this page takes you from creation to regional title without much need for understanding. to go any further than regional titles (RTs) you will need to learn the game. after reading this page, i suggest reading 'Help Page (Part 1)' for further learning.
first thing is first, you need a fighter.
create a fighter with these stats:
| 16 | 0 |
| 13 | 13 |
| 10 | 14 |
| low | 3 |
| very heavy build |
he is an agile slugger. sluggers specialise in wearing an opponent down and then either knocking them out or scoring rounds while they are too tired to land enough punches.
you will be asked to select a fight plan for him - choose 'Wear Him Out'. we will now edit the fight plan (fp). click on 'edit fight plan'. you should see this:
4B/8/8 (inside);
if opponent = weak then 5H/10/5 (allout);
that is a VERY simple fp. it won't win you too many fights, even with the fighter you have made. so delete the contents of the fight plan and replace it with this:
1) 5/7/8 (inside);
2) 4B/9/7 (inside);
if endurance_percent < 100 - (round - 1) * 4 then 6B/6/8 (clinch);
if endurance_percent > 100 - (round - 1) * 3 then 5B/7/8 (inside);
if endurance_percent > 100 - (round - 1) * 2 then 5B/8/7 (inside);
if endurance_percent > 100 - (round - 1) * 1 then 5B/9/6 (inside);
if warnings = 0 then cheat;
4) 4B/9/7 (inside);
if score < 0 then 6/7/7 (inside);
if endurance_percent > 100 - (round - 1) * 3 then 5B/8/7 (inside);
if endurance_percent > 100 - (round - 1) * 2 then 5B/9/6 (inside);
if endurance_percent < 100 - (round - 1) * 4 then 6B/6/8 (clinch);
if score < -2 then 8/5/7 (inside);
if opp < 2 and endurance_percent > 75 then 5B/10/5 (inside);
if opp < 2 and endurance_percent > 85 then 5B/11/4 (inside);
if opp < 2 and endurance_percent > 92 and mystuns = 0 then 5B/10/5 (allout);
if round = 8 and endurance_percent < 75 then 2/1/8 (clinch);
9) 4B/10/6 (inside);
if score < 1 then 8/5/7 (inside);
if score < 0 then 10/3/7 (feint);
if score < round - 10 then 10/3/7 (feint);
if score < round - 11 then 13/1/6 (outside);
if score < round - 12 then 5H/11!/4 (inside);
if score < round - 12 and endurance_percent > 90 then 5H/11!/4 (allout);
if score < round - 14 then 5B/10/5 (inside);
12) 10/4/6 (inside);
if score > 1 then 6/7/7 (inside);
if score < -1 then 6H/11!/3 (inside);
if score < -1 and endurance_percent > 85 then 5H/11!/4 (allout);
1) if endurance_percent < 66 and score < -1 and opp > 1 then towel;
1) if endurance_percent < 50 and score < 0 and opp > 0 then towel;
1) if endurance_percent < 40 then towel;
1) if score > 14 - round then 5B/7/8 (clinch);
1) if score > 14 - round and opp < 2 then 4B/9/7 (inside);
1) if opp = 0 and endurance_percent > 60 then 5H/10/5 (inside);
stop
i know, i know. it's huge and you have little to no idea what it does. thats ok for now, because in combination with the fighter i told you create he should win a lot of fights. i should tell you now that you won't win them all, experienced players will see you doing the same thing over and over and they will beat you with very little effort. you won't meet too may experienced players just yet though.
train strength for his next fight. when your status increases, you keep the point you were training for. once his STR gets to 20, get a point of SPD and a point of AGL. now you know what you will be training for until your fighter is 5(5).
now to make some more fighters. lets make two more agile sluggers - they will also use 'Wear Him Down'.
| 18 | 0 |
| 14 | 14 |
| 10 | 14 |
| low | -1 |
| very heavy build |
| 15 | 0 |
| 12 | 12 |
| 9 | 14 |
| low | 7 |
| very heavy build |
i encourage you to make more than one of each of these fighters. you may not want to fill your gym with them just yet, because we are going to create a different kind of fighter now. it's called a dancer. they win by scoring more points than their opponent. here are three different dancers for different divisions:
| 12 | 0 |
| 15 | 15 |
| 10 | 14 |
| low | 3 |
| very heavy build |
| 8 | 0 |
| 12 | 13 |
| 10 | 14 |
| low | 12 |
| very heavy build |
| 6 | 0 |
| 12 | 12 |
| 9 | 14 |
| low | 16 |
| very heavy build |
by now you may realise that all fighters so far have 9-10 chin and 14 cond. most fighters start like that. you may also notice they have low cuts, 90% of contenders have low cuts. investing in cuts is not worth the AP spent on it usually. all the fighters i have given you have very heavy build too, fighters that don't use outside or counter are usually better off with a heavier build. all of them have 0 KP too, once you add KP the fighter becomes more complicated to manage.
for the dancers choose fp 'Use the Ring'. it should look like:
1) 7/3/10 (ring);
if decision_won = true then 2H/4/14 (ring);
another very simple fp, so swap it with this:
1) 8/3/9 (ring);
2) if endurance_percent < 100 - (round - 1) * 4 then 6/3/11 (ring);
if score < 1 then 10/3/7 (ring);
if score < 1 and endurance_percent < 100 - (round - 1) * 4 then 7/3/10 (ring);
4) 5B/5/10 (ring);
if endurance_percent > 100 - (round - 1) * 2 then 5B/7/8 (ring);
if endurance_percent < 100 - (round - 1) * 4 then 6/3/11 (ring);
if score < 2 then 10/3/7 (ring);
if score < 2 and endurance_percent < 100 - (round - 1) * 4 then 7/3/10 (ring);
if score < 1 then 12/1/7 (ring);
if score < 1 and endurance_percent < 100 - (round - 1) * 4 then 9/1/10 (ring);
if score < 2 and endurance_percent > 100 - (round - 1) * 2 then 13/1/6 (feint);
if round = 7 and endurance_percent < 75 then 1/1/9 (outside);
8) 4B/8/8 (ring);
if endurance_percent > 100 - (round - 1) * 2 then 4B/10/6 (inside);
if endurance_percent < 100 - (round - 1) * 3 then 4B/6/10 (ring);
if endurance_percent < 100 - (round - 1) * 4 then 3B/6/11 (ring);
if score < 2 then 8/3/9 (ring);
if score < 2 and endurance_percent > 100 - (round - 1) * 2 then 10/3/7 (feint);
if score < 1 then 10/3/7 (ring);
if score < 1 and endurance_percent > 100 - (round - 1) * 2 then 12/2/6 (feint);
if score < round - 8 then 8/3/9 (ring);
if score < round - 8 and endurance_percent > 100 - (round - 1) * 2 then 10/3/7 (feint);
if score < round - 10 then 10/3/7 (ring);
if score < round - 10 and endurance_percent > 100 - (round - 1) * 2 then 12/2/6 (feint);
if score < round - 11 then 12/1/7 (ring);
if score < round - 11 and endurance_percent > 100 - (round - 1) * 2 then 13/1/6 (feint);
if score < round - 12 then 13/1/6 (ring);
if score < round - 12 and endurance_percent > 100 - (round - 1) * 2 then 6H/11!/3 (allout);
if score < round - 14 then 1/1/18 (ring);
if score < round - 14 and endurance_percent > 100 - (round - 1) * 2 then 5B/11/4 (inside);
12) 10/3/7 (ring);
if endurance_percent > 100 - (round - 1) * 2 then 13/1/6 (feint);
if score > 1 then 6/7/7 (ring);
if score = 1 then 9/3/8 (ring);
if score = -1 then 9/3/8 (ring);
if score < -1 then 11/1/8 (feint);
if score < -2 then 1/1/18 (ring);
1) if endurance_percent < 66 and score < 0 and opp > 1 then towel;
1) if endurance_percent < 50 and score < 1 and opp > 0 then towel;
1) if endurance_percent < 40 then towel;
1) if score > 14 - round then 5B/5/10 (ring);
1) if score > 14 - round and opp < 2 and endurance_percent > 70 then 5B/8/7 (ropes);
stop
a much bigger and more complicated fp than before. it stops faster, weaker fighters trying to outpoint you and it also stops slower, stronger fighters trying to wear you down.
now that you have several fighters with good fps that you don't understand, it's time to wait till they get scheduled and fight. a couple of divisions get scheduled each day, and a date will given the time of the fight (usually 5 days).