Fight Flow Explorer and Director Mode
A sandbox for playing the fight forward. You decide what happens, the model tells you what it means for who wins and how. Director Mode lets you change the conditions of the fight itself and branch alternate timelines. Part of full access.
Fight Flow Explorer
Two modes under the title. Classic walks a tree of likely fight paths one click at a time. Advanced gives you a minute-by-minute timeline to build yourself; a small engine recomputes the fighters' condition, the win %, the method and round split, a scorecard and a Realism score as you go. Director Mode is a switch inside Advanced.
Whatever the mode, the layout is the same: a condition panel for each fighter on the left, the outcome panel in the middle, and the actions you can add below. Nothing you do here changes the real prediction on the fight page.
Classic mode: what happens next
Each card under "What happens next?" is a step the fight can take. The percentage in the corner is the chance the fight goes that way from here; the options always add up to 100%. The two numbers at the bottom are the win split if it does. A likely step can still favour the other fighter, so read both. The first screen shows the page's headline % and finish chance, and the line under WHO WINS says what share of all fights follow your path so far. Every ending carries its share of the page's numbers, so all the paths together give back the same win %, method and who-wins-how split as Win Probabilities and the Simulation Lab.
Click a card to take that step. The win % and finish chance in the outcome panel move, a HIGH VARIANCE chip appears when the moment could swing either way, and the PATH line at the top records your steps; click an earlier one to rewind. At a fight-ending step you get a recap: the probability flow of your whole path, the key momentum swings, and Share Scenario to copy a text summary.
Fighter condition panels
Each fighter's simulated condition on a 0 to 100 scale: Health, Stamina, Power and Momentum. The small green or red chips show what the last step changed. Low stamina cuts output and raises the risk of being finished; momentum swings with the flow of the fight and feeds the win %. The position badge in the toolbar (STANDING, CLINCH, GROUND) says where the fight is now, which limits what can happen next; every round restarts standing.
Outcome panel
What your timeline means for the result. With an empty timeline these are the page's numbers: the headline win %, the method split and the round split. WHO WINS then follows the momentum of your timeline; the arrow line under it shows the last swing. FINISH is the chance the fight ends before the judges. METHOD splits how it ends (KO, SUB, DEC) and ROUND splits when, with DEC for the distance; a round that passes without a finish drops out, and finishing pressure and damage move the split. When the fight ends, the panel shows the result: 100/0, its method and its round.
PROBABILITY FLOW below plots each fighter's win % over the fight so far; the dashed line is 50/50.
Timeline and actions
In Advanced mode you build the fight as a sequence of blocks on a timeline. Add actions from the "What happens next?" cards (each with a likelihood; green means at least 30%) or generate a whole path with a preset. Path by Model ends in the single most likely result on the page, in the most likely round for a finish; Underdog Upset follows the underdog's likeliest way to win; KO Path and Submission Path go to the fighter more likely to win that way. The named templates are free-form stories. Presets are computed locally.
A "T" chip marks a transition, an instant change of position that takes no clock time. "END" is a fight-ending event; adding one ends the scenario. An "L" in a block's corner means it is locked, part of a preset or a branch, and cannot be edited. The REALISM bar rates the whole story: the average likelihood of every transition, from Realistic down to Low probability. Clear empties the timeline; in Director Mode every block also carries a BRANCH pill.
Scenario analysis
Once the timeline reaches its end the recap card appears: the winner and method, the Realism of the whole scenario, a SCORECARD that gives each round to whoever gained win probability in it (a large swing scores 10–8), FINAL STATS for both fighters, KEY MOMENTS (the three actions that moved the fight most) and the full PLAY-BY-PLAY. Share Scenario copies a text summary; New Scenario starts over.
Director Mode
Switch the Exploration | Director toggle to Director. A purple banner appears, the Reality Controls rail opens on the right, and every timeline block gets a BRANCH pill. The CHAOS INDEX in the toolbar is a 0 to 100 measure of how far your changed conditions and branches sit from the real pre-fight baseline; it is not how wild the fight is.
The typical flow: set conditions in the rail, generate a timeline with Path by Model (or build one), press BRANCH on a block to ask what if that moment went differently, switch between the resulting variants with the pills next to the banner, and save the ones you want to keep. Changing conditions after a timeline exists does not rebuild it; press Regenerate.
Reality controls
GLOBAL MODIFIERS change the fight before the first bell. Injury (0 to 100 per fighter) lowers starting health, stamina and skills. Weight Cut (Elite, Normal, Bad, Terrible) trades power and stamina. Referee Strictness moves the fight toward early stoppages when high and lets it play out when low; 50 is a standard referee. Crowd Pressure gives one side a home crowd. Reset returns all of them to neutral.
BRANCH LOG holds the alternate realities you created in this session, snapshots and branches, up to three; they are lost on reload. "+ Snapshot Current as Variant" stores the current conditions as one of them. Save Variant writes the conditions permanently to the VARIANT LIBRARY, which Simulation Lab can run thousands of times against the baseline; Load restores a saved variant's conditions. Copy Snapshot exports the raw settings.
Reality branch
Pressing BRANCH on a block opens this dialog. DIVERGENCE POINT names the moment and its minute. ALTERNATE OUTCOMES lists what could happen instead, using the fighters' names. Pick one and press Simulate From Here: everything before that minute stays, everything after is regenerated under the new outcome, and the result becomes a new variant in the Branch Log. Switch back with Base Reality.