I am not a man of many words, but I will try to share as much as possible information on the matter. If you feel something is missing or left unanswered, you can drop a comment with a question or to share your thoughts, so I can update my post in the future.
Important note: I do not claim by any way that this is the best possible way to create and develop a fighter. This is just what I am doing with my project fighters but it could be useful info to you as well.
This guide will be just for 18yo(or less) fighter creations. I think there is enough info about 25yo QFC creations so I am not going to focus on them.
I want to start with some statements, on which I base the creation and the training of my fighters:
- I prefer not to fight early with most of my projects, so this development could take you some months before a fighter is ready to fight in an org. During this guide I could mention from time to time what alternatives could you chose if you want to fight slightly earlier;
- Every fighter has a fixed hidden value at creation, which determines the total skill point limit he could achieve(it could go down with age and injuries), so I will focus on this type of creation and training which avoids investing points in skills you probably wouldn't use;
- I am not a fan of elbows and knees skills, because I don't find them effective enough to be worth the skill points;
- If you don't train a skill or if you aren't participating in fights, this skill starts degrading after some time;
- Never train with less than 85-90% energy and always keep your fighter's morale close to 100% - even if you must change clothes every day;
- Skills in this game are in the range between 1,95-150 points.
So here we go.
I would leave the basic creation stuff like height and weight up to you, just want you to know that I prefer my fighters not to be cutting much weight for a fight, because the benefits of not having to cut seem bigger than the benefits of fighting as the bigger fighter and having more power. Just don't do some weird stuff like creating a midget or a way too tall for his weight fighter.
No matter if I am going to make a striker or a grappler, I am always starting with 110 Muay Thai and 10 Wrestling. The 110 MT for me is a must, since I want to reduce the MT sparring sessions I am going to do in future. MT sparring gives many points to elbows and knees skills, which take from your fighter total skill points limit. Don't worry that you are creating a grappler with Muay Thai as main primary skill - while you are developing his ground secondaries in the future, his Wrestling and BJJ would go up as well, because every time you train a secondary skill, the related to it primary skill goes up too, and vice-versa. For example, punches, striking defense and clinchwork benefit from training Boxing and Boxing benefits for training them. Here is the list of how skills are related, based on what I have seen:
Boxing - Punches, Striking Defense, Clinchwork
Muay Thai - Punches, Kicks, Elbows, Knees, Striking Defense, Clinchwork
Wrestling - Clinchwork, Takedown Offense, Takedown Defense, Ground and Pound, Defensive Grappling, Transitions, Escapes
BJJ - Ground and Pound, Submissions, Defensive Grappling, Transitions, Escapes.
For striking build - 110 punches, 110 kicks, 110 clinchwork. You can then train striking defense from zero because while training it, both your Boxing and MT primaries go up. If you want to fight earlier, you can swap kicks with striking defense and train kicks in the future.
For grappling build - 110 punches, 110 striking defense, 110 clinchwork. Since grapplers require many ground skills, in most cases you have to neglect kicks for that build. Then you start training ground secondaries and your Wrestling and BJJ start going up.
Always start with related Primary and Secondary skills at creation. Even if you decide to start with high Wrestling, choose Clinchwork, Takedown Defense(Offense) and Defensive Grappling. So you could raise the other Primary skills by training their related Secondary skills.
Since only the training of primaries and secondaries depends on the learning speed hidden of a fighter(while physical training depends only on their age), it would be nice to start with very high conditioning, so your fighter could train secondaries for whole week without resting. Here I suggest - 110 conditioning, 1 balance(it seems to be slightly less important compared to the other physicals) and the points that are left you should spread equally between the other physical skills.
No matter what fighter I am creating, I always pick - KO power, Granite chin and Big heart.
First important steps after creation
You should get used to the fact that many of the fighters you create won't have the potential to become superstars, just because of their bad hidden skills, which the game assigns them randomly. Picking a hidden skill at creation just adds 30 points to it, so if your fighter rolls 1 points in KO power, he would have just 31 points with the bonus, which is still pretty low. So what do you do after you create your almighty fighter?
Step 1 - Check the learning speed.
To measure the learning speed with precision you have to be a VIP. What you should do is train one session right after creation - 1on1 with an elite coach. To get the correct value your fighter should be at 100% energy and both fighter and coach should be at 100% morale. Also you have to train a secondary skill which you left with 1 point at creation = useless--. After the training is over, you must go to the Skills Snapshot,which is accessible only for VIPs, and select the skill you have just trained. Double-click on the skill bar to highlight it, then right-click and select "View Selection Source". A new page will open with a line, similar to this one:
The width percentage value shows how much of the skill bar is filled. As we said, every skill could go up to 150 points so the full skill bar is 150 points. In this case, the skill I have shown has 150 * 87,5% = 131,25 points. Yes, this is an experienced fighter, not a new creation. For your new creation you might get values in between 3,5 and 7,5 points. After you calculate this for your fighter, here are my thoughts:
- under 5 points - you should sack that fighter. He prolly won't reach his total skill points before he retires;
- under 5.5 points - could develop well but needs a lot of patience and this game is already slow enough. Decision on keeping him is up to you, but you could also make him a KT(Kickboxing) fighter since they need to train less skills compared to the MMA fighters.
- over 5.5 points - should be good enough in training.
Step 2 - Participate in a test fight to get a clue about the other hiddens.
It is better to risk taking a loss in the beginning in a QFC fight than training a fighter for months and then see that he has awful hiddens. When the fight begins, you will be able to see some info about your fighter on the Tale of The Tape. There are many threads around this forum about the TOTT hierarchy of hiddens, so I won't focus on that. Just going to say that I am keeping only the fighters who show - Granite Chin, KO Power, Good Chin, Solid Chin, Heavy Handed and Big Right Hand - indicators of good Chin or KO power hiddens.
Another thing you could see about your fighter during a fight is his morale drop after a loss. If morale drops to about 0%, it means that your fighter has terrible confidence hidden and I don't suggest keeping him.