Here is a basic way to make a dancer/ make a plan and scout and spar with a dancer
Heavy Dancer:
I always use Barrel Chest for build. There is stength bonus up to 250 so making a guy under that would be a disadvantage right off the bat.
Here is a basic way to make a dancer/ make a plan and scout and spar with a dancer
Heavy Dancer:
I always use Barrel Chest for build. There is stength bonus up to 250 so making a guy under that would be a disadvantage right off the bat. Besides, just making your guy "look" bigger may be enough to make someone who is doing a quick plan without sparring give you a little advantage. May think you are stronger than you realy are.
Str: 7 Enough Str. to ko a slugger who goes allout against you. Lower Str will be in danger of not having enough power Alot more Power will take away other Ap's that make your guy a dancer. Obviously 1 or 2 either way CAN be workable though Depending on your FP. A balanced dancer might have more str. but less speed and agility. better against sluggers but not great against another dancer. Once again depending on your plan. By 7/8 rating 8/9. By 12 rating 11/12. By 17 rating 14/15.
Spd: 9 Speed kills in this game. I usually train speed right off the bat first couple of fights. I usually try to keep Agility and speed pretty close. In equal dancer/dancer matchups, The one with the most speed has the Adv. Do not have TOO much speed though that is is lopsided to agility. You still need your agility to avoid punches.
Agl: 10 Your goal is too get your dancer to Around plus 10 agility to str. Give or take of course depending if you want a stronger dancer or more of a slapper who has more agility and speed and less str.
Tgh: 12 I have always started my guys at 12 toughness for dancers. Good starting to with stand a slugger and enough if you have to flail against another dancer. By 7/8 rating 13/14. By 12 rating 14/15. By 17 rating around 17. A 20 plus rated dancer anything over 21/22 tgh is a waste for a 12 round fight imo. Hgt: 15...6'5 Average heavy Dancer. Can make a taller dancer and have lower speed and agility and let your height give you bonus in both those AP's. Could make a shorter dancer and make him a little stronger and have a little more speed to combat sluggers and taller dancers. Wgt: 251
Middleweight Dancer: Build will depend on your all your other AP's to create him in the MW limits. Obviously with more Ap's to work with because of less height you can start your dancer (except for tgh, split your 7 more AP's between Str/Spd/Agl.) Once again you can adjust things to exactly what kind of dancer you want. I still train speed right away...speed wont change your weight
Build: Medium
Str: 9
Speed: 11
Agl: 13
Tgh: 12
Hgt: 8...5'10
Wgt: 161
Straw Dancer: Build will also depend on your other AP's. to keep him at Straw. With this dancer you will have 4 more AP's to work with than your MW guy. I still start Tgh at 12 so 4 AP"s between Str/Spd/Agl. I train speed again first fight or so.
Build : Skinny
Str: 10
Spd: 12
Agl: 16
Tgh: 12
Wgt: 106
Unless you are fighting a bot where you know exactly what he will do,,even then you cant always be sure against a bot either,,,some basic conditionals are needed to make a successfull plan. Unless you have completely guessed your opponent wrong scoring conditionals are the least you will need to give you a solid chance. Sometimes too many conditionals, unless you have sparred throughly and understand each conditional will throw off your plan.
Basic Dancer vs. Slugger plan:
In this plan scoring conditionals are all that are used. First round I always go to the head in case your opponent decides to go allout or he decides to flail and may cut him while he is flailing. Alot of sluggers will start to go to the head around round 8 or 9 so I start to go to the head then. I built in a little higher aggresssion in case you have to go against a slugger going slugg and flail. Everything can be adjusted accordingly and other conditionals can be put in. If you want to put in Endurance conditionals instead of auto rest you can. You can also put in hiscuts>mycuts conditionals also. This plan is saying if you are up by 4 or more (If your opp goes allout and you put him down) you go 3h/6/11(ring). You are up by 3 rounds you rest. Up by 2 rounds 4b/6/10 etc. This plan starts going to the head in round 8. Your aggression goes up a bit if even or down by 1 in case your opp is flailing. If your opp goes allout and puts you down you slowly get back into the fight by not flailing alot and getting yourself koed. Nice basic plan will get you by most of the time.
1) 4H/6/10 (RING)
2) if score >=1 then 4b/6/10 (ring)
if score
3) if score >=4 then 3h/6/11 (ring)
if score =3 then 1/1/15 (ring)
if score =2 then 4b/6/10 (ring)
if score =1 then 5b/5/10 (ring)
if score
if score <=-2 then 5b/4/11 (ring)
8) if score >=4 then 3h/6/11 (ring)
if score =3 then 1/1/15 (ring)
if score =2 then 4H/6/10 (ring)
if score =1 then 5h/5/10 (ring)
if score
if score <=-2 then 6b/3/11 (ring)
10) if score >=1 then 4h/6/10 (ring)
if score
if score =-2 then 7h/4/9 (ring)
if score <=-3 then 5h/6!/9 (ring)
12) if score >=2 then 3h/6/11 (ring)
if score
if score <=-2 then 6h!/5/9 (ring)
Basic Dancer vs. Dancer:
Again, just scoring conditionals are used. Dancer vs. Dancer can go alot of ways. You could go low aggression in the first 6h/5/9 (ring) and try and wear your opp down if he is flailing or tries a surprise allout on you figuring you will flail. The flail numbers can be changed according to your scouting of opp. You could try an allout instead of flailing in the later rounds if score is close hoping to catch your opp flailing. This plan starts going to the head in round 7 in case you are ahead and your opp flails (cuts,,damage,etc)This basic Dancer/Dancer plan will also get you by in most fights. You can't be too predicatable,,change things around a bit at times and throw your opp off.
1) 11/1/8 (ring)
2) if score >1 then 4b/6/10 (ring)
if score
3) if score >=2 then 4b/6/10 (ring)
if score
if score
if score =-2 then 9/1/10 (ring)
if score <=-2 then 6b/4/10 (ring)
7)if score >=2 then 4h/6/10 (ring)
if score
if score
if score =-2 then 10/1/9 (ring)
if score <=-3 then 6h/5/9 (ring)
10) if score >=2 then 4h/6/10 (ring)
if score
if score
if score =-2 then 10/1/9 (ring)
if score <=-3 then 6H/5/9 (ring)
11) if score >=2 then 4h/6/10 (ring)
if score =1 then 5h/6/9 (ring)
if score
if score =-2 then 10/1/9 (ring)
if score <=-3 then 6h/5!/9 (ring)
12) if score >=2 then 4h/6/10 (ring)
if score
if score <=-2 then 5h/11!/4 (allout)
Scouting and sparring your opp:
There is a Endurance Plan you can plug into your opponents plan and find out his exact endurance. Ask if you want it.
By looking at your opponents previous fights. Both dancers and sluggers,, find "like" opponents and see what they did against guys like your fighter. Smart managers will switch it up so be carefull not to think your opponent will use the same plan over and over.
In sparring against a slugger just copy and paste your dancer plan in there. By scouting your opponent if you think he will just slugg you and wear you down and go for a late ko you could just put something like this for your opp in his box. No need for cut conditionals,,just fast and simple. If your guy is getting koed all the time you might try resting starting at round 10 maybe if score >=2 then 1/1/17 (ring) and if score >=2 then 1/1/18 (ring) in round 12 instead of going for the KO. You might try to lower your aggression and your punch count also. Take the 4b/6/10 (ring) and put 3b/5/12 (ring) or 4b/5/11 (ring). Or if you opp is super strong rest if score is =2 instead of =3. Just have to experiement with different combinations.
1) 4h/9/7 (clinch)
2) 4b/9/7 (clinch)
if opp is tired then 5b/9/6 (clinch)
if opp is hurt then 5h/10/5 (inside)
8) if score >=2 then 5h/10/5 (clinch)
if score
if opp is hurt then 5h/10/5 (allout)
11) if score >=2 then 5h/10/5 (clinch)
if score
if score <=-2 then 5h/10/5 (allout)
if opp is hurt then 5h/11/4 (allout)
If you think the slugger will try to slugg and flail against you, just paste the same plan in and put a basic slugg and flail plan in for your opp like this one. If you find your guy is losing by a speedy slugger using this type of plan you may have to up your "If score
1) 8/4/8 (clinch)
2) 10/3/7 (clinch)
3) if score >=0 then 4b/10/6 (clinch)
if score =-1 then 10/3/7 (clinch)
if score =-2 then 8/4/8 (clinch)
if score <=-3 then 6b/5/9 (clinch)
9) if score >=0 then 4h/10/6 (clinch)
if score =-1 then 11/2/7 (clinch)
if score =-2 then 9/3/8 (clinch)
if score <=-3 then 6/5/9 (clinch)
10) if score >=1 then 4h/10/6 (clinch)
if score
if score =-2 then 10/3/7 (clinch)
if score <=-3 then 6h/8/6 (clinch)
12) if score >=2 then 4h/10/6 (clinch)
if score
if score <=-2 then 5h/11!/4 (allout)
Dancer VS Dancer sparring. To me this is the easiset to do. The hard part is to guess what your opponent will do. Once again you can put in the "Endurance Plan" and find out his Endurance. if not you just put in something like 11/1/8 (ring) for both fighters. You will be able to tell who loses endurance faster. You will be able to tell which fighter is faster by who is scoring more and winning rounds. If rounds are pretty even and your opp is winning most rounds he is more than likely a little stronger. If you are losing in sparring using that method and your guy is over 4 inches taller try using (outside) instead of ring. If you cannot out throw your opponent you may try to wear your opponent down a bit and make him lower his aggression and then throw a few more punches. 5b/10/5 (ring) in the first 2 rounds and after he lowers his aggression go 9/1/10 (ring) in round 3. Use that strategy through out the fight maybe upping your aggression in your flailing rounds. if Score is close at the end you can either go Allout or Flail. It is all trial and error. You could also paste in the dancer/dancer plan into both boxes and see what happens. In dancer Vs dancer scouting your opponents previous fights are real important. There are ALOT of different strategies..these are just basic ones.
Written by the marvelous dancer manager ZWIP