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Create your fighter. Devise his tactics. Manage him to a title. Match wits with fans from around the world. All for free! Over six million bouts on-line. Check out the reigning champs. Make your own mark in this unique fantasy boxing world! GAME DESCRIPTION
FIGHTER ABILITIES Each fighter has several natural abilities that determine his strengths and weaknesses. These are: Strength -- How effective the fighter is at damaging his opponent. KO Punch -- A fighter's "killer instinct," which contributes to a fighter's ability to stun or knockout his opponent. Speed -- His skill at landing punches. Higher speed equals more punches landed. Agility -- His skill at avoiding your opponent's punches. Chin -- His ability to take a punch without being stunned or knocked down/out. Conditioning -- Determines the number of endurance points the fighter starts the bout with. Cut -- His resistance to bleeding, swelling, etc. Height -- Determines the fighter's (dis)advantage in reach. This increases the speed and agility of the taller fighter, but you'll have fewer ability points (APs) to spend on on other factors. Build -- Has no effect on the fighter's abilities, but affect his weight (ranges from very light to very heavy). Note: You only know your own fighter's abilities -- you have to guess at your opponent's abilities from information about his past bouts. Each fighter may fight in any of the following weight divisions: FIGHTER TYPES Note: There are several possible variations on the following fighter types; this list does not attempt to classify every possible combination of APs, but gives a general overview of the more common typies of fighters. Non-KP Fighters Balanced -- Fighters with a fairly equal distribution of Strength, Speed, and Agility. Aptly, this build strives to gain a balance between scoring points while remaining efficient with regard to endurance. It is not uncommon to slightly favor one of these three APs in order to take advantage of a fighting style (e.g. ring). Clincher -- Short, strength-biased fighters with very low agility. Their fighting style is almost exclusively "clinch", but they may use inside if their opponent is sufficiently tired. Speed typically ranges from 40% to 66% of Strength. Agility typically ranges from eight (8) to 50% of Strength. Agile Clincher -- Similar to the pure Clincher build, but with somewhat higher agility. Speed and Agility are often distributed fairly equally, approximately 50% to 66% of Strength. Their main fighting style remains clinch, although inside becomes more viable due to their higher agility. Slugger -- In the current version of the fight simulator, this fighter build is not entirely distinct from the Agile Clincher. Some consider a strength-biased Balanced fighter to be a slugger. Like its close relatives, the slugger usually attains victory by winning the endurance battle with his opponent (i.e. dishing out more damage than he receives). Their base fighting styles are clinch and inside, although they may use other styles when facing a stronger opponent. Agile Slugger -- Another amorphous fighter type, the agile slugger was long thought to be a build where strength and agility are equal, with speed 50% to 66% of strength. Masters of the "endurance war", Agile Sluggers are ueber-efficient fighters whose weakness is their low speed. Ropist -- True Ropists have very high agility that is typically 133% to 175% of strength and speed. They use "ropes" as their primary fighting style, effectively lowering their opponent's agility to gain their advantage. While other fighters with high agility often use "ropes" as an attacking style, Ropists rely almost exclusively on their staggering agility to compensate for their lower stats in other areas. Dancer -- Dancers are generally taller than the majority of fighters in their weight class, and often have both speed and agility higher than strength. The exact ratios of these three abilities vary considerably, but the general concept is a more defensive fighter that wins by outscoring their opponent rather than wearing him down. Counterpuncher -- A variant on the Dancer with higher speed. Through a combination of height and speed, the Counterpuncher can use the style "counter" to both lower his opponent's agility while raising his own. This creates a more offensive fighter than the dancer, but generally has lower base agility as a result of spending APs on speed. Sissy -- A type of extreme dancer that features very low strength (usually less than 8) that attempts to outscore their opponent while fighting as defensively as possible. This fighter type tends to be unsuccessful in the long run due to their inability to wear down their opponent. KP (Knockout Punch) Fighters Flasher -- A fighter whose sole purpose is to KO their opponent as quickly as possible ("flash"). Often these types are built to last one or just a few rounds. This is accomplished with very low conditioning (typically around 6 to 8) and low agility. The majority of their APs go toward Strength and KP at a ratio of 3:1, with speed somewhere between 40% and 60% of Strength. Their main fighting styles are allout and inside. KP Slugger -- A variant of the Flasher with somewhat higher agility and enough conditioning to keep them in the fight through the middle rounds. Although less capable of KOing the majority of their opponents in the first round, KP Sluggers can capitalize on the element of surprise by flashing further into the fight. KP Balanced -- A variant of the Balanced fighter, but with maxed KP (typical Strength/KP ratios are 15/5, and 18/6, and 21/7 depending on the weight division). This difficult-to-manage fighter can do a little bit of everything: part efficient fighter, part flasher, part scorer. Due to the dillution of APs, most opponents will have some distinct advantage, so the KP Balanced must find a way to use (or not use) his KP to gain an edge. KP Dancer -- A variant of the Dancer, but with maxed KP (typical Strength/KP ratios are 6/2, 9/3, and 12/4 depending on the weight division). These fighters specialize in pulling ahead in points, and then using their KP either offensively or defensively in the middle to later rounds to finish off the fight. They are able to effectively fend off flashers, but are at a disadvantage to fighters with sufficient chin who can sustain the KP Dancer's relatively low amount of KP. KP Sissy -- A slight variant of the Sissy. This fighter has basically the same stats but with normally 1 or 2 KP. The only effective use of their KP is defend themselves against allout flash attempts, anything beyond that is mainly useless.
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