hg101
Steel Johnson
Posts: 120
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Post by hg101 on Feb 9, 2022 2:16:26 GMT
Default logic doesn't quite work for simming lucha matches. As someone who's crap at customizing logic, does anyone know how to create a generic "one size fits all" logic setting for AAA/CMLL wrestlers? Like just a few tweaks to default logic settings that'll give the edits more of a "generic lucha match" feel.
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Post by Dawnbr3ak3r on Feb 9, 2022 4:51:52 GMT
There really isn't a "one size fits all" setup for lucha libre. It's got high-flyers, technicians and powerhouses.
I guess if I were going for a "generalized" setup, I'd aim for high Irish Whip usage, flash pins and counters. Make sure edits have enough moves to set up for dives where appropriate. If you're looking for Outside Dives to be prevalent, give them a body slam in Large/Heavy Grapples so the attacker is on their feet, which lessens downtime for them to set up those dives to another wrestler.
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Post by OrochiGeese on Feb 9, 2022 6:10:48 GMT
Lucha is one of the pro wrestling styles I know the least about.
However, I do want to mention a few things.
Since lucha has an element of high-flying post moves, I want to touch on what Dawn said.
Any edit with high-flying dives in FPW relies so heavily on precise moveset planning in regards to the slots that you put all of the moves in. The difference between the standard X, O, and [] slots are considerable in front and back grapples. These effects aren't seen right at the start of the match but later on as the opponents get damaged.
Moves in the [] slot keep opponent down for the least amount of time and the opponent gets up normally (not dazed). You won't want to rely on them to set up post moves.
Moves in the X slots keep opponent down for a little longer and they get up normally. Depending on the move you put in one of these slots, this slot is pretty reliable to set up a post move to downed opponents. I find a body slam works fine here as a set-up.
Moves in the O slots keep opponents down for less time and they get up dazed. I like sticking strike rushes in here (that keep your edit standing) as they are ideal to set-up moves to standing dazed opponents.
Moves in the []+X slot keep opponents down for the longest and they get up normally. This slot is even better than the X slot to set-up diving moves to downed opponents.
You want to make sure that there you have enough set-ups in your FG and BG slots for moves to downed opponents (for Post and Run-Rebound) and moves to standing opponents (for Post and Run-Rebound).
If your edit has a front grapple finisher that happens to be an impact pin (like powerbomb pin), submission, or flash pin, there's no reason to stick it in the []+X slot. Reserve that spot for a move that sets up a big dive to a downed opponent.
You also want to make sure that, as Dawn said, any move that you want to have set up a dive (to the inside or outside of the ring) leaves your own edit standing so they can easily get to their mark for the diving move. Don't use a vertical suplex or backdrop to set up a dive when a body slam will allow your edit to be ready to move.
Move slot management and planning is really key for any high flying edit. You want to tell yourself from the start of edit creation what every move can possibly lead to and whether or not you are giving your edit enough possibilities to set up each of their flying moves. Logic is important but it's almost irrelevant if the move slots aren't planned out well.
One more strategy is to make sure that your edit has a contingency plan. If you want to follow-up a big move with a planned top rope finish, make sure that they have something to do when the opponent isn't in range. This could even be a running to the ropes type of move. I have an edit who follows a strike exchange clincher with run rebound frankensteiner but when they aren't in range, they use a running frankensteiner instead. It "costs" two priorities but it makes sure that the set-up move is honored in either situation.
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