SIN
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Post by SIN on May 4, 2013 16:27:34 GMT -5
I fancy myself a KP manager. I like running Flashers, KP Balanced, and KP Dancers. I tend to keep a few clinchers and ropists active in my gym just to throw off the competition, but I tend to spend more focus and energy on KP.
Why? Well first off the KO factor is cool in my opinion. With a KP Dancer you will always have a way to exploit an opponent. The trick is in scouting not just your opponent but his fightplan as well. Look for tendencies, Fighting styles, etc. For example...
Flashers do not stand a chance against a well built KP Dancer. A simple 3H/6/11 (counter); will put a flasher away when he allouts and should withstand any inside attempt. If he makes it past rd.1 he's done anyway.
Sissy's and weak dancers can be forced to raise aggression/lower defense. Which will then set them up for your mid/late flash attempts.
Ropists and Clinchers usually spend as many attributes as possible on things other than chin. A perfectly timed flash somewhere early-mid fight will get you the win, if not get ready to take some serious IP's.
The most serious threat to KP Dancers are High Chin STR based fighters and other KP Dancers. These you have to be very careful against. Again, scouting is a must. And be careful with your flash attempts. Sometimes your flash will be a roll of the dice, but it generally pays off.
KP dancers can be built a variety of ways. I like to make mine look something like STR=9 KP=3; SPD=AGL; CHIN=10; COND=13; VERY LIGHT BUILD
To maximize height at heavier weights you may have to start them off a little weaker. STR=6 KP=2 or when building a 7'1" heavyweight STR=3 KP=1 is a good start. You can train them up early on.
With this You will tend to have a height advantage so counter and outside are your primary fighting styles against shorter opponents.
You must try to do as little as possible to win rounds with lines like 5/1/14 (outside); 7/1/12 (outside); and then, when the moment is right flash with lines like 5H/11/4 (counter); 4H/10/6 (allout); In rare situations when you are fighting a high chin STR based fighter or a freak clincher, you may have to dance the entire fight, do just enough to win, and 1/1/18 your way to victory. Do not be afraid to flash though!
NOTE: I NEVER TRY TO GET INTO AN ENDURANCE BATTLE WITH A KP DANCER. ESPECIALLY WHEN FIGHTING OPPONENTS WITHOUT KP. THEY ARE STRONGER AND WILL ALWAYS WIN THE ENDURANCE FIGHT. DO NOT FIGHT THEIR FIGHT. OPEN THEM UP, MAKE THEM COME AFTER YOU, AND KNOCK THEIR ASS OUTTA THE RING. YOU ARE AT A MASSIVE AP DISADVANTAGE. ONLY COUNTER WHEN YOU EXPECT A FLASH FROM AN OPPONENT. SLAP TO WIN ROUNDS!!! PEOPLE MAY HATE YOUR FOR IT, BUT ITS THE ONLY WAY TO BE SUCCESSFUL WITH THIS BUILD
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Post by Sanford on May 4, 2013 17:07:10 GMT -5
Written by Albino:
KP DANCERS: upside - very versitile, can win by KO or by decision. KP ensures sluggers dont open up too quickly, reducing ips. downside - higher CHN is usually needed, so after the extra KP and CHN they become very inefficient to deal endurance damage. have problems vs fighters with high CHN. favored opponent - any fighter with low CHN feared opponent - any fighter with good CHN and good STR
how to make KP dancers:
start with 9 or 12 STR (6 in higher divs) and maxed KP, 10 CHN, 14-15 CND, even SPD and AGL. cuts can be low or normal. use lightish build for kp dancers to maximize counterpunch effectiveness. kp dancers created with more than 10 STR can be disguised as a flasher if they use a heavy build since 12 STR with 4 KP can flash opponents at low statuses.
by the time kp dancers reach contenders they should have at least 12 STR if not 15, personally i like to have 15 STR to continue flash ability, while still can easily beat opponents on points. once you reach contenders, SPD doesnt need to be close to AGL. stop training SPD at 20 because you need the high AGL for defence (not fp defence). the higher the defence the more the opponent has to opponent up to hurt you, and when they do, BANG!!! the lower the STR the more AGL you should have, since more STR can still flash, they wont need as much AGL, instead they should get SPD. kp dancers should have 13 CHN in contenders.
--KP dancers vs flashers:
with good CHN 4H/8/8 (counter) should be enough, if you dont have that CHN 4H/6/10 (counter) will be better. in both cases if the flasher allouts you should win, you have to worry about inside. if he can KO you with 6H/11!/3 (inside) you should put an extra point or two on DEF. 4H/8/8 (counter) the whole fight can easily win, especially if the KP dancer is the higher STR high SPD variety. other options/tactics- 4/4/12 (ring) can work against a fighter who uses inside, or a big allout attack, but a 4H/9/7 (allout) may get you. other options/tactics- 4/1/15 (outside) if he stuns you then there is no point, the aim here is to win rounds. but if he stuns you with DEF, go 4H/9/7 (counter) in the next round.
--KP dancers vs KP dancers:
my most hated matchups. KP can be very difficult to scout at times, and not to mention the amount of options involved when two versitile fighters fight each other. there are IMO 3 main options:
1. slap - slap aggressively enough to win rounds, but with enough DEF so he cannot flash you.
2. dance - use POW equal to his KP (DEF should be high than POW), this almost always ensures that you survive an allout attempt and KO him.
3. flash - not necessarily in round 1, kp dancers are not barbarians instead, slap/dancer till you lose a round then flash (so long as the lost round wasnt due to stuns). usually a later round KOs are more successful when the both fighters have opened up to score rounds.
all of the above should be mix up though out the fight, stun the opponent in each fight if you can, this makes his harder for the opponent to predict what you will do and keeps them honest. other options/tactics- if you are the stronger dancer and he is prone to slapping, 5B/10/5 (inside) may work out well if your not confident enough to use 5H/10!/5 (allout).
--KP dancers vs 0 KP dancers:
dance like a sissy till you lose a round then allout his ass! you should at least KD him if not KO him, and if you dont lose a round then you win anyway. these dancers usually invest in extra CHN though, you may have to slug if he has excessive CHN.
other options/tactics- win by stunning him in every round. very effective if you can pull it off, they usually open up more because they are losing rounds. beware dancers with STR > 10 that decide to slug.
--KP dancers vs sluggers:
key here- all or nothing, ie 5H/11/4 (counter) or 4/1/15 (outside) otherwise ips could end your career prematurely.
you will want to KO him early if you can, the longer the fight the more ips you will get. sluggers like to use clinch vs kp dancers so allout is your best option here if you have the higher KP type. if not 4/1/15 (outside) could win you rounds while he is scared and using clinch. again the high CHN sluggers will be a problem, counter wont hurt them enough, they use clinch maybe in the first few rounds only then switch to inside to weaken you. if you allout early and dont get them then at least you only take 25 ips instead of possible 100's. never try to outslug a slugger with a kp dancer.
--KP dancers vs clinchers:
generally clinchers are fairly immune to counter. if they have > 10 AGL then you can try counter to KO them, if they have < 10 AGL counter isnt worth it, use the ring. if the clincher has good CHN counter/ring wont be enough, you may need to allout if you want to KO him, if you miss he probably wont KO you, instead he will deal about 50 damage, effectively ending your chance to win. again 4/1/15 (outside/ring) will win rounds, especially since clinch reduces AGG. never try to outslug a clincher with a kp dancer.
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Post by Sanford on May 4, 2013 17:11:12 GMT -5
Written by Sanford:
I started writing this in 2006. Maybe I'll finish this if I can remember what I'm doing.
I've had some WT success with KP fighters from KP Sissies to KP Balanced and Ropists to Sluggers (Yes. Sanford had WT's with non-kp fighters also). Today I'll be explaining how I build and use KP Dancers. KP Sissies and KP Balanced fighters can be built much the same way. Just adjust the str/KP up or down one (or two) notches and the other ap's will fall into place.
Beginning ap's-
Strength/KP:
Heavys: 3/1 Cruisers: 3/1 - 6/2 (3/1 will give you a taller KP Dancer for regions that are overrun by them) LightHeavies - Feathers: 6/2 SuperBantams - Straws: 9/3
I see no reason to start with > 9/3 str/kp as you'll lose the KP Dancer's greatest asset... his height.
Speed/Agility:
I tend to try to keep Agility = (Speed + (2, 3 or 4)). After the first few fights, I would decide if the dancer will be weighted toward speed or agility. Now some people may tell you that if you weight the fighter with greater speed he is no longer a KP dancer. He still is and they haven't a clue. KP counterpunchers are KP dancers just like many sluggers are clinchers. It's a slight variation decided by just a couple of ap points.
Chin/Cond:
All my KP fighters start with 9/13. The only exceptions are if I need to borrow an ap to make the weight that I would like to start him at. In that case I would borrow a point of Conditioning and train cond in my first fight.
Always low cuts and very light build... ALWAYS. Anything else would be wasted ap's. Put all other ap's into height, robbing a couple from speed and agility to make the weight you are shooting for.
AP's to train (when and where to train them):
For the most part, I train my abilities depending on which would most benefit my current fight... only if I will need that ap in the near future. I will not train beyond the fighter that I envision him as by certain points (18 status and 28 status).
Strength/KP: I almost always train KP to gain ap's for these two abilities. Begin training around 5 status and train to gain 1-2 points of KP by 18 status. From 18-28 status, you will need to train to gain 2 more points of KP.
Speed/Agility: ...can be trained throughout his entire career. If you would like your fighter to be speed biased, max speed out at 20 (in upper contenders). Anything more than that would be like losing ap's because of the diminishing returns of speed.
Chin/Conditioning: Train to gain one point of chin somewhere before 6 status and another point before 18 status (two more points if he is Super-Bantam or lower). Aim for 12 or 13 chin by 28 status. The lower the weight, the higher the chin you may need. Be careful training cond. Extra points of cond can mean extra ip's before he gets where ever you are trying to get him. Aim for 17 cond by 18 status (beginning train of cond around his 3rd fight) and 18 by 28. Too many are just lost ap's. I believe that i may have won a WT with 21 cond, but that is 3 ap's that I would have rather had somewhere else.
To be continued and hopefully finish soon...
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Post by Termit on May 10, 2013 8:56:22 GMT -5
I'm not sure about that diminishing returns of speed here, I have won WTs with 25+ SPD fighters. Even 27 or 29 (in the fight) if I remember correctly (I beat AoP then). I remember for sure AoP/Morton said something like SPD can be even 30 before diminishing returns
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Post by geekyfatkid on May 10, 2013 11:30:22 GMT -5
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Post by Sanford on May 10, 2013 19:31:19 GMT -5
I'm not sure about that diminishing returns of speed here, I have won WTs with 25+ SPD fighters. Even 27 or 29 (in the fight) if I remember correctly (I beat AoP then). I remember for sure AoP/Morton said something like SPD can be even 30 before diminishing returns I'm pretty sure Morton told me Speed can be 20 before diminishing returns, but then again, Morton told me quite a few things that I no longer believe.
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ac
Posts: 22
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Post by ac on May 11, 2013 12:15:14 GMT -5
Zams right It was Aop that said 30 and I have many fighter around there and they seem to fair well tho...
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Post by Sanford on May 11, 2013 17:45:39 GMT -5
Posted by: Morton`s Date: Sunday 10:49 AM
This has been discussed many times. So, let me explain it as tersly as possible. Then, if you need those explanations expanded, we can do that. :D
STR and AGL do not have diminishing returns. In the calculations for damage and defense, they linearly affect the results of the calculations.
SPD on the other hand is subject to calculations that use the square root of its value. SQRT(AGG * SPD), so the larger SPD becomes, the less net gain it has post formula.
Similarly, in the punches landed formula:
PERCENT = SPD*SPD / (SPD*SPD + k * sqrt(k*opp(AGL)))
The greater SPD is, the less affect if has on increasing the percentage of punches landed. going from 20 to 25 SPD, you would see a larger percentage increase in punches landed than you would see if going from 25 to 30.
That is why they say there is a diminishing returns, at some point, the gains from higher speed do not outweigh the lost damage or defensive potential from APs spent in SPD over AGL or STR
I may have just misread this. I'll keep looking through my notes.
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Post by Termit on May 12, 2013 17:54:50 GMT -5
Yeah, so generally you can manage 20+ SPD fighters Personally, I think 20-25 is ok. Higher can be too much especially in lower weights
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Post by cozar on May 13, 2013 0:38:02 GMT -5
Posted by: Morton`s Date: Sunday 10:49 AM
This has been discussed many times. So, let me explain it as tersly as possible. Then, if you need those explanations expanded, we can do that.
STR and AGL do not have diminishing returns. In the calculations for damage and defense, they linearly affect the results of the calculations.
SPD on the other hand is subject to calculations that use the square root of its value. SQRT(AGG * SPD), so the larger SPD becomes, the less net gain it has post formula.
We can illustrate this with some hypothetical numbers. Assuming an efficient 4/8/8, so AGG = 4 we have the following. SPD = 4; SQRT(AGG*SPD) = SQRT(4*4) = 4; SPD = 6.25; SQRT(AGG*SPD) = SQRT(4*6.25) = SQRT(25) = 5; (SPD increased 2.25 for a 1 point gain in the SPD damage component) SPD = 9; SQRT(AGG*SPD) = SQRT(4*9) = SQRT (36) = 6; (SPD increased 2.75 for the next 1 point gain in the SPD damage component) SPD = 12.25; SQRT(AGG*SPD) = SQRT(4*12.25) = SQRT (49) = 7; (SPD increased 3.25 for the next 1 point gain in the SPD damage component) SPD = 16; SQRT(AGG*SPD) = SQRT(4*16) = SQRT(64) = 8; (SPD increased 3.75 for the next 1 point gain in the SPD damage component) SPD = 20.25; SQRT(AGG*SPD) = SQRT(4*20.25) = SQRT(81) = 9; (SPD increased 4.25 for the next 1 point gain in the SPD damage component) SPD = 25; SQRT(AGG*SPD) = SQRT(4*25) = SQRT(100) = 10; (SPD increased 4.75 for the next 1 point gain in the SPD damage component) SPD = 30.25; SQRT(AGG*SPD) = SQRT(4*30.25) = SQRT(121) = 11; (SPD increased 5.25 for the next 1 point gain in the SPD damage component) As you can see, SPD has diminishing returns in damage. However, SPD can still provide higher damage increases when you have low SPD or high STR. Every 1 point gain in STR increases your unmitigated (numerator) damage by POW*SQRT(AGG*SPD), while every 1 point increase in the speed component of damge, SQRT(AGG*SPD), increases your unmitigated damage by POW*SPD. Keeping our 4/8/8 fight plan, and assuming 15 STR and 4 SPD, we can look to see whether a STR or SPD increase is more beneficial. Increasing SPD by 2.25 = unmitigated damage increase of 8*15 = 120, while increasing STR by 2.25 = unmitigated damage increase of 8*4*2.25 = 72. Thus, we choose to upgrade SPD to 6.25. Next, increasing SPD by 2.75 (to 9) = increase of 8*15 = 120, while increasing STR by 2.75 = increase of 8*5*2.75 = 110, so we still do better off with SPD. Finally, the next SPD increase (by 3.25 to 12.25) will be 120 v. 8*6*3.25 = 156. Thus, this time STR increases are better. Ultimately, we end up with 18 STR (technically we want 18.25) and 9 SPD, which helps explain why people recommend keeping STR = 2*SPD for clinchers.
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SIN
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KP DANCER
May 13, 2013 10:29:55 GMT -5
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Post by SIN on May 13, 2013 10:29:55 GMT -5
Ummmm.... Yes what he said!!!
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Post by cozar on May 13, 2013 12:17:03 GMT -5
Ummmm.... Yes what he said!!! He, he, let's see if I can turn that math into simpler conclusions: 1) There is no "magic number" where SPD starts having diminishing returns for damage, it ALWAYS has diminishing returns. 2) Keeping STR at twice the value of SPD maximizes raw, unmitigated damage (damage dealt if your opponent had 1 DEF and 1 AGL) when using a 4/8/8 or 4/8/8 (clinch) fight plan. This is merely a mathematical observation that helps explain why clinchers tend to keep STR around 2x SPD. It does not consider the effects of style, the need to win rounds by score, or variations in AGG/POW/DEF other than 4/8/8, so it is not a general rule for all fighters.
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Post by Sanford on May 13, 2013 15:30:53 GMT -5
Here's where it get tricky:
"1) There is no "magic number" where SPD starts having diminishing returns for damage, it ALWAYS has diminishing returns."
Yes, but the higher the speed, the great the diminishing return is. I'm no math geek, but fighters with 30 speed have won WT's, so having a lot of speed should be no problem at the beginner level.
"2) To maximize damage, keeping STR at twice the value of SPD is probably a good general guideline."
No. You need to read about fighter types and fighting styles. Counterpunchers can win over most fighter types and they have speed as their greatest attribute. Clinchers and sluggers, on the other hand, do keep str near twice speed.
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Post by cozar on May 13, 2013 17:40:34 GMT -5
Here's where it get tricky: "1) There is no "magic number" where SPD starts having diminishing returns for damage, it ALWAYS has diminishing returns." Yes, but the higher the speed, the great the diminishing return is. I'm no math geek, but fighters with 30 speed have won WT's, so having a lot of speed should be no problem at the beginner level. "2) To maximize damage, keeping STR at twice the value of SPD is probably a good general guideline." No. You need to read about fighter types and fighting styles. Counterpunchers can win over most fighter types and they have speed as their greatest attribute. Clinchers and sluggers, on the other hand, do keep str near twice speed. You are absolutely right, I way overstated my conclusion in #2. If you look at the last line of my earlier post, you'll see my actual conclusion was "Oh, now I see why clinchers tend to keep STR twice as high as SPD." From my calculations, I'm willing to hypothesize that all fighters would benefit from having SPD at least as high as half strength (SPD >= STR/2), but that is an untested hypothesis and it is a lot different from what I actually wrote. As to 1) I wasn't suggesting that 30 SPD fighters are bad (or that they are good). The point is that all SPD has diminishing returns, so you can't say "no fighter should ever have more than x SPD because after "x" there are diminishing returns." If that statement were true, then x would equal 1. While diminishing returns is a consideration, the maximum SPD that is beneficial for a fighter will depend on style, strategy and your other stats.
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KP DANCER
May 13, 2013 19:44:28 GMT -5
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Post by JimSardonic on May 13, 2013 19:44:28 GMT -5
We need to take into account as well that SPD in the damage formula also includes whatever bonuses are added for height or for (style).
Thus, it gets a bit hairy.
My personal belief -- keep speed where it needs to be to stay relevant score-wise, but if you aren't running a CPer or slapper, then those points are better spent in STR or AGL (which aren't rooted).
There is no factual basis I can quote there, just my own personal efficiency preference.
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