CardiffWanderer's Beginners "Beginner's Guide" To MMA Tycoon
Posted 27 February 2010 - 05:05 AM
First thing is that all new (or noob) players should always be confident to ask a question, no matter how simple or complex, as everyone misunderstands or needs clarification on something. People are always willing to help and repetition of questions is never a worry to all those who contribute. If you have a question ask, this is why this part of the forum is here.
One thing that is always very useful, especially when asking about specific fighters and/or fights to post a link to them. It makes it far easier to be accurate when trying to help.
Secondly, every new player should read the wiki. It is not a complete guide but it is the best way to get a feel for the game as a whole and will give you vital pointers. The next thing you should do is read PSUMIke's "New players Guide to Effective Fighter Building" found here http://www.mmatycoon...?showtopic=5433 as this will show all new managers how to get a hold on fight creation, something that will not be touched on in this guide. It is masterfully put together and was well worth the "Most Helpful Manager Of The Year Award".
Thirdly and finally, I claim none of this knowledge of my own. This has been developed from the information given out by experienced managers who give their time, day after day to help others and all of them should be proud of what they do. I am simply putting it together so others do not have to and I make no claim of this being perfect, it will be developed and changed as those who are my superiors correct my mistakes until hopefully it is a good supplemental guide to those that already exist.
- VIP is an upgrade from the free account and gives the user extra fighters, the ability to won companies and scouting tools to make keeping up with fighters much easier.
- VIP costs $10 for three months, $18 for 6 months and $30 for a year which goes directly to the creator and only makes the game better. http://www.mmatycoon.com/vip.php
- Fighters age one year every 13 weeks (so they age 4 years every calender year) although the training and fights dates are worked on the real calender. So if a fight says it would happen on 1/1/10 it meant that it happened on the 1st January 2010 and not an in game date.
- Fighters can be made from any age from 18 to 25.
- The advantage of making an older fighter is that you are given more points to start of with however a younger fighter learns far more rapidly and if put into the fight training scheme will more often and not surpass the older fighter. However this takes time and money so it is advised that newer players concentrate on creating older fighters who are immediately competitive.
- When creating a fighter the most points that can allocated into one skill set is 110 points. (Further details of skills below)
- It is advisable when creating a fighter to concentrate most of your points on one offensive strategy (Boxing, Muay Thai Striker, Muay Thai Clincher of BJJ artist) and max out points on the appropriate categories and then build up the one base element, wrestling as this allows you to keep your fight where you are strongest.
- Do not spread points out to thinly, it is easier to increase skills at the lower levels than it is when they get higher.
- All training times happen at 9am and 9pm GMT no matter where you are in the world. (This is opposed to fights that happen at 6pm of the orgs regional time).
- Importance of Attributes
- Primary Attributes (represented by Boxing, Muay Thai, Wrestling and BJJ) are equally as important as Secondary Attributes (Punches, Kicks, Elbows, Knees, Clinch, Ground and Pound, Takedown Offense, Takedown Defence, Submission Offense and Defensive Grappling). More information here http://www.mmatycoon...=Fighter_skills
- All attributes have a number value of 1 to 150 and the combined amount of your primary and secondary score will show how affective you are at a particular ability.
- These numbers are represented by words, going from Useless to Elite with the in between totals found here; http://www.mmatycoon...le=Skill_values. BJJ is different as the numbers are represented by belts;
- White: Useless -- to Woeful -
- Blue: Woeful + to Respectable -
- Purple: Respectable + to Superb ++
- Brown: Remarkable -- to Exceptional ++
- Black: Sensational -- to Elite+
- Red : Elite + (However it is precisely half way between Elite+ and Elite++)
- Physicals are also important and have an aspect on all aspects of fighting and also progress in the same way as the abilities. These are a factor in every aspect of fights but in different proportions depending on what is important in the particular situation.
- Important - The wiki only suggests one possibility of how the different physicals work, it is not a complete list in any way shape or form.
- How different physicals affect fighters is in the Effective Build Guide however a brief explanation would be that strikers would need Agility, Balance and Speed, Wrestling needs Speed, balance and strength and BJJ requires flexibility, balance and conditioning.
Nov '10 - Physicals Explained
This is a list that significantly increases the guide from the wiki page. However it does not claim to be an exhaustive list nor does it discuss how much each attribute effects each situation as this is different from situation to situation.
Agility - Critical For A Stand Up Fighter
- Effects how well you land all strikes. This includes Punches, Kicks, Elbows, Knees and Ground and Pound.
- It also effects how well you avoid strikes especially in stand up situations.
- It has a large effect on how well you counter an opponent
Flexibility - Important For Muay Thai and BJJ
- Flexibility has a large effect on kicks, especially head kicks
- Another effect is on knees in the clinch, whether to the body or the head and can be the different between the knockout or them being relatively ineffective
- Flexibility also allows for better takedown defence in the clinch
- On the ground, Flexibility is the key aspect to both offense and defence, whether you are looking to attack or defend against GnP or submissions.
Speed - Vital For All Aspects
- Effects how quickly your opponent reacts therefore a quick fighter can often be seen to land first in an aggressive strategy or counter better when on a counter strategy.
- This applies to stand up, clinch and the ground game.
- It also directly effects how explosive takedowns are so a quick fighter will be more successful at getting the fight to the floor.
- It also effects how effective a fighter is getting into the clinch.
Strength - Key For All Fighters
- The more strength your fighter possesses, the more damage he can cause, the better he can control the fight in the clinch or in top position and the more likely he will land a submission.
- However strength does not affect the knockout power of a fighter has this is monitored by the hidden "knockout ability"
Conditioning - Key To All Fighters
- Only aspect that is important outside the cage as well as inside it making it the most important attribute in the game. Getting it to wonderful or higher is essential.
- Conditioning governs how much energy you lose when training and how much regain when you rest. The higher the conditioning the better the quality of training you will get.
- In a fight, conditioning governs how much energy you use per move which means the better the conditioning, the more moves you can make.
- Also, the lower the energy, the less effective your fighter becomes so losing less energy through high conditioning means you will be more effective longer into the fight if your conditioning is up.
Balance - Important For Stand Up Fighters and Ground Fighters
- Balance most important use is for stopping your fighter being taken down.
- However it also becomes important for fighters who are countering both to in striking or going for the takedown
- Balance also allows a fighter to control the clinch, especially when the fighter is trying to control his opponent
- It could be argued its most important when in top control or looking to sweep. Without balance a fighter will never be able to be effective on the floor.
- Pops are when an attribute goes from one level to the next, for instance Competent to Respectable.
- People with VIP get mini pops represented by symbol combinations that represent 2.5 points of the 10 needed to progress a level of ability. These can be identified like this;
-- 0.00 to 2.49
- 2.50 to 4.99
+ 5.00 to 7.49
++ 7.50 to 9.99
- Sometimes pops can go wrong, this often seems to happen between Mediocre and Competent or Competent and Respectable, when the pop resets to useless. This is not a problem can be rectified quickly by contacting Mike Tycoon or posting on the error forum. It is quickly rectified.
- To set training schedules you need to go to the gym that your fighter is in, scroll to the bottom of the screen and a drop down menu will appear with all your options.
- Training is split into three types, Sparring (which presents working with other fighters in a gym, practice fighting), Coach (where you work with someone in a specific aspect of the fight game) and physical (working to improve your body).
- The coaches training sessions can be selected above the hashed (-------) line while sparring and individual work outs are below this line
- With each training session you lose energy and the more energy you have the more effective training is. It is wise to keep your fighter from dropping below 90% energy and an optimum amount would be over 95% energy.
- Sparring -
- Sparring improves your primary attributes. It does have a small affect on secondaries and physicals as well but this often depends on the individual fighters learning speed.
- The quality of sparring depends on who is the sparring session with you and not the number of people involved as it is an average score of all those involved. How this is works will shown in two examples.
- One on One Sparring - One useless wrestler (ability level of 1) spars with a wonderful wrestler (ability level of 110). The useless wrestler will get a quality of training equal to 110 and the wonderful wrestler will get the equivalent of just 1.
- Multiple participants Sparring - Two useless wrestlers (ability level of 1) and Two wonderful wrestlers (ability level of 110) spar together. The two useless wrestlers will get the equivalent level of training of 110 + 110 +1 /3 = 73.6 and the two wonderful wrestlers would get a session of 110 + 1 + 1 / 3 = 37.3.
- There is no way to discover the level of the people who spar with you so it can be a bit of a lucky draw.
- Most gyms have a sparring schedule, this is good to keep to for two reasons. Firstly, if many people spar the average is likely to be reasonable as it will be a mix of ability. Secondly, most gyms try and organise private sessions for stronger attributed fighters on the other days. These should not be gate crashed as they lose out and it will be something that you will need in the future and people are less likely to want to help you create private sessions if you spoil others.
- If you select a time to spar when no one else is you will find that your fighter stands around doing nothing and you get nothing from the session. All people can view how many people are training at a time on the gyms main page.
- Fighters can only spar so much before they get unhappy and lose morale and energy. A maximum sensible balance for fighters with conditioning of wonderful up id 6 out of the possible 12 sessions a week otherwise the penalties take too much away from the training. This does not occur for any other training aspect.
- This is when you arrange for two fighters to share an open sparring spot in a gym so they can learn from each other in one primary discipline.
- The benefit of this is that you know exactly how good the other fighter is and you can guarantee the quality of a session.
- Creating a private sparring session requires you to have both fighter in the same gym, and then to look at the sparring time table. Choose a session where no one else is sparring, indicated by (0) and place both fighters in that session on the main training scroll down menu.
- There is no way of keeping people out of these private sessions so some can join so if you are determined to keep it just one on one you must remain vigilant.
- Although, it is generally considered bad form to piggy back on other people's private session.
- Training with a coach -
- Coaches can be set to any level between useless and elite (between 0 and 150 points) in one of 5 aspects of training. A coach only needs to be good at one aspect to train one thing but may need to be good at several things to train other things well. For more information see here http://www.mmatycoon...=Gyms_(manager)
- The gym owner defines what the coach is training and can be viewed under the individual coaches name as to what he is doing.
- All users will see a number and the term "fighter sessions" next to the coaches name which identifies how many fighters train under the coach in a week. VIP users will see a second number next to the individual classes which shows how many people are involved in each class.
- Elite managers try to be involved with classes with less than 5 participants however those of us who are on a budget will see the best affects from classes under 10 people.
- Training Physicals -
- Physicals represent the fighters body traits, broken down into Agility, Flexibility, Speed, Strength, Conditioning and Balance.
- There are discrepancies of the ease that some physicals can be trained up compared to others so most experienced managers create fighters with the lowest possible strength and conditioning as it can be built up quickly with the use of cardio training and Weights.
- Update Oct '10 -
- Raising both the conditioning and strength of fighters has become more difficult with a game update, so there is now a different convention to creating a fighter although the other method is still relevant for those creating 25 year old fighters and looking to fight almost immediately.
- The new method is to create a fighter with the maximum cardio and strength (110) and then to do Circuit Training. Circuit Training is done with a coach, and increases every aspect of a fighters physical in a fairly even spread and having conditioning at such a high level straight allows you to train 11 sessions a week from the start which can lead to rapid increase in skills.
- Most experienced managers recommend getting these two stats to wonderful before moving on.
- Speed, Agility and Balance have been proven far more difficult to increase as there is no specific training for them so most people find a conditioning coach to increase those.
- Flexibility can be increased by Yoga or conditioning coaches, however they are beneficial in different situations. Yoga requires very little energy and can be useful with high levels of sparring but has few fringe benefits where the conditioning coach uses more energy but helps all physical aspects.
- Update Oct '10 -
- Yoga's ability to increase flexibility has been enhanced which has made it a far more important element in creating a ground fighter.
- Hidden Skill Set -
- When you create a fighter you are given a independent and unique set of numbers that cannot be seen by anyone that represent your fighters intangible ability to be a fighter.
- These are Intelligence, Experience, Heart, Chin, Self Confidence, Injury Proneness, Cuts, Fast Leaner and KO Power. More specific information can be found here http://www.mmatycoon...dden_Attributes
- It should be clear that you have a number for all of these abilitues, the tick box you click at fight creation give that characteristic 30 point boost and not selects it as an ability.
- There is no way of revealing these stats however there are ways to find indications, often from how your fighter has reacted in the fight through the commentary and on the tale of the tape which tends to give high stats away. Some common ones are stated here.
- Knockout Power/KO power/ Big Right Hand - fighter has good knockout power of varying ability.
- Good Chin/ Solid Chin/Granite Chin - Has good knockout resistance of varying ability
- Determined/ Big Heart - Will keep fighting through adversity
- Cuts Easily/Tends To Cut - Will cut when struck
Leaving a Gym
- Its is highly recommended to leave the cozad gym immediately and join a low cost (under $50) per week gym to increase your cardio and if you plan to fight immediately your strength. These gyms will be cleaner and have better equipment so you will get more out of your sessions.
- The best time to leave a gym is the 2 hours after the pm session on a Thursday as Gym fees are taken out at 11pm GMT every Thursday
- However this is often inconvenient so a lot of top managers find it prudent to arrange their training to have a rest period on the Thurs afternoon session. This then gives the manager 14 hours to leave the gym and not have to pay for the next week.
- To leave the gym go to your fighters page and look under "Training". Your fighters gym will be listed there with the button saying leave, this will let you leave the gym at any time.
- Above the Gym there is a section that says "Gym Intensity" which will have full training/part time training/ no training. Do not change this is you plan to select a new gym for the Friday AM session
- This can only be changed once per week (Sunday to Sunday) however if you select no training you will receive a daily wage of 400/7 (if you are no training all week you will make $400) however you cannot train at any point while this is set.
- Organisations -
- Better known as Orgs, Organisations are the glue that holds the world of MMA Tycoon together as these are the companies that put fights together. To those who are relatively new to MMA, all of these orgs should be seen as separate versions of the UFC or Strikeforce.
- Orgs are run by real people. This means you can contact them, ask questions and negotiate what happens to your fighters. It also requires the individual owners to dedicate a considerable amount of time and dedication to running a good org therefore a certain amount of tolerance is much appreciated as it is not always possible to reply to situations immediately.
- QFC -
- Quick Fighting Championship, known as the QFC is the computer generated org. It can be entered by any non-contracted fighter with less than 5 victories and can be entered by going to the "my fighters" tab and clicking on the link at the bottom of the page.
- When you enter the QFC, you enter at the weight your fighter is currently at, not what he can potentially cut to. Therefore if your fighter is 187 pounds, he will be entered into a light heavyweight bout and not a middle weight bout.
- When you enter the QFC, you have no control over who you are fighting. This has meant that new managers have faced experienced managers who's fighters have been training for months. This is a danger that all new managers should be aware of before starting one.
edit: - 7/4/2010
QFC's have now be divided into two tiers, split at 1000 total points. This can be worked out by adding all your primary, secondary and physical skills together which will indicate which tier you will be in. Warning that a 25 year old who has started with low strength and cardio who has built it up to remarkable may just go over the 950 barrier.
- QFC fights happen 2 days after they are booked
- It is recommended to join a human run org as soon as possible. You, the manager, has to approve any match ups, the pay is considerable better than the base QFC pay of $50 for the fight and $50 for the win and you will fight at the contracted weight.
-Joining An Org -
- When you create a fighter, he is automatically entered into a list for org owners to see that you require a contract. However you can also ask for a contract here, http://www.mmatycoon...p?showtopic=908
- Contracts -
- When joining an org there are a few things to consider. Firstly there is the pay, broken down in to a signing bonus, a wage (automatically received whenever you fight) and a win bonus. This will often be written down like this 1000/1000/1000
- As a new manager contract offers will be low, depending on city to city a new manager can expect between 300/300/300 to 500/500/500 however this is still considerable better than the QFC totals.
- The weight class may seem obvious however you have to remember that you have to be able to get under that weight limit when you fight. Therefore you need to sign at weight class that you can make, a 160lb guy won't make 145lbs weight division for instance. For more information on weight cutting look here. http://www.mmatycoon...=Cutting_weight
- Length of contract is represented in three different ways. Firstly the amount of fights, usually addressed as 3 fights for an opening contract but can be anything. This is how many fights you will have before you need a new contract however many org owners re-negotiate before the final fight of a contract.
- The second aspect is the time length of the contract, often set to the first or last day of a month. When this date is exceeded your contract as expired and you become a free agent and can look for a new contract.
- The final restraint is the inactivity clause. Inactivity Clause has been added so that fighters don't get stuck in an organisation that goes inactive. This number is in days, and means that if you haven't fought, been offered a fight or accepted a fight in that number of days you can leave the contract without being penalised. Most are between 28 and 35 days.
- The next contract may be considerable more, a 3-0-0 guy could expect anything between 750/750/750 to 1000/1000/1000 however that is your job as a manager to get the best possible deal for our fighter.
- You have two options at the end of a contract, to resign with your current org or to go into free agency again and see if anyone picks you up. This decision is personnel to you as the manager but sometimes the grass is greener and sometimes it is not.
- Other Considerations In Joining An Org -
- The most important thing to remember is that 95% of org owners in this game are brilliant, hardworking and fair people to work with that create an amazing experience however there are the odd person who can manipulate the system and are less fun to play under. A search of the forums would reveal more detail.
- The better the org, the harder the competition and the more difficult it will be to win. Learning the game is not a bad thing and being a champion in any org is a terrific achievement so you should go to a level that you feel comfortable.
Weight (and how cutting works)
- When entering a fight your "cutting to" weight must be under (or within 0.9 pounds of) the designated weight class.
- This can easily identified on the "My fighters" page as the weight next to the fighters name will be in green. If the fighter is not making weight it will be in red and if orange, it means that he will would not currently make weight but does not have a fight scheduled.
- The cutting weight has to be under at the time the fight happens, there is no weight in 24 hours before the event.
- However, how the program works is that it assumes you have cut weight and then put it back on so you fight at your natural weight. There is no advantage of weighing exactly the weight of the division.
- The advantage of weight cutting is that you have more strength. A guess at the increase would be 0.1 to your strength per pound you were heavier than your opponent, however there is evidence that it may not even be this significant.
- Also, if you are the lighter fighter you get a speed bonus, the same way as the bigger fighter as a strength bonus.
- This does not mean in either case that you will have a guaranteed advantage as adding 0.4 to your strength would not make you stronger than someone who has a higher strength stat.
- If you miss weight by 1.0 to 2.9 pounds over the weight class (so 171.0 to 172.9 in the welterweight division) you will still fight.
- There is a penalty in how much energy you take into a fight. This is approximated (by me) to be 5% energy drop for every .1 of a pound over the weight class, which represents the strain of saunaing off the last pounds of the fight. This means if you were a pound over weight for a fight you would go in with a maximum 50% energy.
Update Nov '10
- Causing A No Contest
- A no contest is when a fighter does not fight because he is not in the city the fight is in or because the fighter can not make weight.
- If you cause a NC the repercussions are;
- You will lose 10% of your manager hype
- The fighter will lose 10% from both his popularity and his hype
- The fighter will lose morale as if he lost the fight
- Taking and Rejecting Fights
- When you joined an org you will be offered a fight. A good org owner will match you up with another fighter of a similar level of ability however you will should not have the advantage in every aspect.
- If this is the case there is no real reason why not to reject a fight.
- However there are some extra considerations that you should check before you accept.
- Injuries - A fighter who is injured is going to perform badly and most probably lose so if the fight is going to happen in a period where you are injured you should contact the org owner to reallocate the fight.
- Cuts - A cut can be reopened and a fight can be lost due to cuts so if your fighter is still nursing such an injury you should also look to put the fight back.
- Tiredness - If your fighter has just come of a hard fight and his energy is low you should not fight immediately. You will run out of energy and most likely open yourself to a easy KO for your opponent, again look to put the fight back.
- Sometimes your org will send you a fight on records and hype comparision however this can make fights very uneven. You can be put up against someone who has better primaries and more experience and then it is up to you as the manager whether you accept it.
- These uneven fights can become win as underdogs win all the time but if you do not feel that you can accept the fight, take the time to explain why. Orgs owners appreciate it and with a sensible reasoning they will often be happy to find you another fight or give you more time to train.
- Unreasonable rejections so you only get "easy" fights may give you a good record but it will not make you popular and the best players will not be interested in you and you will lose out on the experience of MMA Tycoon.
- If you are the champion of an org you should never reject a fight. If you are the champ you are supposed to be the best that org has to offer and rejecting a fight questions that regardless.
- Losing -
- Your going to lose. Someone you hasn't lost is never going to enjoy a win.
- A fighter who loses should not be immediately cut, arguable the best fighter at this point Jin Sen lost his first 4 fights and then went on to win 17 in a row.
- Quality of opponents change and it is not unusual to go through a poor run. Sometimes this is about moving up to a new level of competition the more experienced managers have better slider or purely have trained longer. This happens and should be embraced, there is always an upturn on the way.
- Your fighter may lose a close decision that you thought was wrong and it happens. Some judges get it wrong and this is true in MMA as a whole. It's unfortunate but it is better than get on with it than have a hissy fit as that is only going to be followed by ridicule.
- Cutting a Fighter -
- You can cut a fighter at any time by pressing release on the "My Fighters" page but you have to wait 30 days to release another fighter (15 days if you are VIP).
- If that fighter has fights left on a contract there are some unwritten rules that should be obeyed so that you do not cause problems for org owner.
- Firstly contact the org owner telling him of your intention of cutting the fighter, don't release the fighter for 24 hours to give the owner a chance to respond.
- No owner will stop you releasing a fighter however they are likely to ask for one of two things. They may ask for the percentage of your signing bonus back that you did not complete, so if you fought 2 of 3 fights with a $300 signing bonus they may ask for $100 back.
- Most likely they will offer you a fight. Accept the fight, take him off training so the released fighter will definitely make weight and then go ahead and release the fighter. The fighter will still fight and the org owner will basically get a free fight out of him.
- The only way to recover energy is to do no training
- However the higher your cardio is the quicker it recovers and the less you will lose after a fight.
- Supplements -
- Supplements or "Supps" can be given to a fighter to help them train. They have a different effectiveness between 120 to 160 depending on what is advertised.
- There are no ways of proving the level of a supp but most a good indicator of their legitimacy is if they have solved more than 500 units as this means people have gone back and brought from them again. Some young supp companies will give away freebies to prove their products potency.
edit - Due to the difficulty on guaranteeing supp quality the best way tis to experiment with a few supps to see which one works best for you and to ask in the chat and look around the forum for the best supps at different prices. Screenshots can be doctored (changed) and some companies can inflate their sales figures and their hype so it really is a case of taking your own and others experience to get the best product possible.
- Supps can be bought from Supp stores that can be found, like everything else, on the highstreet.
- Supps break down into 5 different groups.
- Stamina - Given to fighters who are working on conditioning to make them pop quicker in that aspect but must be paired with conditioning training to have any affect.
- Muscle Increase - Works the same way but with weight training.
- Reduction of Recovery time - whenever you train, you lose energy and this supp will help you not lose as much energy each time you train.
- Weight increase and Weight decrease - These two supps work regardless of what you do and will either put on or shed weight from your fighter permanently although like everything else the effectiveness depends on the type of supp you take.
- Supps come in 14 day supplies but will be taken whenever a training session happens even if the fighter is resting or on a Sunday so supp management can save a fighter on a budget a little extra cash.
- Update Oct '10 -
- Vending machines can be found in gyms. These will give your fighter a boost in different areas. Use them carefully as there effect is not a constant.
- Clothes -
When you start in MMA Tycoon you are given the white t-shirt and shorts these will be fine for the first two bouts however when you buy clothes from a store after this point there will be a great advantages for your fighters.
- New clothes have a rating of 150, 50 more than the standard white shirt. This increases the morale of your fighter and improves his training sessions.
- Every session a piece of clothing is worn its maximum number is reduced so its effectiveness decreases and once it drops below the all important 100 line your fighter will start to lose morale and it is imperative to give him some new clothes.
- Currently clothes, whether at $10 or $100 dollars have exactly the same standard so don't worry about buying a cheaper alternative however the better the design the more expensive it is likely to be.
- It is also worth noting that many of the cloth company owners do give aways on the forum that can snag a new fighter some new clothing and their generosity should be thanked. Remember them when you are a successful manager and look them up once again.
- Ordering From Another City -
- When ordering supps or clothes from your city you will get them instantly however if you order them from another city it will cost you a delivery fee of $5 and will take 3 days to arrive.
- Sliders -
- Slider are how you tell your fighter to fight, what he should do and how much he should attempt to do it.
- There are some sensible rule of thumb points to sliders that should be your first port of call and are important to all fighters no matter what their objective in the fight is.
- Don't be too one dimensional. This is clearly labelled on the takedown attempts but is true for all fighters as most average fighter will be able to adapt and exploit a fighter who is only going for one manoeuvre. Mixing it up will keep the opponent guessing and will allow you to complete your objective easier, although you should always favour your strong points.
- When you miss a takedown, headkick or submission attempt you lose a lot of energy so there deployment should be thought about carefully as too many attempts to early could leave your fighter exhausted and open to the easy KO.
- Sliders need experimenting with and something that works for one fighter won't necessarily work perfectly for another as they may have different hidden attributes that mean they need to approach the fight in a different way.
- Your opponent is also an important thing to consider when determining sliders, you can gage a lot of information about how your opponent fights from the fight commentary as little pointers may show he is very strong but has poor cardio or favours countering opposed to coming forward and these things can give you an advantage.
- Use your own common sense. Don't try and out strike a wonderful boxer when you only have mediocre abilities and don't try and sub a black belt with a white. Remembering this may even set your game plan up for yourself.
- There are some specific slider questions that have come up and have been debated in other threads and I would like to summarise these also;
- Aggression vs Countering - Fighters with high aggression are going to push the action, go for the opponent and look for the win from the very beginning. Often the fighter with the higher aggression will have an advantage with the judges and put their opponent on the back foot however a well placed counter can ruin all of that.
Countering can be in the form of strikes or takedowns and in looking to slip an attack and do damage when the opponent is vulnerable and against aggressive fighters this can be very affective especially if you are looking for a takedown or against a stronger opponent than yourself. However it does open your fighter up to the chance of being hit first and one punch knockouts can happen and a fighter set to do to much countering may be too defensive and not pull the trigger at all.
Therefore the aggression/countering problem changes from fighter to fighter. Do you have the strike defence to pull of the counter and the agility to land your offense. On the other hand can you be sure that your fighter has the cardio to chase his opponent for three rounds and the takedown defence to stop the double leg takedown. It is not an easy riddle to answer but knowing your fighter and your opponents may help
- Accuracy vs Power - This is something many stand up fighters worry about as they need to land to have a chance of hurting the opponent while they also need to be able to try and knock them out. The actual answer depends on the fighter in question, those who are lucky enough to have good KO power can afford to set their slider to the accuracy side as they have a much higher chance of KO'ing the opponent with accuracy while those not blessed need to look to put far more fire in their shots. Strength is also an important aspect though and the stronger your fighter is the more accurate you can afford to be.
- Stick Positions -
A GnP guy should look to stick at half guard or side control (depending on passing ability) as you can cause all the damage with far less risk of getting subbed.
A BJJ guy is completely up to choice. From mount you get the most options however it is the most difficult position to obtain so your BJJ level is going to have to be significantly higher than your opponent.
Side control opens up a lot of arm submissions such as kimuras and is easier to obtain so it is better for those closer matched in bjj.
None/back is the default as it is the place to get the RNC. However it does have another usage as it can be useful for a strong bjj guy going up against a stronger wrestler as it allows you to go from scramble to back position from the bottom which double your opportunities especially when the triangle has been taken away by half guard etc.
- As more of these questions become more prevalent I will look to add them here to further help people's understanding.
Hopefully this is helpful for people starting the game as it pulls some of the boards information together. I would also like people to point out my mistakes and what alternatives they would suggest as well as alternative theories as it can all be incorporated and I am certainly no genius at the game.
Posted 27 February 2010 - 05:49 AM
Posted 27 February 2010 - 07:10 AM
il make this a bible for us newbies from hereon....
thanks thanks a bunch sir...
Posted 27 February 2010 - 07:23 AM
This is like a perfect steak...
ok I'll say it.. well done, sir!
Posted 27 February 2010 - 07:48 AM
excellent post cardiff...ur a better man than i.
Posted 27 February 2010 - 07:57 AM
People who did the helping deserve the credit, not I
Posted 27 February 2010 - 08:08 AM
Posted 27 February 2010 - 08:44 AM
Posted 27 February 2010 - 10:19 AM
Great work, CW, as always.
Posted 27 February 2010 - 12:14 PM
Does the magic shirt and shorts never go below 100? I tought that after 2 fights they would start to go down.
Great job with the guide btw.
Posted 27 February 2010 - 12:18 PM
Great job with the guide btw.
The white shirt never drops below 100.
There was talk in a thread about this changing to help promote clothing companies but it has not changed at this point.
Posted 27 February 2010 - 05:12 PM
Posted 27 February 2010 - 09:20 PM
I've got a gun for a mouth, and a bullet with your name on it.
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