Welcome To The Newbie Help Files!
Presented By Bad Bit and WILBOO Inc.



Fighter Creation Stat Information Fight Plans Game Plan
Page 2 Page 3 Specialty Regions Create A Fighter Page

Purpose Of These Files

These files are intended to be used as a supplement to the WeBl Help Files.
Please read the Help Files first.



Fighter Creation



Creating Your Fighter

A fighter will start out with 70 ability points that will be split up into 8 different abilities: height (HGT), speed (SPD), agility (AGL), strength(STR), knockout punch (KP), conditioning (CND), chin (CHN), and cut resistance (CUT). In order to know how to distribute these different ability points, you must first decide what type of fighter that you want to create. While there is definitely some variation in fighter design from one manager to another, these are the main types of fighters that exist in WeBL.
Listed below each fighter type are ideas forcreation stats for the different fighter types, although you must remember that every manager has their own ideal stats for a fighter type.

Sissy/Slapper

A fighter with virtually no strength or at best, very little strength. These fighter types score points exceptionally well, and can usually do so, while keeping defense high. The major weakness for sissies/slappers are that they are highly vulnerable to an allout attack.

Strength 1
Knockout Punch 0
Speed 14
Agility 18
Chin 9
Conditioning 14
Cut Resistance LowHeight13
Build Advantage Disadvantage
Very Light to little light: Maximizes the beneifits for Speed and Agility based on height Makes lack of Strength obvious to scout


KP Sissy/Slapper

Similar to the Sissy/slapper but with 1 or 2 KP. This still allows them to score well, but be less vulnerable to the allout.
Strength 3
Knockout Punch 1
Speed 13
Agility 17
Chin 9
Conditioning 14
Cut Resistance LowHeight12
Build Advantage Disadvantage
Very Light to little light: Maximizes the beneifits for Speed and Agility based on height Makes lack of Strength obvious to scout


Dancer

A fighter similar to a sissy, however with a little more strength. They try to win most of their fights by points, because of their good agility and speed.
Strength 9
Knockout Punch 0
Speed 13
Agility 14
Chin 10
Conditioning 14
Cut Resistance LowHeight9
Build Advantage Disadvantage
Very Light: Maximizes Height, Increases Effectiveness of Counter Punching Makes lack of Strength obvious to scout
Very Heavy: Makes it more difficult to scout Reduces effectiveness of Counter Punching


KP Dancer

Similar to the Dancer but with 3-5 KP. They still try to win most of their fights by points, but they can make other fighters pay for being too aggressive, or for having low chin/agility. Allout is usually a mistake when facing these fighter types.
Strength 9
Knockout Punch 3
Speed 13
Agility 14
Chin 10
Conditioning 14
Cut Resistance LowHeight7
Build Advantage Disadvantage
Very Light: Maximizes Height, Increases Effectiveness of Counter Punching Makes lack of Strength obvious to scout
Very Heavy: Makes it more difficult to scout Reduces effectiveness of CounterPunching


Counter Puncher

A fighter similar to a dancer, but with a little more speed. They try to win most of their fights by points, by bashing 4b/8/8 (counter) to the body early, and winning on points late in the fight. These fighters can usually use feint, outside, and counter. Lack of agility makes them susceptible to clinchers.
Strength 9
Knockout Punch 0
Speed 16
Agility 13
Chin 9
Conditioning 14
Cut Resistance LowHeight8
Build Advantage Disadvantage
Very Light (always): Maximizes Height, Increases Effectiveness of CounterPunching Makes Strength more obvious to scout


KP Counter Puncher

Similar to the CounterPunchers, with with max kp. They still try to win most of their fights by points, but they can get a stun or KO using counter or feint. They can fight using counter, feint, or outside. These do best in the upper divisions, since fewer clinchers exist.
Strength 6
Knockout Punch 2
Speed 12
Agility 10
Chin 11
Conditioning 14
Cut Resistance LowHeight14
Build Advantage Disadvantage
Very Light (always): Maximizes Height, Increases Effectiveness of CounterPunching Makes Strength more obvious to scout


Ropist

An extremely high agility fighter that uses "ropes" as their main style. Their agility advantage allows them to score well, and keep damage to a minimum. Many managers though will evolve a fighter into a ropist (normally from a dancer).
Strength 8
Knockout Punch 0
Speed 12
Agility 18
Chin 9
Conditioning 14
Cut Resistance LowHeight7
Build Advantage
Heavy to Very Heavy: Maximizes agility, and reduces wasted AP's on height


KP Ropist

Similar to ropist but has a few points of KP that are used to keep opponent's from being overly aggressive.
No real starting stats for this fighter type. They are usually evolved from a ropist or KP dancer.

Balanced

A fighter type that allows for a variety of fighting types. These fighter types are very versatile. They have the ability to win by points, or by KO. They have the ability to outpoint the sluggers, and to go for the knockout vs. the dancers and slapper types.
Strength 13
Knockout Punch 0
Speed 14
Agility 14
Chin 9
Conditioning 14
Cut Resistance LowHeight5
Build Advantage
Normal to Very Heavy: Makes Scouting Stats very difficult.


KP Balanced

Similar to balanced fighters, but with KP, which is usually maxed, they can dance effectively, slug a little, but they also have the ability to flash.
Strength 12
Knockout Punch 4
Speed 12
Agility 12
Chin 11
Conditioning 12
Cut Resistance LowHeight6
Build Advantage
Normal to Very Heavy: Makes Scouting Stats very difficult.


Flasher

A fighter with high strength, Max KP, high chin, and low conditioning. They go for the early KO by using inside or allout. Since they get tired quickly, they often throw in the towel after a couple of rounds.
Strength 19
Knockout Punch 6
Speed 13
Agility 8
Chin 13
Conditioning 6
Cut Resistance LowHeight4
Build Advantage
Very Heavy: Allows for maximum Strength and KP.


Slugger

A fighter with a great deal of strength. He tries to wear down his opponent, and once he has the endurance advantage, he goes for the knockout.
Strength 17
Knockout Punch 0
Speed 12
Agility 11
Chin 10
Conditioning 13
Cut Resistance LowHeight6
Build Advantage
Normal to Very Heavy: Makes Scouting Stats very difficult.


KP Slugger

Similar to a slugger, except it usually has max kp. They will be able to go for an endurance advantage against some fighter types, but also have the ability to flash in some instances.
Strength 15
Knockout Punch 4
Speed 12
Agility 11
Chin 10
Conditioning 12
Cut Resistance LowHeight5
Build Advantage
Normal to Very Heavy: Makes Scouting Stats very difficult.


Agile Slugger

Similar to a slugger, except that it has more agility. The agility is normally equal to the amount of strength. They try to win the endurance battle for either a KO or late round points win. They often use inside against the slapper types, and ring against the slugger types. Speed should be about 70 percent of strength
Strength 15
Knockout Punch 0
Speed 11
Agility 15
Chin 9
Conditioning 14
Cut Resistance LowHeight6
Build Advantage
Heavy to Very Heavy: Helps hide the high agility


Clincher

Very Short fighters with lots of strength, 0 kp, and low agility. They use "clinch" as their main fighting style, but can switch to inside once they have a large endurance advantage. Speed should be at about 45-50 percent of strength.
Strength 27
Knockout Punch 0
Speed 13
Agility 7
Chin 9
Conditioning 13
Cut Resistance LowHeight1
Build Advantage
Very Heavy: Allows them to be shorter and stronger


Important Notes about the stats above

Most managers will use low cuts. Some managers use normal cuts. However, high cuts is a complete waste of AP's.

The heights and starting stats can vary from one manager to another. These are suggestions to help you get started.

Many new managers will generally put too many (or too few) APs into conditioning. It should start out at 13 or 14 for most fighters. Entering contenders about 15 or 16 conditioning should be plenty. At WT level, they should generally be at 17 or 18 conditioning. In most cases, a fighter should not train conditioning. This is due to the high likelyhood of gaining a few points of conditioning as part of the random APs that you gain as you rise in rating/status.
You can now get a quality pre-made fighter at the Create-A-Fighter Page: Sponsored by the Help Files.

What does each stat accomplish?

Strength: increase the endurance damage and stun damage that you gI've your opponent
Endurance Damage is determined by:
End. Damage = POW * STR * sqrt(AGG * SPD) / opp(DEF * AGL)


KNOCKOUT PUNCH: increases the amount of stun damage you deal. KP allows you to flash ("go for the sudden KO") a fighter that has low chin, even when they are not tired. KP is used to determine stun damage. Kp is limited to 1/3 of STR:
Stun Damage is determined by:
Stun Damage = POW * (STR + 3 * KP) * sqrt(AGG * SPD) / opp(DEF * (AGL + CHN - 10))


Agility: reduces endurance damage, reduces stun damage, and reduces punches landed. Agility becomes more important as you go higher and higher in rating/status. The higher your agility, the easier it is to avoid damage.


SPEED: increases punches landed, increases endurance damage, and increases stun damage.
Percent of punches landed is determined mainly by speed using the formula:
PERCENT = SPD*SPD / (SPD*SPD + k * sqrt(k*opp(AGL))) * 15/(DEF+opp(DEF))
where k = 12 + 1/3 of the rating of the two fighters involved.



CONDITIONING: increases the amount of endurance damage you can take before feeling tired, decreases fatigue. Each point of conditioning is equal to 10 points of endurance for the fight.
As stated earlier, most fighters should start out at 13 or 14 conditioning. Entering contenders about 15 or 16 conditioning should be plenty. At WT level, they should generally be at 17 or 18 conditioning.
You might want to add 1 to 2 AP's to conditioning for Heavyweights due to the fatigue penalties.


CHIN: Increases the amount of stun damage a fighter can absorb during a round. It also is a factor in the amount of IP's gained during the fight.
An increase in Chin, increases the amount of stun damage you can take before being stunned, knocked down, or Knocked out. However, too many AP's results in fewer AP's being used in the "fighting stats", which include Strength, Agility, Speed, and Conditioning. KP fighters should have more chin because when they flash they are at low defense and don't want to be knocked out themselves.




Fight Plans



Fighting Styles

Inside (An offensI've style for fighters with a STR advantage.)
The fighter moves in close to muscle his opponent and throw power punches.
-The fighter gains +1 STR.
-Any STR advantage he has over his opponent is increased by 50%.
-The fighter's opponent gets a +10% damage bonus (to penalize the fighter for trying to get close).
Use this only if you have a STR advantage to maximize its effect. You should generally not use inside unless you are using power of at least 4. Remember, when you go inside you take 10% more damage.


Clinch (A defensI've style for fighters with a STR advantage.)
-The fighter gains +1 AGL.
-If the fighter has a higher STR than his opponent, 50% of his STR advantage is added to his AGL.
-The fighter's AGG is reduced by 15% of his opponent's AGG. Fractions are retained so that, against an opponent with 4 AGG, the clinching fighter would lose 0.6 AGG. These lost points are used for resting and increase his endurance point recovery.
-If the fighter uses a DEF greater than 10, he may be penalized for not breaking a clinch
This is used when you have a large str advantage and you want to gain some agility while using high power. Not as effective at high aggressiveness because of the aggressiveness penalty.


Ropes (An offensI've style for fighters with an AGL advantage.)
-If the fighter has a higher AGL than his opponent, than his opponent's AGL is reduced by 66.6% of the difference -- but never below 8.
-However, a fighter using this style also loses 1 point of his own AGL.
This is used for body bashing an opponent with much less agl or trying to stun or KO him. Should be used sparingly and only in the right situation.


Ring (A defensI've style for fighters with an AGL advantage.)
-The fighter gains +1 AGL.
-Any AGL advantage he has over his opponent is increased by 50%.
-The fighter incurs one additional point of fatigue.
A defensI've style used to maximize an agility advantage. The extra fatigue makes this style only useful if you have an advantage of at least 2 AGL.


Feint (An offensI've style for fighters with a SPD advantage.)
-The fighter gains +1 SPD.
-Any SPD advantage he has is increased by 50%.
-The fighter loses 1 point of fatigue. (because he is being more active).
Helps maximize a spd advantage. Use feint if you have a spd advantage of at least 2 or at the end of a fight to try to outpoint your opponent.


Counter (A style for fighters with either a SPD or HGT advantage.)
-The counter-puncher gains +1 STR.
-If the fighter's SPD+HGT is greater than his opponent, then 25% of this advantage is added to his AGL, and 25% is subtracted from his opponent's AGL (but his opponent's AGL is never reduced below 50%).
-The counter-puncher loses 15% of his AGG. This does not count towards fatigue, or towards Rest.
An excellent style for tall fast fighters. Used for body bashing or KO defense (sometimes KO offense). Bad for scoring points due to the aggressiveness penalty. A tall fast fighter should use outside or feint to score points.


Outside (A style for fighters with a HGT advantage.)
-The fighter gains +0.5 AGL and +0.5 SPD.
-For purposes of computing AG and SPD, the fighter's HGT advantage (if any) is increased by 50%. For example, a fighter with a 4" HGT advantage would normally get +2 SPD and +2 AGL, but when using the outside style he gets +3 SPD and +3 AGL.
-The fighter's POW is reduced by 15%. This energy is lost and does not count towards either fatigue or towards resting.
Maximizes a height advantage. The power penalty makes this style most effective at 1 power. Never use power more than 3.


Allout (The fighter "walks through" punches hoping to inflict massI've damage on his opponent.)
-The damage (both stun damage and endurance damage) he inflicts is doubled
-The damage inflicted on him is quadrupled.
Used to KO opponent in desperate situations or when you know he is no threat to KO (like a sissy). New players tend to overuse allout. Outside the expert players, about 75% of allout attempts end in a KO for the fighter using the allout. It should be used very sparingly in situations where you suspect your opponent will be using very low power. It is also used if your fighter is built to flash with big kp, big chin and little conditioning. Sometimes a kp fighter can use allout to KO a slugger going to the body, since the slugger's stun damage has been diminished by targeting

Conditionals


Fight plans are talked about in detail with regards to agg/pow/def in the rules and the Rife Files.
So, I am going to list some common conditionals.

Score conditionals:


if score > 0 then x/x/x (style) triggers if you are winning (by commentator)
if score > 1 then x/x/x (style) triggers if you are winning by more than 1 point
if score > 2 then x/x/x (style) triggers if you are winning by more than 2 points. etc...
if score = 0 then x/x/x (style) triggers if score is tied
if score < 0 then x/x/x (style) triggers if you are losing
if score < 1 then x/x/x (style) triggers if you are losing by more than 1 point
You can also say if score >= x then x/x/x (style) triggers if you score is equal or greater than x (x can be positI've or negatI've)
if score > 13 - round then x/x/x (style) triggers if you can afford to lose remaining rounds 10-9)
if score > 14 - round then x/x/x (style) triggers if the same as above, but with room for error by judges or if you get KD'd once)
if score < round - 10 then x/x/x (style) triggers if you can afford to lose a round and still win, but you don't want the score to be this close)
if score < round - 11 then x/x/x (style) triggers if you need all the remaining rounds to be 10-9 (or better) to win)
if score < round - 12 then x/x/x (style) triggers if the best you can get is draw from 10-9 rounds)
if score < round - 13 then x/x/x (style) triggers if you can't even draw with 10-9 rounds (without luck from judges))
A good way to think of score < round - x is that x/2 represents the number of rounds you have lost on the comentator'scard. If x=10 then you have lost 5 rounds. If x=8, you have lost 4 rounds. If x=13 then you have lost 6.5 rounds and you are in deep manure.

Endurance Conditionals

if endurance_percent > 100 - (round - 1) * 2 then x/x/x (style) triggers if you receI've less than 2% endurance damage per round, which is VERY little.
if endurance_percent < 100 - (round - 1) * x then x/x/x (style) triggers if if receI've more than x % of endurance damage per round)
general values for x above
1-3 - taking very little damage, possibly only fatigue
4-5 - moderate damage, from slugging
>5 - lots of damage
*Note*: You must use whole numbers only in the fight plans. So if you want decimal numbers, such as 4.5% damage, you must change the conditional a little.
if endurance_percent * 10 > (1000 -((round - 1) *25)) then x/x/x (style) triggers if you are losing more than 2.5 percent of endurance a round
You can also include the endurance conditional (as opposed to endurance_percent). Endurance compares your actual endurance number against a trigger value. Example below:

if endurance < 180 - 4* (round -1) triggers if an 18 conditioning fighter is receiving less than 4 endurance loss per round. Sometimes I use this as a trigger for flashing a body basher. I might pick an specific number like: if round = 2 and endurance < 169 then 5h/11/4 (inside)]


Some other endurance conditionals include:
if endurance_percent < x then x/x/x (style) (x at 60 or so, use for rest)
if opponent = strong then x/x/x (style) (opponent's endurance > 67%)
if opponent = tired then x/x/x (style) (opponent's endurance < 67%)
if opponent = weak then x/x/x (style) (opponent's endurance < 33%)
can also be written: if opp = weak then x/x/x (style) (opponent's endurance < 33%)

towel conditionals trigger only when you are below 50 percent endurance. They can be placed in a fight plan simply by putting towel in a line. However, that kicks in any fight that you are below 50 percent regardless of whether you are winning or not. So a better choice for towel conditionals are:
if endurance_percent <= 50 and opp = 2 and score < 14 - round the towel
if score < 0 and endurance_percent <= 33 and opp > 0 then towel
if score < 0 and opp = 2 then towel
Also, if opp = 2 means the same as if opponent = strong. 1 means tired. 0 means weak.

Other features that can be tracked include:
stuns:
hisstuns means the # of times he has been stunned
mystuns means the # of times you have been stunned
*Note*: Knockdowns count as two stuns
knockdowns:
myknockdowns means the # of times you have been knocked down
hisknockdowns means the # of times he has been knocked down
roundswon means the number of rounds clearly won
roundslost means the number of rounds clearly lost

These can also be combined using and/or in the conditionals. An example below
if opponent = strong and score > 2 then 1/1/8 (clinch)
if endurance_percent < 60 or score > 2 then 1/1/8 (clinch)

Understanding How The Fight Simulator works:

The fight simulator is often a source of confusion for new managers, and even some old managers. The fight simulator reads your fight plans and uses that information to determine the outcome for every round. Some of the fight plans can be as simple as 2 or 3 lines, while other managers can create fight plans with 100+ lines. I would venture to say that most fight plans of your typical contenders quality manager would range between 20-30 lines. How do you arrange a fight plan this long? How does the fight simulator know which line to use? Well, it is based on the positioning of each statement. A normal fight plan will utilize static lines and conditionals. The static line is one that is always true, and the conditionals require some criterium or multiple criteria be met before it is used by the fight simulator. The simulator will read from top of the fight plan to the bottom. It will ultimately follow the last statement that is considered to be true. So, if more than one statement is true, it will use the statement that is true that is closest to the bottom. Take for example, a simple fight plan that goes like this:

1) 4b/8/8 (ring)
2)5b/7/8 (ring)
if score < 0 then 6/8/8 (ring)
if score > 2 then 5b/9/6 (ring)
5)if score < 0 then 8/6/6 (ring)
if score < 0 and endurance_percent > 85 then 5h/10/5 (inside)
10)7/3/10 (ring)
if score > 14 - round then 3h/6/11 (ring)

Although this fight plan probably wouldn't win many fights, it will help explain how the simulator works.
The static lines (no conditionals attached) are:
1) 4b/8/8 (ring)
2)5b/7/8 (ring)
10)7/3/10 (ring)

In round 1 it will follow the static line of 4b/8/8 (ring). In round 2, the simulator will determine which statement is correct to use. It will decide to use the 4b/8/8 (ring) unless one of the following conditionals are considered to be true. If you are losing (score < 0) then it will perform the 6/8/8 (ring). If you are winning by 3 or more points (score > 2) then it would perform the 5b/9/6. In round 3 and 4, it would use the same process. However in round 5 there is no static line, so it would perform the 5b/7/8 (ring) unless either of the following conditionals: if score > 2 then 5b/9/6 (ring) or 5)if score < 0 then 8/6/6 (ring) were considered to be true. (Notice that the if score < 0 tactic from round 5 would be used, since it would cancel the previous one). and it would continue performing the last (bottom) true statment until the fight was over. This also brings up the idea of a unI'versal conditional. This is a conditional that you put into the fight plan at the bottom, that if it is true, you want it to kick in every time. For example:
1) 4b/8/8 (ring)
2)5b/7/8 (ring)
if score < 0 then 6/8/8 (ring)
if score > 2 then 5b/9/6 (ring)
5)if score < 0 then 8/6/6 (ring)
if score < 0 and endurance_percent > 85 then 5h/10/5 (inside)
10)7/3/10 (ring)
if score > 14 - round then 3h/6/11 (ring)
1) if endurance_percent < 70 then 1/1/8 (clinch)

This is different from the previous fight plan by one line. This bottom line, since it has a 1) next to it allows for your fighter to rest at any time, any round, whenever his endurance falls below 75 Percent. It basically trumps (or cancels out) all other conditionals when it is true. So make sure that you put the order of the conditionals in the right place. Last statement that is true, gets performed by the simulator.
The last bit of information is understanding cheat lines. Cheat lines and towel lines can complicate matters a little. If the cheat line is written like:
if warnings = 0 then cheat
this is the one time that the simulator will use two lines to determine the tactic used. Let's use the example below:
1) 4b/8/8
if score > 0 then 3b/10/7
if warnings < 3 then cheat;
if score > 4 then 4/7/9

7) 13/1/6
if endurance_percent < 45 then towel;
if score > 0 and endurance_percent < 45 then 1/1/8 (clinch);

In rounds 1 through 6, the fighter will cheat with either 4b/8/8 or 3b/10/7 while warnings are less than three and score is less than 5. The cheat command applies whenever it is the last true command for a block and affects all lines above it.
Starting in round 7, the fighter is going to start going 13/1/6. Although you might think that the second conditional overrides the first, but with towel as soon as the simulator runs into a true towel conditional, it stops processing and immediately towels the fighter.

When i use the cheat commands I write it differently, just so I make sure that I get it to work, only when I want it to. In the example above, I would have Used
1) 4b/8/8
if score > 0 then 3b/10/7
if score > 0 and warnings < 3 then 3b/10/7
I would use this if I only wanted the cheat command to work on a particular line, and not any of the others above it that may be true.

I also think it is important to understand the words used in the fight simulator that are key in scouting and understanding a fight. The first is endurance of the fighters. At the end of every round, you will see a status of your fighter and opponent's fighter, as well as the cuts. We are going to focus on the endurance. When you read the status of the fighters, you can't tell exactly how much endurance that your opponent has left. However, you can get a pretty good idea by the terms they use. See the list provided:
> 85% don`t need to rest
<= 85% remains standing
<= 75% grabs bottle
<= 65% obviously tired
<= 55% slowing down
<= 45% exhausted
<= 35% collapses limply onto stool
<= 25% requires medical attention
<= 15% can`t remember his corner

Also, sometimes it is important to read what the fight report says about a fighter's actions in the ring, to determine what tactic they are using. While you can often tell the tactic based on the punches thrown, power punches, etc., this isn't the case all the time. If a fighter gets knocked out during that round, it doesn't gI've you that information. But it does gI've you info at the beginning of the round. Use the info from the fighter's actions to help determine what the fighter's tactics were for that round. See the list below.

If the figher is fighting Inside :
DEF > 10 Fighter fights with his head in his opponent's chest. (inside)
POW > 10 Fighter is throwing big punches. (inside)
AGG > 10 Fighter charges. (inside)
if all stats are < 11 Fighter goes toe-to-toe. (inside)

If the figher is fighting Clinching:
DEF > 10 Fighter goes for a clinch as soon as the bell rings! (clinching)
POW > 10 Fighter thinks he's in a wrestling match. (clinching)
AGG > 10 Fighter jabs and clinches when his opponent closes. (clinching)
ALL < 11 Fighter is clinching a lot. (clinching)

If the figher is fighting Outside
DEF > 10 Fighter backpedals. (outside)
POW > 10 Fighter fights from outside. (outside)
AGG > 10 Fighter stays outside and uses his jab. (outside)
ALL < 11 Fighter fights from outside. (outside)

If the figher is fighting Feinting
DEF > 10 Fighter feints and fakes to keep his opponent away. (feinting)
POW > 10 Fighter tries to set up a perfect punch. (feinting)
AGG > 10 Fighter feints and jabs aggressively. (feinting)
ALL < 11 Fighter feints and fakes. (feinting)

If the figher is fighting Ring
DEF > 10 Fighter is backpedaling. (using the ring)
POW > 10 Fighter dances around looking for a good shot. (using the ring)
AGG > 10 Fighter moves and jabs. (using the ring)
ALL < 11 Fighter dances around the ring. (using the ring)

If the figher is fighting Counter
DEF > 10 Fighter waits for his opponent to make the first move. (counter-punching)
POW > 10 Fighter waits for the right opportunity. (counter-punching)
AGG > 10 Fighter looks to trade jabs. (counter-punching)
ALL < 11 Fighter is counter-punching. (counter-punching)

If the figher is fighting Ropes
DEF > 10 Fighter lures his opponent into a corner. (ropes)
POW > 10 Fighter muscles his opponent into a corner. (ropes)
AGG > 10 Fighter chases his opponent into a corner. (ropes)
ALL < 11 Fighter traps his opponent against the ropes. (ropes)

If the figher is fighting Allout
DEF > 10 Fighter Seems indecisI've. (all out)
POW > 10 Fighter throws everything he's got! (all out)
AGG > 10 Fighter lunges at his opponent. (all out)
ALL < 11 Fighter is a raging bull! (all out)

I hope this helps you understand the way that the fight simulator works. Just remember, that it performs the action of the last (bottom) true statement.

RESTING:

Resting is an important part of a fight plan, and understanding resting is important. Resting allows a fighter to regain some of the endurance that was lost previously in the fight. However, it is important to understand when to rest. While fighters will automatically gain some endurance back between rounds (10% of lost endurance) it is often not enough. When you rest, (leave extra points for rest, such as 1/1/8 (clinch) leaves 10 points for rest, so 10 of the 20 points available have been used. The remainder go to rest) These extra resting points help gI've endurance back to the fighter. The amount of endurance gained by rest is proportional to the endurance lost. Therefore, resting is much more effective when you have endurance to regain. Resting in Round 1 or 2 usually isn't a good idea, since you don't have much endurance to regain. If your fighter's endurance had dropped to 75%, it might be a good time to rest. It is seldom a good idea to rest at endurance above 75%. When you rest, rest completely (1/1/8). Don't try to fight and rest at the same time (eg. 7/1/8). If you are planning on using clinch to rest, then it might be wise to use 2/1/8 (clinch). This tactic will allow you to win the round if your opponent rests that same round, and if he doesn't, then your aggresI'veness will be lowered due to style, and those points will be put towards your rest. This allows for the possibility of sneaking out a winning round while resting.

Things to consider for resting:
1. How much endurance your fighter has lost.
2. How little defense can you use to rest, to keep from being stunned, knocked down, or knocked out. Sometimes you might be able to get away with using only 4 or 5 defense, and sometimes you may need 10 defense.
3. Do you have an endurance advantage? If he is stronger than you, it might be wise to even it up a little by resting
4. Make sure your fight plan doesn't cause you to rest in too many rounds. If your fighter is getting pummeled and is resting every round, it might be better to just throw in the towel.

Sample Fight Plans: (originally found on Albino's old site.)



a KP dancer plan - I'll go through every line, this something like african monks sissy drone plan (once a very popular group of fighters)

lines with # at front are skipped by parser, I've used them as comment lines for the condition below it. btw, you can copy this straight from here into a fp.

KP DANCER PLAN
# plenty vs. a slugger targeting head or body
1) 5/1/14 (ring);
# lost 1 round, could be a slugger with high SPD so don't open up too much just yet
if roundslost >= 1 then 7/1/12 (ring);
# lost 2 rounds, ok, he's probably a dancer
if roundslost >= 2 then 9/1/10 (ring);
# he's definitely use some AGG
if roundslost >= 3 then 11/1/8 (ring);
# he's probably on to your plan or has AGG higher than you still
if roundslost >= 4 then 13/1/6 (outside);
# he must be using very high AGG there for very low DEF, use your KP to KO him
if roundslost >= 5 then 5H/11!/4 (counter);
# you have a good lead, protect yourself
if score > 2 then 4H/6/10 (ring);
# you have a good lead, but your tired, rest the round
if score > 2 and endurance_percent < 67 then 1/1/9 (outside);
# hes slugging heavily, probably low DEF, use KP to KO - or at least stun/KD
if endurance_percent < 100 - (round - 1) * 5 and round < 7 then 5H/11!/4 (counter);
# he stuns you early in fight when you had high DEF, hes using allout or low DEF inside
if mystuns > 0 and round < 4 then 5H/8/7 (counter);
# i used to use this as a mid-late stun-o-meter, basically if i'm stunned more than once every two rounds
if 2*(mystuns - hisstuns) > round then 5H/10/5 (counter);
# i've won, so retreat
if decision_true = won then 1/1/18 (ring);

stop

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.

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. (only use this if opponent has 0 KP.)
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 aggresI'vely
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 and the opponent is also not weak - gI've up
1) if opponent = strong and endurance_percent < 50 and score < 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);

#You might have a chance at a draw if you can hang on.
1) if endurance_percent < 50 and opp = 3 and score > 12 - round then 1/1/18 (ring)


stop

NOTE1: if AGG > POW then use opportunistic fighting or 'best openings' as the easy FP creator describes it.
NOTE2: 4/8/8 is most efficient damage dealt/receI'ved ratio.
NOTE3: when POW = 2 * AGG, it is efficient 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 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 gI'ves +1 fatigue and pretty much cancels out +1 AGL bonus.




Game Plan for the Fight Plan



Basic Game Plans

When you decide to create a fight plan. There are a few things to consider. First, No fight plan is going to be able to be used vs. every opponent you face. There is too much variation in your opponent's' stats, and even more variation in their fight plans. Secondly, Just because you create a fight plan that works great for your fighter vs. a slugger, that doesn't mean that it will work against all sluggers. Again the variation of stats and fight plans makes each fight different. Since there isn't a "one fight plan fits all" scenario, you will need to create a fight plan that works best for the situation that you are up against at that particular time. In order to create the fight plan that you want to use in this fight, you need to have a game plan. Just like in real sports, you will generally go into a game with a good idea of how you want to go about trying to win. The same is true here. You need a game plan that you think will ultimately get your fighter the victory. Then use this game plan as a guide to set up your fight plan.
Some of the basic game plans are as follows:
1) Go For The Early KO
2) Bash, Bash, And More Bash, Late KO
3) Bash, But Keep Score Close, Late KO
4) Bash And Run
5) Slap To Victory
6) Lure Opponent Into A Flash

1) Go For the Early KO:
This is a tactic that is used by flashers, and in some cases by other KP fighters. The Flasher would use a tactic such as 5h/10!/5 (inside) or 5h/10!/5 (allout) in almost every single fight. There is a litle variation here, but it is a pretty basic idea. This allows them to try and end the fight early, since they will have low conditioning. However, other KP fighters can get away with this in certain situations. If a fighter has KP and they feel that the opponent has a very weak chin, low agility, or both, then they also may choose to use this tactic. If you use this approach and it doesn't work, it is commonly best to 'throw in the towel' as soon as possible. This is because you will almost always lose a large amount of endurance in the flash round. This will put you way behind in the endurance battle, and make it very difficult to win. Cheating is Recommended for this fight plan.

2) Bash, Bash, And More Bash, Late KO:
This game plan is basically a bash at all costs fight plan. This tactic is mainly used by clinchers and sluggers, but can be used by other types as well. The main idea of this type of fight plan is that you want your fighter to try to win the endurance battle by a huge margin, while basically ignoring the score. The hope is that you will have such a huge advantage late, that even if he decides to backpedal to a victory, that you will be able to Knock him out. The tactic to use is always dependent on your opponent. You might start out with 4b/9/7 (style) or 5b/8/7 (style), and ultimately might get up to 5b/10/5 (style) or 5b/11/4 (style). Then late in the fight, switch to 5h/10/5 or 5h/11/4 or maybe even a 6h/12/2 (style) depending on the endurance and fighter type of your opponent. The style late in the fight would usually be either inside or allout. Cheating is recommended until warned. After you have been warned once, stop cheating.

3) Bash, But Keep Score Close, Late KO:
This approach is often used by speed biased clinchers, sluggers, agile slugger types, and balanced fighter types. The idea behind this is to get an endurance advantage by using high power (similar to previous approach). Meanwhile trying to keep the score close by maybe throwing in a 8b/6/6 (style) to win a round or two while still throwing some power. This will force your opponent to have to keep trying to win rounds later in the fight when he is a little more worn down. At this point, your fighter should have a pretty nice endurance advantage and be able to go for the knockout using head shots with inside or allout. Cheating is Recommended until warned.

4) Bash And Run:
The Bash and Run game plan is commonly used by agile sluggers, balanced, and a few other types as well. The main idea behind this is to gain an endurance advantage early by using body shots, such as 4b/8/8 0r 5b/7/8, etc. Once your opponent starts getting worn down, instead of trying to go for the knockout, you increase the punchcount and try to win the rounds on points. How much you increase your fight plan depends on the fighter you are facing. Since your opponent will be tired, his strength, agility, and speed will all be reduced due to his fatigue. However, remember that KP and Chin do not get reduced by fatigue. Some common later round tactics in a Bash and Run approach could be 8/6/6 (style) or 10/4/6 (style) or even use 1 power such as 12/1/7 (style)

5) Slap To Victory:
This is an easy to understand approach. Mainly used by slappers, dancers, and balanced fighters. In this approach you try to win by points. By throwing lots of punches, like 7/3/10 (style), you try to win rounds on points. If you lose a round, then increase the punchcount so that you win the next round. Once you have won enough rounds, then you backpedal, 1/1/18 (ring), to a victory.

6) Lure Opponent Into A Flash:
Similar to the Slap to Victory approach. However the fighters that use this either have some strength and/or KP. Basically you try to win on points, however, if the opponent increases their punchcount to try and out score you, then you can go inside or allout and try to knock him out. The other approach for this type is if your opponent realizes that you are throwing high punch counts, he might start throwing very high power punches and lower his defense. If he lowers his defense too much, he becomes susceptible to a flash attempt, if you have KP. But if your opponent doesn't increase his punchcount or start throwing massI've power punches, then you just coast to an easy points win.

Note:While many people may have other names for these approaches, or they may ultimately have other approaches also, these are common game plans to think about when building your fight plan. Make sure that you know what you want to accomplish with your fight plan. It is also good to have some sort of contingency plan included. What if you aren't winning the endurance battle like you thought you would... what are you going to do then. Make sure you take into account the situations, in which things don't go according to plan. Don't assume things are going to go your way, as this could cost your fighter his career.



Fight Plan Clinic



Presented by Art of Pugilism

Just about every week, I get a couple of e-mails from new managers (and some not so new) asking me to send them a fp. Many of the veterans I've spoken with tell me that they receI've the same. In the past, I have politely declined. However, in an effort to gI've something back to the game and help the new guys, I've put together a clinic on a BASIC fight plan that I will post below. The point of this is to provide the new manager with a structure for building organized fps, which is easy to understand and can be adapted to various fighter types and manager tendencies. THE FP BELOW IS ONLY AN EXAMPLE. It is not "THE FP" that beats everybody. It contains a structure that will adapt your fighter to various common situations, but you must scout to enter the proper A/P/D (Aggressiveness/Power/Defense) numbers and styles for your opponent and your fighter's build. Veterans are not likely to learn much from this. This is pretty basic stuff. This is not the fp engine that I use. Naturally, mine is much more complex with endurance triggers, stun conditionals and cut conditionals and the basic structure is different as well. However, I still use this structure in certain situations and it works well. For most new managers, a fp that is structured this way will beat about 70% of the fighters you find in regionals if the fighter build is sound. Also, this plan contains about 90% of the principles you will need to understand how to write good fps. After you know the basics, you can begin to innovate. I've included the round parameters, (eg. 1),2),3)) even though they might not be necessary, just to keep it neat and to avoid confusion. Remember that the sim reads the last true statement in a fight plan. So, it keeps assessing conditionals until it finds the last true conditional that triggers.
#Basic Fight Plan (dancer)

#Progressive score dependent conditionals
1) 5B/7/8 (ring)
2) if score < 0 then 5/7/8 (ring)
3) if score < 1 then 5/7/8 (ring)
3) if score < 0 then 6/6/8 (ring)
4) if score < -1 then 7/5/8 (ring)
5) if score < -2 then 8/5/7 (feint)


#Final sprint 1) if round - 7 > score then 8/5/7 (feint)
1) if round - 9 > score then 10/3/7 (feint)
1) if round - 11 > score then 12/1/7 (feint)


#Endgame Flash
1) if round - 11 > score and endurance_percent > 72 and opponent < strong then 5H/11/4 (ropes)
1) if round - 11 > score and endurance_percent > 72 and opponent < strong and warnings = 0 then 5H/11!/4 (ropes)


#Almost home
1) if score > 12 - round then 7/3/10 (ring)


#Opponent tired or weak
1) if opponent = weak and endurance_percent > 67 then 5H/11/4 (ropes)
1) if opponent = tired and endurance_percent > 72 and round - 9 < score then 5B/8/7 (ropes)


Rest
1) if endurance_percent < 67 and (round = 7 or round = 9) and score < 12 - round and score > 0 and opponent = strong and round - 9 < score then 1/1/8 (ring)
1) if endurance_percent < 60 and (round = 8 or round = 10) and score < 12 - round and opponent = strong then 1/1/9 (ring)


#Fight locked up
1) if (score > 15 - round or roundswon >= 8) and opponent > weak then 1/1/18 (ring)


#Towel
1) if endurance_percent < 50 and score < 0 and opponent = strong then towel


Part 1:Progressive score dependent conditionals
This very simple but effective structure increases your aggressiveness in response to the score and doesn't let you jump up too fast so you maintain your efficiency. In this example, we assume we have a high agility strong dancer with good speed. This structure will attempt to maintain a one round lead and if so, your fighter will go to the body. You can adjust the score conditionals to make him go to the body if score < -1 and accelerate from there at -2, and -3, if you want to. This will allow you to deliver damage and fight from behind without letting the opponent get too far ahead. This progression should keep the fight within reach and deliver the most power when your opponent is behind and trying to catch up. Naturally, you should adapt the A/P/D and style to your fighter. If you have a slapper, you might change the progression to 5/1/14 (outside), followed by 6/1/13, 7/1/12, 8/1/11, 9/1/10. You can also use these to throw in a flash, like:
5) if score < - 2 then 5h/11/4 (ropes)
So this way, every time he gets up by two, you tag him because to get there he had to be beating 7/5/8 (ring).


Part 2: The Final Sprint
This begins when you have lost 3.5 rounds on the comentator's scorecard. The expression [if round - 7 > score] triggers when you have lost 3.5 rounds. Whenever you use a [if round - x > score] conditional, it will trigger when you have lost more than x/2 rounds on the commentator's card. So [if round - 4 > score] will trigger after you have lost 2 rounds or more on the comentator'scard. REMEMBER: The commentator's card does not necessarily reflect the judges' scoring. You may be further ahead or behind than this.
This conditional will hold you at this A/P/D until he wins another round (or draws two), after which the next one will trigger, then the next. The theory here is that at the end, you want to stay with the A/P/D that is winning rather than reducing aggressiveness every time you get closer (as is the case in the score dependent conditionals). At this point in the fight, you want to win rounds, not play leapfrog with the score.


Part 3: The Endgame Flash
When you reach [if round - 11 > score] you have lost at least 5.5 rounds on the comentator'scard. This is a critical point in the fight. This is usually when the fireworks start. This is where the opponent is trying to close out the fight and he is most vulnerable to a flash attempt. When the commentator shows you have lost 5.5 rounds, you are entering draw territory and you need to do something to tip the balance your way. You need to either slap or flash.
In this example, we have chosen to flash for the stun or KO if we are fresher and he is tired. Otherwise, we try to sprint using the [round - 12 > score] conditional in the "Final Sprint" section. The conditional says, "If I've lost 5.5 rounds on the comentator'scard and I'm at 72% and he's below 67%, I will flash." If not, this conditional will fail to trigger and your fp will proceed to 12/1/7 (feint) in the "Final Sprint" section. The second conditional in the endgame is identical to the first except it will cheat if you haven't been warned to that point.


Part 4: Almost Home
Sometimes, when you expect your opponent will flash, you want to back off and become more defensI've. If your opponent has KP, or has a history of flashing in rounds 10-12, you might want to activate this conditional. [if score > 12 - round] in your fp is the converse of your opponent's [if round - 12 > score]. What it says is that you have WON 6 rounds on the comentator's scorecard, and conversely, your opponent's fp says he has LOST 6 rounds. So, in his fp, you are likely to trigger his flash conditional at this point if he has one. In anticipation of this, your fp drops you down to 7/3/10 (ring), which is a much more defensI've posture. If you have kp, you might want to try 4h/8/8 (ring), which will ruin his whole night if he tries 5h/11/4 (inside).
WARNING: This conditional is very risky. If he doesn't flash and he keeps slapping, the score on the comentator's card will end at "too close to call", and it could be anywhere from a loss, to a draw, to a win. The judges don't always see it the same way as the commentator. But, if he goes 5h/11/4, you will almost certainly win the round and establish a two round margin on the comentator's card at the end. That would very likely be a win or at least a draw.


Part 5: Opponent Tired or Weak
This set of conditionals checks to see if the opponent is tired or weak and interrupts your scoring conditionals to deliver some extra damage. If he is weak (< 33% endurance) and you are strong (>67% endurance) you have worn him down to half your APs. This is the time to put him away with a flash.
The second conditional says that if he is tired (< 67% endurance) and you are at 72% (thus having at least a 5% endurance advantage) you are going to go to the body. A lot of managers will throw in a rest conditional at 67%, so this conditional might actually do extra damage AND win rounds. This conditional shuts itself off if you have lost 4.5 rounds (it only fires if round - 9 < score) returning you to the "Final Sprint" section at 10/3/7 (feint).


Part 6: Rest
It is important to rest at the right moments. You want to pick specific rounds and circumstances to rest and then rest completely. In this example, we have chosen to rest in rounds 7 or 9 if we are below 67% and the opponent is strong, but only if we are ahead and have not lost 4.5 rounds. You want to make your rest parameters very specific, because you don't want to be in a situation where you are sitting at 1/1/8 round after round after your opponent's tired conditional has kicked in and he is bashing you. This conditional also shuts off the rest line [if score < 12 - round] at the point you have won 6 rounds on the comentator'scard. You don't want to be resting at the point where he is flashing. If he goes allout, you might be KO'd and if not, you will probably suffer terrible cuts and/or knockdowns.
The second rest conditional is similar, but occurs at a lower endurance and does not require your being in a lead. At this point, the opponent is >67% and you are less than 60%, so you are just trying to catch your breath with a little higher defense, whether you are leading or not.
Depending on the type of fighter he is, you might want to eliminate certain restrictions. You may want to rest at 70 or 72 to prevent him from triggering his [opponent < strong] conditional. AlternatI'vely, you may want to rest in those rounds even if the opponent is tired. Adapt your resting to the fighter, just like you do with the rest of your fp.


Part 7: Fight locked up
This conditional triggers when you have the fight well in hand. It says that when you have won 7.5 rounds on the comentator'scard [if score > 15 - round] or 8 or more rounds (98% chance) on the judges cards [if roundswon >=8] then go completely defensI've. Another alternatI've would be 3h/5/12 (ring), so he will get knocked out if he tries to allout. You can take a lot of damage at 1/1/18 if he allouts for 3 rounds, even if he doesn't stun you. This line has a conditional that bypasses it if the opponent is weak. If so, it will pop up to the flash section for weak fighters and knock him out.

Part 8: Towel
This conditional throws in the towel to avoid ips if you are below 50% and he is above 67% and you are behind on the comentator'scard. At this point, your chances of winning are remote and the likelihood that you will take huge ips is great. Better to preserve your fighter for another day.