Post by Sin-N-Terrors on Feb 28, 2014 22:35:19 GMT -5
Contributed by Sin
written by: Pritches Boxing Academy
A KP (knockout Punch) Dancer is a tall fighter with low strength, high speed, even higher agility and a knockout punch. The point of a dancer is to win the majority of his bouts on points but if your opponent is dealing too much damage meaning they are most likely using low defense the kp dancer has the punch to knock him out on the spot. These fighters are very easy to manage so I would recommend them to the new manager.
Here's an idea of starting ability points:
Strength: 6 KP: 0
Speed: 10 Agility: 12
Chin: 9 Conditioning: 14
Height 6 foot 6 Inches
Build Very light
Weight Division Will be cruisers to Light heavies.
Training. For first 2 fights train knockout punch. After that train 1 speed then 1 agil and keep repeating. If you think another fighter your against might have kp or is a flasher train chin up too 10. Near contenders you should start getting strength up to 9 and kp up to 3. By contenders you should have something similar to this.
Strength: 9 KP: 3
Speed: 17 Agility: 20
Chin: 10 Conditioning: 16
Fight Plan Creation
Here's a simple guideline of a plan to use. Depending on your opponent be more aggressive or defensive.
Always start of conservative.
1) 7/3/10 (ring); This would be good against another dancer
1) 5/3/12 (ring); This would be a good way to start against a slugger who goes for flash knockouts.
1) 5/1/14 (ring); This is a good way to start against a pure slugger maybe even 4 aggression.
###Match him in the fight###
You want to match your opponent round by round to take as little damage as possible. If your losing raise your aggression a little. For example:
1) 7/3/10 (ring)
if score < 0 then 8/3/9 (ring)
if score <= -1 then 8/4/8 (ring)
if score <= -2 then 9/4/7 (ring)
if you have high aggression and your still losing then go for a knockout cause the chances are that our opponent is using very high aggression therefore low defense.
if score <= - 5 then 5h/11/4 (counter)
###Kill him if he's dealing too much damage###
If your opp is dealing allot of damage it's very likely that he is using low defense. When he is using low defense he is vulnerable to a knockout blow.
This line means if you lose 5% of your endurance points in any one round you go for the knockout.
if endurance_percent < 100 - (round - 1) * 5 then 5H/10/5 (counter);
This line is fine but if you don't knock him down he will deal even more damage and this line will get caught in a loop so you will lose the fight for sure. One way to get around this is to go:
if round = 3 and endurance_percent < 100 - (round - 1) * 5 then 5H/10/5 (counter);
if round = 6 and endurance_percent < 100 - (round - 1) * 5 then 5H/10/5 (counter);
if round = 9 and endurance_percent < 100 - (round - 1) * 5 then 5H/10/5 (counter);
This means it will only try it in those three rounds. If you want to be extra save you could use.
if endurance_percent < 100 - (round - 1) * 5 and my knockdowns =< hissknockdowns then 5H/10/5 (counter);
Only use that in later rounds though.
###If i'm stunned early on###
If he stuns me when i'm using high defense he must be using low defense so go for a knockout.
if round < 4 and mystuns > hisstuns then 5h/10/5 (counter)
###Go for emergency KO###
If you have lost for sure you will have to go for the knockout.
11) if score <= 4 then 5h/11/4 (counter)
12) if score <= -1 5h/10!/5 (allout)
###Endurance Checks###
You may need to rest in the fight. If so tie your resting to certain rounds so a slugger doesn't pound you into clinching.
if round = 4 and endurance_percent < 70 then 1/1/8 (clinch)
if round = 7 and endurance_percent < 70 then 1/1/8 (clinch)
if round = 9 and endurance_percent < 67 then 1/1/8 (clinch)
This isn't always the best way to rest but will work well against mediocre strength opponents.
###Emergency Endurance###
If your against a stronger opponent and he has pummeled you so much that you need to rest or be knocked out soon it may be a good idea to use towel but for now.
if endurance_percent < 50 and score > 1 then 1/1/12
this may keep you holding on for an extra round or 2. If your endurance goes below 33% meaning you are exhausted and your opponent probably has a conditional to allout you about now this would be a good time to throw in the towel and save yourself injury points.
if endurance_percent <= 33 then towel
###If im winning###
If I have won the fight it's time to run.
10) if score >= 3 then 3h/6/11 (ring)
11) if score >= 2 then 3h/6/11 (ring)
12) if score >= 1 then 3h/6/11 (ring)
This will protect against an allout attempt and unless you get stunned will win you the fight.
So here's the very basic fight plan which has turned out to be a little less basic than I originally meant it to be. Jesus I just scrolled up and I've wrote allot.
Good Luck
Pritches Boxing Academy
1) 7/3/10 (ring)
if score < 0 then 8/3/9 (ring)
if score <= -1 then 8/4/8 (ring)
if score <= -2 then 9/4/7 (ring)
if score <= -5 then 5H/11/4 (counter)
if round = 3 and endurance_percent < 100 - (round - 1) * 5 then 5H/10/5 (counter);
if round = 6 and endurance_percent < 100 - (round - 1) * 5 then 5H/10/5 (counter);
if round = 9 and endurance_percent < 100 - (round - 1) * 5 then 5H/10/5 (counter);
if round < 4 and mystuns > hisstuns then 5h/10/5 (counter)
if round = 4 and endurance_percent < 70 then 1/1/8 (clinch)
if round = 7 and endurance_percent < 70 then 1/1/8 (clinch)
if round = 9 and endurance_percent < 67 then 1/1/8 (clinch)
if endurance_percent < 50 and score > 1 and round < 12 then 1/1/12
if endurance_percent <= 33 then towel
10) if score >= 3 then 3h/6/11 (ring)
11) if score <= -4 then 5h/11/4 (counter)
11) if score >= 2 then 3h/6/11 (ring)
12) if score >= 1 then 3h/6/11 (ring)
12) if score <= -1 5h/10!/5 (allout)
stop
1
written by: Pritches Boxing Academy
A KP (knockout Punch) Dancer is a tall fighter with low strength, high speed, even higher agility and a knockout punch. The point of a dancer is to win the majority of his bouts on points but if your opponent is dealing too much damage meaning they are most likely using low defense the kp dancer has the punch to knock him out on the spot. These fighters are very easy to manage so I would recommend them to the new manager.
Here's an idea of starting ability points:
Strength: 6 KP: 0
Speed: 10 Agility: 12
Chin: 9 Conditioning: 14
Height 6 foot 6 Inches
Build Very light
Weight Division Will be cruisers to Light heavies.
Training. For first 2 fights train knockout punch. After that train 1 speed then 1 agil and keep repeating. If you think another fighter your against might have kp or is a flasher train chin up too 10. Near contenders you should start getting strength up to 9 and kp up to 3. By contenders you should have something similar to this.
Strength: 9 KP: 3
Speed: 17 Agility: 20
Chin: 10 Conditioning: 16
Fight Plan Creation
Here's a simple guideline of a plan to use. Depending on your opponent be more aggressive or defensive.
Always start of conservative.
1) 7/3/10 (ring); This would be good against another dancer
1) 5/3/12 (ring); This would be a good way to start against a slugger who goes for flash knockouts.
1) 5/1/14 (ring); This is a good way to start against a pure slugger maybe even 4 aggression.
###Match him in the fight###
You want to match your opponent round by round to take as little damage as possible. If your losing raise your aggression a little. For example:
1) 7/3/10 (ring)
if score < 0 then 8/3/9 (ring)
if score <= -1 then 8/4/8 (ring)
if score <= -2 then 9/4/7 (ring)
if you have high aggression and your still losing then go for a knockout cause the chances are that our opponent is using very high aggression therefore low defense.
if score <= - 5 then 5h/11/4 (counter)
###Kill him if he's dealing too much damage###
If your opp is dealing allot of damage it's very likely that he is using low defense. When he is using low defense he is vulnerable to a knockout blow.
This line means if you lose 5% of your endurance points in any one round you go for the knockout.
if endurance_percent < 100 - (round - 1) * 5 then 5H/10/5 (counter);
This line is fine but if you don't knock him down he will deal even more damage and this line will get caught in a loop so you will lose the fight for sure. One way to get around this is to go:
if round = 3 and endurance_percent < 100 - (round - 1) * 5 then 5H/10/5 (counter);
if round = 6 and endurance_percent < 100 - (round - 1) * 5 then 5H/10/5 (counter);
if round = 9 and endurance_percent < 100 - (round - 1) * 5 then 5H/10/5 (counter);
This means it will only try it in those three rounds. If you want to be extra save you could use.
if endurance_percent < 100 - (round - 1) * 5 and my knockdowns =< hissknockdowns then 5H/10/5 (counter);
Only use that in later rounds though.
###If i'm stunned early on###
If he stuns me when i'm using high defense he must be using low defense so go for a knockout.
if round < 4 and mystuns > hisstuns then 5h/10/5 (counter)
###Go for emergency KO###
If you have lost for sure you will have to go for the knockout.
11) if score <= 4 then 5h/11/4 (counter)
12) if score <= -1 5h/10!/5 (allout)
###Endurance Checks###
You may need to rest in the fight. If so tie your resting to certain rounds so a slugger doesn't pound you into clinching.
if round = 4 and endurance_percent < 70 then 1/1/8 (clinch)
if round = 7 and endurance_percent < 70 then 1/1/8 (clinch)
if round = 9 and endurance_percent < 67 then 1/1/8 (clinch)
This isn't always the best way to rest but will work well against mediocre strength opponents.
###Emergency Endurance###
If your against a stronger opponent and he has pummeled you so much that you need to rest or be knocked out soon it may be a good idea to use towel but for now.
if endurance_percent < 50 and score > 1 then 1/1/12
this may keep you holding on for an extra round or 2. If your endurance goes below 33% meaning you are exhausted and your opponent probably has a conditional to allout you about now this would be a good time to throw in the towel and save yourself injury points.
if endurance_percent <= 33 then towel
###If im winning###
If I have won the fight it's time to run.
10) if score >= 3 then 3h/6/11 (ring)
11) if score >= 2 then 3h/6/11 (ring)
12) if score >= 1 then 3h/6/11 (ring)
This will protect against an allout attempt and unless you get stunned will win you the fight.
So here's the very basic fight plan which has turned out to be a little less basic than I originally meant it to be. Jesus I just scrolled up and I've wrote allot.
Good Luck
Pritches Boxing Academy
1) 7/3/10 (ring)
if score < 0 then 8/3/9 (ring)
if score <= -1 then 8/4/8 (ring)
if score <= -2 then 9/4/7 (ring)
if score <= -5 then 5H/11/4 (counter)
if round = 3 and endurance_percent < 100 - (round - 1) * 5 then 5H/10/5 (counter);
if round = 6 and endurance_percent < 100 - (round - 1) * 5 then 5H/10/5 (counter);
if round = 9 and endurance_percent < 100 - (round - 1) * 5 then 5H/10/5 (counter);
if round < 4 and mystuns > hisstuns then 5h/10/5 (counter)
if round = 4 and endurance_percent < 70 then 1/1/8 (clinch)
if round = 7 and endurance_percent < 70 then 1/1/8 (clinch)
if round = 9 and endurance_percent < 67 then 1/1/8 (clinch)
if endurance_percent < 50 and score > 1 and round < 12 then 1/1/12
if endurance_percent <= 33 then towel
10) if score >= 3 then 3h/6/11 (ring)
11) if score <= -4 then 5h/11/4 (counter)
11) if score >= 2 then 3h/6/11 (ring)
12) if score >= 1 then 3h/6/11 (ring)
12) if score <= -1 5h/10!/5 (allout)
stop
1