AKA Dazed and Confused
Are there certain moves that cannot make opponents stand up dazed at all or does it just matter where you assign the move (large or medium grapple). I refuse to believe that the german suplex into the turnbuckle won't make the opponent dizzy under seemingly any circumstances, but I haven't gotten it to work after tweaking everything I could think of.
I wish I could be more certain about my answer here. But from my experiences, the majority of corner moves don't leave the opponent in a dizzy state.
(Of course, the good news is you can now make that happen as I'll say below).
Other than the avalanche superplexes (and I never remember if it's only the 2nd rope, only the top rope, or both), I can't think of any of the corner moves that leave the opponent dazed. That is annoying too as corner moves are the
perfect potential priority set-up to lionsault like moves since the corner moves always leave the opponent in the same position. So you could set a 100% priority and be confident that the opponent would always be in range for them. However, most corner moves just don't leave the opponent in a dizzy state.
I just don't know if that is due to the nature of the moves themselves.
It's possible some of the other corner top rope avalanche moves (like top rope german suplex, for example) do leave the opponent dazed. I don't know though just because I always have pins set after the bigger ones. It's just the top rope superplexes that I'll often use to set up C2C moves so I know opponents get up dizzy.
I'm fairly certain that none of the corner moves that don't go off the turnbuckle don't leave the opponent dizzied. Like the strike rushes or even some of the impact moves.
Somewhat related, when you guys are making edits what do you do to maximize or minimize the amount the opponent is dazed?
One thing I do is use the "B" version of striking moves as that gives me an instant dizzy opportunity that I'll often chain from in a priority.
Another thing I'll do is to carefully place my moves into Front/Back Grapple slots so that each wrestler has enough late match moves that can either set up a dazed opponent or an opponent on the ground long enough for a top rope move. Where you place your moves in the moveset plays a huge role in what follow-up moves they will do. If you want your opponent to get up standing, then use the O moves. If you want your opponent to stay down for a little while, use the X moves. If you want them down for the longest possible time, than use []+X. And that also plays a role into whether your edit will attempt diving moves to the outside.
Of course, sometimes opponents just pop up totally fresh off the ground when the damage override line occurs. Like if you just keep unloading on an edit, eventually their internal dizzy/down meter maxes out and they get up fresh. Aside from that though, the moveset positions do determine how long they stay down plus their status once they get up. You can use that to create a moveset that plays to your edit's need/tendency to hit moves on dazed opponents.
I have some edits who rely on a 100% standing strike or apron to inside finisher. (since those are not categories you can priority into at all). Any time the opponent is up late in the match, the attacker will attempt to hit their finisher. But I don't want to see it spammed. That means I am very selective about which O slots I put moves in that setup the finisher. I often use the grapple strikes (like chop to chest which keep opponent standing) in the O slot so that there is one less move that can have the opponent stand up dazed. That way, the moves that do have the opponent stand up dazed are the only way that the finisher can happen.
Another strategy to kind of minimize dizziness is putting moves in the O slots that knock your edit down along with the attacker. So, for example, a gutwrench suplex will knock your opponent down as well as the opponent. On the other hand, if you want to better guarantee that your edit can take advantage of a dizzy opponent, make sure the setup O move is one that your edit stays on their feet. A simple strike rush in the O position will allow them to be ready when the opponent gets up dazed, or allow them to go up to the turnbuckle or wait in the corner for a C2C move. The only limitation would be whether they need to breathe after the move.
Also somewhat related in move craft can you control whether your move makes the opponent dazed for standing moves and moves that knock the opponent down?
Yeah, you definitely have some control over dazed status. So the "Animation LibrarY" menu is on the left side of the screen. To the immediate right of where it says "Animation Library" you'll find a little "+" symbol. Clicking on that will open a little sub-menu with 3 settings: AS/AE/LM. AS setting controls the ability to convert your move into an entirely different move category (like front grapple into top mount). AE controls things like dizziness and collapsing. And LM controls whether moves send the wrestlers outside.
There are actually 2-3 different types of dizzy effects in the AE setting. I think you can control whether the defender gets up dazed too but I haven't toyed with that just yet.