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In MMA Manager, each manager maintains a roster of fighters in his gym to send out to fights.

Roster[ | ]

Recruiting new fighters[ | ]

Additional fighters can be recruited by selecting the Recruit option available at the bottom right of the Roster menu.

Managers can create a custom fighter here once the option has been unlocked, but note that there can be a credit cost involved depending on the chosen customisation options. Alternatively, they can select from a lineup of recruits. Managers may refresh the available recruits for a 5 credit cost using the button at the bottom right.

Selecting a fighter then allows the manager to assign the first 25 skill points among the various skills. Once this is done, the fighter can then be recruited.

Managing the current roster[ | ]

Selecting a fighter from the roster allows managers to view their vitals, fight statistics, skills, and fight history. They may also adjust the fighter's preferred game plan and select their talents. This is divided into five pages that can be navigated through by swiping left or right.

Vitals and fight statistics[ | ]

The first page allows managers to remove a fighter from their roster or edit his or her appearance, name, and vitals in the same way a custom fighter is created, which may also come with the same credit costs.

The fighter's vitals will include their country and city of origin, age, height, weight, and level. The middle of the screen will show the fighter's weight class, win-loss-draw record, and types of victories. The right side shows the types of attacks the fighter has made and defended against in their fights.

Skills[ | ]

The second page shows the fighter's skills.

The fighter's base skills are shown on the left:

  • Condition: Increases your fighters energy regeneration.
  • Agility: Increases overall success chance in every situation in relation to your opponent's agility. Having equal agility will mean that neither fighter will gain any advantage.
  • Strength: Increase health regeneration and slightly increase damage output.
  • Health: The amount of damage the fighter can sustain.

The fight skills are shown on the right:

  • Punches: Increases the success with Punches, Uppercuts and Crosses for example.
  • Elbows: Increase the chance of landing Elbow strikes. A lethal skill to utilise on unsuspecting standing opponents but also effective in dominant ground positions.
  • Knees: Increases the success with Knee attacks.
  • Low Kicks: Increases success with Low Kicks.
  • High Kicks: Increases success with High Kicks.
  • Takedowns: Increases your ability and chance to takedown your opponent through a variety of transitions.
  • Submission: Increases your fighter's ability to submit your opponent. Through various locks or chokes, this skill helps you to get into position and control your opponent long enough for him or her to tap out.
  • Ground Grappling: Increases the rate of success when transitioning and keeping positions on the ground, while also decreasing the damage you take on the ground. (Ground grappling is more broad wrestling and does not help breaking or defending against submissions).
  • Clinchwork: This skill grants higher initiative and success chance when going in and out of clinch, and also keeping the opponent from escaping the clinch.
  • Strike Def: Increase your chance of avoiding strikes from elbows and punches. Does not increase knee or kick defense.
  • Submission Def: Increases your fighter's ability to escape and defend against submissions. Submission Defence is specific to escaping submissions and does not improve general grappling.
  • Takedown Def: Builds your chance of avoiding and stopping takedown attempts. This skill will keep you from unwillingly transitioning to the ground.
  • Knees Def: Increases chance of avoiding and blocking Knee Strikes.
  • Kick Def: Increases defence from all kinds of Kicks.

Physical attributes[ | ]

Weight[ | ]

Usually a sign of physical strength. Gives more momentum and centre of mass.

For a Fighter, this gives advantage in fights, mainly in Grappling or positional-type situations. Weight also determines the  Weightclass of a Fighter. Fighters usually fight in their respective weight range but it is possible to fight with Open Weightclass.

Health[ | ]

Health is increased with Strength and Talents.

Age[ | ]

A Fighter usually peaks their in performance at around the age of 23-24.

After 30 you will statistically see a rapid deterioration in their overall performance.

With time, your Fighter will retire. This will leave them unable to continue professional fighting.

However it is not impossible for an older Fighter to make up for their older age, so look out!

Gameplan[ | ]

The third page allows a manager to adjust a fighter's preferred gameplan. For more information, see gameplans on the Fight page.

You can change a Fighter's Gameplan before a fight.

It will appear right after Fighter info in most matchmaking.

If you enter the fighter info in roster, you also find it to the right.

Initiative[ | ]

Be careful with low Initiative when changing tactics.

It affects how much you are attacking.

Initiative

Attacks[ | ]

Match the attacks with the Fighter's skill.

Skills 1

Attacks

Ground vs Standing[ | ]

If you like ground fighting, and want to submit your opponents,

choose Takedowns and Brazilian Jiujitsu (BJJ).

Takedowns

Fighter history[ | ]

The fourth page shows the history of fights the fighter has participated in.

Talents[ | ]

The fifth page shows the fighter's talents. None are available until the fighter reaches level 3. Additional talent slots are then unlocked at levels 4, 5, 6, 7, and 10.

Strategy[ | ]

A Strategy that works vs most opponents usually comes by choosing a Strategy that adds up on your Strengths.

But a winning Strategy can have any shape, your opponent is still half the part of the fight.

Don't forget to read them.

Gameplay[ | ]

Make sure the moves you perform fit your Fighter's skills.

Be aware of low energy initiative and low initiative. Combine attacks that work with your desired position. Prolonging fights is beneficial and reduces risk facing weaker opponents.

Don't choose too many or too few types of attacks, mixing your offence is harder to predict and defend. Always adapt to opponent's preferred attacks and look out for one-trick fighters.

Skills[ | ]

Your physical attributes are very important too, don't forget them. Once you know your talent, try choosing skills that suit it. "Positional" skills must be combined.

Having a good Clinch boosts your elbows and knees strategy.

Plan your Trainer purchase. Having low defensive skills is a big risk. Going almost max in 1,2 skills is a good tip to gain an edge.

Talents[ | ]

Talents are very situational, but one of the strongest edge in a strategy if played right. Combine with supporting skills and gameplan to amplify the effect. You can change active talents in the Fighter menu.

Common mistakes[ | ]

Not adapting to your opponent[ | ]

There is no reason not to evaluate your strategy each fight.

Not having any defence[ | ]

It is a big risk and it will not fair well for you.

Underestimating low level opponents[ | ]

An offensive opponent could still be better in a skill and or attack than you in your defence, if they have an edgy strategy, you better watch out.

Go super defensive in their speciality and try to aim for points/counter.

Spreading your points too thin[ | ]

Your attacks will most likely not benefit from your opponent's weakness.

Missing out on multiplying effect from layers of strategy.

It is harder to utilise all in one fight.

Less likely to have a strong offence, making your opponent able to only make one attack where they are still significantly stronger.

Initiative, Health and Energy[ | ]

Low Initiative means you are less likely to be the one attacking, falling too low on initiative will eventually leave more room for the opponent,

Defensive strategies and failing attacks can decrease initiative or good opponents could gain initiative when you open up.

Always train Strength and watch your Health. Train Condition and don't be offensive if your Fighter can't handle it and runs out of Energy.

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