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Post by Zealot on Sept 16, 2018 1:53:01 GMT
I realize with the evolution of the Fire Pro franchise from Returns to World that we have seen an influx of new edit makers with new perspectives on simulation to counteract some older standards.
Because of this, I simply wanted to do a poll here as to what in your opinion is an acceptable range according to Fire Pro timing as to when and edit would start busting out signature moves in a simulation, particularly in a singles match.
Being from the old school train of thought, signature moves that popped out below the 8 minute range on a constant basis was generally frowned upon as edit makers (specifically the FPCPP) would strive to make edits that could go 15-30 minutes game time with solid back and forth action. In many ways, this could be viewed as a puroresu approach since those matches tend to be long and epic.
However, I do realize that some people base their edits around a lucha libre or WWE pace which makes for quicker matches and accounts for wowing the viewers in a short period of time.
I don't believe there is a right or wrong answer here, but I just wanted to see what you all think of this and maybe it could become a moment of realization for all edit makers new and old.
One rule, please be civil about this. There is no need to throw anyone under the bus because they disagree with you. If it gets out of hand, I'll let the mods decide the thread's fate.
MY OPINION:
I feel like 7-10 minutes is a good time range for all styles in terms of starting to see signature moves. I learned the best this way and I feel like no matter if the match is built for a 30 minute epic or a sub 15 minute junior flippy fest, it's a good benchmark.
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Post by Severla on Sept 16, 2018 1:56:46 GMT
I put 10+ because I feel 10m is the good pick, not necessarily 'above' that, though. Like 10 is when it hits 'go time' imo.
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Post by Zealot on Sept 16, 2018 1:58:22 GMT
10 seems to be a sweet spot number for sure. I think beyond that could be too conservative, but it really depends on the edit.
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Post by Severla on Sept 16, 2018 2:03:31 GMT
10 seems to be a sweet spot number for sure. I think beyond that could be too conservative, but it really depends on the edit. Hence why I voted 10+, more edits seem to want 10 to be the start of the dash. Though yes, some monsters may want 7-10.
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Post by amsterDAN on Sept 16, 2018 2:26:09 GMT
I'd lean more toward the 10-minute end of things, but I agree that the 7-to-10 minute range is a good benchmark for when things should generally be escalating into big signature move territory. I know a lot of people aim for far longer matches than I do, but for my personal edits I typically try for 10- to 15-minute whirlwinds instead of 30-minute marathons, so about halfway into the match is a great time for the big guns to come out.
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Post by Professor Voodoo on Sept 16, 2018 3:03:19 GMT
It depends on what you dub as a signature.
If we use the more traditional method of possible match-ending sigs, I prefer it late in the match....around 10+ usually.
However if you're assigning a signature to a wear down or just a move that's supposed to do a little more damage, you could see a sig less than a minute in if you wanted to....
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Post by Zealot on Sept 16, 2018 3:15:31 GMT
I will define them in this case as what you assign as S or F that is prioritized to end a match.
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Post by Deleted on Sept 16, 2018 3:28:28 GMT
Any time is good as long as it makes sense. I have some guys who have chop signatures or punch signatures...it's fine to see them early.
The question is far too vague to get a consensus decision.
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Post by Spunk on Sept 16, 2018 4:14:42 GMT
Any time is good as long as it makes sense. I have some guys who have chop signatures or punch signatures...it's fine to see them early. The question is far too vague to get a consensus decision. Yeah. I think there's this idea that S and F moves are only for big moves, but if you were making, for example, someone like Ric Flair, most of your signatures should be stuff that happens a lot. A chop, a knee breaker, vertical suplex, etc. For big moves it should obviously happen later, but that's not set in stone, either. Shit, think about the early 90's King's Road style, where the matches started off hot, with some big stuff before simmering for a bit and picking up later. Like yeah, Akira Taue is gonna come out of the gates and hit a chokeslam on the floor or something, but then won't do it again for another like twenty minutes. There are a lot of different styles of wrestling out there.
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Post by OrochiGeese on Sept 16, 2018 8:14:01 GMT
Because of this, I simply wanted to do a poll here as to what in your opinion is an acceptable range according to Fire Pro timing as to when and edit would start busting out signature moves in a simulation, particularly in a singles match. 7 minute Ganso or G (eese)TFO 7 minute Ganso or your money back 7 minute Ganso or bust 7 minute Ganso or I can enjoy a Geese match for once The best part is that Geese Walker did 5 minute Cross-Arm PB's in the last two sims I saw But for reals I voted "7-10 minutes" but really just for finishers. I mainly use signatures as specials but I can see how a Ric Flair edit would be rocking the chop as a signature and doing it ALLLL NIGHT LONG! WOO!
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Post by adwhizz on Sept 16, 2018 12:19:30 GMT
Really depends on the match/gimmick of the wrestler.
I have a few MONSTER heels who I have programmed to come out the gates trying to hit their big moves/go for pins. (This only works if I'm controlling the jobber)
Not every match you see in real life lasts 10+ minutes
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Post by Spunk on Sept 16, 2018 17:46:16 GMT
Because of this, I simply wanted to do a poll here as to what in your opinion is an acceptable range according to Fire Pro timing as to when and edit would start busting out signature moves in a simulation, particularly in a singles match. 7 minute Ganso or G (eese)TFO 7 minute Ganso or your money back 7 minute Ganso or bust 7 minute Ganso or I can enjoy a Geese match for once The best part is that Geese Walker did 5 minute Cross-Arm PB's in the last two sims I saw But for reals I voted "7-10 minutes" but really just for finishers. I mainly use signatures as specials but I can see how a Ric Flair edit would be rocking the chop as a signature and doing it ALLLL NIGHT LONG! WOO! Oh Geese. Always the same problem. That's gotta be frustrating.
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Post by The Ferg 94 on Sept 16, 2018 17:52:33 GMT
That depends on what purpose the signature move has. I think signatures that act as alternate finishers are best suited for the 10+ minute mark.
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Post by Mark Spirals on Sept 16, 2018 18:08:12 GMT
I voted for 7-10. That seems like a sweet spot if you're talking about a potential match ending sig or just a "key move" sig, with the match ender being at the higher end of that range and the "key move" being at the lower end. My Nina Armstrong has the standing strike Enzuigiri as a sig and she won't ever pin after it but seeing her do it during the 7-8min mark always feels right to me, especially if she was getting worked over and does it to shift momentum in her favor.
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Post by view619 on Sept 16, 2018 19:27:22 GMT
Depends on the signature. If it's a weak strike/move that just serves to get pops from the crowd, then any time is good. If it's a potential match-ending move, I want to see it after the 5 minute mark with a pin attempt (important) afterwards. If it's part of a move chain sequence I want to see it happen within the correct spot of the chain, etc. And if it's a taunt (because you can set taunts as signature moves), I want to see it as often as possible; otherwise, it would be hard to believe a rarely used taunt could be a wrestler's signature action. On that note, I think I'll give my old man Flair the "Woo!" taunt as a signature.
Edit Apparently, taunts marked as signatures recover spirit. So, that's another way to utilize the signature flag.
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