lethal
United Kingdom
Posts: 12
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Post by lethal on May 29, 2013 15:51:03 GMT -5
Counter punchers are a specialty of mine, with this type of fighter in the current sim you can breeze through regionals but may absorb a lot of I.P's as most of your AP's are used up in Height. Here's a few tips;
Always use Very Light build This is to maximise your height advantage and increase the effect of the Counter style.
Body punch when up on score Counterpunchers gain STR from their height, so it is possible to gain a big endurance advantage whilst your opponent is trying to catch up with you. Use lines like 5B/8/7 (counter), 4B/9/7 (counter) and 5B/9/6 (counter). Go up in power the higher your score and endurance advantage.
Don't be afraid to feint If you are behind on score maximize your speed by using feint, feint is useful when you have a SPD advantage. This is most effective against taller and weaker fighters as there is a fatigue penalty for this style.
The Build:
Ideal Regional Counterpuncher Stats;
The idea of a counterpuncher at Regional level is to maintain a build of SPD>AGL>STR by around 3-4 AP's.. I personally like to make them a bit weaker than normal in Regionals as is it easier to outscore shorter opponents and therefore win fights. The counter style is very effective in Lower Regionals due to shorter fighters having less AP's in STR required to wear you down. Here is how I build mine;
At Creation STR: 8 KP: 0 SPD: 14 AGL: 12 CHN: 10 CND: 13 HGT: 6'0 BLD: Very Light
Status 10 STR: 12 KP: 0 SPD: 18 AGL: 16 CHN: 10 CND: 14
Status 18 STR: 15 KP: 0 SPD: 22 AGL: 20 CHN: 10 CND: 15
That's how I try to progress mine through regional level, Contenders is a whole new matter though so i'll explain that in another post.
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lethal
United Kingdom
Posts: 12
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Post by lethal on May 29, 2013 15:52:16 GMT -5
Counterpuncher Build Through Contenders
Let's say you have used the build above and got to 18(18) and won the titles to progress to the Contenders region, that build is going to have to start to change in order to deal with STR biased fighters and to a certain degree KP Fighters. The way we do this is by closing up the gaps between the fighting AP's (STR, SPD and AGL). For example take our fighter from the above post;
Status 18 STR: 15 KP: 0 SPD: 22 AGL: 20 CHN: 10 CND: 15
Status 24 STR: 18 KP: 0 SPD: 23 AGL: 23 CHN: 11 CND: 16
WT Challenger STR: 21 KP: 0 SPD: 24 AGL: 24 CHN: 11 CND: 17
As you can see this looks more like a Balanced fighter but this is probably the best Counterpuncher to challenge at 28(28) as it is harder to wear down and has all sorts of scoring options. It is also possible to do well in endurance battles due to it's STR and AGL. I have tried 100's of Counterpunchers in the past and the ones that made it higher into Contenders and lasted longest were the ones build like these guys. Remember that a large part of managing Counterpunchers is I.P management so don't build a freakishly tall weakling as the I.P's will be huge! Next the F.P
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lethal
United Kingdom
Posts: 12
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Post by lethal on May 29, 2013 15:57:12 GMT -5
The Fight Plan
This is going to be quite brief but it's how I managed to rack up a decent win rate in the UK with this build. Ill go through one of my basic plans line by line and explain why I have chosen those tactics. This plan is for a counterpuncher facing an opponent around 1-3 inches shorter than you, you will use a significantly different plan against Stronger or KP Fighters...
1) 4/8/8 (counter) An efficient line you can start with, it also beats most other fighters opening lines due to our high speed and height advantage using counter. if score > 0 then 4B/8/8 (counter) We are up on score so we can start to open up an endurance advantage, do this by body punching if score < 0 then 6/6/8 (counter) We are losing so heighten AGG and lower POW to land more punches and score some points. if score < -1 then 7/5/8 (feint) We are starting to fall quite behind so utilise our SPD and use Feint to rack up the points and hopefully in some rounds if score > 0 and endurance_percent > 100 - (round - 1) * 4 then 5B/8/7 (counter)This line states that we are losing less than 4% of our endurance per round so we can lower our DEF and increase POW to inflict even more damage whilst still ahead on score if mystuns > 0 then 4B/6/10 (counter)We up our DEF so we dont get knocked out if they flash again
5) 4/8/8 (counter) if opp < 2 and endurance_percent > 70 then 5B/8/7 (counter) Our opponent is tiring and we are opening a lead on endurance so step up the POW and tire him out if score < 1 then 7/5/8 (counter) We are losing, up the AGG to get back on track if score < round - 7 then 8/5/7 (feint) We are quite far behind so get some points piled on and try to get back in the fight if score < round - 7 and opp <= tired and endurance_percent > 70 then 6B/8/6 (counter) We have an endurance lead and are quite far behind on score so try tire him more to make scoring easier or even soften him for the KO if score < round - 9 then 9/5/6 (feint) if score < round - 5 and endurance_percent > 100 - (round - 1) * 3 or (score < 1 and opp < 2 and endurance_percent > 67) then 7/7/6 (feint) Our opp is tiring and we arent losing too much endurance so use it as an opportunity to score if score > 1 then 6/7/7 (counter) We are ahead so use a moderately aggressive line to keep it that way. if score > 1 and endurance_percent > 82 then 4B/9/7 (counter) We are doing well on score so take it to him and sap away his endurance if score > 0 and opp < 2 and endurance_percent > 74 then 5B/8/7 (counter) We have a good sized endurance lead and are ahead on score so pile on the pressure
9) 5/7/8 (counter) if score <= 3 then 5B/7/8 (counter) if opp < 2 and endurance_percent > 67 then 5B/8/7 (counter) if opp < 2 and endurance_percent > 75 then 4B/9/7 (counter) Use these lines when he is tired to get him ready for a late KO if score < round - 9 then 7/5/8 (feint) if score < 2 and opp < 2 and endurance_percent > 67 then 5B/8/7 (counter) if score < round - 11 then 8/5/7 (feint) These lines are to get us back from being behind late on. But you may want to add in endurance conditionals, and keep your late round tactics switched up! Good gyms will pick out your routines and exploit them. if score < round - 12 then 8/6/6 (feint) if score < round - 13 then 9/4/7 (feint)
12) if score > 1 then 4H/5/11 (counter) Protect yourself as you have it pretty much wrapped up. if score = 1 then 8/5/7 (counter) if score = 0 then 9/5/6 (feint)Use high AGG and moderate POW to win the last round if score < 0 then 5H/11/4 (feint) You cant win on score, try KO him!
#Globals# 1) if score > 15 - round then 2H/3/15 (ring) You have won so coast the fight and protect yourself 1) if opp = weak and endurance_percent > 66 then 5H/10/5 (feint) He is there for the taking so get him out of there. 1) if endurance_percent < 50 and score < 0 then towel You are losing on endurance and score so call it a day and save your fighter for another day. This line kicks in when you can't win and save you taking 100+ I.P's
stop
You will need to add things to this plan in order to stack up the titles but it is good for beginners to learn from, don't just copy and paste it. Read the help pages and use what I have written to learn the game. I'm happy to answer any questions you may have guys, so ask away! Also I'm sure the other teachers will be able to offer their own insights.. This is just a high level overview..
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lethal
United Kingdom
Posts: 12
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Post by lethal on May 29, 2013 18:51:09 GMT -5
One of the main things to watch out for here is the amount of IP's you get, thats why I try to make them a little bit more like a balanced fighter higher in regionals with SPD=AGL > STR by 2-3 points.. They last a bit longer that way..
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Post by Sanford on May 29, 2013 21:05:12 GMT -5
Written by Fritz:
Complete Fighter - Counter Puncher (CP)
Typical development for a 6'3" Counter Puncher fighting in Cruiser weight (200lbs) build: A little heavy. Main text by fritz of the combined gym Flex Johnny, who won a WT with Counter Puncher Devastatin "Zip Zap Rap" Dave
STATUS 0 Counter Puncher STR 7 KP 0 SPD 15 AGL 10 CHN 9 CND 13
STATUS 6 Low regional STR 11 KP 0 SPD 16 AGL 12 CHN 9 CND 13
STATUS 12 Middle regional STR 13 KP 0 SPD 18 AGL 15 CHN 10 CND 14
STATUS 18 High regional STR 15 KP 0 SPD 21 AGL 17 CHN 11 CND 15
STATUS 24 Middle contender STR 17 KP 0 SPD 24 AGL 19 CHN 12 CND 16
CHAMPION of the world STR 20 KP 0 SPD 25 AGL 21 CHN 12 CND 16
Counter Puncher in short Counter punchers are great at scoring because their main stat is SPD. But don't underestimate their ability to win endurance battles. Their great SPD advantage and height makes the styles counter and feint (if opponnet is as tall or taller then you) perfect. The down side of Counter Punchers I think is the IP. The low AGL makes the suck up all the IP if the fight goes wrong. "A Counter Puncher should always have a towel nearby" as a wise man once said.
Counter Puncher design As I said their main stat is SPD. Always make sure that SPD is your highest stat. SPD > AGL > STR. But one thing you must watch over is not to train too much SPD. MAX 25 SPD. In the end your Counter Puncher will look more like a balanced, but your highest stat is still SPD. A strong chin is always good for your Counter Punchers, at status 28 you should have 12 not less then 11. High Chin is needed because of the low AGL and to absorb a few extra IPs every fight.
Favourite opponent A FIGHTER WITH LOW SPD ! ex. Clinchers dont stand a chance aginst a counter puncher. You can go with very high DEF. and still win the rounds (4B/6/10 (counter) or 3B/6/11 (counter)). If you face a fighter with low STR, average AGL and high SPD you can go very aggresive to the body and easily win an endurence battle. 5B/10/5 (feint) , (counter) or (inside(if opp str is very low etc Dancer / Kp Dancer)). Due to the high CHN you dont get KOd so easy.
Dreaded opponent A fighter with high STR and AGL like Agile Sluggers. I don't know what to say, towel or IP?! It's up to you. A balanced with high SPD can also be tricky. Sure you can win on the score but your endurance will drop like a stone and IP here I come.
How to win with them You win fights on your superior scoring power even when you use body punches. 5B/7/8 (counter) or even 4B/8/8 (counter) you will win the round and still wear your opp. out. When opp is down by 2 or 3 points he/she often "open up" thats when you strike with full power! 4B/9/7 (counter) or 5B/10/5 (if opp. has low STR) (counter). If you face a sissy or a dancer you can easily win rounds with 7/7/6 (inside) and when your opp. In order to win rounds he/she must "open up" and go 10/1/9 (outside) or even higher AGG. You strike again with full power! 5B/11/4 (inside) and you will wear him down fast and KO him. If your opponent has high CND and you dont wear him out keep the score even and in the late rounds you will easily win with 12/1/7 (feint) or 14/1/5 (feint) due to your high SPD.
How to beat them WEAR HIM OUT, you don't stand a chance winning on score.
Instant Fight PlansĀ® (Not instant yet, you will have to Cut&Paste for the time being)
BASIC COUNTER PUNCHER PLAN VS SLUGGER
1) 4B/7/9 (counter)
2) if score > 0 then 4B/7/9 (counter) if score = 0 then 4B/8/8 (counter) if score = -1 then 6B/5/9 (counter) if score < -1 then 4B/7/9 (ring) if endurance_percent > 100 - 6 * (round - 1) then 4B/8/8 (counter) if endurance_percent > 100 - 6 * (round - 1) and score < 0 then 5B/7/8 (ring)
3) if score > 0 then 4B/7/9 (counter) if score = 0 then 4B/8/8 (counter) if score = -1 then 5B/7/8 (counter) if score <= -2 then 4B/8/8 (ring) if endurance_percent > 100 - 6 * (round - 1) then 4B/7/9 (counter) if endurance_percent > 100 - 6 * (round - 1) and score = -1 then 5B/7/8 (counter) if endurance_percent > 100 - 6 * (round - 1) and score < -1 then 6B/6/8 (counter)
5) if endurance_percent > 100 - 5 * (round - 1) and score >= -1 then 6/5/9 (counter) if endurance_percent > 100 - 5 * (round - 1) and score < -1 then 4B/8/8 (counter) if endurance_percent > 66 and opp = tired and score >= 0 then 4B/9/7 (counter) if endurance_percent > 66 and opp = tired and score < 0 then 6B/6/8 (counter) if endurance_percent > 66 and opp = tired and score < -2 then 5B/8/7 (counter) if hiscuts >= 4 and hiscuts > mycuts and endurance_percent >= 65 and score >= 0 then 4C/9/7 (counter)
6) if score > 0 then 4B/7/9 (counter) if score >= 3 then 6/1/13 (feint) if score = 0 then 6/5/9 (counter) if score = -1 then 5B/7/8 (ring) if score = -2 then 5B/6/9 (ring) if score < -2 then 5B/8/7 (counter) if hiscuts >= 4 and hiscuts > mycuts and endurance_percent >= 65 and score >= 0 then 4C/9/7 (counter) if endurance_percent > 66 and opp = tired and score >= 0 then 4B/9/7 (counter) if endurance_percent > 66 and opp = tired and score < 0 then 5B/8/7 (counter) if endurance_percent > 66 and opp = tired and score < -2 then 6B/6/8 (counter)
9) 8/3/9 (ring) if opp = tired and endurance_percent > 66 and score >= 3 then 4B/7/9 (counter) if opp = tired and endurance_percent > 66 and score = 2 then 5B/8/7 (counter) if opp = tired and endurance_percent > 66 and score = 1 then 5B/9/6 (counter) if opp = tired and endurance_percent > 66 and score = 0 then 7/6/7 (counter) if opp = tired and endurance_percent > 66 and score = -1 then 7/6/7 (ring) if opp = tired and endurance_percent > 66 and score <= -2 then 5H/11/4 (counter) if opp = tired and endurance_percent < 66 and score = 2 then 4B/8/8 (counter) if opp = tired and endurance_percent < 66 and score = 1 then 5B/9/6 (counter) if opp = tired and endurance_percent < 66 and score = 0 then 7/5/8 (ring) if opp = tired and endurance_percent < 66 and score = -1 then 6/6/8 (ring) if opp = tired and endurance_percent < 66 and score = -2 then 9/1/10 (ring) if opp = tired and endurance_percent < 66 and score < -2 then 5H/11/4 (inside)
10) if score > 0 then 6/1/13 (feint) if score = 0 and opp = tired and endurance_percent >= 63 then 7/5/8 (feint) if score = -1 and opp = tired and endurance_percent >= 63 then 5H/11/4 (counter) if endurance_percent < 50 and opp >= tired then 4H/8/8 (counter) if endurance_percent < 50 and opp >= tired and score < -2 then 5H/11/4 (counter)
11) 7/1/12 (feint) if opp = tired and endurance_percent > 66 and score >= 2 then 5H/9/6 (counter) if opp = tired and endurance_percent > 66 and score = 1 then 5H/10/5 (counter) if opp = tired and endurance_percent > 66 and score = 0 then 5H/11/4 (counter) if opp = tired and endurance_percent > 66 and score = -1 then 12/1/7 (feint) if opp = tired and endurance_percent > 66 and score <= -2 then 5H/11/4 (counter) if opp = tired and endurance_percent < 66 and score >= 2 then 4H/9/7 (counter) if opp = tired and endurance_percent < 66 and score = 1 then 5H/9/6 (counter) if opp = tired and endurance_percent < 66 and score = 0 then 10/1/9 (ring) if opp = tired and endurance_percent < 66 and score <= -1 then 10/1/9 (outside) if opp = tired and endurance_percent < 66 and score < -2 then 5H/11/4 (counter) if opp = tired and endurance_percent < 66 and score <= 0 and endurance_percent * 2 > 200 - 7 * (round - 1) then 5H/11/4 (counter)
12) 8/1/11 (outside) if score > 0 and opp = strong and endurance_percent > 75 then 5H/7/8 (counter) if score > 0 and opp = strong and endurance_percent < 75 then 4H/8/8 (counter) if score > 0 and opp = tired and endurance_percent > 66 then 5H/10/5 (counter) if score > 0 and opp = tired and endurance_percent < 66 then 7/1/12 (outside) if score > 1 then 4H/7/9 (counter) if score = 0 and opp = strong and endurance_percent > 75 then 10/1/9 (feint) if score = 0 and opp = strong and endurance_percent < 75 then 5H/9!/6 (allout) if score = 0 and opp = tired and endurance_percent > 66 then 8/1/11 (outside) if score = 0 and opp = tired and endurance_percent < 66 then 10/1/9 (outside) if score = -1 and opp = strong and endurance_percent > 75 then 5H/11!/4 (counter) if score = -1 and opp = strong and endurance_percent < 75 then 5H/11!/4 (allout) if score = -1 and opp = tired and endurance_percent > 66 then 7/7/6 (ring) if score = -1 and opp = tired and endurance_percent < 66 then 10/1/9 (ring) if score = 0 and opp = tired and endurance_percent >= 58 and endurance_percent * 2 > 200 - 7 * (round - 1) then 5H/11!/4 (counter) if score < -1 then 5H/11/4 (counter) if score < -1 and endurance_percent > 100 - 3 * (round - 1) and endurance_percent >= 55 then 5H/11/4 (allout)
1) if score < (round - 14) and round < 12 then 1/1/18 (outside) if score < (round - 14) and round = 12 then 1/1/18 (outside) if score < (round - 14) and endurance_percent > 100 - 4 * (round - 1) and endurance_percent >= 55 then 5H/11/4 (allout) if opponent = exhausted and endurance_percent > 60 then 5H/11/4 (counter) if opponent = exhausted and endurance_percent > 60 and score < (round - 12) then 5H/11/4 (allout) if score >= 14 - round and endurance_percent > 100 - 4 * (round - 1) then 4H/8/8 (counter) if score >= 14 - round and endurance_percent < 100 - 4 * (round - 1) then 4H/7/9 (counter) if score >= 14 - round and endurance_percent >= 55 then 4H/8/8 (counter) if score >= 14 - round and endurance_percent <= 50 then 1/1/18 (ring) if hiscuts >= 4 and score >= 0 and round < 9 and endurance_percent > 66 then 4C/9/7 (counter)
if decision_lost = true and round = 12 then 5H/11/4 (counter) if decision_lost = true and round < 12 then 5B/10/5 (counter) if score < (round - 13) and endurance_percent * 2 > 200 - 7 * (round - 1) then 5H/11/4 (allout)
9) if opp = strong or opponent = tired and endurance_percent < 34 then towel
BASIC COUNTER PUNCHER VS 1 - 2 inch shorter
1) 5B/7/8 (counter)
2) if score > 0 then 4B/8/8 (counter) if score = 0 then 5B/7/8 (counter) if score = -1 then 6B/6/8 (counter) if score < -1 then 5B/7/8 (ring) if endurance_percent > 100 - 6 * (round - 1) then 5B/8/7 (counter) if endurance_percent > 100 - 6 * (round - 1) and score < 0 then 5B/7/8 (ring)
3) if score > 0 then 4B/9/7 (counter) if score = 0 then 5B/8/7 (counter) if score = -1 then 6B/7/7 (counter) if score <= -2 then 5B/7/8 (ring) if endurance_percent > 100 - 6 * (round - 1) then 5B/8/7 (counter) if endurance_percent > 100 - 6 * (round - 1) and score = -1 then 5B/8/7 (ring) if endurance_percent > 100 - 6 * (round - 1) and score < -1 then 7B/7/6 (counter)
5) if endurance_percent > 100 - 5 * (round - 1) and score >= -1 then 6/7/7 (counter) if endurance_percent > 100 - 5 * (round - 1) and score < -1 then 5B/8/7 (ring) if endurance_percent > 66 and opp = tired and score >= 0 then 5B/8/7 (counter) if endurance_percent > 66 and opp = tired and score < 0 then 6B/7/7 (counter) if endurance_percent > 66 and opp = tired and score < -2 then 5B/9/6 (counter) if hiscuts >= 4 and hiscuts > mycuts and endurance_percent >= 65 and score >= 0 then 4C/9/7 (counter)
6) if score > 0 then 4B/8/8 (counter) if score = 0 then 6/7/7 (counter) if score = -1 then 6/6/8 (ring) if score = -2 then 6B/7/7 (ring) if score < -2 then 5B/9/6 (counter) if hiscuts >= 4 and hiscuts > mycuts and endurance_percent >= 65 and score >= 0 then 4C/9/7 (counter) if endurance_percent > 66 and opp = tired and score >= 0 then 5B/9/6 (counter) if endurance_percent > 66 and opp = tired and score < 0 then 5B/8/7 (ring) if endurance_percent > 66 and opp = tired and score < -2 then 6/7/7 (counter)
9) 8/3/9 (ring) if opp = tired and endurance_percent > 66 and score >= 3 then 4B/9/7 (counter) if opp = tired and endurance_percent > 66 and score = 2 then 5B/8/7 (counter) if opp = tired and endurance_percent > 66 and score = 1 then 5B/9/6 (counter) if opp = tired and endurance_percent > 66 and score = 0 then 7/7/6 (counter) if opp = tired and endurance_percent > 66 and score = -1 then 7/7/6 (ring) if opp = tired and endurance_percent > 66 and score <= -2 then 5H/11/4 (counter) if opp = tired and endurance_percent < 66 and score = 2 then 4B/9/7 (counter) if opp = tired and endurance_percent < 66 and score = 1 then 5B/9/6 (clinch) if opp = tired and endurance_percent < 66 and score = 0 then 8/5/7 (ring) if opp = tired and endurance_percent < 66 and score = -1 then 7/6/7 (feint) if opp = tired and endurance_percent < 66 and score = -2 then 10/1/9 (clinch) if opp = tired and endurance_percent < 66 and score < -2 then 5H/11/4 (inside)
10) if score > 0 then 9/1/10 (feint) if score = 0 and opp = tired and endurance_percent >= 63 then 8/4/8 (ring) if score = -1 and opp = tired and endurance_percent >= 63 then 5H/11/4 (counter) if endurance_percent < 50 and opp >= tired then 4H/8/8 (counter) if endurance_percent < 50 and opp >= tired and score < -2 then 5H/11/4 (counter) if hisstuns > mystuns and score > -2 then 5H/11/4 (counter) if hisstuns > mystuns and score <= -2 then 5H/11/4 (feint)
11) 11/1/8 (feint) if opp = tired and endurance_percent > 66 and score >= 2 then 5H/9/6 (counter) if opp = tired and endurance_percent > 66 and score = 1 then 5H/10/5 (counter) if opp = tired and endurance_percent > 66 and score = 0 then 9/4/7 (feint) if opp = tired and endurance_percent > 66 and score = -1 then 7/8/5 (feint) if opp = tired and endurance_percent > 66 and score <= -2 then 5H/11/4 (feint) if opp = tired and endurance_percent < 66 and score >= 2 then 4H/9/7 (counter) if opp = tired and endurance_percent < 66 and score = 1 then 5H/10/5 (counter) if opp = tired and endurance_percent < 66 and score = 0 then 11/1/8 (feint) if opp = tired and endurance_percent < 66 and score <= -1 then 11/1/8 (feint) if opp = tired and endurance_percent < 66 and score < -2 then 5H/11/4 (inside) if opp = tired and endurance_percent < 66 and score <= 0 and endurance_percent * 2 > 200 - 7 * (round - 1) then 5H/11/4 (feint)
12) 12/1/7 (feint) if score > 0 and opp = strong and endurance_percent > 75 then 5H/8/7 (counter) if score > 0 and opp = strong and endurance_percent < 75 then 4H/8/8 (counter) if score > 0 and opp = tired and endurance_percent > 66 then 5H/10/5 (counter) if score > 0 and opp = tired and endurance_percent < 66 then 9/1/10 (feint) if score > 1 then 4H/7/9 (counter) if score = 0 and opp = strong and endurance_percent > 75 then 12/1/7 (feint) if score = 0 and opp = strong and endurance_percent < 75 then 5H/9!/6 (allout) if score = 0 and opp = tired and endurance_percent > 66 then 8/6/6 (feint) if score = 0 and opp = tired and endurance_percent < 66 then 5H/11!/4 (allout) if score = -1 and opp = strong and endurance_percent > 75 then 5H/11!/4 (feint) if score = -1 and opp = strong and endurance_percent < 75 then 5H/11!/4 (allout) if score = -1 and opp = tired and endurance_percent > 66 then 8/6/6 (feint) if score = -1 and opp = tired and endurance_percent < 66 then 11/1/8 (feint) if score = 0 and opp = tired and endurance_percent >= 58 and endurance_percent * 2 > 200 - 7 * (round - 1) then 5H/11!/4 (allout) if score < -1 then 5H/11/4 (counter) if score < -1 and endurance_percent > 100 - 3 * (round - 1) and endurance_percent >= 55 then 5H/11/4 (allout)
1) if score < (round - 14) and round < 12 then 5B/11/4 (counter) if score < (round - 14) and round = 12 then 5H/11/4 (feint) if score < (round - 14) and endurance_percent > 100 - 4 * (round - 1) and endurance_percent >= 55 then 5H/11/4 (allout) if opponent = exhausted and endurance_percent > 60 then 5H/11/4 (counter) if opponent = exhausted and endurance_percent > 60 and score < (round - 12) then 5H/11/4 (allout) if score >= 14 - round and endurance_percent > 100 - 4 * (round - 1) then 4H/8/8 (counter) if score >= 14 - round and endurance_percent < 100 - 4 * (round - 1) then 4H/7/9 (counter) if score >= 14 - round and endurance_percent >= 55 then 4H/8/8 (counter) if score >= 14 - round and endurance_percent <= 50 then 1/1/18 (ring) if hiscuts >= 4 and score >= 0 and round < 9 and endurance_percent > 66 then 4C/9/7 (counter) if warnings = 0 then cheat if decision_lost = true and round = 12 then 5H/11/4 (counter) if decision_lost = true and round < 12 then 5B/10/5 (counter) if score < (round - 13) and endurance_percent * 2 > 200 - 7 * (round - 1) then 5H/11/4 (allout)
9) if opp = strong or opponent = tired and endurance_percent < 34 then towel if hisstuns - 1 >= mystuns and round >= 9 and round < 12 and endurance_percent >= 62 and opp = tired then 5H/11/4 (counter) if hisstuns - 1 >= mystuns and round >= 9 and round < 12 and score < 0 and endurance_percent >= 62 and opp = tired then 5H/11/4 (feint)
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lethal
United Kingdom
Posts: 12
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Post by lethal on May 31, 2013 14:45:52 GMT -5
I think that "Instant Vs Slugger" plan is well put together but maybe doesn't use enough DEF, most decent slugger managers open with 5b/8/7 (clinch). Opening with 4b/6/10 (counter) will win you the round whilst still causing endurance damage. Once you get up on score then 4b/7/9 (counter) becomes more relevant. You can win these fights without dipping below 10 DEF.
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Post by Termit on Jun 2, 2013 12:45:59 GMT -5
I have won a few WTs with Counters, but they were slightly different build what posted here - like less STR and more SPD in general, but meh all my fighters are kinda Freaky build heh
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lethal
United Kingdom
Posts: 12
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Post by lethal on Jun 2, 2013 13:39:09 GMT -5
I made mine like that to absorb less IP's in Contenders, speed kills in this game so they may be more successful but not last as long. Each to their own I guess!
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Post by Termit on Jun 4, 2013 8:49:54 GMT -5
You're absolutely right as both my Counters won WTs being AP down heh
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Post by jimmytheharp on Jun 4, 2013 10:42:02 GMT -5
I made a bunch of fritz fighters back in the day when that build/fp was going around and had success in regionals (almost no losses), but they did struggle a bit in contenders with IP accumulation...
Pretty easy fighter to manage - using the 4-aggression fp for strong fighters and the 5-aggression fp for balanced, dancer, ropey fighters.
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Post by italiano on Jun 7, 2013 1:46:10 GMT -5
You can win WTs with the efficiently built counterpunchers. You don't always have to get SPD=AGL.
Fighter A...
STR: 18 KP: 0 SPD: 27 AGL: 23 CHN: 12 CND: 17 Would beat...Fighter B
STR: 21 KP: 0 SPD: 24 AGL: 24 CHN: 11 CND: 17
In score and endurance...
Yeah IPs are true, and inevitable, you try your best to manage them. Agile sluggers and ropists probably hurt the most, but in the higher weights, there aren't an abundance of them, so you should fair a little better,
..but you can keep your fighter a counterpuncher his whole career, because technically "Fighter B" is not a counterpuncher, so you couldn't check that off of your WT fighter build checklist.
Just sayin...
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Post by Sanford on Jun 8, 2013 6:07:16 GMT -5
I respectfully disagree. If you use fighter be as a counterpuncher during his career and he wins a WT as a counterpuncher, then you won a wt with a counterpuncher. Just because my fighters don't match AoP's or Undiscovered's idea of how a counterpuncher should be built, doesn't make them a dancer. Just sayin'
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Post by italiano on Jun 8, 2013 8:01:05 GMT -5
I understand your point, not sure if serious, but that means if I use clinch with one of my strong dancers against a taller fighter and win a title, that I won that title with a clincher. Uhh...no. We know its a build in this case. Again not sure if your serious.
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Post by cozar on Jun 8, 2013 9:09:47 GMT -5
I understand your point, not sure if serious, but that means if I use clinch with one of my strong dancers against a taller fighter and win a title, that I won that title with a clincher. Uhh...no. We know its a build in this case. He said a career of figthing as a counterpuncer, not a single match. If you use strong dancer AP ratios and discover your entire division is filled with tall, low-strength fighters, resulting in your use of clinch to win 90% of your fighters, I'd say you built a clincher, not a dancer.
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Post by italiano on Jun 8, 2013 12:26:32 GMT -5
AP distribution is what determines the type of fighter. If I build a dancer and use counter for most of my career am I now a counterpuncher, no, based on AP distribution I am still a dancer who uses the counter style.
Lol, you cannot tell me that my dancer would be a clincher, no matter how you argue it.
Your argument is a "style" one not a "build".
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