Post by Sin-N-Terrors on Mar 2, 2014 21:28:16 GMT -5
Contributed by Sanford
written by: Albino
Written by Albino:
0 KP DANCERS:
upside - good defence and scoring ability
downside - lack of attack damage reduces their effectiveness vs allout
favored opponent - other dancers, including kp dancers
feared opponent - sluggers, clinchers and flashers
--0 KP dancers vs flashers:
since dancers have little attack damage the only thing a dancer can do is hide. after a couple of rounds the oppoent while tire and you will need to open up a little to sneak rounds, 3/1/16 (ring) or 4/1/15 (ring) will be enough in most cases.
--0 KP dancers vs KP dancers:
since your opponent has APs invested in KP you must have an advantage somewhere, use it if you can. you will need need decent CHN to survive a probable allout attack. there are two main options, dance with 1 POW or dance with more POW. if you advantage is height use outside with 1 POW, if your advantage is STR then use a few point of POW. for the most part it depends on your CHN and his KP, use enough DEF to make sure you don't get stunned by 6H/11!/3 (inside), then use the remaining points to score rounds. if this means your DEF has to be 15 to not get stunned then you are in trouble. when it comes to allout theres not a lot you can do, when you don't need to score rounds increase DEF or use 4H/6/10 to try reduce the chance of getting stunned.
other options/tactics- if you advantage is STR then you could try to slug, this only works if you have decent str (>15) and you have chin to back it up. using 5B/8/7 to wear him down while he expects you to take rounds. KP dancers, like most dancers, usually have good CND so slugging is more of a between rounds thing to do. sometimes you maybe able to wear him down, but don't count on it.
--0 KP dancers vs 0 KP dancers:
case of most SPD wins, almost. usually the faster opponent will win, he doesn't have to drop his defence as much nor does he gain as much fatigue. the slower oppoents has to make up for this, by training SPD and using an extra point of AGG or two. the faster dancer can use 10/3/7 (feint) to do a little damage while his opponent is using 12/1/7 to try and get the round. the slower fighter has to be smarter, presumably he has more STR and/or AGL, he must use inside or ropes to get damage done between rounds while going very aggressive to win rounds.
--0 KP dancers vs sluggers:
4/1/15 (outside/ring) will score your rounds will neutralising his inside attack. if he uses allout you will be in trouble, if you think he will use 4/5/11 (ring), this will wear the slugger down. a slugger will usually use allout later in a fight to finish you off, early on they establish an endurance advantage with inside.
other options/tactics- don't try and wear the slugger down. dancers dance, sluggers slug, you can't beat him at his own game, unless of course you are a ropist...
--0 KP dancers vs clinchers:
a clinchers weakest point is his low defence, but since you have low attack he doesn't need to worry. he will wear you down with clinch and if he has decent AGL (>10) he may even use inside later on. again 4/1/15 (ring) is the thing to do, once you have won then 1/1/18 (ring)
written by: Albino
Written by Albino:
0 KP DANCERS:
upside - good defence and scoring ability
downside - lack of attack damage reduces their effectiveness vs allout
favored opponent - other dancers, including kp dancers
feared opponent - sluggers, clinchers and flashers
--0 KP dancers vs flashers:
since dancers have little attack damage the only thing a dancer can do is hide. after a couple of rounds the oppoent while tire and you will need to open up a little to sneak rounds, 3/1/16 (ring) or 4/1/15 (ring) will be enough in most cases.
--0 KP dancers vs KP dancers:
since your opponent has APs invested in KP you must have an advantage somewhere, use it if you can. you will need need decent CHN to survive a probable allout attack. there are two main options, dance with 1 POW or dance with more POW. if you advantage is height use outside with 1 POW, if your advantage is STR then use a few point of POW. for the most part it depends on your CHN and his KP, use enough DEF to make sure you don't get stunned by 6H/11!/3 (inside), then use the remaining points to score rounds. if this means your DEF has to be 15 to not get stunned then you are in trouble. when it comes to allout theres not a lot you can do, when you don't need to score rounds increase DEF or use 4H/6/10 to try reduce the chance of getting stunned.
other options/tactics- if you advantage is STR then you could try to slug, this only works if you have decent str (>15) and you have chin to back it up. using 5B/8/7 to wear him down while he expects you to take rounds. KP dancers, like most dancers, usually have good CND so slugging is more of a between rounds thing to do. sometimes you maybe able to wear him down, but don't count on it.
--0 KP dancers vs 0 KP dancers:
case of most SPD wins, almost. usually the faster opponent will win, he doesn't have to drop his defence as much nor does he gain as much fatigue. the slower oppoents has to make up for this, by training SPD and using an extra point of AGG or two. the faster dancer can use 10/3/7 (feint) to do a little damage while his opponent is using 12/1/7 to try and get the round. the slower fighter has to be smarter, presumably he has more STR and/or AGL, he must use inside or ropes to get damage done between rounds while going very aggressive to win rounds.
--0 KP dancers vs sluggers:
4/1/15 (outside/ring) will score your rounds will neutralising his inside attack. if he uses allout you will be in trouble, if you think he will use 4/5/11 (ring), this will wear the slugger down. a slugger will usually use allout later in a fight to finish you off, early on they establish an endurance advantage with inside.
other options/tactics- don't try and wear the slugger down. dancers dance, sluggers slug, you can't beat him at his own game, unless of course you are a ropist...
--0 KP dancers vs clinchers:
a clinchers weakest point is his low defence, but since you have low attack he doesn't need to worry. he will wear you down with clinch and if he has decent AGL (>10) he may even use inside later on. again 4/1/15 (ring) is the thing to do, once you have won then 1/1/18 (ring)