FAQGlass Jaw FAQ

TRAINING

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

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 Left Hook beats three Learned punches.
  • Spending mastery slots early. Four for a whole career, no way back. Read the capstone first.
  • Ignoring the lock copy. A technique that needs Wrestling 28 is a hint to train Wrestling, not a wall.
  • Pushing physical attributes late. They get expensive with age; skills stay learnable longer.

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.

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. During a single drill you can also take the live round, a short minigame that raises the drill's XP by up to the amount shown on the button.

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.

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.
  • Age matters. Physical attributes get expensive as a fighter gets older, while skills stay learnable longer.
  • A stat at 100 reads MAXED.

Techniques have their own prices (LEARN, +1, or MASTER), and buying breadth inside one category makes the next technique in that category pricier.

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.

What is the difference between a skill and a technique?

A skill is a broad rating, such as Boxing or Wrestling. A technique is a specific move inside that skill's lane, such as Left Hook or Double Leg.

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

Every technique names its governing skill and a minimum level to learn it, shown on the button when it is locked, for example Submissions 32. The requirement rises with each technique level, so deeper skills unlock sharper moves.

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

How do technique levels and mastery slots 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. On MY FIGHTER a technique's pips show its level.

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

A career allows four mastery slots. Once four techniques are Mastered, the MASTER button on every other move reads SLOTS FULL. There is no tier gate and no way to undo a mastery, so the four you choose define your fighter's identity. The game used to allow three; a fourth slot was added so a fighter can master a second dimension without mastering a whole kit.

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.

On top of that, the live round can lift a single drill's XP, and PLAN YOUR DAY 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.

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.

What is the live round on a training drill?

While a single drill is running, its card offers a LIVE ROUND button early in the session. It is a short minigame that scores the drill: the better you do, the bigger the XP bonus, up to the amount printed on the button. Skip it and the drill still pays its base XP.

Each drill has its own game:

  • PADS & MITTS: six pads, one lights up, hit what lights.
  • ROADWORK: tap inside the window as the pace increases.
  • WRESTLING ROOM: read the cue, then sprawl, shoot, or hold on a feint.
  • FILM STUDY: watch a reel of moves and tap it back in order.
  • SPAR and MAT WORK: tap WORK while the marker is in the gold window.

One live round per drill, offered only early on. The verdict card shows your grade and the XP you locked in.

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