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Post by craziej2k on Sept 12, 2018 6:50:24 GMT
#Brotherbrother
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Post by otaku2255 on Sept 12, 2018 8:43:24 GMT
I'd personally link the move to the Avalanche Press (standing powerslam). For example, give the Avalanche Press 8-10% at large damage and then a priority to hit the running move when downed 50-75% afterwards (0% for small damage though).
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Post by Dawnbr3ak3r on Sept 12, 2018 8:56:53 GMT
The non-Finisher Critical Skills are intended for non-Pro Wrestling environments. Submission Critical, for example, isn't attached to all Submissions, only the Joint-based ones such as an Armbar or Legbar. Strike Critical, is as advertised: Most Heavy Strikes will Critical the opponent. Technical Critical is flash pins like the School Boy. I'd only use these if your edit is well-versed in an area, however, conversely if they're not "professional enough" - IE: One of my edits "goes off script" and will Armbar her opponent and it'll occasionally cause a Critical because she has Submission Critical. There's several little nuances with Critcal abilities. If your edit is purely Pro Wrestling, I would leave it as Finisher.
As far as Parameters go: I'd start at 5 for all of them and play with it from there. It's all about pacing in Sims. If your Bundy is outpacing the opponent and they're NOT Joe Jobberman, then it's probably a good time to reduce his Offensive Parameters. Beyond that, you could try raising the Defense Parameters on the opponent wholesale. It's all about balancing your roster. It depends on how long of a match you want to see. Generally speaking, I usually shoot for an average of 15 minutes in-game time. Over that and it gets rather dull - I'll have seen both edits do their spots more times than I care to see - Basically, over five or six repeated sequences and I'll lose interest.
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Since the Running Splash is set to 0% across all Damage categories, I would tether it to a slam (Medium Damage) of some sort - Medium Damage because Heavy Damage moves will cause the edit to get back to their feet in Dazed state.
It should look something like the following:
0%/100% Gorilla Slam -> [Running Downed]
Running Downed would be the Running Splash. With it set up this way, He'll never do the Running Splash unless he executes the Gorilla Slam first.
However, you could even do this:
0/80% Gorilla Slam -> [Running Downed]
Here, he would do the sequence 80% of the time. He'll do the Gorilla Slam, but may not always follow it up with the Running Splash.
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gbm
JIM MINY
Posts: 76
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Post by gbm on Sept 12, 2018 13:59:50 GMT
The non-Finisher Critical Skills are intended for non-Pro Wrestling environments. Submission Critical, for example, isn't attached to all Submissions, only the Joint-based ones such as an Armbar or Legbar. Strike Critical, is as advertised: Most Heavy Strikes will Critical the opponent. Technical Critical is flash pins like the School Boy. I'd only use these if your edit is well-versed in an area, however, conversely if they're not "professional enough" - IE: One of my edits "goes off script" and will Armbar her opponent and it'll occasionally cause a Critical because she has Submission Critical. There's several little nuances with Critcal abilities. If your edit is purely Pro Wrestling, I would leave it as Finisher. As far as Parameters go: I'd start at 5 for all of them and play with it from there. It's all about pacing in Sims. If your Bundy is outpacing the opponent and they're NOT Joe Jobberman, then it's probably a good time to reduce his Offensive Parameters. Beyond that, you could try raising the Defense Parameters on the opponent wholesale. It's all about balancing your roster. It depends on how long of a match you want to see. Generally speaking, I usually shoot for an average of 15 minutes in-game time. Over that and it gets rather dull - I'll have seen both edits do their spots more times than I care to see - Basically, over five or six repeated sequences and I'll lose interest. --- Since the Running Splash is set to 0% across all Damage categories, I would tether it to a slam (Medium Damage) of some sort - Medium Damage because Heavy Damage moves will cause the edit to get back to their feet in Dazed state. It should look something like the following: 0%/100% Gorilla Slam -> [Running Downed] Running Downed would be the Running Splash. With it set up this way, He'll never do the Running Splash unless he executes the Gorilla Slam first. However, you could even do this: 0/80% Gorilla Slam -> [Running Downed] Here, he would do the sequence 80% of the time. He'll do the Gorilla Slam, but may not always follow it up with the Running Splash. Thank you everyone for your advice. I was really reaching the breaking point yesterday and I dont that...I want to enjoy this game. So thanks again.
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Post by kikrusher99 on Sept 12, 2018 19:04:35 GMT
The non-Finisher Critical Skills are intended for non-Pro Wrestling environments. Submission Critical, for example, isn't attached to all Submissions, only the Joint-based ones such as an Armbar or Legbar. Strike Critical, is as advertised: Most Heavy Strikes will Critical the opponent. Technical Critical is flash pins like the School Boy. I'd only use these if your edit is well-versed in an area, however, conversely if they're not "professional enough" I've always wondered if giving Kurt Angle a submission critical was worthwhile. I always liked the idea that he could get a submission critical. So would he be a good fit? Not sure if the ankle lock would actually cause a critical.
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Post by sofia on Sept 12, 2018 19:09:51 GMT
The non-Finisher Critical Skills are intended for non-Pro Wrestling environments. Submission Critical, for example, isn't attached to all Submissions, only the Joint-based ones such as an Armbar or Legbar. Strike Critical, is as advertised: Most Heavy Strikes will Critical the opponent. Technical Critical is flash pins like the School Boy. I'd only use these if your edit is well-versed in an area, however, conversely if they're not "professional enough" I've always wondered if giving Kurt Angle a submission critical was worthwhile. I always liked the idea that he could get a submission critical. So would he be a good fit? Not sure if the ankle lock would actually cause a critical. Neither of the ankle locks (the Ankle Hold and Reverse Achilles Lock) will cause a submission critical.
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Post by Severla on Sept 12, 2018 19:51:36 GMT
I've always wondered if giving Kurt Angle a submission critical was worthwhile. I always liked the idea that he could get a submission critical. So would he be a good fit? Not sure if the ankle lock would actually cause a critical. Technically the two Ankle Locks you give to Angle can crit on Finishers, but not Subs (though there are two ankle holds, one from mount and one from face up, that can crit on both). However, Angle was more of a suplex-machine than a submission specialist, so you could just set the Ankle Lock as his finish for those 'oh shit he broke the ankle!' moments. Sabre Jr, comparatively, has Sub-Crit in his official version because 75% of his matches are latched onto someone's limbs.
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Post by kikrusher99 on Sept 12, 2018 21:20:32 GMT
Thanks guys. I guess I'll be changing the critical at some point.
What about suplex critical for Lesnar or Taz? Taz feels like a stretch but Lesnar it seems fitting.
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Post by Spunk on Sept 13, 2018 0:38:10 GMT
Thanks guys. I guess I'll be changing the critical at some point. What about suplex critical for Lesnar or Taz? Taz feels like a stretch but Lesnar it seems fitting. Taz pretty much finished with the Katahajime. Lesnar has very few "stoppages" to his name in wrestling, although it is interesting to consider him with suplex critical, especially with how his current style is pretty much nothing but "Brock hits huge suplexes and then an F5."
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Post by IamAres on Sept 13, 2018 0:50:32 GMT
I wouldn't go Suplex crit for Brock personally. The result of giving him a suplex crit is that he will be able to win with a suplex out of nowhere. He has never, to my knowledge, actually won with a suplex, and certainly hasn't since his return to WWE - he's won with the F-5, Kimura, and ground and pound stoppage. He's also attempted to win with a guillotine, but not succeeded. You could probably make a case for submission or striking crits over suplex, but I would just go "finisher."
Edit: almost forgot about how, way back in the day, he would win with powerbomb stoppages, so I would add "power" to the list of crit types I'd give him before suplex, personally.
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Post by kikrusher99 on Sept 13, 2018 1:45:12 GMT
I'm not exactly worried about reality in some instances. Brock having a suplex critical would fit what I think of his brutality with his current run.
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Post by pfadrian on Sept 13, 2018 12:35:37 GMT
I assume that basically comes down to a translation issue, but they’re two completely separate ideas. The one the flashes on the screen is when you get a critical hit. Basically, the wrestler hit the move just right (or just wrong) and did extra heavy damage. In most cases, this results in a KO. Critical damage state, logic-wise, is just when the opposing wrestler has almost no HP left, basically. There’s no real visual cue, other than the change in wrestler logic (as far as I can tell. I’m pretty new too though). My god how confusing. Well, not anymore....but certainly was. Thank you. I'll go take a look at my parameters and all that stuff. edit: is the critical hit the one that I setup in my SKILLS area? Selecting what I want to hopefully make that happen? In logic “Critcal Condition” is the phase when your wrestler is most damaged, when he or she’s most likely to go down by piinfall , submission or a critical KO (when the Critical sign flashes). And it does sound like you attack parameters are too high. While it sounds logical to put parameters for an oppomemt’s strengths at 8-10, if they do a lot of those attack moves throughout, you should lower those to a 5. If Bundy is constantly crushing people with weight, if he’s inflicting high damage every time, the opponent may go into large damage phase faster than you’d like.
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