Macyn's Golden Gloves Gym(or,Intresting ways to Characterize fighting styles!)

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MacynSnow
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Macyn's Golden Gloves Gym(or,Intresting ways to Characterize fighting styles!)

Post by MacynSnow » Sat May 12, 2018 8:44 pm

Welcome to The Golden Gloves Gym!Here,i'm going to show(and we'll discus)how you can customize the various Fighting styles of M&M to make your Combat-oriented PC truly unique. First off,well start with the Classic.The Sweet Science of Boxing!....
BRIEF REAL WORLD HISTORY:
Boxing is a combat sport in which two people, usually wearing protective gloves, throw punches at each other for a predetermined set of time in a boxing ring.
Amateur boxing is both an Olympic and Commonwealth Games sport and is a common fixture in most international games—it also has its own World Championships. Boxing is supervised by a referee over a series of one- to three-minute intervals called rounds. The result is decided when an opponent is deemed incapable to continue by a referee, is disqualified for breaking a rule, resigns by throwing in a towel, or is pronounced the winner or loser based on the judges' scorecards at the end of the contest. In the event that both fighters gain equal scores from the judges, the fight is considered a draw (professional boxing). In Olympic boxing, due to the fact that a winner must be declared, in the case of a draw - the judges use technical criteria to choose the most deserving winner of the bout.
While humans have fought in hand-to-hand combat since before the dawn of history, the earliest evidence of fist-fighting sporting contests date back to the ancient Middle East in the 3rd and 2nd millennia BCE. The earliest evidence of boxing rules date back to Ancient Greece, where boxing was established as an Olympic game in 688 BC. Boxing evolved from 16th- and 18th-century prizefights, largely in Great Britain, to the forerunner of modern boxing in the mid-19th century with the 1867 introduction of the Marquess of Queensberry Rules.

THE STYLES OF BOXING:
Primary styles
There are three generally accepted boxing styles and one sub-style that are used to define fighters. These are the swarmer, out-boxer, slugger, and boxer-puncher. Many boxers do not always fit into these categories, and it's not uncommon for a fighter to change their style over a period of time.

Swarmer
The swarmer (in-fighter, crowder) is a fighter who attempts to overwhelm his opponent by applying constant pressure — taking away an opponent's spacing and timing. Swarmers tend to have a very good bob and weave, good power, a good chin, and a tremendous punch output (resulting in a great need for stamina and conditioning). This style favors closing inside an opponent, overwhelming them with intensity and flurries of hooks and uppercuts. They tend to be fast on their feet which can make them difficult to evade for a slower fighter; or are great at cutting the ring with precise footwork. They also tend to have a good "chin" because this style usually involves being hit with many jabs before they can maneuver inside where they are more effective. Many swarmers are often either shorter fighters or fighters with shorter reaches, especially in the heavier classes, that have to get in close to be effective. Tommy Burns was the shortest Heavyweight champion at 5 ft 7 in (1.70 m), while Rocky Marciano had the shortest reach at 67–68 inches (170 cm). One exception is Jack Dempsey, who was nearly 6 ft 1 in (1.85 m) with a 77-inch (200 cm) reach.

Out-boxer
The out-boxer (out-fighter, boxer) is the opposite of the swarmer. The out-boxer seeks to maintain a gap from their opponent and fight with faster, longer range punches. Out-boxers are known for being extremely quick on their feet, which often makes up for a lack of power. Since they rely on the weaker jabs and straights (as opposed to hooks and uppercuts), they tend to win by points decisions rather than by knockout, although some out-boxers can be aggressive and effective punchers. Out-boxers such as Daniel Mendoza, Benny Leonard, Gene Tunney, Muhammad Ali, and Larry Holmes have many notable knockouts, but usually preferred to wear down their opponents and outclass them rather than just knock them out. Out-boxers also cross over frequently with counter-punch and/or swarming techniques, such as Naseem Hamed, who used his speed on his feet to avoid injury and his precision and power to carve his opponents down.The fictional character Apollo Creed(PL 9-9.5 in his prime,by my guess at least) is considered an out-boxer.

Slugger
If the out-boxer represents everything classy about boxing, the slugger (brawler, puncher) often stands for everything that's brutal in the sport. A lot of sluggers tend to lack finesse in the ring, but make up for it in raw power, often able to knock almost any opponent out with a single punch.
Most sluggers lack mobility in the ring and may have difficulty pursuing fighters who are fast on their feet. They usually throw harder, slower punches than swarmers or out-boxers and tend to ignore combination punching. Sluggers often throw predictable punching patterns (single punches with obvious leads) which can leave them open for counterpunching. Sluggers can also be fast and unpredictable fighters, such as the case with Terry McGovern, Stanley Ketchel, Emanuel Augustus, Francois Botha, and Rocky Graziano. While sluggers are normally considered the most crude boxers, Bob Fitzsimmons was considered by many boxing historians to be highly scientific in his slugging techniques. Because of their similar brawling tactics, swarmers and sluggers are often confused with each other, and some fighters may fit into either category. Fictional characters Rocky Balboa(Balboa's Pl's tended to fluxuate badly due to what i like to call "movie logic",so bear in mind these are best guess only; PL 8 Rocky I-Pl 9 Rocky II-PL 8.5,9.5 Rocky III-Pl 9 ,9.5 Rocky IV) and Clubber Lang(PL9-9.8 when he took on Rocky in the rematch) are considered to be sluggers.

Boxer-puncher
The boxer-puncher possesses many of the qualities of the out-boxer; hand speed, often an outstanding jab, combination and/or counter-punching skills, better defense and accuracy than a slugger, while possessing slugger type power. The Boxer-puncher may also be more willing to fight in an aggressive swarmer-style than an out-boxer. In general the boxer-puncher lacks the mobility and defensive expertise of the pure boxer. Boxer-punchers usually do well against out-boxers, especially if they can match their speed and mobility. They also tend to match up well against swarmers, because the extra power often discourages the swarmer's aggression. Boxer-punchers can be hard to categorize since they can be closer in style to a slugger, swarmer, or an out-boxer.

Fighting Style Advantages
All-out Attack=Trade active defense for attack bonus.
Combat Note:When you make an all-out attack,you can take a penalty of up to –5 on your active defenses
(Dodge and Parry) and add the same number (up to +5) to your attack bonus.


Defensive Attack=Trade attack bonus for active defense bonus.
Combat Note:When you make a defensive attack, you can take a penalty of up to –5 on your attack bonus and add the same number (up to +5) to both your active defenses (Dodge and Parry).

Improved Critical (Unarmed)=+1 to critical threat range with an attack per rank.
Combat Note:Increase your critical threat range with a particular attack(chosen when you acquire this advantage) by 1, allowing you to score a critical hit on a natural 19 or 20. Only a natural 20 is an automatic hit, however, and an attack that misses is not a critical. Each additional rank applies to a different attack or increases your threat range with an existing attack by one more, to a maximum threat range of 16-20 with 4 ranks.

Power Attack=Trade attack bonus for effect bonus.
Combat Note:When you make a power attack,you can take a penalty of up to –5 on your attack bonus and add the same number (up to +5) to the effect bonus of your attack.

Takedown=Free extra attack when you incapacitate a minion.
Combat Note:If you render a minion incapacitated with an attack, you get an immediate extra attack as a free action against another
minion within range and adjacent to the previous target’s location. The extra attack is with the same attack and bonus as the first. You can continue using this advantage until you miss or there are no more minions within range of your attack or your last target. A second rank in this advantage allows you to attack nonadjacent minion targets, moving between attacks if necessary to do so. You cannot move more than your total speed in the round, regardless of the number of attacks you make. You stop attacking once you miss, run out of movement, or there are no more minions within range of your attack.

Looking at these Feats/Advantages(Depends on your taste),you made a basic,all-around Boxer.The Guys that you see in the Gym Background of Most of The Rocky movies.You know the Basic Style&how to apply it properly...
Total Point Cost=5 power point for the Simple style listed.

SPECIALIZING THE STYLE:
If you want to Branch your Fighter out,choosing a "Boxing Style" would go a long way to Defining what type of person they are...
Swarmer Style Boxing
By selecting this,you really don't care if you take hits or damage,so long as you return it double fold.If you want to add a Power,I'd suggest Either Regeneration(as it alows you to keep pressure up&not worry 'bout damage to you,as you'll heal it quick..) or Protection(the thicker the skin,the harder it'll be to hurt).Now,here are the Advantages/Feat selections...
Takedown(2)-Enables you to move from opponent to opponent,keeping up the Pressure regardless of who or how many your facing...
Diehard=Automatically stabilize when dying.
Combat Note:When your condition becomes dying,you automatically stabilize on the following round without any need for a Stamina check, although further damage—such as a finishing attack—can still kill you.-with this,even if your dropped,you could still win the Fight by still standing...
Seize Initiative=Spend a hero point to go first in the initiative order.
Combat Note:You can spend a hero point to automatically go first in the initiative order. You may only do so at the start of combat, when you would normally make your initiative check.If more than one character uses this advantage, they all make initiative checks normally and act in order of their initiative result, followed by all the other characters who do not have this advantage.-When this kicks in,you can immediatley start pressing your Advantage.Combine it with Power Attack,and you can possibly end it before the fight even starts...
Total Point Cost=8 power points with the new add-ons.

Out-boxer Style Boxing
You like to play stick n' move,keeping your opponent from doing any hits in return.For Powers,I'd recommend Blast,(as it tends to keep your opponent away from you)or Super Speed/Quickness(The faster you are,the faster you can hit your opponent&move before they can hit you).Here are the Feats/Advantages:
Evasion(2)=Circumstance bonus to avoid area effects.
Combat Note:You have a +2 circumstance bonus to Dodge resistance checks to avoid area effects. If you have 2 ranks in this advantage, your circumstance bonus increases to +5.-this enables you to keep mobile and avoid those annoying area effect shots...
Agile Feint=Feint using Acrobatics skill or movement speed.
Combat Note:You can use your Acrobatics bonus or movement speed rank in place of Deception to feint and trick in combat as if your skill bonus or speed rank were your Deception bonus (see the Deception skill description). Your opponent opposes the attempt with Acrobatics or Insight (whichever is better).-This'll allow you a free first strike if done right...
Precise Attack=Ignore attack check penalties for either cover or concealment.
Combat Note:When you make close or ranged attacks (choose one) you ignore attack check penalties for cover or concealment (choose one), although total cover still prevents you from making attacks. Each additional rank in this advantage lets you choose an additional option, so with Precise Attack 4, all your attacks (both close and ranged) ignore penalties for both cover and concealment.-this represents your striking speed being so fast that they can't bring up a block in time before you hit...
Total Point Cost=9 power points with new add-on's

Slugger Style Boxing
This is just plain Power hitting,pure&simple.You might not hit every turn,but when you do hit,their gonna feel it! Powers for this would be Power Lifting(a solid Body Blow on someboy&you can throw them through the roof with this,literally!) and/or Increased STR&STA(your not gonna get anything done if you ain't got the strength & stamina to back your style up).Here's the rundown on Feats/Advantages:
Fearless=Immune to fear effects.
Combat Notes:You are immune to fear effects of all sorts, essentially the same as an Immunity to Fear effect.-No Slugger Boxer in History ever Ran away from something,so neither do you..
Diehard-The same reasons for a Swarmer to have this should be doubled for you...
Startle=Use Intimidation to feint in combat.
Combat Notes:You can use Intimidation rather than Deception to feint in combat. Targets resist with Insight, Intimidation, or Will defense.-While the Outboxer uses his mobility,You use your Pure Size&agressiveness for the same results...
Total Point Cost=8 power points with add-on's.

Boxer-puncher Sub-style of Boxing
These are the Journeymen of the ring,the folks that try to blend Swarming&Slugging into a "New way" of striking.While good in their own right,they lack the pure Mobility of the Outboxer or defense ability of the Swarmer(they technically don't pick up Super Speed or Protection options.).These are the Feats/Advantages:
Taunt=Use Deception to demoralize in combat.
Combat Note:You can demoralize an opponent with Deception rather than Intimidation, disparaging and undermining confidence rather than threatening. Targets resist using Deception,Insight, or Will defense.-while they can't Feint or Startle,you can tick off your opponent to be reackless...
Improved Defense=+2 bonus to active defense when you take the defend action.
Combat Note:When you take the defend action in combat you gain a +2 circumstance bonus to your active defense checks for the round.-while they don't have the defense ability of The Outboxer,they can do at least a little...
Grabbing Finesse=Substitute Dex for Str when making grab attacks.
Combat Note:You can use your Dexterity bonus, rather than your Strength bonus, to make grab attacks. You are not vulnerable
while grabbing. This is a good advantage for skilled unarmed combatants focused more on speed than strength.
-What they lack in power,they try to make up with increadably fast hand-eye coordination...
Total Point Cost=8 power points with add-on's.

So that's the first lesson in the Gym.Come back later for more!.... :D :D
Last edited by MacynSnow on Thu May 31, 2018 6:44 am, edited 4 times in total.

MacynSnow
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Re: Macyn's Golden Gloves Gym(or,Intresting ways to Characterize fighting styles!)

Post by MacynSnow » Wed May 16, 2018 1:48 pm

Welcome back fighter's to Macyn's Golden Gloves Gym! This time around,we're going to the Land of the Czars to learn how to make a Russian Martial Arts for any of your Ruskie Heroes or Villians.This is SAMBO!
BRIEF REAL WORLD HISTORY:
Sambo's early development stemmed from the independent efforts of Vasili Oshchepkov and Viktor Spiridonov, to integrate the techniques of Catch wrestling, Judo, Jujutsu, and other foreign martial arts into native Turkic wrestling styles. Oschepkov taught judo to elite Red Army forces at the Central Red Army House. Vasili Oschepkov was one of the first foreigners to learn Judo in Japan and had earned his nidan (second degree black belt, out of then five) from judo's founder, Kano Jigoro. Spiridonov's background involved indigenous martial arts from various Soviet regions as well as an interest in Japanese jujutsu (though he never formally trained it). His reliance on movement over strength was in part based on the fact that he received a bayonet wound during World War I which left his left arm lame. Both Oschepkov and Spiridonov independently hoped that Soviet military hand-to-hand combat techniques could be improved with an infusion of the techniques distilled from other foreign martial arts. Contrary to common lore, Oschepkov and Spiridonov did not cooperate on the development of their hand-to-hand systems.Rather, their independent notions of hand-to-hand combat merged through cross-training between students and formulative efforts by their students and military staff. While Oschepkov and Spiridonov did have occasion to collaborate, their efforts were not completely united.
Each technique was carefully dissected and considered for its merits, and if found acceptable in unarmed combat, refined to reach sambo's ultimate goal: to stop an armed or unarmed adversary in the least time possible.Thus, many techniques from jujutsu, judo, and other martial systems joined with the indigenous fighting styles to form the sambo repertoire.When the techniques were perfected, they were woven into sambo applications for personal self-defense, police, crowd control, border guards, secret police, dignitary protection, psychiatric hospital staff, military, and commandos.Fictional Practioner's of the Style include Sergei Dragunov from Tekken who uses Combat Sambo, Yuri Boyka(Scott Adkins) from the movies Undisputed II&III uses Sport Sambo(since he uses no holds or grabs at all).And finally Illya Kuryakin the Russian agent in the TV series Man from U.N.C.L.E is a certified Combat Samboist,having been the supposed Middleweight champion in 1957.

THE STYLES OF SAMBO
Primary Styles
There are multiple competitive sport variations of sambo (though sambo techniques and principles can be applied to many other combat sports). Below are the main formats that are recognized by the rest of the World.

Sport Sambo (Russian: Борьбa Самбо, Bor'ba Sambo, Sambo Wrestling (eng))
is stylistically similar to old time Catch wrestling and Judo, but with some differences in rules, protocol, and uniform. More akin to Catch wrestling, and in contrast with judo, sambo allows various types of leg locks, while not allowing chokeholds. It also focuses on throwing, ground work and submissions, with very few restrictions on gripping and holds.

Combat Sambo (Russian: Боевое Самбо, Boyevoye Sambo)
Utilized and developed for the military, combat sambo resembles modern mixed martial arts, including extensive forms of striking and grappling. Combat sambo allows punches, kicks, elbows, knees, headbutts and groin strikes.Competitors wear jackets as in sport sambo, but also hand protection and sometimes shin and head protection.

Freestyle Sambo
Created and debuted by the American Sambo Association (ASA) in 2004. These rules differ from traditional sport sambo in that they allow choke holds and other submissions that are not permitted in sport sambo such as certain neck cranks and twisting foot locks. Freestyle sambo, like all sambo, focuses on throwing skills and fast ground work. No strikes are permitted in Freestyle Sambo.

FIGHTING STYLE ADVANTAGES
Accurate Attack=Trade effect DC for attack bonus.
Combat Note:When you make an accurate attack,you can take a penalty of up to –5 on the effect modifier of the attack and add the same number (up to +5) to your attack bonus.

Chokehold=Suffocate an opponent you have successfully grabbed.
Combat Note:If you successfully grab and restrain an opponent, you can apply a chokehold, causing your opponent to begin suffocating for as long as you continue to restrain your target.

Defensive Attack=Trade attack bonus for active defense bonus.
Combat Note:When you make a defensive attack, you can take a penalty of up to –5 on your attack bonus and add the same number (up to +5) to both your active defenses (Dodge and Parry).

Fast Grab=Make a free grab check after an unarmed attack.
Combat Note:When you hit with an unarmed attack you can immediately make a grab check against that opponent as a free action. Your unarmed attack inflicts its normal damage and counts as the initial attack check required to grab your opponent.

Improved Disarm=No penalty for the disarm action.
Combat Note:You have no penalty to your attack check when attempting to disarm an opponent and they do not get the opportunity to disarm you.

Improved Grab=Make grab attacks with one arm. Not vulnerable while grabbing.
Combat Note:You can make grab attacks with only one arm, leaving the other free. You can also maintain the grab while using your other hand to perform actions. You are not vulnerable while grabbing.

Improved Hold=–5 circumstance penalty to escape from your holds.
Combat Note:Your grab attacks are particularly difficult to escape. Opponents you grab suffer a –5 circumstance penalty on checks to escape.

Improved Trip=No penalty for the trip action.
Combat Note:You have no penalty to your attack check to trip an opponent and they do not get the opportunity to trip you. When making a trip attack, make an opposed check of your Acrobatics or Athletics against your opponent’s Acrobatics or Athletics, you choose which your opponent uses to defend, rather than the target choosing. This is a good martial arts advantage for unarmed fighters.

Power Attack=Trade attack bonus for effect bonus.
Combat Note:When you make a power attack,you can take a penalty of up to –5 on your attack bonus and add the same number (up to +5) to the effect bonus of your attack.
Looking at these,we got ourselves an almost pure Grappler.Ounce they grab hold of you,they ain't letting go anytime soon.I like to refer to these type of Unarmed Fighters as "Bulldogs"(If you've ever seen a bulldog fight another dog or animal in general,you'll understand my reference :D)...
Power Point Total Cost(Base Style)=9 power points total

Specializing the Style:
There's not really all that much I can think of to improve the Style,as it's all about the extreme close game...

I know this one's rather shorter than my Boxing one,but Sambo happens to be a newer "Combat Sport" by comparison so they haven't really done much with it....Enjoy anyway! :D
Last edited by MacynSnow on Fri Jun 01, 2018 3:14 am, edited 7 times in total.

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L-Space
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Re: Macyn's Golden Gloves Gym(or,Intresting ways to Characterize fighting styles!)

Post by L-Space » Wed May 16, 2018 6:39 pm

Very nice work! It's going to be cool to see and learn a bit about the different fighting styles, I always felt that was a good way to differentiate the various Martial Artist/Costume Adventure characters out. Can't wait to see what other fighting styles you end up covering.
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Re: Macyn's Golden Gloves Gym(or,Intresting ways to Characterize fighting styles!)

Post by Woodclaw » Wed May 16, 2018 8:58 pm

Nice.

Since you seem to have put a lot of research into this I'd like to ask you a question. More often than not I think that the "trade" Feats/Advantage, like Defensive Attack, area bit redundant within most martial arts style. It's true that some styles tend to favour one element over the others but, as my sensei often said, "it doesn't take much to turn an armlock into a broken wrist".
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Re: Macyn's Golden Gloves Gym(or,Intresting ways to Characterize fighting styles!)

Post by MacynSnow » Wed May 16, 2018 10:12 pm

Woodclaw wrote:
Wed May 16, 2018 8:58 pm
Nice.

Since you seem to have put a lot of research into this I'd like to ask you a question. More often than not I think that the "trade" Feats/Advantage, like Defensive Attack, area bit redundant within most martial arts style. It's true that some styles tend to favour one element over the others but, as my sensei often said, "it doesn't take much to turn an armlock into a broken wrist".
I'm not getting the question woody....

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Re: Macyn's Golden Gloves Gym(or,Intresting ways to Characterize fighting styles!)

Post by Woodclaw » Wed May 16, 2018 10:41 pm

MacynSnow wrote:
Wed May 16, 2018 10:12 pm
Woodclaw wrote:
Wed May 16, 2018 8:58 pm
Nice.

Since you seem to have put a lot of research into this I'd like to ask you a question. More often than not I think that the "trade" Feats/Advantage, like Defensive Attack, area bit redundant within most martial arts style. It's true that some styles tend to favour one element over the others but, as my sensei often said, "it doesn't take much to turn an armlock into a broken wrist".
I'm not getting the question woody....
The question was something along the lines of: do you think that the "trade" Feats/Advantages should be considered an integral part of each style or are more of a "personal preference" element linked to the style developed by each fighter?
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Re: Macyn's Golden Gloves Gym(or,Intresting ways to Characterize fighting styles!)

Post by HalloweenJack » Wed May 16, 2018 10:41 pm

nice stuff Macyn

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Re: Macyn's Golden Gloves Gym(or,Intresting ways to Characterize fighting styles!)

Post by MacynSnow » Wed May 16, 2018 10:48 pm

HalloweenJack wrote:
Wed May 16, 2018 10:41 pm
nice stuff Macyn
Thank you.Historical Combat has been a hobby of mine ever since i joined the Boxing Team in high school.The Coach(who doubled as my cool history teacher i might have mentioned elswhere) made certain we not only knew HOW to Box,but also how it first came into being.

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Re: Macyn's Golden Gloves Gym(or,Intresting ways to Characterize fighting styles!)

Post by HalloweenJack » Wed May 16, 2018 10:49 pm

I like how you're also including fictional boxers in your notes there too.

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Re: Macyn's Golden Gloves Gym(or,Intresting ways to Characterize fighting styles!)

Post by MacynSnow » Wed May 16, 2018 11:03 pm

Woodclaw wrote:
Wed May 16, 2018 10:41 pm
MacynSnow wrote:
Wed May 16, 2018 10:12 pm
Woodclaw wrote:
Wed May 16, 2018 8:58 pm
Nice.

Since you seem to have put a lot of research into this I'd like to ask you a question. More often than not I think that the "trade" Feats/Advantage, like Defensive Attack, area bit redundant within most martial arts style. It's true that some styles tend to favour one element over the others but, as my sensei often said, "it doesn't take much to turn an armlock into a broken wrist".
I'm not getting the question woody....
The question was something along the lines of: do you think that the "trade" Feats/Advantages should be considered an integral part of each style or are more of a "personal preference" element linked to the style developed by each fighter?
I'd like to leave that up to the preference of the player,but i PERSONALLY think theur integral to the base Styles.I meantioned in the History portion of Boxing that not every boxer is using one of the styles,but in order to get the full training, they have to know a little bit about all of them.

Sambo is an even better example of this: the style doesn't care about doing damage untill it locks a grapple in.Untill then,the PC/NPC that has that style isn't gonna worry 'bout hurting the opponent,just connecting is all they need.

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Re: Macyn's Golden Gloves Gym(or,Intresting ways to Characterize fighting styles!)

Post by MacynSnow » Wed May 16, 2018 11:20 pm

HalloweenJack wrote:
Wed May 16, 2018 10:49 pm
I like how you're also including fictional boxers in your notes there too.
I actually forgot 4.Balrog from the Street Fighter games is an almost classic example of a Slugger style boxer (though he incorporates a little to many street fighter moves for my personal tastes).Then we have Dudley,also from the same game series,who's a good example of a Puncher-Boxer.Next we have Little Mac off of Punch-Out! fame who,despite player choice,is a classic Swarmer Boxer.Finally we have T.J.Combo,straight out of Killer Instinct.The resident champ is a prime example of an Outboxer with Regeneration,Quickness & Super-Speed.

Special mention goes to the Hajimi No-Ippo anime,as every single cast member could be put onto this list as it's THAT accurate to the material used....

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Re: Macyn's Golden Gloves Gym(or,Intresting ways to Characterize fighting styles!)

Post by MacynSnow » Thu May 17, 2018 8:24 pm

I made some corrections to my Sambo entry today.Tommorow,i'm putting up my next 2 entry's will be Bartitsu and my take on the classic Ninjutsu...I'll also take requests for anything specific. :)

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Re: Macyn's Golden Gloves Gym(or,Intresting ways to Characterize fighting styles!)

Post by Batgirl III » Thu May 17, 2018 9:39 pm

You’ve got a /i tag just after you talk about the various Rocky films where you wanted a /b tag. It throws off the formatting of the rest of the post.
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Re: Macyn's Golden Gloves Gym(or,Intresting ways to Characterize fighting styles!)

Post by MacynSnow » Thu May 17, 2018 9:51 pm

Batgirl III wrote:
Thu May 17, 2018 9:39 pm
You’ve got a /i tag just after you talk about the various Rocky films where you wanted a /b tag. It throws off the formatting of the rest of the post.
Thank bg! :D

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Re: Macyn's Golden Gloves Gym(or,Intresting ways to Characterize fighting styles!)

Post by L-Space » Thu May 17, 2018 11:28 pm

MacynSnow wrote:
Wed May 16, 2018 11:20 pm
Special mention goes to the Hajimi No-Ippo anime,as every single cast member could be put onto this list as it's THAT accurate to the material used....
Man, I really need to watch that anime. I've always been a huge fan of boxing characters, but for some reason was never able to catch that show.

Speaking of anime, if you haven't already seen it I recommend Kenichi: The Mightiest Disciple. While it is over the top at times it does a good job showing a lot of different types of martial arts style. Muay Thai, Jojutsu, Savate, Pencak Silat, etc.
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