FIGHT NIGHT
Live fights, the corner break, game plans, aggression, directives, counters, and spectating.
QUESTION 1
Can I watch other people's fights?
Yes. Any fight that is live or booked has a public fight page. Open it from a fighter's fight history, from the FIGHT NIGHTS archive where a live bout is marked LIVE NOW, or from The Ticker. A live fight page shows the tag LIVE and the tape updates on its own as the rounds play out; a booked fight shows a countdown to the bell.
The Ticker is a one-line wire of every fight on right now plus the next few bells, above the tabs on mobile and along the bottom on the web. It is off by default: turn it on in Settings, then choose ALL FIGHTS or MY PICKS ONLY (your division, your camp, and fighters you follow). Tapping a ticket tunes you in.
Both corners see how many people are watching, as a small VIEWER count next to LIVE. Spectators never see either side's corner report.
QUESTION 2
How do I follow the play-by-play during a fight?
The fight is told as a running tape. Each line is one moment in the cage: a jab that lands, a takedown stuffed, a corner shouting instructions, a knockdown and what came after it. Lines arrive as the round plays out, so you read the fight the way a crowd watches it.
A button on the arena cycles how much of the tape you see: HIGHLIGHTS for the big moments only, PLAY-BY-PLAY for the normal call, or ALL ACTIONS for every exchange. Your debut always plays the full tape.
There is no skip and no fast-forward: the fight plays in real time. If you step out, the fight keeps going and HQ lets you jump back in. After the final bell the complete tape is waiting on the result screen and in the fight recap.
QUESTION 3
How does a live fight work?
When the bell is close, HQ shows your booked fight with a countdown and an ENTER THE ARENA button. The arena opens on the walkout: the tale of the tape, any edges you carry into the night, and your FIGHT STRATEGY card. A timer shows when the strategy locks. Set your game plan and aggression, then WALK TO THE CAGE.
The fight itself is simulated by the engine and streamed to you line by line in real time. Regular fights are three rounds and title fights are five; amateur rounds are shorter than pro rounds. Between rounds you get a short corner break to change the plan, then the fight resumes when both corners answer the bell or the clock runs out.
At the final bell the verdict lands, followed by the payout, your corner report, and the full fight recap. A whole fight takes a handful of real minutes.
QUESTION 4
How does the corner break work?
At the end of every round the fight pauses for a short corner break, with a bar showing how long you have. The corner card reads you both fighters' health and stamina so you can see who is hurt and who is tired, then offers the same pickers you set in the walkout: GAME PLAN, AGGRESSION and DIRECTIVE. With ADVANCED on it shows your dials sheet instead, folded so you can open one situation at a time, with PACE on top. A change at the break applies from the next round.
Change what you want and tap ANSWER THE BELL. Your call is locked for the next round, and the bell rings as soon as both corners have answered or when the clock hits zero, whichever comes first. If you do nothing, your fighter carries the previous round's instructions forward.
A fighter does not follow the corner perfectly. The deeper the fight goes and the emptier the tank, the more they drift from the plan. The corner report after the fight shows how closely they listened.
QUESTION 5
What are counters, and how do they work?
Counters are techniques that answer something the other fighter does. You never call them one by one. When the trigger happens, a fighter who owns the counter may react on their own:
- Slam: a guard pull, a triangle or armbar from the guard, or a flying submission.
- Omoplata: a pass attempt inside your guard.
- Whizzer: a Single Leg or a Body-Lock Trip.
- Check Hook: a Cross, Overhand or Superman Punch stepping in.
- Thai Dump: a strike or a trip inside your tie-up.
- Gogoplata: a top fighter stalling in your closed guard.
- Von Flue Choke: a guillotine from the guard.
- Anaconda Choke: the front headlock after a stuffed shot.
- Imanari Roll: an opponent stepping in to strike.
- Rolling Thunder: one of your own kicks, now and then.
Calf Kick is the eleventh. It is a kick your fighter throws, not a reaction, and it is the answer to a fighter who checks kicks.
The level decides how often a counter reacts: a Learned one now and then, a Mastered one often. The skill behind it decides whether it works. A counter can fail, and a failed one can leave you worse off, so read each one before you buy it. Owning every counter at Learned does not make a fighter dangerous.
QUESTION 6
What do the game plans and aggression levels actually do?
The game plan says where your fighter wants the fight. STANDING hunts strikes at range. GROUND looks for takedowns and work on the mat. CLINCH ties up and fights inside. BALANCED takes whatever is given and never counts as off-plan. Pick the plan that plays your strengths against their weakness: a wrestler who cannot get a rangy striker to the floor is in for a long night, and a boxer who keeps getting tied up is not boxing.
Aggression is the pace. DEFENSIVE fights tight: harder to hit, finish, or take down, but it hands over the initiative and throws less. On the mat a DEFENSIVE fighter works to get up or get their guard back, rides position from the top, and only takes a submission the fight hands them. MEASURED is the baseline. AGGRO brings volume and pressure and burns the tank faster. ALL-OUT hits hardest and hunts the finish, but leaves your fighter open to counters, takedowns, and getting finished.
Fight IQ and a hired head coach keep a fighter on the plan longer.
QUESTION 7
What happens if I am away when the bell rings?
A booked fight runs at its time whether you are there or not. If you are away, your corner works the stool with your saved fight strategy: the same game plan, aggression, and directive for every round, with no changes between rounds. You forfeit nothing except the live corner decisions.
The same goes if you leave mid-fight. Stepping out of the arena is not a stoppage; the fight keeps going and you can jump back in from HQ while it is live. The result is delivered to HQ once it is official, along with the payout, and the full recap waits on the fight page.
If you want to be in the corner, keep notifications on and watch the countdown on HQ. The game sends a push when a challenge is accepted or a fight is booked, and again when your fight starts.
QUESTION 8
What does LOOK FOR THE COUNTER do?
LOOK FOR THE COUNTER is a corner directive for a fighter who owns at least one counter. It sits in the DIRECTIVE menu under every game plan and shows how many counters your fighter owns. Without one it shows locked: LEARN A COUNTER FIRST.
For that round, every counter your fighter owns fires more often. The price is offense: your fighter starts less of their own, on the feet and on the mat. It is a trade, not a free bonus. It pays when the other fighter keeps feeding your trigger, such as a wrestler shooting singles into your Whizzer, and it costs you when they do not.
Calf Kick does not count toward it, because it is a kick you throw. Call it with CHOP THE CALF instead.
The call shows in the Corner Report like any other, and every counter that fires under it counts toward how well your fighter followed the corner.
QUESTION 9
What is the ADVANCED chip and the directive in the corner?
Your corner card has three pickers: GAME PLAN, AGGRESSION and DIRECTIVE. A directive is one specific call, such as "shoot the double" or "hunt the overhand", and your fighter leans on that technique whenever the situation for it comes up. It layers on top of the plan and aggression; it never replaces them.
The menu lists techniques your fighter has trained that fit the game plan, so switching the plan resets the call to NO CALL. A couple of untrained techniques show locked as a hint of what training would unlock.
Counters fire on their own. The one call for them is LOOK FOR THE COUNTER, which fits every plan and opens once your fighter owns a counter.
ADVANCED swaps GAME PLAN and DIRECTIVE for the dials sheet. PACE is your aggression. Nine situations follow, from AT RANGE to WHEN THEY SHOOT. Some share out between options, others are one pick, and a situation left NOT SET means your fighter does what they would do anyway. MOVES marks each trained technique NORMAL, LEAN ON or NEVER.
The sheet starts from your card, and RESET TO THE CARD takes it back there. Options your fighter cannot do are greyed out with the reason. Turn ADVANCED off and your fighter fights the card alone. The chip stays on across fights. Your debut hides the directive and the sheet and teaches plan and pressure only.
QUESTION 10
What is the FIGHT CAMP card and the one pick before a fight?
The FIGHT CAMP card on HQ is your fight prep. Pick ONE boost from the menu, and it gives your fighter a temporary edge for the next fight only. A skill boost raises the two real skills its name means, straight off the skill tree: SHARP HANDS is Punching and Counter Striking, CHAIN WRESTLING is Takedowns and Clinch Wrestling, SLICK SUBS is Chokes and Joint Locks. An attribute boost raises one attribute, such as DEEP WATER for Cardio or READ THE TAPE for Fight IQ. Each row on the card lists exactly what it raises. The edge appears under TONIGHT'S EDGES in the walkout and dies at the final bell.
Your pick is a standing one: it applies to your next fight and every fight after it until you change it, which matters because a fight can start the moment a callout is accepted. Tap the selected row again to clear it. When a fight is booked, the card shows the opponent's tape above the picker so you can choose against them.
The base options are open to everyone, even a fighter with NO CAMP. Joining a camp with the right assets unlocks more options and a bigger edge. Training is separate: XP is permanent development, while the boost is a one-night edge.
QUESTION 11
What is the press conference before a fight?
Bigger fights draw media. Depending on the tier and stakes of a booked fight, your fighter may face LOCAL PRESS, a MEDIA DAY, or a full PRESS CONFERENCE with more questions and a clock on each answer. A fight that starts right away gets no presser.
Each question has three answers in three tones: HUMBLE, HEEL, and UNHINGED. Two numbers stay on screen the whole time: what a win is worth and what a loss is worth in fans. Humble nudges both up a little. Heel is a promise that pays if you win and costs if you lose. Unhinged is a coin flip with the biggest upside and the biggest downside. Letting the clock run out is DEAD AIR and costs nothing.
The talk changes fans only, never the fight. The result decides which number gets paid, and the receipt after the bell shows what you promised.
QUESTION 12
What is the saved fight strategy?
The SAVED FIGHT STRATEGY card is the plan your corner opens every fight with: a game plan, an aggression level and a directive, or with ADVANCED on, your dials sheet. You can set it on MY FIGHTER under TECHNIQUES before anything is booked, and again on the tale of the tape for the fight in front of you. Both save to the same place.
Every fight starts preselected to it, so you only need to touch the walkout pickers when you want something different for this opponent. More importantly, if you are away at the bell, the saved strategy runs on its own for the whole fight.
Fights can start the instant a callout is accepted, so keep the saved strategy current. Switching the saved plan resets the saved call to NO CALL, and saving with ADVANCED off clears the sheet, so your fighter fights the card alone.
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