Post by Tystick357 on Feb 22, 2007 17:21:18 GMT -5
NEW - Scouting
Specialty= Over 10
A= 8.5 to 10
B= 7 to 8.4
C= 5 to 6.9
D= 4 to 4.9
F = 3.9 and below
This way you have to guess a little more.
Also keep in mind that Str and TGH will be done differently.
Str
A= good for weight class
B= decent for weight class
C= a little weak compared to the rest
TGH
A= +4 to +6 (amazing toughness)
B= +2 to +3.9 (above average)
C= +0 to +1.9 (average)
D= they minused from TGH
No SUB over 10
No GPO over 10
No INT over 10
Avoid one-dimensional ground and pounders, yes they'll win, but they make for shitty fights.
SIMPLE Application Explanation
You have 97 points to distribute for your fighter. This is not including the tough/strength bonus you will get for your weight class.
Strength - LIMITS
+1 to LW's (start with 6)
+1 to WW's (6.5)
+1.5 to MW's (6.5)
+2 to LHW's (start at 6.5)
+2 to HW's (they get higher starting base of 7)
Tough Limit +6
Starting Bases
LW 9.5
WW 10
MW 10.5
LHW 11
HW 11.5
_____________________________
LONGER Application
All fighters are given 7 points to create their fighter. To begin with, all stats are average. You may add your 7 points to any stat. You also may subtract from any stat and add those subtracted points to a different attribute. Stats can be raised or lowered at half steps (ie. 5.5, 6, 6.5, 7, 7.5, 8, ect.) To join the IMMAF, please sign up to the boards and private message your application to the admin. You will be notified if your character is approved.
YOUR INFO
Username you signed onto the boards with: (So I know who to approve after getting your app)
FIGHTER INFO
Name (w/Nickname if you have one):
Height:
Weight:
Home Country:
Age:
Style:
Affiliation: (You may either create an original fight camp for them to be a part of, ask to join anothers camp or list than as "Independent")
Stats
Conditioning: 7
Strength: (Strength rating depends on your weight. If you wish to use points to increase this or you wish to decrease it then please just put plus or minus and the number.)
Speed: 7 (Please be realistic in regards to your height and weight)
Agressiveness: 7
Punching: 6
Kicking: 6
Clinching: 5.5
Sprawl: 5
Takedowns: 6
Ground Positioning: 6
Ground Striking: 5.5
Submission: 10
Killer Instinct: 7
Intelligence/Reflexes: 6
Toughness: (Toughness rating depends on your weight. If you wish to use points to increase this or you wish to decrease it then please just put plus or minus and the number.)
Heart: 6
Strategy (The sum of all stragety sections must equal 100. This represents the chances of you doing a particular type of action in a particular situation. Remember, it's 100 points per section, so 100 for general, 100 for punching, ect.)
*NEW RULE*
You must have atleast 1 point in all of your strategy columns. You can NOT have 0 as it messes up the game. if you have 80 in a section, turn it to 79 and put 1 point in the column you want as 0. Minor change and still close to unexperienced in that section
General Strategy
Kicking:
Punching:
Grappling:
Resting:
Dirty Fighting:
Punching Strategy
Medium/Long Range Punches:
Dirty Boxing (Clinch):
Takedown Strategy
Upper Body Takedowns (from Clinch):
Low/Leg Shot Takedowns:
Kicking Strategy
Low Kicks:
High Kicks:
Knees (From Clinch):
Ground Strategy
Positioning:
Striking:
Submissions:
This next part we don't use right now, but fill it out if you wish to get more of a feel for the guy you are making.
CON - CONDITIONING (physical stamina):
below 5.5 - fatigues quickly
6 - poor/below average conditioning
7 - average
8 - good conditioning, has occasionally shown fatigue over a fight
above 8 - rarely tires
EFF - EFFICIENCY (technical finesse of a fighter's movements, correlated with Conditioning):
below 6 - unrefined movement, lacks finesse
6.5 - average efficiency
above 7.5 - little wasteful movement, technical
STR - STRENGTH (strength level of fighter, weight and hitting power have an influence on Strength)
6 - average strength of fighters 155 lb and below
6.5 - average strength of 170-205 lb fighter
7 - average strength of fighters above 205 lb
SPD - SPEED (quickness and reflexes):
below 5.5 - quite lethargic
6 - slow
7 - average speed
7.5 - above average speed
above 8 - very quick movement and fast reflexes
AGG - AGGRESSIVENESS (the higher this is, the greater the tendency to attack as often as
possible):
below 6 - prefers to attack infrequently
6 - below average aggressiveness
7 - average
8 - above average
above 8 - very aggressive style
PUN - PUNCHING (effectiveness of standup hand/elbow skill, both offense and defense):
below 4 - ineffective hand strikes
4 - weak punching
5.5 - average MMA fighter punching
6.5 - above average
8 - equivalent to an average pro boxer
above 8 - dangerous hand strikes, significant chance of ending fights
KIK - KICKING (effectiveness of standup foot/knee skill, both offense and defense):
below 4 - ineffective leg strikes
4 - weak leg attacks
5.5 - average MMA fighter kicking
6.5 - above average
7-8 - specialized, intensive training in standup foot/knee attacks
above 8 - dangerous leg strikes
CLN - CLINCHING (ability to get clinch, attack/defend inside it):
below 4 - little clinch ability
4.5 - below average
5.5 - average
6.5 - above average
above 7 - substantial clinch skills
TKD - TAKEDOWNS (ability to bring opponent to the ground, also the ability to resist opponent's
attempts to do so; high Takedowns opens the possibility of slamming the opponent):
below 4 - usually unable to force opponent to the ground
4 - poor takedowns, little training
5 - below average
6 - average takedown ability
7 - good takedowns
8 - significantly strong ability
above 8 - highly competent at takedowns
GPO - GROUND POSITIONING (ability to get good ground position and prevent opponent from
getting positional advantage):
below 4 - little or no training in groundfighting
4 - mediocre ability
5.5 - average MMA ground positioning
7-8 - strong grappling background or training
above 8 - has consistently shown very skilled ground grappling in MMA
fights
GST - GROUND STRIKING (effectiveness of strikes on the ground):
below 4 - ineffective strikes on the ground
4 - weak ground strikes
5.5 - average ground striking
6-7 - above average
above 7.5 - ground-and-pound specialist
SUB - SUBMISSIONS (ability to submit opponent and resist submission holds):
below 3.5 - little or no training in submissions, rarely seen attempting or successfully defending
subs
4 - occasional submission attempts (usually power-based subs), below average submission
defense
5.5 - average submission offense, above average sub defense
6.5 - average submission specialist
7 - above average submission specialist
above 7 - consistently strong submission ability against various opponents
KIL - KILLER INSTINCT (ability to finish opponent):
below 6 - prefers to coast through fights rather than go for the kill
6 - below average
7 - average killer instinct
8 - above average
above 8 - capitalizes very well when opponent shows weakness
INR - INTELLIGENCE/REFLEXES (how well fighter dictates direction of fight, ability to throw
opponent off his game, also used as an indicator of a fighter's overall level).
TGH - TOUGHNESS (resistance to physical damage, "chin"):
9.5 - average toughness of fighters 155 lb and below
10 - average UFC-level 170 lb class toughness
10.5 - average UFC-level 185 lb class toughness
11 - average UFC-level 205 lb class toughness
11.5 - average UFC-level heavyweight toughness
HRT - HEART (Fighter's Mental resistance, bravery, pride. Differs from Tougness which is the
fighter's physical resistance).
Specialty= Over 10
A= 8.5 to 10
B= 7 to 8.4
C= 5 to 6.9
D= 4 to 4.9
F = 3.9 and below
This way you have to guess a little more.
Also keep in mind that Str and TGH will be done differently.
Str
A= good for weight class
B= decent for weight class
C= a little weak compared to the rest
TGH
A= +4 to +6 (amazing toughness)
B= +2 to +3.9 (above average)
C= +0 to +1.9 (average)
D= they minused from TGH
No SUB over 10
No GPO over 10
No INT over 10
Avoid one-dimensional ground and pounders, yes they'll win, but they make for shitty fights.
- All fights are simmed with the No Holds Barred MMA Simulator (www.nhb-sim.tk)
- All IMMAF fights are held in the octagon. WotC in the ring.
- Fights consist of 3 five minute rounds. Championship bouts consist of 5 five minute rounds. (UFC Rules) Unless it is a show in another country. (Brazil=Vale Tudo, Japan=PRIDE Rule)
- IMMAF also have two other rule types. Tetsu Bunrui or Iron Classification (1 thirty minute round, PRIDE rules) and STRIKE! Rules (IMMAF's kickboxing rules 5x3 minute rounds, K-1 Rules) Fights in the Iron Classification count toward overall rankings. STRIKE! Rules fights do not.
- Except in rare cases fighters from the same camp will not be forced to face eachother.
- While there is no "RPing" like in wrestling e-fed, you should post your fighters comments in regards to their fights. These should be posted in the preview thread for pre-fight comments and in the results thread for post-fight comments
- Original fighters only. They don't have to be representations of yourself (but if you want to more power to you )
- Fighters over 6'5" can weigh as much as 550lbs., Fighters under 6'5" have a maximum weight of 500lbs.
SIMPLE Application Explanation
You have 97 points to distribute for your fighter. This is not including the tough/strength bonus you will get for your weight class.
Strength - LIMITS
+1 to LW's (start with 6)
+1 to WW's (6.5)
+1.5 to MW's (6.5)
+2 to LHW's (start at 6.5)
+2 to HW's (they get higher starting base of 7)
Tough Limit +6
Starting Bases
LW 9.5
WW 10
MW 10.5
LHW 11
HW 11.5
_____________________________
LONGER Application
All fighters are given 7 points to create their fighter. To begin with, all stats are average. You may add your 7 points to any stat. You also may subtract from any stat and add those subtracted points to a different attribute. Stats can be raised or lowered at half steps (ie. 5.5, 6, 6.5, 7, 7.5, 8, ect.) To join the IMMAF, please sign up to the boards and private message your application to the admin. You will be notified if your character is approved.
YOUR INFO
Username you signed onto the boards with: (So I know who to approve after getting your app)
FIGHTER INFO
Name (w/Nickname if you have one):
Height:
Weight:
Home Country:
Age:
Style:
Affiliation: (You may either create an original fight camp for them to be a part of, ask to join anothers camp or list than as "Independent")
Stats
Conditioning: 7
Strength: (Strength rating depends on your weight. If you wish to use points to increase this or you wish to decrease it then please just put plus or minus and the number.)
Speed: 7 (Please be realistic in regards to your height and weight)
Agressiveness: 7
Punching: 6
Kicking: 6
Clinching: 5.5
Sprawl: 5
Takedowns: 6
Ground Positioning: 6
Ground Striking: 5.5
Submission: 10
Killer Instinct: 7
Intelligence/Reflexes: 6
Toughness: (Toughness rating depends on your weight. If you wish to use points to increase this or you wish to decrease it then please just put plus or minus and the number.)
Heart: 6
Strategy (The sum of all stragety sections must equal 100. This represents the chances of you doing a particular type of action in a particular situation. Remember, it's 100 points per section, so 100 for general, 100 for punching, ect.)
*NEW RULE*
You must have atleast 1 point in all of your strategy columns. You can NOT have 0 as it messes up the game. if you have 80 in a section, turn it to 79 and put 1 point in the column you want as 0. Minor change and still close to unexperienced in that section
General Strategy
Kicking:
Punching:
Grappling:
Resting:
Dirty Fighting:
Punching Strategy
Medium/Long Range Punches:
Dirty Boxing (Clinch):
Takedown Strategy
Upper Body Takedowns (from Clinch):
Low/Leg Shot Takedowns:
Kicking Strategy
Low Kicks:
High Kicks:
Knees (From Clinch):
Ground Strategy
Positioning:
Striking:
Submissions:
This next part we don't use right now, but fill it out if you wish to get more of a feel for the guy you are making.
CON - CONDITIONING (physical stamina):
below 5.5 - fatigues quickly
6 - poor/below average conditioning
7 - average
8 - good conditioning, has occasionally shown fatigue over a fight
above 8 - rarely tires
EFF - EFFICIENCY (technical finesse of a fighter's movements, correlated with Conditioning):
below 6 - unrefined movement, lacks finesse
6.5 - average efficiency
above 7.5 - little wasteful movement, technical
STR - STRENGTH (strength level of fighter, weight and hitting power have an influence on Strength)
6 - average strength of fighters 155 lb and below
6.5 - average strength of 170-205 lb fighter
7 - average strength of fighters above 205 lb
SPD - SPEED (quickness and reflexes):
below 5.5 - quite lethargic
6 - slow
7 - average speed
7.5 - above average speed
above 8 - very quick movement and fast reflexes
AGG - AGGRESSIVENESS (the higher this is, the greater the tendency to attack as often as
possible):
below 6 - prefers to attack infrequently
6 - below average aggressiveness
7 - average
8 - above average
above 8 - very aggressive style
PUN - PUNCHING (effectiveness of standup hand/elbow skill, both offense and defense):
below 4 - ineffective hand strikes
4 - weak punching
5.5 - average MMA fighter punching
6.5 - above average
8 - equivalent to an average pro boxer
above 8 - dangerous hand strikes, significant chance of ending fights
KIK - KICKING (effectiveness of standup foot/knee skill, both offense and defense):
below 4 - ineffective leg strikes
4 - weak leg attacks
5.5 - average MMA fighter kicking
6.5 - above average
7-8 - specialized, intensive training in standup foot/knee attacks
above 8 - dangerous leg strikes
CLN - CLINCHING (ability to get clinch, attack/defend inside it):
below 4 - little clinch ability
4.5 - below average
5.5 - average
6.5 - above average
above 7 - substantial clinch skills
TKD - TAKEDOWNS (ability to bring opponent to the ground, also the ability to resist opponent's
attempts to do so; high Takedowns opens the possibility of slamming the opponent):
below 4 - usually unable to force opponent to the ground
4 - poor takedowns, little training
5 - below average
6 - average takedown ability
7 - good takedowns
8 - significantly strong ability
above 8 - highly competent at takedowns
GPO - GROUND POSITIONING (ability to get good ground position and prevent opponent from
getting positional advantage):
below 4 - little or no training in groundfighting
4 - mediocre ability
5.5 - average MMA ground positioning
7-8 - strong grappling background or training
above 8 - has consistently shown very skilled ground grappling in MMA
fights
GST - GROUND STRIKING (effectiveness of strikes on the ground):
below 4 - ineffective strikes on the ground
4 - weak ground strikes
5.5 - average ground striking
6-7 - above average
above 7.5 - ground-and-pound specialist
SUB - SUBMISSIONS (ability to submit opponent and resist submission holds):
below 3.5 - little or no training in submissions, rarely seen attempting or successfully defending
subs
4 - occasional submission attempts (usually power-based subs), below average submission
defense
5.5 - average submission offense, above average sub defense
6.5 - average submission specialist
7 - above average submission specialist
above 7 - consistently strong submission ability against various opponents
KIL - KILLER INSTINCT (ability to finish opponent):
below 6 - prefers to coast through fights rather than go for the kill
6 - below average
7 - average killer instinct
8 - above average
above 8 - capitalizes very well when opponent shows weakness
INR - INTELLIGENCE/REFLEXES (how well fighter dictates direction of fight, ability to throw
opponent off his game, also used as an indicator of a fighter's overall level).
TGH - TOUGHNESS (resistance to physical damage, "chin"):
9.5 - average toughness of fighters 155 lb and below
10 - average UFC-level 170 lb class toughness
10.5 - average UFC-level 185 lb class toughness
11 - average UFC-level 205 lb class toughness
11.5 - average UFC-level heavyweight toughness
HRT - HEART (Fighter's Mental resistance, bravery, pride. Differs from Tougness which is the
fighter's physical resistance).