|
Post by ligerbear on Sept 13, 2018 19:49:29 GMT
I always play with critical. However sometimes I want pure chaos for results so for those tournaments, leagues, or battle totals I will put the setting to high so I get a body count and more upsets
|
|
|
Post by ligerbear on Sept 13, 2018 19:53:10 GMT
I am trying to think about any "Criticals" that occurred in NJPW in the last few years. The only thing I can think of outside of Yano matches is when Hiromu crushed KUSHIDA in 2 minutes that one time. Most flash pinfalls occur late in the match and can just be simulated by having those moves with a small % in logic for the Opp. Critical Condition stage. The other thing that I think criticals can add is another chance for matches to end immediately upon the first time a finisher is hit. That leads me to a question. If Okada hits a critical Rainmaker, and I have the pin priority to 100%, will he get a pinfall in before the match ends in a "KO"? Omega knocked EVIL out cold about 2 years ago with one of his knees. Omega still covered for a pin after. Maybe zsj's njcup run can count with all the subs?
|
|
|
Post by DM_PSX on Sept 13, 2018 20:08:46 GMT
I’m building a character now that tries to critical with the brass knuckles move. He can’t wrestle, so he screws around the whole match with basic holds, stalling, and heel tactics. His last resort is trying to get the cheap shot critical with brass knuckles, his only punch move.
|
|
|
Post by dnmt on Sept 13, 2018 20:16:01 GMT
I am trying to think about any "Criticals" that occurred in NJPW in the last few years. The only thing I can think of outside of Yano matches is when Hiromu crushed KUSHIDA in 2 minutes that one time. Most flash pinfalls occur late in the match and can just be simulated by having those moves with a small % in logic for the Opp. Critical Condition stage. The other thing that I think criticals can add is another chance for matches to end immediately upon the first time a finisher is hit. That leads me to a question. If Okada hits a critical Rainmaker, and I have the pin priority to 100%, will he get a pinfall in before the match ends in a "KO"? Omega knocked EVIL out cold about 2 years ago with one of his knees. Omega still covered for a pin after. Maybe zsj's njcup run can count with all the subs? Yea but the subs were like as a result of a long match and were a built-to finish. The criticals seem a bit more random.
|
|
|
Post by Love Wilcox on Sept 13, 2018 20:59:53 GMT
I have them set to low and when they do happen I treat them as injury angles (with the exception of tech crits).
|
|
|
Post by fullMETAL on Sept 13, 2018 21:28:00 GMT
I usually have them on High since most of my sims don't even end in crits anyway. Probably the only time I would put Criticals on medium or even low would be for a match that I want to make go to 60 minutes or more (via the Booking Mod in the Mod Suite).
|
|
|
Post by kikrusher99 on Sept 13, 2018 21:33:15 GMT
I play on high but still don't see many criticals. During all the simming I did with Necro Butcher vs Super Dragon, Low Ki and Samoa Joe, I only saw one, Necro Criticals Dragon with the Asiatic Spike, his finisher. And that happened on PS4 once I ported him (and Dragon)
|
|
|
Post by DM_PSX on Sept 13, 2018 22:00:15 GMT
I love when my exploding matches end with someone not surviving the blast. Always have criticals high for those.
|
|
|
Post by borrowedladder on Sept 13, 2018 22:04:41 GMT
I keep them on low or none, as most of my guys have critical set to finisher, and it would seem strange for only finishers to actually cause injuries. It would be really cool if a toss to outside or missed dive could cause a critical to really drive home the injury idea.
|
|
|
Post by Severla on Sept 13, 2018 23:51:01 GMT
I’m building a character now that tries to critical with the brass knuckles move. He can’t wrestle, so he screws around the whole match with basic holds, stalling, and heel tactics. His last resort is trying to get the cheap shot critical with brass knuckles, his only punch move. You could do that with Finisher, to be fair.
|
|
|
Post by DM_PSX on Sept 14, 2018 0:35:17 GMT
I’m building a character now that tries to critical with the brass knuckles move. He can’t wrestle, so he screws around the whole match with basic holds, stalling, and heel tactics. His last resort is trying to get the cheap shot critical with brass knuckles, his only punch move. You could do that with Finisher, to be fair. I'm am doing it with FINISHER. He's just built around trying to go for that critical. If he gets critical'd himself, all the better. He has no experience, and 3 moves.
|
|
|
Post by Spunk on Sept 14, 2018 1:06:07 GMT
I love when my exploding matches end with someone not surviving the blast. Always have criticals high for those. To be fair, that isn't a critical, that's just a knockout, much like in MMA mode.
|
|
|
Post by pfadrian on Sept 14, 2018 1:13:17 GMT
Can someone clarify the questilon?
Do I put the critical game setting on? On low.
Do I give wrestlers a critical skill? Never.
|
|
|
Post by Severla on Sept 14, 2018 1:42:24 GMT
I'm am doing it with FINISHER. He's just built around trying to go for that critical. If he gets critical'd himself, all the better. He has no experience, and 3 moves. Thought you meant it was using Strike since the topic had shifted. My B.
|
|
|
Post by haddes911 on Sept 14, 2018 6:23:26 GMT
I can't imagine playing Fire Pro without them. Nothing like an unexpected Critical out of no where.
|
|