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Post by Sin-N-Terrors on Feb 28, 2014 18:21:50 GMT -5
contributed by Sin
written by: Shooter
Archivists Note: This information was considered outdated at the time of the creating of the WeBL University so it would be wise to remember that some of the specific details of this article could be inaccurate when considering any sim changes that took place since it was written. It is however archived for its historical significance.
A Four Part Series On KP Dancers:
-Brought To You By Professor Shooter-
KP dancers....
There are several types, all 4 of which I will cover. The basic plan behind these is to have enough KP for a flash KO when the opponent opens up to score points or hurt you. They are very successful if you manage them right. They are the most successful against lower agility sluggers.
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Post by Sin-N-Terrors on Feb 28, 2014 22:18:10 GMT -5
Part I: The Strong Dancer
The strong dancer........
This fighter starts out as a dancer. Our example will be 9, 13, 11, 2, 7, 0, 14, 14 (str, spd, chn, cut, hgt, kp, agl, con). Build is very light. He starts out as a 5'7 batam. We knock our speed up to 15, con to 15, and agl to 15. This is the first four fights. Now we start training KP totally. We hit 3 kp, then to keep people from knowing we add more agl, up to about 18-19. Now to goal is to get this dancer to about 12 str, 4 kp, and the rest of our aps into balancing spd, agl, and having conditioning up to about 19 (I used about 21 all the time but 19 is a good #).
This type of KP dancer is nice, because his str doesn't have to be trained alot. You won't want to let your KP be obvious at first or rely on it much. A good fight plan would be like this
1)6/4/10 (ring)
if score <0 then 8/3/9 (ring)
if score <0 and endurance_percent <80 and round <5 then 4h/9/7 (ropes)
if score <0 and endurance_percent <80 and round <5 and warnings =0 then 4h/9!/7 (ropes)
if score >2 then 4h/5/11 (ring)
if endurance_percent <76 and round <5 and mystuns >0 then 4h/9!/7 (ropes)
if score <-1 and endurance_percent >94 and round >3 then 5h/10/5 (allout)
6)if score <-2 and endurance_percent >85 then 5H/10/5 (ropes)
if score <-2 and endurance_percent >91 then 5H/10!/5 (allout)
if score >2 then 4h/6/10 (ring)
if endurance_percent <70 then 1/1/11 (ring)
9)6/6/8 (ring)
if score <-1 then 8/4/8 (ring)
if score <-2 and endurance_percent >85 then 5h/10/5 (counter)
if score >2 then 4h/6/10 (ring)
Notice that we always use at least 3 POW when we aren't resting. While some allouters might get by and score a KO or some stuns without getting booted, you can tweak it to where you KP will take them out almost always. Now why did we have the if endurance_percent <76 and round <5 and mystuns >0 then 4h/9!/7 (ropes)? Well it's simple. To do that much damage it is obvious he must be slugging hard. Notice below that line we have a conditional to KO him if he's jabbing. Well with him doing this much damage I am assuming he is using say 5/10/5, and either he has alot of strength and is using inside or is using allout. Now we have KP, and he is going to get it taken to him. While our damage done to him is reduced by our endurance being so low, I would still risk it.
So if short, this type of KP dancer starts out as a 0 KP normal dancer. You just max it out and go from there, concentrating on giving him a noticeable advantage in either speed or agility, or having them = each other. The noticeable advantage is so that you can either use ropes or counter to cut your opponent's agl. I perfer speed, as most people seem to think anything >70% of str is a waste on sluggers, and agl should = str. Why use high speed? Well for counter and feint as the styles, and the fact you will be cutting him apart using counter. Let's use an example, shall we?
Say we've got a slugger -vs- a KP dancer fight, in middle-weights. Notice I used the maximum 111aps as if this was a fight between two 28 status fighters who haven't lost an ap yet.
Our KP dancer will be 13,28,11,2,13,4,21,19,vl.
The slugger is 26,19,11,1,9,0,26,19,vh.
The slugger will start out using inside or clinch, or maybe even ring. Shock isn't it, the slugger has more agility then the dancer! Our tactic will be counter. Why? Here is our advantage using counter. ((13+28)-(19+9))/4=+3.25AGL for us, and the +1 str we get for using counter. So we now have 14 str and 24.25 agl. But we also have a 4-hgt difference, or +2 spd and +2 agl. So now we have 14 str, 30 spd, and 26.25 agl. But our opponent loses 3.25 agl also, so he is now down to 22.75. Ah. But what if our opponent clinches? Well he automatically gets +1 agl, and (26-13)/2=7.5 agl, for a total of +8.5 agl. So at the end of the additions for style and such, we have these fighters.
KP dancer: 14, 30,11,2,13,4,26.25,19,vl.
Slugger: 26,19,11,1,9,0,31.25,19,vh.
Now what agg/pow/def should we use against him, since we are going to use counter. I'd use about 4/7/9, maybe 5/6/9 if losing rounds.
1)4h/7/9 (counter)
if score >1 then 4b/7/9 (counter)
if score <0 then 5/6/9 (counter)
if score <-1 then 6/5/9 (outside)
6)5/7/8 (counter)
if score >0 then 4b/7/9 (counter)
if score <-1 then 5b/7/8 (feint)
if endurance_percent <70 then 1/1/10 (outside)
if round >7 and score <-1 then 7/4/9 (outside)
if round >7 and score >1 then 4b/7/9 (counter)
if roundswon >=7 and score >1 then 4h/5/11 (counter)
if roundslost >=7 and score <-1 then 4H/9!/7 (counter)
1) 4B/8/8 (clinch)
3) 4B/9/7 (inside)
6) 5B/9/6 (clinch)
8) 5B/9/6 (inside)
if endurance_percent <= 70 then 1/1/8 (clinch)
11) 5H/10/5 (inside)
if score > 1 then 4B/8/8 (clinch)
The first plan is the dancer's, the 2nd is the slugger's. Why the lack of conditionals on the slugger plan? I was tired, and besides this isn't a real fight. Play around with the plans.
Notice what happened? 115-113 loss, and we got killed. Why? Because we didn't force a rest round, and we foolishly went body. Let's force a rest round in say the 9th, and never hit the body.
New plan:
1)4h/7/9 (counter)
if score >1 then 4h/7/9 (counter)
if score <0 then 5/6/9 (counter)
if score <-1 then 6/5/9 (outside)
6)5/7/8 (counter)
if score >0 then 4h/7/9 (counter)
if score <-1 then 5h/7/8 (feint)
if endurance_percent <70 and round <8 then 1/1/10 (outside)
if round >7 and score <-1 then 7/4/9 (outside)
if round >7 and score >1 then 4b/7/9 (counter)
if roundswon >=7 and score >1 then 4h/5/11 (counter)
if roundslost >=7 and score <-1 then 4H/9!/7 (counter)
if round =9 then 1/1/9 (outside)
if round >9 and score <0 then 7/4/9 (feint)
Hold on, we got killed again! Maybe this slugger is unbeatable? No, we're just not doing it right.
Watch the fight with this fp.
1)6/1/13 (outside)
4)5H/10!/5 (counter)
5)7/1/12 (outside)
8)1/1/10 (outside)
11)6h/4/10 (outside)
Whoa, we won, but took heavy damage. Now why did the flash fail? It just did, he had to much def. But why the 1pow attack? The slugger would obviously know we have kp. He would start off slow, expecting a flash attempt. By using 1 pow we got ahead in score early on, just like before, but with much lower damage taken.
So what would a good fp be according to these findings? Well...
1)6/1/13 (outside)
if score <0 then 8/1/11 (outside)
if score <0 and mystuns >0 then 4h/8/8 (counter)
if score <0 and mystuns >0 then cheat
8)1/1/11 (outside)
10)4H/8/8 (counter)
if roundswon >=7 and score >1 then 3h/6/11 (counter)
if score <0 then 7/1/12 (outside)
seems to do well.
Sissies
Ah, the dreaded Sissy. Lets assume one got to the top and fights our middle. This freak is say, 2,20,13,2,21,0,30,23,vl. Now he obviously isn't able to KO anyone, but he goes say:
1)8/1/11 (outside)
if score <0 then 10/1/9 (outside)
if score >2 then 6/1/13 (outside)
if round >4 and score <0 then 12/1/7 (outside)
if score >4 then 5/1/14 (outside)
if score <-4 then 14/1/5 (outside)
Our KP dancer has nothing to fear, we just need to lower this guy's DEF so we can stun him.
1)13/1/6 (feint)
if score <0 then 15/1/4 (feint)
if score <-1 then 16/1/3 (feint)
if score >=4 then 6h/13/1 (allout)
7)1/1/2 (clinch)
9)17/1/2 (feint)
if score >1 then 10/8/2 (feint)
if score >3 then 6H/12/2 (allout)
if roundswon >=7 and score >1 then 5b/10/5 (allout)
What happens?
Well this basically means that if our sissy gets smart (goes allout) we whack him with our power. He obviously won't go allout while he is winning, or close (within 2 rounds).
Now we could, supposing he wants to win, go
16/1/3 (feint)
if score >1 then 6h/11/3 (allout)
if roundswon >=7 and score >1 then 6b/10/4 (allout)
Why this?
Well simply put, we have a 8-point speed advantage, +1 spd for feinting and +4 spd for our advantage after using feint. We are going to land alot of our punches, but we want to land as many as possible. The reason I put 16/1/3 is because sissies rarely lower their defense lower then 5 against someone with much strength. So we will win every round we jab in, but not have to low of defense to get KOed. 15/1/4 would also work. Now let's say he's a tad shorter, say instead of 6'9 he is 6'6. Now we know he's got power, maybe even some KP. The fight plan would still revolve around getting him to jab, but instead of 16/1/3 maybe 11/4/5. The key is to get them to lower the defense or build a huge lead, or both. 1
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Post by Sin-N-Terrors on Feb 28, 2014 22:20:49 GMT -5
Part II: Sissy gone KP Dancer
KP Dancer Type II: The Sissy gone KP dancer.
This type I revolutionized. You start out with your basic sissy, they do well in regionals but they die very fast in contenders. Even if you somehow get one to the top it gets kills off almost instantly, and nobody likes the fact you are there with one (actually they all wish they could do that). Scared Silly was my "freak" experiment. I knew that sissies died in contenders, and at 3-0 I decided I had a chance for a revolution:) His KP became obvious when he flashed No Fear in a regional title fight.
You start out with a 1-2 str sissy. Train up agl/spd/con. Now you'll hit the Kp, and hard. DO NOT train strength, leave training on KP. Anytime you cannot get KP you will get the strength points. I'd say 12 str and 4 kp are nice levels, but it depends upon the division and how tall you are, an if you want to rely on the KP or have it as a threat. The lower the division the more you need. A fly will need high levels, 15/5 maybe, while a cruiser may need only 9/3.
Anyway you train your sissy like any other sissy, you want about 11-12 chin (I recommend 12 chin because alot of fights are won and lost over that 2.5-points of stun damage). You will also want high spd/agl levels, and decent conditioning (20 or so conditioning, you can get by with 19 for a KP sissy). Let's say you want a 6'6 sissy. You make him: 1, 12, 10, 2, 18, 0, 13, 14, vl. Okay, nice stats. You start out by adding agl/con/spd. Get these up to 15 apiece. Now train KP. Providing all goes well, after 8 fights your sissy should look like this. 4,15,10,2,18,1,15,15.
Before you scoff and say, "Sure, looks nice. But how am I supposed to win with that low of strength." You aren't. You are building towards a sweet combo, but remember right now you have 7-stun strength. Before you hit rating/status of 14 you'll want to have about 8-9 str and 2-3 kp.
Now what would an idea 100-ap sissy turned kp dancer be?
Let's use our 6'6 fighter from above, shall we? 9,19,11,2,18,3,20,18, vl. Let's say he combats a pure slugger, the type that tear strength sissies apart.
Our fp:
1)4h/8/8 (counter)
2)8/1/11 (outside)
if score >1 then 6/1/13 (outside)
5)4h/7/9 (counter)
6)6/4/10 (counter)
8)1/1/10 (outside)
10)6/4/10 (counter)
if score >1 then 5h/5/10 (counter)
if roundswon >=7 and score >1 then 4h/4/12 (counter)
Our opponent : 30,17,10,1,8,0,17,17,vh
his fp:
1)5B/9/6 (clinch)
3)5b/9/6 (inside)
7)5b/10/5 (inside)
9)1/1/7 (clinch)
10)5H/10/5 (inside)
We win, but what if he was smarter? Actually fighting a KP sissy is a guessing game. If you have the chin you go and take your chances. The main point of a KP sissy is to keep your opponent from opening up, and if he does lay him down flat. 1
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Post by Sin-N-Terrors on Feb 28, 2014 22:23:19 GMT -5
Part III: Slugger gone Dancer
Type III: Slugger gone Dancer
Huh? It's a simple concept. A slugger at the start is stronger then the rest, but he must train strength to keep his status, or else he becomes the weaker fighter.
We start out with a typical 5'7 middleweight slugger: 16,11,10,2,7,0,11,13, vh. Yes I know he has 2 cut, most of my sluggers did because of the cut rules. We train agility, and lots of it. Then speed, and more speed. Then hit conditioning, and finally KP. In the end our guy looks like this: 18,20,10,2,7,6,20,17,vh. Nice eh? He's a welter. Let's match him up with say a 5'6 welter slugger of : 26,18,10,1,6,0,22,17,vh.
Our fp:
5h/11!/4
his fp:
1)4b/9/7 (clinch)
3)5b/9/6 (clinch)
6)5B/9/6 (inside)
7)5B/9/6 (feint)
8)1/1/8 (clinch)
9)5B/9/6 (inside)
if score >0 then 4h/8/8
Result? FLASH! Now if we never utilized our KP until our opponent was low on energy something like this matchup would be executed in this fashion.
Let's say he was ready for our flash, and it failed. Well we would have gotten pounded with just the 1-liner, but if we added a few conditionals and executed it right we would win. 1
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Post by Sin-N-Terrors on Feb 28, 2014 22:26:13 GMT -5
Part IV: The KPer from Birth
Simple as that. Make a KP dancer at the start. Our's is : 12,12,10,2,5,4,12,13,vl.
As we advance we advance our STR/KP. Seeing as we start out at 5'5 we will probably end up in the Bantam/Fly divisions, maybe Feathers, depending on STR/AGL ratio.
These are a trifle more difficult to manage at the beginning. It is tempting to try and flash, but you are weak when you start. That leads to the fifth version of KP dancers, but I combined it with KPer from birth. The KP flasher turned dancer. Take our 5'5 fighter. We want a 5'5 KP dancer. We start out with a 21,12,10,2,5,7,7,6,vl (a lower build). Oh. Ugly stats, right? Not. Just train conditioning like mad until you hit 10+. Then knock up AGL and CON until you get them to 13/14 respectively and train like the KPer from the beginning. 1
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