Jungle Chaos Strategy Guide
- Table of Contents
- Introduction
- Create a Fighter
- Statistical Values
- Pre-Fight Activities
- Events
- Finding a Fight
- Fighter Training
- Scouting & Sparring
- Metrics and Logging
- Strategies
- Fighting
- Post-Fight Activities
- Striking Promotions
- Submission Promotions
Introduction
Welcome to the strategy guide. This will have much more content than the rules. You will get more information on how the strategies and statistical values are used in the fight. Also you will get more information on all of the coaches, training, advisors, and everything else inside the game.
Basic Information
Once your Reality Software Entertainment account has been created and you log into Jungle Chaos for the first time you will be presented with the create a fighter screen.
You will need to provide some basic information like the fighters name, style and some other basic things.
You will also need to choose an age. The minimum age is 18 and you can go all the
way to 40. Now depending on certain things such as your morale your fighter will at some random point retire after 40. The range is between 40 - 46 currently. You will have
options after the fighters career which we will talk about in a late topic.
Lastly you will have 200 skill points to spend. This is used on picking out your overall starting core
statistical values, reach and flip weight.
You get 200 points to allocate in your fighter at the beginning of his career. Core stat values are 0.0 to 10.0 so each .1 will = 1 skill point. You also spend skill points on
flip weight (3 = +5 pounds, 6 = +10 pounds, 10 = +15 pounds, 15 = +20 pounds, and 20 = +25 pounds) and reach (5 = +1 inch, 10 = +2 inch, 15 = +3 inch, 20 = +4 inch, 25 = +5 inch and 30 = +6 inch ).
Height & Reach
When choosing your fighter you will first need to select your weight class. We then provide you with realistic height options for that weight class. Each height comes with a default reach. The reach
is what plays a factor in your fighters skills. Taking your reach up spends a lot of points. Depending on your style having a high reach may not be a great idea.
When fighters strike with you in close
your long reach is not an advantage. When striking from normal range and countering you will have better chances of picking your opponent apart. However it is possible for good counter strikers to
slip you and counter inside. It is all a chess match of skills, proper strategies and pace control.
Weight & Flip Weight
When you choose a weight you will then unlock the different heights available in that weight class. You also get to choose a flip weight which will determine if you can switch weight classes. Flip weight also plays a factor when fighting because if you choose a flip weight of 25 pounds then you will have a chance to actually gain that much weight before your fight after the weigh in to get a strength and power advantage. Doing this can cause stamina issues so you will want a good nutrition advisor when attempting this.
Major Trait
Traits are used to give you small bonuses in the area but also define how your stats will play out as you train them. For example if you are a precision striker you will get small bonus in landing strikes but the more you train your boxing your fighter will develop into more of a efficient striker throwing combinations instead of an average or one punch knockout type fighter.
Heavy Handed: Give you one punch knockout abilities.
Iron Chin: Can save you from what would be a knockout.
Tough Guy: Can endure a lot of damage and punishment making you difficult to finish off.
Smashing Slams: Makes your takedowns less technical and more powerful.
Breaking Submissions: Your fighter will apply submissions with brute force and this will improve break finish chances.
Agile Kicks: More high flying action type kicks and elegant transition between kicking attacks.
Crushing Ground & Pound: Damaging ground and pound and more so when you establish a postured up position.
Collegiate Wrestler: You will be a takedown machine with better setups and reversal transitions.
Powerful Clinch: You will get better tie up position and have advantages in pummelling as well as attacking.
Amazing Ground Control: This will allow you to shut down a lot of fighters on the ground
Precision Striker: Your Fighter will focus on land punches in bunches and not load up for power strikes.
Minor Trait
Traits are used to give you small bonuses in the area but also define how your stats will play out as you train them. Some of the minor traits will also impact things outside of the fight which I will explain below.
Elusive: You will move with more finesse and your attacks will be like a continuous flow of graceful movements.
Strong: Your fighter will have a strength bonus but make sure to condition well because all of that muscle can require a lot of stamina.
Explosive: Your fighter will have moments where he explodes making the fighter very intense doing a lot of damage.
Aggressive: You will be more aggressive and maintain a strong pace while not wasting movements which take up stamina.
Well Condition: You will be able to fight at a fast pace without getting tired and recovery well in bad situations as well as between rounds.
Intelligent: You will make intelligent decisions and pick up on patterns.
Charismatic: This will give your fighter better outcomes randomly when promote his popularity.
Open Minded: This can unlock special coaching features randomly because of your eagerness to learn.
Emotional (Heart): This will keep you in the fight when your in trouble. It can lead to you feeding into your opponents fight pace but you will be tough to finish off.
Hard Worker: This will give you random training bonuses because when you set your mind to it you focus on nothing else.
Lucky: Everything in the fight has a very small random bonus to figuring out the outcome when fighters are very close in skills. Being lucky will improve your odds a small amount which could be just enough.
Core
Your core stats are a lot more expensive but they are with your for the life of your fighter. Think of them as your long term memory when training. You have 24 of them and they range from 0.0 to 10.0 and they will be the base of your fighters abilities. You will improve these stats hiring coaches and training them.
Boost
Boost stats are cheaper and they only last for one fight. Think of these stats as your short term memory. They range from 0% to 100% and will be a per fight boost. You will improve these stats hiring coaches and training them. The boost is calculated by going 2 * %. So if you have 100% you will do 2 * 80% and get a total of 1.8 whole points added to your core.
Bonus
Bonus stats are only gained by using items you get by doing certain activities in your fighters career. You will use these items to apply bonuses to your fighters upcoming fight. They range from 0% to 100% and will be a per fight bonus. The boost is calculated by going 1 * %. So if you have 100% you will do 1 * 80% and get a total of .8 whole points added to your core.
Balance
Helps keep your transitions between movements efficient. You will not stumble or move slowly on your feet, good coordination. When on the ground it will help you not lose control of position.
Boxing
This skill relates to your punching abilities. Mostly with punching attacks and small bonuses in defending punches as well as counter punching.
Chin
Having a high chin rating can allow you to take more damage and you will not get knocked out as easy.
Clinch
This skill is how well you control the clinch and work inside of it. This will effect your offense and defense inside the clinch.
Condition
This reflects your stamina during the fight. The higher the condition the more you can accomplish in your fight without getting fatigued.
Counter Grappling
When you are defending takedowns, submissions, or fighting for position on the ground and the clinch this will become a factor. When using a slow pace on the ground this can be used to help you accomplish those actions.
Counter Striking
This is useful when you are counter striking with someone standing. When you are getting attacked or using a slow pace to counter fight this will help you accomplish those actions.
Flexibility
This skill helps you with movements like higher level kicks that require a lot of movement and range to complete the action. It is ever important on the ground when attacking and defending submissions. It will also allow you to random use unique grappling moves like rubber guard.
Ground Control
When your battle to control position on the ground this stat is important. When trying to sweep or gain better top position this comes into play.
Ground Striking
When your trying to ground and pound this stat is important and the better you get in the stat the more devastating you will become in that area of the fight. A higher value in this will allow you to land more powerful ground and pound like elbows and hammer fists instead of plain punching.
Head Movement
This stat primarily helps with move out of the way of strikes. You will have a better avoid rate to miss strikes coming at your head. It also has some minor impact when you are getting ground and pounded on the ground and you attempt to sway to avoid getting hit.
Heart
Heart helps you in situations when you are stunned or battling out of a submission. It gives you a better chance to survive and not give up as quickly.
Kickboxing
This skill relates to your kicking abilities. Mostly with kicking attacks and small bonuses in defending kicks as well as counter kicking.
Movement
This is your overall movement. It allows you to generate more power in your strikes, more aware sprawling, better distance judging when attempt takedowns, and efficient movement on the ground which allows you to not use so much stamina when moving.
Pace
This is useful for when controlling the pace of the fight. If you an aggressive fighter you will not waste so much energy. You will be able to get someone to follow your pace. This also helps you follow your pace strategy more efficiently. This also gives you better results on resting and recovery.
Power
Power related to explosiveness in actions, creating damage such as slam takedowns, bone crushing submissions and heavy hands. Strength stat is more about control and power is more about amount of effect an action may have. If you want to pick people apart striking you do not need a lot of power versus someone who wants to throw power punches. Power does require more stanmia to execute power actions.
Pummelling
This is used in the clinch for control and gaining better control. If you want to have an advantage in the clinch this will get you better positioning as well as make your strikes more effective in the clinch.
Speed
This is how fast your fighters overall body is. This will allow you to have fast strikes, shoot takedowns with greater speed, attempt quick submissions and so on. It is your fighters general quickness.
Sprawl
Sprawling is how well your fighter stops takedowns. Thw worse your sprawl the worse position you will be in when taken down. Also more damage will be done on slams.
Strength
This is how strong your fighter is such as his grip and the ability to control grappling situations with strength. Strong fighters can muscle in submissions and pressure you on the cage forcing you to work harder. To much strength however can be taxing on your stamina.
Submission Defense
This is how well you defend submissions and the position you end up in after defending.
Submissions
This is how well you are at attempting and transitioning to a finish for the submission. This also will give you better submission moves as well as give you better counter submission attacks and give you better chances of being in a good position when losing a submission.
Takedown
Wrestling is an important part for a fighter wanting to take the fight to the ground. You will also get small bonuses in takedown defense. The greater the skill the better chance of slamming off a takedown and doing damage increases.
Toughness
How tough your fighter is means how much damage he can take before being finished off and how long he can defend attacks without breaking down and accepting defeat.
Using Energy and Getting Items
All the things you do in Jungle Chaos such as training, updating strategies, and so on will cost you energy points. Each task that you do will show you on that page how much energy and other resources are required. Each fighter has a maximum of 10 energy and then the amount they have to use. Every 5 minutes you will get 1 additional energy unless you already have 10.
If you use an item from your gym bag or receive a bonus to get more energy and you already have 10 out of 10 you will still get the energy to use. If you are at the limit or have to much due to items and bonuses you will not start receiving energy
from the 5 minute countdown until you have enough space.
For every action you do in the game that requires energy you will receive an item. Those items will go into your gym bag. You will be able to apply those items to get energy or boosts. To find out more about
your gym bag read the section about managing your gym bag.
Managing your Gym Bag
Your gym bag will have various items in it which you get from completing tasks, getting rewards, purchasing with credits, and using energy. Energy is your main resource before the fight. It allows you to complete activities such as training, hiring staff, using advisors, and other various activities. When you use energy you will get items placed into your gym bag. You can apply those items to your fighter which will give you an instant effect. There is no limit to the amount of items you can collect in your gym bag. This version of the beta does not support item combining. Check back for more information on that.
Combining Gym Bag Items
Not in this version of the beta.
Morale and Composure
Morale & Composure effect how your fighter will perform in the fight as well as when training. It can lower your chances to unlock special items or features while completing activities with random rewards. Everything in the world of Jungle Chaos will have some kind of impact on your fighters whole career be big of small but it is the small things that can make a difference in winning and losing. You can hire an advisor to help raise your morale and composure. Also outcomes of your fight will impact the figures.
Boxing
Jungle Chaos offers a wide variety of fight sports. You can choose to be only a boxer and focus on making a career in that fight sport or you can be a fighter in all the fight sports. The rules for Jungle Chaos boxing are as follows. Non-title fights are 12 rounds that last 3 minutes. Title fights are 15 rounds that last 3 minutes. When fighters clinch it will be broken up. If a fighter is knocked down 3 times in 1 round the fight we be declared a TKO stoppage by the referee. Decisions are based off pace control, ability to efficiently be aggressive and counter, striking hit and miss ratio, knockdowns, and overall damage.
Kickboxing
Jungle Chaos offers a wide variety of fight sports. You can choose to be only a kickboxer and focus on making a career in that fight sport or you can be a fighter in all the fight sports. The rules for Jungle Chaos kickboxing are as follows. Non-title fights are 3 rounds that last 3 minutes. Title fights are 5 rounds that last 3 minutes. Fighters can clinch and it will not be broken up. Fighters can also throw knees and elbows inside the clinch. If a fighter is knocked down 3 times in 1 round the fight we be declared a TKO stoppage by the referee. Tournaments will follow the 3 round 3 minute rule system until the final match which will consist of 5 rounds of 3 minutes. Decisions are based off pace control, ability to efficiently be aggressive and counter, striking hit and miss ratio, knockdowns, and overall damage.
Submission Wrestling
Jungle Chaos offers a wide variety of fight sports. You can choose to be only a submission wrestler and focus on making a career in that fight sport or you can be a fighter in all the fight sports. The rules for Jungle Chaos submission wrestler are as follows. Qualifying rounds are 10 minutes, Finals are 20 minutes, super fights are 30 minutes, and if a draw there will be a 5 minute overtime with the first point going to the winner. Decisions are based a point system. Takedowns into guard or half guard equals 2 points. Clean takedown ending in passed guard equals 4 points. Sweeps are 2 points, knee on stomach is 2 points, passing the guard is 3 points, back mount with hooks is 3 points, and mount is 2 points. Positions must be maintained before points are given and reversals are considered sweeps as well.
Professional Mixed Martial Arts
Jungle Chaos offers a wide variety of fight sports. You can choose to be only a Mixed Martial Arts fighter and focus on making a career in that fight sport or you can be a fighter in all the fight sports. The rules for Jungle Chaos Professional Mixed Martial Arts are as follows. Non-title fights are 3 rounds that last 5 minutes. Title fights are 5 rounds that last 5 minutes. Decisions are based off pace control, ability to efficiently be aggressive and counter, striking hit and miss ratio, takedowns, knockdowns, positioning, and overall damage.
Amateur Mixed Martial Arts
Jungle Chaos offers a wide variety of fight sports. You can choose to be only a Mixed Martial Arts fighter and focus on making a career in that fight sport or you can be a fighter in all the fight sports. The rules for Jungle Chaos Amateur Mixed Martial Arts are as follows. Non-title fights are 3 rounds that last 3 minutes. Title fights are 3 rounds that last 5 minutes. Decisions are based off pace control, ability to efficiently be aggressive and counter, striking hit and miss ratio, takedowns, knockdowns, positioning, and overall damage.
Finding a Fight
Currently in this version of the beta you can request a fight by going to the my account page once you are logged in and then go to the tab find fight. Fill out the form and submit it and you will be notified when you have a fight. After the beta you will go to the same location but you will use the match maker widget.
Why hire a Coach?
If you want to train to make your fighter better you need to hire a coach to show you what you need to get better. You will choose your coaches name and his age.
Coaches can be between 30 and 60. After 60 your coach will randomly retire requiring you to replace him with another coach. Fighters will have options to loan out or sell the coach to
another fighter or team. You will also need to choose a style. Your options are Striking, Wrestling, Submissions and Fitness.
Each of these give you different stats to choose from
to assign to the coach. These will be the stats he can train you in. The coaches default level in all of the stats are 20. So he will be able to train your boost to a 20 and core to a 2.0
then you will need to improve him before you can improve. You can choose the same stat value for each of the coaches trainable stats and that will allow you to have a high focus on
that skill per training. So if you choose boxing for all 3 then you will have the option to train it +.3 for core and +3 for boost per training.
Fire a Coach
You can fire a coach but you will only be able to get the initial payment of $5000 back. If you improve the coach then you will not be able to get the money invested in improving him back if you fire him. It will not allow anyone to fire the coach right before he retires and get all the money back and start over on a new coach with all the money.
Striking Coaches
The striking coach allows you to train Toughness, Head Movement, Boxing, Kickboxing, Movement, Clinch, Pummel, Heart, Pace, Counter Striking, and Chin.
Wrestling Coaches
The wrestling coach allows you to train Toughness, Movement, Takedown, Sprawl, Clinch, Heart, Pace, Ground Control, Ground Striking, Counter Grapple.
Submission Coaches
The submission coach allows you to train Toughness, Movement, Takedown, Heart, Pace, Ground Control, Ground Striking, Submission, Submission Defense, Counter Grappling.
Fitness Coaches
The fitness coach allows you to train Toughness, Strength, Condition, Speed, Heart, Pace, Balance, Flexibility, Power.
Why hire an Advisor?
Advisors allow you to do even more to improve your chances to win your fights and become a champion. You can hire a variety of advisors from agents to fight psychologist. There is no advantage in hiring multiple types of any advisor. They have no combination effect when using more than one at a time. You will eventually want to replace advisors when they get older and are about to retire. Advisors all start at 10 in there skill. The advisors skill level cannot go over 100.
Agent: Allows you to get better fight and sponsor contract deals. The agent also boost your popularity with the fans and media.
Nutritionist: Will help you move weight classes and get weight advantages for each fight.
Scout: The scout will allow you to get scouting information on your upcoming fights.
Strategy: This coach allows you to set a offense and defensive plan for each fight. It is certain things to focus on to give you an advantage. .
Fight Psychology: This coach allows you to improve your composure and morale.
Coordinator: The coordinator currently has the role to help setup a teaching schedule (Job) which can make you some extra money training martial arts classes.
Cornerman (Cuts): Will help you manage cuts that happen during the fight as well as reduce swelling that builds up to becoming a cut.
Cornerman (Morale): Will help keep your composure up between rounds and give you a morale boost. It is not good to lose confidence in the fight.
Fire an Advisor
You can fire a advisor but you will only be able to get the initial payment of $5000 back. If you improve the advisor then you will not be able to get the money invested in improving him back if you fire him. It will not allow anyone to fire the advisor right before he retires and get all the money back and start over on a new advisor with all the money.
Agent
You can use the advisor to improve your fan and media popularity which will give you a better contract. The better your contract the more you will get paid per fight. The advisor will also allow you to get sponsorship deals the better your popularity with the fans and media. The better your advisors skill level you the better chance you will get random bonuses from sponsors or event promotions when you contact him. Each time you go to your advisors page you will be able to contact him for 1 energy and he may give you something or he may not.
Nutritionist
This advisor will allow you to move up and down weight classes. Depending on your flip weight you may or may not be able to move more than 1 weight class. The flip weight also comes into play when using this advisor as it will let you master the art of cutting weight. When you created your fighter you choose a flip weight and then his main weight. The main weight is what you will weigh during the weigh-ins for the fight. You will then use this advisor to gain however much you can from your flip weight as a size bonus. Then come fight time you will weigh more than your opponent giving you a size and strength advantage but you will also lose some speed and you will require more stamina per attack.
Scout
The scout will allow you to view the ratings (not the actually value) of your upcoming opponent's core statistical values. The better his skill the more accurate the reading will be when you get the report. You can ask for a report on one area as much as you want. If you see the same rating in an area a lot and his level is high say in the upper 80's it is a good chance he is correct. You will get to choose from different target reports such as Striking, Wrestling, Ground Fighting, and Fitness. Each report you request will take an energy point. This is the basic scout option.
Strategy
With this advisor you can set an offensive and defensive plan. The higher your advisors skill level the better these will be applied in the fight. Power punches will allow you to do more damage with your punches. Agile Kicks will give you a better chance to land kicks by giving you an accuracy bonus. Explosive takedowns will improve your chances at landing the takedown and have better chance of driving for the takedown when your sprawled on. Controlling clinch gives you an advantage in pummelling in the clinch and maintaining control. The submission strategies give you boosts in completing submissions in target areas choke, arm and leg. For the defending strategy power punches will allow you to take less damage when you get hit. Agile Kicks will give you a better chance to avoid getting kicked. Controlling clinch will help you stop from getting clinched as well as break free from the clinch. Explosive takedowns will allow you to have a better chance of sprawling on takedowns. The submission options will allow you to defend the submission in one of the those areas. So if you know a fighter is attempting a lot of leg submissions then you can shut him down choosing to defend leg submissions. This advisor really allows you to be more aware of certain dangerous areas.
Coordinator
This advisor allows you to get a job and complete task at the job with energy to get money. The more you do a task the more experience you get which will allow you to get better paying jobs. A chart of the job title, experience required to level up and payment are coming soon.
Fight Psychology
This advisor will allow you to improve your morale and composure which help you during the fight in every area. They are small bonuses but every little bit counts when it comes to fighting because just one mistake can end the fight. The better your advisors skill level you the better chance you will get random bonuses. You can choose to talk to the advisor and depending on the advisors skill you will get points in your boost values on the topic you talked about.
Cornerman (Cuts)
This advisor will allow you to reduce swelling between rounds, prevent injuries, and stop cuts. You will be able to choose between these options for each fight and the higher this advisors level the better they will be at helping you in the area. The better his skill value the better the bonus you will get from him.
Cornerman (Morale)
This advisor will help you during the fight to maintain your morale and composure because both values will go down as the fight goes on. The amount they go down with vary depending on what is going on in the fight. He will also give you advice between rounds which will give you a boost during the fight. The better his skill value the better the bonus you will get from him. If his skill is high he will also have a better time understanding which boost to give you which he will say between the rounds.
Why do I need Scouting?
Scouting will allow you to view tons of information about the other fighters. You will have two types for scouting options to choose from. One is the basic scout which you hire as an advisor and then other is an Advanced scout which you hire with your credits in the extras manager on select a fighter page. The advanced scouting will be global to all fighters on your account where the basic will be only usable to the fighter that has purchased him. You will have to upgrade your basic scout to get better readings where if you get the advanced scout you no longer need to own a basic scout and you do not have to pay any upgrade fees. You can get some scouting free by going to the fighters profile and checking the style they set, the skill breakdown pie chart, and the keys to victory. The keys to victory are the major and minor traits as well as the highest rated core area. Read the basic metrics for more information on the pie chart.
Basic Scouting
The scout will allow you to view the ratings of your upcoming opponent's core statistical values. The better his skill the more accurate the reading will be when you get the report. You can ask for a report on one area as much as you want. If you see the same rating in an area a lot and his level is high say in the upper 80's it is a good chance he is correct. You will get to choose from different target reports such as Striking, Wrestling, Ground Fighting, and Fitness. Each report you request will take an energy point. This is the basic scout option.
Advanced Scouting
The advanced scout will allow you to view the ratings (not the actually value) of any fighters core statistical values. As well as a ratings (not the actually value) of boost and bonuses applied for each fight. You will also see the strategy the fighter applied in each fight. The reports will always be 100% accurate unlike the basic scout. You can hire an advanced scout with your credits in the extras manager on select a fighter page. The advanced scouting will be global to all fighters on your account where the basic will be only usable to the fighter that has purchased him.
Basic Sparring
Not in this version of the beta.
Advanced Sparring
Not in this version of the beta.
Basic Metrics
You can view basic metrics information by going to the fighters profile page. You will see a pie chart with summaries of 3 areas which are striking, wrestling and submissions. Striking is the average of the following core values boxing, kickboxing, head movement, movement, clinch, and counter striking. Wrestling is the average of the following core values takedown, sprawl, movement, clinch, pummel, ground control, and counter grappling. Submissions are the average of the following core values movement, takedown, ground control, submissions, submission defense, and counter grappling.
Advanced Metrics
The advanced metrics will be global to all fighters on your account where the basic will be only usable to the fighter that has purchased him. You can hire an advanced metrics option with your credits in the extras manager on select a fighter page. It will allow you to view metric information for each of your fights. You will be able to see any strike that landed or missed such as the jab, cross, inside low kick and so on. You will also be able to view all of the other fighters metric information. So if you are a striker you can check out your opponent's power strikes landed or takedown success rate from one of his fighter versus someone similar to your build.
Basic Logging
You currently get basic logs which are your career fight metrics, event records, wins and loss percentages, and your fight history. You will also be able to view overall experience, acvievements, title and trophy history as well as total earned income.
Advanced Logging
The advanced logging will be global to all fighters on your account where the basic will be only usable to the fighter that has purchased him. You can hire an advanced logging option with your credits in the extras manager on select a fighter page. With advanced logging you will be able to view boost, boost, training, coach, and advisor history.
What are Strategies?
A fight has three main states standing, clinch, and on the ground. There are also various smaller states such as standing back control, stunned zone, and many more. You can try to control what state the fight is always in by implementing your strategy.
You will adjust meters for the 3 states as well as some pace meters. There is also an advisor which will give you some extra strategy options.
For example if you set your standing strategy to punch head 50%, punch body 40% and rest 10% you will have a 50% chance of landing
punches to the head, a 40% chance of landing punches to the body and a 10% chance of resting to regain some stamina. The meters allow you to target certain areas of your opponent to attack and different ways to change the state the fight would currently be in.
Read the rules under The Fight section to understand more details about strategies. You must total 100% when changing the sliders.
You can choose what pace you want your fighter to fight in for each of the three states. For example you can choose to be super aggressive striking but when the fight goes to the ground do nothing and stall the fight. The
lower the number the slower your fighter will be and he will look to counter more. The higher the number the more aggressive you will be which will require more stamina.
The middle range would be an average pace. Choose the right pace is important depending on your strategy and your opponents skills and pace as well.
Standing
First we have the standing strategy. Which deals with the state in the game where both fighters are standing. You can set your strategy by selecting your fighter then going to your account page then changing the standing sliders. If you choose 25% punching the head then you will have a 25% chance to punch your opponent in the head. The standing strategy allows you to target the head and body with punches, you can kick the legs, body or head, and you can also attempt to change the state of the fight to go into the clinch which has a new strategy set to change. You can also change the state of the fight by attempting a takedown by single, double or trip. Then you have the resting option which will allow you to recover stamina as well as recover your takedown and submission fatigue meters. Which I will explain more below.
Clinch
The clinch has even more strategy options to set. You can target the head and body with punches. You can also target the head and body with knees. You can choose to change the state of the fight by either breaking out of the clinch or using a takedown attacking the single, double or trip targets. This method also allows you to pull guard which can difficult and can result in your going into a butt scoot position or a defending mode from your opponent being postured up and raining down strikes. You can also attempt flying or standing submissions using chokes, arm attacks or leg attacks. Then you have the resting option which will allow you to recover stamina as well as recover your takedown and submission fatigue meters. Which I will explain more below.
Ground
Lastly you have the ground state which allows you to throw basic strikes to the head and body. You also can attempt power strikes which you will try to posture up then throw elbows and other more damaging strikes. You can also choose to attack with submissions and your attacks can be chokes, arm attacks, and leg attacks. You also have the option to change the state of the fight by standing up which will get the fight back to the feet. You also have an advanced positioning strategy which allows you to sweep players if your on bottom, pass to better positions if your on top, if your on top you will also look to posture up which allows you to land more damaging strikes, and then if your on bottom it allows you to pull someone down so they will no longer be postured up.Then you have the resting option which will allow you to recover stamina as well as recover your takedown and submission fatigue meters. Which I will explain more below.
Pace Meters
You also have the option to choose what your pace will be in the different states of the fight. The paces for each state can range from 1 to 10. The higher you set the pace the more active you will become in that state. This will require more conditioning to accomplish moves because you are always trying to be the one to attack. The higher the pace meter the less you will attempt to counter anything. The higher your pace will also lead to your opponent having a small accuracy boost which will cause you to get hit more frequently. The lower your pace you will increase your ability to make your opponent miss. The lower the pace you will also look to counter attack your opponent when he misses and sometimes even when he lands. So if you are not winning the attack round because your pace is low you can steal the attack round by countering during it. You also have a small boost in accuracy when counter where the faster pace fighter coming forward will get a small power boost since he is always coming into you.
Other States
Other states follow your strategy but do not allow have custom strategies of there own. These states would include stun zone moments, fatigue zone, butt scoot, sprawl and brawl, standing back control, and pressuring on the cage or ropes. These modes will take an average of your strategy to determine how they follow up. If you knock someone down and they are stunned and you ground strategy is mostly to stand back up and your standing strategy is punching and kicking you will wave the fighter to stand back up. If you sprawl on a player and you push off if is most likely because you have most of your ground strategy set to standing.
Stun Zone
Each time you hit a fighter it will do a stun check to see if you caused a stun or a one hit knockout. Damage from strikes come from power and boxing as major effects then minor effects come from
movement and strength. The core, boost, and bonus of those stats will combat major effects from conditioning and chin with minor effects from toughness and boxing. Kicking and ground striking are the same
except replace boxing with kickboxing or ground striking. If you target the body your major stat will become toughness and not chin. You chin will not be a major or minor effect for body shots.
When you become stunned if the shot was from the head it will use your chin to determine if you are knocked down but if the shot was from the body it will use toughness to determine if you are knocked down.
How the action plays out is determined from your strategy and then combinations of morale, composure, heart, chin, toughness, pace and the attacking area stat values. Morale and composure play apart
in any area that requires you to attack and attempting an attack but they play a larger role in the stun mode. They will also increase and decrease more than normal in the stun zone than when the fight
is normal.
You can end up in various locations like standing back control, sprawl and brawl mode, butt scoot, cage or rope pressure and a few other states.These modes will take an average of your strategy to determine how they follow up. If you knock someone down and they are stunned and you ground strategy is mostly
to stand back up and your standing strategy is punching and kicking you will wave the fighter to stand back up. If you sprawl on a player and you push off if is most likely because you have most of
your ground strategy set to standing.
The Attack Round
The attack round is determined by the fighters pace meter in the state they are fighting as well as morale, composure, as well as your speed, movement and pace stat values. As well as minor stat effects from the state area it is located in. These all are used to generate a value then we compare between both fighters pace values. Then a pace percentage is created for each fighter to see who will win the attack round. So someone with high pace versus someone with a counter pace may land a 70% versus 30% attack chance however the counter fighter will land a 70% chance of stealing the attack round by countering at the end of the attack round. This is an endless loop until the fight is over. Fighters you keep the pace in the middle will average a 60-50% versus 50-60% attack chance depending on the stat effects. This is determined more with the pace meter. The stat values play minor roles but enough to count. The morale and composure will allow you to maintain you pace better and not get intimated causing you to slow down. Damage and losing stamnia can cause a high paced player to fall into the middle range of the meter over the time of the fight.
Knockouts & Stuns
You start at a 1% in knockouts and 2% in stun. As you take damage a meter will go up based on your chin, toughness, conditioning and other minor factors. Once the meter hits the max point then a percentage is added on to your Knockout and Stun meter. Each time you get hit the meter is check to see if you become stunned or knocked out. So if you have take a lot of damage and are weak in some of these factors maybe by end of round 1 you are up to a 10% knockout and 16% stun which means you have a 16% chance of getting stunned and 10% chance of getting knocked out each time you are hit from a strike.
Striking
The values that become a factor in seeing if you land a strike are a combination of core, boost, and bonus skills. The major effects if kicking are kicks, balance, speed. With small bonuses in movement and counter striking.
To defend getting hit you will need to invest in balance, movement, speed as major effects. If you are being targeted to the head then you would need head movement instead of movement. However then
movement would become a minor effect as well as counter striking. Counter striking is minor just because it is a good awareness ability when your attack in case your opponent is bring you in
to be countered. Depending on your skill in striking and counter striking you could get power counter attacks which will allow you to gain control and land more damage than normal for a counter striker
in the attack round. The higher your pace you will attempt to win more attack rounds however when striking it can lead to giving your opponent a bonus in accuracy and you will get a boost in damage.
Also having a high pace with increase your combination rate but decrease your sprawl.
Morale and Composure play small roles in determining the outcome of all the actions.
It is good to try and mix up the action just a little bit with kicks or clinching. The more you throw that same type of a attack your opponent it aware and intelligent enough can pick up patterns which
will allow him to get a bonus in making you miss. When you get your skills high enough you will be able to unlock move sets which will require you to pay more attention to patterns. That will be explained in more detail below.
Clinching
Getting the clinch requires some major factors in strength, speed, balance, and clinch with minor effects from movement and pummel. Once you get the clinch it requires you to have major factors in
strength, clinch, and pummel and minor effects in movement and balance. To break free you need balance, speed, and movement with minor effects in strength, clinch, and pummel. Stuns and knockouts
work the same as described above in the striking and knockout / stun topics. The wrestling and submissions also work the same as described below in wrestling and ground fighting. The only difference
to the calculations are clinch and pummel are required as major stats.
One thing that is different about the clinch is pulling guard and submissions difficulty. The submissions run the same as on the ground as far as using a chain method to finish the submission. However
there is a handicap in the simulation to make these more difficult to finish. Failing to execute a flying / standing submission and pulling guard will result in either going into butt scoot position,
your opponent attempting to counter you with strikes, or your opponent jumping into your guard or worse and postured up landing ground and pound.
Wrestling
If you want to take the fight to the ground you need to either knock people down with devastating strikes or learn some takedowns. To complete a takedown the major effects are speed, takedown, balance and movement. The minor effects are sprawl and strength. Strength plays an important rule in driving to complete the takedown. Sprawling is the same calculation except you need sprawl instead of takedown as a major effect but takedown will be a minor effect. Read the takedown fatigue zone and sprawl and brawl to understand more about the takedowns.
Ground Fighting
Ground fighting has a few different areas to cover. Submissions, ground and pound, standing up, and positioning.
Sprawl and Brawl
When a fighter attempts a takedown that does not land or is stunned and desperate to not get knocked out he will shoot in with a weak takedown it could lead to a sprawled position. Then depending on your ground strategy you will attempt to take the back, ground and pound, submission or just push off and make them stand back up. If you sprawl on a player and you push off if is most likely because you have most of your ground strategy set to standing.
Butt Scoot
When a player is knocked down he will go into this state. If he was stunned it will become primarily defense but he could have some countering options depending on morale, composure, heart and a combination of his stat values. The defending player can look to up kick, trip the standing fighter, or try and submit the standing fighter. The attacking fighter which is the one who is standing can either land some strikes then tell the down fighter to stand, go into guard and land strikes postured up, or try to pass into a better position and land a quick submission.
Takedown Fatigue Zone
When you attempt to shoot for a takedown over and over it will effect your takedown rate meter. Your rate meter is determined by your conditioning. If you hit your maximum on on the meter you will hesitate
and go into a fatigue mode where you will attempt to takedown that will require a second drive to execute the takedown but your opponent will have many options to shut you down more than the normal takedown.
When you attempt to rest or do another action it will take your meter down. Also when you keep doing the takedown it will decrease the meter but slower than doing something else. So even if you
do attempt to do takedowns over and over it will still eventually empty the meter and give you a complete takedown chance.
Submission Fatigue Zone
When you attempt to attack with a submission over and over it will effect your submission rate meter. Your rate meter is determined by your conditioning. If you hit your maximum on on the meter you will hesitate
and go into a fatigue mode where you will attack with a submission that will require a second drive to execute the submission but your opponent will have many options to shut you down more than the normal submission attack.
When you attempt to rest or do another action it will take your meter down. Also when you keep doing the submission it will decrease the meter but slower than doing something else. So even if you
do attempt to do submission over and over it will still eventually empty the meter and give you a complete submission chance.
Striking Move Sets
Not in this version of the beta.
Wrestling Move Sets
Not in this version of the beta.
Submission Move Sets
Not in this version of the beta.
Between Rounds
Between the rounds you can use your cornermen which can be hired under the advisors tab to get bonuses with cut and swelling reduction. They will also help with your recovery between rounds and how much stamina you regain as well as keeping your morale and composure high. They will enforce your strategy so you do not get flustered and go away from the plan.
Health and Stamina
During the fight you will have a stamina amount which will go down per action. Depending on the intensity and amount of work the action does will determine the amount of stamina. The better your condition the more stamina you will have. Health has no meter is actually based on damage done to certain body parts and the chain of attacks damage and effect to the area. The more momentum you build the better your chances of landing a finish.
Getting Money, Contracts, and Popularity
Your fighter will have a contract for each event type. So a boxer will have a boxing contract and if he fights kickboxing he will have another contract. Your contract is calculated from your popularity. You have 3 types of popularity media, fans, and event. Each event has it's own event popularity. The fan and media popularity are global to the entire fight world. You initial contract in all of the events are $1,000 to show and $1,000 to win.
You will never make less than that in your fight contract. The following will show you how your contract is calculated. Boxing equals ((Media + Fan + Boxing Event Popularity) * 1000) / 4)) so if you popularity totals 20 you multiple that by 1000 which you get 20000 then divide it by 4 which you get 5000. This means you make $5,000 to show and $5,000 to win. The other events follow the same example but with a small change to the calculation. Kickboxing equals ((Media + Fan + Boxing Event Popularity) * 1000) / 4)) and submission wrestling equals ((Media + Fan + Boxing Event Popularity) * 1000) / 6)) which does make less than any sport.
Professional Mixed Martial Arts equals ((Media + Fan + Boxing Event Popularity) * 1000) / 2)) and Amateur Mixed Martial Arts equals ((Media + Fan + Boxing Event Popularity) * 1000) / 4)). When fighting your popularity increases and decreases depending on if you win or lose. If you win by knockout you get a +3, submission +3, TKO +2, and decision +1 is added to your event popularity. If you lose by knockout you get a -2, submission -2, TKO -1, and decision -1 is subtracted from your event, fan, and media popularity. Draws have no effect at all and if you draw you will only get your show contract payment. You increase your fan and media popularity from the agent which is an advisor. The agent can also get you contract bonuses and sponsorship deals.
Sponsorship Contracts
Not in this version of the beta.
Striking Promotions
Not in this version of the beta.
Submission Promotions
Not in this version of the beta.




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