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Post by weber89 on Jun 15, 2013 19:19:50 GMT -5
Hi I was wondering what styles certain people use against certain types of fighters so let's say
Kp dancer vs kp dancer Kp dancer vs slugger Kp dancer vs clincher Kp dancer vs ropists Kp dancer vs sissy And so on
What styles do you use your kp dancers
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Post by Sanford on Jun 15, 2013 20:18:10 GMT -5
This is very basic. It really depends on the specific fighter and manager that I'm facing. This is why scouting is important even if the scouting is very minimal.
Outside to score with a height advantage. Feint to score without a height advantage.
Counter to stun/KO with height+speed advantage (shorter counterpunchers may still have the height+speed advantage). Ropes to stun/score with huge agility advantage (only used with extremely agile kp dancers). Inside to stun/KO with strength advantage (usually against taller opponents).
Against Counterpunchers that are slightly shorter, I tend to use ring to stun/KO, since I am sure to have an agility advantage.
Nostyle can be used to score or stun/KO if you are not certain of any advantage. Allout can be used to stun/KO ONLY if you know your opponent will NOT be throwing power... or if they are exhausted. Allout should be saved as a last resort in a fight that has already been or will be lost.
When I run a KP Dancer, I like to have my fighter test his opponent's chin somewhere in the first few rounds. If a stun or knockdown happens, I know that I can have him KO or stunpoint for the win. If his chin holds up, then I know to I have to win rounds on points. If my fighter gets stunned, then I know I have to steal rounds while fighting defensively.
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Post by AltruisticArtist on Jun 15, 2013 20:28:19 GMT -5
KP Dancer Vs: KP Dancer: depends on the builds, usually I'd go (ring) and if I need to score (feint). (ring) gives the extra fatigue, but also a bit more defense in case they try a flash. Scouting is important KP Dancer Vs. Slugger: (outside) to score and (counter) to flash KP Dancer Vs. Clincher: (ring) to score and (counter) to flash KP Dancer Vs. Ropists: (counter) as hopefully their agility advantage is too low to use (ropes) KP Dancer Vs. Sissy: (feint) to score and (allout) to flash KP Dancer Vs. Balanced: (outside) if you're going to slap (ring) for defense KP Dancer Vs. Flasher: (counter) to the head, just sim to find out how much DEF you need to KO him. 4H/4/12 (counter) against inside and 4H/8/8 (counter) against (allout)
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Post by weber89 on Jun 16, 2013 3:04:52 GMT -5
I interesting stuff thank you, been making fight plans for the kp against certain types how do u guys design your kp dancer plans if you don't mind me asking ?
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Post by Sanford on Jun 16, 2013 6:13:49 GMT -5
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Post by weber89 on Jun 16, 2013 7:17:14 GMT -5
Yeah I checked this out, I use to keep eye on the score with score < 0 and do on, and now i been using the
If score < round - 2 line think it is much better
But still get confused with the lines like
if score = round - 1 and mystuns * 3 < round or score = round and mystuns * 3 < round then 8/1/10 (outside
So this Sanford is how u design most of your kp dancer plans ?
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);
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);
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
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Post by weber89 on Jun 16, 2013 7:24:49 GMT -5
Here is a fight plan I designed yesterday could someone point out the bad mistakes in the plan which I'm sure there is plenty lol
I used the if score + x < round then line cause if you tie a round it still uses that line as if score < x - round when u tie goes bk to your basic line, that's what iv read lol is that true ? Iv won a few titles with my old fight plans but when it came to contenders found it hard this is where I wanna improve my fight plans and scouting skills so all the help would be brilliant ghosts as been very helpful, just wanna see what other managers use in there fights and see what will work best for me haha
1) 5/3/12 (counter) if score + 2 < round then 6/1/13 (outside) if score + 4 < round then 7/1/12 (outside) if score + 6 < round then 8/1/11 (outside) if score + 8 < round then 9/1/10 (outside) if score + 2 > round then 5/1/14 (outside) if score + 4 > round then 5/3/12 (counter) if score + 6 > round then 4/4/12 (counter) if score + 8 > round then 3/6/11 (counter) if mystuns + hisstuns > 0 and score < round - 4 then 5H/9/6 (counter) if mystuns + hisstuns > 0 and score > round - 4 then 3/6/11 (counter) if endurance_percent <= 70 and score > round - 4 then 1/1/10 (outside)
5) 6/1/13 (outside) if score + 10 < round then 7/1/12 (outside) if score + 12 < round then 8/1/11 (outside) if score + 14 < round then 9/1/10 (outside) if score + 16 < round then 10/1/9 (outside) if score + 10 > round then 6/1/13 (outside) if score + 12 > round then 5/3/12 (counter) if score + 14 > round then 5/4/11 (counter) if score + 16 > round then 3/6/11 (counter) if mystuns + hisstuns > 0 and score < round - 8 then 5H/11/4 (counter) if mystuns + hisstuns > 0 and score > round - 8 then 3/6/11 (counter) if endurance_percent <= 67 and score > round - 8 then 1/1/10 (outside)
9) 6/1/13 (outside) if score + 18 < round then 7/1/12 (outside) if score + 20 < round then 8/1/11 (outside) if score + 22 < round then 9/1/10 (outside) if score + 24 < round then 5H/11/4 (counter) if score + 18 > round then 5/1/14 (outside) if score + 20 > round then 5/3/12 (counter) if score + 22 > round then 3/6/11 (counter) if score + 24 > round then 1/1/18 (outside) if mystuns + hisstuns > 0 and score > round - 14 then 3/5/12 (counter)
1) if score > 16 - round then 1/1/18 (outside) 1) if opp < 2 and endurance_percent > 70 then 5H/9/6 (counter) 1) if opp < 1 and endurance_percent > 70 then 5H/11/4 (counter) 1) if opp = weak and score < 14 - round then 5H/11/4 (counter) 1) if mystuns + hisstuns > 1 and score < 0 then 4H/8/8 (counter) 1) if mystuns + hisstuns > 1 and score > 15 - round then 3/5/12 (counter) 1) if mystuns + hisstuns = 0 and roundslost = 7 then 5H/11/4 (counter)
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Post by Termit on Jun 16, 2013 8:22:31 GMT -5
if score = round - 1 and mystuns * 3 < round or score = round and mystuns * 3 < round then 8/1/10 (outside);
This line will basically kick in when to that point you have won all rounds in the fight (if score = round - 1) or you have won all rounds and you knocked him down in one round (or score = round) AND you weren't stunned or you weren't stunned too much in the fight
I don't remember if mystuns kicks in if you were knocked down too, so if 2 * mystuns is equal to 1 knockdown. I don't really remember, but yes probably
Generally...well, I don't use lines like this. Honestly this line will only kick in if you were not stunned in the fight, so there can be as well "if mystuns = 0" instead of all this "mystuns * 3 < round" stuff. And on the other hand you won't be (if something extraordinary won't happen (so stuns, KD's on both sides) and looking at Sanny's FP rather won't) "score = round - 1" or "score = round" if you were stunned, so it can be just:
if score = round - 1 or score = round then 8/1/10 (outside);
I have forgot a lot of things connected with lines, but I think I'm right on this one. Someone correct me if I'm wrong
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Post by weber89 on Jun 16, 2013 8:26:37 GMT -5
Yeah I find those lines very confusing lol
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Post by Termit on Jun 16, 2013 9:40:45 GMT -5
"I used the if score + x < round then line cause if you tie a round it still uses that line as if score < x - round when u tie goes bk to your basic line, that's what iv read lol is that true ?"
It just depends on the round and score in the fight and where is your conditional placed in the FP
Say conditional 1st is "if score + 6 < round" and 2nd is "if score < 6 - round" and...round in the fight is 5 and score is 0 (so say you could tied 4 rounds) for example
1. if 0 + 6 < 5, so if 6 < 5, so won't kick in
2. if 0 < 6 - 5, so if 0 < 1, so will kick in
Say round is 7 and score is 0 in the fight, so you could tied all 6 rounds
1. if 0 + 6 < 7, so if 6 < 7, so will kick in
2. if 0 < 6 - 7, so if 0 < -1, so won't kick in
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Post by Termit on Jun 16, 2013 10:21:49 GMT -5
As for the FP this is a FP vs "I don't know what type of fighter". It's not too aggressive and you have flashing conditionals in it like "if mystuns + hisstuns > 0 and score < round - 4 then 5H/9/6 (counter)"
So you're not too aggressive in first rounds (like fighting Slugger/Clincher), but you expect to be stunned at least and then...you are flashing...makes no sense if you ask me
if score + 18 < round then 7/1/12 (outside) if score + 20 < round then 8/1/11 (outside) if score + 22 < round then 9/1/10 (outside) if score + 24 < round then 5H/11/4 (counter) - this almost won't ever kick in (except many your knockdowns in the fight etc.) same as later "if score + 24 > round", cause you can track score only to 12th round and it's like "I lost 12 rounds then" - there won't be 13th round (except Graduated region)
If you lost at least 9, 10, 11 rounds I would say you need to do something else than slapping as you will for sure lose the fight even if the fight was close and jugdes are blind
1) if mystuns + hisstuns = 0 and roundslost = 7 then 5H/11/4 (counter) - this can overwrite lines I posted about though
1) if mystuns + hisstuns > 1 and score < 0 then 4H/8/8 (counter) - this can overwrite too. You can end all fight going 4H/8/8 (counter) from round 2 for example if you were knocked down in 1st round
Generally, vs what type of opp you plan to use this FP?
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Post by jimmytheharp on Jun 17, 2013 10:09:01 GMT -5
I would stick with less basic score conditionals.
1) 5/3/12 (outside); 3) if score + 2 < round then 6/2/12 (outside); 5) if score + 4 < round then 7/1/12 (outside); 7) if score + 6 < round then 8/1/10 (outside);
1) if mystuns + hisstuns > 0 and round < 10 and score < 0 then 5h/9/6 (counter); 7) if round < 10 and endurance_percent < 70 and score > -1 then 1/1/10 (ring); 1) if opp < 2 and endurance_percent > 70 then 5h/9/6 (counter); 8) if score < round - 12 and (opp < 2 or endurance_percent > 70) then 5h/10/5 (counter);
8) if score > 14-round then 1/1/18 (ring); 11) if score > 14-round then 3h/5/12 (ring);
That hits just about all of the high points in your plan. Like zam pointed out, most of your conditionals won't happen. Also, you should have some idea going into the fight of what aggression can win you rounds. Another conditional to consider with a kp dancer...
1) if score > 1 and roundslost > 1 and mystuns = 0 then 5h/9/6 (counter) <----assumes your opp is opening up to score - you would change the score variable by scouting and seeing at what score does your opponent open up. So if you notice that they start slapping when down by 2, you would use this conditional. If they slap down by 1, you would use score > 0....
Finally, I wouldn't worry to much about tracking your opp's endurance as there are no slugging body lines in your plan, the only thing that will wear out your oppenent is fatigue from slapping. That's why you should have a flash line related to your oppoenent winning rounds without stunning you. What I wrote is just a basic little template, but if you scout your opponent, most of the time that's about all you need.
There's nothing wrong with checking your opponent's endurance, but you don't want to flash them based on endurance if you're already winning the fight. Also, you have a lot of different flash combinations (5h/9/6, 4h/8/8, 5h/10/5) - play around in the sim and figure out what works and just stick to that. KO > KD > Stun.
Finally, I think maybe too many flash lines in your plan. You don't want to flash with a KP Dancer if you don't have to - that's how the IP's start to pile up and it makes you much easier to scout. Win as many fights as you can on points...
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Post by jimmytheharp on Jun 17, 2013 10:12:05 GMT -5
Kp dancer vs kp dancer (if I'm taller, outside - if I'm shorter without much of a variance in ability points I slap with nostyle to reduce unnecessary fatigue)
Kp dancer vs slugger (outside - and then ropes or counter to flash)
Kp dancer vs clincher (outside or ring)
Kp dancer vs ropists (counter for stuns, allout, outside)
Kp dancer vs sissy (allout)
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Post by weber89 on Jun 17, 2013 10:13:05 GMT -5
Ok thank you for your advice it makes sense, il will keep it basic and scout like u said
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Post by jimmytheharp on Jun 17, 2013 10:16:21 GMT -5
I think with KP Dancers that's the only way to go. There are too many variables from fight to fight, that you really can't make a one plan fits all. If you always use the same plan, people will find ways to trigger your flash rounds and then destroy your fighter.
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