pnp
Regional Fighter
Posts: 73
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Post by pnp on Nov 13, 2006 2:19:20 GMT -5
I've been running a few sluggers and have had some success with them. But I'm having trouble developing new fight plans for them or figuring what my approach to my opponents should be. I know this is a very general question but I was looking for some help in giving me some help to really utilizing them to their fullest.
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Post by jimsardonic on Nov 13, 2006 2:58:37 GMT -5
It may be best to start with the build.
What kind of slugger is it? Strong slugger? Speedy Slugger? Agile Slugger?
Different tactics are called for depending on different builds.
If you're more comfortable with PM or emailing me, feel free.
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Post by Evolve <Evil Empire> on Nov 13, 2006 5:15:46 GMT -5
I have recently tried to experiment some with Agile Sluggers as it is not that great of a departure from the ropist, in terms of still being able to use ring, etc. Of those three builds which is the most effective? It seems as though agile ropists do the best.
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Post by DegenerationX on Nov 13, 2006 19:49:30 GMT -5
Agile sluggers are a good build. They can outslug a strength biased slugger by using ring and them using clinch. If the strength biased slugger uses ring, then hes asking for trouble and will usually get ko'd.
You don'trealize how much using the right style makes a HUGE difference in your fp.
Outside if your taller to rest Clinch if shorter to rest
Clinch to slug if your shorter (therefore stronger than your opponent)
Ring if you are taller or have more agility than your opponent (providing you are same heighth)
Ropes if you have a definite agility advantage and slightly taller than your opponent.
No Style if you are same fighter type and close to the same stats
Counter if you have speed and heighth advantage.
Feint to gain a point of speed to help slug vs dancers and sissys for points.
Styles can backfire which can and will ruin your fighters if not used correctly. I seen it happen several times and had it happen to me as well.
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pnp
Regional Fighter
Posts: 73
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Post by pnp on Nov 14, 2006 1:20:16 GMT -5
Good to know. I'm starting to understand the different styles a little better but this info helps to take some of the guesswork out of it. Thanks.
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Post by readytobang on Nov 17, 2006 2:43:03 GMT -5
well, I've been trying to branch out into Agile Slugger Types as well I have a Slugger that in sparring has worked well but he dosn't have a match yet we'll see how that goes I also on the other hand have a Clincher that I can't get going to save ma life...
as to how to Fight Plan a Slugger, I agree depends on the kind of Slugger and the opponent of course. I kind of like the idea of a Slugger begin on the slow side but having good Chin/Conditioning and basically wearing the other guy down
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Post by jimsardonic on Nov 17, 2006 2:52:24 GMT -5
In my opinion...
You're actually better with less chin and conditioning, because those points can be spent elsewhere. If you were to put them into STR or AGL, you're directly influencing the amount of damage you can deal or take.
So, -1 CHN +1 STR = more damage.
Only use as much chin as you have to. Some like to start at 9-10 on pretty much all builds... I cheat as much as possible. On an agile slugger, I often start at 8 -- just to get that edge APwise. The extra AGL often gives you the ability to do this easily, and if you're ever nervous -- you can train up to 9.
It's not for everyone, but experiment with it -- see just how many points you can put in STR/AGL/SPD -- the more you have, the more efficient the fighter will be as a damage dealer.
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Post by readytobang on Nov 17, 2006 3:23:20 GMT -5
dosn't Conditioning tho help with the overall Endurance damage you can take?
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pnp
Regional Fighter
Posts: 73
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Post by pnp on Nov 17, 2006 3:40:05 GMT -5
dosn't Conditioning tho help with the overall Endurance damage you can take? to a point but it's still based on precentages. For example, a fighter w/10 cond. (100 endurance) would have to take 50 endurance damage before he would be at 50%. This means his str, agl, and spd are all half as effective. A fighter with 12 cond (120 endurance) would have to take 60 end. damage. The downside is that with two more AP's in conditioning he might not have good stats elsewhere.
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Post by jimsardonic on Nov 17, 2006 3:43:27 GMT -5
I've never started a non-Flasher below 12. I normally go with 13 on most builds, the exception, of course, being overweight heavyweights. PnP's right about the percentages -- but you also have to keep in mind fatigue. It adds up quickly, especially if you're using (ring) or (feint).
I normally like to have my CON at about 15 when I hit 18(18) on most builds. If you use KP Dancers or counterpunchers, some people advise more -- but for most endurance-based fighters (ie: Sluggers), I've had good luck with 13.
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Post by Evolve <Evil Empire> on Nov 17, 2006 10:47:30 GMT -5
On the chin side, I run my ropists at 8 and do not get knocked out that much. I may try and go as low as seven, we'll see.
As for clinchers, maybe it is because I run ropists that I think this way, but they do not impress me much. I rarely lose to a clincher and they are easy to scout and easy to fight plan against. Clinch until you tire and then inside, I just stick in a rest conditional and rest anytime my endurance gets low and their inside conditional never kicks in.
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Post by readytobang on Nov 17, 2006 23:59:10 GMT -5
yeah well sometimes they come out straight with Inside... *kicks something*
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Post by GWW on Dec 1, 2006 11:41:42 GMT -5
I have been in regionals now for 3 months or so and with sluggers or balanced you really want to start at 14 conditioning,
As your endurance goes down so do your aps in other stats therefore with a con at 14 you keep your starting stats a for longer.
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Post by jimsardonic on Dec 1, 2006 22:16:54 GMT -5
I have been in regionals now for 3 months or so and with sluggers or balanced you really want to start at 14 conditioning, As your endurance goes down so do your aps in other stats therefore with a con at 14 you keep your starting stats a for longer. I disagree. While you're correct that as your stats go down as you tire, consider this: That extra point that you have spent in something other than agility is another point to boost your advantages in the stats that count (STR/AGL/SPD). By maximizing these advantages, you'll gain the advantage in the endurance war -- and not so much need to worry about how quick you wear down, because as quick as it is... the opponent wears down faster. I start most of my fighters at 13 CON, from ropists, to agile sluggers, and on... and rarely do I have a problem. You have to be efficient with your fight planning, and be sure to not wear yourself out with fatigue -- but you're going to need to do that anyway if you plan to win consistently.
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Post by readytobang on Dec 2, 2006 3:02:40 GMT -5
a speedy slugger sounds good but what would the build be like sounds almost like a high streght cp type
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Post by Evolve <Evil Empire> on Dec 2, 2006 7:32:38 GMT -5
I think a speedy slugger would be a dancer.....
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Post by jimsardonic on Dec 2, 2006 21:25:40 GMT -5
Naw, a Speedy Slugger usually is more like STR = SPD > AGL, whereas a dancer is STR > AGL = SPD (roughly).
Speedy sluggers are very hard to run, as the low AGL opens you to 1) KP, and 2) Taking more damage. You'll lose the ability to clinch in some matchups, and have a _HARD_ time against ropists.
You'll probably want to run more chin due to KP being low, allowing less points in the areas that count.
Kudos if you can make it work, but, I think the current sim would make this a rough fighter to run.
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Post by Evolve <Evil Empire> on Dec 2, 2006 23:00:22 GMT -5
Wow, I agree, that would be a rough idea, having a slugger type fighter with low agility, lower than a normal slugger because you allocated points into speed. I learned from enough sim points that evena high chin does not make up completely for low Agility.
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offord
Rookie Fighter
Posts: 5
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Post by offord on Dec 15, 2006 21:10:26 GMT -5
i run sluggers an i have decided against kp if a fighter has kp against a slugger u are subject to a stun kd an even ko i think a slugger needs to start out maybe a chin of 9 or 10 then train up to about a 13 chn is my preference because if ur against someone with a kp of 6 or 8 an you have a chin of 9 or 10 you can be koed.Like happen to me last night i was fighting pnp an he came out headhunting in first i new he ko so was running a very high def of 17 he still knocked me down twice in the 2nd i had def of 16 an still got koed an i feel it might have been my chin after talkin with some other slugger mangers. An i found thAT most the higher slugger managers prefer to start a slugger with a chin of 11 an train extensively one time. But to each an all his own
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Post by jimsardonic on Dec 16, 2006 2:04:53 GMT -5
13 chin is _WAY_ too much, bud. Perhaps at 28(28) I could see it, but that's pretty much exclusively if you're ducking all non-KP matches.
Too many points in chin takes away from the efficiency of the fighter. STR, AGL, and SPD are the factors that deal with how much damage you do/take. SPD and AGL have to do with how well you score.
You want as many points in those areas as you can have -- and just enough to get by in the rest.
I remember struggling when I was new, with sluggers. Since rookies, they were my favorite type -- there's few things more gratifying than watching an opp towel or who "can't remember his corner". I was having trouble, in particular, with KP Dancers -- and I asked Mean Streets what he would do... and his advice was roughly this:
"Sometimes you're going to lose. There may be an unwinnable match, and try as you might, you may not get around it. But, by keeping your chin at an efficient level, you'll have the better fighter come Contenders."
The point being -- You may lose a match or two, but in the end you'll be better of... _when it matters_.
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