Post by Sanford on Nov 1, 2014 11:12:26 GMT -5
Not sure where to put this or if SIN has it achived, but here it is:
Now about efficient fighters. The following table shows an approximate chance to win the bout between different fighter types. These table made under assumption that fighters are managed by equal in their talents managers.
You may have noticed that there are no such fighter types as Sissy, Megaclincher or Flasher. That's right, because I'm going to talk about efficient fighters. All fighters mentioned above may win the fight by only 1 way: by points (Sissy), by late KO (megaclincher) , or by KO 1/ KO 2 (Flasher). That makes them one-sided and, consequently, weak at high status, because your opponent will always know what you'll do. All efficient fighter types may win the fight by at least 2 ways.
Don't rely too much on concrete numbers, just remember fighter's weak and strong sides (60/40 isn't always a strong side, but 70/30, more likely, is).
KP vs non-KP matchup very much depends on non-KP fighter's chin, especially for Kp balanced. Here I've provided probabilities for an average chin.
On the other hand, non-Kp fighter with high chin, even if he has some style advantage, will struggle against non-KP fighter with low chin.
There is also a difference between lower and higher weight classes.
KP Dancer prefers light-heavyweight and cruiserweight and dominates in Heavyweight even over their worst ennemies, sluggers.
Ropists and Agile Sluggers prefer lowest weights, there even KP Dancer will struggle against ropist.
KP Balanced can do well between feather- and welterweight, where it is already enough sluggers and balanceds, but still a low population of Kp dancers.
Balanceds and Sluggers prefer light-, welter- and middleweights, where ropists and agile sluggers are too slow to win fights, and some Kp dancers appear.
Despite his 1st place in this table, it is hard to say, where Counterpuncher feels himself excellent. In higher weights he will struggle against KP Dancer, whom he can't tire, so KP Dancer can easily stun him in late rounds if Counterpuncher will be too aggressive. In lower weights, ropist may have good chances over him. I lightweights slugger can be dangerous. But I'd recommend light- and welterweights for him.
I addition, for all these basic fighter types some modifications exist, such as strong/speed ropist, strong/agile balanced, agile counterpuncer, etc. Agile slugger and slugger are too different to say that they're one fighter type.
Common advices about fighter's build:
Build: very heavy,
Exceptions: those fighter types, who constantly use conterpunch and/or outside as their main fighting style (namely Conterpuncher and KP dancer). For them use very light build. Heavyweight division is also an exception, but heavyweight fighters are the separate issue.
I recommend to follow this advice. I could say that fight stats (STR, AGL, SPD) are more important than HGT, because greater fight stats -> greater your and lower opponent's style advantage -> better chances to win the match. But I'll better provide one example.
Match two fighters in your Practice fights (Advanced form). Fighter#1 has such stats: STR 25 SPD 17 CHN 10 KP 0 AGL 16 CND 16 CR 1 HGT 10 build very light. Fighter#2 has these stats: STR 19 SPD 15 AGL 26 CHN 9 CR 1 HGT 9 build very heavy. Fighter#1 uses this fp: 1) 5B/8/7 (clinch); Fighter#2 uses this fp: 1) 4B/8/8 (ropes); Set "No luck", Weight division: "middle", "18" as fighters' ratings and "5555555" as random seed. And press "generate report". You'll get these results:
Fighter #2 is winning the fight 120-109.
Fighter #1 collapses limply onto his stool.
Fighter #2 remains standing while the trainer wipes him down.
Bad matchup for Fighter#1, isn't it? But lets change only 1 thing: Now Fighter#1 has HGT 7 AGL 19 and very heavy build. Press "generate report". You'll get these results:
Fighter #2 is winning the fight 120-114.
Fighter #1 is obviously tired.
Fighter #2 grabs a water bottle and rests on his stool
Fighter#2 still wins, but situation for Fighter#1 is much better now. I hope this example convinced you of the importance of very heavy build.
Chin.
There are 2 rules:
1) the higher the agility, the lower the chin.
2) if you have KP, your chin must be good, otherwise you KP will be useless.
Ropist: 10 or lower,
Balanced: 9-12,
Agile Slugger: 11 or lower,
Slugger: 10-12,
KP Dancer: 11 or higher,
KP balanced: starts with 12-13, at 28(28) - 15 or higher.
Cut Resistance: low (1). Just low without any exceptions. Average and high cut resistance don't decrease the chance to get a cut significantly, yet these 1-2 APs may seriously damage your fighter's efficiency.
Conditionning.
At 0(0): 13-14 for non-KP fighters and KP Dancers, 12-13 for KP Balanced.
At 28(28): 16-17 for non-KP fighters, 17-18 for KP Dancer, 15-16 for KP Balanced.
KP: 0 or full(max).
Fighters with partial KP don't do well at 28(28).
Now let's talk about each fighter type in a more detailed manner.
SLUGGER
Ideal stats:
STR is from 1,4*AGL to 1,6*AGL
AGL = SPD - 1 or AGL = SPD - 2
CHN is about 10-12
CND is 13-14 at 0(0) and 16(17) at 28(28)
KP = 0
CR = 1
very heavy build.
Competitive subspecies:
Semi-Agile Slugger (a hybrid between Slugger and Agile Slugger):
STR is from 1,3*AGL to 1,4*AGL
AGL is from 0,7*AGL to 0,8*AGL
CHN is about 10-11
CND is 13-14 at 0(0) and 16(17) at 28(28)
KP = 0
CR = 1
very heavy build.
Slugger's main goal is to wear his opponent down, and then to outscore or to stun/KO him. Yet he is better at stunning than at scoring.
So, if opponent is also an non-KP fighter, slugger should be effecient in the beginning of the fight (5B/8/7 or 5B/7/8 clinch), and then to win rounds by points or by KO. Of course, it is also possible to start with something like 6/6/8 (clinch) to win the first round(s) and then to bash the body, still it is important to remember that if you lose significantly first rounds on endurance, it will be hard regain the status quo later. If your opponent is tiring faster than you then be more aggressive (5B/9/6 clinch, 4B/8/8 inside). If he is weak, and your end% > 50, finish him (5H/10/5 inside). To win rounds in the middle of the fight use clinch with POW 5-6 and AGG 6 or 7 if your opponent is fast, in the end of the fight - AGG 8 - 10, if you can't win rounds - try to KO him (5H/10/5 or 5H/11/4 inside). Resting lines (1/1/8 clinch) are also useful in late rounds, but when score is close enough and opponent is strong and you're tired (opp > 1 and end% < 67).
In fights vs KPers the only thing that limits your aggression is opponent's KP. Start carefully (but enough aggressive to deal some damage), so that your opponent can't KO you, slowly rising AGG and POW from round to round. The more tired your opponent, the more aggressive you can be. And try to keep the score close in the middle rounds. In the end of the fight try to outscore your opponent, but don't use too low defence (lower than 6 while clinching) or KO your opponent, if he is tired enough.
It is very hard to win a fight by cuts, but if slugger has a very bad matchup, he is the only fighter type who can win use cuts successfully.
Example:
1) 5H/10!/5 (inside);
2) 5C/8!/7 (clinch);
But use such kind of fight plan only if you are sure that you can't win your fight in other way. This tactics will work in not more than 15-20% of cases.
ROPIST
Ideal stats:
STR is from 0,6*AGL to 0,7*AGL
SPD = STR - 1 or SPD = STR - 2.
CHN is about 9-10.
CND is 13-14 at 0(0) and 16(17) at 28(28)
KP = 0
CR = 1
very heavy build.
Competitive subspecies:
Strong Ropist (a hybrid between Ropist and Agile Slugger):
STR is about 0,7*AGL
AGL is about 0,6*AGL
CHN is about 9-10
CND is 13-14 at 0(0) and 16(17) at 28(28)
KP = 0
CR = 1
very heavy build.
Fast Ropist (a hybrid between Ropist and Counterpuncher):
STR is about 0,6*AGL
AGL is about 0,7*AGL
CHN is about 9-10
CND is 13-14 at 0(0) and 16(17) at 28(28)
KP = 0
CR = 1
very heavy build.
Ropist's main goal is also to wear opponent down, and then to outscore or stun/KO him. But unlike slugger, ropist may be very aggressive in final rounds, because it is almost impossible to stun him when he uses ring. However, he can hardly stun his opponent.
Against non-KP fighters tactics is the same as slugger's, using ropes instead of clinch, but he may be less aggressive, because ropes don't have a penalty to aggression. But ropist can hardly stun his opponent, so be enough aggressive in final rounds, otherwise you'll be ouscored. Resting lines aren't needed, because it is very hard to wear down ropist.
Tactics vs KPers is also similar to slugger's, but don't try to KO them, if they aren't tired enough. And vs KP Dancers you often need to do some risky body allouts (if he slaps with POW = 1 - 5B/10/5 (allout), if he slaps with POW > 1 - 5B/11/4 (inside)), while your opponent slaps, otherwise you'll be easily outscored in the end of the fight.
AGILE SLUGGER
STR = AGL
SPD is about 0,75*AGL
CHN is about 9-11.
CND is 13-14 at 0(0) and 16(17) at 28(28)
KP = 0
CR = 1
very heavy build.
Competitive subspecies:
Semi-Balanced (a hybrid between Agile Slugger and Balanced)
STR = AGL
SPD is about 0,85*AGL
CHN is about 10-11.
CND is 13-14 at 0(0) and 16(17) at 28(28)
KP = 0
CR = 1
very heavy build.
Agile slugger is a hybrid of Ropist and Slugger. So, against shorter opponents he fights like ropist, against taller opponents he fights like slugger, but using inside more often, because his agility protects him from both endurance and stun damage. Against a Slugger ring may be more efficient than ropes is some cases (low status, opponent's AGL < 12, for example). Some body allouts vs KP Dancer may also be needed. In the endgame he may use both stun attempts and jabs, depending on his opponent.
COUNTERPUNCHER
Ideal stats:
AGL is about 0,8*SPD
STR is about 0,6*SPD
CHN is about 10-12
CND is 14 at 0(0) and 17-18 at 28(28).
??=0.
?R=1.
very light build.
Competitive subspecies: none.
His main goal is to win a fight by points and to keep the endurance war close. He may keep the score close even with low aggression, because he has very good speed. He uses counter in the beginning and in the middle of a fight and feint/outside in late rounds to outscore his opponent.
Against non-KP fighters use 5B/7/8 counter, in second half 6B/7/7 counter. There is NO need to be more aggressive than 5B/9/6 (counter), even if you're winning endurance. You may easily outscore him with equal endurance, so don't try to finish him. Use 6/6/8 or 6/7/7, in late rounds 7/5/8 counter to win rounds, if your opponent is ahead. Resting lines (1/1/8 outside) are needed, if your fighter is ahead and tired (end% < 70). In final rounds use feint.
Against KPers use lines like 6/6/8 and 7/5/8 (counter) (or (inside) vs KP Dancer) from the beginning of the fight, because you may wear them out only if they open too much trying to outscore or to KO you. Yet, more likely, KPers (especially, KP Balanced) will be able to stun/KO Counterpuncher in final rounds, if he opens too much. Thus, in the endgame don't use defence lower than 7 and POW lower than 4 vs KP Balanced.
BALANCED
Ideal stats:
STR = SPD =AGL
CHN is about 10-12
CND is 13-14 at 0(0) and 16(17) at 28(28)
KP = 0
CR = 1
very heavy build.
Competitive subspecies:
Strong Balanced (a hybrid between Balanced and Slugger)
STR is about 1,2*AGL
SPD = AGL - 1
CHN is about 10-12
CND is 13-14 at 0(0) and 16(17) at 28(28)
KP = 0
CR = 1
very heavy build.
Weak Balanced (a hybrid between Balanced, Counterpuncher and Ropist)
STR is about 0,8*AGL
SPD = AGL - 1 or SPD = AGl - 2
CHN is about 10-11
CND is 13-14 at 0(0) and 16(17) at 28(28)
KP = 0
CR = 1
very heavy build.
Dancer (a hybrid between Balanced and Counterpuncher)
STR is about 0,7*AGL
SPD = AGL
CHN is about 10-12
CND is 14 at 0(0) and 17(18) at 28(28)
KP = 0
CR = 1
very heavy build.
Agile Balanced (a hybrid between Balanced and Ropist)
STR is about 0,8*AGL
SPD = AGL - 1
CHN is about 9-11
CND is 13-14 at 0(0) and 16(17) at 28(28)
KP = 0
CR = 1
very heavy build.
His goals are to wear down opponent and win by points or to win by points keeping the endurance war close. He uses almost all styles, except outside and allout. In fact, Balanced may fight like ANY other non-KP fighter, depending on his opponent. That's why I've put this build after all others. It is very hard to give even some common advices about this fighter. You should think hard about styles and tactics before each fight, if you are managing balanced. Since balanced may fight differently, your fps should reflect that, i.e. fps for Balanced should be long and polyvariant. Actually, you should know how all other non-KPers fight to manage Balanced well. But in the most of fights balanced fights either like agile slugger or like conterpuncher.
To sum up the information about non-KP fighter, I want to remind that efficient fighter can win the fight by at least two ways. Thus, ALL non KP fighters may win the fight by points or by late KO. Some of them are better at scoring, the rest are better at endurance war. Still, it is important to remember about the other way to victory, especially while you write your fp.
KP DANCER
Ideal stats:
STR is from 0,5*AGL to 0,6*AGL
SPD = AGL
CHN is about 11-12
CND is 14 at 0(0) and 17-18 at 28(28)
KP=1/3*STR (max)
CR=1
very light build
Competitive subspecies:
KP Counterpuncher (faster fighter than usual KP Dancer):
STR is from 0,6*AGL to 0,7*AGL
SPD is from 1,2*AGL to 1,3*AGL
CHN is about 11-12
CND is 14 at 0(0) and 17-18 at 28(28)
KP=1/3*STR (max)
CR=1
very light build
KP Dancer's goals are to win by by points or to KO early (usually, if he's too aggressive his opponent. But he is much better at scoring than at KOs. His KP is a kind of fear factor, which reduces opponent's AGG and POW. He uses outside to win rounds and counterpunch/feint for stun attempts.
Against non KP fighters use outside with 5 or 6 aggression (but not lower) and POW 1, slowly rising aggression during the fight. But against ropists and agile sluggers better use POW 2-3 to avoid body allouts. Resting lines are also important. Without resting lines KP Dancer will be too tired to win in the end. If your opponent is too aggressive use 5H/10/5 or 5H/11/4 counter. But don't use lines like if end% < 100 - x*(round - 1) then 5H/10/5 (counter). Otherwise you'll lose to a simple fp like this one:
1) 5B/11/4 (allout)
2) 5B/9/6 (clinch)
Better use several lines like these: if round = a and end% < x, if round = b and end% < y or just if round = c, etc. For example:
2) if round = 2 and endurance_percent < 95 then 5H/10!/5 (counter);
4) if round = 4 and endurance_percent < 87 then 5H/10!/5 (counter);
5) if round = 5 then 5H/10!/5 (counter);
As a variant, you may try to KO 1 or KO 2 your opponent, but it won't work in all cases. Against strong figters each stun attempt will result in big endurance damage, so you shouldn't try to stun such fighters too often. However if you place only one line with stun attempt, you'll be a good target for aggressive body attacks. To limit your stun attempts and to control your endurance loss during the fight at the same time you may use lines like these:
2) if round = 2 and endurance_percent < 95 then 5H/10!/5 (counter);
3) if round = 3 and endurance_percent < 91 and mystuns + hisstuns = 0 then 5H/10!/5 (counter);
Against KP Balanced you should fight like counterpuncher vs slugger: try to keep the endurance war close and win rounds. But don't use POW lower than 4. That also means that resting lines aren't needed in this case.
KP BALANCED
Ideal stats:
STR = AGL
SPD = AGL
CHN = CND
CND is 13 at 0(0) and 16 at 28(28)
KP=1/3*STR (max)
CR=1
very heavy build (helps to reduce opponent's advantage in STR, SPD or AGL)
Competitive subspecies:
Albino's KP Balanced (a hybrid between KP Balanced and KP Dancer):
STR + KP = AGL
SPD = AGL
CHN = CND
CND is 13 at 0(0) and 16 at 28(28)
KP=1/3*STR (max)
CR=1
very heavy build
KP Balanced's goal is to win by points or to KO opponent if he is too aggressive. He is better at KOs than at scoring. His KP is not a fear factor, it's his main key to winning.
Against non-KP fighters they use something like 6/1/13 outside, slowly rising aggression during the fight. Resting lines are very important for them, especially closer to the end of the fight. If opponent is very aggressive (score < round - x or end& < 100 - x*(round - 1)) use 4H/9/7 or 5H/9/6 allout, with cheating if your opponent has good chin. Yet in some cases (if you fight against slugger, for example), 5H/11/4 (style) could be enough. In any case, in final rounds better use inside or no style instead of allout to stun your opponent. KP Balanced also may use allout and KO 1 or KO 2 (i.e. even when endurance conditional doesn't trigger) his opponent and it often works.
Against KP dancer you should fight like slugger vs counterpuncher: tire him and either outscore or KO him in final rounds. If you feel that your opponent uses low POW, flash him with allout.
To sum up the information about KP fighters, I want to remind that all KP fighters may win the fight by two ways, i.e. by points or by early KO. KP Dancers are better at scoring, KP Balanceds are better at KOs. Still, it is important to remember about the other way to victory, especially while you write your fp.
Also, to be a succesful KP fighters' manager, you to have a lot of similar fight plans with different rounds for stun attempts (including 1st round). The choice of round for stun attempt should be unpreditable, in other case your opponents will easily win with "counter" fight plan.
Here are the stats of different fighters in Bantams - Super-Bantams. Yet don't create them all, remember that each fighter is good mainly in 'his' weight divisions.
And here are the stats of these fighters at 28 status.
Now about efficient fighters. The following table shows an approximate chance to win the bout between different fighter types. These table made under assumption that fighters are managed by equal in their talents managers.
N | Fighter Type | 1 | 2 | 3 | 4 | 5 | 6 | 7 | overall |
1 | Counterpuncher | x | 40% | 55% | 70% | 70% | 55% | 55% | 57.5% |
2 | KP Dancer | 60% | x | 45% | 80% | 60% | 30% | 70% | 57.5% |
3 | Balanced | 45% | 55% | x | 40% | 55% | 45% | 55% | 49.17% |
4 | Ropist | 30% | 20% | 60% | x | 50% | 75% | 70% | 50.83% |
5 | Agile Slugger | 30% | 40% | 45% | 50% | x | 75% | 65% | 50.83% |
6 | Slugger | 45% | 70% | 55% | 25% | 25% | x | 45% | 44.17% |
7 | KP Balanced | 45% | 30% | 45% | 30% | 35% | 55% | x | 40% |
You may have noticed that there are no such fighter types as Sissy, Megaclincher or Flasher. That's right, because I'm going to talk about efficient fighters. All fighters mentioned above may win the fight by only 1 way: by points (Sissy), by late KO (megaclincher) , or by KO 1/ KO 2 (Flasher). That makes them one-sided and, consequently, weak at high status, because your opponent will always know what you'll do. All efficient fighter types may win the fight by at least 2 ways.
Don't rely too much on concrete numbers, just remember fighter's weak and strong sides (60/40 isn't always a strong side, but 70/30, more likely, is).
KP vs non-KP matchup very much depends on non-KP fighter's chin, especially for Kp balanced. Here I've provided probabilities for an average chin.
On the other hand, non-Kp fighter with high chin, even if he has some style advantage, will struggle against non-KP fighter with low chin.
There is also a difference between lower and higher weight classes.
KP Dancer prefers light-heavyweight and cruiserweight and dominates in Heavyweight even over their worst ennemies, sluggers.
Ropists and Agile Sluggers prefer lowest weights, there even KP Dancer will struggle against ropist.
KP Balanced can do well between feather- and welterweight, where it is already enough sluggers and balanceds, but still a low population of Kp dancers.
Balanceds and Sluggers prefer light-, welter- and middleweights, where ropists and agile sluggers are too slow to win fights, and some Kp dancers appear.
Despite his 1st place in this table, it is hard to say, where Counterpuncher feels himself excellent. In higher weights he will struggle against KP Dancer, whom he can't tire, so KP Dancer can easily stun him in late rounds if Counterpuncher will be too aggressive. In lower weights, ropist may have good chances over him. I lightweights slugger can be dangerous. But I'd recommend light- and welterweights for him.
I addition, for all these basic fighter types some modifications exist, such as strong/speed ropist, strong/agile balanced, agile counterpuncer, etc. Agile slugger and slugger are too different to say that they're one fighter type.
Common advices about fighter's build:
Build: very heavy,
Exceptions: those fighter types, who constantly use conterpunch and/or outside as their main fighting style (namely Conterpuncher and KP dancer). For them use very light build. Heavyweight division is also an exception, but heavyweight fighters are the separate issue.
I recommend to follow this advice. I could say that fight stats (STR, AGL, SPD) are more important than HGT, because greater fight stats -> greater your and lower opponent's style advantage -> better chances to win the match. But I'll better provide one example.
Match two fighters in your Practice fights (Advanced form). Fighter#1 has such stats: STR 25 SPD 17 CHN 10 KP 0 AGL 16 CND 16 CR 1 HGT 10 build very light. Fighter#2 has these stats: STR 19 SPD 15 AGL 26 CHN 9 CR 1 HGT 9 build very heavy. Fighter#1 uses this fp: 1) 5B/8/7 (clinch); Fighter#2 uses this fp: 1) 4B/8/8 (ropes); Set "No luck", Weight division: "middle", "18" as fighters' ratings and "5555555" as random seed. And press "generate report". You'll get these results:
Fighter #2 is winning the fight 120-109.
Fighter #1 collapses limply onto his stool.
Fighter #2 remains standing while the trainer wipes him down.
Bad matchup for Fighter#1, isn't it? But lets change only 1 thing: Now Fighter#1 has HGT 7 AGL 19 and very heavy build. Press "generate report". You'll get these results:
Fighter #2 is winning the fight 120-114.
Fighter #1 is obviously tired.
Fighter #2 grabs a water bottle and rests on his stool
Fighter#2 still wins, but situation for Fighter#1 is much better now. I hope this example convinced you of the importance of very heavy build.
Chin.
There are 2 rules:
1) the higher the agility, the lower the chin.
2) if you have KP, your chin must be good, otherwise you KP will be useless.
Ropist: 10 or lower,
Balanced: 9-12,
Agile Slugger: 11 or lower,
Slugger: 10-12,
KP Dancer: 11 or higher,
KP balanced: starts with 12-13, at 28(28) - 15 or higher.
Cut Resistance: low (1). Just low without any exceptions. Average and high cut resistance don't decrease the chance to get a cut significantly, yet these 1-2 APs may seriously damage your fighter's efficiency.
Conditionning.
At 0(0): 13-14 for non-KP fighters and KP Dancers, 12-13 for KP Balanced.
At 28(28): 16-17 for non-KP fighters, 17-18 for KP Dancer, 15-16 for KP Balanced.
KP: 0 or full(max).
Fighters with partial KP don't do well at 28(28).
Now let's talk about each fighter type in a more detailed manner.
SLUGGER
Ideal stats:
STR is from 1,4*AGL to 1,6*AGL
AGL = SPD - 1 or AGL = SPD - 2
CHN is about 10-12
CND is 13-14 at 0(0) and 16(17) at 28(28)
KP = 0
CR = 1
very heavy build.
Competitive subspecies:
Semi-Agile Slugger (a hybrid between Slugger and Agile Slugger):
STR is from 1,3*AGL to 1,4*AGL
AGL is from 0,7*AGL to 0,8*AGL
CHN is about 10-11
CND is 13-14 at 0(0) and 16(17) at 28(28)
KP = 0
CR = 1
very heavy build.
Slugger's main goal is to wear his opponent down, and then to outscore or to stun/KO him. Yet he is better at stunning than at scoring.
So, if opponent is also an non-KP fighter, slugger should be effecient in the beginning of the fight (5B/8/7 or 5B/7/8 clinch), and then to win rounds by points or by KO. Of course, it is also possible to start with something like 6/6/8 (clinch) to win the first round(s) and then to bash the body, still it is important to remember that if you lose significantly first rounds on endurance, it will be hard regain the status quo later. If your opponent is tiring faster than you then be more aggressive (5B/9/6 clinch, 4B/8/8 inside). If he is weak, and your end% > 50, finish him (5H/10/5 inside). To win rounds in the middle of the fight use clinch with POW 5-6 and AGG 6 or 7 if your opponent is fast, in the end of the fight - AGG 8 - 10, if you can't win rounds - try to KO him (5H/10/5 or 5H/11/4 inside). Resting lines (1/1/8 clinch) are also useful in late rounds, but when score is close enough and opponent is strong and you're tired (opp > 1 and end% < 67).
In fights vs KPers the only thing that limits your aggression is opponent's KP. Start carefully (but enough aggressive to deal some damage), so that your opponent can't KO you, slowly rising AGG and POW from round to round. The more tired your opponent, the more aggressive you can be. And try to keep the score close in the middle rounds. In the end of the fight try to outscore your opponent, but don't use too low defence (lower than 6 while clinching) or KO your opponent, if he is tired enough.
It is very hard to win a fight by cuts, but if slugger has a very bad matchup, he is the only fighter type who can win use cuts successfully.
Example:
1) 5H/10!/5 (inside);
2) 5C/8!/7 (clinch);
But use such kind of fight plan only if you are sure that you can't win your fight in other way. This tactics will work in not more than 15-20% of cases.
ROPIST
Ideal stats:
STR is from 0,6*AGL to 0,7*AGL
SPD = STR - 1 or SPD = STR - 2.
CHN is about 9-10.
CND is 13-14 at 0(0) and 16(17) at 28(28)
KP = 0
CR = 1
very heavy build.
Competitive subspecies:
Strong Ropist (a hybrid between Ropist and Agile Slugger):
STR is about 0,7*AGL
AGL is about 0,6*AGL
CHN is about 9-10
CND is 13-14 at 0(0) and 16(17) at 28(28)
KP = 0
CR = 1
very heavy build.
Fast Ropist (a hybrid between Ropist and Counterpuncher):
STR is about 0,6*AGL
AGL is about 0,7*AGL
CHN is about 9-10
CND is 13-14 at 0(0) and 16(17) at 28(28)
KP = 0
CR = 1
very heavy build.
Ropist's main goal is also to wear opponent down, and then to outscore or stun/KO him. But unlike slugger, ropist may be very aggressive in final rounds, because it is almost impossible to stun him when he uses ring. However, he can hardly stun his opponent.
Against non-KP fighters tactics is the same as slugger's, using ropes instead of clinch, but he may be less aggressive, because ropes don't have a penalty to aggression. But ropist can hardly stun his opponent, so be enough aggressive in final rounds, otherwise you'll be ouscored. Resting lines aren't needed, because it is very hard to wear down ropist.
Tactics vs KPers is also similar to slugger's, but don't try to KO them, if they aren't tired enough. And vs KP Dancers you often need to do some risky body allouts (if he slaps with POW = 1 - 5B/10/5 (allout), if he slaps with POW > 1 - 5B/11/4 (inside)), while your opponent slaps, otherwise you'll be easily outscored in the end of the fight.
AGILE SLUGGER
STR = AGL
SPD is about 0,75*AGL
CHN is about 9-11.
CND is 13-14 at 0(0) and 16(17) at 28(28)
KP = 0
CR = 1
very heavy build.
Competitive subspecies:
Semi-Balanced (a hybrid between Agile Slugger and Balanced)
STR = AGL
SPD is about 0,85*AGL
CHN is about 10-11.
CND is 13-14 at 0(0) and 16(17) at 28(28)
KP = 0
CR = 1
very heavy build.
Agile slugger is a hybrid of Ropist and Slugger. So, against shorter opponents he fights like ropist, against taller opponents he fights like slugger, but using inside more often, because his agility protects him from both endurance and stun damage. Against a Slugger ring may be more efficient than ropes is some cases (low status, opponent's AGL < 12, for example). Some body allouts vs KP Dancer may also be needed. In the endgame he may use both stun attempts and jabs, depending on his opponent.
COUNTERPUNCHER
Ideal stats:
AGL is about 0,8*SPD
STR is about 0,6*SPD
CHN is about 10-12
CND is 14 at 0(0) and 17-18 at 28(28).
??=0.
?R=1.
very light build.
Competitive subspecies: none.
His main goal is to win a fight by points and to keep the endurance war close. He may keep the score close even with low aggression, because he has very good speed. He uses counter in the beginning and in the middle of a fight and feint/outside in late rounds to outscore his opponent.
Against non-KP fighters use 5B/7/8 counter, in second half 6B/7/7 counter. There is NO need to be more aggressive than 5B/9/6 (counter), even if you're winning endurance. You may easily outscore him with equal endurance, so don't try to finish him. Use 6/6/8 or 6/7/7, in late rounds 7/5/8 counter to win rounds, if your opponent is ahead. Resting lines (1/1/8 outside) are needed, if your fighter is ahead and tired (end% < 70). In final rounds use feint.
Against KPers use lines like 6/6/8 and 7/5/8 (counter) (or (inside) vs KP Dancer) from the beginning of the fight, because you may wear them out only if they open too much trying to outscore or to KO you. Yet, more likely, KPers (especially, KP Balanced) will be able to stun/KO Counterpuncher in final rounds, if he opens too much. Thus, in the endgame don't use defence lower than 7 and POW lower than 4 vs KP Balanced.
BALANCED
Ideal stats:
STR = SPD =AGL
CHN is about 10-12
CND is 13-14 at 0(0) and 16(17) at 28(28)
KP = 0
CR = 1
very heavy build.
Competitive subspecies:
Strong Balanced (a hybrid between Balanced and Slugger)
STR is about 1,2*AGL
SPD = AGL - 1
CHN is about 10-12
CND is 13-14 at 0(0) and 16(17) at 28(28)
KP = 0
CR = 1
very heavy build.
Weak Balanced (a hybrid between Balanced, Counterpuncher and Ropist)
STR is about 0,8*AGL
SPD = AGL - 1 or SPD = AGl - 2
CHN is about 10-11
CND is 13-14 at 0(0) and 16(17) at 28(28)
KP = 0
CR = 1
very heavy build.
Dancer (a hybrid between Balanced and Counterpuncher)
STR is about 0,7*AGL
SPD = AGL
CHN is about 10-12
CND is 14 at 0(0) and 17(18) at 28(28)
KP = 0
CR = 1
very heavy build.
Agile Balanced (a hybrid between Balanced and Ropist)
STR is about 0,8*AGL
SPD = AGL - 1
CHN is about 9-11
CND is 13-14 at 0(0) and 16(17) at 28(28)
KP = 0
CR = 1
very heavy build.
His goals are to wear down opponent and win by points or to win by points keeping the endurance war close. He uses almost all styles, except outside and allout. In fact, Balanced may fight like ANY other non-KP fighter, depending on his opponent. That's why I've put this build after all others. It is very hard to give even some common advices about this fighter. You should think hard about styles and tactics before each fight, if you are managing balanced. Since balanced may fight differently, your fps should reflect that, i.e. fps for Balanced should be long and polyvariant. Actually, you should know how all other non-KPers fight to manage Balanced well. But in the most of fights balanced fights either like agile slugger or like conterpuncher.
To sum up the information about non-KP fighter, I want to remind that efficient fighter can win the fight by at least two ways. Thus, ALL non KP fighters may win the fight by points or by late KO. Some of them are better at scoring, the rest are better at endurance war. Still, it is important to remember about the other way to victory, especially while you write your fp.
KP DANCER
Ideal stats:
STR is from 0,5*AGL to 0,6*AGL
SPD = AGL
CHN is about 11-12
CND is 14 at 0(0) and 17-18 at 28(28)
KP=1/3*STR (max)
CR=1
very light build
Competitive subspecies:
KP Counterpuncher (faster fighter than usual KP Dancer):
STR is from 0,6*AGL to 0,7*AGL
SPD is from 1,2*AGL to 1,3*AGL
CHN is about 11-12
CND is 14 at 0(0) and 17-18 at 28(28)
KP=1/3*STR (max)
CR=1
very light build
KP Dancer's goals are to win by by points or to KO early (usually, if he's too aggressive his opponent. But he is much better at scoring than at KOs. His KP is a kind of fear factor, which reduces opponent's AGG and POW. He uses outside to win rounds and counterpunch/feint for stun attempts.
Against non KP fighters use outside with 5 or 6 aggression (but not lower) and POW 1, slowly rising aggression during the fight. But against ropists and agile sluggers better use POW 2-3 to avoid body allouts. Resting lines are also important. Without resting lines KP Dancer will be too tired to win in the end. If your opponent is too aggressive use 5H/10/5 or 5H/11/4 counter. But don't use lines like if end% < 100 - x*(round - 1) then 5H/10/5 (counter). Otherwise you'll lose to a simple fp like this one:
1) 5B/11/4 (allout)
2) 5B/9/6 (clinch)
Better use several lines like these: if round = a and end% < x, if round = b and end% < y or just if round = c, etc. For example:
2) if round = 2 and endurance_percent < 95 then 5H/10!/5 (counter);
4) if round = 4 and endurance_percent < 87 then 5H/10!/5 (counter);
5) if round = 5 then 5H/10!/5 (counter);
As a variant, you may try to KO 1 or KO 2 your opponent, but it won't work in all cases. Against strong figters each stun attempt will result in big endurance damage, so you shouldn't try to stun such fighters too often. However if you place only one line with stun attempt, you'll be a good target for aggressive body attacks. To limit your stun attempts and to control your endurance loss during the fight at the same time you may use lines like these:
2) if round = 2 and endurance_percent < 95 then 5H/10!/5 (counter);
3) if round = 3 and endurance_percent < 91 and mystuns + hisstuns = 0 then 5H/10!/5 (counter);
Against KP Balanced you should fight like counterpuncher vs slugger: try to keep the endurance war close and win rounds. But don't use POW lower than 4. That also means that resting lines aren't needed in this case.
KP BALANCED
Ideal stats:
STR = AGL
SPD = AGL
CHN = CND
CND is 13 at 0(0) and 16 at 28(28)
KP=1/3*STR (max)
CR=1
very heavy build (helps to reduce opponent's advantage in STR, SPD or AGL)
Competitive subspecies:
Albino's KP Balanced (a hybrid between KP Balanced and KP Dancer):
STR + KP = AGL
SPD = AGL
CHN = CND
CND is 13 at 0(0) and 16 at 28(28)
KP=1/3*STR (max)
CR=1
very heavy build
KP Balanced's goal is to win by points or to KO opponent if he is too aggressive. He is better at KOs than at scoring. His KP is not a fear factor, it's his main key to winning.
Against non-KP fighters they use something like 6/1/13 outside, slowly rising aggression during the fight. Resting lines are very important for them, especially closer to the end of the fight. If opponent is very aggressive (score < round - x or end& < 100 - x*(round - 1)) use 4H/9/7 or 5H/9/6 allout, with cheating if your opponent has good chin. Yet in some cases (if you fight against slugger, for example), 5H/11/4 (style) could be enough. In any case, in final rounds better use inside or no style instead of allout to stun your opponent. KP Balanced also may use allout and KO 1 or KO 2 (i.e. even when endurance conditional doesn't trigger) his opponent and it often works.
Against KP dancer you should fight like slugger vs counterpuncher: tire him and either outscore or KO him in final rounds. If you feel that your opponent uses low POW, flash him with allout.
To sum up the information about KP fighters, I want to remind that all KP fighters may win the fight by two ways, i.e. by points or by early KO. KP Dancers are better at scoring, KP Balanceds are better at KOs. Still, it is important to remember about the other way to victory, especially while you write your fp.
Also, to be a succesful KP fighters' manager, you to have a lot of similar fight plans with different rounds for stun attempts (including 1st round). The choice of round for stun attempt should be unpreditable, in other case your opponents will easily win with "counter" fight plan.
Here are the stats of different fighters in Bantams - Super-Bantams. Yet don't create them all, remember that each fighter is good mainly in 'his' weight divisions.
Fighter Type | STR | SPD | AGL | KP | HGT | CHN | CND | CR | BLD |
Slugger | 20 | 12 | 14 | 0 | 0 | 10 | 13 | 1 | VH |
Semi-Agile Slugger | 19 | 12 | 15 | 0 | 1 | 9 | 13 | 1 | VH |
Agile Slugger | 17 | 11 | 17 | 0 | 2 | 9 | 13 | 1 | VH |
Semi-Balanced | 16 | 13 | 16 | 0 | 2 | 9 | 13 | 1 | VH |
Balanced | 15 | 15 | 15 | 0 | 2 | 9 | 13 | 1 | VH |
Strong Balanced | 18 | 13 | 15 | 0 | 1 | 9 | 13 | 1 | VH |
Agile Balanced | 14 | 14 | 17 | 0 | 2 | 9 | 13 | 1 | VH |
Weak Balanced | 13 | 15 | 17 | 0 | 2 | 9 | 13 | 1 | VH |
Dancer | 12 | 16 | 16 | 0 | 2 | 9 | 14 | 1 | VH |
Ropist | 12 | 13 | 19 | 0 | 3 | 9 | 13 | 1 | VH |
Strong Ropist | 14 | 11 | 19 | 0 | 3 | 9 | 13 | 1 | VH |
Speed Ropist | 11 | 14 | 19 | 0 | 3 | 9 | 13 | 1 | VH |
Counterpuncher | 10 | 16 | 13 | 0 | 6 | 10 | 14 | 1 | VL |
KP Dancer | 7 | 14 | 14 | 2 | 8 | 10 | 14 | 1 | VL |
KP Counterpuncher | 8 | 15 | 13 | 2 | 7 | 10 | 14 | 1 | VL |
KP Balanced | 13 | 13 | 13 | 4 | 1 | 12 | 13 | 1 | VH |
Albino's KP Balanced | 11 | 14 | 14 | 5 | 2 | 12 | 13 | 1 | VH |
And here are the stats of these fighters at 28 status.
Fighter Type | STR | SPD | AGL | KP | HGT | CHN | CND | CR | BLD |
Slugger | 35 | 23 | 24 | 0 | 0 | 11 | 16 | 1 | VH |
Semi-Agile Slugger | 33 | 22 | 27 | 0 | 1 | 10 | 16 | 1 | VH |
Agile Slugger | 30 | 22 | 29 | 0 | 2 | 10 | 16 | 1 | VH |
Semi-Balanced | 28 | 24 | 28 | 0 | 2 | 10 | 17 | 1 | VH |
Balanced | 27 | 26 | 27 | 0 | 2 | 10 | 17 | 1 | VH |
Strong Balanced | 31 | 25 | 26 | 0 | 1 | 10 | 16 | 1 | VH |
Agile Balanced | 26 | 25 | 31 | 0 | 2 | 9 | 16 | 1 | VH |
Weak Balanced | 24 | 27 | 29 | 0 | 2 | 10 | 17 | 1 | VH |
Dancer | 21 | 29 | 29 | 0 | 2 | 11 | 17 | 1 | VH |
Ropist | 23 | 22 | 36 | 0 | 3 | 9 | 16 | 1 | VH |
Strong Ropist | 26 | 20 | 35 | 0 | 3 | 9 | 16 | 1 | VH |
Speed Ropist | 20 | 26 | 35 | 0 | 3 | 9 | 16 | 1 | VH |
Counterpuncher | 20 | 30 | 25 | 0 | 6 | 11 | 17 | 1 | VL |
KP Dancer | 15 | 27 | 26 | 5 | 8 | 11 | 17 | 1 | VL |
KP Counterpuncher | 15 | 30 | 24 | 5 | 7 | 11 | 17 | 1 | VL |
KP Balanced | 24 | 22 | 22 | 8 | 1 | 16 | 16 | 1 | VH |
Albino's KP Balnced | 19 | 25 | 25 | 6 | 2 | 16 | 16 | 1 | VH |