Post by The Sandman on Jan 31, 2021 0:22:45 GMT -5
You use your points for ugprading.
These are the 19 attributes you can upgrade on your fighter, and what those skills do:
Generally speaking, each skill maxes out at level 18. Don't be shocked if you submit an upgrade and I tell you the stat is maxed already and you need a new upgrade.
General Information About Strategies
The strategies listed below do NOT refer to traditional strategies. For example "Stand up strategies" are not the recommended upgrades for a "stand-up fighter". Here, "strategies" refer exclusively to how often a fighter will do certain things. For example, if a fighter has more upgrades in punches then takedowns, he will punch more then go for takedowns. As takedowns get upgraded, he will punch less and go for takedowns more often. The skills in each column presresent the competing strategies from each position (position refering to standing up vs. being on the ground).
Further Details
Fighters fight "strategies" work primarily on how many upgrades they have recieved in an area. If you want to focus your fighter to a specific strategy, you need to focus on just one or two areas. For example, if you want to make a wrestler, who does a lot of takedowns, you would not want to upgrade his punching, as he begin punching more often, and spend less time going for takedowns.
In addition, there are essentially 2 independent "boards" that fighters' strategies work off of: Stand-up strategies, and ground strategies. The skills in each bracket are as follows:
*This refers to trying to get the fight stood up, and has no bearing beyond that on the stand-up strategies in the other column.
Upgrading stand-up strategies appears to have no effect on ground strategies and vice versa. However, if you want to make your fighter a submission specialist, for example, you might want to consider not putting points into their ground and pound, since they will begin to do more ground and pound and less submissions. If you want a well-rounded, diverse fighter, however, and do not care whether they submit or GnP an opponent, you can upgrade any category you wish.
Ground and pound and submissions upgrades obviously affect those respective ground strategies.
Ground game can affect the "positioning" strategy
Submission defence gives a small boost to the "lay and pray" strategy
Simply not having many upgrades in any of the above leaves the "Stand up" strategy high.
Questions, comments, concerns, post below.
These are the 19 attributes you can upgrade on your fighter, and what those skills do:
Skill | What does it do? |
Punches | - How effectively, and how frequently, a fighter throws punches. - Punch frequency goes down when kicks, takedowns, or any clinch skill are upgraded. - If punching is upgraded to a relatively high level (14 or above), and your fighter has decent agility (13 or above) they can perform fancy punches (such as spinning back fists, etc) - This is a stand-up skill, used for strikers. |
Kicks | - How effectively, and how frequently, a fighter throws kicks. - Kick frequency goes down when punches, takedowns, or any clinch skill are upgraded. - If kicking is upgraded to a relatively high level (14 or above), and your fighter has decent agility (13 or above) they can perform fancy kicks (such as spinning back kicks, etc) - This is a stand-up skill, used for strikers. |
Clinch Striking | - How effectively, and how frequently, a fighter strikes in the clinch. It refers to strikes such as dirty boxing. - Clinch striking frequency goes down when punches, kicks, or takedowns are upgraded. - This is a stand-up skill, used for clinch fighters. |
Clinch Grappling | - How effectively, and how frequently, a fighter tries to clinch with their opponent. From here, depending on their build, they can clinch-strike, or go for takedowns. - From a stand-up position, Clinch grappling frequency goes down when punches, kicks, or takedowns are upgraded. - From a clinch position, having some work in takedowns will cause your fighter to go for takedowns in the clinch. - If you want to build a clinch fighter who primarily goes for takedowns when in the clinch, message The Sandman. It's a complicated piece of fine-tuning that requires specific fighter work that I can walk you through on a fighter-by-fighter basis. |
Strength | - How much power a fighter has behind their actions. I believe it improves the power of punches, and the effectiveness/power of takedowns. - Strength has no impact on the frequency of other skills. |
Agility | - Agility improves a figher's accuracy. - When fighters have low stamina, their accuracy is diminished, even if their Agility stat is maxed - This is a defensive skill, and has no other direct impact on other skills. |
Dodging | - How effectively a fighter evades incoming strikes. - This is a defensive skill, and has no impact on other skills. |
Takedowns | - How effectively, and how frequently, a fighter attempts takedowns. - Takedown frequency goes down when punches, kicks, or any clinch skill are upgraded. - This is a transition skill, used for wrestlers and submission fighters. |
Takedown defence | - How effectively a fighter stops their opponent from taking them down. - This is a defensive skill, and has no impact on other skills. |
Ground and Pound | - How effectively, and how frequently, a fighter throws punches when on the ground. - Ground and Pound frequency goes down when submissions and ground game are upgraded. - This is a ground skill, used for wrestlers and ground and pound fighters |
Ground Game | - How effectively, and how frequently, a fighter works to improve his/her positioning when on the ground. - Ground Game (or working to improve a position) goes down when ground and pound and submissions are upgraded. - This is a ground skill. Likely used in conjunction with submissions and ground and pound, that might impact the effectiveness of those skills |
Submissions | - How effectively, and how frequently, a fighter goes for submissions when on the ground. - Submission frequency goes down when ground and pound and ground game are upgraded. - If submissions are upgraded to a relatively high level (14 or above), and your fighter has decent agility (14 or above) they can perform fancy submissions (such as gogoplatas, flying armbars, etc) - This is a ground skill, used for submission fighters and perhaps wrestlers |
Submission Defence | - How effectively a fighter defends their opponents submission attempts. - This is a defensive skill, and has no impact on other skills. |
Conditioning | - Stamina. This affects how much energy a fighter has to start a fight. - Conditioning ffects how long a fighter is effective for in a fight. Once their stamina is drained, they are basically a punching bag, and their accuracy goes way down. - Conditioning has no impact on the frequency of other skills. - Conditioning may affect how well a fighter recovers heath and/or stamina between rounds, but I have been unable to confirm this for certain. |
Toughness | - Health. This affects how much health a fighter has at the start of a fight. - Toughness has no impact on the frequency of other skills. - Toughness may affect how well a fighter recovers heath between rounds, but I have been unable to confirm this for certain. |
Control | - Control grants a "defence bonus". It also seems to dictate "octagon control" as well. - When test-fighters were made identical, with 0's across all stats except control, the fighter with control won decisions dominantly, despite no one doing anything in the entire fight. - I have no idea what this "defence bonus" is the program is talking about, and I could find no consistent, quantifiable evidence of it demonstrating itself in a fight. |
Aggressiveness | - How frequently a fighter attacks (punches, kicks, goes for takedowns, etc) - This skill has no impact on the quality of these attacks whatsoever. Just how frequently a fighter will attack |
KO Resistance | - How much damage a fighter can take once his/her health bar reaches dangerously low levels. - In almost all cases, a fighter's resistance to being KOed has little bearing on the overall fight. If a fighter is getting dominated, they are just able to absorb more damage (possibly an extra round or more) before getting KOed. |
Heart | - Heart affects "fighter spirit", or "morale". - This affects a fighters fight preparation. All fights have a semi-randomized "fight preparation" before a fight, which is influenced by the heart skill. Heart (or "fighter spirit") affects how likely a fighter will enter the fight at their actual health and stamina stats, or if they will come into the fight with slightly lower stats due to poor "fight preparation" (think of it as how likely a fighter would have a good or a rough training camp leading into a fight). - Another way to explain heart - if you have average heart, they will enter the fight with 90-100% of their maximum skill. For example, even if they are maxed out with 20 conditioning, there is a chance they may enter the cage with 18 conditioning. It's a randomized "dice roll", calculated mostly by your heart skill. When heart is higher, the likelihood of a fighter coming in at 100% is dramatically improved. - With 20 randomized tests, a fighter with maxed heart had 100% potential 20 times. A fighter with minimum heart had 2 instances of under 90%, 2 instances of 100%, and most of the stuff in between was mid to high 90%. - As outlined above, Heart has an indirect, semi-randomized impact on almost every other skill your fighter has |
Generally speaking, each skill maxes out at level 18. Don't be shocked if you submit an upgrade and I tell you the stat is maxed already and you need a new upgrade.
General Information About Strategies
The strategies listed below do NOT refer to traditional strategies. For example "Stand up strategies" are not the recommended upgrades for a "stand-up fighter". Here, "strategies" refer exclusively to how often a fighter will do certain things. For example, if a fighter has more upgrades in punches then takedowns, he will punch more then go for takedowns. As takedowns get upgraded, he will punch less and go for takedowns more often. The skills in each column presresent the competing strategies from each position (position refering to standing up vs. being on the ground).
Further Details
Fighters fight "strategies" work primarily on how many upgrades they have recieved in an area. If you want to focus your fighter to a specific strategy, you need to focus on just one or two areas. For example, if you want to make a wrestler, who does a lot of takedowns, you would not want to upgrade his punching, as he begin punching more often, and spend less time going for takedowns.
In addition, there are essentially 2 independent "boards" that fighters' strategies work off of: Stand-up strategies, and ground strategies. The skills in each bracket are as follows:
Stand-Up Strategies | Ground Strategies |
Punching Kicking Clinching Takedowns | Ground and Pound Submissions Positioning Lay and Pray Stand Up* |
*This refers to trying to get the fight stood up, and has no bearing beyond that on the stand-up strategies in the other column.
Upgrading stand-up strategies appears to have no effect on ground strategies and vice versa. However, if you want to make your fighter a submission specialist, for example, you might want to consider not putting points into their ground and pound, since they will begin to do more ground and pound and less submissions. If you want a well-rounded, diverse fighter, however, and do not care whether they submit or GnP an opponent, you can upgrade any category you wish.
Ground and pound and submissions upgrades obviously affect those respective ground strategies.
Ground game can affect the "positioning" strategy
Submission defence gives a small boost to the "lay and pray" strategy
Simply not having many upgrades in any of the above leaves the "Stand up" strategy high.
Questions, comments, concerns, post below.