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MMATycoon New Players (Stats & Styles) Guide:


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MMA Tycoon New Players (Stats & Styles) Guide:

Sections:

1. STAT Explanations

2. Fighter Styles (Creation Ideas)

3. General & Training Tips

 

1. STAT Explanations

 

Stats (Statistics, or the #'s behind your fighter) are split into three groups and will let you determine how your fighter fights best!

 

Primary / Physical / Secondary are the three groups and they all mix together to figure out how good your fighter performs! Only study and experience will let you understand the numbers that work behind the scenes in MMA Tycoon, but with a little help you'll have a good start on that process! If you read here and don't find the answers, READ THE WIKI!!! It's chock full of everything… Everything here is IN THE WIKI, but here I just mash it up together to get you going… but in case I wasn't clear before, READ THE WIKI… Reading this first may help you understand the wiki better, though, but it's to you to decide. Cough cough cough READ THE WIKI cough cough…

 

Before we continue I want you to understand a basic idea of how the game works things… this is JUST AN EXAMPLE and is not the exact math, by any means… I just want you to get the picture… So… you (U) are fighting and throw a right cross to your opponents (O) face. The game see's: (UBoxing + UPunching + UAgility +USpeed )vs. ({OBoxing + OMuayThai}/2 +OStrikeDefense + OAgility + OSpeed) and determines whether the punch hits…

 

Also, when thinking of defense, take into account that having a higher stat in the skill you are being attacked with (i.e. punching) will help you defend against it… If you have no kick skill, for example, you won't be able to see kicks coming as well since you've not trained it! Then it has to roll to see damage caused (STR) and energy spent (CON) and cut probability (HIDDEN Stats) and all sorts of others… then it goes to the next move… so you see, it's not just Punching vs. Strike Defense! Lots of things help each action!

 

 

PRIMARY STATS

 

Primary Stats represent the training your fighter had in the four major styles represented in MMA Tycoon. Sparring is the most efficient way to raise Primary stats, but training secondary skills will also have a slight positive affect to Primary Stats that affect it. (See: "Training Ideas" later on for more info!)

 

Boxing factors into: Punching / Striking Defense / Clinch Attack & Defense.

 

Muay Thai factors into: Punching / Kicking / Knees & Elbows / Clinch Striking Offense & Defense / Clinch Takedown Offense & Defense.

 

Wrestling factors into: Takedowns & Defense for standing and clinch / Ground & Pound / Defensive Grapple.

 

BJJ (Brazilian Jiu-Jitsu) factors into: Submissions / Defensive Grapple / Ground & Pound / Pulling Guard from Clinch.

 

These stats are all important for all fighters because it's not fully dependant on what your fighter plans to do, but what their opponent does! If your fighter has no BJJ because he 'never goes to the ground you'll be in big trouble if someone DOES get you on the ground! Same with all styles… with NO Muay Thai, you will have a very hard time getting out of a clinch and not getting torn to shreds with elbows… To start out, of course, you may favor a style higher than another, but neglecting ANY primary stat for too long is a sure key to a short career! Keep in mind, too, that training something from 50 - 100 is much, MUCH, quicker than 100 – 150 and that there are MANY stats factoring in to each equation…

 

 

PHYSICAL STATS

 

(AGI)Agility determines how accurately you strike and how well you defend strikes. May also factor into Takedown Offense.

 

(FLX)Flexibility determines how much you can wiggle around on the ground to lock on or escape submission attempts. Also factors into kicking and takedown defense.

 

(SPD)Speed: The speed at which you act! Factors into all striking / countering / and takedown offense and also factors in to defense and escaping clinch attempts. You can't block what you can't see coming and you can't hit what ain't in front of you!

 

(STR)Strength: Strength helps a ton of things, A LOT… How hard you hit… How hard you slam… How hard you work in clinch… How well you hold people down… How hard you crank submissions… Get it, and get a lot of it.

 

(CON)Conditioning: If you watch MMA, you know… Without great conditioning fighters get TIRED and even the best fighters in the world can look pathetic. In an even fight, conditioning will be the factor… In an underdog fight, it can turn the tide, we've all seen it! In MMA Tycoon it works the same, YOU NEED IT! Without 100+ conditioning, training makes you TOO TIRED and you have to rest sessions instead of training non-stop! When training, you ALWAYS want to have 85 – 90% (or more) energy or you will not train to full potential… With 110 in Conditioning, you can train 12 times a week (and rest on Sundays) and you'll very rarely drop below 85% energy. Not to mention… when you fight, you're trying not to get killed, so you go HARD and it makes you tired… whoever goes hard for the longest without gassing many times takes home the win.

 

(BAL)Balance: Balance is very important for Takedown Defense and may help takedown offense a bit, but not nearly as much.

 

So, obviously, some of these are amazingly important regardless of your fight plan… CON and STR should the highest, as they affect nearly every single thing all fighters will ever do… AGI and SPD are up there, regardless of strategy too, while BAL is a key for stand-up fighters and FLX helps submissions specialists (and anyone who doesn't like getting tapped out.) So, to finish up, I recommend at least 100 CON before fighting or training anything except cardio… I recommend at least 80 (the higher the better) STR before fighting or you'll get manhandled.

 

 

SECONDARY STATS

These stats represent how good your fighter is at each specific area of the styles they learn… You may know a lot about boxing, but how well do you actually throw a punch? Here is where you decide…

 

Punch: How accurate your punches are, when determining chance to hit.

 

Kick: How accurate your kicks are, when determining chance to hit.

 

Elbows: How accurate your elbows are, when determining chance to hit.

 

Knees: How accurate your knees are, when determining chance to hit.

 

Clinch Work: Goes into determining every single action involved with clinch position… Striking, Strike Defense, Clinch Control, Takedown Off / Defense from clinch, etc. Clinch is pretty important, regardless of whether you want to clinch with people or not.

 

Striking Defense: How well you can avoid being hit with strikes while in all positions on the feet. All fights start on their feet… try and remember that when determining how important it is.

 

Ground & Pound: How well you perform strikes while in ground positions, top or bottom.

 

Takedown Off: How well you can perform takedowns from standing or clinch.

 

Takedown Def: How well you can defend takedowns from standing & clinch.

 

Submissions: How skilled you are at submission offense.

 

Defensive Grapple: How well you can control a fight on the ground (Sweeps / Advancing Position & Standing Up) and how well you can defend against submissions and ground & pound. Def Grapple is very important to EVERY STYLE!!! (Unless, of course, you have 150 in every single other stat and you are fighting someone with 1 Takedown Offense.)

 

So, Secondaries ARE important, but too many people get carried away with them! If you spend too much time on secondaries you will be sad in the end… you can only have a certain amount of points spread out between all of your skills (all three sections combined) and what is better: Spending 150 total points on kick (which affects kicking) or spending 150 total points on Muay Thai (which affects kicking / punching / strike defense / clinch / knee / elbow)? So… certain ones being high are key to your certain style, but don't go crazy! If you are a submission specialist, you don't need much Ground & Pound! If you are a stand up specialist you don't need as much Takedown Offense or Submission skill!

 

 

HIDDEN STATS

 

You get to choose 3 hidden stats to gain a 30 point boost, at creation… there are hidden stats in the game that start randomly from 1 – 150 and they decide things like intelligence & experience (both help 'see how it goes' slider), heart & chin (helps keep you from getting stopped in a fight by KO), Injury / Cuts (helps keep you in good health and avoid cutting in fights), killer instinct & confidence (which determine if you rush in and finish a hurt opponent and recovery from being stunned) and fast learning (which determines the rate you learn at). (Technically, with this system, if you rolled a 150 on a stat that you picked the bonus for, the bonus would be wasted and would not rise to 180… But, considering you already have 150 in that Hidden, it's not all that bad!)

 

You'll be able to tell which box goes with what hidden and you get 3 (don't forget!) to help really add to how your fighter should go about fighting! You won't know what the hidden stats are until you are in a fight, when you can see things like "Granite Chin" or "Brutal KO Power" that are letting you know what range some of the hiddens are at.

 

My recommendation is to ALWAYS pick "Chin" (or if you want to be difficult 'heart')… my other recommendation (and from every person who ever talked to me about it) was "KO Power"… but it's always up to you, you'll experiment and maybe find some great combinations! I made a project fighter with "Confident" "Adaptability" "Amateur Record" and I'm setting him at 100% see how it goes, when I get his stats settled in! Maybe I'm on to something… Doubtful but fun!

 

(Standard Recommendations)

 

Standup – Chin / KO / Heart

 

Ground – Chin / Adapt / Heart (Intelligence [adapt] is very important for ground fighting!)

 

Some Stat Ideas:

 

High Strike Defense and Defensive Grapple are very important to all fighters, and a high clinch never hurt anyone (except opponents with low clinch!).

 

To save total points, try to not go crazy with certain attacks… Subs (BJJ) OR Ground & Pound (Wrest / BJJ), NOT BOTH! Elbows OR Knees, Not both! (Elbows are better than Knees if you are a stand-up specialist because knees put you off balance… if you love the ground though, KNEE AWAY!) Be sure to focus on one over the other so you aren't sucking up total points you can use in other stat areas!

 

 

2. Fighter Styles (Creation Ideas) (I'm not going to give exact #'s, just generalized things with explanation…)

 

At fighter creation, it's good to have a plan ahead of time, which is very hard for ALL of us when we're new! Boom Boom Boom Boom, 5 minutes, 4 fighters! You might know MMA like a mutha, but MMATycoon is MMA + Math, and you probably didn't read the whole textbook yet, did you?

 

DON'T WORRY!!!

 

You may have fudged a bit to start, creating four 18-year olds that were NOT ready to rock (like I did!), creating fighters with very spread out stats, etc. etc… But not to worry, you can sack a fighter once every 15 days, and although it's painful to get rid of a guy, think of it this way… "He was awful…" That's the only way I could get past the fact that I had to fire some fighters with (in my opinion) very witty names! I sacked a few and fought (very unsuccessfully) with the others, then sacked them! But don't worry if you want to fight with them, because you will learn a bit about sliders by reading the fights and figuring out just what you need to tweak for future fighters and you will get money as well, to help fund future fighters as well!

 

I must mention that I did keep one of the original 4 (18 years old w/ Hidden learning) and he's skill-popped 50 times in 90 days!

 

On to the ideas about fighter creation, then…

 

At creation, you'll pick a lot of thing (other than stats) that are important…

 

Age: (18 – 25) With higher age comes higher starting stats (more points to play with!) but your fighter will also not learn as quickly (in general) and will start declining in skills with age sooner, obviously. So, 18 year olds are for 'project' fighters (Fighters who will train at a good gym for months (at LEAST) before fighting at all) but they can become beasts if you have time and money! 25 Year olds are for fighters who can fight quickly after creation and can become beasts even sooner (but won't be around as long!)… So, you can experiment or adjust accordingly…

 

For now though, we'll talk in terms of creating a fighter and where we want them before fighting, and next section will discuss the different ways to go about getting them there…

 

Location determines where you start out (PLEASE check for decent gyms in a city before you go there, it is just the worst to start fighters in a place with awful gyms, trust me… Moving is expensive… Another factor to consider is trying to keep fighters near each other or at your home base, or cities with an org interested in your created fighter!

 

Height / Weight… Whatever weight you want, just try to keep the height fairly reasonable… a 7 foot tall featherweight would work as well as you would imagine it would in real life. Extra height is going to give you reach (striking) advantage, but make submissions against you a bit easier due to leverage… less height will do the opposite, and he will be harder to submit but have a reach disadvantage in standup… The rest of the options are flavor…

 

 

PRIMARIES

 

In general, top tier fighters will have high stats in all primaries but many time focus on two specifically… not two specific skills, but a combination of any of the 4… Boxing (to attack) with Wrestling (to stay up), BJJ (to attack) with Wrestling (to get it down), Muay Thai (to attack) and BJJ (to defend/attack on ground), Wrestling (to G&P) and MT / BOX (to defend on the feet)… you get the picture… But when you are at creation you'll want to focus heavily on two, a main attack and a complimenting defense… If you are creating a fighter that will fight soon after creation, you'll want maybe 90% of the primaries split up between the attack and defense primaries, and 10% to the others… you'll certainly want to spar the others up to fill in the weak spots, later on, but in the beginning, you need to be good at what you want to use most! If you want to leave a little extra to spread between the other primaries, don't go crazy, but they will help you in training a bit as higher primaries make training secondary skills easier in the long run… (with knowledge in BJJ it's easier to learn new submissions, for instance…)

 

 

SECONDARIES

 

There are varying thoughts on secondary skill starting values… Some people like to go to 90 – 110 on the skills they will use most (according to their primaries) and some people like to put a good amount into the skills that they will certainly use, but are governed by primary stats they aren't flush in… this second idea is because training those types of skills (with lower primaries) will take longer, but this is generally better with 'project' fighters… I'm going to explain the way you want to get into the ring/cage ASAP…

 

Remember...

 

DEFENSE FIRST! (<------ Whoa... look how big and bold and italicized that is!!!)

 

You NEED a good amount (at LEAST 80) Striking Defense and Defensive Grapple… Honestly, you shouldn't probably be fighting without 110 (12), but 80 would be the dead minimum… Takedown defense should be at that level, too, if you want to stay standing, of course.

 

Clinch should be at least 70 because it affects every single thing in clinch position, it even helps you get out of clinch! More is better. As to attacks, it depends on what you want, but there are always more than one to look at…

 

Ground experts will probably want 110 (12) 'Submission' or 'Ground & Pound' skill to do their damage, but you need a way to get it down there! 110(12) 'Takedown Off' will certainly help get it done!

 

Strikers will want either 110(12) in one striking type, or at least 80(9)+ in both, if they are going to mix it up a lot more… But you'll have to spend more in 'Takedown Def' than other fighters to make sure you stay in position to use those strikes! 110(12) is recommended.

 

When you do it this way it leave you with basically 1 point in quite a few stats and even then you won't have 110 in all the different ones you really need but keep the set you really need with the vast majority of points… Let me just give a general rundown of a Sprawl & Brawl creation so you can get an idea… (These are not exact numbers because I don't know the exact # at creation I have no slots open to check… I think it's 400-and-something…)

 

Punches -85

Kicks - 1

Elbows – 1

Knees – 1

Clinch – 70

Strike Def –85

Ground & Pound – 1

Takedown Off - 1

Takedown Def - 85

Submissions – 1

Def Grapple – 85

 

With those general numbers you would be fairly equipped to stay on your feet (or clinch) and punch people well, and decent at defending yourself on the ground (or getting up!)… But you'd be BAD at everything else… You COULD fight with these numbers, but at least a month or two of secondary training would be a great help to start out, getting the 4 main ones to 100+. Whether your primaries or physicals are in order in a 'month or two' as well is another story!

 

This is not foolproof, of course, as having only one avenue of attack is extremely limiting, but this is just a general start to get going sooner rather than later.

 

Finagle it and move it around to fit a different style, but remember to always try and have good defense!

 

PHYSICALS

 

It's hard to be confident with your physical stats without training them a bit, regardless of starting age… so prepare to train… There are two options at start, for any style… but remember, whichever you choose, it's almost REQUIRED that you have 100(11) – 110(12) Conditioning before you fight, unless you're a Tank Abbott four punches & gassed type of fighter…

 

One option is to start with a high Conditioning stat to make it easier (less tiring) to train… 100 is a good round number. Spread the other stats into the ones that you will use most with your style, (i.e. AGI / BAL for strikers) and leave STR very low… you will HAVE to train a lot of weight sessions to have at least (8) – (9) STR before fighting, it really helps, but your other main Physicals will be fairly competitive without too much training (more always helps though, but it can wait a little bit)…

 

You will definitely need all (or most) of the physicals to be at high levels eventually though…

 

The other option is putting only 50 or so cardio and 1 Strength. The best thing about it is being able to train CON and STR at ANY GYM and that both of these stats have their own Supps which boost training a lot! BAL / SPD / AGI don't have supps and all need specialized CT classes to get proper training… FLX has Yoga classes but there is no special supp for it either…

 

The plan after creation would be to train Cardio to 90 – 110 and then weight train like until (9) at least before fighting. A cheaper way to do it, and might save time, but you can definitely not fight and expect to win without training CON and STR up…

 

 

3a. GENERAL TIPS

 

1. Getting VIP for three months (90 Days) costs appx. $10 US, or $3.33 per month. If you can afford it, it gives you a TON of things that make playing (and training in particular) much more efficient! You can look in the site to see what it offers, as I'd butcher the list from memory… There is a lot… it's worth it if it's possible for you and will increase the number of things you can do in game and make them quite a bit easier. Plus you get 10 fighters total which, win or lose, makes money for you to train better fighters.

 

2. Get a mentor! If you read up a bit and get to study the game a bit it will really help you score a good mentor, and going into chat helps a lot too, in that regard, because it shows how interested you really are. Things to look for: The lower the manager ID the longer they have played and an active and friendly type will help you get along quickly, too!

 

3. 18 Year olds = Hard if you aren't rich. 25 Year olds = Less hard if you aren't rich. You're choice!

 

4. Don't get squashed!!! If you get a contract early and get aching to get into a fight… ask the org owner to try and look for a fairish fight for you at first and hopefully they will help you out… too many starting players get signed ASAP and are used against 'Up and Comers' (otherwise known as Project Fighters or someone with money for top tier training and a manager with good knowledge of the game!) to get the SHNITZ kicked or choked out of them, to give the Up and Comers an easy win… It's not cheating, honestly… there are, just as in real life, lots of tomato can fighters that only last two fights in MMATycoon before getting the hint and quit to make room for better fighters, and if they want to fight the big boys, Let'em!, I say… But if you read this you won't make that mistake (as often!) and get squashed.

 

5. Each fighter has a maximum number of points (2600) that he can train up to (adding up physicals / primaries / & secondaries!), so plan accordingly! It'll take a while to get there though, so, luckily, you have a bit of time to plan!

 

6. This is not the penultimate guide, by any means… so, read every guide you come across and keep up on recent and future changes… the more you can learn and adapt to change determines how well you guide your fighters and how often they win… So, keep reading and ask questions.

 

7. Have fun!!! I can't tell you how to do this one, as I have n idea who is reading this, but I can tell you a few things I like… you can try to find active orgs with active promoters and writers who do good prefight / post-fight write-ups or visit the smacktalk threads to talk to other managers / fighters and tell them what you're going to do to them in the fight! You can be a business man and run a gym or a supplement company, you can run your own Fight Promotion or even become a bookie… it's a good time, you'll find your niche I hope or maybe a bunch! Still though, my favorite is making my fighters do well and having exciting fights. To each, his / her own.

 

8. Read #6 again.

 

9. Refer to #8.

 

10. Check out #7 again, too, it's a good one…

 

 

3b. TRAINING TIPS

 

1. Never spar two sessions in a row, ALWAYS keep one (non-sparring) session in between! Not only is it extremely draining physically but mentally as well and your fighters morale will plummet!

 

2. Never spar alone! Shadow boxing doesn't work in Tycoon, so you need at least one partner when sparring… the best you can hope for in a session is having 4 partners that all have higher skill than you do… there may be more than 4 who are better, which is fine, but 4 is the cap for sparring bonuses…

 

3. While training (or… always…) keep energy at 85% - 90% minimum, as you'll get the highest gains from training… If you're dropping low, just take a rest… It seems that maybe the two training sessions under 85%-90% will be better than resting once and training once at proper energy levels… but it's not.

 

4. (Another reason to get VIP!) Sessions (with coaches) are best kept at a maximum of (2) fighters in class at one time… Not to say that 3 or 4 won't give you any skill, just not quite as much! Obviously, as well, the MORE fighters that are in a session mean that the MORE people the coach has to help out, so stay in small classes if you can! It seems that having more than 4 members in a class will begin to lower the gain for everyone, so it's not just hurting you!

 

As standard member you will not see any numbers beside the coaches training sessions but with VIP you will see "Coach So-and-So / Monday AM / Defensive Grappling (3)", where the (3) means how many people are scheduled for the class. It really helps.

 

 

Ok, so that's what I've got to tell you all before you jump way in, but I think with this knowledge you'll have a good enough of a grasp on the game mechanics that you can start to see how things work and everything will quickly fall into place. If it doesn't, though, go back and read General Tips #8 and #9.

 

Kegaru Tetsudori – Manager ID 57312

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This is a guide I wrote for VFC in New York to help out the newer managers understand the game a bit better before delving too deep or just quitting due to bewilderment...

 

Any suggestions on different strategies or tips or pointers to plain mistakes I've made would be greatly appreciated...

 

I had tried a section based on math but it read like a calculus textbook so I scapped it for a more generalized version, so not many of the numbers in the guide are exact or even meant to be... So, let me know what you see / think about it...

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Very helpful for new players. I'm going to link this for the new fighters in my org if you don't mind. =D (4 months of playing and you're already a pro. Good for you!)

 

Oh, I like how the first General tip is getting VIP lol. It's definitely needed.

 

Suggestion: Highlight and colour code some areas that are important so the things that people definitely need to see stand out. Maybe link the Wiki as well. Otherwise, very awesome. Thanks!

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  • 2 months later...

i just noticed the http://www.mmatycoon.com/images/trophies/manager/nugsmall.jpg trophy how does one get it? just wondering cause i see some newer managers with it and some not

 

this helpful cause not everyone reads the wiki but then also not everyone reads the forum -- hopefully they read one or the other though

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Just to add to the physicals part, CardiffWanderer once had a "newspaper" going where he got contributions from other players (as well as Mike). He wrote a 2 part issue on physicals which was very interesting.

 

There are two different types of physicals: Passive and active. Passive physicals count into every single action that happens in a fight, while the active ones start getting counted into the calculation once you perform an action that's linked to said physical, for example attempting to defend a takedown. Because passive physicals cover everything they have a smaller impact on each individual action than active ones.

 

Passive:

 

Conditioning

Strength

Speed

 

Active:

 

Balance

Flexibility

Agility

 

Please bear in mind that this is entirely by memory, so if anyone else remember anything I left out (like a link to CW's magazine) that would be great.

 

EDIT:

 

http://issuu.com/cardiffwanderer/docs/musings_from_another_corner_

 

http://issuu.com/cardiffwanderer/docs/musing_from_another_corner_issue_2

 

http://issuu.com/cardiffwanderer/docs/musings_from_another_corner_issue_3

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  • 2 weeks later...

Just to add to the physicals part, CardiffWanderer once had a "newspaper" going where he got contributions from other players (as well as Mike). He wrote a 2 part issue on physicals which was very interesting.

 

There are two different types of physicals: Passive and active. Passive physicals count into every single action that happens in a fight, while the active ones start getting counted into the calculation once you perform an action that's linked to said physical, for example attempting to defend a takedown. Because passive physicals cover everything they have a smaller impact on each individual action than active ones.

 

Passive:

 

Conditioning

Strength

Speed

 

Active:

 

Balance

Flexibility

Agility

 

Please bear in mind that this is entirely by memory, so if anyone else remember anything I left out (like a link to CW's magazine) that would be great.

 

EDIT:

 

http://issuu.com/cardiffwanderer/docs/musings_from_another_corner_

 

http://issuu.com/cardiffwanderer/docs/musing_from_another_corner_issue_2

 

http://issuu.com/cardiffwanderer/docs/musings_from_another_corner_issue_3

 

First time seeing these articles, very good read.

Insane how much time must have gone into developing those.

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  • 4 months later...

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