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Reading Guide

How the skills table and the weekly planning sheet are meant to be read — an English rendering of the reference guide “Fiche de suivi Saber — Grille de lecture”.

Skills table

The dominant profile and the archetypes change how a fighter's characteristic coefficients are calculated: a striker's striking ratings weigh more than their grappling ratings, and the other way around for a grappler. Archetypes raise the coefficients of the qualities that matter for the style — for example, a Nakmuay sees knees, elbows and clinch strikes valued more highly. Each characteristic is rated 0–20; a main stat is the weighted average of its substats.

Dominant profiles

Polyvalent

A fighter whose winning condition can alternate between striking and grappling.

Grappler

A fighter who wins 80% of rounds or more thanks to their ground game and wrestling.

Striker

A fighter who wins 80% of rounds or more thanks to their striking.

Striking archetypes

Brawler

A fighter with boxing that isn't necessarily textbook, whose strength lies in gritting their teeth and throwing heavy shots.

e.g. Gaethje, Chandler

Boxer

A fighter with clean boxing, whose style rests almost entirely on their punches.

e.g. Topuria, JDM

Nakmuay

A muay-thai style fighter whose game leans on kicks, elbows, knees and clinch strikes.

e.g. Rountree, Aldo

Kickboxer

A kickboxing-style fighter with good movement and distance management, with little clinch.

e.g. Adesanya, Dos Anjos

In & Out

Close to the kickboxer: the in-&-out fighter favours being uncatchable and hard to touch over volume.

e.g. Taylor Lapilus, Stephen Thompson

Volume

A volume fighter who breaks the opponent down under constant pressure with a high strike output.

e.g. Holloway, Covington

Counter

A low-volume fighter who waits for the opponent's mistake to hunt the big shot.

e.g. Machida, Romero

Grappling archetypes

Chain wrestler

Whose first quality is wrestling in chains — attempt after attempt — even if the timing can sometimes fail.

e.g. Merab, Khabib

Power wrestler

Whose timing and double leg are the premier wrestling qualities, and who installs ground control to shut the opponent's game down.

e.g. Kamaru Usman, GSP

Clinch Grinder

Who seeks to impose themselves in the clinch and against the cage to wear the opponent down.

e.g. Belal, Cormier

Sub artist

Constantly hunting the submission, on the back as much as in top position.

e.g. Oliveira, Ortega

Top grappler

Whose first quality is top-position grappling.

e.g. Gamrot, Brady

Scrambler

Who defends takedowns and the ground game through movement, creating chaos and scramble phases.

e.g. JDM, Ferguson

Defensive wrestling

Often with a wrestling base, who uses it for commanding sprawls rather than to attack.

e.g. Gaethje, Henderson

Anti-wrestling

Who uses movement and distance management to avoid being brought to the ground.

e.g. Adesanya, Gane

Characteristics

GRAPP OFF

Average of offensive grappling statistics

  • BOTBottom

    Ground skills, ability to reverse, avoid having guard passed, and limit adverse ground and pound

  • CTRLControl

    Ability to maintain an opponent on the ground and avoid being reversed

  • GNPGround & Pound

    Ability to find spaces to strike on the ground and do so effectively

  • PSGGuard Pass

    Ability to perform ground transitions to strong positions (mount, crucifix, back, etc.)

  • SUBSubmission

    Ability to submit opponent

GRAPP DEF

Average of defensive grappling statistics

  • DEF CGECage Control Defense

    Ability to avoid being taken down or controlled in cage control

  • RELGetting Up Skill

    Ability to get up from a bottom position

  • DEF SUBSubmission Defense

    Ability to avoid being submitted

  • DEF TKDNTakedown Defense

    Ability to defend takedowns in the center of the cage

STRK OFF

Average of offensive striking statistics

  • BOXBoxing

    Offensive abilities in English boxing

  • KICKKicks

    Offensive abilities with kicks

  • K/EKnee/Elbow

    Offensive abilities with elbows and knees (outside clinch)

  • KOKO Power

    Ability to score KOs

STRK DEF

Average of defensive striking statistics

  • CHINChin

    Chin, ability to take head strikes

  • DIST/ALLDistance/Reach

    Ability to manage distance in striking

  • ES/GARDodge/Guard

    Ability to defend strikes with guard and/or evasions

  • FOOTFootwork

    Footwork, ability to move in the cage and frame

LUT OFF

Average of offensive wrestling statistics

  • CHAINChain Wrestling

    Ability to take the fight to the ground in multiple steps, whether on single legs or defended takedowns in a first step

  • SHOOTShoot

    Ability to take the fight to the ground in one motion, whether through explosive double legs, set-ups, or timings

CLINCH

Average of clinch statistics

  • CGE CTRLCage Control

    Ability to control the opponent against the cage

  • CLNCHClinch

    Ability to control the opponent in the clinch

  • CL. STRClinch Striking

    Ability to strike from the clinch

PHYS

Average of physical statistics

  • AGIAgility

    Agility/mobility/flexibility, ease and fluidity in movements

  • END GRAPGrappling Endurance

    Endurance during grappling phases

  • VIT/EXPLSpeed/Explosiveness

    Speed/explosiveness

  • FORStrength

    Strength

  • END STRKStriking Endurance

    Endurance during striking phases

MENT

Average of mental statistics

  • AGRAggressivenessneutral

    Aggressiveness (neutral characteristic, does not count in the average for some archetypes)

  • SFRCold-blood

    Composure, ability to not yield to pressure, to restore training level in fight

  • CREACreativityneutral

    Creativity (neutral characteristic, does not count in the average for some archetypes)

  • EXPExperience

    Experience

  • FIGHT IQFight IQ

    Fight intelligence, autonomous adjustments and listening to the corner

  • KILLKiller Instinctneutral

    Killer instinct, ability to finish the fight at the slightest opportunity, to smell blood (neutral characteristic, does not count in the average for some archetypes)

  • RESResilience

    Resilience, ability to push forward in difficulty

Planning sheet

Prepare the week's schedule ahead of time. Tip: build one typical week, then copy it across the following weeks to save time, and adjust the small changes as they come. Validate each session — sessions that are not validated are not counted towards your end-of-week training load.

Weekly fields

Weigh-inWeight to enter every Monday morning.
AbsencesAbsences during the week.
Ground sessionsNumber of ground (sol) sessions in the week.
Wrestling sessionsNumber of wrestling sessions in the week.
Striking sessionsNumber of striking sessions in the week.
MMA sessionsNumber of MMA sessions in the week.
S&C sessionsNumber of strength & conditioning (prépa physique) sessions in the week.

Perceived fatigue

Reported weekly by the fighter (1 = fresh, 5 = wrecked).

1

Fresh — Very light fatigue: a recovery week.

2

Mild — Light fatigue: an active-recovery phase.

3

Moderate — Reasonable fatigue: a pace you can hold all year round.

4

Heavy — Heavy training-camp fatigue. Do not keep this level for too long.

5

Wrecked — Total exhaustion, tendon pain. Reduce the load immediately — the risk of injury is imminent.

Intensity & load

1

Intensity 1 (Low) — A drill-style session, like a session during fight week.

2

Intensity 2 (Moderate) — A light morning session.

3

Intensity 3 (High) — A hard morning session.

4

Intensity 4 (Max) — An extreme session: very hard sparring, or conditioning taken to failure.

Weekly load is the week's intensities summed up (3 sessions at intensity 3 = a load of 9). A load above 30 signals overtraining — this is a general indicator only: your personal overtraining gauge may sit slightly higher or lower.

Watch out: A fixed load does not mean fixed fatigue. Fatigue can accumulate week after week: perceived fatigue can climb from 3 to 5 in three weeks while the workload stays exactly the same.