Here's the rest from the help files. I'll bold and what I feel is the most important to understand. Please ask any questions you might have...
Fighting
Inside The fighter moves in close to muscle his opponent and throw power punches.
The fighter
gains +1 STR.
Any STR advantage he has over his opponent is increased by 50%. The fighter's
opponent gets a +10% damage bonus (to penalize the fighter for trying to get close).
Clinching The fighter holds his opponent to avoid being hit.
The fighter
gains +1 AGL. If the fighter has a higher STR than his opponent,
50% of his STR advantage is added to his AGL.
The fighter's
AGG is reduced by 15% of his opponent's AGG. Fractions are retained so that, against an opponent with 4 AGG, the clinching fighter would lose 0.6 AGG. These lost points are used for resting and increase his endurance point recovery.
If the fighter uses a DEF greater than 10 he may be penalized for not breaking a clinch.
For example, consider a fighter with an STR of 12 and an AGL of 8 clinching against an opponent with STR 10 and AGL 10. The fighter gains +1 AGL for clinching, and an additional (12-10)/2 = 1 point of AGL for being stronger than his opponent. So his AGL is increased to 10.
Feinting The fighter tries to confuse his opponent to land better blows.
The fighter
gains +1 SPD.
Any
SPD advantage he has is increased by 50%.
The fighter
incurs 1 point of absorbable fatigue. (because he is being more active).
For example, if a fighter with SPD 13 feints against an opponent with SPD 10, the fighter's SPD is increased by a total of 2.5 to 15.5.
Counter-Punching A faster or taller fighter waits for his opponent to attack and then counter-punches.
The counter-puncher
gains +1 STR.
If the fighter's SPD+HGT is greater than his opponent, then 33% of this advantage is added to his AGL, and 33% is subtracted from his opponent's AGL (but his opponent's AGL is never reduced below 50%).
The counter-puncher
loses 15% of his AGG. This does not count towards fatigue, or towards RST.
For example, suppose that fighter A has HGT 10, SPD 14 and AGL 10, while fighter B has HGT 11, SPD 10 and AGL 11. A therefore has HGT+SPD=24 while B has HGT+SPD=21, so A has an advantage of 3 pointss. If fighter A counter-punches, his AGL is increased by 3/3 = 1 to 11, and B's AGL is decreased by 1 to 10. In addition, the counter-puncher gains +1 STR.
Furthermore, counter-punching may backfire. If a fighter counter-punches and his opponent actually has a highter SPD+HGT, then his opponent gets an increase in AGL and the counter-puncher gets a decrease in AGL.
Using the
Ring The fighter defends himself using movement and footwork.
The fighter
gains +1 AGL.
Any
AGL advantage he has over his opponent is increased by 50%.
The fighter
incurs one additional point of fatigue.
Using the
Ropes Using this style, a fighter tries to maneuver his opponent into a corner or against the ropes.
If the fighter has a higher AGL than his opponent, than his opponent's AGL is reduced by 2/3of the difference -- but never below 8. However, a fighter using this style also
loses 1 point of his own AGL.
Fighting
Outside The fighter maintains a distance and uses his jab.
The fighter
gains +0.5 AGL and +0.5 SPD.
For purposes of computing AGL and SPD, the
fighter's HGT advantage (if any) is increased by 50%. For example, a fighter with a 4" HGT advantage would normally get +2 SPD and +2 AGL, but when using the outside style he gets +3.5 SPD and +3.5 AGL.
The fighter's
POW is reduced by 15%. This energy is lost and does not count towards either fatigue or towards resting.
For example, a fighter with 10 SPD and 15 AGL with a 5 inch height advantage over his opponent would gain 0.75*5 + 1 = 4.75 SPD and 0.75*5 + 1 = 4.75 AGL
All-Out Punching When a fighter uses this style, the damage (both stun damage and endurance damage) he inflicts is doubled, but the damage inflicted on him is quadrupled. Note: When each fighter is either clinching or counter-punching, AGG penalties are determined using the opposing fighter's AGG before any penalty.