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 Scouting Help
Aaron
Posted: Sep 2 2006, 04:52 PM


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I need help finding a fightplan for my following fight. I will try and give all the information you need to give me advice. I don't really want the whole fightplan, I just want whatever advise you have on what style I should use.

Info about my fighter:
He is KP Balanced. SPD,AGL and POW are close to the same, and he has some KP.

Info about his fighter:
I have no idea what type of fighter he is. Hopefully you can help me out. He stands 6'2. In three fights, this guy has won them all. Two from KO's in round 3 and round 9. He ussually fights from outside or counters. He rarely throws jabs, mostly power punches and some rights. His typical line would be:
13 PP,0 Jabs, 7 Rights

Thanks in advance for any help you can offer. I assume his fighter has good power, and some speed(since he uses counter). I think my best bet is to be agrresive and try to win by decision while making sure I don't get KO'd.
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Untouchable
Posted: Sep 3 2006, 06:56 AM


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He looks like he's just a KP Dancer that mixes up his styles to make his opponents think he is something else.

It looks like he's using a counter premade. But that is without actually looking at all his fights. The thing about this premade is the counter only triggers when he's up by 2 or 3 rounds. However if you build a lead early on, the counter will not trigger, the rest of the fight until he gets up by 2 or 3 points, unless of course he has tweaked it and put it a counter/ko line for when he's losing.

With that said, your guy has KP, I suggest you try to use it. There are a couple of KO options to try. Such as win the first 2 rounds and flash him, win the first 2 rounds and counter an allout/his own flash attempt.

One other thing. He is 6'2", you are 5'10". You should have the strength advantage, and since you are balanced, your speed should be able to hang in with his, for the most part. You could try to wear him down. IMO, if you usually don't get any results within the first 5 rounds, then it's time to chase score or go for the KO.

What I do sometimes is win the first round or two and then go to the body, this way he can't win 7 rounds and backpedal. Then around round 5 or 6 if I'm not getting what I want I try to win on points.
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Heat Steamer
Posted: Sep 3 2006, 10:48 AM


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That's some pretty solid advice. As untouchable said you should have the Pow advantage, speed should be about equal and he may have you on AGL. I'd try to bait a flash, start ring to give you the extra AGl, and get a 2 or 3 round lead. At this point he will prorbbly open up to win rounds. When he does this you can go for the flash or even pound the body hard inside.

If the flash attempt dosen't work you may need to chase score and try throwing body shots to wear him down and gain the endurance advantage.
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Unforgiven
Posted: Sep 3 2006, 12:00 PM


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Be careful flashing vs a nother kp fighter. generaly in fights betrween 2 fighters with kp whoever doesnt flash wins. If he is a kp dancer, and he is using any power (>=4), and you allout, you will be knocked out.
Depending on your height difference (i dont know your height) i cant be sure of your strength advantage. you may be better off running opportunistic inside lines switching to clinch if he should stun you. but like i said without knowing your height I cant be sure. whatever your tactics sim it first to make sure of its effectiveness.
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Aaron
Posted: Sep 3 2006, 03:57 PM


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Thank you guys for the help. I don't get this kind of help from the WEBL boards. I'm going to come here more often wink.gif

Back to the topic...My fighter is 5'10.

Here is how I think I will start the fight:
8B/7/5 (ring)

My plan is to basically wear him out and use basically the same line throughout the fight. I'm not going to go for the KO at all, seeing the previous post, I assume I'll get KO'd myself.

I need some help scouting this guy. I need to know what ratings you guys think he has, and what fightplan you think he uses. It doesn't have to be exact, just enough to where I can spar accurately.

I assumed his fightplan is something like:
1) 10/5/5 (ring)
4) 6/9/5 (counter)

I have no clue, I'm rather new and I'm just taking some guesses. Again, thanks for the help. I'm very glad I found this forum.

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JimSardonic
Posted: Sep 4 2006, 02:59 AM


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Here is how I think I will start the fight:
8B/7/5 (ring)


You've got to be careful with lines like that, man. I'm not sure I've ever used 8/7/5 -- and for good reason.

First, if you know that he has KP -- 5 DEF will almost assuredly put you on your ass.

Next, the 8/7/5 line will deal you 4.5 damage per round that you use it, if your conditioning is 14. This is due to fatigue, which works like this:

For every point of AGG, you get 1 point. For every point of POW, you get .5. You automatically absorb your conditioning/2 points. So...

AGG = 8 = 8 points
POW = 7 = 3.5 points
11.5 points of fatigue.

If CON = 14, 14/2 = 7, meaning you can absorb 7 points.

11.5 - 7 = 4.5 points of damage _every_ round.

Though you'll do quite a bit of damage with that line, chances are, you'll take more than you give. You're better off with a low AGG/high POW line -- or if you want to go with Uptown's suggestion, perhaps a high AGG/low POW line. Starting with 4B/8/8 (inside) isn't bad, or perhaps 5B/7/8 (clinch). If you're looking to slap for the lead, perhaps something like 6/1/13, or 7/3/10.

Good Defense is every bit as important as good offense.

That goes double for when the opponent has KP.

Finally, there's absolutely no reason for you to use ring. If you've got the STR advantage, the opp most likely has the AGL advantage. That would mean that in using ring, you get +1 AGL, but take an extra point of fatigue. That would boost the earlier mentioned 4.5 to 5.5 per round.

If that doesn't sound convincing, look at it this way:

If the fight goes all twelve rounds with you taking 5.5 fatigue points, and _no_ other damage, you'll have taken 66 points of damage from yourself alone. If you're starting with 130-150 points from the start, that's a pretty massive amount, and the opp won't have to deal too much to "push you over the edge".

My plan is to basically wear him out and use basically the same line throughout the fight. I'm not going to go for the KO at all, seeing the previous post, I assume I'll get KO'd myself.

It's okay to go for the KO, but make sure the opp is ready for it. Don't use (allout), as that's what will end up killing you. You don't even want to use (allout) against non-KP opponents unless your chin is adequate, probably in the area of 11+ from what little I know of the fighter.

You could use a simple template such as:
1)4B/8/8 (inside)
2)4B/8/8 (inside)
if mystuns > 0 then 5B/7/8 (clinch)
if score < 0 then 5B/7/8 (inside)
if score < 0 and mystuns > 0 then 5B/7/8 (clinch)

...just a very basic start, but that works off of Unforgiven's thoughts... which I would agree with.

I assumed his fightplan is something like:
1) 10/5/5 (ring)
4) 6/9/5 (counter)


Not likely. the 6H/9/5 (counter) could be, but most fighters wouldn't live very long going 10/5/5 (ring) smile.gif If this one were a 14 CON fighter, he'd be taking 6.5 points of damage per round -- and he wouldn't last very long either.

The easiest way to get a guess at what he's doing... is look at his punches:

Ollie Honda landed 26 of 35 punches -- 13 power punches, 0 jabs, 13 rights. (91 points)

He'll throw roughly AGG * 9 punches. Since this is 35, I would assume that he is using 4 AGG. The rest is kinda hard to get into, and perhaps another discussion for another time -- but I wouldn't be surprised if he opened with 4/8/8.

Now, with you doing 4B/8/8 -- you'll score a bit worse, but do 20% more damage. If you want to wear him down, "B" is the way to go. If he goes for the head (xH/x/x), he'll be doing 20% _less_ damage, and that 40% swing -- even for a round -- is enough to swing the fight in your direction.

Good luck with the fight, chief. I hope I've not confused you more, but feel free to ask more questions.

That's what we're here for smile.gif
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