chico
Rookie Fighter
Posts: 26
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Post by chico on Jan 15, 2007 0:10:54 GMT -5
I've drawn a bad matchup: one of my counterpunchers is up against a freak clincher. I was hoping I could get some advice on how to win this fight.
My current plan is to stay as efficient as possible while still winning rounds early in the fight with lines like 4b/8/8 (counter) or 5b/7/8 (counter). I cannot win the endurance war, so my hope here is to not fall too far behind on endurance while getting the fight in the bag before I cover up with 1/1/18 (ring).
Slapping seems like a bad idea, because then he may open up with something 5b/10/5 (clinch) and I'd be in big trouble because I don't have enough agility to prevent myself from getting worn out and KOed. Although, this is my first fight with a counterpuncher so I may be wrong.
I think I'm in store for at least 50 IPs no matter what happens, and this has me thinking that running counterpunchers in lower weight divisions might be a bad idea.
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pnp
Regional Fighter
Posts: 73
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Post by pnp on Jan 15, 2007 10:38:48 GMT -5
I think you have a sound strategy. You will probably take some IP's but there's not much you can do about that. If you have KP you might try to end the fight early. Also, don't be afraid to rest if you need to (1/1/8). This might be just enough to get you through the fight.
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Post by jimsardonic on Jan 15, 2007 22:04:05 GMT -5
My current plan is to stay as efficient as possible while still winning rounds early in the fight with lines like 4b/8/8 (counter) or 5b/7/8 (counter). I cannot win the endurance war, so my hope here is to not fall too far behind on endurance while getting the fight in the bag before I cover up with 1/1/18 (ring). In my opinion... Endurance isn't winnable, you just don't have the proper points in the categories that need it. Score, however, should be _easy_ to win. I'd consider going opportunistic through the fight, and make him play catchup. Look at it like this: Being a freak clincher, he _must_ go (clinch) or suffer some _heavy_ damage due to his low AGL. Clinch's AGG penalty is based on the AGG of the opponent, meaning, the more AGG you use -- the more his drops. This is good for the later rounds. In the early going, you can probably start with a 4/7/9 (counter) or 4/6/10 (counter) -- keeping DEF high, and almost certainly outscoring him while not doing too little damage. From there, you can move up to 5/6/9, 6/3/11, 7/3/10, 7/2/11, and so on... Be sure to throw a decent rest round in there. If he flashes with (inside), you might want to have a 4H/7/9 (counter) line in place. But, for the most part, you should be able to keep up with his 4B/8/8 (clinch) with 3B/8/9 (counter) or similar. Use that to your advantage -- as if he's going 7/6/7 (clinch) just to keep up, he's not doing 5B/10/5 (clinch), which is what will hurt you. Hope that helps
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chico
Rookie Fighter
Posts: 26
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Post by chico on Jan 17, 2007 3:46:00 GMT -5
I hadn't thought of going opportunistic, but from simming that turned out to be the best idea. Thanks for the help.
Turned out I lucked out big time and won on cuts before I took any injury points.
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Post by readytobang on Jan 18, 2007 13:31:36 GMT -5
well counter is my favorit thing to use against a Clincher they are almost always short and usually dont put a lot of points into speed the way counter works you offset the big advantage they get from Clinching anyway I think Counter vs Clinch usually favors the Counter guy myself
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Post by Evolve <Evil Empire> on Jan 24, 2007 23:50:08 GMT -5
Ah Sardonic, if I had a payroll I'd put you on it.
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Post by BZoo on Jan 25, 2007 9:04:06 GMT -5
I wouldn't completely rule out slapping against the freak. You have no shot at competing in an endurance war, but you want to minimize the damage you take while scoring big. If he's a freak for sure he has 8 or less agl... you should have a huge advantage.
I would start with 5/1/14 (ring) and you might be able to stay there for 7 rounds and then go into hiding. Slapping with ring keeps your defense maxed, and max's your agl advantage. A true freak will be faster than you think. Freaks don't have an allout option because of the low agl. Just make sure it's a freak.
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chico
Rookie Fighter
Posts: 26
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Post by chico on Jan 25, 2007 21:33:20 GMT -5
Slapping may have worked, but if his fight plan contained a line like:
2) if endurance_percent > 100 - 3*(round-1) then 5B/10/5 (clinch)
Then I would have lost big. Counterpunchers aren't dancers. Even though I had a 10-12 point advantage in agility, ring wouldn't have saved me from being worn out by the end of the fight if he had ramped up his power.
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Post by Evolve <Evil Empire> on Jan 25, 2007 23:23:27 GMT -5
Often times against really strong fighters who pound the body I'll do something like 6/1/11 thus saving a few points to rest. I was always told if you are going to rest, rest all the way, but I have beaten many sluggers and clinchers by outslapping them while saving points each round to rest. This has been successful for me, but try it at your own risk. I also rest more often against heavy body punchers, I'll get a two round score lead and then rest. Clinchers are not trying to win on score, and I don't care if I win by one round or seven.
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Post by jimsardonic on Jan 26, 2007 2:54:31 GMT -5
The reason why?
6/1/11 is 2 points off of 6/1/13.
You get 2% extra per point of rest.
so if you're gaining 2 points, at 2% each, you're gaining 4%.
an extra 4 out of every 100.
Relatively nothing.
I'm a bit intoxicated, can't really explain that much better... I'll expand more tomorrow, if needed.
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Post by readytobang on Jan 26, 2007 13:36:18 GMT -5
that's ok drunk you probubly make more sence then most people do sober
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