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)

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