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Scouting Fight Tactics

 

Welcome to Scouting Fight Tactics. This class will explain how to look at a fight report and glean from it the tactics a fighter was using in that round. This class does include some mathematical formulas.

 

There are 6 parts to tactics that you wish to learn

1. Aggression

2. Power

3. Defense

4. Dirty fighting

5. Target punching

6. Style

 

Aggression

To scout aggression for the round, remember the formula for punches thrown:

Punches Thrown=9*AGG

Dividing the punches thrown by 9 will give you a good idea of the AGG used in that round, within 1 or so points. It is important to take a cross-section of several rounds to be absolutely sure.

Remember, the following styles can lower effective AGG.

Clinching- lowers it by 20% of opponents aggression, or .2 for every 1 AGG the opponent uses. A clinching fighter that seems to have slightly more than 3 aggression (say, 30 punches), while his opponent appeared to be using 4 (~36 punches) was likely using 4, and had it reduced to 3.2 because of the clinching penalty. AGG will never go below 1 due to clinching penalty.

Counterpunching- Lowers it by 20% overall, regardless of opponents AGG. A fighter using 4 AGG loses .8, a fighter with 5 AGG loses 1, and a fighter with 9 would lose 1.8. Again, punches thrown would be calculated by AGG after the penalty, but their tactics for the round would still involve using the original number of energy points. (Important for if you are trying to sim a practice fight). AGG will never go below 1 due to counterpunching penalty.

The fight report also describes what each fighter is doing before the round and this can give clues to AGG. A table of these can be found at the end of the course.

Example line:

The Sparring Partner landed 39 of 73 punches -- 5 power punches, 29 jabs, 5 rights. (93 points)
 

In this example, the fighter most likely used 8 aggression, as indicated by the 73 punches thrown. 73/9=8.11

Power

POW can be seen in power punches thrown. You don't have this in the fight report, but you do have the 3 things needed to get it: Power punches landed, punches landed and punches thrown.

To get power punches thrown, use this formula:

PP landed/(punches landed/punches thrown)

In other words, divide punches landed by punches thrown to get the percentage of punches landed. Divide power punches landed by that percentage expressed as a decimal (i.e. 10% would be .10), and you'll get a rough estimate of power punches thrown. This isn't perfect, but it's close enough, and again performing this over several similar rounds can help a lot. You may want to mentally adjust the number slightly upward, because in reality power punches land slightly less often than jabs do. The more jabs thrown in the round, the more you should adjust upward, perhaps as much as 10% in highly jabby rounds.

Once you have PP thrown, you plug it into the formula:

PP thrown=POW*3

In other words, simply divide it by 3 to get POW. Sample line:

The Sparring Partner landed 39 of 73 punches -- 5 power punches, 29 jabs, 5 rights. (93 points)
 

39 punches landed/73 punches thrown shows a punches landed percentage of 53.4%

Divide 5 pp landed by .534

5/(.534)=9.4

Now divide by 3 to get estimated POW.

9.4/3= 3.2

We estimated his POW for the round at 3.2. Remember, this will usually come out slightly low because of PP landing slightly less often than jabs, so it could be either 3 or 4 (hint, it was 4). Due this for several rounds in a row to improve accuracy.

Like AGG, style can effect POW. Only one style does this, and that is Outside. Fighting outside will cause your POW to go down 20% overall.

 

Defense

Defense is easy. Unless you believe the fighter to be resting in that round, DEF will be 20-(AGG+POW), because there are only 20 points to be spread amongst the 3.

 

Dirty Fighting

The fight report will give clues to show you a fighter is fighting dirty in a round. They are in the descriptions of the punches. The following lines (or similar ones) tell you there is dirty fighting going on:

Partner punches Mayhugh with a head butt!

Partner backs up Spirit with a head butt!

Basically, anything in bold detailing a low blow or head butt tells you there was dirty fighting. A ref's warning or DQ is also a good sign :). However, the line says "it appears unintentional" or something to that effect, the fighter was NOT fighting dirty and got nailed with an unintentional foul blow.

 

Target Punching

Similar to dirty fighting, the clues are in the reports of the punches. If the large majority of the punches are to the head, then assume head punching. This could be face, jaw, ear, eye, nose, chin, temple, etc.

Body punching would be the opposite. If ~80% or more are described as hitting or trying to hit the ribs, stomach, chest, or solar plexus, then he is body punching.

Cut punching is trickier, but is usually similar to head punching except they are mostly focused on whichever part of the body is hurt.

Remember you are looking for a clear majority, at least 80% of the punches targeting a specific part of the body. Otherwise, it's probably opportunistic (or no target). A good clue is that most fighters tend to body punch early and head punch late (although that is a very loose trend).

 

Style

Style is easy, it is given to you at the beginning of the round.



 

Thank your for taking Scouting Fight Tactics. Below is the table that indicates what each pre-round description of the fighter indicates:

Back to WeBL University

 

Inside

DEF > 10 Fighter fights with his head in his opponent's chest. (inside)

POW > 10 Fighter is throwing big punches. (inside)

AGG > 10 Fighter charges. (inside)

 

ALL < 11 Fighter goes toe-to-toe. (inside)

 

Clinching

DEF > 10 Fighter goes for a clinch as soon as the bell rings! (clinching)

POW > 10 Fighter thinks he's in a wrestling match. (clinching)

AGG > 10 Fighter jabs and clinches when his opponent closes. (clinching)

ALL < 11 Fighter is clinching a lot. (clinching)

 

Outside

DEF > 10 Fighter backpedals. (outside)

POW > 10 Fighter fights from outside. (outside)

AGG > 10 Fighter stays outside and uses his jab. (outside)

ALL < 11 Fighter fights from outside. (outside)

 

Feinting

DEF > 10 Fighter feints and fakes to keep his opponent away. (feinting)

POW > 10 Fighter tries to set up a perfect punch. (feinting)

AGG > 10 Fighter feints and jabs aggressively. (feinting)

ALL < 11 Fighter feints and fakes. (feinting)

 

Ring

DEF > 10 Fighter is backpedaling. (using the ring)

POW > 10 Fighter dances around looking for a good shot. (using the ring)

AGG > 10 Fighter moves and jabs. (using the ring)

ALL < 11 Fighter dances around the ring. (using the ring)

 

Counter

DEF > 10 Fighter waits for his opponent to make the first move. (counter-punching)

POW > 10 Fighter waits for the right opportunity. (counter-punching)

AGG > 10 Fighter looks to trade jabs. (counter-punching)

ALL < 11 Fighter is counter-punching. (counter-punching)

 

Ropes

DEF > 10 Fighter lures his opponent into a corner. (ropes)

POW > 10 Fighter muscles his opponent into a corner. (ropes)

AGG > 10 Fighter chases his opponent into a corner. (ropes)

ALL < 11 Fighter traps his opponent against the ropes. (ropes)

 

Allout

DEF > 10 Fighter Seems indecisive. (all out)

POW > 10 Fighter throws everything he's got! (all out)

AGG > 10 Fighter lunges at his opponent. (all out)

ALL < 11 Fighter is a raging bull! (all out)