Fight Plan Help

As you read through this help file it may be helpful to open up the sparring partner at  so that you can experiment with some of the examples to get a better idea of how they work.

Simply copy and paste the   related example you would like to experiment with into the strategy field in    the Sparring Partner and use the "Fight" button to read the results. Try different examples against one another, and experiment with different fighter stats to get a better idea of how different fighters use different fight plans Related Help File Reading: Getting Started Fighter Help  Index  Fight Plan Options  Head Shots  Body Blows  Damage</a> <p align="left" style="margin-top: 0; margin-bottom: 0"> <b> Effects of Injuries</a></b> <p align="left" style="margin-top: 0; margin-bottom: 0"> Fighting</a> <p align="left" style="margin-top: 0; margin-bottom: 0"> Inside</a> <p align="left" style="margin-top: 0; margin-bottom: 0"> <span style="text-transform: uppercase" id="ctl00_ContentPlaceHolder1_lblHelp2"> Ring</a> <p align="left" style="margin-top: 0; margin-bottom: 0"> <span id="ctl00_ContentPlaceHolder1_lblHelp4"> <span id="ctl00_ContentPlaceHolder1_lblHelp5">

<span style="text-transform: uppercase" id="ctl00_ContentPlaceHolder1_lblReport28"> Chase or Corner</a> <p align="left" style="margin-top: 0; margin-bottom: 0"> <span id="ctl00_ContentPlaceHolder1_lblHelp6"> <span id="ctl00_ContentPlaceHolder1_lblHelp7">

<span style="text-transform: uppercase" id="ctl00_ContentPlaceHolder1_lblReport29"> Clinch</a> <p align="left" style="margin-top: 0; margin-bottom: 0"> <span id="ctl00_ContentPlaceHolder1_lblHelp9"> <span id="ctl00_ContentPlaceHolder1_lblHelp10">

<span id="ctl00_ContentPlaceHolder1_lblReport30">  O  <span id="ctl00_ContentPlaceHolder1_lblHelp11">utside </a> <p align="left" style="margin-top: 0; margin-bottom: 0"> <span id="ctl00_ContentPlaceHolder1_lblHelp12"> <span id="ctl00_ContentPlaceHolder1_lblHelp13">

<span style="text-transform: uppercase; font-weight: 700" id="ctl00_ContentPlaceHolder1_lblReport31"> Counter</a> <p align="left" style="margin-top: 0; margin-bottom: 0"> Feint</a> <p align="left" style="margin-top: 0; margin-bottom: 0"> <span id="ctl00_ContentPlaceHolder1_lblHelp16"> <span id="ctl00_ContentPlaceHolder1_lblHelp17">

<span style="text-transform: uppercase; font-weight: 700" id="ctl00_ContentPlaceHolder1_lblReport33"> Allout</a> <p align="left" style="margin-top: 0; margin-bottom: 0"> Fighting Dirty</a> <p align="left" style="margin-top: 0; margin-bottom: 0"> The Round Variable</a> <p align="left" style="margin-top: 0; margin-bottom: 0"> The Hiscuts Variable</a> <p align="left" style="margin-top: 0; margin-bottom: 0"> The MyCuts Variable</a> <p align="left" style="margin-top: 0; margin-bottom: 0"> The Opponent Variable</a> <p align="left" style="margin-top: 0; margin-bottom: 0"> The Score Variable</a> <p align="left" style="margin-top: 0; margin-bottom: 0"> <span id="ctl00_ContentPlaceHolder1_lblHelp32"> <span id="ctl00_ContentPlaceHolder1_lblHelp33">

<span style="text-transform: uppercase; font-weight: 700" id="ctl00_ContentPlaceHolder1_lblReport41"> <a href="#The Warnings Variable">The Warnings Variable</a> <p align="left" style="margin-top: 0; margin-bottom: 0"> <span id="ctl00_ContentPlaceHolder1_lblHelp34"> <span id="ctl00_ContentPlaceHolder1_lblHelp35">

<span style="text-transform: uppercase; font-weight: 700" id="ctl00_ContentPlaceHolder1_lblReport42"> <a href="#The Endurance Variable">The Endurance Variable</a> <p align="left" style="margin-top: 0; margin-bottom: 0"> <span id="ctl00_ContentPlaceHolder1_lblHelp37">

<span style="text-transform: uppercase" id="ctl00_ContentPlaceHolder1_lblReport44"> <a href="#Fight Plan Example">Fight Plan Examples</a> <p align="left" style="margin-top: 0; margin-bottom: 0"> <a name="Fight Plan Options">Fight Plan Options</a> <b>There are various options you can use to add more detail to your fighter's instructions.</b> You have 20 energy points to allocate for the parameters that will represent a boxers aggressiveness, power and defense. The parameters consist of three numbers with this format: <font color="#0000FF">#/#/# <p style="margin-top: 0; margin-bottom: 0">The first number indicates the amount of punches being thrown or aggressiveness. (each energy point used will be approximately 8 punches thrown) <p style="margin-top: 0; margin-bottom: 0">The second number indicates the amount of power or strength being used. <p style="margin-top: 0; margin-bottom: 0">The third number indicates the amount of defense your fighter is using in the ring. <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0">aggressiveness/power/defense <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0">Examples: <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">5/5/10 - Fighter is throwing even hard punches while defending himself well. This set of parameters would indicate that the fighter is looking to win rounds while causing some damage to his opponent, protecting himself at the same time. <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">4/12/4 - Fighter is throwing few and very hard punches while only defending himself very little. This would represent a fighter that is looking for the KO or trying to cause a great deal of injury to his opponent, but not trying to win the round by punch count and leaving himself wide open to receive damage. <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">7/1/12 - Fighter is jabbing a high volume of punches that are not hard but he is defending himself very well. He is definitely trying to win the rounds by punch count while defending himself from injury and damage, but isn't inflicting any damage or injury to his opponent. <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0">Every energy point you do not use is considered resting. Be careful when you do rest to protect your fighter with greater defense, but resting can allow your fighter to outlast his opponent in endurance for the end game of the fight. <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0">Example: <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">1/1/14 (ring) (resting 4) <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">1/1/10 (clinch) (resting 8) <p style="margin-top: 0; margin-bottom: 0"> Next, you can indicate that you would like to throw <a href="#Head Shots">head</a> punches during a certain round by putting an <font color="#0000FF">H or <font color="#0000FF">h after the aggressiveness number, as in: <p style="margin-top: 0; margin-bottom: 0"><font face="Arial, Helv, Helvetica"> <tt><font face="Verdana" color="blue">10H/5/5 </tt> <p style="margin-top: 0; margin-bottom: 0">or <p style="margin-top: 0; margin-bottom: 0"><font face="Arial, Helv, Helvetica"> <tt><font face="Verdana" color="blue">10h/5/5 </tt> Similarly, you can indicate that you would like to throw <a href="#Body Blows"> body</a> blows by using a <font color="#0000FF">B or<b> <font color="#0000FF">b </b>: <font face="Arial, Helv, Helvetica"><tt><font face="Verdana" color="blue">5B/5/10 </tt> <p style="margin-top: 0; margin-bottom: 0">or <p style="margin-top: 0; margin-bottom: 0"><font face="Arial, Helv, Helvetica"> <tt><font face="Verdana" color="blue">5b/5/10 </tt> <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0">If you don't use a B or an H in a given round, then your fighter will box opportunistically for that round and land more punches. <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0">A Fight Plan consists of a set or series of parameters that may include variables and conditionals. Each round is represented by using the round number followed by a parentheses. <p style="margin-top: 0; margin-bottom: 0"><font face="Arial, Helv, Helvetica"> <tt><font face="Verdana" color="blue">1) <font face="Verdana">- represents round 1 </tt> <p style="margin-top: 0; margin-bottom: 0"><font face="Arial, Helv, Helvetica"> <tt><font face="Verdana" color="blue">2) <font face="Verdana">- represents round 2 </tt> <p style="margin-top: 0; margin-bottom: 0"><font face="Arial, Helv, Helvetica"> <tt><font face="Verdana" color="blue">10) <font face="Verdana">- represents round 10 </tt> <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0">This allows you to change the parameters and style of your fighter so that he can adjust to the conditions of the fight. <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0">Example 1: <p style="margin-top: 0; margin-bottom: 0"><font face="Arial, Helv, Helvetica"> <tt><font face="Verdana" color="blue">1) 5B/5/10 3) 6B/7/7 8) 7H/8/5 </tt> In the above strategy, the fighter is throwing body blows for the first seven rounds while throwing more and harder after the second round and then switching to head punches from the eighth to twelfth round. <b>As the fight resolver reads the fight plan from the bottom up at the beginning of every round it will find the next correct statement within the fight plan to use.</b> In the twelfth round, the next correct statement is <font face="Arial, Helv, Helvetica"> <tt><font face="Verdana" color="blue">8) 7H/8/5 <font face="Verdana">, so in the twelfth round the fighter would throw <font color="#0000FF">7H/8/5 . </tt> <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0">Example 2 with variables: <font face="Arial, Helv, Helvetica"><tt><font face="Verdana" color="blue">1) 8/1/11 (ring) 3) 1/1/18 (ring) 3) if score &lt;=1 then 8/1/11 (ring) </tt> <p style="margin-top: 0; margin-bottom: 0">In this example the fighter throws a high volume of punches from the first to second round trying to win the rounds by decision. In round three <font color="#0000FF">if the score is less than or equal 1 then the fighter will throw <font face="Arial, Helv, Helvetica"><tt><font face="Verdana" color="blue">8/1/11 <font face="Verdana">, but if the score is greater than 1 then the next correct statement would be <font face="Verdana" color="blue">3) 1/1/18 <font face="Verdana">, in which the fighter would not throw hardly any punches while trying to protect himself very well. This FP would be an example for use with a dancer type fighter, where the fighter has little strength but a great deal of agility and is looking to win fights by mainly decision. </tt> <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0">Example 3 with variables: <font face="Arial, Helv, Helvetica"><tt><font face="Verdana" color="blue">1) 4h/12/4 (clinch) 2) 4b/12/4 (clinch) </tt> <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">12) 4h/12/4 (inside) <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">2) if opp=tired then 5h/10/5 (allout) <p style="margin-top: 0; margin-bottom: 0"><font face="Arial, Helv, Helvetica"> <tt><font face="Verdana">In this example the fighter comes out in the first round throwing hard to the head looking to cause injuries using the clinch style. The last statement of this FP equals <font color="#0000FF">if the round is 2 or greater and the opponent is tired then 5h/10/5 (allout) and if this is true to the fight resolver for the second round or on then the fighter will throw <font color="#0000FF">5h/10/5 (allout), however if this is not true then the next correct statement would be <font face="Verdana" color="blue">2) 4b/12/4 (clinch) <font face="Verdana">, in which case the fighter would throw <font face="Verdana" color="blue"> 4b/12/4 (clinch) <font face="Verdana">, going hard to the body using the clinching style of fighting. This would continue threw every round until or if the last statement </tt> <font color="#0000FF">2) if opp=tired then 5h/10/5 (allout) becomes true to the fight resolver when it starts its search for the first true statement as it reads the FP from the bottom up. If this statement isn't true for the twelfth round then the fight resolver will use the next correct statement <font color="#0000FF">12) 4h/12/4 (inside) , in which the fighter would come out in the twelfth round fighting inside and throwing hard to the head. This FP would be an example of a slugger or strong fighter against a dancer type fighter. <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0" align="center">Fighting Styles <p style="margin-top: 0; margin-bottom: 0"> You may choose one of the following fighting styles for your fighter: <a href="#Fighting">Fighting</a> - The basic fighting style. <p style="margin-top: 0; margin-bottom: 0"><a href="#Inside">Inside</a> - The fighter moves in close to throw powerful uppercuts and hooks. <a href="#Clinch">Clinch</a> - The fighter holds his opponent to avoid being hit and to bring him closer to land body blows. <a href="#Feint">Feint</a> - The fighter tries to fake out his opponent to land more blows. <a href="#Counter">Counter</a> - A fast fighter uses his speed for defense, as well as offense. <a href="#Ring">Ring</a> - The fighter defends himself using movement and footwork. <a href="#Chase or Corner">Chase or Corner</a> - The fighter uses his agility advantage to corner his opponent. <a href="#Outside">Outside</a> - The fighter stays away from his opponent using jabs and tries to tie up his opponent whenever he attacks at close range. <a href="#Allout">Allout</a> To inflict damage or score a KO the fighter ignores his opponent's counter-attacks and just hits. A fighting style can be indicated by putting a keyword in parentheses next to the instruction. Using no keyword will result in the boxer using the Fighting style, as in the following examples: <font face="Arial, Helv, Helvetica"><tt><font face="Verdana" color="blue">5/5/10 <font face="Verdana">= comes out fighting </tt> <p style="margin-top: 0; margin-bottom: 0"><font face="Arial, Helv, Helvetica"> <tt><font face="Verdana" color="blue">6B/7/7 (inside) <font face="Verdana">= fighting inside <font face="Verdana" color="blue"> 5/10/5 (clinch) <font face="Verdana"> = clinching opponent <font face="Verdana" color="blue"> 7H/8/5 (feint) <font face="Verdana">= feinting against opponent </tt> <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">15/1/4 (ring) = using the ring <p style="margin-top: 0; margin-bottom: 0"><font face="Arial, Helv, Helvetica"> <tt><font face="Verdana" color="blue">6/6/8 (chase) or (corner) <font face="Verdana">= chase or corner the opponent </tt> <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">3h/10/7 (outside) = fighting outside <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">4h/12/4 (allout) = going all out on the opponent<font face="Arial, Helv, Helvetica"> Your fighter may choose to <a href="#Fighting Dirty">Fight Dirty</a> in any given round. This is indicated by an '''<font color="#0000FF">! ''' after the power number. For example:<font face="Arial, Helv, Helvetica"> <tt><font face="Verdana" color="blue">1) 5/5/10 (counter) 7) 6/7!/7 (feint) 8) 7H/8!/5 (inside) </tt> This fighter fights dirty starting with round 7.  Variables  You can also chose different types of variables in your fight plan. Variables are additional things you can add to your FP's to give them more depth and accuracy. <p align="left" style="margin-top: 0; margin-bottom: 0">  <a href="#The Round Variable">The Round Variable</a> - allows you to depict a bracket of rounds or to choose greater than or less than certain rounds. <p align="left" style="margin-top: 0; margin-bottom: 0">  <a href="#The Hiscuts Variable">The Hiscuts Variable</a> - allows you to gauge your opponents fighter's injuries. <p align="left" style="margin-top: 0; margin-bottom: 0">  <a href="#The MyCuts Variable">The MyCuts Variable</a> - allows you to gauge your own fighter's injuries. <p align="left" style="margin-top: 0; margin-bottom: 0">  <a href="#The Opponent Variable">The Opponent Variable</a> - gauges your opponents fighter's endurance. <p align="left" style="margin-top: 0; margin-bottom: 0"> <a href="#The Score Variable">The Score Variable</a> - depicts your corner's scoring of the fight, whether your fighter is ahead or behind in the score cards. <p align="left" style="margin-top: 0; margin-bottom: 0"> <span id="ctl00_ContentPlaceHolder1_lblHelp48"> <span id="ctl00_ContentPlaceHolder1_lblHelp49">
 * 1) +#+#<font color="#0000FF"> = 20 energy points

<span style="font-weight: 700" id="ctl00_ContentPlaceHolder1_lblReport72"> <a href="#The Warnings Variable">The Warnings Variable</a> - <span id="ctl00_ContentPlaceHolder1_lblReport72">allows you to keep track of the amount of warnings the referee has issued your fighter. <p align="left" style="margin-top: 0; margin-bottom: 0"> <span id="ctl00_ContentPlaceHolder1_lblHelp50"> <span id="ctl00_ContentPlaceHolder1_lblHelp51">

<span style="font-weight: 700" id="ctl00_ContentPlaceHolder1_lblReport73"> <a href="#The Endurance Variable">The Endurance Variable</a> - <span id="ctl00_ContentPlaceHolder1_lblReport73">it allows you keep accurate track of your fighter's endurance during the fight. <p align="left" style="margin-top: 0; margin-bottom: 0"> <p align="left" style="margin-top: 0; margin-bottom: 0">Using these variables in combination to create variable equations and conditionals will add even greater depth to your FP's. <p align="left" style="margin-top: 0; margin-bottom: 0"> <p align="left" style="margin-top: 0; margin-bottom: 0">Example 1: <p align="left" style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">2) if hiscuts &gt; mycuts then 5h/10/5 (inside) <p align="left" style="margin-top: 0; margin-bottom: 0">This would mean <font color="#0000FF">if hiscuts are greater than mycuts then 5h/10/5 (inside) <p align="left" style="margin-top: 0; margin-bottom: 0">This example would be a conditional that would be used if you wanted your fighter to take advantage of his opponent's injuries. <p align="left" style="margin-top: 0; margin-bottom: 0"> <p align="left" style="margin-top: 0; margin-bottom: 0">Example 2: <p align="left" style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">3) if score &lt;=1 and end &gt;=90 then 9/1/10 (outside) <p align="left" style="margin-top: 0; margin-bottom: 0">This would mean <font color="#0000FF">if score is less than or equal 1 and endurance is greater than or equal to 90 then 9/1/10 (outside) <p align="left" style="margin-top: 0; margin-bottom: 0">This example would be representative of a conditional that might be found in a dancer type fighter's FP, who looks to win fights by decisions. <p align="left" style="margin-top: 0; margin-bottom: 0"> <p align="left" style="margin-top: 0; margin-bottom: 0">Example 3: <p align="left" style="margin-top: 0; margin-bottom: 0"><font color="#0000FF"> 10) if opp = hurt and end &gt;= 140*0.69 and mycuts = 0 then 4h/12!/4 (allout) <p align="left" style="margin-top: 0; margin-bottom: 0">This would mean <font color="#0000FF">if opponent equals hurt and endurance is greater than or equal than 69% of 140(starting endurance) and mycuts equal 0 then 4h/12!/4 (allout) <p align="left" style="margin-top: 0; margin-bottom: 0">This example represents a conditional in a fight plan that is looking to see if the opponent is hurt and if the fighter has enough endurance and no injuries to go for the KO, and maybe throw in some head butts or elbows to accomplish it. <p align="left" style="margin-top: 0; margin-bottom: 0"> <p align="left" style="margin-top: 0; margin-bottom: 0">Example 4: <p align="left" style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">9) if end &gt;=140-(round-1)*10 and score &lt;=-2 then 6/6/8 (ring) <p align="left" style="margin-top: 0; margin-bottom: 0">This would mean <font color="#0000FF">if endurance is greater than or equal 10 damage received in the previous round from 140(starting endurance) and score is less than or equal to negative 2(losing by 2 points) then 6/6/8 (ring) <p align="left" style="margin-top: 0; margin-bottom: 0">In this example the conditional is seeing how much damage was done in the previous round and if the fighter is losing by 2 points. <p align="left" style="margin-top: 0; margin-bottom: 0"> <p align="left" style="margin-top: 0; margin-bottom: 0">Experimenting with variable equations will develop your own basis for your favorite conditionals to add to your fight plans. For further reading on other variable equations and conditionals check out the Strategy forum. <b><a href="#Index"> Index</a></b> <a name="Head Shots">Head Shots</a> (The <font color="#0000FF">H or <font color="#0000FF"> h Modifier) <p style="margin-top: 0; margin-bottom: 0">Description: A fighter may choose to throw punches primarily to their opponent's head in any given round by simply adding the letter H after the aggression energy point allocation number. This means your fighter will specifically target the head region of your opponent in an attempt to open up cuts or increase the chance of a knockdown. It can be used in combination with the Fighting Dirty (!) modifier, but not the Body Blows (B) fight style modifier. When no modifier is used in this position your fighter will box opportunistically, throwing a combination of punches, including head shots and body blows. Example: <font color="#0000FF">5H/10/5 (inside) <p style="margin-top: 0; margin-bottom: 0">or <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">5h/10/5 (inside) Advantages: Throwing head punches increases the chance of knockdowns and knockouts. It also helps to create and aggravate cuts and injuries to your opponent. Disadvantages: By throwing punches primarily to the head, the percentage of your fighter's punches landed is lowered. Long-term fight damage to your opponent is also decreased using this modifier. Who should use this fight modifier: <ul> <li>A fighter that wishes to try and Knock Down or Knock Out his opponent, used in those rounds in which a KD/KO is desired. </li> <li>Slugger type fighters in the later rounds of a bout. </li> <li>A fighter whose opponent is hurt. </li> <li>A fighter whose opponent is close to a TKO because of fight injuries. </li> <li>A fighter who has a decent amount of strength and whose opponent always goes (allout) in a particular round. </li> </ul> Who should NOT use this fight modifier: <ul> <li>A fighter who is trying to maximize the number of punches landed, to win the round primarily by decision. </li> <li>A fighter who is trying to maximize the amount of damage done to an  opponent. </li> <li>A fighter with very little ability points allocated to strength. </li> <li>A fighter using very little power energy points in their fight line. </li> </ul> <b><a href="#Index"> Index</a></b> <a name="Body Blows">Body Blows</a> (The <font color="#0000FF">B or <font color="#0000FF"> b Modifier) Description: Maximizes the long-term damage (i.e. loss of endurance points) inflicted, but minimizes the chance of scoring a knockdown or knockout. <p style="margin-top: 0; margin-bottom: 0">A fighter may choose to throw punches primarily to their opponent's body in any given round by simply adding the letter B after the aggression energy point allocation number. This means your fighter will specifically target the stomach and chest regions of your opponent in an attempt to make their opponent tired faster and increase the amount of damage done in the rounds that it is used. It can be used in combination with the Fighting Dirty (!) modifier, but not the Head Shots (H) fight style modifier. When no modifier is used in this position your fighter will box opportunistically, throwing a combination of punches, including head shots and body blows. Example: <font color="#0000FF">3B/12/5 (clinch) <p style="margin-top: 0; margin-bottom: 0">or <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">3b/12/5 (clinch) Advantages: Throwing Body Blows increases the long-term fight damage to your opponent, which in turn will wear them down faster. Disadvantages: By throwing punches primarily to the body, the percentage of your fighter's punches landed is lowered. Also chances of scoring a Knock Down or Knock Out are decreased in the rounds this modifier is used. Who should use this fight modifier: <ul> <li>Fighters with med-to-high strength ability points, used in the early rounds of a fight to wear down an opponent for an eventual KO attempt. </li> <li>Fighters wishing to maximize the amount of long-term fight damage to an  opponent. </li> </ul> Who should NOT use this fight modifier: <ul> <li>Fighters who have med-to-low speed ability points, and are trying to win rounds by points. </li> <li>Fighters wishing to maximize the number of punches landed on their opponents. </li> <li>In the round that a fighter wishes to try and Knock Down or Knock Out their opponent. </li> </ul> <b><a href="#Index"> Index</a></b> <a name="Damage"> Damage</a> Damage is factored into round scoring. Every point of damage you give to your opponent in a round is the equivalent of a certain amount of punches landed. Be careful though; not all judges are the same and some will be more impressed with the damage you inflict than others. <b><a href="#Index"> Index</a></b> <b> <a name="Effects of Injuries">Effects of Injuries</a></b> When. Injuries are inflicted on a fighter in the course of a Bout and come in  various types. Injuries are measured in injury levels starting at 1 and going up to 4 (4 being the most serious) Why. You will usually pick up injuries when punching to the head and having a  low defense, this exposes your head to your opponent and a fighter with better strength and remaining endurance will cause significant damage. Punching to  the head is best used when your opponent is weakening, or if you feel you have a distinct speed advantage and think you can take the fight very quickly. High Defense and Agility will mean less damage Effect. The following details the different kinds of injuries and their effect. <dl> <dt>Bleeding above or below an eye: </dt> <dd>A bleeding injury is called a minor cut, a cut, a serious cut, or a gash according to the level of the injury. A cut causes a fighter to sustain one point of damage for every level of injury. A cut over the eye also interferes with a fighter's vision. This causes the fighter to lose points of Speed for every level of injury. In addition, a    serious cut over the eye causes the fighter to lose points of Agility, and a     gash over the eye causes the fighter to lose further points of Agility. </dd> <dt>'''Swelling above an eye. '''</dt> <dd>Swelling always starts at level 1, but every time it is aggravated the level of swelling increases. At level 4 the eye is said to have swollen shut and cannot be swollen further. If both a fighter's eyes are swollen shut the fighter loses by TKO. Swelling can seriously interfere with a fighter's    vision. Starting with level 2, each level of swelling causes the fighter to    lose points of Speed and Agility. </dd> <dt>'''Injured nose. '''</dt> <dd>A level 1 injury is a bloody nose, a level 2 or 3 injury is a fractured nose, and a level 4 injury is a broken nose. For a level 2 or greater injury, the fighter sustains ext damage for each level of injury. At any level, the fighter fatigues an extra 1 point per round to reflect the fact that he cannot breathe properly. </dd> <dt> </dt> <dt>'''Injured jaw. '''</dt> <dd>Level 1, 2, and 3 injuries to the jaw are reported as &quot;bloody lip&quot;, &quot;bloody mouth&quot;, and &quot;broken tooth&quot;, but they have no effect. They are just there for &quot;color.&quot; However, a level 4 injury is said to be a broken jaw. A    broken jaw is a serious and painful injury -- the fighter immediately sustains a large amount of damage. If this injury is aggravated, the fight is stopped and the injured fighter loses by TKO. </dd> </dl> Other Notes. Changes to SPD and AGL due to injury do not take effect until the following round. Also, no ability is ever reduced below 1. When an injury is aggravated, there is a 50% chance that it will be &quot;promoted&quot; to a level 2, 3, or 4 injury. Level 1 injuries are promoted to level 2 2/3 of  the time an to level 3 2/9 of the time, and to level 4 1/9 of the time. Level 2 injuries are promoted to level 3 2/3 of the time and to level 4 1/3 of the time. Level 3 injuries are promoted to level 4. When an injury is aggravated, any damage caused by that injury is repeated. For example a level 1 cut, if aggravated, causes one additional point of  damage. If promoted to level 2, it would cause 2 additional points of damage. If an injury is at level 3 or 4 and a total of 7 or more points of damage have been caused by that injury, the fight is stopped by the doctor and the injured fighter loses by TKO. The fight is also stopped by the doctor if the injury is  at level 4 and a total of 6 or more points of damage have been caused. <b><a href="#Index"> Index</a></b> <b><a name="Fighting"> Fighting</a></b> <p class="MsoNormal">The Fighting style is mainly used when you and your opponent may be equal in weight and height, or it is a style to be used when you fight with a slugger against an equal slugger , or if you’re not sure what to do in certain situations. <p class="MsoNormal" style="margin-top: 0; margin-bottom: 0">Example: <p class="MsoNormal" style="margin-top: 0; margin-bottom: 0"> <font color="#0000FF">5h/5/10 <p class="MsoNormal" align="right"> <span id="ctl00_ContentPlaceHolder1_lblHelp46"> <span id="ctl00_ContentPlaceHolder1_lblHelp47">

<span style="text-transform: uppercase" id="ctl00_ContentPlaceHolder1_lblReport62"> <a href="#Index">Index</a> <a name="Inside">Inside</a>

<span id="ctl00_ContentPlaceHolder1_lblHelp0">The Inside fighting style is one of the more commonly used styles by very strong fighters known as sluggers or by a fighter with a strength advantage that is attempting to do more serious damage to an opponent. Essentially, the Inside fighting style means that you walk in as close as you can to your opponent and begin hammering away with power shots such as uppercuts, hooks, powerful overhands, and swings (though not as wild as allout swings). Going Inside allows your fighter to do much more damage than he would be capable of if he was fighting natural. Unfortunately for the Inside fighter, hammering away with power shots leaves you standing in the same spot or same relative position to your opponent for too long. That situation creates a penalty against your fighter's agility. The original penalty for using the inside style was 15%, but the fight resolver is no longer the same. Since the resolver is different, the 15% is not completely accurate, but because of game balances issues 15% is not far off the mark. <p style="margin-top: 0; margin-bottom: 0">Advantages: Increases Strength by 1.5 Increased Strength is based on your Str advantage over opponent, so a weak opponent gives this style much more power. <p style="margin-top: 0; margin-bottom: 0">Strength advantage over weaker opponent is increased by 50%. Disadvantages: Height Bonus is reduced by about 1/2 Agility is reduced by 15% because of the lack of motion. <p style="margin-top: 0; margin-bottom: 0">Example: <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">5h/5/10 (inside) <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0" align="right"> <span id="ctl00_ContentPlaceHolder1_lblHelp38">

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<p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0" align="center"> <span id="ctl00_ContentPlaceHolder1_lblHelp"><a name="Ring">Ring</a> <p style="margin-top: 0; margin-bottom: 0" align="left"> <p style="margin-top: 0; margin-bottom: 0" align="left"> <span id="ctl00_ContentPlaceHolder1_lblHelp">A fighter using the ring is basically trying to use his footwork to avoid his opponents punches and at the same time create openings through which to attack. Dancers can benefit from using ring as it will reduce the amount of hits they take. At the same time though nimble sluggers can use this to their advantage to run around slower sluggers and try and take them out while fighting defensively. <p style="margin-top: 0; margin-bottom: 0" align="left"> Advantages: <p style="margin-top: 0; margin-bottom: 0" align="left"> Agility is increased by 1.5 <p style="margin-top: 0; margin-bottom: 0" align="left"> Agility advantage increased by 50% <p style="margin-top: 0; margin-bottom: 0" align="left"> <p style="margin-top: 0; margin-bottom: 0" align="left"> Disadvantages: <p style="margin-top: 0; margin-bottom: 0" align="left"> Strength is decreased by 15% <p style="margin-top: 0; margin-bottom: 0" align="left"> <span id="ctl00_ContentPlaceHolder1_lblHelp"> Example: <font color="#0000FF">4/8/8 (ring) <p style="margin-top: 0; margin-bottom: 0" align="right"> <span id="ctl00_ContentPlaceHolder1_lblHelp39">

<span style="text-transform: uppercase" id="ctl00_ContentPlaceHolder1_lblReport46"> <a href="#Index">Index</a> <span id="ctl00_ContentPlaceHolder1_lblHelp3">

<span id="ctl00_ContentPlaceHolder1_lblReport27"> <span id="ctl00_ContentPlaceHolder1_lblHelp"> <b> <a name="Chase or Corner">Chase or Corner</a></b> Chase or Corner should be used only by fighters with an agility advantage over their opponent. Unlike ring, Chase can be used effectively with a small agility advantage. The bonuses for using Chase take place prior to any adjustments stemming from Height. Chase reduces your opponents agility (provided that you have an agility advantage) by continually trying to force them into a corner. The disadvantage to such a style is that since you are being the aggressor your endurance suffers from the added effort needed to force your opponent into the corners. The Chase style has two primary uses: 1) To lower a stronger slugger's agility and thereby hit him harder. 2) As a dancer: to turn and face a stronger opponent's allout in hopes of knocking him out. <p style="margin-top: 0; margin-bottom: 0">Advantages: <p style="margin-top: 0; margin-bottom: 0">The opponent's agility is reduced by your fighter's agility advantage by a maximum of 10% of their agility. <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0">Disadvantages: <p style="margin-top: 0; margin-bottom: 0">There is a .25 points of endurance lost for every aggression point. <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0">Example: <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">4/8/8(chase) or <font color="#0000FF">4/8/8(corner) Either use will bring about the same style. <span style="text-transform: uppercase" id="ctl00_ContentPlaceHolder1_lblReport47"> <a href="#Index">Index</a> <span id="ctl00_ContentPlaceHolder1_lblHelp"><a name="Clinch">Clinch</a> <p style="margin-top: 0; margin-bottom: 0"><span id="ctl00_ContentPlaceHolder1_lblHelp">Clinch is the sluggers favorite fight plan, it causes an opponent's mobility to be decreased as he is being held, it increases the fighters defense as they are up close and harder to hit with solid punches and allows the fighter to use his weight and strength to &quot;lean&quot; on their opposition and wear them down. Powerful sluggers can end a fight in the clinch before having to take any risks. While clinching one point of aggression is lost and considered to be used for resting. While clinching, if a fighter has a defense of 10 or more, they can be penalized for holding and if called up too often can lose a point. <p style="margin-top: 0; margin-bottom: 0">Advantages: <p style="margin-top: 0; margin-bottom: 0">If the opponent is weaker then your fighter then 50% of that strength advantage is added to agility. <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0">Disadvantages: <p style="margin-top: 0; margin-bottom: 0">One aggression energy point automatically goes to resting. <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0">Example: <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">5h/10/5 (clinch) <p style="margin-top: 0; margin-bottom: 0">Results in: <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">4h/10/5 (clinch) (1 resting) <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0">If your fighter is more agile than opponent then using clinch will have a 50% agility advantage loss. <p style="margin-top: 0; margin-bottom: 0">If taller than your opponent then your height advantage will be halved. <p style="margin-top: 0; margin-bottom: 0">If you use more than 10 energy points while using clinch, your fighter could be penalized for not breaking the clinch. <p style="margin-top: 0; margin-bottom: 0"><span id="ctl00_ContentPlaceHolder1_lblHelp"> Example: <font color="#0000FF">4b/8/8 (clinch) <span id="ctl00_ContentPlaceHolder1_lblHelp40">

<span style="text-transform: uppercase" id="ctl00_ContentPlaceHolder1_lblReport48"> <a href="#Index">Index</a>

<a name="Outside"> O  <span id="ctl00_ContentPlaceHolder1_lblHelp8">utside </a> <span id="ctl00_ContentPlaceHolder1_lblHelp8"> If a taller fighter uses this style, his height advantage is increased by 50%. Note that this increases both his SPD and his AGL. However, the fighter's STR is decreased by 15%, since he is throwing more jabs and fewer upper cuts and hooks. Sample use: <font color="#0000FF">4h/8/8 (outside) Advantages: When a fighter who is taller than his opponent uses the outside style he maximizes any height advantage he has by staying on the outside and utilizing his superior reach to jab his opponent. This translates to landing more punches on his opponent while receiving less damage himself. Additionally if he is facing a stronger opponent who is clinching or fighting on the inside, fighting outside will lessen the advantages his stronger opponent is enjoying. <p style="margin-top: 0; margin-bottom: 0">Advantages: <p style="margin-top: 0; margin-bottom: 0">A taller fighter has his height advantage increased by 50% <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0">Disadvantages: <p style="margin-top: 0; margin-bottom: 0">Strength is decreased by 15%. <p style="margin-top: 0; margin-bottom: 0">When fighting outside since you are throwing few power shots your effective strength is reduced by a small amount. <p style="margin-top: 0; margin-bottom: 0">When using outside against allout all the height bonus goes to speed. Who should use the style: Fighters who feel that their only advantage over their opponent is in height should use this style. Unless you are a very experienced manager you should consider this style for trying to win primarily by decision. Who should NOT use this style: Fighters who are shorter than their opponent or only marginally taller with a more significant advantage in some other ability should not use this style. How to defeat someone who is using this style: <ul> <li>If you are stronger with good agility and/or toughness use (inside). </li> <li>If you are stronger with ok agility and/or toughness use (clinch). </li> <li>If you are stronger with poor agility and/or toughness use (clinch) and throw headshots to try and score a quick KO. Sometimes a surprise (allout) might work but this is a very risky strategy and only to be used if you really think you can't win. </li> <li>If you are considerably faster, consider using (counter). </li> <li>If you are more agile consider using (ring). </li> </ul> Generally, extremely tall fighters are distance fighters looking to win by decision. Try to pound them to the body and fatigue them in the early rounds before attempting a late round KO. <p style="margin-top: 0; margin-bottom: 0">Example: <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">7/1/12 (outside) <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0" align="right"> <span id="ctl00_ContentPlaceHolder1_lblHelp41">

<span style="text-transform: uppercase" id="ctl00_ContentPlaceHolder1_lblReport49"> <a href="#Index">Index</a> <p style="margin-top: 0; margin-bottom: 0"> <a name="Counter">Counter</a> <span id="ctl00_ContentPlaceHolder1_lblHelp">Counter Punch should only be used by fast fighters and even then it should not be relied on as a solution to every round of a fight. If opposition see that you always use counter they will start to lower their punch count and up the power in order to reduce your effectiveness. <span id="ctl00_ContentPlaceHolder1_lblHelp">When using Counter punch it is important to remember that you cannot throw more punches than your opposition, in fact your aggression is lowered a point of aggression below your opponent's (but never below 1). <p style="margin-top: 0; margin-bottom: 0"> <span id="ctl00_ContentPlaceHolder1_lblHelp">So if you use: <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF"> <span id="ctl00_ContentPlaceHolder1_lblHelp">4/8/8 (counter) <p style="margin-top: 0; margin-bottom: 0"> <span id="ctl00_ContentPlaceHolder1_lblHelp">but your opposition uses: <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF"> <span id="ctl00_ContentPlaceHolder1_lblHelp">2/8/10 <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0"> <span id="ctl00_ContentPlaceHolder1_lblHelp">then you will actually fight <font color="#0000FF">1/8/8 (counter) and the 3 other points will be used for resting. Fast sluggers and dancers looking for an offensive option in the late rounds can all benefit from counter attack if it's used well. Using counter attack against a faster opponent is not a wise plan. <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0"> Advantages: <p style="margin-top: 0; margin-bottom: 0"> If your fighter has greater speed than your opponent then your fighter will have a 25% speed advantage added to his agility as your fighter's opponent will have 25% speed advantage subtracted from his agility. <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0"> Disadvantages: <p style="margin-top: 0; margin-bottom: 0"> One aggression energy point automatically goes to resting. <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0">Example: <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">7h/3/10 (counter) <p style="margin-top: 0; margin-bottom: 0">Results in: <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">6h/3/10 (counter) (1 resting) <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0"> If both fighters use counter then both will have aggression energy point go to resting. <p style="margin-top: 0; margin-bottom: 0"> If your fighter has less speed than his opponent then he receives a 50% speed disadvantage that is subtracted from his agility. <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0"> <span id="ctl00_ContentPlaceHolder1_lblHelp">Example: <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF"> <span id="ctl00_ContentPlaceHolder1_lblHelp">5b/10/5 (counter) <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0" align="right"> <span id="ctl00_ContentPlaceHolder1_lblHelp42">

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<p style="margin-top: 0; margin-bottom: 0" align="center"> <p style="margin-top: 0; margin-bottom: 0" align="center"> <span id="ctl00_ContentPlaceHolder1_lblHelp"><a name="Feint">Feint</a> <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0"> <span id="ctl00_ContentPlaceHolder1_lblHelp">A fighter using the feint is trying to fool his opponent into defending punches that aren't thrown and therefore open up his defense for the real shot. As a result the attacker's speed is increased to take into account the defenders being fooled occasionally by the feinting. However one point of aggression is used to throw the feinting non-contact blows. Feinting is useful if you are fairly fast but not overly strong fighting against an aggressive slugger. It is also useful in a slap fest where you think the extra speed gained from feinting will result in more blows landed than the 8 sacrificed to feint. <p style="margin-top: 0; margin-bottom: 0"> <span id="ctl00_ContentPlaceHolder1_lblHelp">Advantages: <p style="margin-top: 0; margin-bottom: 0"> Speed of your fighter will be increased by 1.5 <p style="margin-top: 0; margin-bottom: 0"> The speed advantage of your fighter over a slower opponent will be increased by 50%. <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0"> Disadvantages: <p style="margin-top: 0; margin-bottom: 0"> One aggression energy point automatically goes to resting. <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0"> Example: <p style="margin-top: 0; margin-bottom: 0"> <font color="#0000FF">6/6/8 (feint) <p style="margin-top: 0; margin-bottom: 0"> Results In: <p style="margin-top: 0; margin-bottom: 0"> <font color="#0000FF">5/6/8 (feint) (resting 1) <p style="margin-top: 0; margin-bottom: 0"> <span id="ctl00_ContentPlaceHolder1_lblHelp"> Example: <font color="#0000FF">4h/4/12 (feint) <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0" align="right"> <span id="ctl00_ContentPlaceHolder1_lblHelp43">

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<span id="ctl00_ContentPlaceHolder1_lblReport32"> <span id="ctl00_ContentPlaceHolder1_lblHelp"> <a name="Allout">Allout</a> When a fighter uses this style, the damage he inflicts is doubled, but the damage inflicted on him is quadrupled. In addition, if he is shorter than his opponent, his opponent's entire HGT advantage is added to SPD rather than being split between SPD and AGL. There are times when throwing normal punches isn't enough and where a fighter needs to give 200%, or perhaps doesn't &quot;need&quot; to but feels that it might be a good surprise tactic. All Out basically means that the fighter drops his defense and rushes head long at his opponent throwing wild punches and putting every ounce of energy he has into them. As a result the damage he causes is double, however the damage he receives is quadrupled. All Out is best used against weak slappers/dancers, severely battered fighters or very early on as a surprise tactic if you feel that all other options are of no use. Adding a bit of dirty fighting to an allout often works wonders where sanity and planning have failed. <p style="margin-top: 0; margin-bottom: 0">Advantages: <p style="margin-top: 0; margin-bottom: 0">Damage to opponent doubled. <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0">Disadvantages: <p style="margin-top: 0; margin-bottom: 0">Damage to your own fighter is quadrupled. <p style="margin-top: 0; margin-bottom: 0">The height advantage of your fighter is halved. Example: <font color="#0000FF">4/8/8 (allout) <span style="text-transform: uppercase" id="ctl00_ContentPlaceHolder1_lblReport52"> <a href="#Index">Index</a>

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<a name="Fighting Dirty">Fighting Dirty</a> (The <font color="#0000FF">! Modifier) Description: A fighter may choose to fight dirty in any given round by simply adding the exclamation point symbol, <font color="#0000FF"> !, after the power energy point allocation number. This means intentionally throwing illegal punches and moves, such as head-butts, low blows, kidney punches, and of course, the ever infamous bite to the ear. It can be used in combination with any fight style, and the Head Shots (<font color="#0000FF">H ) or Body Blows (<font color="#0000FF">B ) fight style modifiers. Example: <font color="#0000FF">4H/10!/6 (allout) Advantages: Throwing illegal punches and moves increases the damage inflicted to your opponent, thus increasing the chance of injury, knocking down, and even possibly knocking out your opponent. Disadvantages: You risk being penalized (round/points) or disqualified (losing the bout entirely) by the referee. The more warnings you receive from the referee the more of a chance you have to lose the match by disqualification. Who should use this fight modifier: <ul> <li>Fighters who are primarily going for the win by KO or TKO and haven't been warned by the referee. </li> <li>Fighters who are trying to maximize damage on their opponent and haven't  been warned by the referee. </li> <li>Fighters that possess high strength ability points, allocate high energy points to power in their strategy, and are going for an early round KO. </li> <li>Fighters that are so far behind in points that they need a KO or TKO to  win, and the chance of being disqualified is no longer a concern. </li> <li>Fighters that wish to get disqualified in order to end the fight. Beware, throwing a fight by using something similar to <font color="#0000FF"> <tt>1/1!/1 (allout)</tt> in the early rounds may be interpreted as Fight Fixing by the Commission and get the manager suspended, and in the future will definitely affect a fighter's <i> charisma</i>. This last option is not recommended. </li> </ul> Who should NOT use this fight modifier: <ul> <li>Fighters who are primarily going for the win by decision. </li> <li>Fighters where damage inflicted upon opponent is not a concern. </li> <li>Fighters that do not have the ability to inflict a good amount of damage on their opponent (even when using high power) because of a low amount of strength ability points. </li> <li>Fighters that have the fight in the bag (i.e. When a fighter is winning by  more points than their opponent can make up in the number of remaining   rounds). </li> </ul> <img src="http://www.boxinggame.com/tbgpros/2645498/kinghippobounce.gif" width="56" height="90"> Codeword: blarg <span style="text-transform: uppercase" id="ctl00_ContentPlaceHolder1_lblReport53"> <a href="#Index">Index</a> <span id="ctl00_ContentPlaceHolder1_lblHelp20"> <span id="ctl00_ContentPlaceHolder1_lblHelp21">

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<a name="The Round Variable">The Round Variable</a> The round variable is used to determine what round it is in the fight. The following two strategies are identical: Fight Plan #1: <font face="Arial, Helv, Helvetica"><tt><font face="Verdana" color="blue">1) 7/7/6 5) 4/8/8 </tt> Fight Plan #2: <font face="Arial, Helv, Helvetica"><tt><font face="Verdana" color="blue">7/7/6 if round &gt;=5 then 4/8/8 </tt> <span style="text-transform: uppercase" id="ctl00_ContentPlaceHolder1_lblReport54"> <a href="#Index">Index</a> <font face="Arial, Helv, Helvetica"> <span id="ctl00_ContentPlaceHolder1_lblHelp22"> <span id="ctl00_ContentPlaceHolder1_lblHelp23">

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<a name="The Hiscuts Variable">The Hiscuts Variable</a> <font face="Verdana, Arial, Helv, Helvetica">Hiscuts is a conditional used in fight plans to track injuries to your opponent. Injuries are not included in the endurance numbers. Examples of injuries are: swelling around the eyes cuts or damage to the nose or jaw. Each of the injuries is separate and can be aggravated eg you may have cuts or swelling in several different places. There are 3 levels of damage: 1. Swelling around the eye. Cut under/above the eye. Bloody lip. 2. Eye almost swollen shut. Gash under/above the eye. Broken tooth. 3. Eye swollen shut. Severe gash under/above the eye. Broken Jaw. When the damage level reaches 4 the fight is stopped on a TKO. This happens after the round has been completed. The conditional is added to your fight plan like this: <font color="#0000FF">3) if hiscuts &gt; 2 then 3h/7/10 (counter) Going to the head will allow you to target hiscuts for more damage. <span style="text-transform: uppercase" id="ctl00_ContentPlaceHolder1_lblReport55"> <a href="#Index">Index</a> <span id="ctl00_ContentPlaceHolder1_lblHelp24"> <span id="ctl00_ContentPlaceHolder1_lblHelp25">

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<a name="The MyCuts Variable">The MyCuts Variable</a> <font face="Verdana, Arial, Helv, Helvetica">mycuts is a conditional used in fight plans to track injuries to your fighter. Injuries are not included in the endurance numbers. Examples of injuries are: swelling around the eyes cuts or damage to the nose or jaw. Each of the injuries is separate and can be aggravated eg you may have cuts or swelling in several different places. There are 3 levels of damage: 1. Swelling around the eye. Cut under/above the eye. Bloody lip. 2. Eye almost swollen shut. Gash under/above the eye. Broken tooth. 3. Eye swollen shut. Severe gash under/above the eye. Broken Jaw. When the damage level reaches 4 the fight is stopped on a TKO. This happens after the round has been completed. The conditional is added to your fight plan like this: <font color="#0000FF">3) if mycuts &gt; 2 then 1/1/18 (ring) You want to protect your fighter against more injury. <span style="text-transform: uppercase" id="ctl00_ContentPlaceHolder1_lblReport56"> <a href="#Index">Index</a> <span id="ctl00_ContentPlaceHolder1_lblHelp26"> <span id="ctl00_ContentPlaceHolder1_lblHelp27">

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<a name="The Opponent Variable">The Opponent Variable</a> <p style="margin-top: 0; margin-bottom: 0">This<span id="ctl00_ContentPlaceHolder1_lblReport65"> variable is when you base it on your opponent's endurance. This is not the same as the Endurance variable.

<p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0"> <font color="#0000FF" face="Verdana, Arial, Helv, Helvetica">if opponent = hurt then 5H/11/4 (inside) <p style="margin-top: 0; margin-bottom: 0"> <font face="Verdana, Arial, Helv, Helvetica">or <p style="margin-top: 0; margin-bottom: 0"> <font face="Verdana, Arial, Helv, Helvetica"><font color="#0000FF">if opp = hurt then 5h/11/4 (inside) <p style="margin-top: 0; margin-bottom: 0"> <font face="Verdana, Arial, Helv, Helvetica"> <p style="margin-top: 0; margin-bottom: 0"> <font face="Verdana, Arial, Helv, Helvetica">hurt - This means your opponent has about very little endurance left so you may want to go for the KO. <p style="margin-top: 0; margin-bottom: 0"> <b> <font face="Verdana, Arial, Helv, Helvetica">( <span id="ctl00_ContentPlaceHolder1_lblReport69">hurt = less than 33% of starting endurance) </b> <p style="margin-top: 0; margin-bottom: 0"> <font face="Verdana, Arial, Helv, Helvetica" color="#0000FF">if opp = hurt then 5h/11/4 (inside) <p style="margin-top: 0; margin-bottom: 0"><b> <font face="Verdana, Arial, Helv, Helvetica">or </b> <p style="margin-top: 0; margin-bottom: 0"> <font face="Verdana, Arial, Helv, Helvetica">weak - This means your opponent has about very little endurance left so you may want to go for the KO. <p style="margin-top: 0; margin-bottom: 0"> <b> <font face="Verdana, Arial, Helv, Helvetica">( <span id="ctl00_ContentPlaceHolder1_lblReport70">weak = less than 33% of starting endurance) </b> <p style="margin-top: 0; margin-bottom: 0"> <font face="Verdana, Arial, Helv, Helvetica" color="#0000FF">if opp = weak then 5h/10/5 (allout) <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0"><b> <font face="Verdana, Arial, Helv, Helvetica">tired - </b> <font face="Verdana, Arial, Helv, Helvetica">This means that your opponent is tired and you are less vulnerable so close in and bang him around so he can't recover. <p style="margin-top: 0; margin-bottom: 0"> <b> <font face="Verdana, Arial, Helv, Helvetica">( <span id="ctl00_ContentPlaceHolder1_lblReport67">tired = between 66% and 33% of starting endurance) </b> <p style="margin-top: 0; margin-bottom: 0"> <font face="Verdana, Arial, Helv, Helvetica" color="#0000FF">if opp = <b>tired </b>then 4B/8/8 (inside) <p style="margin-top: 0; margin-bottom: 0"> <font face="Verdana, Arial, Helv, Helvetica">You should also check out <a href="#The Hiscuts Variable">The Hiscuts Variable</a>. <font face="Verdana, Arial, Helv, Helvetica" color="#0000FF"> <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0"> <font face="Verdana, Arial, Helv, Helvetica">strong - This means that your opponent still has a lot of endurance left so you may want to shoot for decisions in the rounds or go to the body more to take away more of his endurance. <p style="margin-top: 0; margin-bottom: 0"> <b> <font face="Verdana, Arial, Helv, Helvetica">( <span id="ctl00_ContentPlaceHolder1_lblReport66">strong = maintaining 66% of starting endurance) </b> <p style="margin-top: 0; margin-bottom: 0"> <font face="Verdana, Arial, Helv, Helvetica" color="#0000FF">if opp = strong then 5h/5/10 <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0"> <font face="Verdana, Arial, Helv, Helvetica">It is important as the fight progresses to gauge your opponent's condition and add conditionals as needed. Something along the line of: <p style="margin-top: 0; margin-bottom: 0"> <span id="ctl00_ContentPlaceHolder1_lblReport71"> <font face="Arial, Helv, Helvetica"><tt><font face="Verdana" color="#0000FF">1) 5/5/10 (counter) 3) <font face="Verdana" color="blue"> if opp is strong then 4B/8/8 (clinch) if opp is tired then 5H/9/6 (inside) if opp is hurt then 6H/9/5 (allout) </tt> <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0" align="right"> <span style="text-transform: uppercase" id="ctl00_ContentPlaceHolder1_lblReport57"> <a href="#Index">Index</a> <p style="margin-top: 0; margin-bottom: 0"> <span id="ctl00_ContentPlaceHolder1_lblHelp28"> <span id="ctl00_ContentPlaceHolder1_lblHelp29">

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<a name="The Score Variable">The Score Variable</a> <b>The premise of the score variable is simple. It is used to determine whether you are winning or losing and by how much.</b> Keep in mind that your fighter is too busy trying to keep his head from being separated from his shoulders to keep track of the score so he relies on his corner, who well....has good days and bad days. Some days he's Manny Steward, some days he's Rocky Balboa's drunken brother-in-law. Before each round you ask your corner what he thinks the score is and he'll give you a number to indicate by how many points you are winning or losing. A negative number indicates you are losing whereas a positive number indicates you are winning. If your corner tells you that the score is 0 he either thinks the fight is even or is too busy flirting with the round card girls to pay much attention. <b>Remember to allow for a margin of error when asking your corner the score. The only guaranteed way to win a fight that you seem to have well in hand is to knock the other guy out!</b> Just the same, if you intend to use the score variable here are some samples. Note: These examples are kept very simple for illustration purposes. Complex variables and advanced strategy creation will be covered in a separate document. <font face="Arial, Helv, Helvetica"><tt><font face="Verdana" color="blue">12) if score &lt; 1 then 4H/8/8 (allout) </tt> This piece of strategy says &quot;<i>in round 12 if my corner doesn't think I'm ahead go nuts and try to knock out the other guy with little regard for my own safety.</i>&quot; <font face="Arial, Helv, Helvetica"><tt><font face="Verdana" color="blue">8) if score &gt; 6 then 1/1/18 (ring) </tt> This piece of strategy says &quot;<i>in round 8 if my corner says I'm more than 6 points ahead and probably can't lose then run away and go into an ultra defensive mode to avoid getting hurt.</i><font face="Arial, Helv, Helvetica">&quot;

<span id="ctl00_ContentPlaceHolder1_lblReport63"> <font face="Arial, Helv, Helvetica"><tt><font face="Verdana" color="#0000FF"> 1) 5/5/10 (counter) 3) <font face="Verdana" color="blue"> if score &gt;= 2 then 5B/8/7 (clinch) if score &lt;= 1 then 10/1/9 (ring) </tt> This means if your score is or greater than 2 ahead of your opponent, you'll go <font color="#0000FF">5B/8/7 (clinch). If it's less than or equal to 1, then you'll go <font color="#0000FF">10/1/9. Beware of this variable, because the score variable is based on what your corner thinks the score is, which could be way off from what the real score is. <span style="text-transform: uppercase" id="ctl00_ContentPlaceHolder1_lblReport58"> <a href="#Index">Index</a> <span id="ctl00_ContentPlaceHolder1_lblHelp30"> <span id="ctl00_ContentPlaceHolder1_lblHelp31">

<span id="ctl00_ContentPlaceHolder1_lblReport40"> <a name="The Warnings Variable">The Warnings Variable</a> <font face="Verdana, Arial, Helv, Helvetica">If a fighter is fighting dirty in a round, there is a 50% chance he will be warned by a referee. The first time a fighter is warned there is a 10% chance he will be disqualified and lose the bout by a foul. The second warning, there is a 20% chance of disqualification, then 40%, then 80% and finally automatic DQ. After one warning a fighter has one point taken away from him even if he is not disqualified. There is a 1.5% chance that a fighter will be warned even if he is not fighting dirty. (This reflects the chance of unintentional fouls and bad refereeing) This warning is treated, as a normal warning except the fighter is never disqualified as a result of an unintentional foul. If a fighter is clinching and using a very high defense, there is a chance that he will be penalized for refusing to break a clinch. The probability that he will be penalized is computed by taking the square of his defense and dividing by 4. If a fighter is penalized and wins the round, then one point is added to his opponent's score. If a Fighter is penalized and either loses the round or the round is a tie, then one point is subtracted from his score. <p style="margin-top: 0; margin-bottom: 0"> <font face="Verdana, Arial, Helv, Helvetica">Example: <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">2) 5h/10!/5 (inside) <p style="margin-top: 0; margin-bottom: 0"> <font face="Verdana, Arial, Helv, Helvetica" color="#0000FF">2) if warn &gt;=1 then 5h/10/5 (clinch) <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0" align="right"> <span style="text-transform: uppercase" id="ctl00_ContentPlaceHolder1_lblReport59"> <a href="#Index">Index</a> <p style="margin-top: 0; margin-bottom: 0"> <a name="The Endurance Variable">The Endurance Variable</a> Starting Endurance: Determined by multiplying a fighter's Toughness by 10. (Example: Fighter has a Toughness of 12 then that fighter starts with 120 endurance points) It can be written endurance or just <font color="#0000FF">end to make it simple. Using Endurance in a fight plan: Samples: <font color="#0000FF">if end &gt;= 120 then 4/8/8 (ring) if end &gt;= 120 - (round-1)*X then 4/8/8 (allout) The first sample is the most basic and refers only to checking your actual endurance at the beginning of the round. The second sample is slightly more advanced and is generally used by sluggers that want to see how much damage is being done to them while they slug. Using the second sample, a manager would arrange the conditions line by line so that the line that would have the highest endurance would be last (i.e. X is the smallest). Judging your own endurance: As a manager, your job includes being acutely aware of how much endurance your fighter has and has been losing. In the fight reports, a fighter's condition is listed at the end of each round. Each level of lower condition is determined by a loss of 10% endurance from the fighter's starting endurance. At 66% of a fighter's starting endurance, that fighter becomes tired and at 33% of starting endurance, that fighter will become weak or hurt.

<span id="ctl00_ContentPlaceHolder1_lblReport64"> Your boxer can also use the endurance variable, which is based on how much endurance (10*TGH) he has left. An example of this is:<font face="Arial, Helv, Helvetica"> <tt><font face="Verdana" color="#0000FF">1) 5/5/10 (counter) 3) <font face="Verdana" color="blue"> if end &gt; 80 then 5H/9/6 (inside) if end &lt; 81 then 4B/8/8 (clinch) </tt> In this case, if the boxer's endurance is greater than 80, then he'll go <font color="#0000FF">5H/9/6 (inside) and if his endurance is less than 81, he'll go <font color="#0000FF">4B/8/8 (clinch). <span style="text-transform: uppercase" id="ctl00_ContentPlaceHolder1_lblReport60"> <a href="#Index">Index</a>

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<span id="ctl00_ContentPlaceHolder1_lblReport43"> <b> <a name="Fight Plan Example">Fight Plan Examples</a></b> <font color="#FF0000"><b>Note: It is important to remember that the fight resolver reads from the bottom up at the beginning of every round when resolving fight plans.</b> Example 1: <p align="left" style="margin-top: 0; margin-bottom: 0"><font color="#0000FF"> 1) 6/6/7 (ring) 2) 7/6/6 (ring) 3) 5/6/9 (ring) 4) 1/1/15 (ring) 5) 5/7/8 (ring) 6) 5/5/10 (ring) 7) 1/1/15 (ring) 8) 1/1/15 (ring) 9) 5/7/8 (ring) 10) 6/4/10 (ring) 11) 2/2/16 (ring) 12) 2/1/17 (ring) <p align="left" style="margin-top: 0; margin-bottom: 0"> In this example, there are no variables or conditionals but the plan relies on out throwing the opponent while still causing damage. In the first three rounds the fighter seeks the rounds by decision <font color="#0000FF">1) 6/6/7 (ring), 2) 7/6/6 (ring), 3) 5/6/9 (ring) ,<font color="#0000FF"> while still keeping the strength or power of the punches the same. In the fourth round, the fighter looks to rest as it is presumed he is ahead, or tiring his opponent and looking to gain in the endurance game over his opponent  <font color="#0000FF">4) 1/1/15 (ring). Still looking to retain the lead the next two rounds the fighter throws an average amount of punches, beginning with more power then defending himself more in the sixth round <font color="#0000FF">5) 5/7/8 (ring), 6) 5/5/10 (ring). Again looking to rest the fighter, the seventh and eighth round are reserved for resting the fighter <font color="#0000FF">7) 1/1/15 (ring), 8) 1/1/15 (ring). As the last two rounds are mainly a defense of the presumed lead of the non-resting rounds, the fighter looks to extend the decision gap that the fighter may have in the end by insuring the fighter won one or both of the rounds between the ninth and tenth round. The hard power of the ninth round looks to hit the judges who favor more powerful punches, where the tenth round looks to out score the opponent in punch count <font color="#0000FF">9) 5/7/8 (ring), 10) 6/4/10 (ring). Between the first and tenth rounds it is presumed that the fighter is leading the fight at most seven rounds to the opponent's three rounds, won when the fighter was resting. Since this might be the case, the fighter looks to finish the fight heavily defending himself, looking to withstand any allouts his opponent may throw at him and winning the fight with the decision of seven rounds won over the opponents five <font color="#0000FF">11) 2/2/16 (ring), 12) 2/1/17 (ring). The three rounds resting would give the fighter a probable endurance advantage as the two fighters head into the last two rounds able to withstand any desperate last attempts from his opponent to finish the fight in standing fashion. <b> </b> <p style="margin-top: 0; margin-bottom: 0">Example 2: <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">1) 4h/10/6 (clinch) <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">2) if hiscuts &gt; mycuts then 5h/10/5 (inside) <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">10) if opp=strong and score &lt;=2 and score &gt;=-2 then 8/1/11 (clinch) <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">2) if opp=hurt then 4h/8/8 (allout) <p style="margin-top: 0; margin-bottom: 0">This would be representative of an FP that would be used with a slugger against a balanced type fighter. From round one the fighter is throwing low and hard to the head looking for injuries <font color="#0000FF">1) 4h/10/6 (clinch) . If his opponents cuts become greater than his own than he will start throwing a few more punches to the head using the inside fighting style to work on those injuries <font color="#0000FF">2) if hiscuts &gt; mycuts then 5h/10/5 (inside). If his opponent ever becomes hurt or his endurance is about 33% or lower then the fighter will go all out in a calculated fashion looking for the knockout <font color="#0000FF">2) if opp=hurt then 4h/8/8 (allout) . However, beginning in the tenth round, if the opponent never becomes hurt and actually has 66% or more of his endurance left the fighter switches tactics if his corner thinks the fight is between winning by 2 or losing by 2 <font color="#0000FF"> 10) if opp=strong and score &lt;=2 and score &gt;=-2 then 8/1/11 (clinch). In this case the fighter is looking to win the last few rounds by decision and not looking to cause any more damage, unless his opponent over throws and his opponents endurance drops below 33% in the finishing rounds where the fighter will look for the knockout, throwing caution to the wind with his own left over endurance <font color="#0000FF">2) if opp=hurt then 4h/8/8 (allout) . <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0">Example 3: <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">1) 7/1/12 (outside) <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">2) if score &gt;=1 then 1/1/14 (ring) <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">10) if score &lt;=2 then 9/1/10 (outside) <p style="margin-top: 0; margin-bottom: 0">This would be an example of a fight plan for a tall agile weak fighter against a shorter speedy slugger. The fighter comes out throwing very high and protecting himself looking to win the round in punch counts <font color="#0000FF">1) 7/1/12 (outside) . Beginning in the second round if the fighter is winning by one according to his corner he will come out and rest that round until the next round<font color="#0000FF"> 2) if score &gt;=1 then 1/1/14 (ring). As each round progresses, the fight resolver will determine if the corner thinks the fight is a draw or the fighter is losing and will throw <font color="#0000FF">7/1/12 (outside) if he is, or if the corner thinks the fighter is ahead in the score cards by at least 1 then the fighter will come out resting <font color="#0000FF">1/1/14 (ring). At the beginning of the tenth round, if the corner believes the fighter is only winning by 2 or less the fighter will throw a higher amount of punches to finish the fight for the decision <font color="#0000FF">10) if score &lt;=2 then 9/1/10 (outside) . Resting the fighter is important to maintain the fighter's endurance for the end game of the fight, but it could leave the fighter wide open for all out attacks from his opponent. <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0">Example 4: <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF"> 1) 10/1/9 (clinch) <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF"> 2) if score &gt;=1 then 4b/12!/4 (clinch) <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF"> 2) if score &gt;=1 and warn &gt;=2 then 4b/12/4 (clinch) <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF"> 2) if opp = tired and score &lt;=1 then 7/7/6 (clinch) <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF"> 2) if opp = tired and score &gt; 1 then 4h/12/4 (clinch) <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF"> 2) if opp = hurt then 6h/10/4 (clinch) <p style="margin-top: 0; margin-bottom: 0"> In this fight plan, the fighter is looking to brawl and flail at a more agile opponent who may seek to win the fight by decision. Everything about this particular fight plan is mainly anchored by the first round as the second round holds all the conditions and variables that the fighter will take if any of those statements become true to the fight resolver.  In the first round the fighter comes out throwing very high amount of punches looking to win the round over the more agile or speedy opponent <font color="#0000FF"> 1) 10/1/9 (clinch). In the second round, the fight resolver will begin at the bottom and looks for the next correct statement in the fight plan. Since the opponent wouldn't probably be hurt or tired after the first round of pitter patter punches it would be presumed that the fighter would be ahead by one and hasn't been warned by the referee for any fouls. So the next true statement for the fight resolver would most likely be the second statement in the fight plan <font color="#0000FF">2) if score &gt;=1 then 4b/12!/4 (clinch) . The fighter would come out in the second round throwing hard to the body and probably throw in a cheap shot to cause some extra damage to his opponent.  If the opponent is still strong, and the referee has warned the fighter two or more times about cheating then the fighter will stop throwing cheap shots and go to simply throwing strong to the body  <font color="#0000FF">2) if score &gt;=1 and warn &gt;=2 then 4b/12/4 (clinch). Notice in the first two lines of the second round also look to see if the fighter is ahead by one according to his corner, if he is not he will come out the next round looking to win the round by decision, reverting back to the first round statement. The back and forth of looking to win the round and be ahead by one, then going hard to the opponents body, will continue until and if the opponent becomes tired or hurt. If the opponent becomes hurt and the fighter is leading by one in the fight according to his corner, then the fighter will come out and throw hard to the head looking to cause damage to his opponent while his opponent tries to catch up in the scoring <font color="#0000FF">2) if opp = tired and score &gt; 1 then 4h/12/4 (clinch) . If the score isn't greater than one according to the fighters corner and the opponent is tired, then the fighter will come out throwing very high and hard amount of punches, looking to either win the rounds by decision and or cause damage to his opponent <font color="#0000FF">2) if opp = tired and score &lt;=1 then 7/7/6 (clinch). This line also looks to defuse the use of the first round statement and throw just a little less but more powerful punches if the opponent becomes tired and the score becomes less than or equal to one. If the opponent ever becomes hurt then the fighter will revert to the last statement and throw a fair amount of hard punches to the head, looking to add more pressure to his opponent when the opponent is at his weakest <font color="#0000FF">2) if opp = hurt then 6h/10/4 (clinch) . This fight plan looks to confuse a dancer type of opponent while the stronger fighter will look to win the fight by either decision or by knocking out his opponent.   <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0">Example 5: <p style="margin-top: 0; margin-bottom: 0"> <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">1) 5h/5/10 (ring) <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">2) if end &lt;=120*.75 and score &gt;=2 then 1/1/12 (ring) <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">2) if end &gt;=120*.75 and score &lt;=1 then 9/1/10 (ring) <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">10) if opp = tired and end &gt;=120*.66 and score &gt;=2 then 5h/10/5 (chase) <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">10) if opp = tired and end &lt;=120*.66 and score &lt;=1 then 7/1/12 (ring) <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">12) 5h/5/10 (ring) <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">12) if score &lt;=1 then 8/1/11 (ring) <p style="margin-top: 0; margin-bottom: 0"><font color="#0000FF">12) if opp = hurt and end &gt;=120*.45 and mycuts &lt; 2 then 4h/8/8 (allout)

<b><font face="Verdana" size="1">This index of            information is collected from previous help files from former PC's </b> <span id="ctl00_ContentPlaceHolder1_lblHelp45">

<p align="center" style="margin-top: 0; margin-bottom: 0"><b> <font face="Verdana" size="1">Slick Willy, Emp, Smokin Joe, Kenny K.O., Stretch Armstrong, West Central Ohio Assassin, </b> <p align="center" style="margin-top: 0; margin-bottom: 0"><b> <font face="Verdana" size="1">StePPinRaZoR (tuffgong), Bold Bill, Nicholas Knuckles Marsolo </b> <p align="center" style="margin-top: 0; margin-bottom: 0"><b> <font face="Verdana" size="1">Admin and Staff </b> <p align="center" style="margin-top: 0; margin-bottom: 0"> <p align="center" style="margin-top: 0; margin-bottom: 0"> <b> Other Contributors </b> <p align="center" style="margin-top: 0; margin-bottom: 0"> <b>Paz McCay</b>