Post by italiano on May 3, 2013 0:55:11 GMT -5
One of the first things I wanted to start off with is scouting. Scouting is an important aspect that experienced managers have mastered and up and coming managers can master. It's something you guys can look forward to. When I first started out, scouting was a major weapon for me. There were times when I'd win fights that I was supposed to lose, according to the managers I was fighting. Managers will underestimate you because they won't expect you to have mastered this, so anyway... let me get to it.
******************************************************************************************************************************
I believe there are 3 aspects to being great in WeBL. And believe it or not scouting is at the bottom. Here's the breakdown.
-45% Fighter Build - If you have a good fight build you can win about 80% of your fights
-45% Fight Planning - Although this is equal to fight build, I would say it is way more important. FPing is what allows you to win. Good FPs get you WTs, couple that with a good fighter build and you can get multiple WTs for a long time.
-10% Scouting - Scouting is important, but it should only take you about 5-8 minutes even on WT level.
Now other managers may set it up differently, but I believe that every experienced managers would agree that these are the most important aspects of WeBL.
For me personally, I think fighter build stands a little ahead of fight planning, possibly because I've experienced both sides. Meaning I've had fights where there have been good fight plans and a mediocre to poorly built fighter and I've lost, and on the flipside, there have been fights where I've had a perfectly built fighter and a mediocre fight plan and have won RTs. Everyone's style is different. It's for you to find your own style and what works for you and when you guys become the teacher you will tell your students what I am telling you now.
So back to the topic. What we'll be covering here in scouting 101: fighting at 0(0) status and finding a kp fighter, an endurance fighter, or a score based fighter.
******************************************************************************************************************************
Fighting at 0(0) status.
Fighting at this level is like trying to find a wolf on the first day of a wolf game. It's a crap shoot.
You only see height and weight on the fighter bio.
Those 2 things are the most important and will allow you to get an idea of what your opponent has. It won't give you KP, which is the hardest thing to scout at that level. Because both a flasher and a clincher can be 4'10" in the strawweight division.
After you see the height and weight you go into the create a fighter link and you try to build his fighter based on two things...
1)the natural knowledge of the game (i.e. you know he's not gonna have a very light clincher, unless he is inexperienced and then you'd be able to exploit his lack of knowledge)
and
2)how you yourself would build a fighter at that weight and height. (given the fact that you know how to build good fighters, which will be explained in another thread)
Also, what I sometimes do is use my fighters stats and I try to build their fighter from my fighter, putting advantages and disadvantages in the places they need to be.
For example at Super-Featherweight say I make a fighter(Fighter A):
STR: 15 KP: 0
SPD: 14 AGL: 14
CHN: 9 CND: 13
5'4" normal build
and he gets scheduled versus a 5'5" fighter
(Fighter B) I could come up with 3 types of fighters:
(1) A Counterpuncher
STR: 12 KP: 0
SPD: 16 AGL: 14
CHN: 9 CND: 13
5'5" normal build
(2) A Strong Dancer
STR: 11 KP: 0
SPD: 14 AGL: 17
CHN: 9 CND: 13
5'5" very heavy build
or
(3) An Agile Balanced
STR: 13 KP: 0
SPD: 13 AGL: 16
CHN: 9 CND: 13
5'5" a little heavy build
Now if I go this route, I try to come up with a plan that can beat all 3 of the possibilities.
That's really all there is too it. Not a real difficult thing, but works wonders in Invitational tournaments, clan battles, and fighting in a 0(0) status fight.
******************************************************************************************************************************
I believe there are 3 aspects to being great in WeBL. And believe it or not scouting is at the bottom. Here's the breakdown.
-45% Fighter Build - If you have a good fight build you can win about 80% of your fights
-45% Fight Planning - Although this is equal to fight build, I would say it is way more important. FPing is what allows you to win. Good FPs get you WTs, couple that with a good fighter build and you can get multiple WTs for a long time.
-10% Scouting - Scouting is important, but it should only take you about 5-8 minutes even on WT level.
Now other managers may set it up differently, but I believe that every experienced managers would agree that these are the most important aspects of WeBL.
For me personally, I think fighter build stands a little ahead of fight planning, possibly because I've experienced both sides. Meaning I've had fights where there have been good fight plans and a mediocre to poorly built fighter and I've lost, and on the flipside, there have been fights where I've had a perfectly built fighter and a mediocre fight plan and have won RTs. Everyone's style is different. It's for you to find your own style and what works for you and when you guys become the teacher you will tell your students what I am telling you now.
So back to the topic. What we'll be covering here in scouting 101: fighting at 0(0) status and finding a kp fighter, an endurance fighter, or a score based fighter.
******************************************************************************************************************************
Fighting at 0(0) status.
Fighting at this level is like trying to find a wolf on the first day of a wolf game. It's a crap shoot.
You only see height and weight on the fighter bio.
Those 2 things are the most important and will allow you to get an idea of what your opponent has. It won't give you KP, which is the hardest thing to scout at that level. Because both a flasher and a clincher can be 4'10" in the strawweight division.
After you see the height and weight you go into the create a fighter link and you try to build his fighter based on two things...
1)the natural knowledge of the game (i.e. you know he's not gonna have a very light clincher, unless he is inexperienced and then you'd be able to exploit his lack of knowledge)
and
2)how you yourself would build a fighter at that weight and height. (given the fact that you know how to build good fighters, which will be explained in another thread)
Also, what I sometimes do is use my fighters stats and I try to build their fighter from my fighter, putting advantages and disadvantages in the places they need to be.
For example at Super-Featherweight say I make a fighter(Fighter A):
STR: 15 KP: 0
SPD: 14 AGL: 14
CHN: 9 CND: 13
5'4" normal build
and he gets scheduled versus a 5'5" fighter
(Fighter B) I could come up with 3 types of fighters:
(1) A Counterpuncher
STR: 12 KP: 0
SPD: 16 AGL: 14
CHN: 9 CND: 13
5'5" normal build
(2) A Strong Dancer
STR: 11 KP: 0
SPD: 14 AGL: 17
CHN: 9 CND: 13
5'5" very heavy build
or
(3) An Agile Balanced
STR: 13 KP: 0
SPD: 13 AGL: 16
CHN: 9 CND: 13
5'5" a little heavy build
Now if I go this route, I try to come up with a plan that can beat all 3 of the possibilities.
That's really all there is too it. Not a real difficult thing, but works wonders in Invitational tournaments, clan battles, and fighting in a 0(0) status fight.