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The WeBL University
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The Strong Dancer The strong dancer........ This fighter starts out as a dancer. Our example will be 9, 13, 11, 2, 7, 0, 14, 14 (str, spd, chn, cut, hgt, kp, agl, con). Build is very light. He starts out as a 5'7 batam. We knock our speed up to 15, con to 15, and agl to 15. This is the first four fights. Now we start training KP totally. We hit 3 kp, then to keep people from knowing we add more agl, up to about 18-19. Now to goal is to get this dancer to about 12 str, 4 kp, and the rest of our aps into balancing spd, agl, and having conditioning up to about 19 (I used about 21 all the time but 19 is a good #).
This type of KP dancer is nice, because his str doesn't have to be trained alot. You won't want to let your KP be obvious at first or rely on it much. A good fight plan would be like this
1)6/4/10 (ring) if score <0 then 8/3/9 (ring) if score <0 and endurance_percent <80 and round <5 then 4h/9/7 (ropes) if score <0 and endurance_percent <80 and round <5 and warnings =0 then 4h/9!/7 (ropes) if score >2 then 4h/5/11 (ring) if endurance_percent <76 and round <5 and mystuns >0 then 4h/9!/7 (ropes) if score <-1 and endurance_percent >94 and round >3 then 5h/10/5 (allout) 6)if score <-2 and endurance_percent >85 then 5H/10/5 (ropes) if score <-2 and endurance_percent >91 then 5H/10!/5 (allout) if score >2 then 4h/6/10 (ring) if endurance_percent <70 then 1/1/11 (ring) 9)6/6/8 (ring) if score <-1 then 8/4/8 (ring) if score <-2 and endurance_percent >85 then 5h/10/5 (counter) if score >2 then 4h/6/10 (ring)
Notice that we always use at least 3 POW when we aren't resting. While some allouters might get by and score a KO or some stuns without getting booted, you can tweak it to where you KP will take them out almost always. Now why did we have the if endurance_percent <76 and round <5 and mystuns >0 then 4h/9!/7 (ropes)? Well it's simple. To do that much damage it is obvious he must be slugging hard. Notice below that line we have a conditional to KO him if he's jabbing. Well with him doing this much damage I am assuming he is using say 5/10/5, and either he has alot of strength and is using inside or is using allout. Now we have KP, and he is going to get it taken to him. While our damage done to him is reduced by our endurance being so low, I would still risk it.
So if short, this type of KP dancer starts out as a 0 KP normal dancer. You just max it out and go from there, concentrating on giving him a noticeable advantage in either speed or agility, or having them = each other. The noticeable advantage is so that you can either use ropes or counter to cut your opponent's agl. I perfer speed, as most people seem to think anything >70% of str is a waste on sluggers, and agl should = str. Why use high speed? Well for counter and feint as the styles, and the fact you will be cutting him apart using counter. Let's use an example, shall we?
Say we've got a slugger -vs- a KP dancer fight, in middle-weights. Notice I used the maximum 111aps as if this was a fight between two 28 status fighters who haven't lost an ap yet.
Our KP dancer will be 13,28,11,2,13,4,21,19,vl. The slugger is 26,19,11,1,9,0,26,19,vh.
The slugger will start out using inside or clinch, or maybe even ring. Shock isn't it, the slugger has more agility then the dancer! Our tactic will be counter. Why? Here is our advantage using counter. ((13+28)-(19+9))/4=+3.25AGL for us, and the +1 str we get for using counter. So we now have 14 str and 24.25 agl. But we also have a 4-hgt difference, or +2 spd and +2 agl. So now we have 14 str, 30 spd, and 26.25 agl. But our opponent loses 3.25 agl also, so he is now down to 22.75. Ah. But what if our opponent clinches? Well he automatically gets +1 agl, and (26-13)/2=7.5 agl, for a total of +8.5 agl. So at the end of the additions for style and such, we have these fighters.
KP dancer: 14, 30,11,2,13,4,26.25,19,vl. Slugger: 26,19,11,1,9,0,31.25,19,vh.
Now what agg/pow/def should we use against him, since we are going to use counter. I'd use about 4/7/9, maybe 5/6/9 if losing rounds.
1)4h/7/9 (counter) if score >1 then 4b/7/9 (counter) if score <0 then 5/6/9 (counter) if score <-1 then 6/5/9 (outside) 6)5/7/8 (counter) if score >0 then 4b/7/9 (counter) if score <-1 then 5b/7/8 (feint) if endurance_percent <70 then 1/1/10 (outside) if round >7 and score <-1 then 7/4/9 (outside) if round >7 and score >1 then 4b/7/9 (counter) if roundswon >=7 and score >1 then 4h/5/11 (counter) if roundslost >=7 and score <-1 then 4H/9!/7 (counter)
1) 4B/8/8 (clinch) 3) 4B/9/7 (inside) 6) 5B/9/6 (clinch) 8) 5B/9/6 (inside) if endurance_percent <= 70 then 1/1/8 (clinch) 11) 5H/10/5 (inside) if score > 1 then 4B/8/8 (clinch)
The first plan is the dancer's, the 2nd is the slugger's. Why the lack of conditionals on the slugger plan? I was tired, and besides this isn't a real fight. Play around with the plans.
Notice what happened? 115-113 loss, and we got killed. Why? Because we didn't force a rest round, and we foolishly went body. Let's force a rest round in say the 9th, and never hit the body.
New plan: 1)4h/7/9 (counter) if score >1 then 4h/7/9 (counter) if score <0 then 5/6/9 (counter) if score <-1 then 6/5/9 (outside) 6)5/7/8 (counter) if score >0 then 4h/7/9 (counter) if score <-1 then 5h/7/8 (feint) if endurance_percent <70 and round <8 then 1/1/10 (outside) if round >7 and score <-1 then 7/4/9 (outside) if round >7 and score >1 then 4b/7/9 (counter) if roundswon >=7 and score >1 then 4h/5/11 (counter) if roundslost >=7 and score <-1 then 4H/9!/7 (counter) if round =9 then 1/1/9 (outside) if round >9 and score <0 then 7/4/9 (feint)
Hold on, we got killed again! Maybe this slugger is unbeatable? No, we're just not doing it right. Watch the fight with this fp. 1)6/1/13 (outside) 4)5H/10!/5 (counter) 5)7/1/12 (outside) 8)1/1/10 (outside) 11)6h/4/10 (outside)
Whoa, we won, but took heavy damage. Now why did the flash fail? It just did, he had to much def. But why the 1pow attack? The slugger would obviously know we have kp. He would start off slow, expecting a flash attempt. By using 1 pow we got ahead in score early on, just like before, but with much lower damage taken.
So what would a good fp be according to these findings? Well...
1)6/1/13 (outside) if score <0 then 8/1/11 (outside) if score <0 and mystuns >0 then 4h/8/8 (counter) if score <0 and mystuns >0 then cheat 8)1/1/11 (outside) 10)4H/8/8 (counter) if roundswon >=7 and score >1 then 3h/6/11 (counter) if score <0 then 7/1/12 (outside)
seems to do well.
Sissies Ah, the dreaded Sissy. Lets assume one got to the top and fights our middle. This freak is say, 2,20,13,2,21,0,30,23,vl. Now he obviously isn't able to KO anyone, but he goes say:
1)8/1/11 (outside) if score <0 then 10/1/9 (outside) if score >2 then 6/1/13 (outside) if round >4 and score <0 then 12/1/7 (outside) if score >4 then 5/1/14 (outside) if score <-4 then 14/1/5 (outside)
Our KP dancer has nothing to fear, we just need to lower this guy's DEF so we can stun him.
1)13/1/6 (feint) if score <0 then 15/1/4 (feint) if score <-1 then 16/1/3 (feint) if score >=4 then 6h/13/1 (allout) 7)1/1/2 (clinch) 9)17/1/2 (feint) if score >1 then 10/8/2 (feint) if score >3 then 6H/12/2 (allout) if roundswon >=7 and score >1 then 5b/10/5 (allout)
What happens? Well this basically means that if our sissy gets smart (goes allout) we whack him with our power. He obviously won't go allout while he is winning, or close (within 2 rounds).
Now we could, supposing he wants to win, go 16/1/3 (feint) if score >1 then 6h/11/3 (allout) if roundswon >=7 and score >1 then 6b/10/4 (allout)
Why this? Well simply put, we have a 8-point speed advantage, +1 spd for feinting and +4 spd for our advantage after using feint. We are going to land alot of our punches, but we want to land as many as possible. The reason I put 16/1/3 is because sissies rarely lower their defense lower then 5 against someone with much strength. So we will win every round we jab in, but not have to low of defense to get KOed. 15/1/4 would also work. Now let's say he's a tad shorter, say instead of 6'9 he is 6'6. Now we know he's got power, maybe even some KP. The fight plan would still revolve around getting him to jab, but instead of 16/1/3 maybe 11/4/5. The key is to get them to lower the defense or build a huge lead, or both. |