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Post by ryansgym on May 7, 2013 8:33:47 GMT -5
Ok, I am probably going to retire most of my fighters that I have in the restart region because I probably screwed up most og them, but I am going to try and use the next few days ignoring most of them and getting ready for one fight to really get into fight planning and learn what I am doing with your help. I will let the first teacher that chimes in pick the fight we plan of any of my fights that are set for thursday through Sunday
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One Fight
May 7, 2013 8:59:08 GMT -5
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Post by JimSardonic on May 7, 2013 8:59:08 GMT -5
Ok, I am probably going to retire most of my fighters that I have in the restart region because I probably screwed up most og them, but I am going to try and use the next few days ignoring most of them and getting ready for one fight to really get into fight planning and learn what I am doing with your help. I will let the first teacher that chimes in pick the fight we plan of any of my fights that are set for thursday through Sunday Don't count this as a chime in (unless you want it to be): but YOU pick the fighter. I recommend mid to lower weights as there is more AP's, which are easier to understand. Its important that you pick a fighter type that you have some interest in to explore, as opposed to being placed into one type.
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One Fight
May 7, 2013 9:00:28 GMT -5
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Post by JimSardonic on May 7, 2013 9:00:28 GMT -5
Might even be good to have two teachers work with you. Much can be learned from conflicting ideas... and there isn't much time to prepare if life gets busy for one.
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SIN
Welcoming Crew
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Posts: 458
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One Fight
May 7, 2013 9:35:05 GMT -5
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Post by SIN on May 7, 2013 9:35:05 GMT -5
Ill volunteer to give a hand. Geeky might want to do something similar. We can look at individual matchups etc on a week by week basis.
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Post by geekyfatkid on May 7, 2013 14:32:29 GMT -5
I am personally working on ropists right now. im going to run mostly this style of fighter until i have a better grasp of how the sim works. my thinking is i am less woried about results right now and more worried about theory. once i have a stronger understanding of why things happen i hope to evolve into a more well rounded webler.
I am going to base my fighters off this build with some give and take to fit into other weight classes but trying to stay close to this ratio
STR 14 KP 0 SPD 13 AGL 17 CHN 7 CON 13 CUT 1 BLD vhvy HGT 5
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One Fight
May 7, 2013 14:45:11 GMT -5
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Post by JimSardonic on May 7, 2013 14:45:11 GMT -5
I'll keep rolling with you, geeky, since we have been going on from the start. Pick one of your fighters, and we'll work together on that one.
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One Fight
May 7, 2013 16:36:30 GMT -5
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Post by ryansgym on May 7, 2013 16:36:30 GMT -5
Alright, well I have been getting help already on clincher fights so I will try a counter puncher, which is going to have to be snake eyes Mitchell who I am sure was poorly built
Str 8. Spd 12 agl 11. Hgt 6`2 con 14 chn 10
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ac
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Post by ac on May 7, 2013 16:45:24 GMT -5
Counter you say kid?? Alright whats this fighers name so we can look up what weight class and who he is fighting..I see there not bad lil counter guy we got going tho I try to get away with 9 chin long as I can..We are wanna get that speed up but this is somethng we can work on just let us know who this fighter is and we can get you on your way mate!!
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One Fight
May 7, 2013 16:55:20 GMT -5
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Post by JimSardonic on May 7, 2013 16:55:20 GMT -5
Counter you say kid?? Alright whats this fighers name so we can look up what weight class and who he is fighting..I see there not bad lil counter guy we got going tho I try to get away with 9 chin long as I can..We are wanna get that speed up but this is somethng we can work on just let us know who this fighter is and we can get you on your way mate!! snake eyes Mitchell I believe
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Post by geekyfatkid on May 7, 2013 19:15:25 GMT -5
sorry this is off topic but whenever you quote someone and the write i cant see the first line of what you write. in jims post above i can only see the bottom 10% of the letters to his answer the other 90% is covered by the ac quote. is this just a me problem, if so any idea how to fix it.
on topic my fighter fitting the above stats is tubb o'lard,
STR 14 KP 0 SPD 13 AGL 17 CHN 7 CON 13 CUT 1 BLD vhvy HGT 5
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ac
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Post by ac on May 7, 2013 19:24:56 GMT -5
Ahhh I was going to say I looked at your gym and didnt see him so didnt know who you were talking bout That counter was not a bad build unretire him I'll help you but ok This build is a little crazy for my taste what are we wanting to go wit this guy Agility Slugger? Ropist?? lol Min I got with Chin is 8 or 9 lets see what we can come up with when he gets a fight..Jimbo you have any knowledge on this type with low chin???
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Post by ryansgym on May 7, 2013 19:35:39 GMT -5
haven't retired my counter guy, plan on keeping him, looking for you guys to walk me through planning for his first fight now
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Post by JimSardonic on May 7, 2013 20:36:08 GMT -5
Let's split this off into two threads, or else it will get confusing.
Geeky, I'll try to 'space out' quotes a bit more until you find a solution. I will start a thread for tubb 'o lard. Ryan, you can start a new thread or continue in here -- I just don't want to get fight plans, matchups and such confused.
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Post by italiano on May 9, 2013 15:18:57 GMT -5
Alright, well I have been getting help already on clincher fights so I will try a counter puncher, which is going to have to be snake eyes Mitchell who I am sure was poorly built Str 8. Spd 12 agl 11. Hgt 6`2 con 14 chn 10 Your fighter is not poorly built. A few training stats and he would be a perfect build. A better built counterpuncher would be: STR: 7 KP: 0 SPD: 14 AGL: 11 CHN: 9 CND: 14 You could even do this: STR: 7 KP: 0 SPD: 15 AGL: 11 CHN: 9 CND: 13 Normal build will put you in light heavyweight. every other build above NORMAL will put you in Super Middle or Middleweight. Sim both fighters stats to see the difference. The faster counterpuncher should win, even though he has less conditioning. I can break down a fight plan for you for this type of fighter if you want. I just got to find the right one. I have like a 100+ CPer plans
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Post by italiano on May 9, 2013 15:38:05 GMT -5
I edited almost all my counterpunchers plans to static lines only. Basically this...
1)... 2)... 3)... 4)... 5)... 6)... 7)... 8)... 9)... 10)... 11)... 12)...
I will ONLY do this and I mean ONLY if I know exactly what my opponent is gonna do. Sometimes you know exactly through scouting what tactics your opponent will use. I wouldn't even recommend you guys use it as a matter of fact. Got into a lot of debates over this as well, so don't wanna lead you astray.
I was able to find a dancer plan of mine. This plan was tailored to counter a lot of America East managers who ran a lot of KP and scoring based fighters, who ran on scoring based fight plans.
1) 6/4/10 (ring); 2) 6/4/10 (ring); if endurance_percent < 100 - (round - 1) * 11 then 6/1/13 (outside); if endurance_percent < 100 - (round - 1) * 10 then 6/1/13 (outside); if endurance_percent < 100 - (round - 1) * 9 then 6/2/12 (outside); if endurance_percent < 100 - (round - 1) * 8 then 6/3/11 (outside); if mystuns > 0 then 5/5/10 (ring) if myknockdowns > 0 then 5H/5/10 (ring) if roundswon > roundslost and score > 1 - round then 6/5/9 (ring); if roundswon > roundslost and score > 1 - round and opp = strong then 6/5/9 (ring); if roundswon > roundslost and score > 1 - round and opp = tired then 5B/8/7 (ring); if roundswon > roundslost and score > 1 - round and opp = weak then 5H/11/4 (ropes); if roundswon > roundslost and score > 2 - round then 6/4/10 (ring); if roundswon > roundslost and score > 2 - round and opp = strong then 6/4/10 (ring); if roundswon > roundslost and score > 2 - round and opp = tired then 5B/8/7 (ring); if roundswon > roundslost and score > 2 - round and opp = weak then 5H/11/4 (ropes); if roundswon > roundslost and score > 3 - round then 6/5/9 (ring); if roundswon > roundslost and score > 3 - round and opp = strong then 6/5/9 (ring); if roundswon > roundslost and score > 3 - round and opp = tired then 5B/8/7 (ring); if roundswon > roundslost and score > 3 - round and opp = weak then 5H/11/4 (ropes); if roundswon > roundslost and score > 4 - round then 7/4/9 (ring); if roundswon > roundslost and score > 4 - round and opp = strong then 7/5/8 (ring); if roundswon > roundslost and score > 4 - round and opp = tired then 5B/7/8 (ring); if roundswon > roundslost and score > 4 - round and opp = weak then 5H/11/4 (ropes); if roundswon > roundslost and score > 5 - round then 8/4/8 (ring); if roundswon > roundslost and score > 5 - round and opp = strong then 8/4/8 (ring); if roundswon > roundslost and score > 5 - round and opp = tired then 5B/7/8 (ring); if roundswon > roundslost and score > 5 - round and opp = weak then 5H/11/4 (ropes); if roundswon > roundslost and score > 6 - round then 5/5/10 (ring); if roundswon > roundslost and score > 6 - round and opp = strong then 5B/7/8 (ring); if roundswon > roundslost and score > 6 - round and opp = tired then 5B/7/8 (ring); if roundswon > roundslost and score > 6 - round and opp = weak then 5H/11/4 (ropes); if roundswon > roundslost and score > 7 - round then 5/5/10 (ring); if roundswon > roundslost and score > 7 - round and opp = strong then 5B/7/8 (ring); if roundswon > roundslost and score > 7 - round and opp = tired then 5B/7/8 (ring); if roundswon > roundslost and score > 7 - round and opp = weak then 5H/11/4 (ropes); if roundswon > roundslost and score > 8 - round then 5/5/10 (ring); if roundswon > roundslost and score > 8 - round and opp = strong then 5B/7/8 (ring); if roundswon > roundslost and score > 8 - round and opp = tired then 5B/7/8 (ring); if roundswon > roundslost and score > 8 - round and opp = weak then 5H/11/4 (ropes); if roundswon > roundslost and score > 9 - round then 5B/7/8 (ring); if roundswon > roundslost and score > 9 - round and opp = strong then 5B/7/8 (ring); if roundswon > roundslost and score > 9 - round and opp = tired then 5B/7/8 (ring); if roundswon > roundslost and score > 9 - round and opp = weak then 5H/11/4 (ropes); if roundswon > roundslost and score > 10 - round then 5B/7/8 (ring); if roundswon > roundslost and score > 10 - round and opp = strong then 5B/7/8 (ring); if roundswon > roundslost and score > 10 - round and opp = tired then 5B/7/8 (ring); if roundswon > roundslost and score > 10 - round and opp = weak then 5H/11/4 (ropes); if roundslost > roundswon and score < round - 1 then 6/6/8 (ring); if roundslost > roundswon and score < round - 1 and opp = strong then 6/6/8 (ring); if roundslost > roundswon and score < round - 1 and opp = tired then 5B/7/8 (ring); if roundslost > roundswon and score < round - 1 and opp = weak then 5H/11/4 (ropes); if roundslost > roundswon and score < round - 2 then 7/6/7 (ring); if roundslost > roundswon and score < round - 2 and opp = strong then 7/5/8 (ring); if roundslost > roundswon and score < round - 2 and opp = tired then 5B/8/7 (ring); if roundslost > roundswon and score < round - 2 and opp = weak then 5H/11/4 (ropes); if roundslost > roundswon and score < round - 3 then 7/6/7 (ring); if roundslost > roundswon and score < round - 3 and opp = strong then 7/6/7 (ring); if roundslost > roundswon and score < round - 3 and opp = tired then 5B/8/7 (ring); if roundslost > roundswon and score < round - 3 and opp = weak then 5H/11/4 (ropes); if roundslost > roundswon and score < round - 4 then 8/4/8 (ring); if roundslost > roundswon and score < round - 4 and opp = strong then 8/5/7 (ring); if roundslost > roundswon and score < round - 4 and opp = tired then 5B/8/7 (ring); if roundslost > roundswon and score < round - 4 and opp = weak then 5H/11/4 (ropes); if roundslost > roundswon and score < round - 5 then 9/2/9 (ring) if roundslost > roundswon and score < round - 5 and opp = strong then 9/4/7 (ring); if roundslost > roundswon and score < round - 5 and opp = tired then 5B/8/7 (ring); if roundslost > roundswon and score < round - 5 and opp = weak then 5H/11/4 (ropes); if roundslost > roundswon and score < round - 6 then 10/1/9 (outside); if roundslost > roundswon and score < round - 6 and opp = strong then 10/4/6 (ring); if roundslost > roundswon and score < round - 6 and opp = tired then 6/8/6 (ring); if roundslost > roundswon and score < round - 6 and opp = weak then 5H/11/4 (ropes); if roundslost > roundswon and score < round - 7 then 9/2/9 (ring); if roundslost > roundswon and score < round - 7 and opp = strong then 5B/8/7 (ropes); if roundslost > roundswon and score < round - 7 and opp = tired then 5B/8/7 (ring); if roundslost > roundswon and score < round - 7 and opp = weak then 5H/11/4 (ropes); if roundslost > roundswon and score < round - 8 then 10/3/7 (outside); if roundslost > roundswon and score < round - 8 and opp = strong then 6/6/8 (ring); if roundslost > roundswon and score < round - 8 and opp = tired then 6/8/6 (ring); if roundslost > roundswon and score < round - 8 and opp = weak then 5H/11/4 (ropes); if roundslost > roundswon and score < round - 9 then 10/3/7 (outside); if roundslost > roundswon and score < round - 9 and opp = strong then 10/3/7 (outside); if roundslost > roundswon and score < round - 9 and opp = tired then 5B/8/7 (ring); if roundslost > roundswon and score < round - 9 and opp = weak then 5H/11/4 (ropes); if roundslost > roundswon and score < round - 10 then 10/1/8 (outside); if roundslost > roundswon and score < round - 10 and opp = strong then 10/3/7 (outside); if roundslost > roundswon and score < round - 10 and opp = tired then 5H/11/4 (ropes); if roundslost > roundswon and score < round - 10 and opp = weak then 5H/9/6 (allout); if hiscuts >= 3 then 5C/10/5 (ropes); if hiscuts >= 4 then 5C/11/4 (ropes); if hiscuts >= 5 then 5H/11/4 (ropes);
10) 11/2/7 (outside); if score > 3 and roundswon > roundslost then 7/1/12 (outside); if score > 3 and roundswon > roundslost and opp = tired then 6/6/8 (ring); if score > 3 and roundswon > roundslost and opp = weak then 5B/9/6 (ropes); if score > 2 and roundswon > roundslost then 7/1/12 (outside); if score > 2 and roundswon > roundslost and opp = tired then 6/7/7 (ring); if score > 2 and roundswon > roundslost and opp = weak then 5B/9/6 (ropes); if score > 1 and roundswon > roundslost then 5H/5/10 (ring); if score > 1 and roundswon > roundslost and opp = tired then 5H/6/9 (ring); if score > 1 and roundswon > roundslost and opp = weak then 5H/9/6 (ring); if score > 0 and roundswon > roundslost then 10/1/9 (outside); if score > 0 and roundswon > roundslost and opp = tired then 5B/8/7 (ring); if score > 0 and roundswon > roundslost and opp = weak then 5H/11/4 (ropes); if score = 0 and roundswon > roundslost then 11/1/8 (outside); if score = 0 and roundswon > roundslost and opp = tired then 10/1/9 (ring); if score = 0 and roundswon > roundslost and opp = weak then 5H/11/4 (ropes); if score < 0 and roundswon > roundslost then 12/1/7 (outside); if score < 0 and roundswon > roundslost and opp = tired then 11/1/8 (outside); if score < 0 and roundswon > roundslost and opp = weak then 5H/11/4 (ropes); if score < -1 and opp = tired then 9/6/5 (ropes); if score < -1 and opp = weak then 6H/11/3 (ropes); if score < -2 and opp = tired then 9/6/5 (ropes) if score < -2 and opp = weak then 6H/11/3 (ropes);
12) 7H/4/9 (ring); if score > 1 then 5H/5/10 (ring); if score > 1 and roundswon > roundslost then 10/1/9 (outside); if score > 1 and opp = weak then 5H/11/4 (ropes); if score > 0 then 10/1/9 (ring); if score > 0 and roundswon > roundslost then 11/1/8 (outside); if score = 0 then 12/1/7 (outside) if score = 0 and roundswon > roundslost then 12/1/7 (outside); if score = 0 and opp = tired then 8/7/5 (ropes); if score = 0 and opp = weak then 6H/11/3 (ropes); if score < 0 then 13/1/6 (outside); if score < 0 and roundswon > roundslost then 12/1/7 (outside); if score < 0 and opp = strong then x/x/x (outside); if score < -1 and opp = tired then x/x/x (outside); if score < -1 and opp = weak then x/x/x (ropes); if score < -2 and opp = tired then x/x/x (outside) if score < -2 and opp = weak then x/x/x (ropes);
1) if score > 14 - round then 1/1/18 (ring); 1) if score > 14 - round and opp = tired then x/x/x (ring); 1) if score > 14 - round and opp = weak then x/x/x (ropes); 1) if score > 15 - round then 1/1/18 (ring); 1) if score > 15 - round and opp = tired then x/x/x (ring); 1) if score > 15 - round and opp = weak then x/x/x (ropes);
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