1) 4H/8/8 (counter) |
KP DANCER VS FLASHER |
Probable attribute advantage: Agility, height, condi |
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 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 Flasher(who allouts) |
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. |
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(who insides vs dancers) |