Fight Night - Match Tactics, Part 1Last week, I mentioned the use of match tactics to influence the fight. This week, I'll be
discussing how some of them work.
Use the Jab/Cross/Lead Hook/Rear Hook/Uppercut More!This set of tactics is rather straightforward - it simply prompts your fighter to use a certain
type of punch more. It goes without saying that only one of the five can be active at the same time,
since it wouldn't make much sense to use all punches more! But why bother telling your fighter to
favour a certain punch?
The obvious reason is if your fighter is much better at throwing a certain type of punch than he is
at throwing the others. If he has a devastating uppercut, it simply makes sense to throw it more often.
You, as the manager, do have to be somewhat careful of simply favouring a single punch, however. If your
fighter possesses a low Adaptability rating, he may end up throwing the punch TOO often - which leaves
him open to be countered more easily if the opponent begins to specifically look out for that punch.
Thus, if you do choose to make use of one of these tactics, you must ensure that your fighter has a decent
Adaptability rating relative to his opponent's Adaptability, or at least make sure that your opponent
simply has lousy Mental and/or Defensive stats in general (which would make it hard for him to dodge or
counter your punches whether or not he can predict what kind of punches are being thrown).
Watch Out For The Cross/Lead Hook/Rear Hook/Uppercut!Following on from the previous set of tactics, this set instructs your fighter to watch out for certain
types of punches. With one of these active, the success rate of all defensive actions against the punch
your fighter is watching out for are moderately increased, accompanied by a slight penalty against all
other types of punches.
Generally, it's best to use one of these tactics when it's clear that your opponent is favouring a certain
type of punch. Otherwise, you'll be penalizing your own fighter for no appreciable gain. Note that an
opponent with high Adaptability is unlikely to heavily favour a single punch, so these tactics are best
used against a fighter who has trouble adapting his style. It's also worth noting that there is no "Watch
out for the jab!" tactic, as the jab is generally not dangerous enough to bother watching out for.
Hit Him With All You've Got!This tactic is a stand-alone tactic that neither nullifies nor is nullified by any other tactic. All
it really does it increase the likelihood of throwing haymakers. It does not offer any bonuses to
success rate or power - it merely instructs your fighter to throw them more frequently. It is best used
either against an opponent on the verge of being knocked out, against an opponent with poor defensive
abilities, or against an opponent who doesn't seem to be all that good at taking damage.
Stick and Move!This tactic instructs your fighter to throw a few punches at a time rather than throwing constantly.
is best used for fighters with high defensive abilities, as employing this tactic will place your fighter
on defense more often than not. Note that this does not necessarily cause your fighter to stay at a certain
range or make use of certain punches - there are other tactics for that.
Overwhelm Him!Nullifies the previous tactic, because it's basically the opposite - it tells your fighter to keep throwing
punches and string together combinations. Naturally, it's best used when your fighter is a superb offensive
fighter. This does not necessarily mean Sluggers - any other type of fighter can be considered a superb
offensive fighter relative to his opponents if, for example, his Offense stats are high for someone at his level of marketability.
Go For The Head!/Work The Body!These two are lumped together because they essentially do the same thing - they instruct your fighter to
target the head or body more. Attacking the head deals more damage and carries with it the chance of an
instant knockout. Attacking the body wears out your opponent and tends to have a higher success rate.
If you notice that your opponent is dodging most of your attacks to the head, then it makes sense to
target the body. Conversely, if you notice that your opponent isn't particularly good on defense, then you
can attack the head with impunity. It's up to you, the manager, to make the call!
This feature is getting too long to cover all the tactics at once, so I'll finish the job next time! In the
meantime, please do make your way to my Greenlight page to upvote the game if you're intrigued! Every vote counts!
https://steamcommunity.com/sharedfiles/filedetails/?id=767821754