OTHER REGIONS

eko

with KP and CHN out of the way, flashing attacks and defences are not an issue. as it stands at the moment, the stun threshold is 2.5 * (CHN + CND), which means about 50 damage is required to be dealt in a single round to KO your opponent. this means your opponent needs to be exhausted, a difficult task to achieve any fight. i suggest sticking to winning on points, and who better to win points than a sissy? speed sluggers/low agility balanced fighters (however you want to look at it) can also win a lot of fights. the speed sluggers will use tactics like 12/4/4 to win rounds while using 4B/11/5 to deal damage in between their dancing to wear opponents down. the idea is, deal mass amounts of damage while their DEF is low and their AGG high, because each point of AGG gives one unabsorbable fatigue point and POW gives none. a fighter with STR = SPD = AGL = TGH is a good balanced fighter, you may want to take a few points off AGL even. with all the slappers around, AGL isn't worth much. (TGH = toughness = CHN + CND). 5 * TGH is your damage absorbtion before you incur IPs, at about 100 points of absorbtion, it is tough to get IPs.

incidently, eko in someways can be compared to the heavyweight region because in eko fatigue management can be critical. eko teaches you to manage fatigue and this aspect is what makes it similar to heavyweights. in heavyweights, fighters get extra fatigue from being over 200 lbs so if you can manage that fatigue better than your opponent then you have a distinct advantage.

amateur

there are three ways to win in this region, flash KO, points and deal 50 points of damage.

points: winning on points is the most common method of winning in this region. most fighters are sissies on fps that don't change. when creating a sissy, make SPD = AGL, as this is the most efficient distribution of APs to score points. slap to victory is all a sissy can do, how hard you slap depends on your opponent, if he is more score efficient then you will need more AGG. points are measured based on punches, not on rounds won, this means that a score could go from 5 to -5 in one round. 5 points is a lead you aim to win by, so you still need to slap hard so he doesn't steal it from you. 10 points is quite comfortable, and you can drop your AGG by one or two. 15 points is huge and can drop your AGG by more. of course dropping of AGG is a defensive tactic to stop getting stunned or taking the 50 damage, if these aren't a factor then it doesn't matter if you drop your DEF or not.

flash KO: flashers can be very successful here in sissyland, if they have 8 CND they last the whole fight, have at least 11 CHN and not worry about a sissy hurting them, leaving room for lots of KP. cheating is a no no, any warning is an automatic loss by DQ. although a flasher probably only needs 5 CND in amateurs, for the extra 3 APs you can last the whole fight and give yourself an extra option - stunning in every round. it's very difficult to beat a fighter that stuns you in every round, if you aim to do this, use one extra AGG and on less POW because stunning an opponent doesn't win you the round, it only decreases your opponents landed punches by 25%. you would still be winning on points by landing more punches so SPD is still important.

damage TKO: dealing the 50 damage is a difficult task. you will require a clincher with about 11 AGL using inside for all four rounds to get the 50 damage. you may even need to allout. i can't say i have tried this, but in theory i think it could work.

unsanctioned

this region uses the same rules as the regular sim, only difference is, that there is less skill in this region than contenders.

graduated

this region is not much different from the regular sim. only the number of rounds per fight has changes according to the sum of the fighter ratings.

in four round fights, 10 CND is good enough. 13 CND is good for eight round matches. when you reach 12 round fights you will want 16 CND and in 15 round fights 18 CND would suffice.

bare knuckles

in this region you have to win by KO. there are two ways to win by KO, flash or endurance wear-down.

flashers do what they do very well here because most other fighters have emphasis on efficiency, so they sacrifice chin in order to get the edge. this only helps to serve the flashers. flashers will also take 25 ips or 0 ips, so they tend to have longer careers in this region.

efficiency fighters is the other way to win. agile sluggers and clinchers are the dominate fighters here. each has their advantages. clinchers (AGL > 10) have the ability to clinch the whole fight and scare an opponent with number IPs they will receive. better gyms will likely use an extra def to help reduce IPs. they can also flash other efficiency fighters by using inside because they will be targeting the body and won't see a 6H/11!/3 (inside) coming from a clincher. the agile sluggers advantage is that they are most efficient before style modifications. if their AGL is a point or two higher than STR this helps them to use ring. inside is fairly inefficient because it gives more damage, but ring very efficient so long the fatigue doesn't wear you down to much.

without fighting styles, to maximum efficiency a fighter should have STR = AGL = 2 * SPD, but since we do have styles you have to move away from this to make it even better. using styles increases your AP advantage, so in order to become more efficient your best style has to be effective, and hopefully better than theirs. eg. fighter A has 20 STR, 10 SPD, 20 AGL (perfectly efficient) and fighter B has 18 STR, 9 SPD, 23 AGL. fighter B has a three point AGL advantage and will use ring to increase his AGL by 2.5 up to 25.5 AGL total. fighter A has a STR advantage too small to use inside or clinch, but we will investage both STR styles anyway.


fighter B's efficiency, using ring - 1377 (+1 fatigue)
fighter A's efficiency, using no style - 1265
fighter A's efficiency, using inside - 1265 (same, happens to gain 10% STR and lose 10% DEF)
fighter A's efficiency, using clinch (5 AGG vs opp AGG=4) - 1275 (+rest)

this example shows how being able to gain more APs is more efficent and it also show how effective an AGL advantage in conjuction with ring can be. the thing about having less STR and putting it on to AGL is that with less STR you need less SPD to stay efficient. SPD is essential in efficiency but itself is a stat you don't want the advantage in (you aren't likely going to use counter or feint). in addition, if you have more SPD, then he has more STR and/or AGL and therefore is more efficient.

in the end, due to styles, SPD < STR/2. it allows you to put those stats to better use elsewhere (ie. STR and AGL). but don't stray to far from 50%, SPD = 40% of STR would be a minimum.

conditioning is also essential to efficiency. it is critical that you aren't getting tired from fatigue due to low CND. imo, minimum CND should be 15. this allows you to use 3B/9/8 and not get any fatigue. having a CND advantage has it's benefits, especially in an endurance battle. these are outlined in help page 3. it is not important to worry about, but should you gain a few too many CND points from random AP gains then i suggest reading it.

KP is also a useful tool, even more so if your highest stat is STR. investing in 2 points of KP greatly reduce IPs by going for a flash in the middle of the fight somewhere. your opponent will be targeting body and won't suspect a 6H/11/3 (inside). however, the price of KP is being less efficient, that is why suggest only 2 APs moved across (one KP isn't significant enough). it isn't a bad idea to rest just before the flash attempt to try an increase your chances.

efficiency fighter fps revolve around 4B/8/8 because it is the most efficient tactic. if you have less than 16 CND then i suggest using 3B/9/8 to reduce fatigue (unless you are using clinch or counter, use 4B/8/8 then). fps will be long and full of endurance conditionls like: if endurance_percent > 100 - (round - 1) * 4 then 4B/9/7. the bonus is that you don't have to change them often, and when you do, you don't have to change them much. i suggest having a few fps named "BK - wear him down with ring" and "BK - wear him down with clinch" this way you aren't constantly changing fps that are 95% the same.