![[image loading]](http://www.mmatycoon.com/images/mma_pics/mmatycoonwanted468x60.jpg)
Note: I am in no way affiliated with this site or it's owner and i have NOT included ANY referral links)
QUICK FAQ AND GUIDE
Who are you?
Just some guy. It's been a good while since I've posted anything here and I wanted to do my best to make up for it by sharing this really awesome and in-depth MMA simulation game that i'd like to see TL dominate.
Is it free? I got sued for streaming games
It is free to manage four fighters, but you have the option of purchasing VIP which grants you many more tools to help manage fighters, additional fighter slots, and the ability to start a company from 5 options (Gym, Fight Org, Clothing, Nutritional, Bookmaker). Everything about the game has a helpfile in the form of a informative-ass wiki page but I want to give the people who choose to play a heads up on some of it so they don't lose and quit like I almost did like a pussy.
lol, and?
All of the companies and fighters are controlled by players and compete for 'money', fame, and ranking. You need money to provide for your fighters like put them in the best gyms and provide them with the best supplements.
But wtf can I do on this game?
- Create fighters however you like with a dynamic skill system in cities that are closer to your timezone
- Negotiate contracts with owners or with fighters if you own an org
- Scrutinize your fighter's training regiment and pick the best gym possible
- Learn to set your fighters tactics precisely and however you'd like in hopes of victory
- Roleplay as your fighters on forums and trash talk your opponents for their titles
- Join a KT org. All ground stuff removed from fight engine but clinch is more important
- Watch your fights in a pretty cool text PBP with adjustable delay including TOTT
- Fly your fighters across the world for superfights with the best
- A shitload more. I'm being serious guybros. Ill explain.
How do skills work?!?
Every single skill and quality a fighter has (except stuff like name and hometown, etc) goes from ZERO (0) to ONE HUNDRED AND FIFTY (150). The game does not usually give you a precise number. They are expressed to you in terms of describing words (from Useless to Elite) and there's a beginner mode to let you know which one that is. Is Superb better than Remarkable? Is Wonderful worse than Exceptional? Use the spoiler below. I added onto it from the wiki. This can generally be enough for a manager to get an idea of their relative skill. VIPs get a tool which will add --,-,+,++ to the visible value. Say you see "Useless++". That means you're probably at an 8 or 9 and ready to "pop" to Abysmal.
+ Show Spoiler [SKILL LABELS AND THEIR VALUES. ALSO BJ…] +
Useless (0-9.99)[or 1]
Abysmal (10-19.99)[or 2]
Woeful (20-29.99)[or 3]
Feeble (30-39.99)[or 4]
Mediocre (40-49.99)[you get it]
Competent (50-59.99)
Respectable (60-69.99)
Proficient (70-79.99)
Strong (80-89.99) ......
Superb (90-99.99)
Remarkable (100-109.99)
Wonderful (110-119.99)
Exceptional (120-129.99)
Sensational (130-139.99)[14]
Elite (140+)[15]
BJJ Belts:
White
Blue
Purple
Brown
Black
Red
Note: The exact range is unknown for bjj belt transitions. I know 25 is from White->Blue though when you create a fighter.
Alright I'm done reading this sounds dumb/awesome.
Wait! Listen! There is more you need to know. There are four types of skills.
+ Show Spoiler [SKILLS AND A LITTLE INFO ON THE SKILLS] +
![[image loading]](http://i.imgur.com/iAJzM.png)
![[image loading]](http://i.imgur.com/v6MMR.png)
Primary:
Boxing - stand and clinch punch
Muai-Thai - kick and knee grab
Wrestling - all aspects of grappling
BJJ - how brazilian you are
Secondary:
Punches - everywhere but ground
Kicks - good counter against takedowns
Standing Elbows - bam ur cut now bro
Knees - and ur ribs are broke oops
Clinchwork - overall clinch awareness
Striking Defense - extremely important for every fighter
Takedown offense - for ground oriented fighters
AND takedown defense - it's opposite.
Ground and Pound - yep
Submission offense
Defensive Grappling - also extremely important, high as possible.
Physical:
Agility - Striking mostly
Flexibility - Head kicks and subs
Speed - Counter striking
Strength - Obvious
Cardio or Conditioning - Most important. Always have it high. Important for not gassing and optimal training.
Balance - Takedowns
Height - A little effect on standup and ground game
Weight - Same as above. Determines weightclass. Cutting and gaining weight possible.
Energy - Low energy = gassed.
Morale - Wins gain it, losses and other stuff loses it. Effects fighting and training. Improved by wearing clean clothes.
Hype - Gained from winning fights against tough opponents, it determines ranking.
Popularity - Consult wiki but org owners love popular fighters.
HIDDEN SKILLS:
These are what seperate all fighters. This is what prevents every manager from having the best fighter of all time every time with training. These are random when you create and you can only add a +30 bonus to three of them but that could still me you're at 30 points max in any.
You will never know the precice value of hiddens. The best option you have is to make an educated guess based on keen observation of your fights and have some experience. It's OKAY if you create a bad fighter starting off. You can have up to 15 fighters which are releasable one every two weeks. My first fighters were created poorly and also had bad hiddens.
Your fighter may be one on of either side of these coins:
Intelligence - Affects a fighters ability to adjust gameplan in fight
Experience - Similar to Intelligence
Heart - Harder to TKO, fight better when hurt.
Injuries - Be like wolverine or have boneitis
Chin - Is your fighter a Dan Henderson or a Keith Jardine type of guy?
Confidence - Your fighter will be sure of himself if left to own devices
Cuts - Ric Flair does MMA
Learning - How many (relative) training sessions for your fighter to advance. High learning hidden+young fighters are best learners.
Natural KO power - Hands of stone or pillows?
All of the types (primary,secondary,physical) are independent in values but all work together to form your fighter. As i mentioned, all of these go from ZERO(0) to ONE FIDDY(150). edit: It is possible to have a fighter who is USELESS in BOXING but EXCEPTIONAL at PUNCHING and STRIKING DEFENSE. When you create a fighter you must put a minimum of ONE(1) point into each besides conditioning which you need a minimum of TEN(10). Conditioning is the only skill I would say is absolutely essential for each fighter to have as high as possible right from creation.
So I want to make a fighter like CB Dollaway!!!
Sounds great. Let me show you some example builds and go a bit more into detail about fighter creation. I will probably screenshot this later when I make my next fighter but it's fairly simple anyway I'm just going to give you some advice.
+ Show Spoiler [Fighter Creation Techniquez] +
Ok so when you start you're going to pick a name and base. Base will determine what time your fights happen, which gyms and orgs you can use, and how much money you start off with after creation. More fighters in a place = less money to begin with.
![[image loading]](http://i.imgur.com/sVQc9.png)
Next is height and weight which don't matter too much so pick whatever youd like.
Age is what will determine a few things. Obviously the potential longevity of the fighter. There is also learning speed. Younger = quicker. It will also decide how many points you are given to spend on creation. It's your choice but know that older fighters will get you fighting and winning in lower orgs quicker than an 18 year old will. You may want to mix it up so you have a couple of vets and a couple of project fighters so you don't run out of cash and don't get bored with not fighting.
Please consult http://www.mmatycoon.com/forums/index.php?showtopic=22394 for exact numbers for your blueprints and other ideas.
General advice is that Sprawl and Brawl type fighters seem to be the easiest to manage as newbies. To create one you'll need to invest all your points into Boxing and Wrestling with Boxing taking priority(like 110/59). Put 1s into MT and BJJ since you'll compensate well but be open for all sorts of shit (subs and cuts and GNP tkos mostly) depending on hiddens but you can always decline fights against obviously better fighters.
When we do our secondaries we will want punching and striking defense to each be as high as possible. You will also want your TDD and defensive grappling to be about the same level (optimal is 110). Any extra can go into your choice but I would go with clinchwork or kicks. Kicks are effective against takedowns and clinchwork gives you another way to control the opponent with vicious punches.
For physicals, first put no less than 90 points into conditioning. You won't be able to train the others effectively without it. More cardio = more training per week and less chance of gassing out in a fight. Some may argue investing that many into it but I use it with good results. Strength takes next priority with agility, balance, and speed being equal. Flexibility takes least priority but is still important.
Another type of fighter I like to build is the "Handy Couture." It is a spinoff of the sprawl and brawler but you will have less in punching and more in clinchwork. You can have pretty low punches with this build, but too low because you will need to set your tactics fairly aggressive. So basically:
Handy Couture Blueprint Build
The idea is points you'd spend in punches normally with a S&B fighter will go instead toward clinchwork or even elbows. Don't take too many out of punches or you could end up once again not being able to fight as aggressive as you need to for this build to work.
So...
Wrestling>=Boxing>BJJ>=MT
SDefense=DGrap=Takedown Defense>Punches>Clinchwork>Elbows
Cardio>Strength>Speed>=Balance>Agility>Flexibility
Pick whichever hiddens. I like to sometimes not click KO power or any offensively based ones and hope they get them so I can have a good defensive foundation.
Overall, both solid builds to start a fighter with. Do not worry if you are "Useless" in multiple things. You cannot be a jack-of-all trades just yet. You need to specialize until you train.
I will write more on training and stuff but most of the info is easily found on their wiki. I just wanted a 'made-for-TL' version. MMATycoon is really fun and rewarding and needs more active managers who aren't dicks or cheaters.
Will fix errors tomorrow. Cheers