That looks really great and I also love the "Aristocrat Shooting" taunts for Yuu Amisaki from a few posts up! 👏
Thanks; It's "shooing" as in "go away", lol.
I made some more changes to the Nao Nao Taunt:
The head tilts downward now; There's a pointing stall before the arm snaps upwards. I also fixed the janky leg issue from the original too.
LOLOLOL I wish I could say that was a typo but it really wasn't - I read it as "Aristocrat Shooting" like she was a fair lady duelist who slapped people with gloves and her fashion sense 😁
Seriously, I say this all the time with your edits, but Yuu is one of my favorites of yours now!! 👏
I like the revisions to the Nao Nao Taunt 😎
Last Edit: Jan 13, 2021 9:56:19 GMT by OrochiGeese
I've been working on Mayu Iwatani's Modified Dragon Sleeper:
I really wish there were keyframes because properly animating transitions is a real pain in the ass sometimes. It's not an exact replication, but it's close enough to the actual thing.
Dragons, Emus, and Wolves are all hearing impaired. Sounds about right.
I've been experimenting with dual submission loops via Attacker/Defender manipulation and I'm a little bit confused on a couple of things.
The submission begins with a regular Romero Stretch with the submission loop on the Defender, but a Damage frame on the Attacker. I noticed the Attacker regains Spirit for some reason (which I assume is because of the Damage frame being on the Attacker). I also noticed that when I play as the Attacker, that the loop continues indefinitely until I break out of the submission loop. It then transitions into the Torture Romero Stretch, which is a normal Submission from then on. The Defender frames tick down with them attempting to break the hold.
I've run multiple sims, but I'm under the impression that the Attacker will never tap out from this move and this is the desired outcome if guaranteed. I'm wondering if the Attacker is low enough, if they'll actually tap out or not. It doesn't seem likely that it'll happen because of the toggle on the initial Submission.
Here's a 30 second video of what the move looks like in action:
In this spoiler is the Romero Stretch Hold with the Damage toggle on the Attacker and the Submission loop on the Defender:
Messed around with it a bit more tonight and it appears that, no matter what, the Attacker regenerates some amount of Spirit. I've tried giving them a heaping amount of Spirit Self-Damage, but it doesn't seem to help much.
It's worrying because I like the move, but I feel like the Spirit Regen would make it unfair. This is me probably making a bigger deal out of it than I should be.
Dragons, Emus, and Wolves are all hearing impaired. Sounds about right.
I suppose this is good enough. I don't hate it. I don't particularly like it, neither. I probably shouldn't be as disappointed in this as I am, but it is what it is.
(I really should stick to weird goofy stuff.)
Dragons, Emus, and Wolves are all hearing impaired. Sounds about right.
I think the biggest issue is that the attacker's arm snaps into the dragon sleeper instead of wrapping around Having them lean forward and twist a bit while reaching for the defender's head would probably go a long way, too
Should futz with it some more imo, it's almost there
I could see giving that to Palida Fantasma since I also gave him one of the rear back cracker moves.
Your experiment above was REALLY interesting to me. I'm still trying to figure out exactly what you did in that post. Seems like you put the damage on the attacker with the move visual targeting the defender.
If you set the HP/breathing/limb damage to 0, would they actually just gain spirit from the move?
I always wondered if it was possible to create a Move Maker technique that would add spirit.
Imagine you do this:
Set up a move where the attacker is visually just taunting and the defender is acknowledging it. You put a submission loop on the defender's animation frames and match it up with the visuals so it's not completely ridiculous looking (or it is, but in a fun way!). You put the damage flag on the attacker. However, the move actually does 0 damage. By being in that submission loop, would the attacker be able to build their spirit as a result? You could essentially make Performance moves with submissions and allow the attacker's spirit to soar? 🦅
Messed around with it a bit more tonight and it appears that, no matter what, the Attacker regenerates some amount of Spirit. I've tried giving them a heaping amount of Spirit Self-Damage, but it doesn't seem to help much.
It's worrying because I like the move, but I feel like the Spirit Regen would make it unfair. This is me probably making a bigger deal out of it than I should be.
You could probably just find a way to balance that gain out in another part of the edit though, right? In the worst case, you could just make it an ultra rare move.
Set up a move where the attacker is visually just taunting and the defender is acknowledging it. You put a submission loop on the defender's animation frames and match it up with the visuals so it's not completely ridiculous looking (or it is, but in a fun way!). You put the damage flag on the attacker. However, the move actually does 0 damage. By being in that submission loop, would the attacker be able to build their spirit as a result? You could essentially make Performance moves with submissions and allow the attacker's spirit to soar?
Something like this?
I used the Ass Slapping Taunt because it was easy to loop.
How does it work? Both the Attacker and Defender don't take *any* damage at all - No HP Damage, No SP Damage. As the "submission" loops, the Attacker gains Spirit back through the loop on the Defender, with a Damage frame on the Attacker. The Attacker will generate Spirit until it reaches max or until the submission loop is broken. The Defender takes no Spirit Damage at any time as far as I was able to tell. If I were to make a legit move with this, I'd probably use the Chair Illusion toggle so it's not so obvious it's a submission and I would probably disable the submission toggle in the Status Menu.
Dragons, Emus, and Wolves are all hearing impaired. Sounds about right.
Post by FPWrestlemaniac on Feb 16, 2021 13:01:34 GMT
Do anybody know if they are done updating the game? I think they need fix the way we organize our Movecraft moves. I am currently working on over 1000 moves an it's a pain trying to keep up with everything. Especially having to scroll up or down that long list of stuff it gets irritating sometimes.