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Recommended Physical Attributes


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So to correct what I previously said: I actually did mention a real life fighter and it was only to prove a point: that even champions lose. the champions in this game do lose also. the fact that they are losing repeatedly is a testament to how difficult the competition they are facing really is. Did you know that these top p4p fighters in this game are managed by the best managers in this game? well they are and top managers tend to want challenges put in front of them very often. so its not surprising at all to see them losing 2 in a row even 3 or more. they are the elite fighters fighting other elite fighters and there is this new thing in this game that makes ur fighter drop off in skill eventually at a certain random age (yes that part is random). so even tho these top p4p fighters have the elite primaries you always see maybe the secondaries are dropping off or maybe they got too old or too damaged to keep on winning.

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If you're missing something in this game it makes all the difference. No MT means your fighter will be like: "wtf is a kuh-ick? bam! oh he said kick."

No wrestling means your fighter will act like most europeans do: "Wrestling? Bahahahahahaha u try to take me down and I punch u! I kickety punch you! I knock you-" *gets taken down and every tool he has is rendered completely useless*. Oh BJJ you say? ok go for his arm. *fighter goes for opponents arm from bottom position and is met by his opponents OTHER arm being ground into his face repeatedly which immediately confounds the useless wrestler*

Useless in any skill will always mean your fighter is susceptible to whatever the skill may be and tactics will not always allow you to win. in fact if your fighter sucks (with hiddens or in build) tactics sometimes just won't help you at all.

Being useless in a skill is one thing but tactics are a definite seperate subject altogether.

Even if we're talking irl boxing sucks balls in MMA... but let's just pretend I didn't say that to avoid these pointless arguments.

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all fighters should have 12 cardio b4 they have their first fight. anything less than that and ur liable to get gassed and become a punching bag or get subbed out. which is not to say that having 12 cardio is going to make u auto win. if u have a bad fighter sometimes getting gassed or turning into a punching bag are inevidible. as far as every other physical goes: u would do well to get everything else to about 11 but when strength reaches 12 it will cover your fighters hiddens if there is anything there to see on the tale of the tape. when strength gets to 12 "ko power"(not to be confused with "big right hand" or " will show up on the tott. if he gets agility to 12 and has nothing else as high it will show "very agile" (i think). if ur flexibility gets to 14 and nothing is as high in physicals then "extremely flexible" will show on the tott. it takes 14 cardio to get "cardio machine" or "good gas tank" on tott. once speed reaches 12 and there are no other physicals as high then "very quick" shows on tott.

the only exceptions to this are if ur fighter has a granite chin in which case he will always show "granite chin" unless flexibility is 15++(or somewhere around max) and will only show half the time.

 

I kind of wish i had this kind of info when I started out, I might have a better record! Good post.

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code206, believe me, I've said the same thing about numerous aspects of this game lol No worries, it's all a learning process. I've been getting majorly schooled over the past couple of days and it does help me better think about a fighter's build. I have some "experimental" fighters for certain and I have a strong suspicion they will be clowned often, depending upon the frequency of facing particular types of opponents, obviously. I have had some fights where I thought my fighter would lose because of being outmatched in the statistics area of some skills, but apparently his hiddens and/or the tactics helped overcome the weaknesses in that particular fight.

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Lefteye, I definitely appreciate the efforts you make to enlighten us noobs, along with Cardiff Wanderer, who has been a HUGE help to me, and duphus, who also has good insight and input. I have learned quite a bit over the past couple of days in terms of thinking about the effects of secondary skills and physical attributes and how they should ultimately be utilized. I obviously know very little about the game and am trying to understand more each time I play. With my experiment fighters, hopefully I'll be able to answer some questions I have about trying to overcome certain weaknesses.

 

A general question for everyone: What type of fighter / build do all of you deem as the most difficult to overcome, or struggles the most in fights you have had or read about?

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In real life combat, it is VERY rare for a fighter to have numerous fights, at least 30, and not lose any of them. There are special breeds of fighters out there, plus a lot of good timing and let's be honest, a bit of luck as well in some cases. Mayweather Jr.'s record is very impressive and there's no doubt about his skill or the confidence he has in his skill. He knows what he's capable of and stays within the confines of that. In MMA, Anderson Silva is by far one of the best to have ever competed and the 5 losses demonstrate the preparation and skill level of the competition, plus the situation where an excellent fighter may just have an off day and/or the opponent has a particular style of fighting that frustrates the excellent fighter.

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Probably the most difficult fighter to win most of the time is a BJJ specialist. This build tends to be very heavy on BJJ and low on other aspects like standup and can be knocked out easily regardless of chin and heart or at the very least outclassed and dominated to a decision. They can also be laid n prayed for an entire fight by a better wrestler if he knows how to watch himself on the ground. Its just a very one sided build that is good in only one place and even then can sometimes even be beaten on the ground with the right tactics. Wrestling builds tend to be very successful imo especially with the new changes because wrestling gives bonuses to the clinch and the ground so its very multi faceted in that respect. With enough BJJ and boxing, a wreslter can make the most of mma situations(dirty boxing, standup punches and ground and pound) . you could also do it with muay thai but its a bit more difficult to build a guy with muay thai and wrestling because it takes lots of points to make a good muay thai fighter. One drawback of the boxing/bjj wrestler is that muay thai practitioners can catch them with head kick kos and leg/body kicks can deplete their gas tank and render your offensive attempts useless.

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It's simple psychology, Nate loses all the time and so he blames "fate" "luck" "bad programming" whatever he feels like at the time to keep from taking responsibility. Pretty similar to his namesake...the reason the real life Diaz brothers haven't really accomplished anything is not lack of skill, it's lack of ability to take responsibility. Whenever he (and they) win, I'm sure they attribute it purely to their skill, training, etc. It's a common human psychology error to attribute the bad things that happen to you as fate or chance or someone else's fault, while taking credit for the good things that happen to you. Sounds familiar.

 

On another note, phenomenal trainers with great tactics (IE your heartthrob Greg Jackson) still have fighters that are beaten every day, whether through chance or lack of training or lack of skill on their part. The best generals still lose battles. Planning and preparation can only take you so far, especially when the execution is out of your control. That's a big part of what this game tries to simulate. If you want full control of your fighter's every action, play UFC Unleashed. If you want a very close approximation of what it's like to be a trainer (set your fighter's training regimen, give them instructions about what to do in the fight, and then hope they can execute on it) then stick with this game.

 

Also, the early game tends to be pretty different than the later game. Just like in real life, young inexperienced fighters typically have their fights dictated more by the matchup and some chance (who slips a KO punch by the other, etc). As the fighters become more experienced, tactics play more of a part as fighters skills tend to be more closely matched and few fighters have gaping holes in their game plan (IE no takedown defense).

 

It will probably make you look more intelligent if you experience the game for more than 2 months before you start making claims about what the game experience is like for everyone. This game has a fair amount of staying power and significant number of players who have been with it for a long time, which wouldn't be the case if it were overly dominated by luck at the higher echelons.

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Lefteye, I appreciate the input. Cardiff Wanderer agrees with you about a BJJ specialist being the most difficult build to work with. And, of course, I recently created an 18 year-old project who is a BJJ specialist. Oh how lovely lol I also created a 25 year-old project who is a Muay Thai / Wrestler so I'll see what I cam do with him.

 

I previously created a 21 year-old Wrestler / Boxer but I think I messed up the points distribution. I'll see how it goes with him. I'll replace another 18 year-old project I messed up on in the near future and I'll try a different style. Basically any fighter created needs the ability to deal with standup and ground situations to whatever extent the creator of the fighter deems as a good amount.

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The most important parts are the defensive attributes. In the beginning make sure you have high striking defense and defensive grappling to avoid being koed/submitted. then add the small part of your offense in and don't worry if you think it's not enough. If you are accurate enough or sometimes if you roll some good hiddens you may be able to finish if not get the decision through being accurate. In the case of a submissionist it is kind of up to chance whether or not you get the fight to the ground and if you don't, you are done almost definitely.

Good luck and let us know how your fights go.

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Lefteye, have you found it to be the case where defensive grappling, in essence, is defined as clinching in certain situations and/or going into full guard if and when the fight goes to the ground and your fighter is working from the bottom? Is Clinchwork defined as what your fighter actually does once a clinch is taking place or does it also have a certain degree of effect on when your fighter clinches for defensive purposes?

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Everyone, if I may obtain your opinion / insight on this, I would very much appreciate it. In terms of Speed and its effects on Conditioning, have there been fight situations that you've seen where I fighter having a high rate of speed ends up being detrimental to himself because his Conditioning was average to below average while the Speed was high to very high? Also, in general, have folks observed that Speed is a difficult attribute to train up, even if the fighter displays high intelligence and fast learning?

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Thank you for the insight duphus, I appreciate it. How do you determine if a fighter has a high level of learning speed? Are there are certain number of skill training sessions with a higher level coach and said fighter shows the two green pluses pretty quickly?

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you can check learning speed with greasemonkey if you have it installed

 

http://tycoontools.com/greasemonkey.php

 

Default on useless skills (that you put 1 point in at creation) are 1.95 points in that skill, if you train one of those skills with a coach at less 30 points above your fighters skills in the secondaries and a 1 on 1 session then see how far his points jump after that one session is learning speed.

 

if it went to 4.25 that is slow, if it goes to 7.5 that is the max you can get right now

 

Yes you can go off of sessions trained to a certain level, but that varies with amount of people on a coach during sessions and quality of the coaches. Many older players can give you average sessions to certain levels but will be with private gyms and 1 on 1 or 2 on 1 sessions. So unless you have access to a private gym yours will likely be slower then what numbers they give

 

intelligence has nothing to do with learning speed, they are separate (learning speed and intell)

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duphus, I'll definitely try the GreaseMonkey script on my home computer but since it's a bit slow, I'm not sure how well that will work, heh. All right, I'll see if I can use the formula you provided to determine the learning speed. Thanks for the help as always.

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