CLINCHER VS KP DANCER |
Probable attribute advantage: S |
Clincher Level 1 Basic Plan |
Why the basic plan could lose this matchup: That plan may or may not work depending upon the dancer manager. The predictability may be a problem vs managers who pay atention to your tactics (they know they never have to open up until round 5). |
Clincher vs Dancer Adjustments: First line of the fight is designed to beat the dancer starting 5/1/14 (ring). All dancer plans care about is the score so chances are he will have a conditional to open up a bit if he loses a round, this puts him in line to get pummelled by the body line in round 2. For the first half of the fight we mix hard body lines with moderate power scoring lines to keep the fight close while wearing the dancer out. as the dancer becomes more and more tired his ability to knock us out diminishes. yes this plan ois aggressive and may ge stunned acouple of times but you will accept the stuns as you will deal alot of damage in these rounds. However do not get knocked down as you will take more damage in those rounds and lose an additional point on the scorecards. Later in the fight we pick up our aggression as we check to see how tired our opponent is. if the fight gets out of hand we use body lines the remainder of the fight and try for the 12th round k.o. |
Probable attribute disadvantage: Kp, agility, speed, height |
How he will try to beat you: He will make you respect his kp, limiting your aggression so he can easily win rounds and the fight. as usual with kp dancers if you try to keep up with his aggression or get to aggressive attacking his body he will try to knock you out. |
How you will beat him: Tire him using measured body attacks. Mix in moderate power scoring lines to keep the damage coming and the fight close. At the ned of the fight when the dancer is tired we move in for the kill or simply outscore him while he is too tired to win rounds. |
1) 8/7/5 (clinch) 2) 5B/10/5 (clinch) if score < 0 then 9/6/5 (clinch) 7) 5B/11/4 (clinch) if opp <=1 and endurance_percent > 85 then 4B/10/6 (inside) if score < 0 then 9/8/3 (clinch) if score < 0 and endurance_percent > 85 then 8/6/6 (inside) if score < -1 and endurance_percent > 85 then 4B/12/4 (inside) 9) 4B/10/6 (inside) if opp = 0 and endurance_percent > 70 then 5B/12/3 (inside) if score < 0 then 8/6/6 (inside) if score < 0 and endurance_percent > 70 then 9/8/3 (inside) if score < -1 then 5B/12/3 (inside) 12) if score > 1 then 5H/9/7 (clinch) if score < 0 then 5H/11!/4 (inside) 1) if score > 13-round then 4H/8/8 (clinch) |
Clincher vs KP Dancer |