Post by Sin-N-Terrors on Feb 27, 2014 18:39:22 GMT -5
Contributed by Sanford
Written by Albino:
KP DANCERS:
upside - very versitile, can win by KO or by decision. KP ensures sluggers dont open up too quickly, reducing ips.
downside - higher CHN is usually needed, so after the extra KP and CHN they become very inefficient to deal endurance damage. have problems vs fighters with high CHN.
favored opponent - any fighter with low CHN
feared opponent - any fighter with good CHN and good STR
how to make KP dancers:
start with 9 or 12 STR (6 in higher divs) and maxed KP, 10 CHN, 14-15 CND, even SPD and AGL. cuts can be low or normal. use lightish build for kp dancers to maximize counterpunch effectiveness. kp dancers created with more than 10 STR can be disguised as a flasher if they use a heavy build since 12 STR with 4 KP can flash opponents at low statuses.
by the time kp dancers reach contenders they should have at least 12 STR if not 15, personally i like to have 15 STR to continue flash ability, while still can easily beat opponents on points. once you reach contenders, SPD doesnt need to be close to AGL. stop training SPD at 20 because you need the high AGL for defence (not fp defence). the higher the defence the more the opponent has to opponent up to hurt you, and when they do, BANG!!! the lower the STR the more AGL you should have, since more STR can still flash, they wont need as much AGL, instead they should get SPD. kp dancers should have 13 CHN in contenders.
--KP dancers vs flashers:
with good CHN 4H/8/8 (counter) should be enough, if you dont have that CHN 4H/6/10 (counter) will be better. in both cases if the flasher allouts you should win, you have to worry about inside. if he can KO you with 6H/11!/3 (inside) you should put an extra point or two on DEF. 4H/8/8 (counter) the whole fight can easily win, especially if the KP dancer is the higher STR high SPD variety.
other options/tactics- 4/4/12 (ring) can work against a fighter who uses inside, or a big allout attack, but a 4H/9/7 (allout) may get you.
other options/tactics- 4/1/15 (outside) if he stuns you then there is no point, the aim here is to win rounds. but if he stuns you with DEF, go 4H/9/7 (counter) in the next round.
--KP dancers vs KP dancers:
my most hated matchups. KP can be very difficult to scout at times, and not to mention the amount of options involved when two versitile fighters fight each other. there are IMO 3 main options:
1. slap - slap aggressively enough to win rounds, but with enough DEF so he cannot flash you.
2. dance - use POW equal to his KP (DEF should be high than POW), this almost always ensures that you survive an allout attempt and KO him.
3. flash - not necessarily in round 1, kp dancers are not barbarians instead, slap/dancer till you lose a round then flash (so long as the lost round wasnt due to stuns). usually a later round KOs are more successful when the both fighters have opened up to score rounds.
all of the above should be mix up though out the fight, stun the opponent in each fight if you can, this makes his harder for the opponent to predict what you will do and keeps them honest.
other options/tactics- if you are the stronger dancer and he is prone to slapping, 5B/10/5 (inside) may work out well if your not confident enough to use 5H/10!/5 (allout).
--KP dancers vs 0 KP dancers:
dance like a sissy till you lose a round then allout his ass! you should at least KD him if not KO him, and if you dont lose a round then you win anyway. these dancers usually invest in extra CHN though, you may have to slug if he has excessive CHN.
other options/tactics- win by stunning him in every round. very effective if you can pull it off, they usually open up more because they are losing rounds. beware dancers with STR > 10 that decide to slug.
--KP dancers vs sluggers:
key here- all or nothing, ie 5H/11/4 (counter) or 4/1/15 (outside) otherwise ips could end your career prematurely.
you will want to KO him early if you can, the longer the fight the more ips you will get. sluggers like to use clinch vs kp dancers so allout is your best option here if you have the higher KP type. if not 4/1/15 (outside) could win you rounds while he is scared and using clinch. again the high CHN sluggers will be a problem, counter wont hurt them enough, they use clinch maybe in the first few rounds only then switch to inside to weaken you. if you allout early and dont get them then at least you only take 25 ips instead of possible 100's. never try to outslug a slugger with a kp dancer.
--KP dancers vs clinchers:
generally clinchers are fairly immune to counter. if they have > 10 AGL then you can try counter to KO them, if they have < 10 AGL counter isnt worth it, use the ring. if the clincher has good CHN counter/ring wont be enough, you may need to allout if you want to KO him, if you miss he probably wont KO you, instead he will deal about 50 damage, effectively ending your chance to win. again 4/1/15 (outside/ring) will win rounds, especially since clinch reduces AGG. never try to outslug a clincher with a kp dancer.
Written by Albino:
KP DANCERS:
upside - very versitile, can win by KO or by decision. KP ensures sluggers dont open up too quickly, reducing ips.
downside - higher CHN is usually needed, so after the extra KP and CHN they become very inefficient to deal endurance damage. have problems vs fighters with high CHN.
favored opponent - any fighter with low CHN
feared opponent - any fighter with good CHN and good STR
how to make KP dancers:
start with 9 or 12 STR (6 in higher divs) and maxed KP, 10 CHN, 14-15 CND, even SPD and AGL. cuts can be low or normal. use lightish build for kp dancers to maximize counterpunch effectiveness. kp dancers created with more than 10 STR can be disguised as a flasher if they use a heavy build since 12 STR with 4 KP can flash opponents at low statuses.
by the time kp dancers reach contenders they should have at least 12 STR if not 15, personally i like to have 15 STR to continue flash ability, while still can easily beat opponents on points. once you reach contenders, SPD doesnt need to be close to AGL. stop training SPD at 20 because you need the high AGL for defence (not fp defence). the higher the defence the more the opponent has to opponent up to hurt you, and when they do, BANG!!! the lower the STR the more AGL you should have, since more STR can still flash, they wont need as much AGL, instead they should get SPD. kp dancers should have 13 CHN in contenders.
--KP dancers vs flashers:
with good CHN 4H/8/8 (counter) should be enough, if you dont have that CHN 4H/6/10 (counter) will be better. in both cases if the flasher allouts you should win, you have to worry about inside. if he can KO you with 6H/11!/3 (inside) you should put an extra point or two on DEF. 4H/8/8 (counter) the whole fight can easily win, especially if the KP dancer is the higher STR high SPD variety.
other options/tactics- 4/4/12 (ring) can work against a fighter who uses inside, or a big allout attack, but a 4H/9/7 (allout) may get you.
other options/tactics- 4/1/15 (outside) if he stuns you then there is no point, the aim here is to win rounds. but if he stuns you with DEF, go 4H/9/7 (counter) in the next round.
--KP dancers vs KP dancers:
my most hated matchups. KP can be very difficult to scout at times, and not to mention the amount of options involved when two versitile fighters fight each other. there are IMO 3 main options:
1. slap - slap aggressively enough to win rounds, but with enough DEF so he cannot flash you.
2. dance - use POW equal to his KP (DEF should be high than POW), this almost always ensures that you survive an allout attempt and KO him.
3. flash - not necessarily in round 1, kp dancers are not barbarians instead, slap/dancer till you lose a round then flash (so long as the lost round wasnt due to stuns). usually a later round KOs are more successful when the both fighters have opened up to score rounds.
all of the above should be mix up though out the fight, stun the opponent in each fight if you can, this makes his harder for the opponent to predict what you will do and keeps them honest.
other options/tactics- if you are the stronger dancer and he is prone to slapping, 5B/10/5 (inside) may work out well if your not confident enough to use 5H/10!/5 (allout).
--KP dancers vs 0 KP dancers:
dance like a sissy till you lose a round then allout his ass! you should at least KD him if not KO him, and if you dont lose a round then you win anyway. these dancers usually invest in extra CHN though, you may have to slug if he has excessive CHN.
other options/tactics- win by stunning him in every round. very effective if you can pull it off, they usually open up more because they are losing rounds. beware dancers with STR > 10 that decide to slug.
--KP dancers vs sluggers:
key here- all or nothing, ie 5H/11/4 (counter) or 4/1/15 (outside) otherwise ips could end your career prematurely.
you will want to KO him early if you can, the longer the fight the more ips you will get. sluggers like to use clinch vs kp dancers so allout is your best option here if you have the higher KP type. if not 4/1/15 (outside) could win you rounds while he is scared and using clinch. again the high CHN sluggers will be a problem, counter wont hurt them enough, they use clinch maybe in the first few rounds only then switch to inside to weaken you. if you allout early and dont get them then at least you only take 25 ips instead of possible 100's. never try to outslug a slugger with a kp dancer.
--KP dancers vs clinchers:
generally clinchers are fairly immune to counter. if they have > 10 AGL then you can try counter to KO them, if they have < 10 AGL counter isnt worth it, use the ring. if the clincher has good CHN counter/ring wont be enough, you may need to allout if you want to KO him, if you miss he probably wont KO you, instead he will deal about 50 damage, effectively ending your chance to win. again 4/1/15 (outside/ring) will win rounds, especially since clinch reduces AGG. never try to outslug a clincher with a kp dancer.