Setting Up Your Boxer
This page provides the forms to register your female boxer with the WEBA by giving us essential information about her fighting style. These numbers will be fed into the computer simulation to build the detailed characteristics of your boxer.
Follow these instructions carefully! New players must fill in the whole form.
Within each section, be sure to fill in every item, or your boxer may be at a disadvantage when the bell goes!
Press the REGISTER button when you have specified everything needed on the form.
If you assign too many points anywhere, the WEBA will contact you by E-mail to discuss how to make your boxer legal!.
This section explains the types of data in the WEBA simulation program.
In our simulation, this is used to adjust your fighter's ability to throw combinations. All fighters will throw some combinations, but you can make yours throw more by adding points here. The maximum value allowed depends a little on your other setup parameters but for most setups it is 7.
0 will mean she stays clear as much as she can, 9 she's going for a bear hug all the time.
The amount of clinching in a fight depends on the SUM of the two boxer's clinching numbers! If two 9's met it would be hug city, an awful fight, while two 0's would be a super-clean boxing match. You should probably avoid either extreme. Clinching affects the action several other ways. There is more bad stuff happening during the clinches, so a fighter who clinches a lot is more exposed to foul play from her opponent, such as head butts etc. But a higher clinch rating increases her ability to hang on to her opponent when she's been stunned. It's a tradeoff, you make it!!
Choose 0 and you will have made a real sweetheart, who will box like an angel and be a good sport. Choose 9 and you will have a monster, risking disqualification all the time. What you put here is entirely your choice! There are some advantages to fighting dirty, especially an ability to work on an open cut on the opponent if your fighter is far behind. We think this is a tradeoff in our simulation, so you can pick any number you like here, to fit your fighter's personality! (In practise, foul ratings of 7 and up have been making fighters so dirty that most players who've tried this eventually reduce the rating so as not to lose too many points by deduction, or be disqualified!).
The number you put here will affect how much your fighter goes to her opponent's body. A 0 will be a head-hunter, a 99 a body banger. Again, this is a tradeoff. In our simulation, banging the body wears her opponent down for the late rounds, but there are more knockout chances by head-hunting. All fighters will use a mixture of head and body punches, this setup value simply adjusts the mix towards one or towards the other. Again, this is your choice, pick a number!!
Our simulation has two factors that control how a boxer's skills degrade in a long fight. You can think of them as her physical and mental resilience. We will calculate the physical factor from what you tell us about her endurance, but the mental factor is up to you to choose.
A tenacity of 9 will make your boxer fight her fight: no matter how much she gets banged around or how far ahead she gets, she'll try to stick to her basic fighting style, steady and predictable.
A low value will make her volatile. If she has a good round, she'll be more likely to come out more aggressively next round. And if she puts several good rounds together, she may really take off and dominate the other boxer! But equally, if she starts getting behind, she may give up, lose aggression, and wimp out in situations where a more tenacious boxer would still have had a chance. Low tenacity but high aggression can make a fighter who puts tremendous pressure on her opponent ... until the going gets rough! Some titles have been won this way, but you ride for a big fall if you take on a very tenacious opponent with a good chin.
Again, we think this is a sawoff over many fights, so you can choose any value you want here.
In our simulation, a heavier boxer will be more likely to knock her opponent out and less likely to be knocked out, but she will also move more slowly. We think that this is a tradeoff. In real women's boxing, it's harder to get good weight matches between the hot prospects, so you more often see a lightweight fighting a featherweight (for example) than you would in men's boxing. We're allowing a 20-lb weight variation for interest, and have separate titles for four weight divisions.
In our simulation, the number of punches landed, and the mixture of head and body punches landed, depend a bit on the difference in height between the two boxers. A height advantage becomes an advantage in punches landed compared to the opponent and height differences affect the head/body punching mix. A taller boxer will use her reach advantage to land more punches and will land more shots to the head instead of to the body against smaller opponents (the effect of your choice of how much body punching to use can be much greater than this) Height is initially calculated from your boxer's weight, as follows:
118 lbs 5'2" 120 lbs 5'3" 125 lbs 5'4" 130 lbs 5'5" 135 lbs 5'6" 140 lbs 5'7" 145 lbs 5'8" 150 lbs 5'9" 155 lbs 5'10"but each "extra height" point purchased will make your boxer one inch taller than the basic height for her weight. The effect will be quite like increasing her punching accuracy (or reducing her opponent's defense) by one point, but it will also have some effect on her head-body punching mix. A maximum of four extra height points can be purchased during initial boxer setup, and cannot be changed afterwards. Your boxer's height will also become part of her bio/profile, and thus made known to her opponents (unlike most other setup parameters).
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