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Post by weber89 on Jun 17, 2013 10:18:49 GMT -5
I don't I usually got a mix of plans I use, but think I'm guna retire most of my fighters and concentrate on like I don't know say 4 fighters and write a plan out each fight for them and scout
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Post by ghosts on Jun 19, 2013 3:03:30 GMT -5
KISS - keep it simple stupid That is the best method.. As for tracking endurance damage your opponent is doing once you get a good grasp on the basics then start to work them into your plan.. BUT that is hugely dependant on the style of your opponent and what they do when chasing score.. If you know they will use mid aggression and mid power or high aggression and minimum power then a well timed defensive body line can really work in your favour later in the fight.. I used this type of tactic against ropists and non KP dancers. As for fighting other KP fighters that is when I would use basically an endurance based plan - this is because against non KP fighters a KP fighter is giving away too many aps to make it viable - but it's more of a level playing field when you are up against another KPer
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Post by weber89 on Jun 19, 2013 3:58:11 GMT -5
Lol yeah been going abit nuts haha, ok mate your right I will keep them simple
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Post by weber89 on Jun 19, 2013 4:02:28 GMT -5
Got a bout with you next week Sanford, Luke Droghan vs ignor innis, il try my best lol prob get destroyed
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Post by weber89 on Jun 19, 2013 15:52:20 GMT -5
Ok I been messing around with fight plans and that and I wrote this out I think it is basic I like the if round = x cause u can right a certain round, this is still prob a not very good fight plan lol
1) 5B/8/7 (ropes)
2) 6B/7/7 (ropes) If round = 3 and score < -1 then 8/5/7 (ropes) If round = 3 and score < 0 then 7B/6/7 (ropes) If round = 4 and score < -1 then 8/5/7 (ropes) if round = 4 and score < 0 then 7B/6/7 (ropes) If mystuns + hisstuns > 0 and score < 0 then 4H/8/8 (ropes) If mystuns + hisstuns > 0 and score > 0 then 4H/6/10 (ring)
5) 7B/6/7 (ropes) If round = 6 and score < -1 then 9/4/7 (ropes) If round = 6 and score < 0 then 8/5/7 (ropes) If round = 7 and score < -1 then 9/4/7 (ropes) If round = 7 and score < 0 then 10/3/7 (ring) If round = 8 and score < -1 then 9/4/7 (ropes) If round = 8 and score < 0 then 8/5/7 (ropes) If round = 9 and score < -1 then 11/2/7 (ring) If round = 9 and score < 0 then 9/4/7 (ring) If mystuns + hisstuns > 0 and score > 0 then 5H/5/10 (ring) If mystuns + hisstuns > 0 and score > 1 then 4H/8/8 (ropes) If endurance_percent < 70 and score > 1 then 2B/1/8 (clinch)
10) 8/5/7 (ropes) If round = 11 and score < -1 then 5H/11/4 (ropes) If round = 11 and score < 0 then 9/4/7 (ropes) If round = 12 and score < -1 then 5H/11/4 (ropes) If round = 12 and score < 0 then 5H/11/4 (ropes) If round = 12 and score > 0 then 8/4/8 (ropes) If round = 12 and score > 1 then 4/6/10 (ring) If endurance_percent <= 67 and score > 1 then 2/1/10 (clinch) If mystuns + hisstuns > 0 and score > 0 then 4/6/10 (ring) If mystuns + hisstuns > 0 and score < 0 then 4H/8/8 (ropes)
1) if score > 14 - round then 1/1/18 (ring) if score > 15 - round then 1/1/18 (ring) If opp = 1 and endurance_percent > 80 then 4B/9/7 (ropes) If opp = 0 and endurance_percent > 80 then 5H/9/6 (ropes) If opp = 0 and mystuns = 0 then 5H/11/4 (ropes) If opp = 2 and endurance_percent < 50 and score < 0 then towel
I wouldn't write a ropist plan out like this usaully just trying to learn to write better plans I usaully use to just use of score < 0 those sort of lines, is it a improvement from then last one I put up lol
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Post by Sanford on Jun 19, 2013 21:02:32 GMT -5
I don't exactly excel at ropists, but I think you may be overly aggressive in that fp. Ropists are endurance fighters and you should be using less agg and more pow.
To be honest, I don't think you'll do very well with that fp. I'd like to show you a sample of a good ropists fp, but I don't have one.
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Post by weber89 on Jun 19, 2013 23:08:13 GMT -5
Ok thank you Sanford, how would a kp dancer do with it, if I changed the plan to like 6/1/13 (outside) things like that ?
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Post by ghosts on Jun 20, 2013 0:03:00 GMT -5
Weber you need to understand what you are trying to achieve in the fight plan and what the goal of your fighter is.
A ropist you want to target the body and wear your opponent out before either winning on points or doing enough damage to knock them out late in the fight. During the fight you would want to ensure that you aren't falling to far behind on points but you generally you wouldn't be using lines like 8/5/7, 9/4/7, 10/3/7 you would want to be using lines like 5/7/8, 6/7/7, 7/6/7.
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Post by weber89 on Jun 20, 2013 3:56:28 GMT -5
Right ok, makes sense, yh I got to get a better understanding of fight plans
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Post by weber89 on Jun 21, 2013 11:55:31 GMT -5
Sorry to big you all again lol
5) if score + 4 < round then 7/1/12 (outside); what do these lines mean again ? Does this mean iv tied 4 or lost 4 rounds ? Sry I get confused lol I will crack it haha
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Post by weber89 on Jun 21, 2013 11:55:51 GMT -5
Sorry to bug you all again lol
5) if score + 4 < round then 7/1/12 (outside); what do these lines mean again ? Does this mean iv tied 4 or lost 4 rounds ? Sry I get confused lol I will crack it haha
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Post by Sanford on Jun 22, 2013 6:23:56 GMT -5
score = what your fighter is ahead by. If you are winning 20 - 18 in round 2 then score = 2. Therefore "5) score + 4 < round":
Tied in the 5th round Winning by 1 in the 6th winning by 2 in the 7th etc.
It depends which round your fighter is in.
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Post by weber89 on Jun 22, 2013 6:42:37 GMT -5
Right thank you Sanford got u, writing the fight plan out now for are fight tomorrow lol
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Post by weber89 on Jun 22, 2013 6:44:30 GMT -5
After are fight I will post the plan up on here, won or lose
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Post by Termit on Jun 22, 2013 9:59:49 GMT -5
5) if score + 4 < round then
Generally it means you have lost AT LEAST 2 rounds when round 5 starts. You could have tied all and even you could have lost all. It's just like: 5) if score < 1 then
That is why using conditionals like these you need block of conditionals in your FP like:
5)
if score + 4 < round then (means score is < 1) if score + 5 < round then (means score is < 0) if score + 6 < round then (means score is < -1)
etc.
As for the FP this for example is very risky:
If round = 12 and score > 1 then 4/6/10 (ring)
You will end many fights with tie or even loss if score will be 2 for you starting 12th round. Should be at least something like that:
If round = 12 and score > 1 and endurance_percent < 60 then 4/6/10 (ring)
Also your rest line can kick in in 12th round when score is 2 too:
If endurance_percent <= 67 and score > 1 then 2/1/10 (clinch)
Should be:
If endurance_percent <= 67 and score > 1 and round < 12 then 2/1/10 (clinch)
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