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Post by ryansgym on May 9, 2013 10:53:03 GMT -5
I have a KP dancer (Joe New Guy) going up against what I have scouted as a slugger, I understand the basics of barely winning on score with high defense, but how do I set up the conditionals for that or for when to go for the knockout?
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Post by Sanford on May 9, 2013 16:07:13 GMT -5
I'll keep it simple and I'll try to teach you what The Hole taught me. This is a basic kp dancer fight plan similar to the one that was shown to me 10 years ago. I use several different styles of KP dancer fp's, but this is the one I learned from. Notice how it's written in three sections.
The first third slaps progressively faster as needed to win rounds. It has two step ups. You would need to edit this to match the opponent that you scouted. There is also a flash round. That round can be changed to flash from round 1 through round 4. Styles may have to be changed as per your dancer and his opponent. Outside may need to be changed to feint if you do not have a height advantage, counter may have to be ropes or inside depending on the matchup.
1) 6/1/13 (outside); if score < round - 1 then 7/1/12 (outside); if score < round - 2 then 8/1/11 (outside);
if round = 2 then 4H/11/5 (counter);
Second third. Now we're checking for stuns and endurance. Notive we have stepped it up since the first section, but only if we didn't get knocked for a loop. Counter is very safe for stunning sluggers and I've often stun-pointed my fighter to victory. This is the section that I would throw a single rest line in if I thought I may need it. For the most part, I avoid that.
5) 7/1/12 (outside); if score = round - 3 and mystuns * 3 < round then 10/1/9 (outside); if score = round - 2 and mystuns * 3 < round then 9/1/10 (outside); if score = round - 1 and mystuns * 3 < round or score = round and mystuns * 3 < round then 8/1/10 (outside); if hisstuns > round then 5H/9/6 (counter); if (score > 2 or score < -1) and hisstuns > mystuns or score < round - 12 then 5H/9/6 (ring); if mystuns > 3 then 5H/8/7 (counter); if endurance_percent > 100 - (round - 1) * 4 and mystuns = 0 and score < round - 12 then 6H/9/5 (ring); if endurance_percent > 100 - (round - 1) * 3 and mystuns = 0 and score < round - 12 then 6H/10/4 (ring);
Final third. Frome the bottom up; Towel line is in place, check. Fight won conditionals are in place, check. Stun safeties, check. Desperation KO lines, check. Sissy slap lines, check.
10) 11/1/8 (outside); if endurance_percent > 100 - (round - 1) * 3 and opp <= 1 and mystuns = 0 then 12/1/7 (outside); if endurance_percent > 100 - (round - 1) * 4 and opp = 0 and mystuns = 0 then 13/1/6 (outside); if mystuns > hisstuns + 2 or score = -1 and mystuns < hisstuns then 6H/5/9 (ring); if hisstuns > round then 5H/9/6 (counter); if score = -1 and mystuns < hisstuns and warnings = 0 then 6H/9!/5 (ring); if score > 2 then 5H/7/8 (ring); if score < round - 12 then 5H/9/6 (ring); if mystuns > 3 then 5H/8/7 (ring); if endurance_percent > 100 - (round - 1) * 4 and mystuns = 0 and score < round - 12 then 6H/9/5 (ring); if score < round - 12 and warnings <= 1 then cheat; if score > 15 - round then 3H/5/12 (outside); if score > 14 - round and endurance_percent < 100 - (round - 1) * 4 then 3H/4/13 (outside); if score >= 14 - round and endurance_percent < 100 - (round - 1) * 5 then 2H/4/14 (outside); if score < -1 and endurance_percent < 50 then towel;
Please feel free to ask questions about any conditional or lines that you don't understand. (And yes, I've won't several WT's on fp's just like this.)
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Post by ryansgym on May 9, 2013 16:45:05 GMT -5
that all makes sense to me, going to have to remember to move flash rounds around so I am not so easy to scout as I move forward with this guy though
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Post by ryansgym on May 10, 2013 10:41:39 GMT -5
got a match up with the other KP dancer I created (Freddie Stairs) with a fighter the same height as me, has me worried they might be a KP dancer as well, it's either that or a speed based fighter, thinking about just trying to flash him early if I decide he is a sissy or counterpuncher, what do I do if I think he has KP too though?
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Post by Sanford on May 10, 2013 19:46:44 GMT -5
The opponent is the same height as your fighter and the manager is an experienced manager. This will not be an easy fight for you. If I was a guessing man, I would think you two have identical fighters, your fighter with a 1 point agility advantage, his fighter with a 1 point advantage in speed, chin, or cond.
Treat the fighters as being exactly equal. Sim Freddie Stairs against Freddy Stairs (rename one Pookie Jr.) Use the same kp dancer fight plan for both, any kp dancer fp will do. Change the styles one one fp (switch outside for feint, switch counter for inside, etc.).
I think you'll find inside will stun him very well once you get his agg up. If you are going to try to outscore him, you may want to throw a rest line or even two in there as that will give you the advantage at the end of the fight. As you may have seen in the other thread, I favor ring as a defense to a flash, so try to have that ready for and if he trys a flash.
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Post by ghosts on May 20, 2013 18:42:35 GMT -5
What I would add to what Sanford has said - and maybe this gets a little to complicated for newer guys but in a KP Dancer Vs Kp Dancer match up where the fighters are almost identical - do not under-estimate the the advantage you can get from opening him up by winning the rounds and then targeting the body. I have used that those of tactics to really turn the match up in my favour.
Generally you would never target the body with KP Dancers as most of the time it's a good idea to rest - however against other Kp Dancers, Kp Balanced fighters and even ropists if the manager has a tendancy to open up to score the added aggression along with a defensive body line from you can work wonders for you in the closing rounds for a final flash to get you enough points to close out of the fight or for even the KO win.
I will try to dig up some of my old fighs where I have used the tactic
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Post by italiano on May 20, 2013 22:34:15 GMT -5
What I would add to what Sanford has said - and maybe this gets a little to complicated for newer guys but in a KP Dancer Vs Kp Dancer match up where the fighters are almost identical - do not under-estimate the the advantage you can get from opening him up by winning the rounds and then targeting the body. I have used that those of tactics to really turn the match up in my favour. Generally you would never target the body with KP Dancers as most of the time it's a good idea to rest - however against other Kp Dancers, Kp Balanced fighters and even ropists if the manager has a tendancy to open up to score the added aggression along with a defensive body line from you can work wonders for you in the closing rounds for a final flash to get you enough points to close out of the fight or for even the KO win. I will try to dig up some of my old fighs where I have used the tactic Very good, but underused tactic. Basically can be used with any fighter type accept endurance fighters, although in some cases an endurance manager will slap (not usually a smart move). These guys are usually not that good.
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