);
11) if mystuns > 2 and score < 1 and (opp = tired or opp = weak) then 6/6/8 (feint);
11) if mystuns > 2 and score < 0 then 9/1/10 (feint);
11) if score > 2 and roundswon > 6 then 3H/6/11 (ring);
11) if score > 3 then 3H/6/11 (ring);
Round 12
12) 3H/6/11 (ring);
12) if score < 3 then 14/1/5 (feint);
12) if score < 3 and endurance_percent < 60 and opp = strong then 10/1/9 (outside);
12) if score < -1 and endurance_percent > 70 then 6H/12!/2 (inside);
In the 12th power is only useful if it is stunning your opponent don’t pick a halfway house otherwise you will win 33% of this round rather than 50%. Go to the head or slap, body shots would be mind numbingly dense here.
12) if mystuns > 0 and score < 3 then 12/1/7 (feint);
12) if mystuns > 1 and score < 3 then 11/1/8 (feint);
12) if mystuns > 0 and score < 3 and endurance_percent < 60 and opp = strong then 10/1/9 (outside);
12) if mystuns > 3 and score < 3 then 10/1/9 (feint);
here we are still trying to nick the fight, ok its gone badly, we’ve been stunned over 3 times, we are knackered and our opponent is strong, but he might be 3 rounds up and tucked up, we could nick the round and maybe sneak a draw with the judges, keep going but take account of the crappy position you are in and avoid a KO.
12) if mystuns > 3 and score < 3 and endurance_percent < 60 and opp = strong then 8/1/11 (outside);
If we are in the crap, but may just steal the fight then run, unless our opponent goes for an allout we can still win here, despite the dreadful endurance.
12) if score > 2 and opp = strong and endurance_percent < 70 then 1/1/18 (outside);
12) if score > 1 and opp = strong and endurance_percent < 50 then 1/1/18 (outside);
12) if score > 2 then 3H/6/11 (ring);
12) if roundswon > 6 and score > 1 then 3H/6/11 (ring);
Opp = Weak
And finally a check on opp = weak, putting these at the end saves a lot of additional lines and also makes sure that you do capitalise on your opponent’s weakness.
1) if opp = weak then 4B/10/6 (inside);
7) if opp = weak and score < 1 and mystuns = 0 then 6/8/6 (inside);
7) if opp = weak and score < -1 then 6/7/7 (feint);
8) if opp = weak then 4B/10/6 (inside);
8) if opp = weak and score < 2 and mystuns = 0 then 6/8/6 (feint);
8) if opp = weak and score < 0 then 7/7/6 (feint);
8) if opp = weak and score < -2 then 6H/12/2 (inside);
9) if opp = weak and score < 2 then 6/8/6 (feint);
9) if opp = weak and score < 1 then 7/7/6 (feint);
9) if opp = weak and score < 0 then 6H/12/2 (inside);
10) if opp = weak then 4B/10/6 (inside);
10) if opp = weak and score < 3 and mystuns = 0 then 6/8/6 (feint);
10) if opp = weak and score < 2 then 7/7/6 (feint);
10) if opp = weak and score < 0 and mystuns = 0 then 6H/12/2 (inside);
11) if opp = weak then 4H/8/8 (ring);
11) if opp = weak and score < 3 and mystuns = 0 then 6/7/7 (feint);
11) if opp = weak and score < 2 then 10/5/5 (feint);
11) if opp = weak and score < 1 then 6H/12/2 (inside);
11) if opp = weak and score < 0 and mystuns = 0 then 6H/12/2 (allout);
11) if opp = weak and score < -1 and mystuns = 0 then 6H/12!/2 (allout);
Conclusion
Personally I think that having 4 well written plans that you know are right, work a damn site better than 100 badly written plans for each fight, you will certainly win more fights and I note that even without reading the rules several players have been able to take one of my plans and win 70-80% of their fights.
More importantly you can pick the key fights and suddenly change tack. If you want to beat top managers, use predictable wins against lower class opposition and then become effectively unscoutable when you do a specific plan for big fights.
Also you have to remember time constraints, this looks a long plan, but it has fought over 50 fights, it took close to an hour to write and check but that equals just over 1 minute per fight and there are no mistakes. It takes the stress out of the game and also allows more fights later on. You should always look for ways of saving time.
That said, always be careful that you don’t overdo things. Remember, whatever you may be told, its just a game, and without a decent forum or smack in the press a pretty dull one at that. If you are going to do a single plan for each fight you need to get out more……….Mochrie
Now some of you are thinking, god I have no intention of writing anything like this, I’m just going to nick the plan, and to you I have to say, good on you, that’s the spirit that makes whatever country you are in great. And this is really what I set out to do, to take all of the crappy grind out of game, just a touch of a shame that it also led to someone thinking I was fixing fights with people I helped just enjoy the game with none of the dullness.
As a tip may I suggest that you put the plan into word and use find and replace on certain lines so find 10/6/4 (feint) and change to 11/7/2 (feint) start at the highest and work backwards if you are making it more aggressive or start with the lowest and move upwards if you are making is more defensive. With this method you can turn the 1 plan above into 10 different lengthy plans in less than an hour. Put a few variations on the end than Bob’s your uncle you are a class gym all in the space of a few hours.
So there you have it, all you need to know to win a world title, my work is done and I can happily disappear, safe in the knowledge that this contribution will irritate the hell out of the management for months to come (jk).
Goodbye and good luck and maybe the occasional tribute fighter wouldn’t go amiss.