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Post by view619 on Aug 12, 2018 5:33:35 GMT
They have to balance selling with the actual game mechanics so they aren't abused. If you work within the mechanics then opponents will sell just fine, barring something like Over-Turn activating. If you do a bunch of moves, then hit something like a finisher or top rope move afterwards, then the character will always recover before you can do anything else. It's the same reason why hitting big moves early in a match, if they aren't reversed, leads to no sells.
Dumping an opponent out of the ring will be sold properly when the edit is worn down enough to recover into the dazed state, just like hitting a big move. And assuming they weren't already recovering when you tossed them out of the ring.
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Post by hungerlow on Aug 12, 2018 5:40:06 GMT
They have to balance selling with the actual game mechanics so they aren't abused. If you work within the mechanics then opponents will sell just fine, barring something like Over-Turn activating. If you do a bunch of moves, then hit something like a finisher or top rope move afterwards, then the character will always recover before you can do anything else. It's the same reason why hitting big moves early in a match, if they aren't reversed, leads to no sells. Dumping an opponent out of the ring will be sold properly when the edit is worn down enough to recover into the dazed state, just like hitting a big move. And assuming they weren't already recovering when you tossed them out of the ring. Pardon my ingorance, but what do you mean by working within the mechanics? I don't understand why hitting moves prior to a finisher would cause an instant no-sell? I'm sure that it makes sense, I'm just trying to understand it more clearly.
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Post by view619 on Aug 12, 2018 6:03:05 GMT
Behind the scenes, there's a recovery timer that triggers whenever a wrestler is knocked down or dazed. It increases when a wrestler is more worn down, which is why you'll see an edit stay down longer after being damaged over the course of a match. Outside of specific scenarios, it continues to tick down while the edit is recovering; even if you do moves like stomps the timer is still counting down. So, for example, if you execute multiple ground attacks and then pick-up and execute a finisher the wrestler is not guaranteed to stay down afterwards; he was still recovering during the ground attacks and if the timer ran out after the finisher then he'll get up immediately.
By working within the mechanics, I mean taking actions/programming your edit to take actions that will efficiently utilize the recovery time available to an opponent. Instead of trying to get in extra attacks before hitting a finisher on a recovering opponent, pick up and go directly into the finisher. Same for top rope dives, execute an attack that will force the opponent to stand up dazed then immediately set-up for the move; don't try to get extra attacks in, THEN pick-up and attempt to execute the dive.
If you want the edit to sell being dumped out of the ring, you need to toss them out during a neutral/non-recovery state so they'll start recovering outside of the ring (similar to being hit by a BIG move). Just like BIG moves, they need to be sufficiently worn down before the effect triggers. On another note, submissions don't follow this rule. It's possible to get multiple ground attacks in, then lock on a submission for the full duration without worrying about the recovery timer.
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Post by hungerlow on Aug 12, 2018 6:10:20 GMT
Behind the scenes, there's a recovery timer that triggers whenever a wrestler is knocked down or dazed. It increases when a wrestler is more worn down, which is why you'll see an edit stay down longer after being damaged over the course of a match. Outside of specific scenarios, it continues to tick down while the edit is recovering; even if you do moves like stomps the timer is still counting down. So, for example, if you execute multiple ground attacks and then pick-up and execute a finisher the wrestler is not guaranteed to stay down afterwards; he was still recovering during the ground attacks and if the timer ran out after the finisher then he'll get up immediately. By working within the mechanics, I mean taking actions/programming your edit to take actions that will efficiently utilize the recovery time available to an opponent. Instead of trying to get in extra attacks before hitting a finisher on a recovering opponent, pick up and go directly into the finisher. Same for top rope dives, execute an attack that will force the opponent to stand up dazed then immediately set-up for the move; don't try to get extra attacks in, THEN pick-up and attempt to execute the dive. If you want the edit to sell being dumped out of the ring, you need to toss them out during a neutral/non-recovery state so they'll start recovering outside of the ring (similar to being hit by a BIG move). Just like BIG moves, they need to be sufficiently worn down before the effect triggers. On another note, submissions don't follow this rule. It's possible to get multiple ground attacks in, then lock on a submission for the full duration without worrying about the recovery timer. Makes sense. Thank you for the detailed explanation.
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Post by Nth on Aug 12, 2018 6:31:01 GMT
Behind the scenes, there's a recovery timer that triggers whenever a wrestler is knocked down or dazed. It increases when a wrestler is more worn down, which is why you'll see an edit stay down longer after being damaged over the course of a match. Outside of specific scenarios, it continues to tick down while the edit is recovering; even if you do moves like stomps the timer is still counting down. So, for example, if you execute multiple ground attacks and then pick-up and execute a finisher the wrestler is not guaranteed to stay down afterwards; he was still recovering during the ground attacks and if the timer ran out after the finisher then he'll get up immediately. By working within the mechanics, I mean taking actions/programming your edit to take actions that will efficiently utilize the recovery time available to an opponent. Instead of trying to get in extra attacks before hitting a finisher on a recovering opponent, pick up and go directly into the finisher. Same for top rope dives, execute an attack that will force the opponent to stand up dazed then immediately set-up for the move; don't try to get extra attacks in, THEN pick-up and attempt to execute the dive. If you want the edit to sell being dumped out of the ring, you need to toss them out during a neutral/non-recovery state so they'll start recovering outside of the ring (similar to being hit by a BIG move). Just like BIG moves, they need to be sufficiently worn down before the effect triggers. On another note, submissions don't follow this rule. It's possible to get multiple ground attacks in, then lock on a submission for the full duration without worrying about the recovery timer. Now if only some of those youtube commenters would take the time to read stuff like this they might actually start to understand what this game is about instead of 'is this a mobile game?' posts.
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Post by sofia on Aug 12, 2018 7:50:22 GMT
It doesnt happen as much as it used to in previous incarnations but i seriously would love if they reanimated or removed the insane falling out of the ring directly onto my head bump...Its probably one of the sickest animated moves in all the games yet instantly no sold... Selling has always been a problem in general since I've been playing these games. Too often does a wrestler get right back up after being hit with a finisher. For example; I remember using GreatnessGD's Ultimate Warrior edit - he'd do his body press (which dropped the opponent on his stomach) then run to perform his ground splash but the opponent always got up before the pin. I don't understand why Spike doesn't make it so that when someone gets hit by a top robe move they forcibly stay down for a period of time. i don't quite understand the reason behind never fixing this seemingly flaw. If you wait too long before hitting someone with a top rope move they almost always get right back up. The best way to fix that issue you mentioned would be for the edit creator to put the body press as either a medium grapple or the sml+med front grapple. Both of those have a longer down time than big grapples. Also, if the goal is to have a ground move finishing sequence like that, the edit creator should instead avoid using any moves that leave the opponent standing late-match, i.e. the weak strike front grapples. Otherwise you're just risking the opponent shrugging off whatever you're trying to do. They already did add an extended down time for top rope moves in early access. Turn on the meters using carlzilla's mod suite sometime. You can see that it tacks on some extra down frames for the move and for selling the impact afterwards, enough so that you can get in about 3 dives in a row at near death if you're fast enough.
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Post by bolleat on Aug 13, 2018 2:05:41 GMT
All I want is to be able to have the same organized screen for edits in all parts of the game like returns. We should never have to go to an unorganized long list of edits. I don't understand why they didn't just make the edit UI like returns.
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