Comparing endurances

if endurance_percent < (opp * 33) + 34 then”: means you`re behind in endurance percentage
if endurance_percent > (opp * 33) + 34 then”: means you`re ahead in endurance percentage

These 2 conditionals will give a general idea of who is ahead in the endurance war, you or your opponent. The only problem is it doesn’t tell you how far you are ahead or behind. You could be completely obliterating your opponent or just barely ahead. depending upon which is true most likely you will want to use different tactics.
That’s where the following conditional comes in:

if opp = X and endurance_percent >= XX

Whereas the first X is the opponents level of tired (2=strong, 1 = tired, 0=weak) the second XX is the percentage of endurance you have remaining out of 100%. Depending upon the condition of your opponent to your level of endurance you can specifically choose when to get more aggressive or less aggressive depending. Such as:

if opp = 1 and endurance_percent > 85 then  4B/10/6 (inside)
#opp is tiring (his endurance is 66% or under) and I am pretty fresh so it is relatively safe for me to open up with lower defense and an inside style

if opp = 0 and endurance_percent >= 60 then  5H/11!/4 (inside) # opp is weak (33% or less end) and I have a great advantage so I try to finish him off with a head shot.

Of course these lines depend upon fighter type and are not acceptable for all fight plans.

Combining these conditionals with scoring conditionals can give you the ability to react specific to the circumstances:

if score < -1 and opp = 1 and endurance_percent >= 75 then  9/4/7 (feint)


Blocks of these conditionals can allow you make the most of any endurance advantage you might have:

7)  4B/9/7 (inside)
if opp = 1 and endurance_percent >= 75 then  4B/9/7 (inside)
if opp = 1 and endurance_percent > 85 then  4B/10/6 (inside)
if opp = 1 and endurance_percent >= 90 then  4B/11/5 (inside)
if opp = 0 and endurance_percent >= 60 then  5B/11/4 (inside)

Make sure to put the blocks in order decending from lowest percentage to highest in each block for each score conditional, otherwise some conditionals will not trigger.

The endurance advantage the slugger (in this case) has will dictate how aggressive he allows himself to get. Combine this with scoring blocks and you get a section looking like this:

7)  4B/9/7 (inside)
if opp = 1 and endurance_percent >= 75 then  4B/9/7 (inside)
if opp = 1 and endurance_percent > 85 then  4B/10/6 (inside)
if opp = 1 and endurance_percent >= 90 then  4B/11/5 (inside)
if opp = 0 and endurance_percent >= 60 then  5B/11/4 (inside)
if score < 0 and opp = 1 and endurance_percent >= 75 then  8/5/7 (inside)
if score < 0 and opp = 1 and endurance_percent > 85 then  8/6/6 (inside)
if score < 0 and opp = 1 and endurance_percent >= 90 then  8/7/5 (inside)
if score < 0 and opp = 0 and endurance_percent >= 60 then  8/8/4 (inside)
if score < -1 and opp = 1 and endurance_percent >= 75 then  9/4/7 (feint)
if score < -1 and opp = 1 and endurance_percent > 85 then  9/5/6 (feint)
if score < -1 and opp = 1 and endurance_percent >= 90 then  10/5/5 (inside)


This relatively large block is sticking to the main point of your plan, however it is able to put more pressure upon your opponent as soon as it is feasible. Below is an old plan I used for a slugger with a good chin vs a relatively weak dancer. I used albinos calc to figure out what my safe defenses were using the inside style based upon my scouted projection of his stats. the first part is very straightforward, win a couple of round to get him to open up htne come to the body as long as the fight is close. After the 7th round I look at the score a little closer and should have him tired enough I can get away with a 5 defense using the inside style. Depending upon score and our relative endurances I can get more aggressive either to win rounds or keep working the body.


1)  7/7/6 (inside)
2)  4B/10/6 (inside)
if score < -1 then  7/7/6 (inside)
7) if endurance_percent < 70 and score > 0 then  1/1/8 (clinch)

8)  5B/10/5 (inside)
if opp = 1 and endurance_percent >= 75 then  4B/9/7 (inside)
if opp = 1 and endurance_percent > 85 then  4B/10/6 (inside)
if opp = 1 and endurance_percent >= 90 then  4B/11/5 (inside)
if opp = 0 and endurance_percent >= 60 then  5B/11/4 (inside)
if score < 0 and opp = 1 and endurance_percent >= 75 then  8/5/7 (inside)
if score < 0 and opp = 1 and endurance_percent > 85 then  8/6/6 (inside)
if score < 0 and opp = 1 and endurance_percent >= 90 then  8/7/5 (inside)
if score < 0 and opp = 0 and endurance_percent >= 60 then  8/8/4 (inside)
if score < -1 and opp = 1 and endurance_percent >= 75 then  9/4/7 (feint)
if score < -1 and opp = 1 and endurance_percent > 85 then  9/5/6 (feint)
if score < -1 and opp = 1 and endurance_percent >= 90 then  10/5/5 (inside)
if score < -1 and opp = 0 and endurance_percent >= 60 then  12/4/4 (feint)

12) if opp = 1 and score < 0 and endurance_percent >= 75 then  9/4/7 (feint)
if opp = 1 and score < 0 and endurance_percent > 85 then  9/5/6 (feint)
if opp = 1 and score < 0 and endurance_percent >= 90 then  10/5/5 (feint)
if opp = 0 and score < 0 and endurance_percent >= 60 then  12/4/4 (feint)
if opp = 1 and score < -1 and endurance_percent >= 75 then  5H/12!/3 (inside)
if opp = 1 and score < -1 and endurance_percent > 85 then  5H/12!/3 (inside)
if opp = 1 and score < -1 and endurance_percent >= 90 then  5H/8/7 (allout)
if opp = 0 and score < -1 and endurance_percent >= 60 then  5H/12!/3 (inside)
if score > 1 then  4H/8/8 (clinch)

1) if score > 14 - round then  5H/7/8 (clinch)

If you notice i dont even bother with the blocks of endurance conditionals until i feel they will be relevant. I suppose a slugger or other endurance fighter could create a whole plan vs an opponent based upon this if they had the time or inclination to check all the numbers and create all the blocks of conditionals. This may be used by any fighter type however. Dancers should at some point keep track of comparative endurances so they can tailor their flash lines to the situation.