The WeBL University
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Introductory Freaks (Sissies and Super
clinchers) You will notice as you progress in WeBL that much of the game is having
multiple options (or appearing to have them) and forcing your opponent to
respect them all. However, there are somewhat viable fighters whose builds are
so extreme they are left with only one tactic, however effective it may be.
These are known as "Freaks". In this course, you will learn about two specific
freak fighters and how to beat them. Those two fighters are known as Sissies and
Super clinchers. Sissies Sissies freak nature is that they have incredibly low strength. They fight only to win decisions, trying to win 7 rounds as quickly as possible and then running away. They are obviously extremely tall for their weight class. Creating Sissies The key is to set STR anywhere from 1 to 3. CHN of 8-10 (9 optimal) CUTS of 1 or 2 CON of 14-16 (preferably 15 or 16) Build must be Very Light or Light Take the remaining points and put them in HGT, AGL, and SPD. The key is to make AGL and SPD about equal. HGT will decide what weight division your sissy will fight in. An example of a viable sissy fighter would be: 1 STR, 0 KP, 17 SPD, 17 AGL, 9 CHN, 16 CON, 1 CUT, 9 HGT, Very Light Build This would put him in the Fly or Junior Fly weight divisions. Managing Sissies Sissies can do well in regionals for awhile, possibly even make it to contenders in some regions. Their plan is to dance, dance, dance. They will use POW or 1 or 2, as much AGG as they need to win the round, and the rest will be DEF. As soon as they have won enough rounds to win the fight, they cover up and run like a scared bunny. Their style will usually be "outside". Example Sissy Plan: 1) 8/2/10 (outside) if rounds_lost=2 then 10/2/8 (outside) if decision_won is true then 1/1/18 (ring) Adjust the plan for more DEF when facing a slugger, more AGG when facing a
dancer. For the possibly undisputed king of regional sissy managers, check out
BRETTS GYM in USA Great Lakes. Beating Sissies If you notice a fighter who never throws more than a few power punches, is freakishly tall for his weight division, and his opponents are always "remain standing" or "doesn't need to rest" the entire fight, you are probably matched up against a sissy. There are two ways of beating a sissy. If you have good power, you can pound him into submission. 5/10/5 and 5/11/4 are your main weapons, with body punching until you absolutely can't afford to lose any more rounds, then head punching. Dirty fighting may be necessary for some sissies. Inside early, switching to allout if you have to: 1) 5B/10/5 (inside) 6) 5H/10/5 (inside) 1) if opp=tired then 5H/10/5 (allout) if warnings=0 then cheat The other way is to try to beat then and score on them at the same time. Something along the lines of: 1) 8/8/4 (inside) if score<-2 then 5H/10/5 (allout) if opp is exhausted then 5H/10/5 (allout) if warnings=0 then cheat Other Notes on Sissies Sissies will take on a lot of IPs as people try to slug them, even if they
are unsuccessful at it. A dirty little trick you can use is to train you sissy
up to 3 STR, 1 KP and occasionally throw in rounds of 4H/8!/8 (counter), which
will really nail someone going allout on your sissy. Super Clinchers Super clinchers are similar to sissies in that they have one extremely low
stat, in this case it is AGL. They make up for this by never, ever using any
style but clinch (which adds agility based on your strength advantage. They can
pound people hard to the body and deal a lot of damage, but have a lot of
trouble winning decisions. Creating Super Clinchers The key is to set AGL at one CHN of 8-10 CON of 12-15 CUTS of 1 or 2 SPD of 8-12 KP of 0-2 The rest will go into STR and HGT. Fiddle with those two and build until you get your super clincher into the desired division, although very heavy is your best build. A good example would be: 36 STR, 0 KP, 10 SPD, 1 AGL, 1 CUT, 9 CHN, 13 CON, 0 HGT, very heavy build This would put your super clincher into the Middleweight division. Managing Super clinchers Always, always clinch. A super clincher who uses any style besides clinch will be KO'd almost immediately. It's just the way it is. Body punch early, head punch late. A good fight plan would be: 1) 4B/8/8 (clinch) 7) 5H/9/6 (clinch) 1) if warnings=0 then cheat Notice how you start head punching in the 7th with more offense. After 6
rounds, the other fighter still cannot runaway and win on points if he's won all
the rounds 10-9. The 7th is where you need to begin stunning the opponent to win
rounds. Beating Super clinchers You can recognize a super clincher because of his extremely low height for his division and the fact that he never leaves the clinch (or gets KO'd immediately if he does). Ring is the way to go here. Since they have only 1 AGL, you will gain a lot of AGL, making it hard for them to wear you down or to win rounds. 5/5/10 (ring) the best bet here. Something along the lines of: 1) 5/5/10 (ring) if score>(15-round) then 1/1/18 (ring) This will win most fights against super clinchers for most fighters. Conclusion While you will probably never see the day where a pure freak wins a WT, they
can be fun and a valuable learning experience for new managers. They are also a
plus for managers with little time because their fight plans do not need changed
much from fight to fight, if at all. |