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Post by readytobang on Dec 16, 2006 3:32:01 GMT -5
what is a minimum STR to really be a Slugger, to do real Endurance Damage
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Post by jimsardonic on Dec 16, 2006 22:00:31 GMT -5
To really do damage, or to be a slugger?
Ropists could be considered sluggers, theoretically -- though the 'normal' definition points towards STR > AGL or SPD.
Balanced has enough power to slug if need be. So do non-KP Dancers, and counterpunchers. Look at it this way:
_Everyone_ has 70 AP's to spend.
CHN only helps against Stun damage and IP's taken -- and nothing else.
CON helps you live, but too much can certainly be a bad thing due to deficiencies in other AP's.
HGT realistically, can be considered AP points. Height advantage gives you +.5 SPD and AGL per point of height advantage, So a 4 point HGT advantage really gives you all four placed AP's -- 2 in AGL and 2 in SPD. This is dependent on a height advantage, though, so it could be worth more or less...
STR, SPD, and AGL are the key stats. These are the ones that affect _everything_. He who has the most points in these stats, and properly uses 1) the proper style, and 2) an efficient fight plan, is probably going to be the winner.
Being that everyone has 70 points to work with, we're all on an even playing field. Things get distorted at the higher levels, as people are able to "build" the fighter. Chin doesn't come randomly, so whatever excess chin you have is due to how you trained -- use _only_ as much as you need, as the points are better spent elsewhere.
CON can be given as a random, though, it seems to come in good time for when you need it if you don't train it. (For me, anyway). Usually, I'll start off around 13 CON, +/- 1 depending on the fighter build. I usually prefer around 15 by 18(18), and that's usually about what I get (+/- 1-2).
The rest, are put into STR, SPD, and AGL -- and regardless of the distribution, they're effective.
Sometimes it's very easy to think of this game by the fighter's names, but that's the _wrong_ way. Just about any fighter type vs a sissy works like an aggressive clincher/slugger. Ropists, balanced, or otherwise -- you'll probably be using (clinch) or (inside), and you'll be pounding the hell out of the body.
There's Counterpunchers, Ropists, Sluggers, and all forms of varieties in between. 90% are valid -- it's just a matter of properly scouting and applying your best advantage or the opponent's biggest disadvantage.
More on this in a bit, I'll explain why I don't approve of the above suggestion of a speedy slugger -- which will hopefully make more clear some of my points.
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pnp
Regional Fighter
Posts: 73
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Post by pnp on Dec 17, 2006 1:33:01 GMT -5
I agree with Jim. 13 chin seems awfully high for a slugger. My experience has been that flasher v. slugger matchups are tough ones to win for the slugger. But, it doesn't make sense to me to take too many points and put it in chin and not str, agl, or spd because of the off chance that I run into one. That was a tough matchup the other night for you, offords. But don't change your entire build for one type of fighter.
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Post by DegenerationX on Dec 17, 2006 8:04:13 GMT -5
A 13 chinned slugger is usually used to hunt kp fighters.
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Post by readytobang on Dec 17, 2006 13:09:56 GMT -5
that's great but what I'm saying is if you have a 9 STR is targeting the Body even a good idea or is it unlikely that you will tire someone out with that STR level and your better off winning on points
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Post by jimsardonic on Dec 17, 2006 19:43:58 GMT -5
Depends on the rest of the build. The Scand Fight club lists their recommended starting Counterpuncher as:
STR 7 KP 0 SPD 15 AGL 10 CHN 9 CND 13
...and this is enough to keep up in endurance matches. Ropists usually start with fairly low STR, and they're able to do some heavy damage...
It's all in how you use it, chief. Some may look at the above CPer build, and say "I should feint"... or "I should use outside". Others will look at it, and say... hmm... with 4B/8/8 (counter), I can win the round _and_ keep up endurance-wise.
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Post by unforgiven on Jun 30, 2008 15:48:16 GMT -5
Im with Jim and meanstreets on this. For endurance fighters especially sluggers. as much ap placement in action categories (str, agl, spd) is more important than having a hugfe chin for the few fights you will have vs kp. An endurance fighter at 28 status should have an 11 chin at the very most. Remember at 28 status you can float a point of chin when you have fights vs kp fighters without hurting your viability vs other endurance fighters.
If you are fighting with a 10 chin vs another endurance fighter with a 13 chin you are effectively fighting up 3 aps. When would you ever want to fight a 16 status fighter vs an 18 status fighter? because its generally the same, and visa versa.
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