|
Post by Evolve <Evil Empire> on Nov 18, 2006 12:08:09 GMT -5
I am trying to find another fighter type to experiment with, although ropists will always be my personal favorite, especially in the heavier divisions. How viable are KP Counter-punchers at the higher weights? I will say one thing though, I actually managed to comprise a 20-8 record with my ropists in Heavyweight so the claim that you cannot make a starting ropist at heavyweight is not true. They were all under weight though, including one who was only 189 pounds but managed a 5-1 record with a 9/9 rating-status, he even knocked out several 6'7" fighters.
|
|
|
Post by readytobang on Nov 18, 2006 15:11:41 GMT -5
I like KP counterpunchers in theory
|
|
|
Post by jimsardonic on Nov 18, 2006 20:46:28 GMT -5
I actually managed to comprise a 20-8 record with my ropists in Heavyweight so the claim that you cannot make a starting ropist at heavyweight is not true. Do it in a division other than rookies, and that might hold weight. Not to be rude by any means, but, Heavies are the most technically complicated division in webl. Weight matters, height matters, fatigue is affected, STR is affected, KP can be hidden, and there are SO many factors that it's _VERY_ hard to master, even regionally. Battling against those who are still new to the sim, much less, new to the many rules and regulations regarding heavyweights -- doesn't really count. Just with the knowledge you demonstrate in this forum, you should be able to beat most rookies in Heavyweights -- just by what you currently know. Do it regionally, and that will hold more weight. Good luck with it Back on topic, however: KP Counterpunchers are very viable, though, can be IP buckets if mismanaged. I'd actually probably recommend using a speedy KP Dancer type of build, which uses (outside) for scoring and (counter) for flashing. The reasons being, is this: Counterpunchers are, by nature, endurance fighters. Without the AGL boost, they're going to take a LOT of damage due to having so many AP's invested in SPD as opposed to AGL. By using (counter), being taller, and maximizing their SPD advantage -- they can gain the most possible AGL (and lower the opp's) to gain an endurance advantage. However, by sticking KP on the build, you've now got less points invested in SPD to make the use of (counter) as effective. Because you're running KP, and will no doubt be flashing, you have to up chin a bit. Those points are all taking away from the general effectiveness of (counter) -- and thus, you'll be taking more damage, and doing less. The fighter, unless _well_ managed, will have a rather short life. KP Dancers will give up some of that SPD to add it on to their AGL. You should still have a SPD advantage in most matchups, but you'll take less damage -- and have more options. As long as you remain unpredictable, the build can be very successful -- and have a decent lifespan
|
|
|
Post by Evolve <Evil Empire> on Nov 18, 2006 23:26:54 GMT -5
Do it in a division other than rookies, and that might hold weight. You make a good point. I would probably do better making a KP style Dancer anyway as I have volumes of trouble dealing with them with my ropists so I have studied them extensively and know how most people fight with them. It seems as though they get a points lead by slapping and then look for the KO using counter or feint. The problem I see with that is that when they lower their defense to KO they can be flashed themselves. You make a solid point about the rookie division, many of the guys there are predictable and there are only a few good managers in Rookies. My original plan was to stay there until my eligibility was expired, but now I believe I'll stay until I get my Blue Star and then move back into regional competition to face better managers. You are only as good as the competition you face.
|
|
|
Post by jimsardonic on Nov 18, 2006 23:58:29 GMT -5
Hm, I didn't mean anything harsh by that.
I'm just saying that, even if by mistake, you'll be able to get away with things that you won't be able to do normally.
As far as Dancers, there's a lot of strategies to them... they've got a lot of options -- from scoring to flashing, to even playing some endurance fighting. From outside, to counter, to ropes, to ring, to allout -- they can use a lot of the styles.
The hardest part is just being creative enough to not be predictable.
|
|
pnp
Regional Fighter
Posts: 73
|
Post by pnp on Nov 19, 2006 2:14:05 GMT -5
How long can you stay in rookies?
|
|
|
Post by Evolve <Evil Empire> on Nov 19, 2006 3:45:41 GMT -5
Until you win ten titles.
Eventually, once one of us is out of rookies and we are no longer competing with one another, we are going to have to have a conversation about your dancers. I am 0-4 against them. I have a similar problem with the dancers made by Shizz's Dizzle. Your fighter this time worked the body and I was in ring which brought my endurance way down.
I need to get my hands on a good Dancer fight plan so I can sim it and see what exactly I am doing wrong.
Fortunately, I am only losing now to the better gyms, like Afrika Korps.
|
|