Post by Sanford on May 12, 2013 9:04:06 GMT -5
Written by ShinRa:
Cuts:
First thing to understand is that there are only three viable cut fighters:
Agile Clinchers
Pure Clinchers
Cutters (KP Clincher)
Cutters are a fighter that I created myself. They have NO endurance capability whatsoever. I will cover those lately. Currently, strength is the biggest factor in cuts. I have not devised a workable cuts fighter with an agility bias.
Working the cut:
First thing to know about cuts is that this is NOT an endurance game. You will be behind in endurance the entire fight. Also, do not attempt multiple cut rounds. If you fail to get the first cut, stop. Cuts are usually attempted round 1. ONLY go for cuts if a stun is capable. *note: stuns do no mean more cuts.* By getting the stun you prevent 20%-25% endurance damage done to you and you take the point lead. It also allows you to use the most power while being relatively endurance efficient. 5H/11!/4 is what you want to use. Once the cut is open, you have choices:
How many cuts does he have?
Do you want to go for cuts no matter what or only if there is a high cut level?
Hiscuts > 0 or hiscuts > 3
Once you are aiming for the cut you still want to maintain some endurance efficiency. For low level cuts start with 5C/8/7. Once there is more cuts move up to 6C/7/7. The switch is simple; cuts lower your opponent’s speed and agility, since they cannot land as many punches, the extra aggressive will help you to steal rounds. This forces them to be more aggressive, allowing you to hurt them with greater ease.
Points are still part of this game. Just because you are going for cuts doesn’t mean you can forget about everything. You need to know when to switch from cuts to points. It will usually be mid to late rounds, depending on how many rounds you were able to steal with 6C/7/7. “if score < round - 10 then…” is a good line. Something with high aggression and some power will be good tactics. You want to score points but you also want to continue to cause some damage. Do NOT headhunt, you are too tired. You’re opponent, although less tired, will have a harder time scoring than you. Go for points.
Cuts Failed:
Should cuts fail round 1, you need to go right back to the endurance game. From there on it’s your game. You know your fighter; you should continue to use him as you normally would. Do not try for multiple round cuts; you will fall too far behind in endurance. Also, if you did get the cuts but not enough to win the fight and you lost in points, simply towel. Save the IPs and try again next week.
The Cutter:
The Cutter is a ShinRa specialty. Endurance and points challenged, but can surprise unsuspecting opponents with early body rounds. Starting stats usually look like this:
Str: 25 KP: 2
Spd: 12 Agl: 8
Chn: 10 Cnd: 13
To start these fighters, you will use them as a basic clincher. Do not worry about cuts unless you fight an agile slugger. It is best to hide the KP than use it. This fighter will also destroy KP Dancers. 6B/10/4 will win vs 5H/11/4, if made properly. At status 28, this fighter will look more like this:
Str: 38-43 KP: 3
Spd: 20 Agl; 8-14
Chn: 11-13 Cnd: 15
These guys are freaks. They are called Cutters because that is their game. They do not win on endurance or points. They cut. Nuff said.
Cuts:
First thing to understand is that there are only three viable cut fighters:
Agile Clinchers
Pure Clinchers
Cutters (KP Clincher)
Cutters are a fighter that I created myself. They have NO endurance capability whatsoever. I will cover those lately. Currently, strength is the biggest factor in cuts. I have not devised a workable cuts fighter with an agility bias.
Working the cut:
First thing to know about cuts is that this is NOT an endurance game. You will be behind in endurance the entire fight. Also, do not attempt multiple cut rounds. If you fail to get the first cut, stop. Cuts are usually attempted round 1. ONLY go for cuts if a stun is capable. *note: stuns do no mean more cuts.* By getting the stun you prevent 20%-25% endurance damage done to you and you take the point lead. It also allows you to use the most power while being relatively endurance efficient. 5H/11!/4 is what you want to use. Once the cut is open, you have choices:
How many cuts does he have?
Do you want to go for cuts no matter what or only if there is a high cut level?
Hiscuts > 0 or hiscuts > 3
Once you are aiming for the cut you still want to maintain some endurance efficiency. For low level cuts start with 5C/8/7. Once there is more cuts move up to 6C/7/7. The switch is simple; cuts lower your opponent’s speed and agility, since they cannot land as many punches, the extra aggressive will help you to steal rounds. This forces them to be more aggressive, allowing you to hurt them with greater ease.
Points are still part of this game. Just because you are going for cuts doesn’t mean you can forget about everything. You need to know when to switch from cuts to points. It will usually be mid to late rounds, depending on how many rounds you were able to steal with 6C/7/7. “if score < round - 10 then…” is a good line. Something with high aggression and some power will be good tactics. You want to score points but you also want to continue to cause some damage. Do NOT headhunt, you are too tired. You’re opponent, although less tired, will have a harder time scoring than you. Go for points.
Cuts Failed:
Should cuts fail round 1, you need to go right back to the endurance game. From there on it’s your game. You know your fighter; you should continue to use him as you normally would. Do not try for multiple round cuts; you will fall too far behind in endurance. Also, if you did get the cuts but not enough to win the fight and you lost in points, simply towel. Save the IPs and try again next week.
The Cutter:
The Cutter is a ShinRa specialty. Endurance and points challenged, but can surprise unsuspecting opponents with early body rounds. Starting stats usually look like this:
Str: 25 KP: 2
Spd: 12 Agl: 8
Chn: 10 Cnd: 13
To start these fighters, you will use them as a basic clincher. Do not worry about cuts unless you fight an agile slugger. It is best to hide the KP than use it. This fighter will also destroy KP Dancers. 6B/10/4 will win vs 5H/11/4, if made properly. At status 28, this fighter will look more like this:
Str: 38-43 KP: 3
Spd: 20 Agl; 8-14
Chn: 11-13 Cnd: 15
These guys are freaks. They are called Cutters because that is their game. They do not win on endurance or points. They cut. Nuff said.