Career mode rules AKA Reinvigorate system
Jul 22, 2018 20:04:15 GMT
Pandakid, goldfistt, and 4 more like this
Post by tigermuppetcut on Jul 22, 2018 20:04:15 GMT
If you want to simply make a rookie and take him through a career then read the following, it's a fun system for simming careers and organic growth:
Reinvigorate Career:
Create your chap:
Set his height, weight, name, pick a face. You may want to wait to pick a stance until you know who your trainers will be or you may want to work out who your trainers are before you complete this step.
For attire give him only black trunks and short black wrestling boots or training shoes, he’ll start nondescript.
For moves give him the most vanilla, young lion moveset (you know the drill, slap, chest chop, elbow, low kick, middle kick, drop kick, snapmare, body slam, headlock, small package, thigh kick, boston crab, basic suplex, basic backdrop, basic pinning german etc. etc.) They can have top rope moves and planchas but again basic (so missile drop kick, single knee drop, splash and suicide dive). I recommend punch clutch, arm wringer clutch and suplex clutch.
Find out who your trainers are:
Go to start a 1 on 1 exhibition match but for both entrants press triangle to randomly select them, note their names then back out (don’t play the match). I ended up with Norio Honaga and Mr Gannosuke.
Find your profile:
Open up their profiles and note down their Attack, Defence and Return Styles.
Your wrestler will be a mix of these, for each category you pick one of your trainers’ styles. However if possible (and it’s what I did) you should try and get as big a mix of styles as possible – this can help your wrestler go in a few directions and spices things up a bit. I ended up with Technical Attack, Orthodox Defence and Heel Return – sounds a bit like Kendo Kashin or Norio Honaga.
Find your skills:
Open up their skills, your wrestler will inherit all the weaknesses of his trainers. Compare the two trainers in each category (breathing, awareness, foot strength etc.) and assign your wrestler the lowest. The exceptions here should be climbing speed (shouldn’t be at none to start with) and movement speed (should only be slow if BOTH your trainers are slow). I ended up average except for low (no) awareness and zeros across the board for bleeding.
You always start with Critical skill in FINISHER and will 3 powerballs.
Find your parameters:
Open up their parameters, your wrestler will inherit both strengths and weaknesses.
Note down the single highest Attack parameter of each trainers (if there are two or more parameters tied for highest then note them ALL down). These are your STRONG ATTACK PARAMS.
Note down the lowest Attack parameters of both trainers (if there are two or more parameters tied for lowest then note them ALL down). THESE ARE YOUR WEAK ATTACK PARAMS.
If one trainer has a parameter as highest and the other as lowest they cancel each other out so don’t note down anything.
Now do the same for Defence parameters. (these will become STRONG DEFENCE PARAMS and WEAK DEFENCE PARAMS
If you end up with multiple positives (e.g. Honaga and Gannosuke both had high Technical Attack) then note is down twice or write x2 by it or whatever, just note that you will benefit twice or lose out twice.
Your wrestler will start with 2’s in all Attack parameters except those his trainers were strong in these start at 3 (or 4 if you got multiple positives), or those his trainers are weak in (these will start at 1).
Do the same for defence parameters except that these start at 3’s (so they can be as low as a 1 with multiple negatives or as high as 5 with multiple positives).
Keep a permanent note of which params were your weak and strong ones, and weak offnsive x2 ones, as they affect your wrestler forever in other ways.
I ended up with strong attack in rough and technical, weak in arm power, kick and ground. Strong defence in rough and technical weak in lariat and ground.
Find your key moves:
Note down all your trainers favourite moves and finishers in two columns (so you know who’s was who’s), pick 3 of these for your wrester ruling out the most flashy / advanced / characterful (so I ruled out Gannosuke’s praying powerbomb, his SSD like move and his Bull’s Poseidon like move.) You must pick at least one move from each trainer. I took Gannosuke’s rolling clutch (ghost clutch?) as my finisher, Honaga’s La-Magistral as a favourite and Honaga’s running neckbreaker drop as a favourite. Your other two favourite won’t be assigned yet.
Sort out your logic:
Build slow, so your guy should build up to even using a basic suplex, backdrop or boston crab. So in the early goings lots of those moves where he breaks out of the tie up to deliver an elbow or kick instead of hitting the suplex or backdrop etc. You can add some slight flavour here based on your trainers (e.g. my guys were a pair of heels so my guys bails out of the ring more, uses weapons a little more and has a beg off taunt done at distance.
Pick a promotion:
Choose one of your trainer’s organisations to begin in as a bottom of the barrel, house show, curtain jerker. I went with World Japan. Try and pick a promotion with a lot of young lions and lower ranked wrestlers.
Compete and rack up points:
The structure of competition is as follows, you’ll SIM 3 singles matches (30 mins, 1 fall, lvl 5) against the lowest ranked guy / easiest guy (see another thread here for all the wrestlers ranked by points).
Then you’ll team with him in 3 tag matches against the next two low ranked guys (45 mins, 1 fall, lvl 5).
Then you’ll have 3 singles against one of the enemy tag members you just fought, then you’ll team with him in 3 tag matches against his former partner and the next low ranked guy above them etc.
Keep alternating 3 singles, 3 tags, working your way up working with and against each guy in the promotion.
Note down Wins, Losses and Draws and which move won the match and which moves criticalled.
You earn points as follows:
Loss (or Partner Loss) - 3 point (if match was 96%-100% rating 4 points).
Draw - 4 points (if match was 80%-100% rating 5 points).
Win - 6 points (if match was 90%-99% 7 points, if match was 100% 8 points).
Each time you successfully win or defend a title you get +1 point for that match.
Spending points to improve your wrestler:
It costs 6 points to increase any STRONG PARAM.
It costs 12 points to increase any WEAK PARAM.
It costs 13 points to increase a WEAK OFFENSIVE PARAM. (ONLY offensive)*
It costs 9 points to increase any other param.
It costs 5 points to increase a "while bleeding" skill.
It costs 15 points to increase a "non-bleeding" skill.
It costs 7 points to increase a body part's strength or movement speed.
It costs 5 points to increase turnbuckle climb speed.
*this is due to weak x2 offensive parameters having no impact during wrestler creation (since stats start at 2 and can only drop to 1 not to 0, whereas for defensive parameters they can drop the full 2 points from 3 down to 1).
Mode Skills can be purchased anytime at a cost in RP = the value the mode adds to your wrestler's Fire Pro points total x 2 (or 2.5 if you want to be harsher!)
Powerballs can be purchased anytime (you start with 3). They cost 15 RP each.
Critical type can be altered by paying as follows:
Suplexes: 30 RP
Power Moves: 30 RP
Technical: 40 RP
Striking: 50 RP
Submissions: 50 RP
You need to keep a total of all points earned separately from current points total. E.g. let’s say I won 3 matches then lost 1 and between the second and third match I spent points to increase a STRONG PARAM. I might note it like this:
3/3
6/6
0/9
1/10
Where the first number is the current points total and the second number the amount earned to date.
Milestones, new moves and attire:
These are benefits your wrestler gets based on points earned to date milestones, they DON’T COST POINTS.
Every 10 points earned = new move learned.
There are two ways to learn a move the first is to pick a move from your list of any moves you’ve seen which have finished a match or caused a critical (this is why you’ve noted them).
The second way is to have a training match with either of your trainers or any of your opponents you’ve faced to date. Play a singles match (note down the win/loss, which move finished the match and earn points from it as normal). You can pick any one move performed against you in the match to learn.
FAVS, FINISHERS & LOGIC ASSIGNING: Whenever you learn a move you may also mess with your logic (this is the only time you can change logic unless you are fixing a bug or a really, really bad screw up where your guy spams moves) and reassign favourites and finishers. However a former finisher may only ever be ‘demoted’ to a favourite (or dropped from the movelist completely), it can’t be in your movelist still and yet not be a favourite or finisher.
Your first two training matches – The first two chances you get to learn moves (at 10 points and 20 points earned) you must train with your trainers (your first move should be learned from whichever trainer you picked the fewest starting moves from (in my case this was Mr Gannosuke, since I only took one of his moves at the start). After these first two learnt moves you can train with other wrestlers or pick moves from your log book of previous matches.
My first two training matches I picked up a GUH! Punch from Gannosuke and then a face cut stomp from Honaga, when I hit 30 points I declined a training match and picked a waterwheel drop which I’d been beaten with in the past.
Every 25 points = new attire earned.
You can also re-colour old attire at this stage.
When picking items that often come in pairs (gloves, elbow pads etc.) you can choose to take the pair or a single item.
Every 40 points = free choice of move.
Pick any move you like, no restrictions.
Every 50 points = Stance change, Taunt, Body (inc. tattoo), Double Team Move, 30% Tag Logic Changes, Celebration Taunt (1st time), + the attire from also hitting another 25 point milestone.
Alter your stance and/or change your body type one step or get a tattoo. Pick a double team move of your choice. Make 30%'s worth of changes to double team moves (e.g. cut-play 10% up and tag speed 20% up), The first time (and only the first time you hit 50 you also get to pick a celebration taunt.
// [OLD 50] Every 50 points = Wildcard trainer and body change.
// You use the randomise function to have a training match against whoever it picks for you (if it comes up with an old opponent or one of your trainers then //randomise again until you get someone fresh). Pick a single move they performed on your this match to learn. Again don’t forget to note the W/L, earn points //and write down the match ender and any criticals.
Every 100 points = Pick a 3rd trainer (you can now train with them and learn from them, but they don't affect your parameters). Create a full entrance. + All the stuff from also hitting another 50 point milestone.
// [OLD 100] Pick a ‘mode skill’ e.g. quick return, start dash etc. or add a powerball.
Just a note that many of these things happen at once so when you hit 100 points you’ll have a wildcard training match, gain a skill, change your body if you want to, earn new attire. The only two that don’t both happen are ‘learn a new move’ and ‘wildcard trainer’ (the wildcard IS your new move learning phase).
Old moves dropping out:
If you overwrite old moves or even replace a whole clutch type with another then jot down what you replaced and anytime you hit a move learning milestone as well as learning a new move you can freely exchange any moves or clutch types you've ever known bringing old moves back etc. So you never need to re-learn a move (you just need to wait until a milestone to bring them back).
Injuries:
If you are criticalled note down (using common sense) what area of the body was effected or if it was a roll up note awareness.
If you note down the same place (or awareness) 3 times then drop your health level (or awareness level – both bleeding and non-bleeding) for that place by one level.
If your health level or awareness was at rock bottom (excepting the bleeding state awareness) then instead remove a point from the defensive stat used to defend against the move that pushed you over the edge and into injury.
E.g. if a head kick criticalled you and was your third notation for head damage but your head health is already at ‘injured’ (the lowest state) then instead you’d drop a point in kick defence.
After taking the ill effects of injury clear the slate of any notations of damage.
When does it end?
Up to you, you could choose to end after 100 points earned to date, or when your wrestler hits a certain points total (I’m going to stop at 160 points), or after 100 matches, or after clearing two organisations.
Reinvigorate Career:
Create your chap:
Set his height, weight, name, pick a face. You may want to wait to pick a stance until you know who your trainers will be or you may want to work out who your trainers are before you complete this step.
For attire give him only black trunks and short black wrestling boots or training shoes, he’ll start nondescript.
For moves give him the most vanilla, young lion moveset (you know the drill, slap, chest chop, elbow, low kick, middle kick, drop kick, snapmare, body slam, headlock, small package, thigh kick, boston crab, basic suplex, basic backdrop, basic pinning german etc. etc.) They can have top rope moves and planchas but again basic (so missile drop kick, single knee drop, splash and suicide dive). I recommend punch clutch, arm wringer clutch and suplex clutch.
Find out who your trainers are:
Go to start a 1 on 1 exhibition match but for both entrants press triangle to randomly select them, note their names then back out (don’t play the match). I ended up with Norio Honaga and Mr Gannosuke.
Find your profile:
Open up their profiles and note down their Attack, Defence and Return Styles.
Your wrestler will be a mix of these, for each category you pick one of your trainers’ styles. However if possible (and it’s what I did) you should try and get as big a mix of styles as possible – this can help your wrestler go in a few directions and spices things up a bit. I ended up with Technical Attack, Orthodox Defence and Heel Return – sounds a bit like Kendo Kashin or Norio Honaga.
Find your skills:
Open up their skills, your wrestler will inherit all the weaknesses of his trainers. Compare the two trainers in each category (breathing, awareness, foot strength etc.) and assign your wrestler the lowest. The exceptions here should be climbing speed (shouldn’t be at none to start with) and movement speed (should only be slow if BOTH your trainers are slow). I ended up average except for low (no) awareness and zeros across the board for bleeding.
You always start with Critical skill in FINISHER and will 3 powerballs.
Find your parameters:
Open up their parameters, your wrestler will inherit both strengths and weaknesses.
Note down the single highest Attack parameter of each trainers (if there are two or more parameters tied for highest then note them ALL down). These are your STRONG ATTACK PARAMS.
Note down the lowest Attack parameters of both trainers (if there are two or more parameters tied for lowest then note them ALL down). THESE ARE YOUR WEAK ATTACK PARAMS.
If one trainer has a parameter as highest and the other as lowest they cancel each other out so don’t note down anything.
Now do the same for Defence parameters. (these will become STRONG DEFENCE PARAMS and WEAK DEFENCE PARAMS
If you end up with multiple positives (e.g. Honaga and Gannosuke both had high Technical Attack) then note is down twice or write x2 by it or whatever, just note that you will benefit twice or lose out twice.
Your wrestler will start with 2’s in all Attack parameters except those his trainers were strong in these start at 3 (or 4 if you got multiple positives), or those his trainers are weak in (these will start at 1).
Do the same for defence parameters except that these start at 3’s (so they can be as low as a 1 with multiple negatives or as high as 5 with multiple positives).
Keep a permanent note of which params were your weak and strong ones, and weak offnsive x2 ones, as they affect your wrestler forever in other ways.
I ended up with strong attack in rough and technical, weak in arm power, kick and ground. Strong defence in rough and technical weak in lariat and ground.
Find your key moves:
Note down all your trainers favourite moves and finishers in two columns (so you know who’s was who’s), pick 3 of these for your wrester ruling out the most flashy / advanced / characterful (so I ruled out Gannosuke’s praying powerbomb, his SSD like move and his Bull’s Poseidon like move.) You must pick at least one move from each trainer. I took Gannosuke’s rolling clutch (ghost clutch?) as my finisher, Honaga’s La-Magistral as a favourite and Honaga’s running neckbreaker drop as a favourite. Your other two favourite won’t be assigned yet.
Sort out your logic:
Build slow, so your guy should build up to even using a basic suplex, backdrop or boston crab. So in the early goings lots of those moves where he breaks out of the tie up to deliver an elbow or kick instead of hitting the suplex or backdrop etc. You can add some slight flavour here based on your trainers (e.g. my guys were a pair of heels so my guys bails out of the ring more, uses weapons a little more and has a beg off taunt done at distance.
Pick a promotion:
Choose one of your trainer’s organisations to begin in as a bottom of the barrel, house show, curtain jerker. I went with World Japan. Try and pick a promotion with a lot of young lions and lower ranked wrestlers.
Compete and rack up points:
The structure of competition is as follows, you’ll SIM 3 singles matches (30 mins, 1 fall, lvl 5) against the lowest ranked guy / easiest guy (see another thread here for all the wrestlers ranked by points).
Then you’ll team with him in 3 tag matches against the next two low ranked guys (45 mins, 1 fall, lvl 5).
Then you’ll have 3 singles against one of the enemy tag members you just fought, then you’ll team with him in 3 tag matches against his former partner and the next low ranked guy above them etc.
Keep alternating 3 singles, 3 tags, working your way up working with and against each guy in the promotion.
Note down Wins, Losses and Draws and which move won the match and which moves criticalled.
You earn points as follows:
Loss (or Partner Loss) - 3 point (if match was 96%-100% rating 4 points).
Draw - 4 points (if match was 80%-100% rating 5 points).
Win - 6 points (if match was 90%-99% 7 points, if match was 100% 8 points).
Each time you successfully win or defend a title you get +1 point for that match.
Spending points to improve your wrestler:
It costs 6 points to increase any STRONG PARAM.
It costs 12 points to increase any WEAK PARAM.
It costs 13 points to increase a WEAK OFFENSIVE PARAM. (ONLY offensive)*
It costs 9 points to increase any other param.
It costs 5 points to increase a "while bleeding" skill.
It costs 15 points to increase a "non-bleeding" skill.
It costs 7 points to increase a body part's strength or movement speed.
It costs 5 points to increase turnbuckle climb speed.
*this is due to weak x2 offensive parameters having no impact during wrestler creation (since stats start at 2 and can only drop to 1 not to 0, whereas for defensive parameters they can drop the full 2 points from 3 down to 1).
Mode Skills can be purchased anytime at a cost in RP = the value the mode adds to your wrestler's Fire Pro points total x 2 (or 2.5 if you want to be harsher!)
Powerballs can be purchased anytime (you start with 3). They cost 15 RP each.
Critical type can be altered by paying as follows:
Suplexes: 30 RP
Power Moves: 30 RP
Technical: 40 RP
Striking: 50 RP
Submissions: 50 RP
You need to keep a total of all points earned separately from current points total. E.g. let’s say I won 3 matches then lost 1 and between the second and third match I spent points to increase a STRONG PARAM. I might note it like this:
3/3
6/6
0/9
1/10
Where the first number is the current points total and the second number the amount earned to date.
Milestones, new moves and attire:
These are benefits your wrestler gets based on points earned to date milestones, they DON’T COST POINTS.
Every 10 points earned = new move learned.
There are two ways to learn a move the first is to pick a move from your list of any moves you’ve seen which have finished a match or caused a critical (this is why you’ve noted them).
The second way is to have a training match with either of your trainers or any of your opponents you’ve faced to date. Play a singles match (note down the win/loss, which move finished the match and earn points from it as normal). You can pick any one move performed against you in the match to learn.
FAVS, FINISHERS & LOGIC ASSIGNING: Whenever you learn a move you may also mess with your logic (this is the only time you can change logic unless you are fixing a bug or a really, really bad screw up where your guy spams moves) and reassign favourites and finishers. However a former finisher may only ever be ‘demoted’ to a favourite (or dropped from the movelist completely), it can’t be in your movelist still and yet not be a favourite or finisher.
Your first two training matches – The first two chances you get to learn moves (at 10 points and 20 points earned) you must train with your trainers (your first move should be learned from whichever trainer you picked the fewest starting moves from (in my case this was Mr Gannosuke, since I only took one of his moves at the start). After these first two learnt moves you can train with other wrestlers or pick moves from your log book of previous matches.
My first two training matches I picked up a GUH! Punch from Gannosuke and then a face cut stomp from Honaga, when I hit 30 points I declined a training match and picked a waterwheel drop which I’d been beaten with in the past.
Every 25 points = new attire earned.
You can also re-colour old attire at this stage.
When picking items that often come in pairs (gloves, elbow pads etc.) you can choose to take the pair or a single item.
Every 40 points = free choice of move.
Pick any move you like, no restrictions.
Every 50 points = Stance change, Taunt, Body (inc. tattoo), Double Team Move, 30% Tag Logic Changes, Celebration Taunt (1st time), + the attire from also hitting another 25 point milestone.
Alter your stance and/or change your body type one step or get a tattoo. Pick a double team move of your choice. Make 30%'s worth of changes to double team moves (e.g. cut-play 10% up and tag speed 20% up), The first time (and only the first time you hit 50 you also get to pick a celebration taunt.
// [OLD 50] Every 50 points = Wildcard trainer and body change.
// You use the randomise function to have a training match against whoever it picks for you (if it comes up with an old opponent or one of your trainers then //randomise again until you get someone fresh). Pick a single move they performed on your this match to learn. Again don’t forget to note the W/L, earn points //and write down the match ender and any criticals.
Every 100 points = Pick a 3rd trainer (you can now train with them and learn from them, but they don't affect your parameters). Create a full entrance. + All the stuff from also hitting another 50 point milestone.
// [OLD 100] Pick a ‘mode skill’ e.g. quick return, start dash etc. or add a powerball.
Just a note that many of these things happen at once so when you hit 100 points you’ll have a wildcard training match, gain a skill, change your body if you want to, earn new attire. The only two that don’t both happen are ‘learn a new move’ and ‘wildcard trainer’ (the wildcard IS your new move learning phase).
Old moves dropping out:
If you overwrite old moves or even replace a whole clutch type with another then jot down what you replaced and anytime you hit a move learning milestone as well as learning a new move you can freely exchange any moves or clutch types you've ever known bringing old moves back etc. So you never need to re-learn a move (you just need to wait until a milestone to bring them back).
Injuries:
If you are criticalled note down (using common sense) what area of the body was effected or if it was a roll up note awareness.
If you note down the same place (or awareness) 3 times then drop your health level (or awareness level – both bleeding and non-bleeding) for that place by one level.
If your health level or awareness was at rock bottom (excepting the bleeding state awareness) then instead remove a point from the defensive stat used to defend against the move that pushed you over the edge and into injury.
E.g. if a head kick criticalled you and was your third notation for head damage but your head health is already at ‘injured’ (the lowest state) then instead you’d drop a point in kick defence.
After taking the ill effects of injury clear the slate of any notations of damage.
When does it end?
Up to you, you could choose to end after 100 points earned to date, or when your wrestler hits a certain points total (I’m going to stop at 160 points), or after 100 matches, or after clearing two organisations.