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Post by astrozombie on Jan 5, 2020 20:38:28 GMT
As the title suggests, I'm curious what people do as far as deciding what move should critical/get the finisher status? If the edit has multiple finishes, say the edit has a move that ends up in a pin, or a submission, or a strike, or an impact move, how do you go about assigning the finisher.
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Post by unimportantguy on Jan 5, 2020 21:53:57 GMT
It's all character for me. What move best represents the character's philosophy and attitude towards wrestling? What seems like their most devastating, finely-honed technique? Does their background or training suggest a particular move? What does the rest of their move set logically build to? That's what finishers are to me: an ultimate technique that represent the culmination of the character's style and approach.
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Post by Love Wilcox on Jan 6, 2020 0:39:16 GMT
The move that I want to be kicked out of the least xD
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Post by IamAres on Jan 6, 2020 6:26:30 GMT
The move that needs it the most. Like, if an edit has multiple finishers that should be roughly equal in strength, but one of the moves is more powerful in-game, I'll make the weaker move the finish, so they're closer in effectiveness. Like if you have a corner-to-center version of a move as well as the regular version, the C2C is far stronger, so I'll make the regular one the finish.
Conversely, if one move is clearly far stronger in his actual matches (like Misawa's Emerald Flowsion compared to the tigerdriver), I'll make the stronger move the finish, naturally.
Also, since I use mods, the mod pack has a feature that forces opponents to stay down after a finisher for at least a few seconds, so if there's a running-to-down move (for example) in the mix, I'll make that the finish since it needs the help to be sold, even if it's not his main finish.
All in all, as I said above, I just think about what move needs it the most, for whatever reason.
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Post by heelsinc on Jan 7, 2020 22:17:37 GMT
Also, since I use mods, the mod pack has a feature that forces opponents to stay down after a finisher for at least a few seconds, so if there's a running-to-down move (for example) in the mix, I'll make that the finish since it needs the help to be sold, even if it's not his main finish. All in all, as I said above, I just think about what move needs it the most, for whatever reason. Might be wrong but I thought it was sigs and finisher that stayed down longer with that mod. In that case would it be needed to select it as the finisher?
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Post by IamAres on Jan 8, 2020 1:29:13 GMT
Also, since I use mods, the mod pack has a feature that forces opponents to stay down after a finisher for at least a few seconds, so if there's a running-to-down move (for example) in the mix, I'll make that the finish since it needs the help to be sold, even if it's not his main finish. All in all, as I said above, I just think about what move needs it the most, for whatever reason. Might be wrong but I thought it was sigs and finisher that stayed down longer with that mod. In that case would it be needed to select it as the finisher? View's version did both, but it never ran completely right for me. Carl's, which I use now, just does the finisher, I'm pretty sure. I haven't tested it in a bit. (His also lets you set multiple moves AS a finisher, but you need to be careful how you implement that if you're picky regarding your results screen, not to mention potentially having guys inadvertently critical.) If I'm wrong about that, then disregard the last paragraph, but the rest still stands.
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Post by turrible666 on Jan 8, 2020 2:32:29 GMT
Thinking of it in terms of game mechanics, "would it look weird for this move to knock someone out?" is a consideration sometimes.
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Post by Timberwolf on Jan 8, 2020 3:36:24 GMT
Thinking of it in terms of game mechanics, "would it look weird for this move to knock someone out?" is a consideration sometimes. 🤔 Something to think about. I had a 619 crit someone today. That's not a knockout move. I'll be changing the 619 to a sig. Thanks, turrible666
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nickythemackx
Steel Johnson
Edit wrestlers only......yeah
Posts: 120
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Post by nickythemackx on Jan 8, 2020 4:21:02 GMT
Well... i always wanted to create PowerBomb DDT
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Post by Dawnbr3ak3r on Jan 8, 2020 4:29:34 GMT
Thinking of it in terms of game mechanics, "would it look weird for this move to knock someone out?" is a consideration sometimes. I generally make the lead-up to a submission move (if it's a Grounded submission, anyways) the Finisher so that it takes out the most HP/SP so the submission has a higher chance of getting a tap out. Mechanically, once a wrestler has reached 0 HP, all other moves they take damages Spirit instead. Obviously, some submissions are more damaging than others, specifically the MMA mount submissions.
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Post by wrasslinisreal on Jan 8, 2020 11:03:57 GMT
It's all character for me. What move best represents the character's philosophy and attitude towards wrestling? What seems like their most devastating, finely-honed technique? Does their background or training suggest a particular move? What does the rest of their move set logically build to? That's what finishers are to me: an ultimate technique that represent the culmination of the character's style and approach. I'd agree with this to a large degree; the gimmick (or the gimmick's backstory) can determine the 'fit' of the finisher, and also the name of the finisher has to match the finisher itself and the gimmick. But in truth when I created edits I simply looked at moves that were not (or at least rarely used) by any of the other edits (either in that particular e-fed or just in general) and chose that way. I personally believe absolutely any move can be used as a finisher if implemented/sold correctly. I enjoyed mixing things up and giving exotic finishers to mid/lower mid carders and quite mundane finishers to top card wrestlers. I think there are many uninspiring finishers out there but the gimmick (more specifically, how over the gimmick is) can make the finisher credible, and therefore suitable.
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Post by Dawnbr3ak3r on Jan 8, 2020 11:43:12 GMT
It's all character for me. What move best represents the character's philosophy and attitude towards wrestling? What seems like their most devastating, finely-honed technique? Does their background or training suggest a particular move? What does the rest of their move set logically build to? That's what finishers are to me: an ultimate technique that represent the culmination of the character's style and approach. I'd agree with this to a large degree; the gimmick (or the gimmick's backstory) can determine the 'fit' of the finisher, and also the name of the finisher has to match the finisher itself and the gimmick. But in truth when I created edits I simply looked at moves that were not (or at least rarely used) by any of the other edits (either in that particular e-fed or just in general) and chose that way. I personally believe absolutely any move can be used as a finisher if implemented/sold correctly. I enjoyed mixing things up and giving exotic finishers to mid/lower mid carders and quite mundane finishers to top card wrestlers. I think there are many uninspiring finishers out there but the gimmick (more specifically, how over the gimmick is) can make the finisher credible, and therefore suitable. I've used the Burning Hammer on my 250+ edit personal roster maybe a total of five times, tops. Part of that has to do with how legendary the move itself is. Everything else is pretty much fair game. I think the Kinshasa is the rarest move on my roster. Only one edit has it. That's more like the Burning Hammer to my roster than the Burning Hammer is. I've been trying to use almost every move in the game as a finisher of some sort, but it's tricky getting something like the Front Facelock submission to be a credible finish. The edits I have that are "superpowered" (My promotional universe is completely absurd and goofy) have the crazy-looking Burning Tornado and Kinnukuman moves to set them apart from the rest of my roster in terms of capabilities.
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Post by wrasslinisreal on Jan 8, 2020 12:39:53 GMT
I'd agree with this to a large degree; the gimmick (or the gimmick's backstory) can determine the 'fit' of the finisher, and also the name of the finisher has to match the finisher itself and the gimmick. But in truth when I created edits I simply looked at moves that were not (or at least rarely used) by any of the other edits (either in that particular e-fed or just in general) and chose that way. I personally believe absolutely any move can be used as a finisher if implemented/sold correctly. I enjoyed mixing things up and giving exotic finishers to mid/lower mid carders and quite mundane finishers to top card wrestlers. I think there are many uninspiring finishers out there but the gimmick (more specifically, how over the gimmick is) can make the finisher credible, and therefore suitable. I've used the Burning Hammer on my 250+ edit personal roster maybe a total of five times, tops. Part of that has to do with how legendary the move itself is. Everything else is pretty much fair game. I think the Kinshasa is the rarest move on my roster. Only one edit has it. That's more like the Burning Hammer to my roster than the Burning Hammer is. I've been trying to use almost every move in the game as a finisher of some sort, but it's tricky getting something like the Front Facelock submission to be a credible finish. The edits I have that are "superpowered" (My promotional universe is completely absurd and goofy) have the crazy-looking Burning Tornado and Kinnukuman moves to set them apart from the rest of my roster in terms of capabilities. I hear you about the front facelock, but even then I've never been completely sold on the ankle lock myself. Sure the ankle lock has been used in legit MMA fights but the front face lock is pretty much a guillotine choke hold; we know how devastating that move is in legit MMA and if repackaged as a 'guillotine choke' and not a 'front facelock' in wrestling, it suddenly seems more credible and dangerous. I'm with you on trying to use every move in the game as a finisher; it can help influence the creation of an edit as opposed to an edit influencing the creation/assignment of the finisher.
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Post by Senator Phillips on Jan 8, 2020 15:37:25 GMT
I've used the Burning Hammer on my 250+ edit personal roster maybe a total of five times, tops. Part of that has to do with how legendary the move itself is. Everything else is pretty much fair game. I think the Kinshasa is the rarest move on my roster. Only one edit has it. That's more like the Burning Hammer to my roster than the Burning Hammer is. I've been trying to use almost every move in the game as a finisher of some sort, but it's tricky getting something like the Front Facelock submission to be a credible finish. The edits I have that are "superpowered" (My promotional universe is completely absurd and goofy) have the crazy-looking Burning Tornado and Kinnukuman moves to set them apart from the rest of my roster in terms of capabilities. I hear you about the front facelock, but even then I've never been completely sold on the ankle lock myself. Sure the ankle lock has been used in legit MMA fights but the front face lock is pretty much a guillotine choke hold; we know how devastating that move is in legit MMA and if repackaged as a 'guillotine choke' and not a 'front facelock' in wrestling, it suddenly seems more credible and dangerous. I'm with you on trying to use every move in the game as a finisher; it can help influence the creation of an edit as opposed to an edit influencing the creation/assignment of the finisher. An interesting exchange here, and I think both are well stated points. I absolutely think the front facelock, especially out of top sprawl can be a legit finisher. My Jon Bones Jones edit uses it as his primary finisher due to how he defeated Lyoto Machida, and with my fictional edits, it's a potential finishing signature submission for the Everyman, as his Union Lock. The idea there is that the Everyman is a meat and potatoes brawler type who is as unflashy and workmanlike as it gets, so for him to just crank on a standing guillotine makes perfect sense to me for one of his finishes. In general, to extrapolate the point to a broader scale, finishers should always be looked at in context, both for the edit, and the environment in which they operate. For a modern lucha style fed, a Canadian Destroyer could easily be seen as a midmatch move, but under different circumstances, that's a no questions finisher. Some edits might be top technicians, for which a flash pin would not be out of place for the finisher. Others could be strong enough strikers, like my Andronicus Turner, with his boxing background, to use the Overhand Hook as a finisher, but then you have edits for which it wouldn't even rate as a signature. It all depends on what works in each individual case, how the moveset is constructed and how you want to logically build to what should be the culminating move in their arsenal.
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Post by wrasslinisreal on Jan 8, 2020 15:46:44 GMT
Yup, agree with you Senator Phillips Phillips about the context and environment moves are used in and I like the link between Everyman and his finisher. I guess it goes back to what unimportantguy originally said. I hope the next dlc gives us more moves to use but to be honest I haven't exhausted the existing move set yet! I could do with more basic/mid match/transition moves myself but that's another topic. astrozombie what's your take on it?
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