ENDURANCE FIGHTERS
If you are serious about learning endurance fighters the first thing you need to do if you haven’t already, is download albino’s fighter creator and albino’s calculator. These tools and others are located at:
www.geocities.com/albino190/ . Endurance fighters (balanced, sluggers, clinchers, ropists and to a degree, non KP dancers) Are all about efficiency. If you are new to the endurance game these tools will help give you the edge vs. sloppy or inexperienced managers by making sure your builds and tactics are as efficient as possible.
Fighter creator
Once you have downloaded the tool choose which type you want to play. To start out I would suggest specializing in one type of fighter type instead of making a bunch of different types of fighters. Make a couple for each weight class or however many you have time to run. The more fights you see the faster your plans will develop as you will have more experiences to use to adjust your fight plans. For purposes of example I will be using sluggers. Choose fighter type you are using on the left. Generally I set the chin and cnd at average. Some managers will set them to low to give them an advantage in aps in either str, spd, or agl.
Note: some regions are very kp heavy, if this is the case for your region you may want to start with a chin of 10 to keep from being an easy target for dancers. Inversely if you have very little kp for your region (such as in the central) you can get away with an 8 chin to start. In either case make sure it is at least 10 before entering contenders.
Set build to very heavy this will give you more aps in your critical areas (str, spd, agl) instead of height. After setting these areas play with height entering different amounts until you get one that puts you into your desired weight range.
As you can see below this gives me the numbers for my starting straw weight build.
Selected: Slugger, No Bias, No Kp, Average CHN, Average CON.
21/0
13/14
9/14
HGT -2
Cut: Low
Bld: Vhvy Before my first fight I will put the number 1 in the status area, and compare the builds to see what area I should train.
21/0
13/15
9/14
HGT: -2
Cut: low
Bld: VhvyComparing the numbers it says I should train agility to remain efficient as possible. However this will put me under weight by 1 pound if I do. It’s up to the individual managers what they do in this case. Generally I will train str instead and make up the extra agility on the next fight. As long as you remain within 1 point of the correct build you will most likely be more efficiently made than your opponent.
If you are on a win streak and fast tracking make sure to take this into account when inputting status to find the most correct build. For example you win the first fight, input status of 3 to find your next build , not 2, as you are fast tracking and will gain an extra AP point to place. The fighter creator will show where to place that secondary training AP.
Calculator
Albino’s calculator is a great tool for seeing quickly what styles and A/P/D lines are best for any given situation. It also had an advisor tool within in to give you advice on what type of line may be most efficient. I can’t think of a better way for someone to learn, it’s like having a WEBL tutor available at all times. Open the application and load your fighter’s current stats plus what he is training for into the left hand side. Load in your best guess at your opponent’s stats. Usually I use the fighter creator program using my opps height and what I think his fighter type may be. If the weight matches the weight class then I use that build. If not, I play around with fighter types and builds until I find one that fits
ENDURANCE FIGHTERS VS. ENDURANCE FIGHTERS
Load your opponents build into the right side of the calc. The calc combined with AOP’s fight plan template will allow you to build a suitably efficient plan vs. most other endurance fighters. His basic template, with small alteration is:
Basic Template
#Prog Score Cons(set up endurance lead)
1) [Tactic 1]
2) if score < 0 then [Tactic 2]
3) if score < -1 then [Tactic 3]
4) if score < -2 then [Tactic 4]
#Midfight progs (raise aggression to tighten fight or get lead before the 10th rnd)
6) [Tactic 3]
if score < 0 then [Tactic 4]
# Final Sprint (theses lines only kick in after losing 4, 5, and 6 rounds)
1) if round - 7 > score then [Tactic 5]
1) if round - 9 > score then [Tactic 6]
1) if round - 11 > score then [Tactic 7]
# Opp Weak (press your advantage, or finish him off)
1) if opp = 1 and endurance_percent > 70 and score > -1 and round < 10 then 4B/11/5 (inside)
1) if opp = 0 and endurance_percent >= 66 then 5H/11/4 (inside)
# Rest
1) if endurance_percent < 70 and (round = 7 or round = 9) and score < 12 - round and score > 0 and opp = 2 and round - 9 < score then 1/1/8 (clinch)
1) if endurance_percent < 60 and (round = 8 or round = 10) and score < 12 - round and opp = 2 then 1/1/9 (clinch)
# Fight Locked Up
1) if (score > 15 - round or roundswon >= 8) and opp > 0 then 3H/5/12 (ring)
# Towel
1) if endurance_percent < 50 and score < 0 and opp = 2 then towel
We will use the calc to fill in the 7 tactics areas.
Have the calculator open an loaded with fighter’s stats and this blank template open in another window. That’s all well and good but where do we start? Below are listed typical starts vs. fighters of other heights. This will decide [Tactic 1]:
Slugger vs. opp that is shorter 4B/7/9 (ring)
Slugger vs. opp that is 1” to 2” taller use 4B/8/8 (clinch)
Slugger vs. opp that is 3”-5” taller use 5B/8/7 (clinch)
Slugger vs. opp that’s is 6” taller use 4B/10/6 (inside)
for example purposes I will be using a slugger vs. balanced fighter match up, with me planning for the slugger as you can see below:
1) Place this A/P/D number and style in the area on the template marked: [Tactic1]
I am using slugger vs. a fighter within an inch taller than me so I start with the 4B/8/8 (clinch) tactic and place it in the [tactic 1] slot on the template.
2) Put your starting tactic in the calc under your fighter. Now click under “scouters” and click on advisor. And see what it tells you your opp needs to do to beat your starting line. And put this into the calc on the right side under your opp.
Bringing up the advisor it tells me the balanced fighter needs to go 4B/7/9 (counter) to efficiently beat my starting line. I put 4B/7/9 (counter into the right side of the calc.
3) Again I bring up the advisor and look and see what line I need to use to efficiently beat the line I just entered for my opp. I enter this tactic on the space marked [Tactic2]
Looking at the advisor it tells me I need to go 6B/6/8 (clinch) to efficiently beat 4B/7/9 (counter). I enter that under the [tactic 2] area
4) Repeating steps 2 and three I alternate finding what my opponent needs to beat my lines and that shows me what the next logical tactic to place in sequential order.
* Advisor tells me for my opp to beat 6B/6/8 (clinch) he must go 5B/6/9 (counter), I put his in the right side and check the advisor.
* To beat 5B/6/9 (counter) I must go 5/6/9 (clinch). I put 5/6/9 (clinch) under [Tactic3]
* Checking the advisor opp must go 6B/6/8 (counter) to beat my 5/6/9 (clinch), I put this on the right side of the calc and check the advisor
* To beat 6B/6/8 (counter) I must go 4/10/6 (inside). This is a stun attempt line that generally I will not use unless I am certain my opp always uses low chins. In this case I’m not sure so I add a point of chin to my opp and recheck the advisor it now tells me 6/7/7 (clinch) as an alternative tactic. I place this under [Tactic4]
* Advisor tells me opp must go 6/5/9 counter to beat 6/7/7 (clinch). I enter this on the right side of the board and check the advisor.
* Again adjusting till I get a non stun attempt line I get a tactic of 8/6/6 (clinch) and add this to the template under [tactic5]. As you go further up the aggression ladder stun attempt lines will be more and more prevalent. I generally play it by ear depending upon my opps tendencies what I will try.
* To beat my 8/6/6 (clinch) opp must go 7/7/6 (counter). I enter this into the calc on the right side and check the advisor.
* At this point if my opp is using a low enough def to beat my 8/6/6 (clinch) line I will go ahead and use the suggested stun line of 5H/10/5 (inside). If the stun doesn’t occur the plan will move on to the seventh tactic anyway. I place 5H/10/5 (inside) at the [Tactic6] location
* If the 5H/10/5 inside line didn’t work then I will find an alternate scoring tactic by putting my opp’s 7/7/6 (counter) back in and raise his chin to the point where I get an alternative tactic to try. In this case it is 10/4/6 (clinch) I put 10/4/6 (clinch) into the final [Tactic7] area of the fight template. Just as easily I could go with a 13/1/6 (clinch) as a scoring line or an even harder headshot line, it depends on the late round tendencies of your opponent.
Note: The fight planner will often offer headshots or stun attempt, even allout lines to beat some tactics. I would suggest adding a point of chin to the opp or yourself to get an alternative tactic offered. Once you get far enough in the plan that it is still offering headshot or stun attempts with your opp having an 11 chin or higher I would go ahead and use the stun attempt as most endurance fighters will not be running an 11 chin.
Note 2: If you run out of lines to use (come to only headshots after 4 or 5 tactics) then keep them in order using some of them more than once. Take your last line most likely a head shot and make that [Tactic 7] and work your way back wards using the same tactics. So if you have only 5 usable tactics the fifth will also be the 7th and fourth tactic will be the fourth and the 6th. I have some plans that only use 3 tactics. They are the first three and the last three the middle I deleted as it wasn’t useful.
Now you have created an efficient slugger vs. balanced fight plan. However often this will not be enough to win the fight. A balanced fighter could be very loose and beat this plan while taking a pile of ips. You need to scout your opponent’s late fight tendencies to you can plan accordingly. The final sprint conditionals are the most important. In contenders most fight will be tied at round 10 so it is these crucial tactics that win or lose fights in contenders.
o If he goes for headshots use a nice scoring line with good defense to win the round while not getting stunned 5/5/10 or 8/1/11.
o If he dances like a sissy with low defense have a huge headshot or allout to the head waiting for him.
o If he does a nice middle of the road line like 6/6/8 or 5/7/8 then out dance him and take the round with a 9/3/8 or 10/1/9
Make adjustments to your plans and rename them as you lose fights such as:
Slugger vs. Balanced base
Slugger vs. Balanced (headshots end)
Slugger vs. Balanced (dancing end)
Slugger vs. Balanced (more aggressive start)
By individualizing your plans it gives you a quicker start to alterations vs. individual opponents.
Advanced template
Same lines as Basic with endurance conditionals to help press an endurance advantage
#Prog Score Cons
1) [Tactic 1]
if opp = 1 and endurance_percent >= 70 then { }
if opp = 1 and endurance_percent >= 80 then { }
2) if score < 0 then [Tactic 2]
if score < 0 and opp = 1 and endurance_percent <= 70 then { }
if score < 0 and opp = 1 and endurance_percent >= 80 then { }
3) if score < -1 then [Tactic 3]
4) if score < -2 then [Tactic 4]
if score < -2 and opp = 1 and endurance_percent <= 70 then { }
if score < -2 and opp = 1 and endurance_percent >= 80 then { }
if score > 2 and endurance_percent > 70 then { }
6) [Tactic 3]
if opp = 1 and endurance_percent > =70 then { }
if opp = 1 and endurance_percent > =80 then { }
if score < 0 then [Tactic 4]
if opp = 1 and endurance_percent > =70 and score < 0 then { }
if opp = 1 and endurance_percent > =80 and score < 0 then { }
# Final Sprint
1) if round - 7 > score then [Tactic 5]
if round - 7 > score and opp = 2 and endurance_percent < 70 then { }
if round - 7 > score and opp = 1 and endurance_percent >= 80 then { }
1) if round - 9 > score then [Tactic 6]
if round - 9 > score and opp = 2 and endurance_percent < 70 then { }
if round - 9 > score and opp = 1 and endurance_percent >= 80 then { }
1) if round - 11 > score then [Tactic 7]
if round - 11 > score and opp = 2 and endurance_percent < 70 then { }
if round - 11 > score and opp = 1 and endurance_percent >= 80 then { }
# Opp Weak
1) if opp = 1 and endurance_percent > 70 and score > -1 and round < 10 then { }
1) if opp = 0 and endurance_percent >= 66 then { }
# Rest
1) if endurance_percent < 70 and (round = 7 or round = 9) and score < 12 - round and score > 0 and opp = 2 and round - 9 < score then 1/1/8 (ring)
1) if endurance_percent < 60 and (round = 8 or round = 10) and score < 12 - round and opp = 2 then 1/1/9 (ring)
# Fight Locked Up
1) if (score > 15 - round or roundswon >= 8) and opp > 0 then 3H/5/12 (ring)
# Towel
1) if endurance_percent < 50 and score < 0 and opp = 2 then towel
The plan is the same aside from the addition of endurance conditionals to increase your power and aggression if you have a good lead in the endurance war or if you are losing it (opp=2 and endurance < 70) allows you to use tactics with a higher defense since your usual tactics could get you hurt vs. an opp with an endurance lead.
The template is filled out exactly the same however the { } are filled out using the same numbers on both sides of the calc at that point, but changing the endurance percentage located at the bottom of the calc under each fighters tactics. For opp=1 place endurance at 66 and for opp=0 place endurance at 33. Place you endurance as the number indicated in the conditional.
The “if score > 2 and endurance_percent > 70 then { }” line is setup to use vs. opponents who chase the score (try to win lines as soon as they are behind) these lines are set up to pound the body as your opp uses opportunistic lines to catch back up.
Keep in mind these plans will lose if left alone. They are yours to do with as you please. Delete parts, add parts do whatever you need to make your plans befit the opponents you face. Efficiency isn’t everything but it is a great start.