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Post by dnmt on Sept 11, 2018 6:11:56 GMT
So in thinking about how Ukemi can affect my edits' match length and quality, and how to best simulate a typical NJPW main event, I realized I was probably overlooking the role of Ukemi.
Would something like a 0/10/20 Ukemi be crazy? My logic is as follows. A typical big match has a ton of counters and reversals in the beginning (having 0 Ukemi in Small Damage would also allow me to simulate teases at moves like the Rainmaker w/o a chance of it ever hitting, right?).
The middle stage usually sees the heel take control more often than not (so Ukemi for faces should be higher in this section) but there are still plenty of reversals and counters.
The end is where things go nuts and guys kick out of pretty much every move except the finisher, and might even kick out of that once. With 20 Ukemi, would guys be building that spirit throughout the Large Damage section and thus be harder to put away?
Overall what I am looking for is any way to stretch out the small and medium stages of the match, and to pretty much guarantee guys kick out of non-Finisher moves near the end, needing to be put away by the capital F Finisher like the Rainmaker or Gotch-Style Piledriver.
Could this work or am I missing something about how Ukemi functions?
Thanks in advance for any advice!!
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Post by soak314 on Sept 11, 2018 12:21:37 GMT
a.) No, ukemi can't get the edits to kick out of everything but the finisher.
Ukemi is simply the chance of the edit forgoing a reversal at that phase of the match. Move moves eaten = bigger one time ukemi boost at the end of the spirit meter. Generally. There's so much shit that goes into how big an ukemi boost is and I'm not in the right headspace for discussing it atm.
But that's generally all it can do, besides sometimes saving the edit from exactly ONE would-be pinfall if the conditions are right.
If you really wanna rig a pair of edits to consistently, ONLY finish on their finishers, give both of em hardbody variants and make sure their offenses don't make their secondary finishes punch through the hardbody limit.
b.) Ukemi is variable as hell. There is so much shit to factor into working an edit around a particular ukemi-dictated pacing. Whenever I want to do something with it I don't mess around with the values and just go full ham 100/100/0 or 50/100/0 or 0/0/100 - you get the idea.
Even then you won't be able to dictate what the edits do. Ukemi can *encourage* certain phases of the match to behave certain ways, but if the other guy isn't playing or your edit just isn't being fed the right moves to not reverse, it won't mean anything. You could set your currently 0/10/20 guy to like 0/50/100 and get all of one extra nearfall out of it.
If you're on console this will be doubly hard to test because you won't have easy access to the lifebars, the one easiest way to get a visual on how ukemi's affecting your edit.
c.) Yes, 0 ukemi early will probably get you a very reliable reversal chance on early rainmakers. It's something to consider if you build a pair of edits to put on a specific match with each other. I wouldn't just put the rainmaker on in sml for the sake of *maybe* seeing it reversed though, remember, the sml phase in back also covers the med phase in ukemi.
d.) Extending sml/med is something parameters and moveset do. If anything, ukemi in either direction contributes to the nuke from either edit potentially going faster.
e.) In most edits, the ukemi at Large will be the most important because that's where all the biggest moves are. If an edit eats a big F boosted move with ukemi for example, that'll get it a decent sized spirit chunk sent to its bank for the eventual boost. Most sensibly built edits won't have a lot of big shit at the sml/med phases, so eating moves from there won't be as significant.
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Post by dnmt on Sept 11, 2018 13:58:57 GMT
Awesome, thank you. My Parameters are already very skewed and my movesets are pretty much set so I guess I’m just hitting the ceiling on match length for two edits who wrestle realistically and don’t just goof off near the end of a match. I might try a lower early ukemi to encourage more reversals and counters tho.
Speaking of, has anyone compiled a list of what exactly each return style does and any unique counters they have? For example my Okada edit counters the Fierce Headlock with a backdrop but I’m wondering if there is a return style that has a less impactful counter there.
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