Post by CurseD on Apr 15, 2009 14:31:55 GMT -5
PM ALL APPS TO ME PLEASE[/size]
Things to know going in;
No Submission over 10
No Ground Positioning over 10
No Intelligence/Reflexes over 10
Strength - LIMITS
+1 to WW's (Start with 6.5)
+2 to LHW's (Start with 6.5)
Toughness - LIMITS
Starting Bases
+6 WW's (Start with 10)
+6 LHW's (Start with 11)
ALSO:
There is a stat explanation at the bottom of this post.
Training:
Week 1 (2 WW Fights/2 LHW Fights) - 2 Points - First Round
Week 2 (2 WW Fights/2 LHW Fights) - 2 Points - First Round
Week 3 (1 WW Fight/1 LHW Fight) - 2 Points - Final Four
Week 4 (1 WW Fight/1 LHW Fight) - 2 Points - Final Four
Week 5 (1 WW Fight/1 LHW Fight) - 2 Points - Finals
10 Points to be trained on during entirety of the show.
If your fighter loses before reaching the finals, I will then ask where you want your remaining training points distributed.
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 Town: (Ex: Las Vegas, Nevada / London, England)
Age:
Style: (Ex: Brazilian Jui Jitsu / Boxer)
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: You have 87 Points to distribute. Please make sure you look at the Strength/Toughness starting bases and follow as indicated.
Conditioning:
Strength: (See Starting Base)
Speed:
Agressiveness:
Punching:
Kicking:
Clinching:
Sprawl:
Takedowns:
Ground Positioning:
Ground Striking:
Submission:
Killer Instinct:
Intelligence/Reflexes:
Toughness: (See Starting Base)
Heart:
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.)
General Strategy (must have 1 in each section at least)
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 (spread 100)
Positioning: (Has to be at least 40)
Striking:
Submissions: (No higher than 50)
The following is a template for IMMAF stats
Things to know going in;
No Submission over 10
No Ground Positioning over 10
No Intelligence/Reflexes over 10
Strength - LIMITS
+1 to WW's (Start with 6.5)
+2 to LHW's (Start with 6.5)
Toughness - LIMITS
Starting Bases
+6 WW's (Start with 10)
+6 LHW's (Start with 11)
ALSO:
There is a stat explanation at the bottom of this post.
Training:
Week 1 (2 WW Fights/2 LHW Fights) - 2 Points - First Round
Week 2 (2 WW Fights/2 LHW Fights) - 2 Points - First Round
Week 3 (1 WW Fight/1 LHW Fight) - 2 Points - Final Four
Week 4 (1 WW Fight/1 LHW Fight) - 2 Points - Final Four
Week 5 (1 WW Fight/1 LHW Fight) - 2 Points - Finals
10 Points to be trained on during entirety of the show.
If your fighter loses before reaching the finals, I will then ask where you want your remaining training points distributed.
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 Town: (Ex: Las Vegas, Nevada / London, England)
Age:
Style: (Ex: Brazilian Jui Jitsu / Boxer)
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: You have 87 Points to distribute. Please make sure you look at the Strength/Toughness starting bases and follow as indicated.
Conditioning:
Strength: (See Starting Base)
Speed:
Agressiveness:
Punching:
Kicking:
Clinching:
Sprawl:
Takedowns:
Ground Positioning:
Ground Striking:
Submission:
Killer Instinct:
Intelligence/Reflexes:
Toughness: (See Starting Base)
Heart:
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.)
General Strategy (must have 1 in each section at least)
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 (spread 100)
Positioning: (Has to be at least 40)
Striking:
Submissions: (No higher than 50)
The following is a template for IMMAF stats
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
STR - STRENGTH (strength level of fighter, weight and hitting power have an influence on Strength)
Look at the top to see averages.
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 6 - ineffective hand strikes
6.5 - weak punching
8 - average MMA fighter punching
9 - above average
10 - equivalent to an average pro boxer
above 10 - dangerous hand strikes, significant chance of ending fights
KIK - KICKING (effectiveness of standup foot/knee skill, both offense and defense):
below 6 - ineffective leg strikes
6.5 - weak leg attacks
7 - average MMA fighter kicking
8 - above average
9 - specialized, intensive training in standup foot/knee attacks
above 9 - dangerous leg strikes
CLN - CLINCHING (ability to get clinch, attack/defend inside it):
below 6 - little clinch ability
6.5 - below average
7 - average
8 - above average
above 8 - 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 5 - usually unable to force opponent to the ground
6 - poor takedowns, little training
6.5 - below average
7 - average takedown ability
8 - good takedowns
9 - significantly strong ability
above 9 - 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
6 - mediocre ability
7-8 - average MMA ground positioning
8-9 - strong grappling background or training
above 9 - 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 5.5 - little or no training in submissions, rarely seen attempting or successfully defending
subs
6.5 - occasional submission attempts (usually power-based subs), below average submission
defense
7.5 - average submission offense, above average sub defense
9 - average submission specialist
9.5 - above average submission specialist
above 9.5 - 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).
6 or lower - not so good
6-7 - below avg
7-8 - avg
8-9 - above avg
above 9 - great
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).
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
STR - STRENGTH (strength level of fighter, weight and hitting power have an influence on Strength)
Look at the top to see averages.
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 6 - ineffective hand strikes
6.5 - weak punching
8 - average MMA fighter punching
9 - above average
10 - equivalent to an average pro boxer
above 10 - dangerous hand strikes, significant chance of ending fights
KIK - KICKING (effectiveness of standup foot/knee skill, both offense and defense):
below 6 - ineffective leg strikes
6.5 - weak leg attacks
7 - average MMA fighter kicking
8 - above average
9 - specialized, intensive training in standup foot/knee attacks
above 9 - dangerous leg strikes
CLN - CLINCHING (ability to get clinch, attack/defend inside it):
below 6 - little clinch ability
6.5 - below average
7 - average
8 - above average
above 8 - 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 5 - usually unable to force opponent to the ground
6 - poor takedowns, little training
6.5 - below average
7 - average takedown ability
8 - good takedowns
9 - significantly strong ability
above 9 - 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
6 - mediocre ability
7-8 - average MMA ground positioning
8-9 - strong grappling background or training
above 9 - 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 5.5 - little or no training in submissions, rarely seen attempting or successfully defending
subs
6.5 - occasional submission attempts (usually power-based subs), below average submission
defense
7.5 - average submission offense, above average sub defense
9 - average submission specialist
9.5 - above average submission specialist
above 9.5 - 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).
6 or lower - not so good
6-7 - below avg
7-8 - avg
8-9 - above avg
above 9 - great
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).