CLINCHER VS FLASHER
Probable attribute advantage:  Strength, condi
Clincher Level 1 Basic Plan
Why the basic plan could lose this matchup:  Defense is not nearly high enough, to avoid a quick k.o.
Clincher vs Flasher Adjustments: Obviously defense has been raised. We try to take advantage of our higher conditioning and strength to tire the flasher out to the point of exhaustion without allowing ourselves to be knocked out. If you come upon a flasher that only uses allout you can choose to take the loss and punish him for a couple of hundred ips if you go hard to the body in the round you think he will allout you. Sometimes this sends a message to the flasher manager to come at you a little lighter next time he fights one of your fighters.
Probable attribute disadvantage: Kp, Chin, Speed
How he will try to beat you: Take advantage of your (poor stuns ratio) lowish chin and agility to knock you out. He will need to respect your strength so chances are he would rather use counter or feint to k.o. as opposed to going allout.
How you will beat him: This is a poor matchup for the flasher for the above mentioned reasons. Your only chance is to train chin, keep defense high and hope he is a bad manager.
1)  1B/1/18 (clinch);
2)  1B/2/17 (clinch);
3)  1B/3/16 (clinch);
if mystuns > 0 then  1B/2/17 (clinch);
4)  1B/4/15 (clinch);
if mystuns > 0 then  1B/3/16 (clinch);
5)  2B/4/14 (clinch);
if mystuns > 0 then  1B/4/15 (clinch);
if mystuns > 1 then  1B/3/16 (clinch);
6)  3B/4/13 (clinch);
if mystuns > 0 then  2B/4/14 (clinch);
if mystuns > 1 then  2B/3/15 (clinch);
if mystuns > 2 then  1B/3/16 (clinch);
7)  4B/4/12 (clinch);
if mystuns > 0 then  3B/4/13 (clinch);
if mystuns > 1 then  2B/4/14 (clinch);
if mystuns > 2 then  2B/3/15 (clinch);
if mystuns > 3 then  2B/2/16 (clinch);
8)  4B/5/11 (clinch);
if mystuns > 0 then  3B/5/12 (clinch);
if mystuns > 1 then  2B/5/13 (clinch);
if mystuns > 2 then  2B/4/14 (clinch);
if mystuns > 3 then  2B/3/15 (clinch);
if mystuns > 4 then  1B/3/16 (clinch);
9)  4B/6/10 (clinch);
if mystuns > 0 then  3B/6/11 (clinch);
if mystuns > 1 then  3B/5/12 (clinch);
if mystuns > 2 then  2B/5/13 (clinch);
if mystuns > 3 then  2B/4/14 (clinch);
if mystuns > 4 then  2B/3/15 (clinch);
if mystuns > 5 then  1B/2/17 (clinch);
if mystuns > 6 then  1B/1/18 (clinch);
2) if opp = weak then  4B/6/10 (clinch);
if opp = weak and mystuns > 0 then  4B/5/11 (clinch);
Clincher vs Flasher