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 Learning plan
Heat Steamer
Posted: Aug 21 2006, 09:51 PM


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What do you guys think is good for a learning plan for rookies. Obviously starting in rookies is a very good idea to fight equal level managers while you learn the ropes. But something that helped me a lot was learning the sissy and flasher early on. Very easy fighter styles to grasp the concept. Both are 1 dimensional but can be key to learning basic strategy.

The Sissy: I recommend this fighter type to your managers because it teaches you the basics of winning a fight on score. how you must adjust your agression not only according to the match-up but also within the FP.

The Flasher: Next the flasher teaches you the art of the KO. Through trial and error you learn what its going to take to land that big punch.

From here i learned how to combine the two facets( slapping and KO) to evolve into the KP Dancer. I honestly believe strating off the thw 2 most basic and 1 dimmensional fighters can help to learn the basics of fight planning, as well as what lines to use. Coming in blind its tough to gauge what agg, pow, or def to use but these builds helped me get a grasp of the basic mechanics of the game.

What do you guys think? What helped you guys? whats a good learning plan?
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Uptown
Posted: Aug 21 2006, 10:09 PM


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I think it is also very important for newbies to understand the concept of efficiency. New gyms should learn how to fight the endurance game.
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District67
Posted: Aug 22 2006, 12:16 AM


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One of the first things a rookie has to learn is how to build his fighter, whatever style he chooses him to be. I think every type of fighters can help as long as the fighter is well built.
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Heat Steamer
Posted: Aug 22 2006, 06:40 AM


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Some good points.

Uptown, Efficiency can be a tough task to learn especially early on. What resources would you reccomend, help pages, Q&A forum, seeking out veteran help?


District- Very good point a well built fighter gives you a huge advantage, and helps to achieve that efficiency as your not wasting AP's. Some builds can have some variation but what builds do you think are most crucial to being built right and how does a manager go about grasping this concept.
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knucklas
Posted: Aug 22 2006, 03:41 PM


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If I were telling a brand new gym what to do:

1. go to the scand fight club page....go to the fighter creator...and have it make you 5 kp sissies, 5 clinchers, and 5 flashers in rookies.

2. go to unforgivens help pages....and cut and paste the fight plans for those builds vs. other builds and label the fight plans accordingly.

3. start running those fighters in rookies. look at each fight report, win or lose, and see what worked/didnt work.

4. if you lose fights, adjust those plans some....visit the help pages every time you visit your gym, and read some of the advice....ask questions...

5. when you feel you are starting to understand how things work, then start making your own fighters.

6. email a gym and ask for guidance
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Uptown
Posted: Aug 22 2006, 05:21 PM


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Heat, I would point a newbie that wants to learn about efficiency to these forums, Badbit's newbie page, Jim's article here. All very good resources. I agree that it's not the easiest thing for a new player to learn, but it is very essential.
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Untouchable
Posted: Aug 22 2006, 07:25 PM


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When I first started WeBL, believe me it was pretty nerve racking. I went through every page in the forums to try to understand this game.

But it seemed like you would never be successful, especially when you see all the other gyms doing well and winning titles. But I was determined not to get overwhelmed, so I read all the veteran's help pages.

Bad Bit's Help Page (#3)
Unforgiven's Help Page (#1)
Albino's Help Page (#4)
Scand Fight Club (#2)

All of these are very good help pages, however I wouldn't recommend Albino's page for the "very new" manager, because when I read it, I felt as though is was based more towards middle of the road to more experienced managers.

I think Unforgiven's site and the Scand Fight Club site might be neck and neck since they each bring something different, yet they are both very useful. For me, I learned a lot with those 2 sites.

I also got help from WILBOO Inc, Pips, and LikQid. I believe that when you ask specific questions, instead of "how do you fight?" or "how do I beat a KP dancer?", I think the veterans help you out more. imo.

But I think the 3 main things for a newbie would be:

1) Look at Unforgiven's and Thunder Brothers' help site, to try to get a better understand of fight plans, fighter builds, and style tendencies. As well as the other help pages...the more the better.

2) Run fighters in rookies. Use these help pages to build rookie fighters. Use the fight plans that they have, learn what makes them good, what makes them bad, and/or what makes them work period. Since Rookies is a learning region, you have room for error, so you have chances to learn from your mistakes.

3) If you can, try to get in touch with some veterans, but try to ask them specific questions to test their knowledge. Not to do it for that reason, but when you ask specific questions, they will usually give you a specific answer. cool.gif
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Birmingham Zoo
Posted: Aug 23 2006, 09:31 AM


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I wouldn't stress running flashers to a new gym, Maybe KP dancers after sissy to get the KO's down. And I'd stress kp sissies. Why not through 1 or 2 points into kp.

But I don't think you learn much from flashers.
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Heat Steamer
Posted: Aug 23 2006, 06:09 PM


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THanks for the input so far guys, just wanted to start this thread for referance purposes. So when rookie managers visit the site we can have a nice discussion to point to them so not only can we help them but they can help themselves. Also wanted to get some opinions for possibly writing a learning plan for the soon to come UV help pages.

Zoo you have any other reason why not to learn flasher. I like it for rookies for a few reasons. 1 you can get a lot of KO's whic can help keep morale high for Rookies. 2 its a very 1 dimensional build which forces you to write a plan for a flat out KO, teaching you the basics of a KO line. and 3 By learning the KO you learn how to beat the KO. you will see how others avoid you thus learn from it in the future.

Great stuff so far guys keep it coming.

SO so far you guys think unforgiven and scand pages are the easiest to understand for rookies. can we get a ranking for help pages say which are best suitable for rookies, moderate, and advanced managers?

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Birmingham Zoo
Posted: Aug 24 2006, 10:45 AM


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I just don't think you learn anything from flashers. For a moral boost with ko's maybe, but it's more likely to lead to getting ko'd alot.

The ko lines you use as a flasher are very different from the ko lines you'll use as a dancer or setting up a ko as a slugger.
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Heat Steamer
Posted: Aug 24 2006, 02:21 PM


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This is true.

At the very least it will teach you that the more simple straightforward one dimensional builds, although easier to write a FP for can be much harder and frustrating to manage.

All in all you must learn the strengths and weknesses of every build in order to become a strong manager. and also how to scout them.

Thanks for your input guys, keep it coming if you got anythign else.

Well I have a question. When do you think its ok for a manager to begin expiramenting in specialty regions? Are there some regions that can hurt or help a mangers skills?
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Heat Steamer
Posted: Aug 29 2006, 03:45 PM


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no other opinions on my last post???????????????????????
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Untouchable
Posted: Aug 29 2006, 04:29 PM


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I think it's up to the manager, as to when they start trying at the specialty regions.

I think the main three (and most popular) specialty regions are:

Amateurs-it's only 4 rounds and can get very boring and repetiive. However it can be a good region for managers that don't have a lot of time to scout and fight plan for 12 rounds.

Bare Knuckles-25 rounds is a lot, but it can teach managers the endurance game fairly well.

Graduated-I like this region because it is like real life boxing. Early on in your career you start out with 4 rounds like in Amateurs, but as you progress in your career and your status increases, your number of rounds increase as well.

Experimental is a region for managers to try out certain builds that they want to experiment with. It's not really different from the regular sim, but it can be fun.

Unsanctioned is not considered a "specialty" region, since it is the same as the regular sim and also has fast tracking, but it's good if you want to be competitive in another region.


I think the best specialty region that would benefit a manager is the bare knuckle region since it teaches you how to manage your endurance while damaging your opponent's. Usually if/when a manger does good in the bare knuckle region, when they run endurance fighters in their regions, it comes a lot easier.

I don't think any specialty region would 'hurt' a manager, as far as learning the game. Unless he is a stat freak and wants his win percentage to be 70-80% cool.gif
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JimSardonic
Posted: Aug 30 2006, 01:18 AM


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I can see it being both beneficial and not so much so.

I recently forayed into BK, and the differences in what it takes to be competitive are fairly startling. I'm convinced I could do well in there -- however, it would take just as much time in studying the sim as I put into the normal one currently.

So, at this point, a Gold Star is more important to me than a Red one -- and thus, I've put BK off again for a while smile.gif

...but one day, you'll hear my name mentioned next to the Pips and Hemmys and RRRR's smile.gif

However, if it's too much for me a little over a year in -- it may be too much for someone very new. without a grasp on endurance and how it works, it's very tough to get an idea of why you want SPD around 5, how much chin to use, and such.

Other than BK, I see no problem with Specialty regions. I might even recommend unsanctioned to the new guy who likes playing with KP.
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Heat Steamer
Posted: Aug 30 2006, 04:05 PM


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one last question. Besides the topics covered above what would you guys like to be touched upon in an article written to help direct new managers in the right direction?
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