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Post by DegenerationX on Nov 18, 2006 17:24:32 GMT -5
Counteris usually forgotten due to it being only used by most kp sissys and kp dancers. Your fighter is alsoa "kp dancer" but shorter
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Post by brickhouse3 on Jan 1, 2007 21:11:50 GMT -5
I like to flash early with my KP Dancers. I also like to flash around 4 or 5 when I know they will probably start opening up because of being down in points. If i have a good lead another flash counter around rounds 9 or 10 will usually put a slugger to sleep.
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Post by readytobang on Jan 2, 2007 4:18:39 GMT -5
my KP Dance types usually Flash early I havn't worked on that mid fight Flash after getting ahead on points tho I migh tuse that
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Post by DegenerationX on Jan 2, 2007 9:52:34 GMT -5
Simthe hell out of your conditionals when you write them. Otherwise, you may get stuck in flash mode and take alot of ips.
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Post by jimsardonic on Jan 2, 2007 21:30:22 GMT -5
Been there, done that Nowadays, I tend to use: if (hisstuns + mystuns = 0) and... to make sure I flash only once, unless I want a second one. The second is usually "hard coded" in -- if round = x then... Hope that helps!
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saints
Rookie Fighter
Posts: 2
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Post by saints on Jun 29, 2008 21:38:44 GMT -5
If your opponent is a pure Clincher you allout him 4h/10!/6 (allout); vs a slugger your opponent will probably run so try something like this to start
1) 5/1/14 (outside); if roundslost > 0 then 6/1/13 (outside); if roundslost > 1 then 6H/11!/3 (feint); if endurance_percent < 100 - (round - 1) * 4 and mystuns + hisstuns = 0 then 4/10!/6 (allout);
Just a start but this will get you a W 9/10 times vs a Clincher or slugger.
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Post by Termit on Jun 30, 2008 17:53:55 GMT -5
yep, generally Chinned KP Balanced with MAX KP shouldn't have problem to beat Clincher/Slugger type of fighters...you just must flash in the right moment (when they opens up with lines like 5B/10/5) or generally flash somewhere in the fight if it looks like Clincher/Slugger doesn't have good Chin after scouting
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