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Post by dnmt on Sept 8, 2018 19:29:25 GMT
Ahhhh yes that makes sense now, Awesome.
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Post by dnmt on Sept 8, 2018 19:31:04 GMT
So I imagine I should be going for a similar approach for Kenny? Basically set a priority to only pick up after the V-Trigger?
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Post by dnmt on Sept 8, 2018 20:21:14 GMT
I just tried my first sim with this approach and I'm not sure it's the best strategy for these two. Match ended up going 50 minutes and ended in a Cobra Clutch.
After pretty much every move they were both just rattling off 4 or 5 stomps, Easily 50+ stomps in the end lol. I don't think I have enough priority slots set to pick the opponent up after big moves.
However, I just watched the end of a bunch of Okada vs. Omega matches and it seems like they basically go for a "pick opponent up" after every big move that happens.
If I had enough priority slots to set it, I could do it individually, but I think I just have to have the pick up in "opponent down" very high so Okada will go for the finish after any move he hits in the L Damage part of the match - the reverse neckbreaker, Heavy Rain, the dropkick, the C2C dropkick, etc.
What I need to ensure is I avoid something like what Maikeru said - I DON'T want Okada going for the finish after a front facelock or a euro uppercut. So I might have to tinker with the moveset so that the only moves that put an opponent down in L Damage are moves I would be okay with if they lead into the finishing sequence.
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TravBot
Steel Johnson
Mr. Kyu Kyu Dolphin
Posts: 111
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Post by TravBot on Sept 8, 2018 20:48:41 GMT
I just tried my first sim with this approach and I'm not sure it's the best strategy for these two. Match ended up going 50 minutes and ended in a Cobra Clutch. After pretty much every move they were both just rattling off 4 or 5 stomps, Easily 50+ stomps in the end lol. I don't think I have enough priority slots set to pick the opponent up after big moves. However, I just watched the end of a bunch of Okada vs. Omega matches and it seems like they basically go for a "pick opponent up" after every big move that happens. If I had enough priority slots to set it, I could do it individually, but I think I just have to have the pick up in "opponent down" very high so Okada will go for the finish after any move he hits in the L Damage part of the match - the reverse neckbreaker, Heavy Rain, the dropkick, the C2C dropkick, etc. What I need to ensure is I avoid something like what Maikeru said - I DON'T want Okada going for the finish after a front facelock or a euro uppercut. So I might have to tinker with the moveset so that the only moves that put an opponent down in L Damage are moves I would be okay with if they lead into the finishing sequence. It sounds like you need to play with the downed opponent moves some so you have more “safe” moves for them to do. This should only take you n+1 prios to set it up, where n is the number of moves that go into a rainmaker pose (and the one is pick up after rainmaker pose). The challenge is in avoiding that 100% back grapple in non finish situations. But using this method allowed me to use only one prio (a completely optional one for a taunt) to do signature/finish sequence starter -> taunt -> back mount -> spin to front -> spinning choke (all credit to Soak). Now, down face down is easier to avoid than standing dazed, but the concept is the same.
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Post by soak314 on Sept 8, 2018 21:58:42 GMT
Yep, exactly what they said.
You can give him a little bit of % because if you don't he'll only ever go to back off back switch reversals / the occasional accidental back grapple in a multiman.
It's why I'm also recommending injecting some of the Back Switch moves in there, so he can have the back grapple killzone come out of a few other windows.
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Post by soak314 on Sept 8, 2018 22:11:36 GMT
Woah, missed all those other replies.
But yes, now that you have him doing the one main sequence, you can totally work on funneling his lategame moveset towards that pickup / back grapple state. He's going long currently because his windows to go to a back grapple state are fairly low, and there's no chance for him to finish off anything in front grapple directly from what I'm seeing. Like travbot said, you just gotta be aware of what sends him into a standing dazed, and regulate the heck out of when that happens.
Again, back switches from front grapple/run/run counter are your best friends for this. You could do things like gating his whip at late to go 100% into a backswitch, therefore turning his whip % into a finish window.
If you give him % in Back Switch from front grapple at late, any % you put in that will also effectively become finish %. This ability to give the edit multiple entries into back grapple state is what makes the back finish one of the easiest things to setup for.
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Post by dnmt on Sept 8, 2018 22:41:35 GMT
Cool. So yes, I removed a lot of the anti-climatic non-finishing stuff from L Damage. No dropkick or Irish Whip in back grapple late, no front face lock in front grapple, and added a back switch. Essentially Okada will now only go for strong front grapples like the Tombstones, Heavy Rain, Reverse Neckbreaker or German Hold late, and I have back grapple at 70% for Dazed which only leads to the Endless German, Cobra Hold and Rainmaker. I lowered the Euro Uppercut Rush to 10%, so the worst case scenario here is him picking up the opponent after that and goes for the Rainmaker, which I am okay with as it would be a very rare occurrence at the most.
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Post by dnmt on Sept 8, 2018 22:58:49 GMT
Another question. What is a good Ukemi for Okada and Omega? I have both at 20/35/15 now.
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Post by soak314 on Sept 8, 2018 23:35:49 GMT
Another question. What is a good Ukemi for Okada and Omega? I have both at 20/35/15 now. That should be largely fine. It allows em access to a spirit boost, nothing huge given their spreads, and the values won't be enough to skew their pacing.
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