the first thing you will probably want to do is create a fighter, a good one. for this reason i have written a 'Getting Started' page that shows you exactly what to do without having to know anything. the fighters and fps on that page are limited to the simplest fighters. i have also written a program that will make fighter designs for you and allow to see how a fighters career should progress. you may get get it here (it is also avaliable on the front page). the fighter creator has a list of basic fighter types to choose from, but you may or may not know what they are or how they work. below is a table of effectiveness in each aspect of the game, complemented with a brief summary.
SLUGGERS
| Fighter Type | Standard Slugger |
| Attack (Endurance) | ![]() ![]() ![]() ![]() ![]() |
| Attack (Stun) | ![]() ![]() ![]() |
| Scoring | ![]() ![]() ![]() |
| Defence (Endurance) | ![]() ![]() ![]() ![]() |
| Defence (Stun) | ![]() ![]() ![]() |
| Difficulty | ![]() ![]() |
| Summary | a fighter whos highest stat is STR. he wins most of his fights by KO after wearing the opponent down with his high endurance attack. |
| Fighter Type | Agile Slugger |
| Attack (Endurance) | ![]() ![]() ![]() ![]() |
| Attack (Stun) | ![]() ![]() ![]() |
| Scoring | ![]() ![]() ![]() |
| Defence (Endurance) | ![]() ![]() ![]() ![]() ![]() |
| Defence (Stun) | ![]() ![]() ![]() ![]() |
| Difficulty | ![]() ![]() ![]() |
| Summary | simialar to a standard slugger except that their AGL matches their STR and they commonly use the ring. they are well known for they're damage dealt/received efficiency. |
| Fighter Type | Agile Clincher |
| Attack (Endurance) | ![]() ![]() ![]() ![]() ![]() |
| Attack (Stun) | ![]() ![]() ![]() ![]() |
| Scoring | ![]() ![]() ![]() |
| Defence (Endurance) | ![]() ![]() ![]() ![]() |
| Defence (Stun) | ![]() ![]() ![]() ![]() |
| Difficulty | ![]() ![]() |
| Summary | a fighter that uses clinch vs sluggers, but inside vs dancers. with about 1.5 to 2 times as much STR as AGL, these fighters can be tough to beat without taking IPs. these fighters are the most popular of sluggers because people love to deal IPs (injury points). |
| Fighter Type | Clincher |
| Attack (Endurance) | ![]() ![]() ![]() ![]() ![]() |
| Attack (Stun) | ![]() ![]() ![]() ![]() |
| Scoring | ![]() ![]() |
| Defence (Endurance) | ![]() ![]() ![]() |
| Defence (Stun) | ![]() ![]() ![]() |
| Difficulty | ![]() ![]() |
| Summary | fighters with low AGL (< 10) and consequently low HGT, but they do require huge STR (>30, 50 at higher levels). the idea is that they're STR advantage is so high that they can use clinch style and gain lots of AGL. additionally, at 8 AGL these fighters are immune to ropes. |
| Fighter Type | Freak Clincher |
| Attack (Endurance) | ![]() ![]() ![]() ![]() ![]() |
| Attack (Stun) | ![]() ![]() ![]() ![]() |
| Scoring | ![]() ![]() |
| Defence (Endurance) | ![]() |
| Defence (Stun) | ![]() ![]() ![]() |
| Difficulty | ![]() ![]() |
| Summary | this is a clincher with only 1-3 AGL, so obviously they can NEVER use anything but clinch. these fighters are screwed vs any more agile sluggers, even another clincher that has 8 AGL (he's taller and gets to use the ring and earns at least 5 extra AGL, while the freak uses clinch and gets about 3 extra AGL, IP CITY!!!). thats why there aren't many of these guys around at higher levels, but they are immune to counter and ropes. |
| Fighter Type | KP Slugger |
| Attack (Endurance) | ![]() ![]() ![]() ![]() |
| Attack (Stun) | ![]() ![]() ![]() ![]() ![]() |
| Scoring | ![]() ![]() |
| Defence (Endurance) | ![]() ![]() ![]() |
| Defence (Stun) | ![]() ![]() ![]() ![]() |
| Difficulty | ![]() ![]() ![]() |
| Summary | a slugger with KP maxed. they are basically a cross between a flasher and a slugger. they have more CND and less CHN than a flasher. |
| Fighter Type | Flasher |
| Attack (Endurance) | ![]() ![]() ![]() |
| Attack (Stun) | ![]() ![]() ![]() ![]() ![]() |
| Scoring | ![]() ![]() ![]() |
| Defence (Endurance) | ![]() |
| Defence (Stun) | ![]() ![]() ![]() ![]() ![]() |
| Difficulty | ![]() |
| Summary | a fighter with low CND, those extra points are used to get lots of KP. a breed of their own, these fighters a designed to win in the early rounds with their large stun attack. these fighters are easy to manage, and when managed well, take very few ips, making them practically immortal. flashers are generally disliked because the skill involved isn't used to overcome their opponents skill, but rather their fighters chin, taking away from the strategy of the game. |
| Fighter Type | Standard Dancer |
| Attack (Endurance) | ![]() ![]() ![]() |
| Attack (Stun) | ![]() ![]() |
| Scoring | ![]() ![]() ![]() ![]() |
| Defence (Endurance) | ![]() ![]() ![]() ![]() |
| Defence (Stun) | ![]() ![]() ![]() ![]() |
| Difficulty | ![]() ![]() |
| Summary | a fighter who wins most of his fights on points, usually with low STR (< 14) and high SPD & AGL. |
| Fighter Type | Slapper/Sissy |
| Attack (Endurance) | ![]() |
| Attack (Stun) | ![]() |
| Scoring | ![]() ![]() ![]() ![]() ![]() |
| Defence (Endurance) | ![]() ![]() ![]() ![]() |
| Defence (Stun) | ![]() ![]() ![]() ![]() |
| Difficulty | ![]() |
| Summary | a figher who VERY rarely wins by KO due to they're ridiculously low STR (as little as 1) and 0 KP. of course this makes them vunerable to allout attack. with the best scoring ability in town, they can afford to use high defence all the time. |
| Fighter Type | KP Dancer |
| Attack (Endurance) | ![]() ![]() |
| Attack (Stun) | ![]() ![]() ![]() ![]() |
| Scoring | ![]() ![]() ![]() ![]() |
| Defence (Endurance) | ![]() ![]() ![]() ![]() |
| Defence (Stun) | ![]() ![]() ![]() ![]() |
| Difficulty | ![]() ![]() ![]() ![]() |
| Summary | a dancer with KP. they usually have 2-4 KP, making them dangerous against fighters with low AGL or CHN. it also makes allout versus this kind of fighter risky, even inside at times can be risky. |
| Fighter Type | KP Sissy |
| Attack (Endurance) | ![]() |
| Attack (Stun) | ![]() ![]() ![]() |
| Scoring | ![]() ![]() ![]() ![]() ![]() |
| Defence (Endurance) | ![]() ![]() ![]() ![]() |
| Defence (Stun) | ![]() ![]() ![]() ![]() |
| Difficulty | ![]() ![]() |
| Summary | a sissy with KP. their low STR limits KP to 1-2. this KP is purely for defensive purposes, the can slap forever but as soon as they sniff an allout attack they use counter to KO them. |
| Fighter Type | Balanced |
| Attack (Endurance) | ![]() ![]() ![]() ![]() |
| Attack (Stun) | ![]() ![]() ![]() |
| Scoring | ![]() ![]() ![]() ![]() |
| Defence (Endurance) | ![]() ![]() ![]() ![]() |
| Defence (Stun) | ![]() ![]() ![]() ![]() |
| Difficulty | ![]() ![]() ![]() |
| Summary | a fighter with STR, AGL & SPD all at similar values. the bonus with this kind of fighter is he can slug against a dancer and dance against a slugger, also their equal AP division makes it difficult to have a large advantage in any stat for either fighter. |
| Fighter Type | KP Balanced |
| Attack (Endurance) | ![]() ![]() ![]() |
| Attack (Stun) | ![]() ![]() ![]() ![]() |
| Scoring | ![]() ![]() ![]() ![]() |
| Defence (Endurance) | ![]() ![]() ![]() |
| Defence (Stun) | ![]() ![]() ![]() ![]() |
| Difficulty | ![]() ![]() ![]() ![]() |
| Summary | these fighters are balanced and have maxed KP. this allows them to flash, win rounds on points or slug (to a lesser extent). as a jack-of-all-trades, they have had much success at winning WTs recently. |
| Fighter Type | Standard Ropist |
| Attack (Endurance) | ![]() ![]() ![]() ![]() |
| Attack (Stun) | ![]() ![]() ![]() |
| Scoring | ![]() ![]() ![]() |
| Defence (Endurance) | ![]() ![]() ![]() ![]() |
| Defence (Stun) | ![]() ![]() ![]() ![]() |
| Difficulty | ![]() ![]() ![]() ![]() |
| Summary | any fighter thats just about always uses the ropes. obviously needs lots of AGL, about 35 AGL by WT stage. these fighters can be tough to wear down, and because they don't (can't) get a lot of damage dealt to them, and consequently they age less quickly. ropists cannot really be created at 70 APs, rather a fighter becomes a ropist later on in their career. |
| Fighter Type | KP Ropist |
| Attack (Endurance) | ![]() ![]() ![]() |
| Attack (Stun) | ![]() ![]() ![]() ![]() |
| Scoring | ![]() ![]() |
| Defence (Endurance) | ![]() ![]() ![]() ![]() |
| Defence (Stun) | ![]() ![]() ![]() ![]() |
| Difficulty | ![]() ![]() ![]() ![]() |
| Summary | a ropist with KP. they are very similar to a KP dancer, the only real difference being they have more AGL and less SPD. |
you may have noticed that some fighters have less total stars than others. not all fighters are equally well equipped to win fights. world titles are won by the fighters with the most stars (not counting "difficulty"). the more stars, the more difficulty generally because you have to know how to use all their strengths.
*all sluggers - low cut resist, 0 KP. build best at very heavy. CND: regionals CND ~= 14, contenders CND ~= 16. CHN start with about 9, but no more than 11.
*standard slugger STR (17-21), SPD (11-13), AGL (11-14).
*agile slugger - STR = AGL (15-17), SPD is about 70% of STR (11-12).
*agile clincher: STR = 2 * AGL, these fighters have a better chance than any other clinching type to beat an agile slugger, also, versus most opponents with 0 KP they can use inside! 20 STR, 11 AGL. these aren't bad. SPD ~= AGL.
*clincher - STR: regionals > 30, contenders > 40, AGL always < 10 - (8 is good, weight factor to consider here, read about later), SPD is up to you really, best damage/AP efficiency is held at SPD = 35% of STR. NB- in regionals, just keep training STR first. 11 CHN will be required before you get into contenders or a KP fighter will easily get the best of you.
*freak clincher - same as clincher but with 1-3 AGL, the extra aps go to STR. you may want to set SPD at 30% to maximize AGL benefit from clinch.
*KP slugger - by contenders have 12 CHN minimum and 21 STR/7 KP. train CND up to 15 ASAP!!! should have 16 SPD by around status 12. any spares should go to AGL. KP should always be maxed.
*all dancers - low/normal cut resist (never use high - waste
), build: whatever (light really shows HGT and therefore lack of STR, heavy hides STR better but counter will be harder to use without height) CHN start with 9-10, no more than 11. CND: regionals CND ~= 15, contenders CND >= 17. some WT holders have had 20 CND, but by accident. 18 CND is usually the most anyone wants.
*standard dancer - start with low STR (< 10) 6-8 is good, SPD > 13, AGL > 16. NOTE: don't be afraid of using 15-20 STR at higher levels to make them more balanced. it is common to have SPD & AGL >= 25 in world title fights.
*slapper/sissy - these guys are very easy to manage, and popular in regionals amongst experienced newbies. these fighters have a tough time in contenders where managers know exactly how to beat this one dimesional fighter - STR < 6 (can = 1) and 0-2 KP, lots of AGL & SPD.
*KP dancer - same as stardard dancer really, just with KP maxed, less SPD for use in KP. 6 STR/2 KP or 9/3 to start, build up to 12/4 or 15/5 in contenders. AGL must be kept high, even higher than SPD. (these are great in heavys)
*balanced - STR = AGL = SPD at (11-15) (again use upper limit in lower divs), CND >=14, CHN >=9. in contenders they tend to have a slightly more agl than the other two stats since agility is singularly the best stat to have in contenders.
*ropist slugger - STR = SPD = 2/3 AGL. 20 str, 20 spd, 30 agl would be an awesome ropist at higher levels. rospist start their careers more balanced and train agility for msot of regionals and become a ropist rather than being created as one outright.
*ropist dancer - like a KP dancer except with slightly less STR, KP and SPD all put onto AGL. 12str, 4kp, 17spd, 30agl at mid contenders is great, a great example are sissy monk drones. NOTE: all ropists should be a heavy build to help maximise their AGL and reduce wasted HGT APs.
*flashers - start with STR/KP at 15/5 - 21/7, SPD at 60-70% of STR, low cuts, CHN >= 13, CND 6-8. by the time a flasher reaches contenders CHN + AGL ~= STR + KP. flashers SPD, AGL and CND all vary but one thing remains the same - lots of KP anf CHN.
*flashers w/higher KP - use lower CHN and SPD to increase STR and KP. these flashers use inside more often than allout. SPD = CHN = 50% of STR.
*flashers w/high AGL - obviously won't need as much CHN and will reduce opponents AGL advantage when they use ring. much lighter also. these fighters are quite good and i've have had some success with these fighters. imo they are the best kind of flasher. CHN + AGL = STR + KP and AGL ~= 80% of CHN.
*flashers w/CND & AGL - called KP slugger
*heavyweight flashers - very popular at one stage and very easy to manage. their designs vary with each manager perference and style. the idea is to get large height & weight advantages while using lots of KP. build around 15 STR, 5 KP, 6 SPD, 5 AGL, 9 CHN, 5 CND, HGT 20, CUT 1. very light. some managers suggest starting STR/KP at 12/4, others say more CHN is needed, some say more AGL or HGT. if your fighter is > 300lb thats perfect. 8-10 CND for contenders and CHN >= 13.
NOTE: a 300lb fighter gains only 1 STR & 1 CHN over a 270 lb fighter but 3 more fatigue/round, so if you plan on lasting more than 1 round then you will want to be much lighter.
NOTE: CND = 4 they will last 1 round, maybe 2 if opponent used 1/1/18. CND = 7 can last as much as 8 rounds, but are not any good after round 2 usually. CND = 10 can last entire fight if rest is used effectively. hopefully you have knocked them out before you get too tired to worry. 10 is optimum though, with low CND they can get fatigued BEFORE a round (see rules), additionally they can rest in first couple of rounds and flash in round 3 if they want.
some examples (70 APs) mapped as following
| STR | KP |
| SPD | AGL |
| CHN | CND |
| CUT | HGT |
| build |
| 16 | 0 |
| 13 | 13 |
| 10 | 14 |
| low | 3 |
| heavier builds are better |
| 11 | 0 |
| 14 | 13 |
| 10 | 14 |
| low | 7 |
| any build really |
| 25 | 0 |
| 12 | 11 |
| 9 | 14 |
| low | -2 |
| heavy or very heavy |
agility is most important stat in keeping damage low. keeping damage low is vital to survival, if you take lots of damage how can you last? in regionals AGL isn't as important as SPD or STR. if you have super high AGL you won't land punches nor do any damage so you cannot win. in contenders where most fighters have the SPD and STR to win, fighters need AGL for defence. AGL is VERY important in contenders, in fact, most non-KP fighters at world title level have AGL as their highest stat.
SPEED (SPD) - increases punches landed, increases endurance damage, increases stun damage, has two fighting styles.
speed is the dominant stat involved in calculating the number of punches landed. it is also very important to the damage formulas. it isn't as important as STR or AGL, but if SPD is too low then your damage will suffer. SPD shouldn't be your highest stat unless you know what your doing, even then SPD shouldn't be any more than 4 points higher than your next highest stat. having SPD too high may make winning rounds very easy, but the more SPD you have the less STR & AGL you have, this leaves you very vunerable to getting worn down.
STRENGTH (STR) - increases endurance damage, increases stun damage, has an offensive and a defensive fighting style.
strength is the dominant stat in dealing endurance & stun damage. agility is equally important in reducing damage in the endurance formula, so if your str+agl > his str+agl then you should be able to wear him down. STR is the most variable stat in the game, you can have 1 STR and do well or have 50 STR and still do well. the problem with 1 STR is that you become very light, and people notice that. so when they notice you have no STR then they know you can't hurt them, so they allout you to death. 50 STR means you have low other stats, but your damage potential is so intimidating that many opponents will hate to fight you.
CONDITIONING (CND) - increases the amount of endurance damage you can take before feeling tired, decreases fatigue.
CND is an important stat to have, i would say 90% of all contenders have 15-18 CND. CND must be balanced with the other stats, if you have too much then you have less AGL or STR so he can wear you down better, if you don't have enough you tire more quickly. CND should be around 17 in contenders, this way when you use 5B/7/8 or 8/1/11 you don't take any fatigue. since you don't want any more than 18 CND, many contenders will have only 16 until status 20 because random APs can increase fatigue above 18 if you are unlucky. 20 CND doesn't make it much harder to win, but you take more damage and the fighters career length is reduced. heavyweights should have 2 more CND than fighters of other divisions.
CHIN (CHN) - increases the amount of stun damage you can absorb, decreases ips.
chin is important in keeping your fighter standing if a fighter is trying to knock you out. chin has NO effect on endurance damage, for this reason high chin is dangerous. you can get tired very quickly, and since you are harder to knock down you take more damage before getting KO'd. the more damage the more IPs. however, if chin is too low, KP fighters can knock you out more easily. about 95% of fighters chin's range from 9 to 14. KP fighters should have an extra point of chin to make their KP more useful by being able to reduce defence by much more.
KNOCKOUT PUNCH (KP) - increases the amount of stun damage you deal.
KP is a strange stat that changes the entire dynamic of the game. KP introduces a second method of KO. without KP, you would need to wear them down then KO the tired fighter. with KP, you may flash a weak chin fighter and end the fight much earlier. the ability to stun your opponent or even cause knockout in round 1 means that most fighters will have to raise defence to ensure this doesn't happen. by increasing their defence they must either lower aggression making it hard to score points, or lower power, making it harder to wear you down. if you have KP, you would have less points in other stats making it easier to wear you down. high CHN fighters are your worse enemies - but high chin on its own is no good against anyone but KP fighters usually.
*speed & strength are the most important stats in regionals. speed, at lower values has greater infuence on points. as speed increases the difference in points score becomes less noticible. strength is used to wear fighters down. most managers in regionals will have poorly made fighters or poor fps, so wearing a fighter down is very easy...if you have the strength to do so.
*agility is a very import stat. although clinchers have low base AGL they gain much AGL from using clinch. NOTE: flashers very take little IPs anyway, as they don't hang around long enough to take more damage, so their AGL is not of prime importance.
*height is the biggest factor in determining weight.
*gains in AGL & STR change weight also, but not linearly (not by same amount each time), the closer STR & AGL are to 10, the greater the change in weight! eg. a 300lbs heavyweight with 9 AGL gains two more 2 AGL he would be about 272lbs (28lb change). 2 more AGL would put him at around 260lbs (only 12lb change). in lower divisions STR & AGL gains around 10 will not be as large (because height is main factor).
*fighters over 300lbs do NOT get any STR or CHN advantage over a 300lb fighter, but they get more fatigue. so use light builds to get a drop weight as desired. NOTE- if your creating a fighter that is > 380lbs drop a few points of height or build.
*SPD does effect damage, but punches landed as seen in fight is only decoration. just because you landed 10 power punches and he land 6 power punches doesn't necessarily mean your doing more damage.
*general limits on stats - only a guideline to creating
CND > 16 - its a waste, better spent on AGL
CHN > 11 - again waste, unless you are creating flasher.
STR < 10 and 0 < KP < STR/3 (ie KP > 0 but not maxed), MAX IT UP!!!
SPD < 8 - whats your plan here? dancers need MINIMUM 12 SPD and sluggers and flashers need SPD to help deal damage.
SPD > 20 - too much SPD, many contenders dont have this much. better spent on AGL.
AGL < 12 - unless your a flasher, clincher or heavyweight you will take a lot of ips.
* CUT should almost always be low, theres nothing wrong with normal its one less AP that is useful, if only slightly. high cut resistance on the otherhand, should never be used, there is no good reason to use it.
this is a very important step to winning, even if it is time consuming. learning about your opponent is vital to success. if you used same fp (fight plan) every fight imagine the consequences of dancing you heart out against a slugger. mass ips or an embarassing early round loss by KO. the more time spend studying a fighter, the better your chances or winning.
scouting can be as involved as noting a heavyweights weight after every fight and plugging it into the creation page or calculator (you should use one of these during scouting, as you get better you'll need them less often) to ascertain their EXACT STR & AGL! or as simple as looking at their KO ratio. also some managers have different tendancies when creating a fighter or fight plan. some managers like to start with 8 CHN relying on bouts against inexperienced managers early. most manangers fighters will resort to slugging when well up on points. knowing these things comes from experience, but they help a great deal.
when scouting there are tell tale signs that can give aways stats, due added randomness you will never be able to get exact stats, experience will get you close though. things to look for:
1. the manager - have you fought him before? is he a pushover or is his gym full of contenders? (keep in mind some managers are given contenders because they ask for them).
2. record and KO ratio - this will quickly give you idea of fighter type.
eg. Billy Bob 12-4-3 (1/4) what do you notice? this is what you need to notice
a. 12-4-3 reasonable record, manager probably scouts - or has a good fighter on a great drone fp
b. 3 DRAWS!!! do sluggers or flashers get draws - RARELY! to get three, he should be a dancer.
c. only 1 KO in 12 fights, confirms dancer
d. all loses by KO, good if your fighter is slugger - look to exploit what they did if you can
3. click on their name and look at their "previous fights" page
a. do they lose to better gyms regularly - not a great manager and they get outclassed
b. are most of their fights only 1-2 rounds long - flasher
c. lots of loses in first round but no wins in round 1 - fighter has low chin (or manager is a newbie)
d. never lost by KO, but mostly wins by KO's - how long a fighter can go with getting KO'd is usually a measure of class - BEWARE
e. height!
4. look at each of their last 5 fights or so (or any others of interest - such as 1 round fights)
a. HAS ANY OF YOUR FIGHTERS FOUGHT HIS FIGHTER BEFORE - LEARN FROM MISTAKES
b. punch% compared to their opponent - reflects speed (keep in mind targeting head, body or cuts reduces punch percentage)
c. fighter wins by KO early or when losing endurance battle - has KP, probably maxed
d. fighter wins by KO late and only when opponent is exhaused - 0-2 KP (probably zero)
e. dancer getting stuns or wins by KO - probably has KP, check opponents style, endurance and DEF
f. are they using same fp every fight?!?! exploit flaws - many new gyms use the pre-made fps
g. they slug when score > x - obviously if you plan on allouting, don't do it at this point, allout when score is closer
h. jab to power punch ratio, are they going with power and not hurting? or dancing AND hurting?
i. uses allout against sluggers and outside or counter vs taller opponents and inside vs the shorter ones - if loses=stupid manager, if wins=good manager
j. they are usually exhaused after round 6 - low CND (possibly low AGL if they are always using low DEF)
k. they are > 5 inches taller than everyone else in div - very light build and low STR
l. they are > 5 inches shorter than everyone else in div - clincher, prolly won't/can't use inside or allout unless your fighter is a slapper
m. do they go for head if opponent does lots of damage or stuns them - good fp
n. whats their lead when they decide to hide for the rest of fight
o. do they constantly score more points than needed when dancing - ie 200 points to 33 (check if using same fp)
p. do they always only have 0-2 power punchs - 1 POW - good choice to allout here, body or head
q. punches thrown/9 = AGG (randomness changes punches)
r. they always slug regardless of score - simple fp, use low AGG 5/1/14 (outside or ring) is good if your a dancer
s. always "does not need to rest" at end of fight - high CND
5. as you get to higher levels in contenders - you may feel it necessary to scout yourself, to see what they see, to get in their head, see your own weaknesses. also after you've scouted your opponent and you have a good idea what his stats are, and what his fp will be like, it is time to write your fp.
you may think this is a waste of time, but its the price of winning. the more often you do it, the quicker and easier it becomes, as you become accustomed to knowing what to look for. much of the above will become automatic when you start scouting a fighter.
NOTE: although you can lose a round due to a stun, i have stuns conditionals too so i don't lose a round by a stun then lower DEF to get my round back. i know my fighter will have difficulty getting stunned, so the opponent must of used low DEF if he did stun me. this plan is old i don't use it anymore, but it is still effective in regionals - my fps are longer, more complicated and taylored to every fight. actually i think some managers have straight up copied it and won RTs with it
AGILE SLUGGER PLAN
#start efficiently to the body
1) 5B/7/8 (ring);
#not taking much damage - open up a little
if endurance_percent > 100 - (round - 1) * 3 then 5B/7/8 (inside);
#only taking a little damage - open up a bit more
if endurance_percent > 100 - (round - 1) * 2 then 5B/8/7 (inside);
#hardly taking any damage - open up a lot
if endurance_percent > 100 - (round - 1) * 1 then 5B/9/6 (inside);
#if the ref hasn't warned you - cheat
if warnings = 0 then cheat;
#efficiently to the body
5) 5B/7/8 (inside);
#taking a fair bit of damage - use ring instead
if endurance_percent < 100 - (round - 1) * 4 then 5B/7/8 (ring);
#only taking a little damage - open up a bit
if endurance_percent > 100 - (round - 1) * 3 then 5B/8/7 (inside);
#hardly taking any damage - open up a lot
if endurance_percent > 100 - (round - 1) * 2 then 5B/10/5 (inside);
#if the ref hasn't warned you - cheat
if warnings = 0 then cheat;
#losing - use an extra point of AGG
if score < 0 then 6B/7/7 (ring);
#losing by a bit - try an win round while using decent POW
if score < -1 then 8/6/6 (ring);
#opponent is tired and you are 'still standing' - open up a lot
if opp < 2 and endurance_percent > 75 then 5B/10/5 (inside);
#opponent is tired and you 'don't need to rest' - open up a heaps
if opp < 2 and endurance_percent > 85 then 5B/11/4 (inside);
#opponent is tired and you 'don't need to rest' - open up a LOTS
if opp < 2 and endurance_percent > 92 and mystuns = 0 then 5B/10/5 (allout);
#you are tired - rest
if round = 8 and endurance_percent < 70 then 1/1/8 (clinch);
#opponent should be tired by now - keep to the body but 6 AGG could win rounds
9) 6B/7/7 (ring);
#losing or even score - try win rounds with decent POW
if score < 1 then 8/6/6 (ring);
#losing - try win rounds
if score < 0 then 10/4/6 (ring);
#can only afford to drop one round and still win - try win rounds
if score < round - 10 then 10/4/6 (ring);
#can't afford to drop any rounds and still win - try win rounds aggresively
if score < round - 11 then 13/1/6 (outside);
#winning remaining rounds gets a draw - try for KD in increment score by 2
if score < round - 12 then 5H/11!/4 (inside);
#same as above but you 'don't need to rest' - allout then, you may get a KO
if score < round - 12 and endurance_percent > 90 then 5H/11!/4 (allout);
#you have lost - try wear him down more (KO him later)
if score < round - 14 then 5B/10/5 (inside);
#score = 0 - win round
12) 11/3/6 (ring);
#good lead - make sure you can't get KO'd or KD'd
if score > 1 then 6/7/7 (ring);
#small lead - draw or better the round
if score = 1 then 9/4/7 (ring);
#small deficit - go for KD
if score < 0 then 6H/11/3 (inside);
#same as above but you 'don't need to rest' - allout then, you may get a KO
if score < 0 and endurance_percent > 85 then 5H/11/4 (allout);
#you can't win on points, may as well cheat
if score < -1 then cheat;
#you are very tired (but not weak yet) and the opponent is also not weak - give up
1) if endurance_percent < 50 and opp > 0 then towel;
#you have won - keep trying to hurt him ;)
1) if score > 14 - round then 5B/7/8 (clinch);
#he is weak and you are strong or barely tired - KD or KO him, doesn't matter really, he can't hurt you
1) if opp = 0 and endurance_percent > 60 then 5H/10/5 (inside);
stop
NOTE1: if AGG > POW then use oppotunistic fighting or 'best openings' as the easy FP creator describes it.
NOTE2: 4/8/8 is most efficient damage dealt/received ratio.
NOTE3: when POW = 2 * AGG, it is efficent use of those energy points for dealing damage. 3/6/11, 5/10/5, 6/11/3 are quite popular
NOTE4: if he's tired, i use more power, on the line below it it checks my endurance, if i have only small advantage, i return to going efficient.
NOTE5: dancing with 1 POW can be dangerous, scout your opponent, if you think he might use allout, set POW to AGG/2 or make them even. eg1 6/3/11 or 8/4/8. eg2 5/5/10 or 6/6/8 - only use these if str > 9 and/or kp > 3 otherwise you are wasting you time so just just use 5/1/14
NOTE6: outside can be used by shorter fighters who are dancing to obtain +0.5 SPD and +0.5 AGL. clinch can be used similarly for resting (+1 AGL with no penalty). ring however gives +1 fatigue and pretty much cancels out +1 AGL bonus.
here i shall outline each style and the best time and the way to use them. generally the best to use the styles that give you the most advantage.
*inside*
what it does - offensive style that increases your STR based on your STR advantage.
when to use it- shouldn't be used when you don't think you have an advantage.
how to use it - with power and target. ie 5H/11/4, 4B/8/8. never use 12/1/7 (inside), there are better options. 8/6/6 (inside) can be a good idea vs a weaker and tiring opponent to deal damage and take rounds.
*outside*
what it does - increases your height advantage if you already have one, therefore further increasing SPD and AGL.
when to use it- to win rounds. fighters with low SPD looking to win a round on points may use it regardless of height, as it provides 0.5 SPD and 0.5 AGL no matter what.
how to use it - with AGG and no target. no more than 4 POW. ie 12/1/7, 6/4/10. 4H/8/8 (outside) is usually a bad idea.
*counter*
what it does - increases your AGL and decreases opponents AGL based on you height & SPD advantage. may backfire.
when to use it- can be used defensively vs a flasher, or aggresively vs a slugger. only fighters with an advantage should use it.
how to use it - 4H/6/10 (counter) vs a flasher or at end of fight will usually protect you from allout, especially if you have KP. if you do have KP, 5H/10/5 (counter) vs a slugger using inside can also have devestating effects, can often cause KO. be careful tho, if opponent decides to use clinch or has decent CHN, you may not KO them and end up taking large amounts of endurance damage. although dancing is possible with this style, its usually not effective. never use POW < 3.
*ring*
what it does - defensive style that increases your AGL based on your AGL advantage.
when to use it- when nothing else will reduce stun, +1 AGL gained here may be enough. if your in an endurance war, you will need AGL advantage of about 5 or greater to counteract the fagitue penalty. perfect to kill clinchers.
how to use it - can be used to slug or dance. all purpose style.
*ropes*
what it does - offensive style that decreases your opponents AGL based on your AGL advantage. it is a slugging style.
when to use it- opponents losing AGL makes it easier to cause damage. generally large AGL advantages are required to make it worthwhile using. shouldn't use vs a clincher, use ring instead.
how to use it - 6/7/7 (ropes) and 4B/8/8 (ropes) are both fine. if you intend to dance, use ring instead.
*feint*
what it does - offensive style that increases your SPD based on your SPD advantage.
when to use it- to win rounds. to lesser extent sluggers and flashers use it if they have an advantage.
how to use it - can be used in any way. 12/1/7, 7/3/10, 4B/8/8, 5/8/7 <- slug with no target is also possible.
*clinch*
what it does - defensive style that increases your AGL based on your STR advantage.
when to use it- if you have any STR advantage and low AGL, or if your opponent has potential to KO you. also has been noted to win rounds. often used for rest.
how to use it - for rest - 1/1/8. for slugging - 4B/8/8. win rounds (with decent SPD & CND) - 8/6/6.
*allout*
what it does - doubles your damage. but you take quadruple damage!!!
when to use it- to go for KO. to wear down a low str, high def fighter like a sissy.
how to use it - 5H/10/5. cheating is good here. never use DEF > 8, use inside/counter/ropes if your scared... POW > AGG always. its designed to do damage. dancing with allout can end your fighters career...
*no style*
what it does - nothing
when to use it- when nothing else suits. no advantages.
how to use it - any way you like. if you NEED rounds slap with outside (even if you are shorter).