I have been working on a new version of Geese Walker over the past few months. To do so, I wanted to make some upgraded versions of his older moves. I'll be doing more character work for him explaining the changes but essentially he's working more aggressively than he was when he returned in 2017 but still (mostly) safer than he was when he was "Orochi Geese" back in his 2007 heyday.
I'll post these moves within the next few weeks but wanted to preview them here first:
1) Updated Raging Bolt - Cross-Arm Fire Powerbomb 2.
This has a bit more of a delay and eventual snap than the default one.
The Ripcord version of it is below. I also made a front grapple version of this and a Combo Clincher version of this. But I think that the "whiplash" effect which comes from the Ripcord gives it the most impact.
I've made a ton of OOB's this past year but this is one of my new favorites. Attacker places his hand on defender's face and the move targets the head/neck more than the back. Also, I adjusted some of the timing on the "drop" part of the move and added the attacker looking forward before looking down. I made some of these changes for some of my older OOB's as well to update them. This OOB kind of replaces OOB2 in spirit.
The Combo Clincher version of it is below. I also made a front grapple version and a ripcord version.
After the Atemi Nage counter, it goes into an Origianal Oosotogari Buster. However, right before the drop, attacker grabs defender's arm, holds it, then drops their body on top of it. I also added a variation of the "broken arm" sell to it. This also has the feature of allowing attacker to get ready for their next move.
This is one of my favorite moves out of the ones I've made.
(Geese uses this to priority into the default anaconda vice)
Apologies on the GIF as it is a little darker and more skittish than the other ones.
This is a counter Sweeping Hip Throw to an attempted back grapple. I changed the timing of it a little so that the impact wouldn't be so high that Geese couldn't use this frequently.
I try not to subscribe to too many moves or parts because if I ever get my act together and get my edits done, I want it to be easy for people to subscribe to them with out having to subscribe to a bunch of stuff. But that OOB4 looks so good I have to get it. I'll probably give it as a finisher to one of my edits.
Good stuff; that hammerlock STO is especially brutal looking
Thanks! Very glad that you like it!! 😎
The GIF doesn't show it so well but you can see the arm under the defender right during the impact too. I'm surprised I was able to find a good "grip" visual on the arm right before the drop. I had to switch up the timing as to when the attacker actually starts the STO but I'm really happy with the result here. I spent about a week working on this and constantly tweaking elements of it. In addition to selling the impact, the defender rolling around after the move also allows Geese the time to taunt and then priority into an anaconda vice.
I try not to subscribe to too many moves or parts because if I ever get my act together and get my edits done, I want it to be easy for people to subscribe to them with out having to subscribe to a bunch of stuff. But that OOB4 looks so good I have to get it. I'll probably give it as a finisher to one of my edits.
Thanks! Really glad that you like it so much! 😎 I appreciate that you're selective with your downloads yet really like this one! It could definitely work as a finisher. You also will have the option of using it from Front Grapple as well since I'll be uploading that one too. I happen to like the Ripcord version better due to the extra "whiplash" element and the way it highlights the eventual "face grab" delay before the drop. However, the front grapple version of both OOBs have smoother footwork so you may like that one as well.
Last Edit: Feb 23, 2021 6:45:02 GMT by OrochiGeese
I finally jumped into move craft. Here is my first try. It's not great but better than I expected. I would like to see someone more seasoned do a better version. Link
So I've made a number of moves these past few moons but haven't had the time to put the final round of polish on them, upload them, and write up descriptions. But here is what I have in the queue:
1. Super Kick to Chest
This is a front grapple move and there is a combo clincher version too. I made this for Gerulf Sieger whose offense primarily targets the chest and back. There were a few solid super kicks to the stomach on the Workshop but I wanted something with more of an upper ab/chest impact.
It starts as a pump handle then turns into a Torture Rack. One of the defender's arms are still held during the Torture Rack and are maneuvered into a quasi-Kimura lock. The arm, back, and neck are worked of the defender. For the viewer, the imagination, the strongest muscle of all, is worked.
I made the "Stand Shoulder 2 Shoulder move" last year which was a standing shoulder hold -> oosotogari -> downed shoulder hold. I tweaked it by turning the downed shoulder hold into a shoulder hold pin.
Two more moves were specifically made for the 2021 version of Geese Walker:
5. Orochi Vice
This is the Anaconda Vice upgraded from "large snake" danger level to that eight-headed serpent red alert.
Rather than a constant back and forth "rocking" motion (if that anaconda's a rockin...), the attacker takes his time in the "neutral" position to gather up his strength and then power torque the heck out of dat neck!
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.
I know I'm late to this but that clip had me cracking up so much I had to register here. It's like the ref is going into a full blown panic at all this buttslapping and is just begging them to calm down lmao
I'm trying to make an entrance taunt that uses the flame instead of the poison mist. Anybody has any idea how to do it? In Move Craft when I load the poison mist taunt I'm not able to see the actual mist. Same when I load the flame standing attack. Thanks in advance.
Last Edit: Jul 30, 2021 18:41:23 GMT by markrocker
I'm trying to make an entrance taunt that uses the flame instead of the poison mist. Anybody has any idea how to do it? In Move Craft when I load the poison mist taunt I'm not able to see the actual mist. Same when I load the flame standing attack. Thanks in advance.
Its not possible without mods, unless you wanna do like Fuee and make custom hand parts using parts craft to simulate mist/fire.
Last Edit: Jul 30, 2021 20:45:53 GMT by LankyLefty17