Список форумов Клан
На главную страницу сайта
Клан "СССР"
Официальный форум WEBL-клана СССР
 
 FAQFAQ   ПоискПоиск   ПользователиПользователи   ГруппыГруппы   РегистрацияРегистрация 
 ПрофильПрофиль   Войти и проверить личные сообщенияВойти и проверить личные сообщения   ВходВход 

Unforgiven's WEBL Beginners Guide
На страницу Пред.  1, 2, 3
 
Начать новую тему   Ответить на тему    Список форумов Клан "СССР" -> Помощь по игре
Предыдущая тема :: Следующая тема  
Автор Сообщение
Lecha
Генерал


Зарегистрирован: 02.04.2007
Сообщения: 4675
Откуда: Москва

СообщениеДобавлено: Вт Янв 21, 2014 3:12 am    Заголовок сообщения: Ответить с цитатой

CLINCHER LEVEL 2

CLINCHER VS FLASHER

Probable attribute advantage: Strength, condi

Probable attribute disadvantage: Kp, Chin, Speed

How he will try to beat you: Take advantage of your (poor stuns ratio) lowish chin and agility to knock you out. He will need to respect your strength so chances are he would rather use counter or feint to k.o. as opposed to going allout.

How you will beat him: This is a poor matchup for the flasher for the above mentioned reasons. Your only chance is to train chin, keep defense high and hope he is a bad manager.

Clincher Level 1 Basic Plan



Why the basic plan could lose this matchup: Defense is not nearly high enough, to avoid a quick k.o.

Clincher vs Flasher

1) 1B/1/18 (clinch);
2) 1B/2/17 (clinch);
3) 1B/3/16 (clinch);
if mystuns > 0 then 1B/2/17 (clinch);
4) 1B/4/15 (clinch);
if mystuns > 0 then 1B/3/16 (clinch);
5) 2B/4/14 (clinch);
if mystuns > 0 then 1B/4/15 (clinch);
if mystuns > 1 then 1B/3/16 (clinch);
6) 3B/4/13 (clinch);
if mystuns > 0 then 2B/4/14 (clinch);
if mystuns > 1 then 2B/3/15 (clinch);
if mystuns > 2 then 1B/3/16 (clinch);
7) 4B/4/12 (clinch);
if mystuns > 0 then 3B/4/13 (clinch);
if mystuns > 1 then 2B/4/14 (clinch);
if mystuns > 2 then 2B/3/15 (clinch);
if mystuns > 3 then 2B/2/16 (clinch);
8) 4B/5/11 (clinch);
if mystuns > 0 then 3B/5/12 (clinch);
if mystuns > 1 then 2B/5/13 (clinch);
if mystuns > 2 then 2B/4/14 (clinch);
if mystuns > 3 then 2B/3/15 (clinch);
if mystuns > 4 then 1B/3/16 (clinch);
9) 4B/6/10 (clinch);
if mystuns > 0 then 3B/6/11 (clinch);
if mystuns > 1 then 3B/5/12 (clinch);
if mystuns > 2 then 2B/5/13 (clinch);
if mystuns > 3 then 2B/4/14 (clinch);
if mystuns > 4 then 2B/3/15 (clinch);
if mystuns > 5 then 1B/2/17 (clinch);
if mystuns > 6 then 1B/1/18 (clinch);
2) if opp = weak then 4B/6/10 (clinch);
if opp = weak and mystuns > 0 then 4B/5/11 (clinch);

Clincher vs Flasher Adjustments: Obviously defense has been raised. We try to take advantage of our higher conditioning and strength to tire the flasher out to the point of exhaustion without allowing ourselves to be knocked out. If you come upon a flasher that only uses allout you can choose to take the loss and punish him for a couple of hundred ips if you go hard to the body in the round you think he will allout you. Sometimes this sends a message to the flasher manager to come at you a little lighter next time he fights one of your fighters.

*** *** ***

CLINCHER VS SISSY

Probable attribute advantage: S

Probable attribute disadvantage: Height, Agility

How he will try to beat you: He will try to use just enough aggression and high defense to easily outscore most body lines then turn to 1/1/18 to coast to a victory if you let him.

How you will beat him: Force him to open up by using high damage scoring lines mixed with high damage body attacks. If he persists in completel sissy tactics (1power) we will allout his body to further exhaust him in prep for the k.o.

Clincher Level 1 Basic Plan



Why the basic plan could lose this matchup: Not nearly aggressive enough vs a true sissy. You may never hurt him as he just uses 5/1/14 (ring) or (outside)

Clincher vs Sissy

(make sure your opp is a sissy and has no kp before using this plan!!)

1) 4B/12/4 (inside)
3) 4B/12/4 (inside)
if score <-1 then 9/8/3 (inside)
if round = 3 and endurance_percent >100-((round-1)*3) then 6B/12/2 (allout)
9) 4B/12/4 (inside)
if score >0 then 5B/12/3 (inside)
if score < 0 then 9/8/3 (inside)
11) 9/8/3 (inside)
if score > 0 then 5H/12/3 (inside)
if score < 0 then 6H/12!/2 (inside)
2) if score > 14 - round then 5H/7/8 (clinch)

Clincher vs Sissy Adjustments: If our opp is a true sissy and has no kp the only thing that can stop us from winning this fight is fatigue. We use usually insane amounts of aggression and power to keep sissy's aggression up and his defense down. even when just trying to win rounds we are doing alot of damage. Against a manager who never ever uses more than one power more than one allout can be thrown in as needed.

*** *** ***

CLINCHER VS KP DANCER

Probable attribute advantage: S

Probable attribute disadvantage: Kp, agility, speed, height

How he will try to beat you: He will make you respect his kp, limiting your aggression so he can easily win rounds and the fight. as usual with kp dancers if you try to keep up with his aggression or get to aggressive attacking his body he will try to knock you out.

How you will beat him: Tire him using measured body attacks. Mix in moderate power scoring lines to keep the damage coming and the fight close. At the ned of the fight when the dancer is tired we move in for the kill or simply outscore him while he is too tired to win rounds.

Clincher Level 1 Basic Plan



Why the basic plan could lose this matchup: That plan may or may not work depending upon the dancer manager. The predictability may be a problem vs managers who pay atention to your tactics (they know they never have to open up until round 5).

Clincher vs KP Dancer

1) 8/7/5 (clinch)
2) 5B/10/5 (clinch)
if score < 0 then 9/6/5 (clinch)
7) 5B/11/4 (clinch)
if opp <=1 and endurance_percent > 85 then 4B/10/6 (inside)
if score < 0 then 9/8/3 (clinch)
if score < 0 and endurance_percent > 85 then 8/6/6 (inside)
if score < -1 and endurance_percent > 85 then 4B/12/4 (inside)
9) 4B/10/6 (inside)
if opp = 0 and endurance_percent > 70 then 5B/12/3 (inside)
if score < 0 then 8/6/6 (inside)
if score < 0 and endurance_percent > 70 then 9/8/3 (inside)
if score < -1 then 5B/12/3 (inside)
12) if score > 1 then 5H/9/7 (clinch)
if score < 0 then 5H/11!/4 (inside)
1) if score > 13-round then 4H/8/8 (clinch)

Clincher vs Dancer Adjustments: First line of the fight is designed to beat the dancer starting 5/1/14 (ring). All dancer plans care about is the score so chances are he will have a conditional to open up a bit if he loses a round, this puts him in line to get pummelled by the body line in round 2. For the first half of the fight we mix hard body lines with moderate power scoring lines to keep the fight close while wearing the dancer out. as the dancer becomes more and more tired his ability to knock us out diminishes. yes this plan ois aggressive and may ge stunned acouple of times but you will accept the stuns as you will deal alot of damage in these rounds. However do not get knocked down as you will take more damage in those rounds and lose an additional point on the scorecards. Later in the fight we pick up our aggression as we check to see how tired our opponent is. if the fight gets out of hand we use body lines the remainder of the fight and try for the 12th round k.o.
Вернуться к началу
Посмотреть профиль Отправить личное сообщение
Lecha
Генерал


Зарегистрирован: 02.04.2007
Сообщения: 4675
Откуда: Москва

СообщениеДобавлено: Вт Янв 21, 2014 3:13 am    Заголовок сообщения: Ответить с цитатой

*** *** ***

CLINCHER VS SLUGGER

Probable attribute advantage: St

Probable attribute disadvantage: Height, agility

How he will try to beat you: Take advantage of your low agility and limited option to win the endurance war then either finish you off to the body or easily outscore you late in the fight.

How you will beat him: This is another poor matchup for the clincher. you will only gain limited help from clincher style as your strength advantage is not as high as it usually is. try to stay effecient and hope he is a poor manage is your only hope.

Clincher Level 1 Basic Plan



Why the basic plan could lose this matchup: Too aggressive. most slugger managers will stay effeceint because they know you will have to open up to win a round if you want to win the fight. Then they will kill you with these low defese lines.

Clincher vs Slugger

1) 4B/7/9 (clinch)
if score < -1 then 6/3/11 (clinch)
5) 4B/7/9 (clinch)
if score < 0 then 6/3/11 (clinch)
if score <-1 then 6/5/9 (clinch)
if score < -2 then 4B/9/7 (clinch)
2) if endurance_percent < 45 and score < 0 and opp >0 then towel
if score > 13-round then 3/6/11 (clinch)

Clincher vs Slugger Adjustments: Main problem with this mathup is the slugger will be doing more damage to you and winning the rounds. Sim this mathup with a variety of plans and you will see just how much trouble this can be for the clincher.

*** *** ***

CLINCHER VS BALANCED

Probable attribute advantage: S

Probable attribute disadvantage: speed, agility, height

How he will try to beat you: use ring or counter to outscore you easily, dropping to body lines to keep the endurance war close as they can to keep you from going too aggressive. Balanced knows they can outscore you easily for the win but they also know they need to make sure they dont take too much damage doing so.

How you will beat him: Make use of your strength advantage by mixing body attacks and power scoring lines to keep the fight close and wear out your opponent for either outscoring or winning by k.o

Clincher Level 1 Basic Plan



Why the basic plan could lose this matchup: Actually that plan may work depending upon the balanced manager, however it could use more checks of opp level of exhaustion so we can raise aggression as needed.

Clincher vs Balanced

1) 5B/8/7 (clinch)
if score < 0 then 7B/7/6 (clinch)
4) 5B/8/7 (clinch)
if score < 0 then 6/5/9 (clinch)
6) 6B/8/6 (clinch)
if opp <=1 and endurance_percent > 80 then 4B/9/7 (inside)
if opp <=1 and endurance_percent > 70 then 6B/10/4 (clinch)
if score < 0 then 6/5/9 (clinch)
if score < -1 then 9/4/7 (clinch)
if opp <=0 and endurance_percent > 60 then 5B/10/5 (inside)
if opp <=0 and endurance_percent > 50 then 6B/12/2 (clinch)
if score < -2 and opp <=1 and endurance_percent > 80 then 4B/9/7 (inside)
if score < -2 and opp <=1 and endurance_percent > 70 then 6B/10/4 (clinch)
12) if score < 0 and opp = 1 then 5H/10!/5 (inside)
if score < 0 and opp = 0 then 6H/12!/2 (inside)
2) if score > 13-round then 4H/6/10 (clinch)

Clincher vs Balanced Adjustments: As with most clincher plans we mix body lines with power scoring lines to keep the fight close and try to get the endurance advantage we can press later. Later in the fight we look at comparative endurances to see just how aggressive we can become to the body without hurting ourselves. If the fight is lost late will just go to the body for the rest of the fight trying for the late k.o.

*** *** ***

CLINCHER VS CLINCHER

Probable attribute advantage: None

Probable attribute disadvantage: None

How he will try to beat you: Try to survive the bloodbath, chances are slim to none this will come to a scorecard

How you will beat him: Train chin and be very effecient. We will train aglity and hope this gives us the edge we need.

Clincher Level 1 Basic Plan



Why the basic plan could lose this matchup: Not effecient enough. you will die is the body war.

Clincher vs Clincher

(Train agility)

1) 4B/8/8 (ring)
or
1) 5H/10/5 (ring)
or
1) 1/1!/18 (ring)

Clincher vs Clincher Adjustments: Plan one acknowleges the ensuing bloodbath but uses effeciency to win by body k.oing his opp (if winning and taking 100ips is really a win). plan 2 tries an attack on your opps head taking advantage of the clinchers low stun ratio if you dont knock him out you will die horribly.
plan 3 uses a cheat line so many times you are hoping for disqualification before you get hurt and move on to the next fight. Most owners choose samauri option 1 taking either the noble death or win by massive ips. Later when your clincher has a higher status and more aps more options will be open to him in this matchup.
Вернуться к началу
Посмотреть профиль Отправить личное сообщение
Lecha
Генерал


Зарегистрирован: 02.04.2007
Сообщения: 4675
Откуда: Москва

СообщениеДобавлено: Вт Янв 21, 2014 3:14 am    Заголовок сообщения: Ответить с цитатой

Keep in mind plans are written as demonstrations of looking at a pair of fighters and make a plan using a fighters best advantage vs a certain fighter type. Feel free to use the plans as written if you like but its important to go back over your plans the next day and see exactly why they won or lost. Especially if they lost go back and look at the fight round by round to determine how the fight was lost so you can alter your plan for next time. Through experience your plans will get better and better based upon the evolution of losses forcing you to make positive changes to your fight plans to deal with a host of contingencies.

As a final warning most of these plans have come off the top of my head, before using any plan make sure to sim it with the practice fighter to look for any flaws
Вернуться к началу
Посмотреть профиль Отправить личное сообщение
Показать сообщения:   
Начать новую тему   Ответить на тему    Список форумов Клан "СССР" -> Помощь по игре Часовой пояс: GMT + 5
На страницу Пред.  1, 2, 3
Страница 3 из 3

 
Перейти:  
Вы не можете начинать темы
Вы не можете отвечать на сообщения
Вы не можете редактировать свои сообщения
Вы не можете удалять свои сообщения
Вы не можете голосовать в опросах


Powered by phpBB © 2001, 2005 phpBB Group
subRed style by ktauber
Русская поддержка phpBB