30% STR, 10% KP, 20% SPD, 22% CHN, 18% AGL is a good distrubution (after you've designated height, cuts and CND. i like to start with about 6 CND, cuts always low. build will effect the average height of opponents (the taller they are the more 'counter' will hurt you), but i have no build preferance for flashers.
with any fighter you create, they don't have to be efficient till at least contenders. you can usually rely on the fact that most of your opponents will be easy to beat, so the efficient stats above don't necessarily have to be used. early in a flashers career he won't need a large CHN or high CND. CHN does have a limited effectiveness, after about 17-18 CHN you can absorb around 50% more stun damage than your opponent (if they have 11-12 CHN), after that you need to increase AGL to limit endurance damage and decrease opponents AGL advantage. later in the career a flasher he could have more AGL than CHN, the only exception being heavyweights.
managing flashers:
--flashers vs flashers: its always tough when fighting you're own fighter type. if you have the better flasher, ie everything is in better proportions and/or your status is higher (more aps) then the less efficient you have to be. ultimately it's a guessing game, he can hide (1/1/18), play defensive (3H/6/11), be efficient (4H/8/8) or go aggressive (5H/10/5). you have to try guess what he will do, if he hides allout would be needed to KO him, but you don't want to allout a flasher; if he goes efficient then you will probably need to go efficient also. if you can cover his defensive & efficient option at the same time then you should win. inside will reduce your defences, so don't use it unless you have 5 point advantage or so. instead, if you have a SPD advantage use feint, if you don't then ring is probably your best option. ring may give you more fatigue, but the stun damage reduction at flasher damage levels is significant.
other options/tactics- working the body to tire your CND challenged opponent, eg 2B/3/15 or 3B/6/11. after 4 rounds or so he'll be tired enough for you to just go efficiently, and once he's tired you can't lose.
in heavyweights, weight advantage is a huge factor as CHN is the most important stat in flasher vs flasher matchups. without weight advantage you have less fatigue, using 2B/7/11 (using lower AGG to further reduce fatigue) till they tire may cause experienced managers to bail when their towel conditional unexpectedly kicks in from body damage and not fatigue.
--flashers vs KP dancers:
you must be very careful, allout is a good option vs fighters with KP <= 2. after that though, allout can be beaten with an efficient counter. using inside is safer- but if they hide then you may not quite cause enough damage. this is when a calculator comes in handy, pure flashers are very mathematical to manage imo. if your allout can cover his 4H/6/10 (counter) tactic use allout then, only a very cunning opponent will use 4H/8/8 (counter) since 8 DEF is relatively easy to KO with inside.
other options/tactics- hide or rest until you think he will open up, then KO him.
other options/tactics- if you have SPD => 15 and CND => 8 and you think he will hide then rest-dancing is an option. 6/2/5 (clinch) could win rounds while the rest points will help you hang around. after a few rounds your opponent will probably open up to KO a suspected tired opponent or in AGG to take the rounds. in that case...
1) 7/2/5 (clinch);
2) if roundslost > 0 or mystuns > 0 then 5H/11!/4 (inside);
if endurance_percent < 40 then towel;
if score > 14 - round then 1/1/18 (ring);
...this 4 line gem may just be the ticket to beat a cocky KP dancer.
--flashers vs 0 KP dancers:
allout!!! if you have a calculator, check how much damage his 4H/8/8 (counter/ring/ropes) option will do for him and you should find that even 5H/10/5 (allout) is safe and un-ko-able. but you really need to measure how safe he is with 1/1/18, if only 6H/13!/1 (allout) will KO him then it might be an idea use it or maybe 6H/12!/2 (allout) to double you defence in case you misscouted his CHN or he doesn't use 1/1/18.
other options/tactics- rest-dancing till you lose a round then allout him.
--flashers vs sluggers:
usually sluggers have lowish CHN and they can be KO'd easily with a 5H/11/4 (feint), but against any slugger with high CHN you will have a problem. his STR and SPD are just as high as a flashers but he has more AGL and CND where you have the KP & CHN. he will use the ring to dramatically increase his AGL while the best you got is feint to gain at best a couple of APs. you could easily stun him but his high CHN will protect him from the early KO, while he uses 3B/6/11 (ring). this leaves you with allout...and vs a slugger it could be messy, very messy. if don't win early ips will come quickly. imo high CHN sluggers are the bane of flashers if the manager knows what to do.
other options/tactics- use 1/1/18 to save endurance and ips till round 8 or so, but then he should think your tired, and may lapse in his fp and open up too much.
other options/tactics- low AGL fighters dancing vs sluggers is a no no, ips will be huge. but if winning is THAT important, dancing could be tried, the opponent wont expect it. at least make sure you train AGL to reduce damage and use outside to increase AGL and SPD further.
--flashers vs clinchers:
6H/11/3 (ring) should be enough. if he has high chin 4H/10/6 (allout).
start with 9 or 12 STR (6 in higher divs) and maxed KP, 10 CHN, 14-15 CND, even SPD and AGL. cuts can be low or normal. use lightish build for kp dancers to maximize counterpunch effectiveness. kp dancers created with more than 10 STR can be disguised as a flasher if they use a heavy build since 12 STR with 4 KP can flash opponents at low statuses.
by the time kp dancers reach contenders they should have at least 12 STR if not 15, personally i like to have 15 STR to continue flash ability, while still can easily beat opponents on points. once you reach contenders, SPD doesnt need to be close to AGL. stop training SPD at 20 because you need the high AGL for defence (not fp defence). the higher the defence the more the opponent has to opponent up to hurt you, and when they do, BANG!!! the lower the STR the more AGL you should have, since more STR can still flash, they wont need as much AGL, instead they should get SPD. kp dancers should have 13 CHN in contenders.
--KP dancers vs flashers:
with good CHN 4H/8/8 (counter) should be enough, if you dont have that CHN 4H/6/10 (counter) will be better. in both cases if the flasher allouts you should win, you have to worry about inside. if he can KO you with 6H/11!/3 (inside) you should put an extra point or two on DEF. 4H/8/8 (counter) the whole fight can easily win, especially if the KP dancer is the higher STR high SPD variety.
other options/tactics- 4/4/12 (ring) can work against a fighter who uses inside, or a big allout attack, but a 4H/9/7 (allout) may get you.
other options/tactics- 4/1/15 (outside) if he stuns you then there is no point, the aim here is to win rounds. but if he stuns you with DEF, go 4H/9/7 (counter) in the next round.
--KP dancers vs KP dancers:
my most hated matchups. KP can be very difficult to scout at times, and not to mention the amount of options involved when two versitile fighters fight each other. there are IMO 3 main options:
1. slap - slap aggressively enough to win rounds, but with enough DEF so he cannot flash you.
2. dance - use POW equal to his KP (DEF should be high than POW), this almost always ensures that you survive an allout attempt and KO him.
3. flash - not necessarily in round 1, kp dancers are not barbarians :) instead, slap/dancer till you lose a round then flash (so long as the lost round wasnt due to stuns). usually a later round KOs are more successful when the both fighters have opened up to score rounds.
all of the above should be mix up though out the fight, stun the opponent in each fight if you can, this makes his harder for the opponent to predict what you will do and keeps them honest.
other options/tactics- if you are the stronger dancer and he is prone to slapping, 5B/10/5 (inside) may work out well if your not confident enough to use 5H/10!/5 (allout).
--KP dancers vs 0 KP dancers:
dance like a sissy till you lose a round then allout his ass! you should at least KD him if not KO him, and if you dont lose a round then you win anyway. these dancers usually invest in extra CHN though, you may have to slug if he has excessive CHN.
other options/tactics- win by stunning him in every round. very effective if you can pull it off, they usually open up more because they are losing rounds. beware dancers with STR > 10 that decide to slug.
--KP dancers vs sluggers:
key here- all or nothing, ie 5H/11/4 (counter) or 4/1/15 (outside) otherwise ips could end your career prematurely.
you will want to KO him early if you can, the longer the fight the more ips you will get. sluggers like to use clinch vs kp dancers so allout is your best option here if you have the higher KP type. if not 4/1/15 (outside) could win you rounds while he is scared and using clinch. again the high CHN sluggers will be a problem, counter wont hurt them enough, they use clinch maybe in the first few rounds only then switch to inside to weaken you. if you allout early and dont get them then at least you only take 25 ips instead of possible 100's. never try to outslug a slugger with a kp dancer.
--KP dancers vs clinchers:
generally clinchers are fairly immune to counter. if they have > 10 AGL then you can try counter to KO them, if they have < 10 AGL counter isnt worth it, use the ring. if the clincher has good CHN counter/ring wont be enough, you may need to allout if you want to KO him, if you miss he probably wont KO you, instead he will deal about 50 damage, effectively ending your chance to win. again 4/1/15 (outside/ring) will win rounds, especially since clinch reduces AGG. never try to outslug a clincher with a kp dancer.
this matchups can go either way, it really depends on the quality of the flashers manager. if the manager is top notch with flashers you will be in trouble because they know exactly how far to push their flashers. generally if are an agile slugger use 1B/1/18 (ring) and force a second round in which you use 1B/2/17 (ring). progressively open up and eventually his lack of conditioning will be the end of him. if you have decent chin (12 or better) you will not have to start with 1B/1/18, you could start at 2B/3/15 or so.
if you lack the agilty perhaps counter or clinch may serve you better, if you also lack chin then you are in trouble. with little AGL and CHN you have no defence, your best chance may be to take the fight to him. when you decide to take the fight to the flasher the idea is to catch when he lowers his defence to much and you smack him because he expected you to hide. if you ever decide to do this then you will need to use 4H/8/8 and choose the best style to get the best advantage, usually ring or counter (never use inside, it will increase his already huge damage). you will need to cheat and train CHN. you could also go after him if you have a 2-3 points of KP, since small KP with high STR is usually hard to scout.
other options/tactics- if you have 13 chin (for some reason, most slugger wont...) you might be able to use 3H/6/11 (ring). the idea is that you have enough attack to KO him if he allouts you, but you have enough defence to stop anything else he throws at you.
other options/tactics- if you know you're absolutely stuffed then use 5B/10/5 (ring). if the flasher uses allout he should take ips with him. a small consellation knowing that he took more ips than you did :)
--sluggers vs KP dancers:
how you go about this depends on your chin and his KP. the KP dancer should be using 5/1/14 (outside/ring) if he knows whats best for him. he may throw a flash attempt in there that you have to be careful of. if your_CHN >= 8 + his_KP (if your agl > 20 then you can get away with one less CHN) then you can start with 4B/8/8 (inside) and open up progressively, if not, you will have to start with clinch and swith to inside later (if at all). you must also keep an eye on the score, this is all he cares about. 8/6/6 (clinch) in the middles rounds may force him to open up to stop you stealing rounds while still dealing damage. once he opens up though, hit him with 5B/8/7 (inside) or better (depends on CHN) and start dealing the damage. at least if you lose, so does he when he takes 100 ips home with him.
other options/tactics- slap. like i said before, he will use 5/1/14 (outside) if he knows whats best for him. he won't expect you to throw away your biggest advantage to use a tactic that he has an advantage in. 9/3/8 (clinch) early, keep defence at 8, any more you may lose points from warnings. in the middle rounds you will probably have to open up to 12/1/7 (clinch). at this stage he may realise he not taking damage and is losing the fight, and he may flash attempt you, since you're using clinch the worse he should be able to do is a stun. if he opens up then you go the body 5B/10/5 (clinch), if doesnt then you win on points.
--sluggers vs 0 KP dancers:
5B/10/5 (inside) early. in round 4 or 5 start using 8/7/5 (inside). this way you wear him down a little then you force him to open up by using 8 agg, but you still are dealing lots of damage. when he opens up to win the round he gets hurt and won't be able to keep it up for long without getting worn down.
other options/tactics- 5B/10/5 (inside) early. then allout to the body. this is a better option if you don't have the SPD to easily win rounds 8/7/5.
--sluggers vs sluggers:
this is commonly an ip distaster. the most efficient fighter will take less ips, but the fighter that has more SPD will usually win, provided he's not too inefficient. 4B/8/8 and 5B/7/8 are common stratagies. 5B/7/8 is used to win the round vs 4 agg, but in the same way 6B/7/7 will beat 5B/7/8, then this gets turned around when 4B/8/8 takes little or no fatigue and is much more efficient than 6B/7/7. i suggest 5B/7/8 to try and take early rounds while staying efficient, this will force him to open up a little later, let him take those round while you stay efficent so in the later rounds you have an endurance advantage.
if you have low SPD will have difficulty winning rounds. start with 4B/8/8 to keep fatigue minimal. if you have 17 cond then you can use 5B/7/8 and take no fatigue an you may get lucky and tie a round or two. do this till the end of round 5, you should have an endurance advantage and you can do one of two things.
1. keep going the body but start to open up 5B/8/7 at round 6 and 5B/9/6 later till round 12 when you go for the KO.
2. start going for rounds. you will open up much more if you have less SPD. 6/7/7, without targeting, maybe 7/6/7. you could slap to reduce you damage, but his damage get reduced by even more. i would only slap if i needed to.
other options/tactics- if you happen to have a point or two of KP and you think he has low CHN then you could try flash him. you know he will be doing something like 4B/8/8 early. however if you fail, you take a load of ips.
--sluggers vs clinchers:
usually an easy but painful match up. 4B/8/8 (ring) will maximise defence and efficiency. the clincher doesn't want to hand you the fight and will probably use 5B/7/8 (clinch). this means his AGG will be similar to yours and you start tying rounds, use 5B/7/8 (ring) to ensure he doens't take rounds. after that you wait till he gets worn out, then you KO him to reduce the ips you take.
since dancers have little attack damage the only thing a dancer can do is hide. after a couple of rounds the oppoent while tire and you will need to open up a little to sneak rounds, 3/1/16 (ring) or 4/1/15 (ring) will be enough in most cases.
--0 KP dancers vs KP dancers:
since your opponent has APs invested in KP you must have an advantage somewhere, use it if you can. you will need need decent CHN to survive a probable allout attack. there are two main options, dance with 1 POW or dance with more POW. if you advantage is height use outside with 1 POW, if your advantage is STR then use a few point of POW. for the most part it depends on your CHN and his KP, use enough DEF to make sure you don't get stunned by 6H/11!/3 (inside), then use the remaining points to score rounds. if this means your DEF has to be 15 to not get stunned then you are in trouble. when it comes to allout theres not a lot you can do, when you don't need to score rounds increase DEF or use 4H/6/10 to try reduce the chance of getting stunned.
other options/tactics- if you advantage is STR then you could try to slug, this only works if you have decent str (>15) and you have chin to back it up. using 5B/8/7 to wear him down while he expects you to take rounds. KP dancers, like most dancers, usually have good CND so slugging is more of a between rounds thing to do. sometimes you maybe able to wear him down, but don't count on it.
--0 KP dancers vs 0 KP dancers:
case of most SPD wins, almost. usually the faster opponent will win, he doesn't have to drop his defence as much nor does he gain as much fatigue. the slower oppoents has to make up for this, by training SPD and using an extra point of AGG or two. the faster dancer can use 10/3/7 (feint) to do a little damage while his opponent is using 12/1/7 to try and get the round. the slower fighter has to be smarter, presumably he has more STR and/or AGL, he must use inside or ropes to get damage done between rounds while going very aggressive to win rounds.
--0 KP dancers vs sluggers:
4/1/15 (outside/ring) will score your rounds will neutralising his inside attack. if he uses allout you will be in trouble, if you think he will use 4/5/11 (ring), this will wear the slugger down. a slugger will usually use allout later in a fight to finish you off, early on they establish an endurance advantage with inside.
other options/tactics- don't try and wear the slugger down. dancers dance, sluggers slug, you can't beat him at his own game, unless of course you are a ropist...
--0 KP dancers vs clinchers:
a clinchers weakest point is his low defence, but since you have low attack he doesn't need to worry. he will wear you down with clinch and if he has decent AGL (>10) he may even use inside later on. again 4/1/15 (ring) is the thing to do, once you have won then 1/1/18 (ring)
usually clinchers don't have a very large STR advantage here, this makes it difficult for them to clinch effectively. due to the nature of the clinchers large STR, he has enough attack damage to flash KO an opponent. if the the flasher uses allout while you use 4H/8/8 (clinch) then the flasher should go down. if the flasher prefers to use inside, feint, ring or counter then you could be in trouble if you use 4H/8/8 (clinch). against flashers a clincer should almost always use 1/1/18 to reduce damage.
sometimes clinch isn't the best style for a clincher in this situation. many flashers have low AGL, if you have good AGl for a clincher (>13) then maybe the ring may serve you better.
other options/tactics- if you're going to go down, go down in style, 5B/10/5 (inside) style. make him pay for being a flasher, but of course you will still lose.
--clinchers vs KP dancers:
5B/10/5 (clinch) early. 8/6/6 (clinch) later to take rounds. an IP wary opponent will probably lose, but a gun-ho manager who doesn't know/care how bad it is to take 100+ ips in a fight may win by decision. in the late rounds 10/4/6 (clinch) will be good, you opponent is tired and is now less accuarate and you are throwing punches all over the place to finish him off.
--clinchers vs 0 KP dancers:
depending on your AGL and you opponents STR you may be able to use inside to devestating effect. generally specking, if your AGL > his STR you should be able to use inside. as soon as your opponent is tired you should use inside. in the late rounds your opponent may soon win the fight by decison, before he does, try and stun him with inside or even allout.
5B/7/8 (clinch) and hope the slugger is less efficient. this will be unlikely, but you will in for ips one way or another. clincher should try to have STR = 2 * SPD, this will maximize the STR to SPD ratio. meanwhile the slugger will try to maximise his STR to AGL ratio.
other options/tactics- cheat in every round, maybe you'll be lucky and get TKO'd. it's less painful that way.
have the nurses standing by, both fighters are gonna wish they weren't clinchers. it's not uncommon in a matchup like this, for both fighters to take 100+ ips. in these fighters both will stay efficient for the sake of getting worn out. cheating the whole fight is a win-win situation - you maximise damage while increasing the chance of the fight being short.
a little known fact is that KP balanced are actually very stun damage efficient by default. STR + KP = 2 * SPD = AGL + CHN - 10
SPD is kept to a value where winning rounds is still possible so you just optimise STR + KP = AGL + CHN - 10. so with the following fighter, his STR + KP - (AGL + CHN - 10) should equal 0 for best efficiency of the involved stats. his value is 0, which is excellent. negative values only mean the fighter is more defensively based.
SPD will be optimised at 2/3 of STR, but just like endurance damage efficiency, this leaves SPD too low.
CHN ~= CND has a unique property. if a fighter needs 50% health to towel, that would make his endurance = 5 * CND, and since CND = CHN, that means 5 * CND = 5 * CHN, which happens to be the amount of damage that can be absorbed before taking IPs. this means low or no IPs should you towel rush.
the value of CHN is very important. the more you have, the more effective allout will be. if you have too much you cut down on your fighters other options (eg. less SPD makes it harder to slap). i have found 14-16 at status 28 is best. so starting with 10 CHN and having 12-13 upon entering contenders is a good guide line.
you should be able to KO most opponents you meet in early regionals. get 14 cond when you are ready and have 15-16 entering contenders. SPD is essential in the early career to ensure that when KOing is not possible you have a back up option. when you reach contenders SPD = AGL is advisable although SPD > AGL can be more successful if you are willing to take more IPs.
--KP balanced vs flashers:
5H/6/9 (ring) the whole fight and i think you will find it hard to lose. KP balanced has all the tools against a flasher so it shouldn't be a problem beating them.
this is a very annoying matchup. if the KP dancer uses power, you can't flash. this means you have to make them open up by winning rounds. once that is done, you force them to open up or lose. this leaves to flash, work body or open up and will even more rounds.
if the SPD matchup is not favourable (ie. speedy KP dancer vs slower/more efficient KP balanced) then working the body early to get an endurance advantage and then using 5H/10/5 (inside) to win rounds on stuns can be very effective against the strongest chins.
other options/tactics- slap the whole fight because it is common for a KP dancer to go target head the whole fight just waiting for the allout that normally comes.
flash them. you most certainly don't want to go 12 rounds with one because that is a good way to take 70 IPs. you will want an FP like this:
round 1 flashes them. if the fight is still going then the slugger was hiding and this would mean your endurance % would be > 85 and you will open up on him and hopefully KO him. if not, then by this stage you should be at least 3 points up (1 stun round, 1 KD round). if you are not tired, flash again, if you are starting to tire, its time to win a few rounds on points. if your opponent opens up enough for you to start losing rounds then you will allout them while their AGG is up. if you fall below 75% with a good score advantage you rest. this can sometimes put you back above 85% so if you don't want to flash that hard put a "and roundslost = 0" in there (because resting almost guarantees a lost round). below 65% and you towel rush, this means you try and lose endurance quickly so you can towel as soon as possible.
allout HARD. it is almost guaranteed that they know that they can't stand up to you in round 1, so anything between 1B/1/18 and 2B/3/15 is to be expected so open up and take them out. you can rest more often and more effectively against weaker fighters so going the whole 12 rounds usually doesn't hurt too much.
the low AGL and low CHN ones are easy to KO, but the high level contender clinchers that have 12-13 CHN are a bitch. their STR guarantees you won't go 12 rounds, nor would you want to. but this means you only have a couple of chances to win. your best chance is in round 1, and you may have another chance in the first four before you towel rush. because it has been reduced to a 1 round fight and a good opponent will know this and it becomes a guessing game. you have to win in round 1, and he knows it, but how do you play it? thats your guess, but i prefer to over-allout and try and catch him targeting the body or using more defence and lose by KO in round 1 than hang around for punishment.