Post by Professor Voodoo on Aug 5, 2018 17:06:40 GMT
These are mostly copied from my post from the previous site, but they're all worth mentioning.
We've had a good number of fight styles for the past 20-ish years, but more styles is never a bad thing.
So without further ado, here are some ideas I conjured up, with in-depth strengths, weaknesses, and variables/quirks that one can only think of after reading LordMo's fight style guide 100 times over.
* Style: Fighting Game
This style is based off 2D fighters, and emphasizes continuous action, making it rather pro wrestling by default, but should do well in shoots.
* Style: Doogan (Hogan)
This style would be based off Axe Doogan, complete with big comebacks, and a limited move affinity.
* Style: Connecticut (Modern WWE Style)
Based off the modern American Indie based WWE style, similar to Orthodox almost
Affinities:
Punch: C
Kick: C
Throw: C
Joint: D (Joint locks aren't really commonly used in the E)
Stretch: C
Power: C
Arm: C
Agility: B (Modern WWE style sees a lot of agile moves)
Technical: B
Rough: C
MMA Overall: D
Entertainment: B (I only leave it this high since they're supposed to be sports entertainment based)
Affinity by health: A/B/C/B, no need to tinker too much here.
Irish Whip Reversal Rate: 20/15/10/15 (Not too sure on this one)
Air Distance/Crash Damage: Shares values with the more mobile standard styles (American, Technician, Mysterious, etc)
Rope Stop Rate: Nonexistent. I cannot ever recall wrestlers in WWE stopping at the ropes when whipped; they either took the move, countered a back body drop, or replied with a move of their own.
Critical Rates:
Finisher: 75% (Finishers aren't really finishers anymore in the E, but everyone loves a good critical)
Suplex: 20% (Aside from Lesnar, who I will get to, modern WWE wrestlers aren't known for breaking necks with suplexes)
Power: 20% (Same with Suplex, only replace "breaking necks with suplexes" with "turning people into pancakes with power moves")
Technical: 70% (Surprise flash rollups!)
Strike: 30% (Ok a random stiff KO could happen, but it's unlikely)
Submission: 20% (WWE style does not translate to "break limbs with shoot holds")
Test Of Strength: I haven't seen a TOS in modern WWE often, uh Drop Toe Hold.
Rope Running Affinity: B
* Style: Beast (Post 2012 Monster Gaea style)
This is essentially post 2012 Monster Gaea (Brock Lesnar) style, meant to be a "dominant" style
We've had a good number of fight styles for the past 20-ish years, but more styles is never a bad thing.
So without further ado, here are some ideas I conjured up, with in-depth strengths, weaknesses, and variables/quirks that one can only think of after reading LordMo's fight style guide 100 times over.
* Style: Fighting Game
This style is based off 2D fighters, and emphasizes continuous action, making it rather pro wrestling by default, but should do well in shoots.
Affinities:
Punch: A (Fighting game characters are all about the punches)
Kick: A (Same with punches)
Throw: B (Throws are usually the big damaging moves, and are quite common in 2D fighters)
Joint: D (Continuous action dictates they're usually not gonna stop for joint locks, since they mostly do standup in a 2D game)
Stretch: D (Same with Joint)
Power: C (Err...Zangief)
Arm: C (Err....Zangief)
Agility: C
Technical: C
Rough: C (Blanka bites some, Dhalsim with a noogie)
MMA Overall: C (They're mostly standup guys, but eh, ground and pound is striking I suppose)
Entertainment: E (If you stop to goof around in a fighting game, odds are, you're gonna pay for it)
Affinity By Health (From SML, MED, LRG, ND damage): My gut says A/B/C/A to emphasize the whole take damage, fiery Daigo Umehara style comeback.
Air Distance/Crash Damage: Eh, standard values work fine I suppose, since there are more mobile fighters out there
Irish Whip Reversal (From SML, MED, LRG, ND damage): Eh since reversals and parries are a thing in games like Garou and SF3, uh like 10/10/10/10 maybe? Or 15/15/15/15
Rope Stop Chance (From SML, MED, LRG, ND damage): 2D fighters are about continuous action, so stopping at the ropes should be technically nonexistent, I'd say 0/0/0/0
Critical Rates:
Finisher: 80% (Instant Kills, like the Zetsumi Ougi in Samurai Shodown 5 Special are a thing, and hyper move finishes always pop a crowd)
Suplex: 60% (Throws in fighting games are usually scary)
Power: 50% (There are some powerhouses in fighting games, so this is a safe number)
Tech: 10% (Flash rollups in a fighting game? Uhhhh....)
Strike: 60% (Ok yeah strikes in fighting games are important, but they're not usually gonna cause a one hit KO, I only put it at this number since they're good with their strikes)
Submission: 10% (Random submissions in a fighting game? Uhhhh....)
Test Of Strength: Either the Straight Punch or Seikentsuki (hope I spelled that right) punch should work....
Rope Dodge: Duck N' Dodge
Punch: A (Fighting game characters are all about the punches)
Kick: A (Same with punches)
Throw: B (Throws are usually the big damaging moves, and are quite common in 2D fighters)
Joint: D (Continuous action dictates they're usually not gonna stop for joint locks, since they mostly do standup in a 2D game)
Stretch: D (Same with Joint)
Power: C (Err...Zangief)
Arm: C (Err....Zangief)
Agility: C
Technical: C
Rough: C (Blanka bites some, Dhalsim with a noogie)
MMA Overall: C (They're mostly standup guys, but eh, ground and pound is striking I suppose)
Entertainment: E (If you stop to goof around in a fighting game, odds are, you're gonna pay for it)
Affinity By Health (From SML, MED, LRG, ND damage): My gut says A/B/C/A to emphasize the whole take damage, fiery Daigo Umehara style comeback.
Air Distance/Crash Damage: Eh, standard values work fine I suppose, since there are more mobile fighters out there
Irish Whip Reversal (From SML, MED, LRG, ND damage): Eh since reversals and parries are a thing in games like Garou and SF3, uh like 10/10/10/10 maybe? Or 15/15/15/15
Rope Stop Chance (From SML, MED, LRG, ND damage): 2D fighters are about continuous action, so stopping at the ropes should be technically nonexistent, I'd say 0/0/0/0
Critical Rates:
Finisher: 80% (Instant Kills, like the Zetsumi Ougi in Samurai Shodown 5 Special are a thing, and hyper move finishes always pop a crowd)
Suplex: 60% (Throws in fighting games are usually scary)
Power: 50% (There are some powerhouses in fighting games, so this is a safe number)
Tech: 10% (Flash rollups in a fighting game? Uhhhh....)
Strike: 60% (Ok yeah strikes in fighting games are important, but they're not usually gonna cause a one hit KO, I only put it at this number since they're good with their strikes)
Submission: 10% (Random submissions in a fighting game? Uhhhh....)
Test Of Strength: Either the Straight Punch or Seikentsuki (hope I spelled that right) punch should work....
Rope Dodge: Duck N' Dodge
* Style: Doogan (Hogan)
This style would be based off Axe Doogan, complete with big comebacks, and a limited move affinity.
Affinities:
Punch: B (Doogan was known for his punch, punch, punch)
Kick: D (Besides the Big Boot, which isn't a shoot kick, Doogan wasn't much for kicking)
Throw: C
Joint: D (Doogan and joint locks don't really mix...aside from the infrequent armbar)
Stretch: C
Power: B (He drops the big leg!)
Arm: B (Body slam! Maybe an AXU BOMBAH)
Agility: D (The occasional enzuigiri in Japan, but not much else)
Technical: D (I don't recall Doogan being much of a chain wrestler)
Rough: A (Knuckle punches and back rakes for days)
MMA Overall: E (Doogan doing MMA?!)
Entertainment: C
Affinity By Health: (SML/MED/LRG/ND) A/C/D/A, or maybe B/C/D/A, since Doogan would get the snot beat out of him, start axing up, YOUUUUUUUUUU! PUNCH! PUNCH! PUNCH! WHIP! BIG BOOT! LEG DROP!
Air Distance/Crash Damage: This should be set to low range, high crash damage, since Doogan was NOT a highflier at all.
Irish Whip Reversal: Hmm, uh.....I'd say standard early on, nonexistent during the middle stages, pretty high late on. 20/10/0/35 or 40 works.
Rope Stop: Similar to the whip reversal chances, standard early, nonexistent during the "beatdown" stages, fairly high during the critical point.
Critical Rates:
Finisher: 100 (The leg drop of death, enough said)
Suplex: 20 (Doogan isn't about Suplex City)
Power: 60 (Doogan had the mythical strength to slam a giant, so this seems reasonable)
Tech: 10 (Nope.)
Strike: 30 (Doogan had some mean punches, but they weren't KO punches usually)
Submission: 10 (Again, nope.)
Test Of Strength: Knuckle Arrow or Push Over
Rope Dodge: Duck N' Dodge
Punch: B (Doogan was known for his punch, punch, punch)
Kick: D (Besides the Big Boot, which isn't a shoot kick, Doogan wasn't much for kicking)
Throw: C
Joint: D (Doogan and joint locks don't really mix...aside from the infrequent armbar)
Stretch: C
Power: B (He drops the big leg!)
Arm: B (Body slam! Maybe an AXU BOMBAH)
Agility: D (The occasional enzuigiri in Japan, but not much else)
Technical: D (I don't recall Doogan being much of a chain wrestler)
Rough: A (Knuckle punches and back rakes for days)
MMA Overall: E (Doogan doing MMA?!)
Entertainment: C
Affinity By Health: (SML/MED/LRG/ND) A/C/D/A, or maybe B/C/D/A, since Doogan would get the snot beat out of him, start axing up, YOUUUUUUUUUU! PUNCH! PUNCH! PUNCH! WHIP! BIG BOOT! LEG DROP!
Air Distance/Crash Damage: This should be set to low range, high crash damage, since Doogan was NOT a highflier at all.
Irish Whip Reversal: Hmm, uh.....I'd say standard early on, nonexistent during the middle stages, pretty high late on. 20/10/0/35 or 40 works.
Rope Stop: Similar to the whip reversal chances, standard early, nonexistent during the "beatdown" stages, fairly high during the critical point.
Critical Rates:
Finisher: 100 (The leg drop of death, enough said)
Suplex: 20 (Doogan isn't about Suplex City)
Power: 60 (Doogan had the mythical strength to slam a giant, so this seems reasonable)
Tech: 10 (Nope.)
Strike: 30 (Doogan had some mean punches, but they weren't KO punches usually)
Submission: 10 (Again, nope.)
Test Of Strength: Knuckle Arrow or Push Over
Rope Dodge: Duck N' Dodge
* Style: Connecticut (Modern WWE Style)
Based off the modern American Indie based WWE style, similar to Orthodox almost
Affinities:
Punch: C
Kick: C
Throw: C
Joint: D (Joint locks aren't really commonly used in the E)
Stretch: C
Power: C
Arm: C
Agility: B (Modern WWE style sees a lot of agile moves)
Technical: B
Rough: C
MMA Overall: D
Entertainment: B (I only leave it this high since they're supposed to be sports entertainment based)
Affinity by health: A/B/C/B, no need to tinker too much here.
Irish Whip Reversal Rate: 20/15/10/15 (Not too sure on this one)
Air Distance/Crash Damage: Shares values with the more mobile standard styles (American, Technician, Mysterious, etc)
Rope Stop Rate: Nonexistent. I cannot ever recall wrestlers in WWE stopping at the ropes when whipped; they either took the move, countered a back body drop, or replied with a move of their own.
Critical Rates:
Finisher: 75% (Finishers aren't really finishers anymore in the E, but everyone loves a good critical)
Suplex: 20% (Aside from Lesnar, who I will get to, modern WWE wrestlers aren't known for breaking necks with suplexes)
Power: 20% (Same with Suplex, only replace "breaking necks with suplexes" with "turning people into pancakes with power moves")
Technical: 70% (Surprise flash rollups!)
Strike: 30% (Ok a random stiff KO could happen, but it's unlikely)
Submission: 20% (WWE style does not translate to "break limbs with shoot holds")
Test Of Strength: I haven't seen a TOS in modern WWE often, uh Drop Toe Hold.
Rope Running Affinity: B
* Style: Beast (Post 2012 Monster Gaea style)
This is essentially post 2012 Monster Gaea (Brock Lesnar) style, meant to be a "dominant" style
Affinities:
Punch: C
Kick: E (Gaea never used shoot kicks to my knowledge)
Throw: A (Suplex city, nuff said)
Joint: C (Mostly for the Kimura Lock to not expend much energy)
Stretch: D (Doesn't really focus on general stretches)
Power: B (Gaea is still capable of hossing an opponent around)
Arm: C
Agility: D (Gaea is fast for his size, and could pull off an SSP in his prime, but agility is not a major part of his offense)
Technical: E (Fancy rollups and headscissors are not part of this beast's diet)
Rough: B (Mounted elbows)
MMA Overall: B (UFC, nuff said)
Entertainment: E
Affinity By Health: A/B/C/D (Straight slope downwards, meant to be dominant, part timing isn't good for your cardio)
Irish Whip Reversal Rate: 35/30/10/0 (Again, start dominant, lose advantages late)
Rope Stop Chance: Technically nonexistent, since this is WWE style being ran.
Critical Rates:
Finisher: 90 (F5!)
Suplex: 90 (All them Germans gotta break your neck sometime)
Power: 65 (Mostly due to Gaea's brute strength)
Technical: 10
Striking: 65 (Gaea used hardway elbows to cause a stoppage once, should be a dangerous striker)
Submission: 70 (Kimura Lock arm breaks? Yes please.)
Test Of Strength: Back Switch into Fall Away German Suplex (granted with the damage a little nerfed)
Rope Running Affinity: C
Punch: C
Kick: E (Gaea never used shoot kicks to my knowledge)
Throw: A (Suplex city, nuff said)
Joint: C (Mostly for the Kimura Lock to not expend much energy)
Stretch: D (Doesn't really focus on general stretches)
Power: B (Gaea is still capable of hossing an opponent around)
Arm: C
Agility: D (Gaea is fast for his size, and could pull off an SSP in his prime, but agility is not a major part of his offense)
Technical: E (Fancy rollups and headscissors are not part of this beast's diet)
Rough: B (Mounted elbows)
MMA Overall: B (UFC, nuff said)
Entertainment: E
Affinity By Health: A/B/C/D (Straight slope downwards, meant to be dominant, part timing isn't good for your cardio)
Irish Whip Reversal Rate: 35/30/10/0 (Again, start dominant, lose advantages late)
Rope Stop Chance: Technically nonexistent, since this is WWE style being ran.
Critical Rates:
Finisher: 90 (F5!)
Suplex: 90 (All them Germans gotta break your neck sometime)
Power: 65 (Mostly due to Gaea's brute strength)
Technical: 10
Striking: 65 (Gaea used hardway elbows to cause a stoppage once, should be a dangerous striker)
Submission: 70 (Kimura Lock arm breaks? Yes please.)
Test Of Strength: Back Switch into Fall Away German Suplex (granted with the damage a little nerfed)
Rope Running Affinity: C