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Post by OrochiGeese on Oct 25, 2019 7:46:55 GMT
"Hell yeah, this face combo looks sweet" [half a match later] "jesus christ why does his mouth open into three other mouths" "This guy has a lot of mouths to feed." "He has kids?" "No, his layered faces are the portal to R'lyeh 🦑 "
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Post by wakigatame on Oct 27, 2019 7:46:36 GMT
Stardom have been bought by Bushiroad, parent company of NJPW. The DLC now makes more sense. WWE was also in talks to buy Stardom. What I'm saying is those negotiations had nothing to do with Fire Pro World getting Stardom since the deal to get them into the game was finished and the content was released well before the rumblings of Bushiroad buying Stardom hit the Japanese smarks, much less made it's way to us like two days before it happened. Fire Pro has had a long history of working with joshi companies and I'm almost certain Rossy Ogawa was with AJW when the original Fire Pro Joshi games were made.
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Post by Recall on Oct 27, 2019 9:56:35 GMT
Ok
*shrug*
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Post by OrochiGeese on Nov 1, 2019 21:14:08 GMT
So I finally realized just now that I gave the wrong variation of the "Swinging Cobra Clutch" to one of my edits who FINALLY did it when I happened to be watching. This has only taken an entire month, LOL.
But the cool thing is that my edit then had time to pick the opponent up afterward and they were dazed. I figured they would get up immediately after the person doing the move stopped (like the giant swing or airplane spin). I'm assuming this means they would get up dazed anyway but I haven't tested it yet. If they do get up dazed on their own, that could lead to an easy priority into a running attack against an actually vulnerable opponent. Choke and swing them into vertigo then crush them with a lariat 😎
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Post by Love Wilcox on Nov 1, 2019 23:22:09 GMT
Yeah, I’ve been using both variants on an edit recently. One to try to make them tap and the other is followed up with a potentially match-winning priority. I also use the standard Cobra Clutch from back grapple as an early teaser for the swinging versions.
As soon as I saw them in action I just knew I had to use them, they’re just brilliant :)
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Post by OrochiGeese on Nov 2, 2019 4:23:17 GMT
That Stardom pack was smaller relative to other DLC's but I think it has the highest percentage of "WOW" moves that impressed me right away. I put so many of them on edits already. And now I see even more usage with that second cobra clutch sleeper for setting up other moves! Here I am supposed to be delving more into the Crafting pack and the Stardom pack draws me in further once again, LOL 😁
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Post by IamAres on Nov 2, 2019 4:49:40 GMT
It's all one big ball of Firepro anyway.
The only thing I DISlike about having the two swinging sleepers is that now I want the equivalents for the Giant Swing, the Airplane Spin and that Torture Rack where you backbreaker them at the end - versions where you do it a few times and they stay down after and you can follow up. And the neck hang, for that matter, but I've wanted that for years.
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Post by OrochiGeese on Nov 2, 2019 7:14:42 GMT
Yeah, the more alternate versions they give us, the more I want them for other moves as well.
If Spike ever creates another Fire Pro, I want them to completely rebuild the move engine so that we could choose from a variety of different effects for certain types of moves for each edit. Strikes would allow dazed state or knockdown or just back to normal. Holds could cause submissions, be put on for a set amount of time for a set amount of damage, or could be released into a dazed state, etc. I want pure customization.
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Post by Recall on Nov 2, 2019 7:24:53 GMT
So many submission moves we never use as it means we have to lock out so many large moves in the logic in fear of unwanted submission finish.
Hopefully if the move creator is a thing we can un-flag all of them.
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Post by Senator Phillips on Nov 2, 2019 15:52:53 GMT
So many submission moves we never use as it means we have to lock out so many large moves in the logic in fear of unwanted submission finish. Hopefully if the move creator is a thing we can un-flag all of them. I never have a problem with this, mindful logic can get good use out of submission moves in the early and mid match without worrying about unintentional finishes.
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Post by Dawnbr3ak3r on Nov 3, 2019 7:50:21 GMT
So many submission moves we never use as it means we have to lock out so many large moves in the logic in fear of unwanted submission finish. Hopefully if the move creator is a thing we can un-flag all of them. I never have a problem with this, mindful logic can get good use out of submission moves in the early and mid match without worrying about unintentional finishes. Yeah; If an edit is ending a match on a Chin Lock and it's not intentional, that Logic is trash. If someone is doing a Muta Lock, Regal Stretch or Strangle Hold (Alpha, Beta, Gamma, Triceratops, Tyrannosaurus Rex, Whatever) at 2 minutes into the match, that Logic is trash. If you actually know how to use the Logic system correctly (I suspect you don't), you'll almost never see a dumb finish like that. Not counting accidental mistakes during the creation phase (Been there, done that): The only time it happens is if the edit has a hefty amount of Spirit Nuke (most properly programmed Submission Expert edits will do this); Then it becomes a pacing issue. If the attacker is nuking Spirit too quickly then the Parameters need to be looked at. At worst, nerfing parameters should fix it, but if it doesn't then a move-set change will. I've replaced moves on a few of my nukiest edits and it sorted the problem pretty quickly and easily. This calls back to your dumb "Moves do the same damage" argument. Submissions are some of the weakest damage dealing moves in the game. However, The Spinning Choke from the Mount position is one of the strongest because it damages HP and SP pretty hard. I've got edits that use it as their primary finisher. It's not uncommon for someone to have their edit to have a 10 in Joint or Stretch; On rare occasions they'll have a 10 in MMA to push the damage of those moves up. MMA nuking is scary to begin with, but can be even scarier if given specific Special Skills too. Strike Back increases the parameter setting of any Parameter by +1 or +2 (I forget exactly), but this skill and others that include it can make it go beyond 10. Also, what you're calling for has already happened ~ People have tried to argue this before. They were given the Rest Holds Mod on PC. It unflags every Submission move to not cause a tap out unless it's a Signature or Finisher. This mod literally broke some edits and made it impossible for those edits to win (with a Submission move). I've seen matches that should have ended in less than 20 minutes last for over 90+ minutes because of it. If an opponent's HP and SP are completely zero, they should be tapping out no matter what. Even without Reborn, it gave edits that kind of stupid resiliency, and Reborn is one of the most powerful Special Skills in the game. All that said; Stop giving people the wrong information. This is the second time in a few weeks that I've had to correct you. Stop trying to bait others because you're seriously wasting your time and you're also wasting ours. Have a nice day.
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Post by sofia on Nov 3, 2019 9:37:11 GMT
So many submission moves we never use as it means we have to lock out so many large moves in the logic in fear of unwanted submission finish. Hopefully if the move creator is a thing we can un-flag all of them. Like what, outta curiosity? In downed logic, unless you're very aggressively making a spirit drain character, there's no reason for a submission hold to end a match in large damage (the middle set of percentages) - only near death/critical HP. And with rear grapple submissions, unless you *really* want a back grapple potential finisher, you can simply avoid back grapples altogether in ND. Use Elbow Butt and not Go Behind as a reversal, and set them to only grapple from the front when they go for a late match grapple. I understand the logic behind wanting to set a chinlock not to finish a match, but given that this is a video game, I don't really see why you would want to use a filler move like that so late in a match. I get why they're done IRL - they act as a momentary break so one or both wrestlers can catch their breath and work out the next spot(s), but this isn't real life.
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Post by Recall on Nov 3, 2019 11:17:55 GMT
There are loads of standing strong grapples that are submissions. Like 33 moves.
I ain’t justifying anything, it was my opinion to air but now I know my “logic is trash” etc etc. It’s ok, I’ll show myself out.
Dawnbreaker stop being a bellend.
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Post by Recall on Nov 3, 2019 11:24:37 GMT
I never have a problem with this, mindful logic can get good use out of submission moves in the early and mid match without worrying about unintentional finishes. Yeah; If an edit is ending a match on a Chin Lock and it's not intentional, that Logic is trash. If someone is doing a Muta Lock, Regal Stretch or Strangle Hold (Alpha, Beta, Gamma, Triceratops, Tyrannosaurus Rex, Whatever) at 2 minutes into the match, that Logic is trash. If you actually know how to use the Logic system correctly (I suspect you don't), you'll almost never see a dumb finish like that. Not counting accidental mistakes during the creation phase (Been there, done that): The only time it happens is if the edit has a hefty amount of Spirit Nuke (most properly programmed Submission Expert edits will do this); Then it becomes a pacing issue. If the attacker is nuking Spirit too quickly then the Parameters need to be looked at. At worst, nerfing parameters should fix it, but if it doesn't then a move-set change will. I've replaced moves on a few of my nukiest edits and it sorted the problem pretty quickly and easily. This calls back to your dumb "Moves do the same damage" argument. Submissions are some of the weakest damage dealing moves in the game. However, The Spinning Choke from the Mount position is one of the strongest because it damages HP and SP pretty hard. I've got edits that use it as their primary finisher. It's not uncommon for someone to have their edit to have a 10 in Joint or Stretch; On rare occasions they'll have a 10 in MMA to push the damage of those moves up. MMA nuking is scary to begin with, but can be even scarier if given specific Special Skills too. Strike Back increases the parameter setting of any Parameter by +1 or +2 (I forget exactly), but this skill and others that include it can make it go beyond 10. Also, what you're calling for has already happened ~ People have tried to argue this before. They were given the Rest Holds Mod on PC. It unflags every Submission move to not cause a tap out unless it's a Signature or Finisher. This mod literally broke some edits and made it impossible for those edits to win (with a Submission move). I've seen matches that should have ended in less than 20 minutes last for over 90+ minutes because of it. If an opponent's HP and SP are completely zero, they should be tapping out no matter what. Even without Reborn, it gave edits that kind of stupid resiliency, and Reborn is one of the most powerful Special Skills in the game. All that said; Stop giving people the wrong information. This is the second time in a few weeks that I've had to correct you. Stop trying to bait others because you're seriously wasting your time and you're also wasting ours. Have a nice day. It’s a fucking forum for discussion. Correct me? As always niche game titles and their fucking arrogant bullshit. Enjoy your circle jerk. See ya later.
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Post by Severla on Nov 3, 2019 15:52:44 GMT
There are loads of standing strong grapples that are submissions. Like 33 moves. The only real options are either putting their %s in Medium Damage only, or making them potential match-ending moves. It's unfortunate, but it's a legacy issue at this point that a lot of people have simply worked around.
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