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Post by astrozombie on Jan 8, 2020 21:52:39 GMT
I just want to state the main reason I come on this site is for game updates and to see all the creativity as far as edits, arenas, etc but mostly I love the technical (guide) stuff and how you guys manipulate the game to do what you want. The thread on how to make the start of the match interesting was awesome as well as thread on "gating."
I personally lean towards the KO approach when it comes to finishers. I usually have critical at high so whatever move I want to end the match instantly I use. I tend not to like a "kick out" animation on a critical so if I have a choice I leave moves that have pins attached out. This board totally gave me some "food for thought" on this.
So next question I have is, when does the spirit start to build, the second after the move or the second they are pinned? If its right after the move is done, does the victim build spirit back before they are pinned and then continue when they are pinned?
Example: Undertaker Last Ride with priority pin VS Ibushi Golden Power bomb. Does the victim build up spirit between the Last Ride and the pin attempt? Assuming all things equal, doesn't Ibushi's Powerbomb have a better chance to pin?
Long post sorry, but I like picking your collective brains.
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Post by Severla on Jan 9, 2020 0:46:32 GMT
Does the victim build up spirit between the Last Ride and the pin attempt? Assuming all things equal, doesn't Ibushi's Powerbomb have a better chance to pin? Technically the bomb to pin will always get a guaranteed pin attempt and be 'better' at finishing, yes. But the 'no-sells' from big moves are usually tied to a high percentage in picking up downed opponents while in critical damage, as the stun timer doesnt reset during that; your big move may fall at the very end of the count-down, causing the no-sell. Many have simply started putting a much lower pick up chance while in critical to combat this. This, in turn, also allows a bit better back and standing strike finish gating behind dazed state.
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