A conditional is statement added to a fight plan that says “if this happens then do this” More or less I have my preferred fight lines in but if “_______” happens then I want the fight plan to do “_______”. “_______” could be “I am losing”, “I am getting hurt too badly”, “My opponent isn’t hurting me at all”, etc…. All conditionals Start with the word “if” and have the qualifier “then” before your simple line. |
BEGINNING CONDITIONALS |
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The fight parser (what reads your fightplan) will only recognize certain words as part of conditionals. The words and symbols it will recognize in this level are: |
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These symbols and words can be combined with numbers to check just about anything during the course of a fight. Lets look at some of the more common conditionals and how they are used. |
Scoring conditionals |
These conditionals are used to keep track of if you are winning or losing a fight, by how much, and if you have already won or lost a fight. roundswon- this term keeps track of the number of rounds the majority of judges feel you have won roundslost- this term keeps track of the number of rounds the majority of judges feel you have lost common usage: |
· “if rounds lost >=6 then x/x/x/(style)” line states you cannot win this fight on points · “if roundswon>=7 then x/x/x/(style)” line states you have already won the fight on points · “if roundswon = 1 then x/x/x/(style)” line states you have won one round · “if roundslost >3 then x/x/x/(style)” line states you have lost more than 3 rounds |
As seen in the basic sissy plan these lines can be stacked to keep track of a number of rounds won or lost” |
if roundslost = 1 then 7/1/12 (outside) if roundslost = 2 then 9/1/10 (outside) if roundslost = 3 then 11/1/8 (outside) if roundslost = 4 then 13/1/6 (outside) |
Notice how your fighters aggression is ramped up as rounds are lost to compensate for your opponents increasing aggression. |
note that under this system your fighter will continue to use the 7/1/12 line until he loses a round then it will increase to the 9/1/10 line and continu using it for the remainder of the fight or until you lose another round causing the next conditional to kick in. Roundswon and roundslost conditionals are o.k. for basic plans. the drawback tothese conditionals on their own they do not take into account ties, knockdowns, or very close rounds (only rounds won handily). This can lead to lost fights(due to the fact you think you are winning but have lost a couple of close rounds) or increasing aggression after a knockdown which is not what you want to do. |
score- this term looks objectively at the score of the fight, not the number of rounds won or lost. your score can be a positive number (you are winning) , a negative number (you are losing), or it can be zero in the case of a tie. i.e. you win the first round of a fight on points, your score is 1 your opponents score is –1. your opponent wins the second round on points your and your opponents score is zero. common usage: |
· if score < 0 then x/x/x/ (style) line states you are losing the fight by at least a round · if score > 2 then x/x/x/ (style) line states you are winning the fight by at least 3 rounds · if score = 1 then x/x/x/ (style) line states your score this round is 1 · 11) if score >=3 then x/x/x/ (style) line states your score in round 11 is at least 3 or better (essentially you have won the fight”) · if score >13-round then x/x/x (style) line states you have barely won the fight at this point take whatever defensive action you deem appropriate. · if score >14-round then x/x/x (style) as above but this line states you have won the fight with a little bit of a cushion · if score >15-round then x/x/x (style) as above but this line states you have won the fight with enough of a cushion to take into account the sometimes blind judges |
These conditionals may be stacked to allow a fighter to raise or lower aggression as needed in a fight: |
1) 7/3/10 (ring) if score >=2 then 4H/6/10 (counter) if score <0 then 9/3/8 (ring) if score <-1 then 11/1/8 (feint) if score <-2 then 13/1/6 (feint) |
Note if score = 0 or 1 then the original 7/3/10 line will be used until one of the conditionals kick in. If fighter is losing fighter will increase aggression, if fighter is winning by 2 rounds or more fighter protects his head vs desperation attacks by his opp. |
The good thing is if you are knocked down, score is tied, or you lose a round 10-8 it is covered in the conditionals. |
decision_won/decision_lost- this term simply looks to see if you have already won or lost 7 rounds. |
· if decision_won is true then x/x/x (style)- fight is won protect yourself vs allouts · if fight_lost is true then x/x/x (style)- fight is lost take whatever tactics you choose. |
Damage conditionals |
These conditionals keep track of how much damage your opponent is doing to you or how relatively tired your opponent is so you can change your plan accordingly. endurance_percent- this term keeps track of your remaining endurance percentage at any point during the fight |
· 7) if endurance_percent < 67 then x/x/x (style)- if round is 7 and I have less than 67% of my endurance remaining at this point then act accordingly (possibly rest 1/1/8 (outside) · 2) if endurance percent > 97 then x/x/x (style)- if round is 2 and I only lost less than 3% of my endurance in the first round (opp using 1 power) then act accordingly (maybe go hard to the body or an allout to the head) |
opponent is strong (tired/exhausted)- this term keeps track of how relatively tired your opponent is . strong means your opp has more than 67% of his endurance remaining, tired means between 67-33% of endurance remaining, and weak is <33% of endurance remaining. written as “ if opponent is tired then _____” also can be written in shorthand has “if opp = 1 then_____” with 2 being strong, 1 being tired and 0 being weak.. |
· if opp = 0 then x/x/x (style)- opponent is exhausted finish him off to the body or head · 8) if opp = 2 then x/x/x (style)- if round is 8 and opponent is still not tired you may want to get defensive because you may be in trouble depending upon fighter types fighting. |
These lines are good combined with scoring and endurance lines to keep track of opponents level of tired compared to you and to let you know how aggressive you can become depending upon your advantage or disadvantage. |
if endurance_percent<>100-((round-1)*x- this term checks your average endurance loss at any point in the fight. if x=5 then you are checking to see if you have lost more or less than 5% of your endurance each round of a fight. |
if endurance_percent >100-((round-1)*3) then- fighter is losing very little damage per round your opponent is weak or using sissy tactics if endurance_percent <100-((round-1)*4) then-your fighter is taking moderate damage each round if endurance_percent <100-((round-1)*6) then- your fighter is taking a lot of damage each round opponent is likely going to the body or allout |
· 4) if endurance_percent <100-((round-1)*5) then x/x/x (style)- your fighter is averaging more than 5% endurance loss for the first three rounds of the fight you most likely need to raise defense · 7) if endurance_percent >100-((round-1)*2) then- x/x/x (style)- your opponent has yet to really hurt you it may be safe to allout or really raise aggression for the rest of the fight until he gives you a reason not to. |
Please note the direction of the “<>” if you are checking for more than use “<” and if you are checking for less than; use “>”. It is the only time it is opposite. if it doesn’t look like it makes sense to you plaug some numbers into the equation and it will come out correctly, trust me. Just remember opposite when you write this conditional. |
Stun conditionals |
These conditionals check to see if, when, and how many times you or your opponent have been stunned. mystuns- checks to see your number of stuns hisstuns- checks to see the number of times your opponent has been stunned |
· if mystuns >0 then x/x/x (style)- I have been stunned at least once · if hisstuns >0 then x/x/x (style)- your opponent has been stunned at least once · 3) if mystuns = 2 then x/x/x (style)- round is 3 and you have been stunned at least once each of the first 2 rounds (or knocked down once, a KD counts as 2 stuns) · if mystuns + hisstuns = 0 then x/x/x (style)- neither me or my opponent has been stunned yet · if hisstuns > mystuns then x/x/x (style)- my opponent has been stunned more than I have |
Conditional combinations |
Any of the above conditionals can be combined with each other to make more detailed checks during a fight as long as the term “and” is placed between each conditional before the ending of “then x/x/x (style)”. This long conditional as usual will start with the term “if” and will contain one “then” before the number line and style. |
· 2) if mystuns >0 and endurance_percent <94 then 4H/8/8 (counter)- I have been stunned in the first round and taken signifigant damage protect my head and counter against the allout if that’s what it was that hurt me · if endurance_percent <45 and opp >1 and score <0 then towel- I am worn down to the point of being knocked out and I am losing and my opponent is relatively healthy, throw in the towel and quit this foght before I take too much damage · 6) if opp = 0 and endurance_percent > 75 then 5H/10/5 (allout)- if it’s the 6th round or later and opponent is supertired and I am pretty much unhurt its most likely safe to unload on him to finish him off · if roundslost >6 and endurance_percent >75 then 5H/10/5 (allout)- if I have lost the fight and relatively healthy allout him to the head to try for a k.o. win · if round = 12 and score >=2 then 1/1/18 (outside)- if it’s the 12th round and I have enough points to have the fight won then cover up and cruise to a win · if opp = 1 and endurance_percent >70 and score >=1 then 4B/8/8 (ring)- if opp is tired and I am not and I am winning the fight by 1 point or more attack the body · 4) if endurance_percent > 100-((round-1*3) and score < -1 then 8/8/4 (inside)- your opponent has only taken off less than 3% of your health during the first three rounds and you are losing by 2 points or more go hard inside with a nice scoring line designed to hurt and win rounds · if round = 7 and endurance_percent < 75 then 2/1/8 (clinch)- if round is 7 and I am already under 75% of my endurance rest a round to get some back · if endurance_percent >100 ((round-1)*4) and mystuns = 0 and score <round –12 and opp <=1 then 6H/10/4 (inside)- if I am averaging less than 4% endurance loss a round and haven’t been stunned yet and I have lost the fight and opp is tired then go hard to the head for a stun or k.o. · if opp= 0 and endurance_percent >65 then 5B/11/4 (inside)- if opponent is weak and you are relatively unhurt go to the body to try to finish him off |