Post by llecha on Mar 1, 2014 19:49:56 GMT -5
Contributed by Pll
written by: Unforgiven
KP DANCER VS FLASHER
Probable attribute advantage: Agility, height, condi
Probable attribute disadvantage: Kp, chin
How he will try to beat you: He will come at you one of 2 ways if he knows you are a dancer. 1. he will come hard inside if he thinks you will counter (4H/8/8) or 2. he will allout if he thinks you will be using a running line with no power (1/1/18)
How you will beat him: train chin, scout his tendencies and either counter hard if he always allouts or counter light if he insides or you are unsure of his tendencies.
KP Dancer Level 1 Basic Plan
Why the basic plan could lose this matchup: The use of no power begs the flasher to allout you plus the 14 defense with no power may not be enough to survive an allout attempt
KP Dancer vs Flasher(who allouts)
1) 4H/8/8 (counter)
KP Dancer vs Flasher(who insides vs dancers)
1) 4H/4/12 (counter)
4) 4H/4/12 (counter)
if score < 0 then 4H/6/10 (counter)
if score <-1 then 7H/4/9 (counter)
1) if score >14-round then 3H/6/11 (counter)
KP Dancer vs Flasher plan adjustments: the importance is scouting his first round tendencies. alot of flasher managers are lazy and rely on the allout everytime. If this is the case the first plan should lay the flasher out. If he insides vs dancers or you are not sure of what he will do use the second plan to play it safe. He may stun you a couple of times but he will not be able to last the entire fight.
*** *** ***
KP DANCER VS SISSY
Probable attribute advantage:
Probable attribute disadvantage: Agility, Height
How he will try to beat you: He will try to use a high defense and just enough aggression to win rounds while trying to stave off a k.o.
How you will beat him: Be very aggressive forcing him to raise aggression and lower defense to either win on points if he doesnt match aggression or if he does match agression k.o. him using your speed and KP advantage.
KP Dancer Level 1 Basic Plan
Why the basic plan could lose this matchup: Is not aggressive enough vs a sissies height advantage
KP Dancer vs Sissy
1) 9/2/9 (feint)
if roundslost =1 then 11/1/8 (feint)
if roundslost =2 then 13/1/6 (feint)
5) 14/1/5 (feint)
if score < 0 then 5H/11/4 (allout)
if score > 15-round then 4H/8/8
KP Dancer vs Sissy adjustments: Continually raise aggression forcing the sissy to match aggression (thus lowering def) or lose the fight on points. if the sissy gets to the point where he is so aggressive he can beat a 14/1/5 (feint) line you lay him out with the allout to the head.
*** *** ***
KP DANCER VS KP DANCER
Probable attribute advantage
Probable attribute disadvantage: None
How he will try to beat you: One of the most difficult plans to write. Each fighter has the ability to win on points and each fighter has the ability to k.o. the other fighter at anypoint his opponent gets too spunky. The general concensus is to use moderate power scoring lines to protect yourself from possible allout attacks while trying to score lines. carefull not to get too aggressive or you lose a round to stun or lose the fight to k.o.
How you will beat him: Same. Train speed or chin depending on your scouting of your opponent. look for what triggers his flash attempts. Is it getting behind by a certain score or always in a certain round?
KP Dancer Level 1 Basic Plan
Why the basic plan could lose this matchup: Not nearly aggressive enough
KP Dancer vs KP Dancer
1) 6/4/10 (ring)
2) if roundslost = 1 then 7/4/9 (ring)
if roundslost = 2 then 8/4/8 (ring)
if roundslost = 3 then 9/4/7 (ring)
4) if score < 2 then 7/4/9 (ring)
if score < 1 then 8/4/8 (ring)
if score < 0 then 9/4/7 (ring)
if score < -1 then 10/4/6 (feint)
if score < -1 and hisstuns+mystuns = 0 then 5H/10/5 (feint)
6) if score < 0 and hisstuns+mystuns = 0 and endurance_percent >100-((round-1)*3) then 5H/10/5 (allout)
12) 10/4/6 (ring)
if score > 1 then 4H/6/10 (ring)
if score < -1 then 5H/10/5 (feint)
2) if score >15-round then 3/6/11 (ring)
if round <10 and score > 2 and endurance_percent < 67 then 1/1/9 (outside)
KP Dancer vs KP Dancer Adjustments: As stated above we use moderate power scoring lines and hope the other guy makes the mistake of allouting. We put a conditional in the 6th round to see if he likes to use 1 power lines to outscore us we will allout. We put a couple of attacks to the head as every dancer plan should have if the circumstances dictate. This matchup more than anyother is based upon managers individual styles.
*** *** ***
KP DANCER VS SLUGGER
Probable attribute advantage: Kp, Speed, Agility,
Probable attribute disadvantage: Strength
How he will try to beat you: Wear you out using high power body attacks and scoring lines to either win by knocking you out or our pointing you late in the fight when you are too tired to keep up.
How you will beat him: Make the most use of your many attribute advantages to easily outscore the slugger if he tries to outdance you. If he becomes too aggressive or causes too much body damage we will use our kp to either stun or knock him out.
KP Dancer Level 1 Basic Plan
Why the basic plan could lose this matchup: Vs body dedicated slugger managers this plan is not too bad, however this plan is susceptible to having its base aggression ramped up early then beaten senseless, since the plans level of aggression never drops once it is raised.
KP Dancer vs Slugger
1) 4/1/15 (outside) #5H/9/6 (counter)
2) if score < 0 then 5/1/14 (outside)
3) if score < 3 then 4/1/15 (outside)
if score < 2 then 5/1/14 (outside)
if score < 1 then 6/1/13 (outside)
if score < 0 then 7/1/12 (outside)
if score < -1 then 8/1/11 (outside)
if score < -2 then 9/1/10 (outside)
if round = 5 and score <=0 then 5H/9/6 (counter)
8) if score < 0 then 6/1/13 (outside)
if score < -1 then 8/1/11 (outside)
if score < -2 then 10/1/9 (outside)
if score< round-10 and warnings= 0 and hisstuns>=mystuns then 5H/10!/5 (counter)
12) 13/1/6 (outside)
if score > 1 then 3H/6/11 (ring)
if score = 1 then 5H/8/7 (ring)
if score < -1 then 5H/10!/5 (counter)
2) if endurance_percent <100-((round-1)*5) and mystuns <= hisstuns then 5H/11/4 (counter)
if score < 14-round then 3H/6/11 (ring)
if endurance_percent < 45 and opp=>1 and score < 0 then towel
KP Dancer vs Slugger Adjustments: Sliding scale of aggression based upon score and point in the fight so as not to get overly aggressive taking unneeded damage. Make the slugger keep his amount of aggression in check by forcing him to respect our ability to k.o. him if he gets to aggressive to the body(global endurance check) or scoring(round 5 and 10 score check). Move the round 5 and 10 check around to different rounds so as not to become predictable. Starting line can also be a 5H/9/6 (counter) or 5H/10/5 (counter) if you feel he will start out overly aggressive. this not only may stun or knock him out but also if he has any stun conditionals in his plan limiting his aggression and early stun will kick these in, additionally keeping him less aggressive. Its important to only try to stun once or twice a fight because if you do not succeed in stunning you will take a horrific amount of damage from your low defense most likely ending your shot to win the fight. Notice most stun lines have "and hisstuns >= mystuns" to mkae sure that we are the one stunning him. If he stuns us on our attempts more than we stun him, we dont try the obviously useless stun attempts anymore.
*** *** ***
KP DANCER VS BALANCED
Probable attribute advantage: KP,
Probable attribute disadvantage: Strength
How he will try to beat you: He will mix body attacks with high power scoring lines to wear you out for either a possible k.o. or to outdance you at the end of a fight when you are too tired to keep up. Very similar to a sluggers plan except a balanced attack will be more scoring oriented as he is faster but not as strong as a slugger.
How you will beat him: As with the slugger you will limit his aggession using your Kp to stun or k.o. him if he gets overly exuberant.
KP Dancer Level 1 Basic Plan
Why the basic plan could lose this matchup: As with slugger this plan is susceptible to getting too agressive if balanced fighter starts out aggressive opening the dancer up to alot of damage from body attacks in the middle of the fight.
KP Dancer vs Balanced
1) 7/1/12 ( outside)
if score <2 then 8/1/11 (outside)
if score < 1 then 9/1/10 (outside)
if score < 0 then 10/1/9 (outside)
if score < -1 then 11/1/8 (feint)
if round = 5 and score < = 0 then 5H/10/5 (counter)
9) if score < round - 9 then 12/1/7 (feint)
if score < round - 10 then 5H/10/5 (counter)
if score < round-11 then 13/1/6 (feint)
if score < round - 10 and warnings = 0 then 5H/10!/5 (counter)
12) 13/1/6 (feint)
if score > 1 then 3H/6/11 (ring)
if score = 1 then 8H/7/5 (ring)
if score < -1 then 5H/10/5 (counter)
2) if endurance_ percent < 100-((round-1)*5) and mytuns<=hisstuns then 5H/10/5 (counter)
if score < 14-round then 3H/6/11 (ring)
KP Dancer vs Balanced Adjustments: Added a sliding scoring scale to try to limit aggression to the aggression of your opponent so as to take as little damage as possible while still scoring enough points to win rounds. Added additional conditionals to make use of your kp if the balanced fighter tries to outdance you at the end or beginning as well if he tries to go to the body too hard.
*** *** ***
KP DANCER VS CLINCHER
Probable attribute advantage: KP, Speed, Agility,
Probable attribute disadvantage: Strength
How he will try to beat you: Sheer physical damage. It is unlikely he will be able to win this fight on points unless he beats the living hell out of you. If he beats you badly enough to win on points chances are he will just finish you off with the k.o.
How you will beat him: winning on points shouldnt be a problem due to your multitude of attribute advantages, however you must be vigilant to keep his aggression in check or you can take 100+ ips easily
KP Dancer Level 1 Basic Plan
Why the basic plan could lose this matchup: Although this plan starts with a fairly low aggression it may still be too aggressive vs a clincher given his enormous strength advantage.
KP Dancer vs Clincher
1) 4/1/15 (ring)
#5H/10/5 (counter)
if score <3 then 3/1/16 (ring)
if score < 2 then 4/1/15 (ring)
if score < 1 then 5/1/14 (ring)
if score < 0 then 6/1/13 (ring)
if round = 5 and score <=0 then 5H/9/6 (counter)
8) if score < 2 then 5/1/14 (ring)
if score < 1 then 6/1/13 (ring)
if score < 0 then 8/1/11 (ring)
if score < -1 then 10/1/9 (ring)
12) 3H/6/11 (ring)
if score = -1 then 10/1/9 (ring)
if score <-1 then 5H/10/5 (counter)
2) if endurance_percent <100-((round-1)*6) and hisstuns>=mystuns then 5H/10/5 (counter)
if endurance_percent < 45 and score <0 then towel
if score >14-round then 3H/5/12 (ring)
KP Dancer vs Clincher Adjustments: Dancers aggression is very limited till the end of the fight. If clincher starts doing too much damage then we will try for the k.o. or stun. If you dont get it chances are you will take so much damage the fight is over. If in scouting you see the clincher always starts out overly aggressive vs dancers use the counter line to start the fight to try for the flash k.o.
written by: Unforgiven
KP DANCER VS FLASHER
Probable attribute advantage: Agility, height, condi
Probable attribute disadvantage: Kp, chin
How he will try to beat you: He will come at you one of 2 ways if he knows you are a dancer. 1. he will come hard inside if he thinks you will counter (4H/8/8) or 2. he will allout if he thinks you will be using a running line with no power (1/1/18)
How you will beat him: train chin, scout his tendencies and either counter hard if he always allouts or counter light if he insides or you are unsure of his tendencies.
KP Dancer Level 1 Basic Plan
Why the basic plan could lose this matchup: The use of no power begs the flasher to allout you plus the 14 defense with no power may not be enough to survive an allout attempt
KP Dancer vs Flasher(who allouts)
1) 4H/8/8 (counter)
KP Dancer vs Flasher(who insides vs dancers)
1) 4H/4/12 (counter)
4) 4H/4/12 (counter)
if score < 0 then 4H/6/10 (counter)
if score <-1 then 7H/4/9 (counter)
1) if score >14-round then 3H/6/11 (counter)
KP Dancer vs Flasher plan adjustments: the importance is scouting his first round tendencies. alot of flasher managers are lazy and rely on the allout everytime. If this is the case the first plan should lay the flasher out. If he insides vs dancers or you are not sure of what he will do use the second plan to play it safe. He may stun you a couple of times but he will not be able to last the entire fight.
*** *** ***
KP DANCER VS SISSY
Probable attribute advantage:
Probable attribute disadvantage: Agility, Height
How he will try to beat you: He will try to use a high defense and just enough aggression to win rounds while trying to stave off a k.o.
How you will beat him: Be very aggressive forcing him to raise aggression and lower defense to either win on points if he doesnt match aggression or if he does match agression k.o. him using your speed and KP advantage.
KP Dancer Level 1 Basic Plan
Why the basic plan could lose this matchup: Is not aggressive enough vs a sissies height advantage
KP Dancer vs Sissy
1) 9/2/9 (feint)
if roundslost =1 then 11/1/8 (feint)
if roundslost =2 then 13/1/6 (feint)
5) 14/1/5 (feint)
if score < 0 then 5H/11/4 (allout)
if score > 15-round then 4H/8/8
KP Dancer vs Sissy adjustments: Continually raise aggression forcing the sissy to match aggression (thus lowering def) or lose the fight on points. if the sissy gets to the point where he is so aggressive he can beat a 14/1/5 (feint) line you lay him out with the allout to the head.
*** *** ***
KP DANCER VS KP DANCER
Probable attribute advantage
Probable attribute disadvantage: None
How he will try to beat you: One of the most difficult plans to write. Each fighter has the ability to win on points and each fighter has the ability to k.o. the other fighter at anypoint his opponent gets too spunky. The general concensus is to use moderate power scoring lines to protect yourself from possible allout attacks while trying to score lines. carefull not to get too aggressive or you lose a round to stun or lose the fight to k.o.
How you will beat him: Same. Train speed or chin depending on your scouting of your opponent. look for what triggers his flash attempts. Is it getting behind by a certain score or always in a certain round?
KP Dancer Level 1 Basic Plan
Why the basic plan could lose this matchup: Not nearly aggressive enough
KP Dancer vs KP Dancer
1) 6/4/10 (ring)
2) if roundslost = 1 then 7/4/9 (ring)
if roundslost = 2 then 8/4/8 (ring)
if roundslost = 3 then 9/4/7 (ring)
4) if score < 2 then 7/4/9 (ring)
if score < 1 then 8/4/8 (ring)
if score < 0 then 9/4/7 (ring)
if score < -1 then 10/4/6 (feint)
if score < -1 and hisstuns+mystuns = 0 then 5H/10/5 (feint)
6) if score < 0 and hisstuns+mystuns = 0 and endurance_percent >100-((round-1)*3) then 5H/10/5 (allout)
12) 10/4/6 (ring)
if score > 1 then 4H/6/10 (ring)
if score < -1 then 5H/10/5 (feint)
2) if score >15-round then 3/6/11 (ring)
if round <10 and score > 2 and endurance_percent < 67 then 1/1/9 (outside)
KP Dancer vs KP Dancer Adjustments: As stated above we use moderate power scoring lines and hope the other guy makes the mistake of allouting. We put a conditional in the 6th round to see if he likes to use 1 power lines to outscore us we will allout. We put a couple of attacks to the head as every dancer plan should have if the circumstances dictate. This matchup more than anyother is based upon managers individual styles.
*** *** ***
KP DANCER VS SLUGGER
Probable attribute advantage: Kp, Speed, Agility,
Probable attribute disadvantage: Strength
How he will try to beat you: Wear you out using high power body attacks and scoring lines to either win by knocking you out or our pointing you late in the fight when you are too tired to keep up.
How you will beat him: Make the most use of your many attribute advantages to easily outscore the slugger if he tries to outdance you. If he becomes too aggressive or causes too much body damage we will use our kp to either stun or knock him out.
KP Dancer Level 1 Basic Plan
Why the basic plan could lose this matchup: Vs body dedicated slugger managers this plan is not too bad, however this plan is susceptible to having its base aggression ramped up early then beaten senseless, since the plans level of aggression never drops once it is raised.
KP Dancer vs Slugger
1) 4/1/15 (outside) #5H/9/6 (counter)
2) if score < 0 then 5/1/14 (outside)
3) if score < 3 then 4/1/15 (outside)
if score < 2 then 5/1/14 (outside)
if score < 1 then 6/1/13 (outside)
if score < 0 then 7/1/12 (outside)
if score < -1 then 8/1/11 (outside)
if score < -2 then 9/1/10 (outside)
if round = 5 and score <=0 then 5H/9/6 (counter)
8) if score < 0 then 6/1/13 (outside)
if score < -1 then 8/1/11 (outside)
if score < -2 then 10/1/9 (outside)
if score< round-10 and warnings= 0 and hisstuns>=mystuns then 5H/10!/5 (counter)
12) 13/1/6 (outside)
if score > 1 then 3H/6/11 (ring)
if score = 1 then 5H/8/7 (ring)
if score < -1 then 5H/10!/5 (counter)
2) if endurance_percent <100-((round-1)*5) and mystuns <= hisstuns then 5H/11/4 (counter)
if score < 14-round then 3H/6/11 (ring)
if endurance_percent < 45 and opp=>1 and score < 0 then towel
KP Dancer vs Slugger Adjustments: Sliding scale of aggression based upon score and point in the fight so as not to get overly aggressive taking unneeded damage. Make the slugger keep his amount of aggression in check by forcing him to respect our ability to k.o. him if he gets to aggressive to the body(global endurance check) or scoring(round 5 and 10 score check). Move the round 5 and 10 check around to different rounds so as not to become predictable. Starting line can also be a 5H/9/6 (counter) or 5H/10/5 (counter) if you feel he will start out overly aggressive. this not only may stun or knock him out but also if he has any stun conditionals in his plan limiting his aggression and early stun will kick these in, additionally keeping him less aggressive. Its important to only try to stun once or twice a fight because if you do not succeed in stunning you will take a horrific amount of damage from your low defense most likely ending your shot to win the fight. Notice most stun lines have "and hisstuns >= mystuns" to mkae sure that we are the one stunning him. If he stuns us on our attempts more than we stun him, we dont try the obviously useless stun attempts anymore.
*** *** ***
KP DANCER VS BALANCED
Probable attribute advantage: KP,
Probable attribute disadvantage: Strength
How he will try to beat you: He will mix body attacks with high power scoring lines to wear you out for either a possible k.o. or to outdance you at the end of a fight when you are too tired to keep up. Very similar to a sluggers plan except a balanced attack will be more scoring oriented as he is faster but not as strong as a slugger.
How you will beat him: As with the slugger you will limit his aggession using your Kp to stun or k.o. him if he gets overly exuberant.
KP Dancer Level 1 Basic Plan
Why the basic plan could lose this matchup: As with slugger this plan is susceptible to getting too agressive if balanced fighter starts out aggressive opening the dancer up to alot of damage from body attacks in the middle of the fight.
KP Dancer vs Balanced
1) 7/1/12 ( outside)
if score <2 then 8/1/11 (outside)
if score < 1 then 9/1/10 (outside)
if score < 0 then 10/1/9 (outside)
if score < -1 then 11/1/8 (feint)
if round = 5 and score < = 0 then 5H/10/5 (counter)
9) if score < round - 9 then 12/1/7 (feint)
if score < round - 10 then 5H/10/5 (counter)
if score < round-11 then 13/1/6 (feint)
if score < round - 10 and warnings = 0 then 5H/10!/5 (counter)
12) 13/1/6 (feint)
if score > 1 then 3H/6/11 (ring)
if score = 1 then 8H/7/5 (ring)
if score < -1 then 5H/10/5 (counter)
2) if endurance_ percent < 100-((round-1)*5) and mytuns<=hisstuns then 5H/10/5 (counter)
if score < 14-round then 3H/6/11 (ring)
KP Dancer vs Balanced Adjustments: Added a sliding scoring scale to try to limit aggression to the aggression of your opponent so as to take as little damage as possible while still scoring enough points to win rounds. Added additional conditionals to make use of your kp if the balanced fighter tries to outdance you at the end or beginning as well if he tries to go to the body too hard.
*** *** ***
KP DANCER VS CLINCHER
Probable attribute advantage: KP, Speed, Agility,
Probable attribute disadvantage: Strength
How he will try to beat you: Sheer physical damage. It is unlikely he will be able to win this fight on points unless he beats the living hell out of you. If he beats you badly enough to win on points chances are he will just finish you off with the k.o.
How you will beat him: winning on points shouldnt be a problem due to your multitude of attribute advantages, however you must be vigilant to keep his aggression in check or you can take 100+ ips easily
KP Dancer Level 1 Basic Plan
Why the basic plan could lose this matchup: Although this plan starts with a fairly low aggression it may still be too aggressive vs a clincher given his enormous strength advantage.
KP Dancer vs Clincher
1) 4/1/15 (ring)
#5H/10/5 (counter)
if score <3 then 3/1/16 (ring)
if score < 2 then 4/1/15 (ring)
if score < 1 then 5/1/14 (ring)
if score < 0 then 6/1/13 (ring)
if round = 5 and score <=0 then 5H/9/6 (counter)
8) if score < 2 then 5/1/14 (ring)
if score < 1 then 6/1/13 (ring)
if score < 0 then 8/1/11 (ring)
if score < -1 then 10/1/9 (ring)
12) 3H/6/11 (ring)
if score = -1 then 10/1/9 (ring)
if score <-1 then 5H/10/5 (counter)
2) if endurance_percent <100-((round-1)*6) and hisstuns>=mystuns then 5H/10/5 (counter)
if endurance_percent < 45 and score <0 then towel
if score >14-round then 3H/5/12 (ring)
KP Dancer vs Clincher Adjustments: Dancers aggression is very limited till the end of the fight. If clincher starts doing too much damage then we will try for the k.o. or stun. If you dont get it chances are you will take so much damage the fight is over. If in scouting you see the clincher always starts out overly aggressive vs dancers use the counter line to start the fight to try for the flash k.o.