Post by llecha on Mar 4, 2014 15:52:55 GMT -5
Contributed & written by Pll
There are two separated ways to get success in this game- to run KP fighters or non KP ones.
To run KP is much more easy. The main idea is- opponent should allow you to win rounds with jabs, being intimidated by possibility of getting stunned.
So you should just win rounds with jabs until he allows you to do this. And stun him if he becomes too agressive or starts to throw big punches.
For example, you may start with something like this:
1) 8/1/11 (outside)
and put this line after that:
2) if score < 0 then 5H/10/5 (counter)
Why? Cos if you lost round 1 he's too agressive (something like 7/6/7 or even 8/6/6), he landed very many punches, so probably his defence is low. Stun him. He can't have everything- good defense and great aggression in the same time, right?
Or/and:
2) if endurance_percent < 96 then 5H/10/5 (counter);
Why? Cos your fighter lost too much of endurance (more than 4% after one round- it's pretty much). What does it mean? Opponent goes with power punches, so he puts many point in power(something like 4B/9/6), so his defence is low- try to stun him.
These are two basic stun lines for KP-dancer.
Also you may use some random lines, like:
4) 5H/10/5 (counter)
There is no reason why it should be in round 4. But it makes you unpredictable. It's very important. Opponent must not read you. Sometimes you should go to the head in the very first round, your opps should be careful all the time knowing that you can do it in any round.
So you should randomize your FPs. You may go to the head in different rounds in different plans:
in the first one you may have this line for endurance:
3) if endurance_percent < 92 then 5H/10/5 (counter);
in another one:
4) if endurance_percent < 88 then 5H/10/5 (counter);
in third you may not have it at all.
In the first FP you may go to the head in round 2 if score < 0, in another one- in round 3 if score < 1 for example. Be variable.
Types of KP fighters.
I prefer to run tall KP-dancers with very light build. It allows me to use two good styles- outside for jabbing and counter for stunning. My type of KP-dancers barely can use allout style- their chins are too low for this- about 12-14. To use allot chins should be higher than 16.
Such a good chin- about 16-20, means that in fact you must use allout style for stunning, otherwise it's a waste of APs.
The best Kp ratio for me is 15 str- 5 KP on status 28. 12-4, 18-6, 21-7 are good too. You may start with 9-3 and 12-4 on status 1.
Also you may use nearly any build with KP-fighters, they ain't so sensitive. Got KP, got chin- able to stun.
The shorter your opponent is the stronger he is. Fighting vs. strong fighters you should start the fight with low aggression- 6/1/13, 5/1/14. Strong fighters are not too good in scoring, they try to wear you out. The higher opp is the weaker he is. So you should start more agressive -7/1/12, 8/1/11. If his height is equal to yours then 9/1/10.
The longer your fight lasts the more and more aggressive you should fight. So if you start with 7/1/12, then in the end be ready to use 10/1/9 line in the end of the fight.
Some other lines you may use.
Don't forget about rest lines in your FPs:
if endurance_percent < 70 and score > 0 and round = 6 then 1/1/8 (outside)
KP-fighters always get tired faster than non-KPs. In general the main goal for non-KPs is to make you tired. If your fighter got tired- he's dead. Even the fact that KP and CHN are not reduced by fatigue, all other stats are and although you still have this "puncher's chance", most of times it won't work.
if hisstuns > 0 then
also a good line. If he was stunned before- it's possible, do it again!
Also you may cheat when stunning (+10%). It's worth it though you could be DQed for that:
5H/10!/5 (counter);
or
if .... and warnings = 0 then cheat;
after stunning line.
Fight plans.
The first and most important rule is- you should understand your FP. you should know every line in it and understand why it's here and how you want it to work. Don't create huge FPs which you barely can understand.
For example, KP-dancer vs. short slugger:
1) 5/1/14 (outside)
if score <= 0 then 6/1/14 (outside)
if round =3 and endurance_percent < 92 then 5H/10!/5 (counter);
if round =4 and score < 2 then 5H/10!/5 (counter);
#if round =4 then 5H/10!/5 (counter);
#- this symbol deactivates the line, so you may use it to switch the line on/off or for some notes
6) 6/1/13 (outside)
if score <= 2 then 7/1/12 (outside)
if round =6 and score < 0 then 5H/10!/5 (counter);
if round =7 and hisstuns > 0 then 5H/10!/5 (counter);
if round = 6 and endurance_percent < 70 and score > 1 then 1/1/8 (outside)
if round = 8 and endurance_percent < 70 and score > 1 then 1/1/8 (outside)
9) 8/1/11 (outside)
if score <= 0 then 9/1/10 (outside)
if round =10 and hisstuns > 2 then 5H/10!/5 (counter);
if round =12 and hisstuns > 1 then 5H/10!/5 (counter);
if round = 11 and endurance_percent < 70 and score > 0 then 1/1/8 (outside)
Add some lines about towel and "the fight is won" in the end:
1) if score > (14 - round) then 4H/6/10 (counter);
1) if endurance_percent < 55 and score < 0 and opponent = 2 then towel;
Something like this. You should have an idea of FP, how you're going to win. Some logic, your own logic. It's simple.
There are two separated ways to get success in this game- to run KP fighters or non KP ones.
To run KP is much more easy. The main idea is- opponent should allow you to win rounds with jabs, being intimidated by possibility of getting stunned.
So you should just win rounds with jabs until he allows you to do this. And stun him if he becomes too agressive or starts to throw big punches.
For example, you may start with something like this:
1) 8/1/11 (outside)
and put this line after that:
2) if score < 0 then 5H/10/5 (counter)
Why? Cos if you lost round 1 he's too agressive (something like 7/6/7 or even 8/6/6), he landed very many punches, so probably his defence is low. Stun him. He can't have everything- good defense and great aggression in the same time, right?
Or/and:
2) if endurance_percent < 96 then 5H/10/5 (counter);
Why? Cos your fighter lost too much of endurance (more than 4% after one round- it's pretty much). What does it mean? Opponent goes with power punches, so he puts many point in power(something like 4B/9/6), so his defence is low- try to stun him.
These are two basic stun lines for KP-dancer.
Also you may use some random lines, like:
4) 5H/10/5 (counter)
There is no reason why it should be in round 4. But it makes you unpredictable. It's very important. Opponent must not read you. Sometimes you should go to the head in the very first round, your opps should be careful all the time knowing that you can do it in any round.
So you should randomize your FPs. You may go to the head in different rounds in different plans:
in the first one you may have this line for endurance:
3) if endurance_percent < 92 then 5H/10/5 (counter);
in another one:
4) if endurance_percent < 88 then 5H/10/5 (counter);
in third you may not have it at all.
In the first FP you may go to the head in round 2 if score < 0, in another one- in round 3 if score < 1 for example. Be variable.
Types of KP fighters.
I prefer to run tall KP-dancers with very light build. It allows me to use two good styles- outside for jabbing and counter for stunning. My type of KP-dancers barely can use allout style- their chins are too low for this- about 12-14. To use allot chins should be higher than 16.
Such a good chin- about 16-20, means that in fact you must use allout style for stunning, otherwise it's a waste of APs.
The best Kp ratio for me is 15 str- 5 KP on status 28. 12-4, 18-6, 21-7 are good too. You may start with 9-3 and 12-4 on status 1.
Also you may use nearly any build with KP-fighters, they ain't so sensitive. Got KP, got chin- able to stun.
The shorter your opponent is the stronger he is. Fighting vs. strong fighters you should start the fight with low aggression- 6/1/13, 5/1/14. Strong fighters are not too good in scoring, they try to wear you out. The higher opp is the weaker he is. So you should start more agressive -7/1/12, 8/1/11. If his height is equal to yours then 9/1/10.
The longer your fight lasts the more and more aggressive you should fight. So if you start with 7/1/12, then in the end be ready to use 10/1/9 line in the end of the fight.
Some other lines you may use.
Don't forget about rest lines in your FPs:
if endurance_percent < 70 and score > 0 and round = 6 then 1/1/8 (outside)
KP-fighters always get tired faster than non-KPs. In general the main goal for non-KPs is to make you tired. If your fighter got tired- he's dead. Even the fact that KP and CHN are not reduced by fatigue, all other stats are and although you still have this "puncher's chance", most of times it won't work.
if hisstuns > 0 then
also a good line. If he was stunned before- it's possible, do it again!
Also you may cheat when stunning (+10%). It's worth it though you could be DQed for that:
5H/10!/5 (counter);
or
if .... and warnings = 0 then cheat;
after stunning line.
Fight plans.
The first and most important rule is- you should understand your FP. you should know every line in it and understand why it's here and how you want it to work. Don't create huge FPs which you barely can understand.
For example, KP-dancer vs. short slugger:
1) 5/1/14 (outside)
if score <= 0 then 6/1/14 (outside)
if round =3 and endurance_percent < 92 then 5H/10!/5 (counter);
if round =4 and score < 2 then 5H/10!/5 (counter);
#if round =4 then 5H/10!/5 (counter);
#- this symbol deactivates the line, so you may use it to switch the line on/off or for some notes
6) 6/1/13 (outside)
if score <= 2 then 7/1/12 (outside)
if round =6 and score < 0 then 5H/10!/5 (counter);
if round =7 and hisstuns > 0 then 5H/10!/5 (counter);
if round = 6 and endurance_percent < 70 and score > 1 then 1/1/8 (outside)
if round = 8 and endurance_percent < 70 and score > 1 then 1/1/8 (outside)
9) 8/1/11 (outside)
if score <= 0 then 9/1/10 (outside)
if round =10 and hisstuns > 2 then 5H/10!/5 (counter);
if round =12 and hisstuns > 1 then 5H/10!/5 (counter);
if round = 11 and endurance_percent < 70 and score > 0 then 1/1/8 (outside)
Add some lines about towel and "the fight is won" in the end:
1) if score > (14 - round) then 4H/6/10 (counter);
1) if endurance_percent < 55 and score < 0 and opponent = 2 then towel;
Something like this. You should have an idea of FP, how you're going to win. Some logic, your own logic. It's simple.