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Post by Termit on May 15, 2013 12:43:53 GMT -5
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). I concur
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Post by ghosts on May 20, 2013 19:49:15 GMT -5
There is nothing at all wrong with having speed above 25 on KP Dancers at WT level.. In lower levels (Webl-revival region) and regionals speed rules the roost for these style of fighters so having speed +2,3,4 is fine. As they start to get higher in contenders then you should be bringing the agility closer and probably drawing level or speed -1 or 2 on agility.. In my opinion 15/5 is an absolute must from at least Welterweight and down, 12 chin (This is at WT level obviously at regional level then 12/4 is more than enough).
There are a few things that I am going to disagree with Senators on the first thing is body lines - I mentioned in another post there are absolutely definite times when body lines from KP Dancers are worth there weight in gold. It's again though down to the opponent and the tactics they use in certain situations.
Flashing - Against any fighter that has decent strength unless you know you are going to get a knockdown then it's almost pointless - why? Because you still only win the round by 1 point so you may as well of kept defence high and not take the massive endurance hit that you do. if you can read a managers tendacy that last point may be redundant for example if after a fighter is stunned you know the manager with start going heavy inside to the body then a double flash can get you the knockout win.
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KP DANCER
May 20, 2013 19:54:49 GMT -5
via mobile
Post by JimSardonic on May 20, 2013 19:54:49 GMT -5
Excellent info.
Ghosts will KP Dancer you right in the face, more than once.
Glad to have ya here, Chief.
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SIN
Welcoming Crew
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Post by SIN on May 20, 2013 20:03:37 GMT -5
There are a few things that I am going to disagree with Senators on the first thing is body lines - I mentioned in another post there are absolutely definite times when body lines from KP Dancers are worth there weight in gold. It's again though down to the opponent and the tactics they use in certain situations. Flashing - Against any fighter that has decent strength unless you know you are going to get a knockdown then it's almost pointless - why? Because you still only win the round by 1 point so you may as well of kept defence high and not take the massive endurance hit that you do. if you can read a managers tendacy that last point may be redundant for example if after a fighter is stunned you know the manager with start going heavy inside to the body then a double flash can get you the knockout win. I'll agree 100%, its all depending on how you have them scouted. I have yet to use the body lines though, but it makes sense if you both have kp, you are not at such a disadvantage in an endurance battle.
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Post by jimmytheharp on May 22, 2013 10:22:31 GMT -5
I don't like plans that have a set flash line for KPDs. I've come across a lot of plans that have if round = 3 then 5h/10/5 (counter) or whatever, and I think those can shorten the life of your fighter. There are many fights where a flash is not necessary to win, and an errant flash line leads to extra IPs, or even enough of an endurance swing to lose you the fight. Maybe against 0 kp counter-puncher, you can flash/stun at will without incurring much in the way of damage, but there are few opportunities for this matchup.
Once you get the fighter up in status you will most likely be scouting more, and this is maybe when you can use a set flash line to break another manager's tendency.
I don't know, just my preference.
I usually build kpds out of regular dancers. I think you can get a regular dancer through regionals fairly easy and maybe take less injury points. Once they hit 10 status, I start adding kp until I get the 15/5 or 12/4 or whatever I'm going for and also gaining some chin. I've had some good success with this strategy.
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Post by ghosts on May 22, 2013 18:25:15 GMT -5
I don't like plans that have a set flash line for KPDs. I've come across a lot of plans that have if round = 3 then 5h/10/5 (counter) or whatever, and I think those can shorten the life of your fighter. There are many fights where a flash is not necessary to win, and an errant flash line leads to extra IPs, or even enough of an endurance swing to lose you the fight. Maybe against 0 kp counter-puncher, you can flash/stun at will without incurring much in the way of damage, but there are few opportunities for this matchup. Once you get the fighter up in status you will most likely be scouting more, and this is maybe when you can use a set flash line to break another manager's tendency. I don't know, just my preference. I usually build kpds out of regular dancers. I think you can get a regular dancer through regionals fairly easy and maybe take less injury points. Once they hit 10 status, I start adding kp until I get the 15/5 or 12/4 or whatever I'm going for and also gaining some chin. I've had some good success with this strategy. Absolutely 100% correct - a set flash line is ridicules unless you know beyond an absolute shadow of a doubt that you will get the KO from using it. Again you are right jimmy - in some fights you don't need to flash at all - in actual fact flashing with ensure you will lose. Getting a stun (when I flashed I really wanted a knockdown at minimum) is actually pretty overrated - yeah you win the round by a point, but you win rounds with 6/1/13 and don't lose half the endurance you lose from a poorly timed flash. Secondly a lot of managers would have there fight plans set up (if they are smart) to start really bringing the pain after they have been stunned. Because with each flash attempt from a KP Dancer that doesn't get a knockout the next one is not as good etc etc
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Post by camcolit on Oct 5, 2013 8:58:14 GMT -5
Any tips for KP Balanced and how they differ from KP Dancers? I'm trying to run a few now, always liked the idea.
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Post by AltruisticArtist on Oct 5, 2013 9:53:32 GMT -5
KP Balanced is basically a shorter/stronger KP Dancer, and you will run them similarly. Like regular old balanced fighters your scouting becomes critical, even more so with KP. You will have to figure out which attribute you have an advantage in every single fight.
You will also have to plan a flash almost every single fight because your advantages probably wont be good enough to get the W without it. For example, the higher your KP the lower your overall strength and agility will be, therefore your are a less efficient fighter when you want to work the body against dancers, and your height will be lower so you will have to be more aggressive to win rounds, further lowering your efficiency. Against a slugger, your agility and speed will have only minimal advantage as well, meaning an early flash will be necessary or you face a potential hospital trip.
So a checklist you should have before attempting, or perhaps to work on as youre attempting: (1) High accuracy in your scouting. If you want, look through my gym- Altruistic Artists of America <UV> -at any and all my fighters and send me a message with what you think their builds are and I'll let you know how accurate you are. I can also give some tips as scouting is something I can be very good at when I try to be. (2) Good understanding of styles. Knowing which style gets you the best advantage and why. This may seem easy but you may find yourself with multiple options as a balanced fighter, utilizing the correct one could mean the difference. (3) Exceptional knowledge of FP conditionals. You will need to know what youre writing and what its going to do. Seems obvious, but writing your flash lines will need to be more advanced that 'if round = 3 then 5h/10/5 (...)' if you want to make it in high status fights. Even switching the round wont be as good as having some well written conditionals, unless of course you know your opponents exact build, and almost exactly how he will approach the fight, and how your fighter will be doing in that given round. This can be done I suppose, but it will require even better utilization of (1) and (2)
Definitely a viable build, Bangladesh had many KP Balanced WT holders, but he was a special breed of manager. He had a knack for knowing exactly when to flash, but even as great as he was, if he mistimed it he usually suffered for it.
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SIN
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Post by SIN on Oct 5, 2013 11:50:19 GMT -5
What's your gymname camcolit so we can see what you've got thusfar
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Post by camcolit on Oct 5, 2013 16:54:12 GMT -5
@ altruistic - thanks for the great tips, guess managing kp balanced is a lot of work, good fun though
@ senator - the confederation of boxing philosophers
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Post by camcolit on Oct 5, 2013 16:56:26 GMT -5
I haven't played for a long time, I used to run mostly agile sluggers and counterpunchers, some kp dancers, then just before I left I tried some kp balanced.
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