FAQGlass Jaw FAQ

TRAINING

XP, the 24 skills, techniques, mastery, home skills, condition, and getting better between fights.

QUESTION 1

Can I master more than four techniques?

Yes. The four-mastery limit is gone, and SLOTS FULL no longer appears. Your fighter can master as many techniques as you can pay for.

The first four Mastered techniques cost the normal price. Each one after that costs double the one before: the fifth costs twice the normal price, the sixth four times, the seventh eight times. The price on the MASTER button already includes this, and the same rule applies to every fighter in the league.

If your fighter held four Mastered techniques before the update, the next one is the fifth and costs double.

Masteries are still permanent, so pick with care. A capstone your fighter uses every fight is worth more than one in a lane they rarely reach.

QUESTION 2

What are common training mistakes?

A few that cost new managers a lot:

  • Living in the gym. Fights pay the most XP; a fighter who never books falls behind one who fights often.
  • Quitting a session. XP lands only on the bell, so a cancelled drill or day banks nothing.
  • Booking tired. A fighter under full condition fights below their sheet. Rest, recover, or add a nap first.
  • Buying a little of everything. Each technique you own in a category makes the next one there pricier, while deepening one move is untaxed. A Sharp Lead Hook beats three Learned punches.
  • Mastering on impulse. There is no cap, but from the fifth Mastered technique on, each one costs double the one before, and none can be undone. Read the capstone first.
  • Ignoring the lock copy. A technique that needs Takedowns 28 is a hint to train Takedowns, not a wall.
  • Chasing a skill far outside your style. Past 70, a skill outside your home skills costs double per point.
  • Pushing physical attributes late. They get expensive with age; skills stay learnable longer.

QUESTION 3

What is condition, and how do I rest or recover?

Condition is your fighter's short-term freshness, shown as a percentage on HQ and MY FIGHTER. Training drains it, and fights drain it hard. A worn fighter performs below their sheet, so the fight board warns you when the meter leaves green, and at zero the commissioner will not book you. Drills that would leave you too tired lock with RECOVER BEFORE TRAINING.

Condition refills on its own; the meter shows when it will be full. To hurry it, the RECOVERY CENTER sells COLD PLUNGE and DAY OFF-GRID for cash, priced by your tier, and a RECOVERY NAP inside PLAN YOUR DAY trades an hour of training for condition.

Damage is different: long-term wear on the body. Some of it is permanent, a knockout never heals, and untreated damage can scar. STEM CELLS heals a little, but recovery weakens over a career, so protect the body early.

QUESTION 4

How do I earn XP?

Two ways: fighting and training.

Fighting is the main path. Every settled fight pays XP, and the payout grows with a win, a finish, a title fight, and a tougher opponent. A fighter who fights often develops faster than one who lives in the gym.

Training pays on the bell. Start a drill on the HQ TRAINING card and the timer runs in real time; when it ends, the XP banks to your UNSPENT XP. Each drill quotes its XP on the board before you start.

XP waits in your pool until you spend it, so there is no rush to spend before a fight unless you want the points in play that night.

QUESTION 5

How do I spend XP, and why do prices change?

The UNSPENT XP card on HQ shows three quick picks with their price. Tap one to buy the next point. ALL ATTRIBUTES & SKILLS opens MY FIGHTER, where every attribute, skill and technique has its own button and price. The three HOME XP PICKS default to your style's specialty, and you can change them.

Prices are not flat:

  • Each point costs more than the last as a stat climbs.
  • Your background discounts its natural stats; the card prints STYLE BONUS and the percentage off. Stats outside your background cost more.
  • Every style has home skills. A skill outside them costs double per point once it reaches 70.
  • Age matters. Physical attributes get expensive as a fighter gets older, while skills stay learnable longer.
  • A stat at 100 reads MAXED.

Skill points cost less per point than they did before skills split into 24.

Techniques have their own prices (LEARN, SHARPEN or MASTER). Owning more techniques in one category makes the next technique in that category pricier, while deepening one move is untaxed. Every Mastered technique past your fourth costs double the one before.

QUESTION 6

How does training work?

The TRAINING card on HQ is a board of drills: ROADWORK, PADS & MITTS, WRESTLING ROOM, FILM STUDY, SPAR, MAT WORK, and RANDORI. Each row quotes its length, XP, and condition cost. Press START and the timer runs in real time.

The rules:

  • One session at a time per fighter.
  • XP lands only on the bell. Quitting a drill banks nothing.
  • When the timer ends the card rings THE BELL with your XP, even if the app was closed.
  • FINISH NOW skips the rest of a drill for gold at the price on the button. A new manager's first one is free.
  • Some rows lock: FILM STUDY, MAT WORK, and RANDORI need a camp room, SPAR needs a campmate, a drill cannot overlap a booked fight, and a tired fighter must recover first.

For a longer stretch, use PLAN YOUR DAY.

QUESTION 7

What is the difference between a skill and a technique?

A skill is a number from 0 to 100 that does one job, such as Punching, Takedown Defense or Chokes. A technique is a specific move, such as Lead Hook, Double Leg or Armbar.

Skills decide how well your fighter does that job in every fight. Techniques decide what your fighter actually throws, and how often and how well that move lands. A fighter with high Kicking but only a Leg Kick will kick legs all night; add a Head Kick and the finish is on the table.

Each technique is trained by one skill, and many also need an attribute such as Power or Speed. A few need another technique first. The SKILLS list on MY FIGHTER shows each technique's REQUIREMENTS next to what your fighter has.

Techniques come in eleven categories: Punches, Kicks, Clinch, Takedowns, Throws, Ground Striking, Sweeps, Passes, Submissions, Counters and Defense. Tap any technique to read what it does.

Striking skills also improve how cleanly a landed shot connects. Low skill produces more glancing blows with less damage and less knockdown potential. Punching governs punches, Kicking governs kicks and upkicks, Knees and Elbows govern those strikes, and Ground Striking governs ground and pound. Power still makes a clean connection dangerous. Learning a technique does not replace training its skill.

QUESTION 8

How do technique levels and mastery work?

Every technique has three levels: Learned, Sharp and Mastered. Each level makes the move land more often or hit harder, and each costs more XP than the last. The pips on a technique show its level.

Mastered is a capstone. Reaching it unlocks a named star perk that only the Mastered version carries; Slip & Roll's capstone is The Matrix, Sprawl's is Sprawl and Brawl. Tap a technique to read its perk before you commit.

Each level asks for a little more of the skill that trains it. A technique you own can show its next level as LOCKED until you put a few points into that skill.

There is no limit on Mastered techniques. The first four cost the normal price, and from the fifth on the price doubles with each one. A mastery cannot be undone, so the ones you choose still define your fighter.

QUESTION 9

What are home skills, and why does a skill point cost double?

Every style has home skills: the skills its own art trains. Any fighter can train any skill, and up to 70 a skill costs the normal price for your style, home or not. From 70 up, a point in a skill outside your home skills costs double. A boxer can learn to stop takedowns, but a boxer with elite takedown defense paid for it.

The button on MY FIGHTER always shows the real price of the next point. Home skills by style:

  • Boxer: the five Boxing skills.
  • Kickboxer: the Boxing and Kicks skills.
  • Muay Thai: the Kicks and Clinch skills, plus Blocking.
  • Karate: the Kicks skills, plus Footwork and Counter Striking.
  • Wrestler: the Wrestling and Top Game skills, plus Clinch Control and Escapes.
  • Brazilian Jiu-Jitsu: the Guard and Submissions skills, plus Top Control and Guard Passing.
  • Sambo: the Wrestling and Submissions skills, plus Throws and Ground Striking.
  • MMA (Well-Rounded): the Boxing and Wrestling skills.
  • Judo: the Clinch skills, plus Joint Locks and Top Control.

QUESTION 10

What are the 24 skills?

Every skill does one job. They are grouped under seven headings:

  • Boxing: Punching, Head Movement, Blocking, Footwork, Counter Striking.
  • Kicks: Kicking, Knees, Kick Defense.
  • Clinch: Clinch Control, Clinch Defense, Elbows, Throws.
  • Wrestling: Takedowns, Clinch Wrestling, Takedown Defense.
  • Top Game: Top Control, Guard Passing, Ground Striking.
  • Guard: Guard Retention, Sweeps, Escapes.
  • Submissions: Chokes, Joint Locks, Submission Defense.

Offense and defense are separate. Punching improves accuracy and clean contact for your punches and does nothing to stop the other fighter's. Head Movement, Blocking and Kick Defense cover strikes aimed at the head, the body and the legs, and Clinch Defense covers every strike in the clinch. Fight IQ did not split and still reads the fight.

A few skills open only after a requirement: Head Movement, Counter Striking, Knees, Elbows, Throws and Clinch Wrestling each show what they need first. Throws, for example, needs Breakfall, some Clinch Control and some Strength.

Tap a skill on MY FIGHTER to read its job, what it needs and which techniques it trains.

QUESTION 11

What makes training pay more XP?

A fight camp is the biggest lever. The TRAINING card's header reads BASE XP for a camp-less fighter and a percentage bonus once a camp is boosting you. Camp coaches raise the XP of the drill in their lane, and camp rooms unlock drills you cannot run anywhere else: a film room for FILM STUDY, mats for MAT WORK, a dojo for RANDORI. SPAR needs a campmate in the building.

Your fighter's own corner adds to it. Hiring a head coach and specialist coaches for striking, grappling, and conditioning raises the XP in those lanes, while a nutritionist and a cutman speed up condition and damage recovery.

PLAN YOUR DAY also pays a synergy bonus for a well-ordered day. The number the board quotes already includes your camp and corner, so what you see is what banks.

QUESTION 12

What does a technique need before I can learn or level it?

Each technique lists its REQUIREMENTS. Most ask for a level in the skill that trains it, and many also ask for an attribute: a Lead Hook needs Punching 30 and Power 40. The SKILLS list and the tree show each line next to what your fighter has, and a technique opens the moment every line is met.

A technique needs another technique only when it is literally that move plus something. Switch Kick needs Head Kick. Blast Double needs Double Leg. Standing Guillotine and Flying Guillotine need Guillotine. Flying Armbar and Throw to Armbar need Armbar. Flying Teep needs Front Kick, Check Hook needs Lead Hook, and Imanari Roll needs Heel Hook. Superman Punch needs any kick, because the feint only sells from a fighter who kicks. No other technique needs another one.

Each level asks for a little more of its skill than the one before. A technique you own can show its next level as LOCKED until you train that skill.

If the skill behind a technique has not opened yet, the technique stays locked at every level until it does.

QUESTION 13

What happened to the secret techniques?

There are no secret techniques any more. The nine that used to be earned are ordinary techniques in the catalog now: Switch Hitter, Flying Teep, Question Mark Kick, Kani Basami, The Twister, Flying Armbar, Standing Guillotine, Flying Guillotine and Throw to Armbar (once called Off the Landing).

Any fighter can learn them with XP once they meet the requirements, which are high: these are advanced moves. Each has the usual three levels, Learned, Sharp and Mastered, and its star perk comes with Mastered, like every other technique.

If your fighter already owned one, they keep it at Learned. Its next levels cost XP and may need skill points first, like any technique.

QUESTION 14

What is PLAN YOUR DAY?

PLAN YOUR DAY stacks drills into one session of up to six hours and runs them back to back. Open it from the idle TRAINING card, add blocks (plus a RECOVERY NAP), read the math, and tap COMMIT. The whole day banks on the final bell, so it is the way to train while you are away.

Order matters. The planner shows synergies between neighboring blocks: WARM ENGINE when roadwork comes right before pads, wrestling, sparring, or mat work; STUDIED when film study leads into them; GRIPPED UP when the wrestling room leads into randori. The same drill twice in a row pays less the second time.

The planner totals the condition cost and turns red when the day is too heavy; a nap gives condition back. QUIT DAY scraps everything, finished blocks included. FINISH DAY buys the remaining blocks with gold. Day plans run at base XP.

QUESTION 15

Can I play a training minigame?

No. Training currently runs on a timer. Start a drill from the HQ TRAINING card, then collect the quoted XP when the bell rings.

Training minigames, live training rounds and their bonus XP are not available in the live game.

QUESTION 16

Which techniques have new names?

Five techniques were renamed when skills split into 24. Four of them shared a name with one of the new skills. Each is the same technique at the same level:

  • Head Movement is now Slip & Roll. Head Movement is now the skill that defends strikes to the head.
  • Guard Retention is now Shrimping. Guard Retention is now the skill that keeps your guard.
  • Knees is now Clinch Knees. Knees is now the skill that lands clinch knees and the flying knee.
  • Elbows is now Clinch Elbows. Elbows is now the skill that lands every standing elbow.
  • Off the Landing is now Throw to Armbar.

If your fighter owns one of them, the skills update screen shows a line for it.

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