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Post by dnmt on Nov 20, 2019 15:39:42 GMT
Hi all so I have been trying to re-create the fun, fast-paced, PWG-style match that is very common on the independent scene. These matches are fast-paced with a lot of kick outs and a lot of diving to the outside. I've compiled a few tips below but am wondering if I am missing anything that could help, especially with the dives as I really don't see them as much as I'd like.
1. High Ukemi = less reversals and more big moves = higher spirit = more 2.9s 2. Referee with slowest settings for movement and count speed = more 2s and 2.9s 3. Edits with 0% in "Do Nothing" when opponent outside, all logic % in running or standing dive to outside 4. Edits with low discretion = more throwing to outside 5. Edits with brainbusters or slams in moveset that can throw opponents outside the ring
One question I have is about discretion. How low is "low"? I think I have it way too high on some of my edits and that is why I am really never seeing any dives from them. Are there any other personality logic settings that play into this? Showmanship? Any advice is appreciated. Thank you.
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Post by Dawnbr3ak3r on Nov 20, 2019 18:54:37 GMT
I see a fair amount of dives with Discretion set to 100%. Be careful with low(er) Discretion ratings because that could play havoc on breathing rates ~ The lower Discretion, the less likely they stop to breath. This is a bit of a non-issue if the edits are using A-affinity moves.
If the edits spend a lot of time near the ropes, it gives a higher opportunity to hit the Brainbusters/Slams so the opponent falls out of the ring.
I would give them a fair amount of percentage to Turnbuckle Dives, such as the Cross Body (High Fly Attack, etc) in case they can't do the Running/Plancha dives.
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Post by Love Wilcox on Nov 22, 2019 6:44:59 GMT
Every time an Edit kicks out of a pin or escapes a submission they gain a small amount of spirit. Consider giving your guys more early match low-damage pins and subs to help keep their spirit topped up, so that when they get to late match they still have plenty spirit left to help them kick out of those big moves?
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Post by Deleted on Nov 26, 2019 14:18:53 GMT
Every time an Edit kicks out of a pin or escapes a submission they gain a small amount of spirit. Consider giving your guys more early match low-damage pins and subs to help keep their spirit topped up, so that when they get to late match they still have plenty spirit left to help them kick out of those big moves? The early kick outs help my matches a lot.
I have my edits on 20-50% pins on Small Damage. Pins don't happen as often as you imagine since the window is small and they don't stay down as long. I use this in conjunction with no pins at Large Damage and at most 1% pins on Opp. Condition Critical (only adding the 1% if they lack of ways to finish the match with below.)
I use this with an odd mixture of priority for pinning after finisher, submission finisher if they have one, flash pins and signature moves that sometimes end their matches. And I will adjust these accordingly if they have a reversal that pins or submits.
Most of the work is done with the priority system, anything outside of it is 1-3% (subs, flash pins and other secondary finishers).
I also don't try and make everything follow a template, I think there is enough random in the console game with RNG and situations that sweating that stuff can drive you mad, but making a match longer and have the moves you want in certain situations is easier and rewarding. Lately I have been focusing more on 80-100% matches in promoter, even when simming. I can work a 80-100% match easy anymore but getting the CPU to do it on it's own can be a challenge.
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