This is probably a good example. I had a fight last night against a clincher with a counterpuncher. The report is here:
www.vivi.com/cgi-bin/query.fcgi?+team_id=1264694&session=379&+command=query_scout&+competition=eko&+region=Contenders&+division=Heavy&+describe=1This is the plan I used. You can see that there are some things I failed to account for, and it shows in the report. I don't really mind giving the plan up because I doubt that I'll manage counterpunchers again anytime soon. Besides, as always, it's very dependent on the exact matchup. Plus, if I have a stupid line in my plan that I don't know about it would be good if someone called me on it. Hell, I'll even post his stats next week after his last fight if you want.
# Bang the body efficiently early, without worrying about score
# too much. If he stays efficient, I win the rounds. If he wins the rounds,
# he's taking lots of damage and fatigue.
1) 4B/8/8 (counter)
2) 4B/8/8 (counter)
if score <= 0 then 5B/7/8 (counter)
# It's highly unlikely that he's winning in the fifth round, but if he is,
# then start countering opportunistically.
5) 4B/8/8 (counter)
if score <= 0 then 6/5/9 (counter)
if endurance_percent > 66 and opp = tired and score > 0 then 5B/7/8 (counter)
if endurance_percent > 66 and opp = tired and score < 0 then 6/6/8 (counter)
if endurance_percent > 66 and opp = tired and score < -2 then 5B/8/7 (counter)
# Seal the deal on the scorecards in the middle rounds by countering opportunistically
6) if score < round - 4 then 5B/7/8 (counter)
if score < round - 6 then 5/5/10 (counter)
if score < round - 8 then 6/5/9 (counter)
if score < round - 10 then 7/4/9 (counter)
if score < round - 12 then 8/2/10 (outside)
if score > 0 then 5B/7/8 (counter)
if roundslost > 0 and score > 0 then 6/5/9 (counter)
12) if score > 0 then 6/5/9 (counter)
if score > 0 and opp = strong and endurance_percent < 66 then 3H/6/11 (counter)
if score > 0 and opp = tired and endurance_percent > 66 then 6/6/8 (counter)
if score > 0 and opp = tired and endurance_percent < 66 then 6/5/9 (counter)
if score > 1 then 4H/6/10 (counter)
if score = 0 and opp = strong and endurance_percent > 66 then 8/4/8 (counter)
if score = 0 and opp = strong and endurance_percent > 75 then 8/5/7 (counter)
if score = 0 and opp = strong and endurance_percent <= 66 then 5H/5/10 (counter)
if score = 0 and opp = tired and endurance_percent >= 66 then 8/5/7 (counter)
if score = 0 and opp = tired and endurance_percent > 75 then 5H/10/5 (counter)
if score = 0 and opp = tired and endurance_percent < 66 then 8/4/8 (counter)
if score = -1 and opp = strong and endurance_percent > 66 then 5H/10!/5 (counter)
if score = -1 and opp = strong and endurance_percent > 75 then 5H/10!/5 (counter)
if score = -1 and opp = strong and endurance_percent <= 66 then 8/1/11 (outside)
if score = -1 and opp = tired and endurance_percent >= 66 then 5H/10!/5 (counter)
if score = -1 and opp = tired and endurance_percent < 66 then 8/4/8 (counter)
# GLOBALS
1) if score <= (round - 14) and round < 12 and endurance_percent > (33*opp+34) then 4B/8/8 (counter)
if score <= (round - 14) and round = 12 and endurance_percent > (33*opp+34) then 5H/11!/4 (counter)
# He's ripe for a KO
if opponent = exhausted and endurance_percent > 60 then 5H/10/5 (counter)
if opponent = exhausted and endurance_percent > 60 and score < (round - 12) then 5H/11/4 (allout)
# Score is locked up on the cards
if score >= 14 - round and endurance_percent >= 60 then 4H/6/10 (counter)
if score >= 14 - round and endurance_percent < 60 then 2H/4/14 (counter)
# Rest line, be sure to change the round periodically
if round = 7 and score > 0 and endurance_percent < 74 and (opp = strong or (endurance_percent > 60 and opp = tired)) then 1/1/8 (outside)
9) if opp > 0 and endurance_percent < 34 then towel
if opp = strong and endurance_percent < 55 and score < -2 then towel
if score <= (round - 14) and endurance_percent < (33*opp+34) then towel