Stat Breakdown
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Stat Breakdown
A member on this website did some research and found some important info that will be able to help those that are not familar with this MMA simulator. So here it is:
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
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
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
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
SPW - SPRAWL (ability to keep the fight standing.):
4 - poor sprawl, little training
5 - below average
6 - average sprawl ability
7 - good sprawls
8 - significantly strong ability
above 8 - Amazing takedown defense
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"):
10 - average toughness of fighters 155 lb and below
12 - average UFC-level 170 lb class toughness
13 - average UFC-level 185 lb class toughness
14 - average UFC-level 205 lb class toughness
15 - average UFC-level heavyweight toughness
HRT - HEART (Fighter's Mental resistance, bravery, pride. This differs from Toughness which is the fighter's physical resistance).
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
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
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
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
SPW - SPRAWL (ability to keep the fight standing.):
4 - poor sprawl, little training
5 - below average
6 - average sprawl ability
7 - good sprawls
8 - significantly strong ability
above 8 - Amazing takedown defense
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"):
10 - average toughness of fighters 155 lb and below
12 - average UFC-level 170 lb class toughness
13 - average UFC-level 185 lb class toughness
14 - average UFC-level 205 lb class toughness
15 - average UFC-level heavyweight toughness
HRT - HEART (Fighter's Mental resistance, bravery, pride. This differs from Toughness which is the fighter's physical resistance).
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