TheDenizen/Carlzilla's Original Edit Guide UPDATED for FPW
Jul 17, 2018 3:37:39 GMT
Tex "Chainsaw" Ferguson, goldfistt, and 11 more like this
Post by TheDenizen on Jul 17, 2018 3:37:39 GMT
Fire Pro Wrestling World Original Edit Guide v2.0 - Updated by TheDenizen (Guide v1.0 by TheDenizen and Carlzilla)
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Contents
1.0 - Introduction
2.0 - Your Edit's Personality, and why it's the most important thing
3.0 - Skills
3.1 Special Skills
4.0 - Parameters
5.0 - Moveset Selection
5.1 Pacing a Match Using Your Moveset
5.2 Signature and Finishing Moves
5.3 Affinity
5.4 MMA In Your Moveset
6.0 - Logic
6.1 The Percentages, section by section
6.2 Performance
6.3 Ukemi
6.4 Priorities
6.5 Personality Settings
7.0 - Common mistakes to avoid
8.0 - Credits and Thanks
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Contents
1.0 - Introduction
2.0 - Your Edit's Personality, and why it's the most important thing
3.0 - Skills
3.1 Special Skills
4.0 - Parameters
5.0 - Moveset Selection
5.1 Pacing a Match Using Your Moveset
5.2 Signature and Finishing Moves
5.3 Affinity
5.4 MMA In Your Moveset
6.0 - Logic
6.1 The Percentages, section by section
6.2 Performance
6.3 Ukemi
6.4 Priorities
6.5 Personality Settings
7.0 - Common mistakes to avoid
8.0 - Credits and Thanks
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1.0 - Introduction
So, you want to create an original edit for Fire Pro Wrestling World. Awesome.
The idea behind this guide is to help aspiring original edit makers sort through what can seem like an intimidating array of menus and numbers. There is no doubt that the edit creation tool on Fire Pro Wrestling World is incredibly deep, but it can also be somewhat intimidating to a newcomer.
We hope with this edition of the guide to be able to answer a lot of the basic questions on a wide variety of topics, including but not limited to: Moveset selection, Parameters/Skills and of course, CPU Logic. There are many great guides out there that address some of these areas already, but we hope to provide something with a little more detail, all in one package. This guide will be specifically tailored for creating original edits, as opposed to replicating a real life wrestlers. For reference, we will refer to edits as "him", but of course this guide works just as well for original female edits.
This is NOT a cement guide! "Cement" edits are edits that are made to win at all costs, and often take advantage of quirks in the skills/logic systems to become more or less unbeatable. There are certain e-feds that welcome this type of edit as a sort of contest to see who can make the toughest edit. In contrast, the focus of this guide is to help you create well balanced edits that can put on entertaining and realistic looking simulations of a real life wrestling match, with lots of back and forth action and exciting finishes, against a variety of opponents.
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2.0 - Your Edit's Personality, and why it's the most important thing
When you set out to create an original edit, one of the crucial things that you need to consider in the initial stages is the wrestler's personality. Having a clear direction for the type of personality or "style" you want your edit to display in the ring is so important because it should influence the decisions you make when choosing ALL of your settings. Appearance can come first, with the idea for character springing from his look, or vice versa, you can envision a personality and tailor an edit's appearance to that personality. But in either case, having specific ideas about how you want your edit to behave and why is essential from the early going. It is true that often you will be struck by inspiration WHILE you are setting up the logic, and get ideas that can add a nuance of character, but you still need to have a strong focus from the start.
What do I mean when I say "a clear direction"? You should have something more specific in mind than "a Deathmatch guy" or "a highflyer", since these are somewhat vague. AJ Styles and Rey Mysterio are both highflyers, but they are VERY different personalities. It's the subtler aspects of their personality that account for the differences in how you'd set up logic for edits of them. So it stands to reason that when you're creating an original edit, you should spend some time carefully considering specific character ideas.
In addition to choosing a "style" (lucha, shootfighter, brawler, etc) or combination of styles, think about the other logic choices you're going to have to make, and how they can influence personality. Does he have a specific limb weakness? Why? Does he get weaker when he bleeds, or stronger? Why? Does he favour using punches or kicks? Why? Or is he more specific than that, using chops or shoudas exclusively? Why? With so many settings to make in Fire Pro's edit system, you can choose a lot of specific character traits for an edit, and every trait will help make choosing your logic settings easier. Asking Why? as a follow up question every time will help you shape your edits personality. "A highflying babyface who is really aggressive in the ring, but runs out of gas quickly", is much better than just "a highflyer". But even better is: "A high flying babyface who is really aggressive in the ring, but runs out of gas quickly because he is a bit out of shape. He's just back in action after a knee injury, so his cardio isn't quite what it used to be. He prefers throwing elbows instead of kicks, but his top rope Missile Dropkick is one of his specialties. He lives for the the fan reaction when takes a risk, so he goes to the top rope often, and his finisher is a German Suplex Hold. He is always dressed in black, except for his brightly colored mask." That description chooses many of your logic settings for you, and will influence many more, but still allows for a lot of leeway. Two different people could make an edit that stayed true to that profile and the two edits would still be very different.
I hope I've been able to convey the importance of personality. You don't have to write a paragraph about your edit's personality like I did, but the more attention you pay to it, the easier it is to do everything else. Not only that, but an edit with a well thought out and logical character is much more entertaining for other people to sim with. If you want other people to download and play with your edits, they need to be interesting. The more thought out and detailed the character, the more interesting he usually is.
The motivations that you choose for your edit to do the things he does can lead to ideas for other edits, both rivals and allies, and ultimately lead to ideas that form the foundations of an Original e-Fed (assuming this is something you're interested in trying to achieve).
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3.0 - Skills
OK, so you've got a personality in mind, and maybe an appearance already made. Now it's time to pick some skills. A lot of these choices are pretty superficial and don't actually affect anything in game, like height, weight, country, birthdate, etc. Set these however you like. The weight class only affects which titles the edit can challenge for, and has nothing to do with how he performs (Heavyweights can only challenge for belts defined as Heavyweight Titles, while Juniors are capable of challenging for both Junior AND Heavyweight Titles). Gender is also largely irrelevant, unless you want your edit to do any of the "Entertainment" category Danshoku Dino moves. Those moves require you to have one of the genders with a ? at the end (for example, if you are making male edit and want to use Entertainment moves on male edits, select "Male?").
Next is Fight Style. Everyone should check out this chart on LordMo's site, and bookmark it.
lordmo.tumblr.com/post/123671429955/fpr-primer-attack-styles-version-1
It shows all the different fight styles in Fire Pro and the Affinity for each move type. The Affinity score represents how much breath an edit uses to perform a specific move, where A uses the least breath and E uses the most. Naturally a Ground style edit will be best at Joint and Stretch moves, and a Junior is best at high flying and technical moves. Think about your edit's personality, and the sorts of moves that they would use, and choose a fight style that represents what he should be best at. There are NO overpowered styles (as long as you balance them correctly), but the majority of Pro Wrestlers should probably be Orthodox or Junior, depending on the weight class. American and Power are also a very common styles. If you want your edit to be booed when he taunts, your style should be Heel.
Return Skill determines which reversals your edit will use against specific moves. For example, an edit with Lucha return style will counter a powerbomb attempt with a huracanrana, while the Orthodox return style counters a powerbomb with a back drop. Again, consider your edit's character and pick something that makes sense. Experimentation is key here, test out different Return Skill settings to see what reversals your edit will do in a variety of situations. When in doubt, you usually can't go wrong picking the same Return Skill to match your Fight Style.
Rank is your edit's relative position on the card compared to other edits, and Charisma gauges the popularity with the fans. You rate them both on an E-S scale, where E is the lowest and S is the highest. To be honest, I'm not really sure what Rank does, but I understand that Charisma influences how loud/often your edit gets cheered. I'm not certain on the details, but this is really cosmetic and doesn't directly influence your edit's behavior.
CRITICAL! Ability is the type of moves that your edit will be able to cause a CRITICAL (Instant Knock out) with. The vast majority of edits should be set to Finisher, meaning that only their Finishing move (designated with an F in the moveset) will potentially CRITICAL. It's ok to have some edits with the ability to CRITICAL with other moves, but these edits should be the exception and not the rule. You should only set your Critical Ability to something other than Finisher if your edit has a good character reason for it.
If you decide to use a Critical Ability other than Finisher, you need to be aware of which moves specifically your edit will be able to CRITICAL with, I recommend checking Jason Blackhart's Move Data guide: gamefaqs.gamespot.com/ps2/927675-fire-pro-wrestling-returns/faqs/41246 It exhaustively details every move in the Fire Pro Returns (to the best of my knowledge this data is the same for Fire Pro Wrestling World) and notes which ones can cause CRITICALs for which style. It is also worth noting that NOT every move in the game is capable of causing a CRITICAL, even if you set it as your finisher.
Special Skills is pretty detailed, see the next section where we'll discuss these individually.
Recovery is how fast your edit regains his stamina/health while standing still during a match. Breathing is how quickly your edit recovers the breath he uses up by performing actions like running, climbing, grappling, etc. Spirit represents your edits fighting spirit and influences how likely you are to tap out or be pinned late in a match. Set things up to match your edit's character, only hardcore/deathmatch wrestlers should realistically improve their abilities when bleeding. Most edits should get weaker. Limb strength is pretty self explanatory and affects damage taken by submission holds. Choose settings that fit with your edit's personality, and BE SURE TO GIVE HIM SOME KIND OF WEAKNESS. Simming with superpowered edits gets old very fast, so be sure not to make a bunch of edits all with maxed skills for Recovery, breath, limb strength, etc. Make sure you mix it up a bit.
Move speed is the speed you move and run around the ring. Up and Down Speed is how fast you climb the turnbuckles (your edit will leap to the top in one move if he has the highest setting). Ascent style represents the ability to climb turnbuckles. Disable means they can't climb at all, Enable means they can climb, and Run Up means they can do the fancy Running up the turnbuckles flip attacks. Only juniors/lucha edits should have the Run Up Style. If you include "run up" turnbuckle moves in your moveset, but don't enable your edit to climb the turnbuckles properly here, they will try to climb and fall down looking foolish during a match.
Favorite Weapon is up to you, it is the weapon your edit will be most likely to pull from under the ring. Theme song and voice samples are up to you as well, but choose your voices carefully. Having your edits verbalizing in the ring is a great way to get across their personality, so pick voice samples that fit.
3.1 - Special Skills
First, not every edit should have a special skill. These are like powerful boosts or bonuses that edits can have at certain stages of the match. But like anything else, they mean more when they are used less often. If you are making an original e-fed with a large roster, I would say that 25% of them AT MOST should have a special skill. If your edit has a good character reason to have a Special skill, here is the list you can choose from, and the effects they have.
Stardom - Repeats popular moves and can get a damage bonus from taunting late in a match
Quick Return - Allows occasional no selling of big moves
Over Turn - Performing lots of reversals increases chances of getting a CRITICAL
Start Dash - Attack parameters are boosted early in a match
Guts - Much less likely to tap out to a submission hold
Strikeback - Attack parameters are boosted when your edit is Near Death
Finish - The Damage caused by your edits finisher is increased the first time he uses it in a match
Blood - Attack parameters are boosted when your edit is busted open
Hardcore - Attack and Defense parameters are boosted when using weapons
Focus - Less likely to suffer a CRITICAL from Strike, Submission or Technical moves
Adapt - Less likely to suffer a CRITICAL from Suplex and Power moves
Hardbody - Edit is tougher to pin without being hit by big moves
Superstar - Stardom and Finish combined
Warrior - Quick Return and Start Dash combined
Second Wind - Over Turn and Quick Return combined
Rage - Strikeback and Quick Return combined
Banish - Over Turn and Focus combined
Spirit - Stardom, Over Turn and Strikeback combined
Monster - Stardom, Finish and Adapt combined
Do or Die - Over Turn, Guts and Strikeback combined
Reborn - Guts, Focus and Hardbody combined
Obviously these really powerful ones that combine the effects of multiple skills should only be used for the top edits in your fed, if at all.
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4.0 - Parameters
Parameters are factored into the damage you do with your moves (offense), and the damage you receive from your opponents moves (defense). Since it's very easy to overpower an edit by giving them parameters that seem to fit them (but ultimately don't), parameters need to be considered very carefully in conjuction with your moveset. Below is a general table for setting up parameters that seems to be based on common sense. It's a great starting point for setting up an edit, but it's only a starting point. I generally find it helpful to set up your "starting point" parameters at first, and then carefully revisit them once you have decided on a moveset, and tailoring them so your edit isn't overpowered. This chapter will use a couple of examples to help you in achieving a balance between your parameter settings and putting on a match that fits your edits personality.
| 01 | I'm laughably bad at this |
| 02 | I'm not able to do this well at all |
| 03 | I'm not so good with this, but can use it somewhat|
| 04 | I've trained but this is not my strong point |
| 07 | I'm better than a lot at this |
| 08 | I'm better than most at this |
| 09 | Only true legends are better at this |
| 10 | I am a legend and master at this |
Most new edit makers would look at that table and say to themselves, "yeah, that makes sense...", and they'd be both right and wrong. It makes sense that an edit that you are working on who is supposed to have brutal kicks would have an 8 in kicks, but what effect does that have on the match if most of his moves involve kicks? It will shorten the match no doubt, as the damage caused by the edits kicks will be very high. Does that fit your edit, are they supposed to squash people with their kicks? If you said no, then obviously that stat will need to come down, even if it makes sense in an "outside the fire pro engine" kind of way.
A good example of this was Z-Train from the FPCPP. He had a high punch parameter, I think it was a 7, because he was an elbow throwin' beast. It was discovered however, that the combination of having a lot of elbows in his moveset and having his elbows doing relatively high damage made him just plow through opponents, so he took them down a bit, to about 3, and his matches are much better for the change. So when you're looking at your parameters you should not only look at them from a gimmick/common sense standpoint, but also a "how will this actually work in the game" standpoint. The first one is easy to figure out and should be the starting point for your edit, the second will take a few test matches to get right.
The same idea works for defensive parameters, if they are too high your edit will fight all night. Does 20+ minute matches fit your edit, or your promotion? If you said no, and your edit is still putting on 20+ minute matches every time you may need to lower them a bit. Say you have some rookies that are still in training, and you feel they should be putting on matches that average somewhere between 7-12 minutes, but they are having 15-22 minute long matches. Instead of keeping their stats at the levels that they should be from a common sense standpoint, you will have to lower them to better fit your vision for them within the Fire Pro engine.
BALANCE IS KEY! Once you get your basic parameters set up, move on to your moveset. Once you have a moveset finalized, scroll back through all your moves, looking to see which parameters they use to determine how much damage they do, and scale your parameters up or down as required. If your moveset is filled with moves that use parameters you've set at high values, you might need to scale them back to avoid squashes. Pay extra attention to the moves you've set as your Finisher and Specials. These moves get an automatic damage boost anyways, so if you've set it up so your F and S moves all use parameters that you've set to 8 or 9, your edit will destroy people. Unless your edit is intended to be a godlike wrestler, you probably shouldn't have any parameters (offensive or defensive) set to 9 or 10.
As with Skills, make sure to mix some weaknesses into both your Offensive and Defensive Parameters. Monster edits who are good at everything are no fun. Don't be afraid to mix some 2s and 3s in there. For example, your 7 foot tall Giant edit should have pretty weak defense against joint locks and will have garbage offense for Agility, and your small but quick junior edit should be weak against Power moves. You get the idea.
One common hangup that a lot of new edit makers have, when working with parameters especially, is that they get fixated on the edit point total. While it's usually a good idea to not inflate the total more than you need to, it's a better idea to forget about it entirely when assigning and tweaking your points until you have your edit putting on matches that pretty much fit your idea for them. At that point you can fine tune and cut back some of the fat, or bulk up some of the minor weak points and round out that total and your edit in general.
Fire Pro is a great wrestling match simulator, but it needs your numbers help it to figure out what kind of matches you want your edit to put on. If you keep in mind the general length of match that your edit should have, and a general idea about what sort of moves he will be using often, you should have no problem going from the general starting numbers in the table up there, to numbers that also fit your vision within the confines of the game. Remember: the goal is not to have edits that win every match...you want to have an edit that is well balanced and can put on a fun, believable match against a variety of opponents.
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5.0 - Moveset Selection
It's important to pay attention when choosing your moveset, as a poor moveset can make even the best logic settings seem broken. Once again, your edit's personality is the key to choosing a good moveset. Think about the types of moves you would expect someone like him to be doing, think about similar moves that would fit in with those moves, then think about moves that would fill out that set of moves logically. If your moveset is too full of weak or big moves your edit will either be boring to watch as it will seem like he never builds from his weak moves to anything major, or boring to watch because all he does is big moves so they mean nothing.
I find the best way to choose a moveset is to have a good idea before you start what you want to have as your 4 Signature moves and 1 Finishing move. Use those as a starting point and work backwards. Pick other moves that damage the same body part, or have similar set ups. Always refer back to the personality you set out for your edit in the first place and pick things that make sense for him. If he's a power guy, use lots of slams and forearm blows, and avoid big dives. If he's a deathmatch guy, be sure to work in some weapons spots and avoid the technical submissions and pins. Stuff like that. Think about the natural flow of a wrestling match, and how basic moves early on lead into the more damaging moves you see late in a match.
Also, dont forget to assign your voice samples to some moves. You want your edit's personality to come across, and voice samples are a great way to do it. However, you want to do it in moderation....there's nothing more obnoxious than watching a sim of an edit who screams out while performing 80% of their moves.
5.1 - Pacing a Match Using Your Moveset
A. Small Damage - Early Match) It can be hard to get the right match pacing and a lot of the time this can be attributed to not choosing your small damage moves in a way that promotes a longer match. I generally try to choose a standing punch/chop/elbow at this damage and try very hard to avoid using things like the middle kicks as they seem like a little to much for opening match moves. Most wrestlers are probably going to have a generic punch or chop. Body slams and snapmares, hip tosses, moves like this work very well for early match. It's also a good idea to have at least two moves in your front grapples that DO NOT leave the opponent on the mat. Again, a punch and a chop or elbow work wonders here and can easily chain into a series later in the match. It's ok for wrestlers not to have a ton of diversity in the opening moments of a match, as they should be doing basic moves.
B. Medium Damage - Mid Match) To me it seems like this is the shortest portion of the match in a fire-pro game. Basically you should choose moves in this section to build up to your late match moves. If you use a Doctor bomb later in the match, why not use a gutwrench suplex mid-match? The same logic can be applied to any moves that have similar set-ups. You should also avoid the high kicks in the standing strikes, again, they just look too brutal for mid match. Same thing with the Tombstone, and reverse tombstone in your front grapples, we all know the tombstone is a match ending move, so why stick it in a mid-match moveslot?
C. Large Damage / Near Death - Late Match) This is the time to be busting out the big guns, but in moderation. Your edit doesn't need 5 finisher level moves in his "Big" grapple moveset. Don't be afraid to go back and use some moves from the medium damage set, as after the match wears on they will have the advantage of causing your opponent to get up groggy if placed in a "Big" move slot, I like to use some of the mid level strike combos with this effect. Also, don't avoid the flash pins if your wrestler is the type that would use them. We all like to see our edits win with their finisher, but a flash pin can be just as exciting.
5.2 - Signature and Finishing Moves
Remember that your signature moves add 1 point to the primary parameter it uses to determine damage, and your finishing move adds two points. Knowing this it becomes more reasonable to pick a signature move that isn't a high damage move as it'll make that move more potent when your edit does it compared to other edits. If your edit is supposed to be a brutal chopper, then stick a Signature on a low damage chop, not only will the arena crowd have more of a reaction to it, it'll be more effective as well. On top of the in game effects, it means that you've filled up a signature move slot with something that actually works with your edit. I've noticed that a common mistake is to pick 4 big moves for your signatures, and a couple of them should be big moves, but not all of them. I usually try to have 1 low, 1-2 medium, and then 1-2 big moves set as signatures, with at least one of the big moves ending in a pin.
Your finisher (or Critical move) should make sense in your moveset. It should be logically built to, and shouldn't be a random move that going to leave viewers or players with the feeling that it came from nowhere (I'm not talking DDP Diamond Cutter style coming from nowhere either). Let's say your edit is a jr. who works a technical style with some basic high-flying thrown in. That edit shouldn't be finishing with crazy flippy jr. moves, sure he's a jr. but he's not that type of wrestler. Even if you're a jr. if you wrestled 85% of the match with ground holds and suplexes, why would you go to the top rope to finish with a phoenix splash? Basic high flying moves, sure, a moonsault or high cross body, awesome, but that jr. should not be busting out Cancun Tornados to end matches. The same goes for power guys. If you spent your entire match hossing it up, why is your finisher the Triangle Lancer? If you can think of a reason this situation works then by all means go with it, but if you just think the move looks cool then save it for another guy who might fit it better.
5.3 - Affinity
I'm going to say this as bluntly as possible, you are not putting together a good moveset if you're choosing all 'A' affinity moves. Think of 'C' as a middle ground. A lot of your moves should fall there. Having 'A' affinity moves if fine if they work with the edit your trying to create, but picking them based on the affinity isn't going to do anyone any good. I also want to make it clear that affinity has NOTHING TO DO WITH ANYTHING OTHER THAN THE AMOUNT OF BREATH CONSUMED WHEN EXECUTING A MOVE. That's right, it doesn't effect the amount of damage or anything like that (this is determined by paramaters), so don't sweat it. Choose moves that are logical and for the most part ignore the affinity. When you're done creating your moveset, scroll back through and look at the affinities for the moves you've chosen. If it's all A's and B's, you might need to pick some different moves, or if you're dead set on the moveset you've got, go back and change your Fight Style to something which will make some of those moves into C and D affinity. If your guy has mostly A's and B's and you don't want to adjust the fight style, you should at the very least drop the edit's Breathing skill. Otherwise he'll never get tired, which isn't realistic.
5.4 - MMA In Your Moveset
Alright, more bluntness here: unless your wrestler has training in MMA, your wrestler shouldn't have MMA mounts in his moveset. It's not sensible, unless you have a background for it. Most wrestlers have a horrible defense against MMA style moves, and this not only gives you a huge advantage against them, it usually messes up the match pacing. Avoid this unless it can be explained somehow, and even then keep it to a minimum. If you're unsure which moves lead to the MMA Mount positions, check in the move previews.
I personally have no use for the MMA mounts at all on Pro Wrestling style edits and avoid using them entirely. If you're interested in creating MMA edits or MMA/wrestling hybrid edits, using these mounts is acceptable, but be aware that it opens up a whole new can of worms in terms of logic. This type of edit should really only be attempted by experienced edit makers who are already very familiar with Fire Pro's logic system.
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6.0 - Logic
CPU Logic is really the main way you're going to get your edit to perform how you want in the ring. There is a lot of content to this chapter, so it's been broken down into a few sub headings.
6.1 - The Percentages, section by section
First off, I should say that the numbers I use in this section are suggestions only, and are open for debate/discussion. There's no reason you can't make a really good edit that doesn't conform to these numbers, but as a general guideline, they should get you pretty close to where you want to be. The left most column is the frequency that your edit will perform his moves when the opponent has taken a Small amount of Damage. The middle column (where there is one) represents Medium Damage, and the far right column is the opponent at L Damage or "Near Death". IMPORTANT: For some reason some of the move categories in FPW refer to the middle column as "Large" damage and the far right column as "Critical" Damage....but for the purposes of this guide I will always refer to the three columns from left to right as small, medium and large damage.
Ideally, when you selected your moveset, you already had an idea of which moves you wanted to use early in a match vs late in a match. It goes back to the personality of your edit and the way a match should flow. If he uses a Leg lock finisher, he better do lots of moves that damage the legs early, or he won't be able to make the opponent tap later in the match. If he's a strong guy with a Powerbomb finish, he should be working slams and stomps to the back early, building up to a big backbreaker or something. It's stuff that seems like common sense when you think about it, but it's easy to lose track of things navigating around all these Fire Pro menus. Don't forget about match flow, it's a key element in a good sim. Don't be afraid to set some weaker moves to 0% at L Damage and stronger moves at 0% for S Damage.
Before I get into the breakdown of each type of move, let me share an important tip that I think ALL edit makers need to understand (and the best ones already do). If you remember nothing else from this guide, PLEASE REMEMBER THIS: ANY move that ends in a pin or submission that is set to anything to anything OTHER than 0% at L Damage is a potential MATCH ENDING MOVE. If you don't want to see your edits matches ending with weak submission holds or random pins, set them to 0% at L Damage. It amazes me how many people I still see making this mistake consistently, and then wondering why their edit won by pinfall after a basic move instead of their cool Finisher.
Just because most of the front grapple submission moves are considered Strong grapples, doesn't mean you can't have an edit working submission holds earlier in the match to wear an opponent down, but NOT use them late when they might actually get a submission. The same applies for pins, you want to have some pin attempts early in a match, even when you know the opponent will kick out (near falls make an exciting match), but if you have a random ground pin at 10% at near death, you will see some anticlimactic finishes with a pin after a body slam. The majority of your late match pin attempts should ideally be handled by Priorities (see Section 6.4), and not left to random chance.
When I make an edit, I usually try to have there be about 3-5 ways they can end a match MAXIMUM: their finisher, a couple of their specials, a random rollup or some type of impact pin (like a strong grapple with a pin as part of the animation), and a submission or a top rope move (depending on the edit's personality, of course). Then I use other moves early to set those up, but I won't use any other pinning or submission moves at L Damage. Obviously, you can change that formula up, depending on the personality of your edit and what sorts of finishes you want to have. Some guys might have a few different submission holds to end a match, or multiple roll up variations. But if your edit routinely finishes matches in the same few ways, people are much more likely to get into your edits character, and pop for his big moves, knowing the end might be near. If you have 10 different moves that could potentially end a match, no one will be able to remember them all, and then no one will get excited when your edit hits one of them.
Ok, no more beating around the bush. Let's get into this. Roll up your sleeves and take a deep breath.
"Stand Back (Stall)"
This section is pretty self explanatory, but think about Distance and Circling the opponent in terms of your character. Does he shoot in for the kill early, and hang back late, looking to pick his spot on a weakened foe? Or does he feel the opponent out early? When choosing points for your strikes, remember that missing a lot of strikes will wear down your edits Breath quickly. If you set all your strike moves to 20% at S Damage, you will see a LOT of missed strikes and edits getting tired very fast.
Basic punches and kicks should be around 5-15%, depending on how often you want to see them attempted. I generally set the strongest strikes to very low, between 0-2%. The bigger strikes are usually trickier to connect, so they will miss a lot. You're much better off to have your edit go for these strikes when the opponent is standing stunned. See the section "Opp. Dazed" below.
"Initiate Grapple"
This is the biggest logic section, and one of the most important, since the majority of moves in a match are usually front grapples. When you're setting the points in this section, keep your edit's personality in mind, thinking about which moves they would do more often to set up their late match signatures and finisher.
For your Weak Grapples, set them pretty high for S Damage, like 12-20% or higher if there's a move you really want to see a bunch of early. Don't be afraid to leave plenty of points in these moves for both M and L Damage, I like 3-6% for some, although for some moves, it's ok to use 0% at L Damage (stuff like snapmares that rarely happen after the opening minutes of real matches). It's not uncommon to see weaker moves like body slams and punches late in a real match, and it helps prevent seeing your few "big" moves repeatedly.
For Medium Grapples, don't be shy about putting a few points in these for S Damage. You might get reversed, but that adds to the match, and sometimes you will get lucky and hit a bigger move early for some impact. I generally put these moves at 8-15% for M Damage, and then 5-8% at L Damage. Again, seeing some of these weaker moves late in the match prevents big move spamming and can help make a match last longer.
Strong Grapples need a little more consideration. Submission moves should have the points in S and M Damage, with 0% at L Damage, unless you want the submission to be a potential match ender. Same with any of the rollup pinning moves. Also, set a few of your bigger moves to 1-3% at M damage for some early teases at the move, which are likely to get reversed. Only in very rare cases should a (non flash pin or sub) Big move have any points in S Damage.
As a general guideline, moves set at 1-3% for L Damage are really rare, like once every couple of matches, if that. 4-6% is a little more common, you'll probably see the move once in a match. Setting a move to 7-9% will make it fairly common, they will bust it out a few times in most matches. You CAN set grapples to over 10% at L Damage with a good reason, but generally it results in move spammage, which isn't fun to watch. If your finisher is a Front grapple, you should set it somewhere between 3-8% depending on how often you want to see it used.
Irish Whip is another personal preference thing, but I find that for Heavyweights, 20-30% is a good range, and 30-40% for Juniors. You usually see more Irish whipping early in a match, but if your edit likes to use the Corner Grapples, or Opponent Irish Whipped moves, you should keep it set higher late as well. As for the 3D Grapple/Front Headlock, there are two schools of thought. Some people like to have the front headlock set to 0% at L Damage, and ground pins set to very low. This allows for the occasional "out of nowhere" random pin, but you shouldn't ever see the front headlock -> Elbow -> Pin ending to a match. Others (myself included) like to set all ground pins to 0% at L Damage (and use Priorities), and leave some points in the front headlock in L Damage since it can be useful for getting an opponent back to the center of the ring, and can also help out with ring positioning in tag team matches.
Either method works fine, but just remember if you have any points in front headlock (at L Damage), make sure all your ground pins/non-match ending submissions are at 0% for L Damage.
"Circle Opponent"
Back Grapples don't happen as often as Front grapples, so you want to set things a little higher here. Keep in mind again the weaker strikes are better suited to earlier in the match, and the big backdrops and suplexes tend to happen later on. Also, don't be shy about putting points into Irish Whip here, expecially for Juniors. Always keep the idea of match flow in your mind and try to create a distinct separation between early match vs late match moves. As for numbers, 5% is pretty rare for a back grapple. 10-15% is a little more common, with around 20-25% meaning you'll probably see that move a couple of times a match. Once you start getting up over 30-35%, you're getting into territory where you'll see that move quite a lot (which might be what you're going for, it all depends on personality of your edit). If your finisher is a back grapple, I find 20-30% is a good range.
"Irish Whip"
The same general number suggestions for Back Grapple work here as well. Again, don't forget to have some contrast between your early moves vs late moves. If you want to see your edit do these moves more often, increase your percentage for Irish Whip in the front grapple section.
Also, depending on your fight style, this section may allow your edit to do a duck/slide or leapfrog move with the R1 trigger. Don't forget to put some points here, but if your Fight Style leaves the R1 move blank, make sure you set it to 0%.
"Opp. Against Corner"
A common mistake made by budding edit makers is giving their edits 3 HUGE corner grapples. It's tempting, because you only have 3 slots for corner grapples and there's a ton of cool moves in there, but you should try and have only one or two "big" corner grapples, and one or two weaker striking attacks. That way you can set up the striking attacks to be more common early, and save your big corner moves for late in the match. Really, you shouldn't be breaking out that Huracanrana to the Outside or a Burning Hammer in the first few minutes of a match. The running to the corner strike is a matter of personal preference, I generally keep them set kinda low, around 15-35%, but it's up to you. If your edits finisher is a corner grapple, 10-15% is low enough for something considered "rare", but if it's supposed to be your main finisher, you probably want to set it closer to 35 or 40% (depending on how much Irish Whipping he does).
"Opp. Down Near Corner"
All your top rope moves are here, but make sure you only put points into moves that you actually do to a downed opponent...if you aren't sure, double check the move previews. Your edit probably has 2 top rope moves to a downed opponent, so one should be weaker and used more early and one should be stronger and used more late. You don't want to see attempts at a Firebird Splash in the 3rd minute. A good percentage for a top rope finisher is somewhere between 25-40%. Unless your edit is a crazy highflyer, he should have Don't Ascend set at 60% or higher, and the rest of the points spread around as you like. Also, if you want to use the Run Up Turnbuckle move, you need to have your Ascent Style set to "Run" in the Skills section. If your edit doesn't do this type of move, make sure you set it to 0%. If your edit is a giant or an MMA fighter with Ascent Style "Disable", then Don't Ascend should be at 100% here.
"Opp. Down Near Center"
Only two moves in this section, your running attack to a downed opponent, and the corner to center move, if you have one (not every edit should have one). I usually set the running attack fairly low, 15% or lower, unless it's a lucha type guy with a running senton or something. If the Running attack is your finisher, 15-25% is plenty, any higher and it tends to get spammed. Corner to center moves are a different story. These tend not to happen too frequently since the setup for them can be somewhat elaborate. You need to hit the opponent in the right spot with the right type of move to set it up, so setting the C2C move at 50% or higher is actually fairly reasonable. The opportunity for it might only arise once or twice in a match, so you want your edit to take most of those opportunities. It's not uncommon for edits to have the C2C move set at 100%. Like any other setting, experiment, and if you see the move happening too often, scale it back a bit.
"Opp. Down - Face Up and Opp. Down - Face Down"
Pick Up and Roll over are exactly what they say. Consider your edit's personality here. Most edits will work some ground moves early, but transition to more "picking up" late in the match. Straight brawlers might just pick the opponent up all the time to administer more beatings. An MMA style edit should be more likely to use a ground move instead of dragging the opponent back to his feet at any time in the match. Roll over is useful if you have mostly moves that end with your opponent face up, but you want to have a face down Finisher or special (or vice versa). Setting points in Roll over will give your edit the opportunity to use the face down moves instead. Personally, I find the Roll Over kind of pointless and usually just set it to 0%.
As for the moves you selected, remember to put some pin attempts early in the match for near falls, 5-15% is good for S and M Damage...but at L damage, pins should be set to very low or 0%. If your finisher is a limb submission, make sure to put lots of points in the S and M Damage sections for set up moves that damage the appropriate limb, but be sensible about the moves you pick as your wear down moves. For example, if you want to win matches with a basic Figure 4, it's kinda of silly to use even more elaborate leg submissions as wear down moves. Stick to simple joint locks and stomps.
Speaking of stomps...Don't forget stomps. Practically EVERY wrestler stomps an opponent on the ground. Don't be shy about setting these really high, like 25-40%. Most of my edits have Pick Up at 5-45% for S and M Damage, and the rest of the points in ground attacks. You can still have ground attacks at L Damage if it fits your character, but most wrestlers will want to have pick up set to 80% or higher at L Damage. This allows you to attempt your bigger Front and Back Grapples more often late in the match.
If your finisher is a ground submission move, it's probably best if you set it to 0% for S and M Damage. You should use other moves to build to your finisher, it's no fun seeing a guy break your finishing hold 15 times before it makes him tap. I usually set ground finishers to 0-5%, and use a Priority to set up the majority of it's use. But if you'd rather not use a priority and see it more randomly, 10-15% is a decent range.
"Opp. Dazed Near Corner"
These are all your top rope moves again. Make sure you don't put any points into moves that you'd do to a downed opponent here. The same percentages as the "Down Near Corner" section apply here. Again, the Run Up Turnbuckle move requires the Run Ascent Style. The slingshot from apron move to inside the ring is also in this section. Not every edit should have one.
"Opp. Dazed Near Center"
When you Pick Up your opponent from a big move, they are often dazed, swaying back and forth. These are moves your edit will do after bouncing off the ropes and running at a dazed opponent. They are the same moves that you'd do running to an Irish Whipped opponent, and the same percentage guidelines apply in this section. If your edit does the Don't Run action, he will then take an action from the following section.
"Opp. Dazed"
Front Grapple is a Normal Attack, and your edit will just do a normal front grapple as if the opponent was not dazed. You might as well set this fairly low, unless there is a good character reason for your edit to not be likely to grapple from behind. 0-40% is good.
Back Grapple is the chance of him circling around the dazed opponent to attempt a back grapple. This is your opportunity to do the bigger back grapples which often get reversed when the opponent is not dazed. 40-60% here is a good range, and you could go even higher if you have a back grapple finisher or specials.
The other 3 moves are your 3 biggest strike moves from the first section. Again, have some variety between early vs late match strikes, and use common sense; you should only use that big spinning elbow shot late. 0-20% is a good range for these strikes, any higher and you run the risk of seeing your edit pick the opponent up and punch him down, pick him up and punch him down, repeat. You don't want that. If your finishing move is a Strike move, 15-30% here in L Damage is a decent range to set it at (and 0% in the "Stand Back" Section at the beginning).
"Guard Position, Mount Position and Back Mount Position"
These 3 sections are for the MMA Mount positions. Since this is intended as a basic guide, I'm going to skip over these for now. As previously stated, making a serious MMA edit that uses these mounts is complicated with a lot of extra things to consider, so they are really better attempted by someone who is already familiar with the ins and outs of the edit/logic system. If you are just starting out making original edits, stick with more basic Pro Wrestling type edits until you are comfortable with things. Just know that as long as none of your edits use Pin Down or Mount moves, the settings here won't matter, you can leave them at the defaults.
"Ukemi"
Ukemi is complicated and will be discussed separately in its own section. See 6.3 below.
"Opp. At Back"
Only two moves, here, and no way to distinguish between early vs late match, so you need to be conservative. If you have the rolling pinfall reversal set to 50%, you are going to see it end a LOT of matches. In general, I try to set reversals that end in a pin or submission to 20% or less, but for other moves, it's just a personal preference thing, and what makes sense for your edit.
"Opp. Outside Ring"
This is the logic that controls your actions when the opponent is tossed out of the ring. "Do Nothing" is the chance of your edit just remaining in the ring and waiting for the opponent to return. This should be set pretty low for everyone except uber babyfaces and MMA type guys. In most pro wrestling matches, action spills to the outside, and guys don't just wait in the ring for the opponent to get back in. I don't very often have this over 10%. "Leave Ring" is the chance of your edit following the opponent outside of the ring to continue to fight. Unless your edit is a highflyer with some risky acrobatic manouevers, the remainder of your points should go here. The rest of the moves are your flip dives and top rope moves. Not all edits should have these moves, but the ones who do should set them pretty high. You want to see these guys fly as often as possible. The spread of the points is really up to you and which moves you want your edit to attempt more. Note that you can do both your "opponent standing" and "opponent down" top rope moves to the outside, and they look very cool.
And that's move logic, folks. Like I said at the start, the numbers I've used here are mostly just suggestions. The key to getting your edit to perform how you want is experimentation. Sim lots of matches and keep track of the little things you don't like, and make fine ajdustments until you're happy.
6.2 - Performance
This section is fun. Performance moves are your taunts. You can set up to 4 taunts, and choose how often they are performed based on the condition of your opponent.
The first column is when your opponent is standing Dazed. The second is for the opponent down on the mat, then for the opponent outside the ring, and the last column is for when your edit is on the top rope. For each situation, think about how the move will look in the ring. For example, the fake lunge looks cool against an opponent who is standing dazed, but is much less intimidating if performed with the opponent outside the ring. Also, you probably don't want to try to do the cartwheel taunt when you're standing on the top turnbuckle. Check out your taunts in the moveset preview and use settings that make sense.
For each of the first three columns, I usually have None (meaning no taunt) set to 70-85% depending on the personality of the edit. You can spread out the points you use across all your taunts, or just use one taunt in each situation, it's up to you. But setting taunts to over 30% total for any given situation usually means you see them way too often, which makes them less cool.
The exception to this is the top rope column. Nothing looks more sweet than a taunt from the top before you nail a big highflying move. If I have a taunt I want an edit to use from the top rope, I set it to 50% or higher. For some reason, you still don't see it that often. I've tried setting top rope taunts at 100%, and they will still only do them sometimes.
The last taunt (Performance 4) is also the move that your edit will perform when he wins a match, so make sure whatever you pick in this slot also works a victory/celebration animation. Also, you can use the voice samples on Taunts as well, which can add a lot of character to your edit. I usually try to have at least one taunt with a voice sample per edit. It's worth picking one of your two voice samples just to go with a taunt.
6.3 - Ukemi
* It should be noted that unlike the other logic settings, Ukemi is based on self damage.
So, you've gotten this far into the logic section of your new edit, congratulations! Ukemi deals with your edits ability to work with your opponent. A wrestler with high ukemi will allow his opponent to execute moves without trying to counter. Some of you might be asking yourself, "why would I want my guy to just take moves without trying to counter?"
The answer two fold, first it generally makes your edits matches better by adding a big move or two to the opening, and it helps build suspense and allows edit makers to simulate a beatdown followed by a mid or late match comeback. The second reason is less obvious, but really cool as well, the more your wrestler uses Ukemi, the more a hidden gauge builds up. When your wrestler is almost defeated he regains some health based on how full your ukemi gauge is, and gets a damage bonus for a certain amount of time. So if your edit uses a lot of Ukemi, he may have a superman like comeback at the end of the match.
The defaults are set up so that just about every default wrestler has 60% points spread out through the 3 damage categories, and this is a pretty good rule of thumb for created edits. 20/25/15 is by far the most common setting, and most edits will be fine if you leave it at that. But if you want, you can experiment with setting your Ukemi to 20/20/20 or 15/35/10 or some other combination, but as long as the three numbers add up to 60, you should be ok.
Now, knowing that an edit utilizing ukemi will not attempt to counter his opponents moves, might lead you to believe that setting his ukemi to 100% will cause him to be a jobber, but this is false. An edit with a 100% setting will take a beating sure, but he will also have an inhuman amount of spirit due to the ukemi spirit and damage boost, making him last for far longer than you planned for. Similarly making an edit with zero Ukemi will make an edit that just quits later in the match as his spirit will hit 0 and he will not receive the boost from his hidden ukemi damage gauge as it will always be empty.
This information should help you to set your edit ukemi in the general area it needs to be, but just like every other logic setting, the only way to get it perfect is to sim matches and fine tune it.
6.4 - Priorities
A Priority is a way to link one move in your moveset (Priority Attack), to a second move (Follow Up attack). Fire Pro Wrestling World allows you to set up to 12 Priority moves, with much greater freedom than in the previous game in the series. In the past, the Follow Up Attack had to be a ground move, but now you can set it to be a taunt, a ground move or pin, a diving move, or a running attack. The Priority Attack move can be just about any move in your moveset, as long as it logically sets up your selected Follow Up.
However there are still exceptions: there are two types of moves that cannot be used as a Priority Attack.
1) Any move that ends in a pin. Several big grapple moves have an automatic pin as part of the move animation. Once the opponent kicks out of the move they usually stand up quickly, and the chance to perform a Follow Up Attack is gone. If the opponent doesn't kick out of the pin, then the Follow Up is moot. (Note: There is one slight exception to this: top rope moves. Some of the top rope moves end in an auto pin, but if your edit performs these moves to an opponent who is lying face down, there is no auto pin. So you could choose a top rope move that normally pins as your Priority Attack, with a pinning move as the Follow Up, to ensure your edit goes for the pin whether the opponent is face up or face down when he hits the top rope move.)
2) Any move that ends in a submission. Same as with a pinning move, once a submission hold is broken there is never a chance for a follow up move. Really, Submission moves are much better as Follow Ups than as Priority Attacks.
The most common type of Priority is used to make your edit go for a pin following one of his big moves. For example, if your edit's main finisher is a Jumping Piledriver, you select Jumping Piledriver under Priority Attack, and then select Standing at head (pin) as your Follow Up attack. Set him to attempt this pin at 100%/100% and that means every time he does the Jumping piledriver he will immediately go for the pin right after.
Another common Priority is a submission move. Say your edit has a Sharpshooter as his finisher, and you've got the move in your moveset in the Opp Down - Face up section in the Legs (Big) slot. Check the move previews of your other moves and choose a trigger move that ends with him lying face up with you by his feet. A good example for this would be the Dragon Screw Leg Whip. You select the leg whip as the Priority Attack, and pick Standing at Feet (Big) as your Follow Up attack. But you want to be able to leg whip throughout the match without trying for your finish every time, so you set the percentages to something like 0%/60%. This means when he does the leg whip to the opponent in S Damage, he will never bother with the submission attempt, but if he does the leg whip when the opponent is at L Damage, he will follow it up 60% of the time with the Sharpshooter.
The freedom afforded edit creators by the new changes to the Priority system cannot be understated. In addition to making simple two move combos like the examples above, you can create chains of Priorities with some pretty amazing effects. The most simple example of these chains is what I refer to as "Cascade Priorities" where you pick the same Priority attack for two slots, but choose two different Follow Up attacks. Here's an example:
0%/40% Powerbomb Whip - Performance 1
0%/100% Powerbomb Whip - Standing at Feet (Pin)
The game actually reads your priorities in order, so an edit with this Cascade Priority will go for his Taunt 40% of the time when he hits his powerbomb late in a match...but if he DOESN'T go for the taunt (ie 60% of the time), the game will read the next line of the Priority and go for the pin 100% of the time.
Here's another example of a slightly more complicated Priority Chain:
0%/50% Short Elbow B - Running (Big)
0%/100% Striking Lariat - Jump onto Post (Big)
0%/100% Diving Lariat - Standing at Head (Pin)
In this example, the Short Elbow B is a standard Front Grapple that leaves the opponent dazed, the Striking Lariat is the Running (Big) move, and the Diving Lariat is the Jump to Post (Big) move. Early in the match, the Short Elbow B will not trigger the priority, but late in the match, 50% of the time after the Short Elbow B, the edit will bounce off the ropes and nail his Striking Lariat, and then immediately climb the turnbuckle, and perform a Diving Lariat when the opponent gets to his feet, and then finally follow it up with a pin. Using this method, you can create cool combos of two, three or even more moves to set up some awesome match finishes.
For more information on advanced use of Priorities, I recommend you check out Soak314's Critical Club Topic here: criticalclub.com/thread/155/soaks-spot-construction
Also check out this useful thread: criticalclub.com/thread/269/favorite-uses-priority-combos
You can experiment with different Priority Attacks and Follow Ups to see what results you get. Not all combinations quite work out the way you envision, and sometimes you'll see some combo happen randomly and want to reproduce it. Experimenting is key to getting the most out of Priorities. One thing I should mention is that Priority logic does not apply outside the ring. Your edit might do his Priority Attack move, but the Follow Up won't happen, which is just as well if your Follow Up is a pin or submission.
One other thing that is important to mention. Setting a move as a Priority Attack has NO influence on how often you will see that move. That is still handled by the regular move CPU Logic. If you want to see your Priority combo more often, set up the logic to do the Priority Attack move more frequently.
6.5 - Personality Settings
Jason Blackhart dug into the game code of Fire Pro Returns to glean the following info, which is apparently the same for Fire Pro Wrestling World.
Showmanship - This determines how often the edit will attempt to Irish Whip his opponent into the turnbuckle or out of the ring. 100% means he will always try to whip his opponent into the turnbuckle or out of the ring but he still needs to be in the right position, an Irish Whip into the turnbuckle can only be done into the left or right turnbuckles so if he isn't lined up with them properly he will do a whip into the ropes instead. How often he attempts to Whip is determined by the Front Grapple logic setting for Irish Whips. If your edit has a corner grapple as their Finisher or Signature move, make sure his Showmanship is high.
Discretion - This determines how often the edit will stop to rest/breathe. 100% means he will stop to breathe at every opportunity while 0% means he will keep on slamming and pounding until he becomes too out of breath to move. This is a big deal. You don't want your edit to run out of breath if you can avoid it.
Flexibility - This is how often an edit will attempt to Irish Whip an opponent who has an MMA fighting style (opponents using the Fighter, Shooter or Grappler Fight Style will simply stop running at the ropes if your edit attempts to Irish Whip them). An edit with 100% Flex will always use a front headlock instead of an Irish Whip against an opponent who has an MMA style, but only if his logic is set to use the Irish Whip. An edit with 0% Flex will still attempt Irish Whips as per your logic setting.
Thanks to Jason for sharing this info.
Cooperation - Cooperation is how willing your edit is to work with others in tag matches. Things like attempting double team moves, helping your partner when he is getting double teamed, breaking up pins, etc. "Loner" types should have very low scores, and anyone who is not part of a regular tag team should have Cooperation set to 50% or lower. Regular tag team competitors should be in the 80-100% range
Outside Return Count - This is how fast your edit will return to the ring during the ref's 20 count. Heels should be more likely to stay outside the ring to administer a beating (or avoid the face) for longer, and Faces will generally return to the ring quicker (but certainly not always). I find that setting this at around 40% will make them start trying to get back into the ring when the count reaches around 13. If you want them to battle outside past that point, set it lower, though you run the risk of losing by countout. Setting it higher will result in them getting back in the ring much quicker.
Touchwork - This is the frequency your edit will tag in a multi man match. Does he like to stay in for a long time and work the opponent, or make quick tags and keep fresh? The more points you put into Touchwork, the more likely he is to make quick tags.
Weapon Usage - This is the frequency your edit will go for a weapon under the apron when he is outside the ring, and also the likelihood of picking up a weapon on the canvas during any match with DQ turned off. While it might be tempting to give a hardcore brawling edit a really high percentage here, I find that anything over 10-12% and the constant grabbing of weapons from under the ring is a distraction. Unless you're using them in mostly Deathmatches, 10% is a good maximum for heels. Babyfaces should be less likely to use weapons (depending on personality), and possibly not at all.
Second Interference - This decides how often the edit will interfere in a match, but only when he acts as Manager or "Second". It will not influence your tag partner to interfere in a tag match. This setting only really matters if your edit is going to act as a manager/valet for someone else. If that's the case, set "interfere" to pretty high, like above 50% to get them involved in the matches a decent amount. Otherwise, this setting doesn't really matter.
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7.0 - Common mistakes to avoid
1) BFMS (aka Big Fucking Move Syndrome) - Everyone has a favorite edit that they want to kick ass and have all the coolest moves in the game. But giving any one edit like 10 finishing moves is ridiculous, especially if they are all the types of moves you would want to give to very different types of edits. Avoid this at all costs. If your guy uses a Tombstone Piledriver, that's cool...but he doesn't also need the Stone Cold Stunner, the Rainmaker, the Angel's Wings, a 630 Senton and the Crippler Crossface. That edit sucks.
2) Overfocused/Superpowered edits (aka "Panther" style syndrome)
Lots of guys think the Panther style is unfair/unbalanced. This is because people who pick the Panther Style usually give their edit high parameters in Kick and Agility and Tech. Then they have lots of kicking and highflying moves, which have A" affinity, plus they usually have a High breathing rate as well. THIS is when the Panther style is unfair, because the edit maker hasn't effectively balanced his strengths with weaknesses. This edit is all strengths. What this basically does is make it so the majority of moves that the edit does are REALLY damaging, but he NEVER runs out of breath/gets tired. So he squashes people, and it usually makes for lame sims.
There are several ways to address this:
1) Change the fight style
2) Lower the key parameters
3) Lower the breathing rate
4) Change the moveset to use much fewer "A" affinity moves
Or, you could use a combination of these things. If you want to use Panther style, make sure to mix in lots of C and D affinity moves into your moveset, and set your breathing rate to the medium one at most. Scale back the parameters a bit so the moves do a little less damage and matches will last longer.
Like everything else with edit making, balance is key. If you want to use a strong fight style like Panther, be aware that you will have to give your edit weaknesses in other key areas to balance him out. How you achieve that is up to you, and should follow logically from the personality you set out for your edit back at the beginning.
Note: this problem doesn't apply only to Panther Style. If for example your guy uses the Power Fight style, and you give him all Power moves, a 10 in Power offense and a high breathing rate, you will run into the exact same problem. Overfocus. Don't do it.
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8.0 - Credits and Thanks
LordVermin
Jason Blackhart
billwood
Dave The Fatman
LordMo
SkullTrauma
So, you want to create an original edit for Fire Pro Wrestling World. Awesome.
The idea behind this guide is to help aspiring original edit makers sort through what can seem like an intimidating array of menus and numbers. There is no doubt that the edit creation tool on Fire Pro Wrestling World is incredibly deep, but it can also be somewhat intimidating to a newcomer.
We hope with this edition of the guide to be able to answer a lot of the basic questions on a wide variety of topics, including but not limited to: Moveset selection, Parameters/Skills and of course, CPU Logic. There are many great guides out there that address some of these areas already, but we hope to provide something with a little more detail, all in one package. This guide will be specifically tailored for creating original edits, as opposed to replicating a real life wrestlers. For reference, we will refer to edits as "him", but of course this guide works just as well for original female edits.
This is NOT a cement guide! "Cement" edits are edits that are made to win at all costs, and often take advantage of quirks in the skills/logic systems to become more or less unbeatable. There are certain e-feds that welcome this type of edit as a sort of contest to see who can make the toughest edit. In contrast, the focus of this guide is to help you create well balanced edits that can put on entertaining and realistic looking simulations of a real life wrestling match, with lots of back and forth action and exciting finishes, against a variety of opponents.
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2.0 - Your Edit's Personality, and why it's the most important thing
When you set out to create an original edit, one of the crucial things that you need to consider in the initial stages is the wrestler's personality. Having a clear direction for the type of personality or "style" you want your edit to display in the ring is so important because it should influence the decisions you make when choosing ALL of your settings. Appearance can come first, with the idea for character springing from his look, or vice versa, you can envision a personality and tailor an edit's appearance to that personality. But in either case, having specific ideas about how you want your edit to behave and why is essential from the early going. It is true that often you will be struck by inspiration WHILE you are setting up the logic, and get ideas that can add a nuance of character, but you still need to have a strong focus from the start.
What do I mean when I say "a clear direction"? You should have something more specific in mind than "a Deathmatch guy" or "a highflyer", since these are somewhat vague. AJ Styles and Rey Mysterio are both highflyers, but they are VERY different personalities. It's the subtler aspects of their personality that account for the differences in how you'd set up logic for edits of them. So it stands to reason that when you're creating an original edit, you should spend some time carefully considering specific character ideas.
In addition to choosing a "style" (lucha, shootfighter, brawler, etc) or combination of styles, think about the other logic choices you're going to have to make, and how they can influence personality. Does he have a specific limb weakness? Why? Does he get weaker when he bleeds, or stronger? Why? Does he favour using punches or kicks? Why? Or is he more specific than that, using chops or shoudas exclusively? Why? With so many settings to make in Fire Pro's edit system, you can choose a lot of specific character traits for an edit, and every trait will help make choosing your logic settings easier. Asking Why? as a follow up question every time will help you shape your edits personality. "A highflying babyface who is really aggressive in the ring, but runs out of gas quickly", is much better than just "a highflyer". But even better is: "A high flying babyface who is really aggressive in the ring, but runs out of gas quickly because he is a bit out of shape. He's just back in action after a knee injury, so his cardio isn't quite what it used to be. He prefers throwing elbows instead of kicks, but his top rope Missile Dropkick is one of his specialties. He lives for the the fan reaction when takes a risk, so he goes to the top rope often, and his finisher is a German Suplex Hold. He is always dressed in black, except for his brightly colored mask." That description chooses many of your logic settings for you, and will influence many more, but still allows for a lot of leeway. Two different people could make an edit that stayed true to that profile and the two edits would still be very different.
I hope I've been able to convey the importance of personality. You don't have to write a paragraph about your edit's personality like I did, but the more attention you pay to it, the easier it is to do everything else. Not only that, but an edit with a well thought out and logical character is much more entertaining for other people to sim with. If you want other people to download and play with your edits, they need to be interesting. The more thought out and detailed the character, the more interesting he usually is.
The motivations that you choose for your edit to do the things he does can lead to ideas for other edits, both rivals and allies, and ultimately lead to ideas that form the foundations of an Original e-Fed (assuming this is something you're interested in trying to achieve).
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3.0 - Skills
OK, so you've got a personality in mind, and maybe an appearance already made. Now it's time to pick some skills. A lot of these choices are pretty superficial and don't actually affect anything in game, like height, weight, country, birthdate, etc. Set these however you like. The weight class only affects which titles the edit can challenge for, and has nothing to do with how he performs (Heavyweights can only challenge for belts defined as Heavyweight Titles, while Juniors are capable of challenging for both Junior AND Heavyweight Titles). Gender is also largely irrelevant, unless you want your edit to do any of the "Entertainment" category Danshoku Dino moves. Those moves require you to have one of the genders with a ? at the end (for example, if you are making male edit and want to use Entertainment moves on male edits, select "Male?").
Next is Fight Style. Everyone should check out this chart on LordMo's site, and bookmark it.
lordmo.tumblr.com/post/123671429955/fpr-primer-attack-styles-version-1
It shows all the different fight styles in Fire Pro and the Affinity for each move type. The Affinity score represents how much breath an edit uses to perform a specific move, where A uses the least breath and E uses the most. Naturally a Ground style edit will be best at Joint and Stretch moves, and a Junior is best at high flying and technical moves. Think about your edit's personality, and the sorts of moves that they would use, and choose a fight style that represents what he should be best at. There are NO overpowered styles (as long as you balance them correctly), but the majority of Pro Wrestlers should probably be Orthodox or Junior, depending on the weight class. American and Power are also a very common styles. If you want your edit to be booed when he taunts, your style should be Heel.
Return Skill determines which reversals your edit will use against specific moves. For example, an edit with Lucha return style will counter a powerbomb attempt with a huracanrana, while the Orthodox return style counters a powerbomb with a back drop. Again, consider your edit's character and pick something that makes sense. Experimentation is key here, test out different Return Skill settings to see what reversals your edit will do in a variety of situations. When in doubt, you usually can't go wrong picking the same Return Skill to match your Fight Style.
Rank is your edit's relative position on the card compared to other edits, and Charisma gauges the popularity with the fans. You rate them both on an E-S scale, where E is the lowest and S is the highest. To be honest, I'm not really sure what Rank does, but I understand that Charisma influences how loud/often your edit gets cheered. I'm not certain on the details, but this is really cosmetic and doesn't directly influence your edit's behavior.
CRITICAL! Ability is the type of moves that your edit will be able to cause a CRITICAL (Instant Knock out) with. The vast majority of edits should be set to Finisher, meaning that only their Finishing move (designated with an F in the moveset) will potentially CRITICAL. It's ok to have some edits with the ability to CRITICAL with other moves, but these edits should be the exception and not the rule. You should only set your Critical Ability to something other than Finisher if your edit has a good character reason for it.
If you decide to use a Critical Ability other than Finisher, you need to be aware of which moves specifically your edit will be able to CRITICAL with, I recommend checking Jason Blackhart's Move Data guide: gamefaqs.gamespot.com/ps2/927675-fire-pro-wrestling-returns/faqs/41246 It exhaustively details every move in the Fire Pro Returns (to the best of my knowledge this data is the same for Fire Pro Wrestling World) and notes which ones can cause CRITICALs for which style. It is also worth noting that NOT every move in the game is capable of causing a CRITICAL, even if you set it as your finisher.
Special Skills is pretty detailed, see the next section where we'll discuss these individually.
Recovery is how fast your edit regains his stamina/health while standing still during a match. Breathing is how quickly your edit recovers the breath he uses up by performing actions like running, climbing, grappling, etc. Spirit represents your edits fighting spirit and influences how likely you are to tap out or be pinned late in a match. Set things up to match your edit's character, only hardcore/deathmatch wrestlers should realistically improve their abilities when bleeding. Most edits should get weaker. Limb strength is pretty self explanatory and affects damage taken by submission holds. Choose settings that fit with your edit's personality, and BE SURE TO GIVE HIM SOME KIND OF WEAKNESS. Simming with superpowered edits gets old very fast, so be sure not to make a bunch of edits all with maxed skills for Recovery, breath, limb strength, etc. Make sure you mix it up a bit.
Move speed is the speed you move and run around the ring. Up and Down Speed is how fast you climb the turnbuckles (your edit will leap to the top in one move if he has the highest setting). Ascent style represents the ability to climb turnbuckles. Disable means they can't climb at all, Enable means they can climb, and Run Up means they can do the fancy Running up the turnbuckles flip attacks. Only juniors/lucha edits should have the Run Up Style. If you include "run up" turnbuckle moves in your moveset, but don't enable your edit to climb the turnbuckles properly here, they will try to climb and fall down looking foolish during a match.
Favorite Weapon is up to you, it is the weapon your edit will be most likely to pull from under the ring. Theme song and voice samples are up to you as well, but choose your voices carefully. Having your edits verbalizing in the ring is a great way to get across their personality, so pick voice samples that fit.
3.1 - Special Skills
First, not every edit should have a special skill. These are like powerful boosts or bonuses that edits can have at certain stages of the match. But like anything else, they mean more when they are used less often. If you are making an original e-fed with a large roster, I would say that 25% of them AT MOST should have a special skill. If your edit has a good character reason to have a Special skill, here is the list you can choose from, and the effects they have.
Stardom - Repeats popular moves and can get a damage bonus from taunting late in a match
Quick Return - Allows occasional no selling of big moves
Over Turn - Performing lots of reversals increases chances of getting a CRITICAL
Start Dash - Attack parameters are boosted early in a match
Guts - Much less likely to tap out to a submission hold
Strikeback - Attack parameters are boosted when your edit is Near Death
Finish - The Damage caused by your edits finisher is increased the first time he uses it in a match
Blood - Attack parameters are boosted when your edit is busted open
Hardcore - Attack and Defense parameters are boosted when using weapons
Focus - Less likely to suffer a CRITICAL from Strike, Submission or Technical moves
Adapt - Less likely to suffer a CRITICAL from Suplex and Power moves
Hardbody - Edit is tougher to pin without being hit by big moves
Superstar - Stardom and Finish combined
Warrior - Quick Return and Start Dash combined
Second Wind - Over Turn and Quick Return combined
Rage - Strikeback and Quick Return combined
Banish - Over Turn and Focus combined
Spirit - Stardom, Over Turn and Strikeback combined
Monster - Stardom, Finish and Adapt combined
Do or Die - Over Turn, Guts and Strikeback combined
Reborn - Guts, Focus and Hardbody combined
Obviously these really powerful ones that combine the effects of multiple skills should only be used for the top edits in your fed, if at all.
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4.0 - Parameters
Parameters are factored into the damage you do with your moves (offense), and the damage you receive from your opponents moves (defense). Since it's very easy to overpower an edit by giving them parameters that seem to fit them (but ultimately don't), parameters need to be considered very carefully in conjuction with your moveset. Below is a general table for setting up parameters that seems to be based on common sense. It's a great starting point for setting up an edit, but it's only a starting point. I generally find it helpful to set up your "starting point" parameters at first, and then carefully revisit them once you have decided on a moveset, and tailoring them so your edit isn't overpowered. This chapter will use a couple of examples to help you in achieving a balance between your parameter settings and putting on a match that fits your edits personality.
| 01 | I'm laughably bad at this |
| 02 | I'm not able to do this well at all |
| 03 | I'm not so good with this, but can use it somewhat|
| 04 | I've trained but this is not my strong point |
| 05 | I've trained and am proficient in this trait |
| 06 | I'm better than some at this || 07 | I'm better than a lot at this |
| 08 | I'm better than most at this |
| 09 | Only true legends are better at this |
| 10 | I am a legend and master at this |
Most new edit makers would look at that table and say to themselves, "yeah, that makes sense...", and they'd be both right and wrong. It makes sense that an edit that you are working on who is supposed to have brutal kicks would have an 8 in kicks, but what effect does that have on the match if most of his moves involve kicks? It will shorten the match no doubt, as the damage caused by the edits kicks will be very high. Does that fit your edit, are they supposed to squash people with their kicks? If you said no, then obviously that stat will need to come down, even if it makes sense in an "outside the fire pro engine" kind of way.
A good example of this was Z-Train from the FPCPP. He had a high punch parameter, I think it was a 7, because he was an elbow throwin' beast. It was discovered however, that the combination of having a lot of elbows in his moveset and having his elbows doing relatively high damage made him just plow through opponents, so he took them down a bit, to about 3, and his matches are much better for the change. So when you're looking at your parameters you should not only look at them from a gimmick/common sense standpoint, but also a "how will this actually work in the game" standpoint. The first one is easy to figure out and should be the starting point for your edit, the second will take a few test matches to get right.
The same idea works for defensive parameters, if they are too high your edit will fight all night. Does 20+ minute matches fit your edit, or your promotion? If you said no, and your edit is still putting on 20+ minute matches every time you may need to lower them a bit. Say you have some rookies that are still in training, and you feel they should be putting on matches that average somewhere between 7-12 minutes, but they are having 15-22 minute long matches. Instead of keeping their stats at the levels that they should be from a common sense standpoint, you will have to lower them to better fit your vision for them within the Fire Pro engine.
BALANCE IS KEY! Once you get your basic parameters set up, move on to your moveset. Once you have a moveset finalized, scroll back through all your moves, looking to see which parameters they use to determine how much damage they do, and scale your parameters up or down as required. If your moveset is filled with moves that use parameters you've set at high values, you might need to scale them back to avoid squashes. Pay extra attention to the moves you've set as your Finisher and Specials. These moves get an automatic damage boost anyways, so if you've set it up so your F and S moves all use parameters that you've set to 8 or 9, your edit will destroy people. Unless your edit is intended to be a godlike wrestler, you probably shouldn't have any parameters (offensive or defensive) set to 9 or 10.
As with Skills, make sure to mix some weaknesses into both your Offensive and Defensive Parameters. Monster edits who are good at everything are no fun. Don't be afraid to mix some 2s and 3s in there. For example, your 7 foot tall Giant edit should have pretty weak defense against joint locks and will have garbage offense for Agility, and your small but quick junior edit should be weak against Power moves. You get the idea.
One common hangup that a lot of new edit makers have, when working with parameters especially, is that they get fixated on the edit point total. While it's usually a good idea to not inflate the total more than you need to, it's a better idea to forget about it entirely when assigning and tweaking your points until you have your edit putting on matches that pretty much fit your idea for them. At that point you can fine tune and cut back some of the fat, or bulk up some of the minor weak points and round out that total and your edit in general.
Fire Pro is a great wrestling match simulator, but it needs your numbers help it to figure out what kind of matches you want your edit to put on. If you keep in mind the general length of match that your edit should have, and a general idea about what sort of moves he will be using often, you should have no problem going from the general starting numbers in the table up there, to numbers that also fit your vision within the confines of the game. Remember: the goal is not to have edits that win every match...you want to have an edit that is well balanced and can put on a fun, believable match against a variety of opponents.
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5.0 - Moveset Selection
It's important to pay attention when choosing your moveset, as a poor moveset can make even the best logic settings seem broken. Once again, your edit's personality is the key to choosing a good moveset. Think about the types of moves you would expect someone like him to be doing, think about similar moves that would fit in with those moves, then think about moves that would fill out that set of moves logically. If your moveset is too full of weak or big moves your edit will either be boring to watch as it will seem like he never builds from his weak moves to anything major, or boring to watch because all he does is big moves so they mean nothing.
I find the best way to choose a moveset is to have a good idea before you start what you want to have as your 4 Signature moves and 1 Finishing move. Use those as a starting point and work backwards. Pick other moves that damage the same body part, or have similar set ups. Always refer back to the personality you set out for your edit in the first place and pick things that make sense for him. If he's a power guy, use lots of slams and forearm blows, and avoid big dives. If he's a deathmatch guy, be sure to work in some weapons spots and avoid the technical submissions and pins. Stuff like that. Think about the natural flow of a wrestling match, and how basic moves early on lead into the more damaging moves you see late in a match.
Also, dont forget to assign your voice samples to some moves. You want your edit's personality to come across, and voice samples are a great way to do it. However, you want to do it in moderation....there's nothing more obnoxious than watching a sim of an edit who screams out while performing 80% of their moves.
5.1 - Pacing a Match Using Your Moveset
A. Small Damage - Early Match) It can be hard to get the right match pacing and a lot of the time this can be attributed to not choosing your small damage moves in a way that promotes a longer match. I generally try to choose a standing punch/chop/elbow at this damage and try very hard to avoid using things like the middle kicks as they seem like a little to much for opening match moves. Most wrestlers are probably going to have a generic punch or chop. Body slams and snapmares, hip tosses, moves like this work very well for early match. It's also a good idea to have at least two moves in your front grapples that DO NOT leave the opponent on the mat. Again, a punch and a chop or elbow work wonders here and can easily chain into a series later in the match. It's ok for wrestlers not to have a ton of diversity in the opening moments of a match, as they should be doing basic moves.
B. Medium Damage - Mid Match) To me it seems like this is the shortest portion of the match in a fire-pro game. Basically you should choose moves in this section to build up to your late match moves. If you use a Doctor bomb later in the match, why not use a gutwrench suplex mid-match? The same logic can be applied to any moves that have similar set-ups. You should also avoid the high kicks in the standing strikes, again, they just look too brutal for mid match. Same thing with the Tombstone, and reverse tombstone in your front grapples, we all know the tombstone is a match ending move, so why stick it in a mid-match moveslot?
C. Large Damage / Near Death - Late Match) This is the time to be busting out the big guns, but in moderation. Your edit doesn't need 5 finisher level moves in his "Big" grapple moveset. Don't be afraid to go back and use some moves from the medium damage set, as after the match wears on they will have the advantage of causing your opponent to get up groggy if placed in a "Big" move slot, I like to use some of the mid level strike combos with this effect. Also, don't avoid the flash pins if your wrestler is the type that would use them. We all like to see our edits win with their finisher, but a flash pin can be just as exciting.
5.2 - Signature and Finishing Moves
Remember that your signature moves add 1 point to the primary parameter it uses to determine damage, and your finishing move adds two points. Knowing this it becomes more reasonable to pick a signature move that isn't a high damage move as it'll make that move more potent when your edit does it compared to other edits. If your edit is supposed to be a brutal chopper, then stick a Signature on a low damage chop, not only will the arena crowd have more of a reaction to it, it'll be more effective as well. On top of the in game effects, it means that you've filled up a signature move slot with something that actually works with your edit. I've noticed that a common mistake is to pick 4 big moves for your signatures, and a couple of them should be big moves, but not all of them. I usually try to have 1 low, 1-2 medium, and then 1-2 big moves set as signatures, with at least one of the big moves ending in a pin.
Your finisher (or Critical move) should make sense in your moveset. It should be logically built to, and shouldn't be a random move that going to leave viewers or players with the feeling that it came from nowhere (I'm not talking DDP Diamond Cutter style coming from nowhere either). Let's say your edit is a jr. who works a technical style with some basic high-flying thrown in. That edit shouldn't be finishing with crazy flippy jr. moves, sure he's a jr. but he's not that type of wrestler. Even if you're a jr. if you wrestled 85% of the match with ground holds and suplexes, why would you go to the top rope to finish with a phoenix splash? Basic high flying moves, sure, a moonsault or high cross body, awesome, but that jr. should not be busting out Cancun Tornados to end matches. The same goes for power guys. If you spent your entire match hossing it up, why is your finisher the Triangle Lancer? If you can think of a reason this situation works then by all means go with it, but if you just think the move looks cool then save it for another guy who might fit it better.
5.3 - Affinity
I'm going to say this as bluntly as possible, you are not putting together a good moveset if you're choosing all 'A' affinity moves. Think of 'C' as a middle ground. A lot of your moves should fall there. Having 'A' affinity moves if fine if they work with the edit your trying to create, but picking them based on the affinity isn't going to do anyone any good. I also want to make it clear that affinity has NOTHING TO DO WITH ANYTHING OTHER THAN THE AMOUNT OF BREATH CONSUMED WHEN EXECUTING A MOVE. That's right, it doesn't effect the amount of damage or anything like that (this is determined by paramaters), so don't sweat it. Choose moves that are logical and for the most part ignore the affinity. When you're done creating your moveset, scroll back through and look at the affinities for the moves you've chosen. If it's all A's and B's, you might need to pick some different moves, or if you're dead set on the moveset you've got, go back and change your Fight Style to something which will make some of those moves into C and D affinity. If your guy has mostly A's and B's and you don't want to adjust the fight style, you should at the very least drop the edit's Breathing skill. Otherwise he'll never get tired, which isn't realistic.
5.4 - MMA In Your Moveset
Alright, more bluntness here: unless your wrestler has training in MMA, your wrestler shouldn't have MMA mounts in his moveset. It's not sensible, unless you have a background for it. Most wrestlers have a horrible defense against MMA style moves, and this not only gives you a huge advantage against them, it usually messes up the match pacing. Avoid this unless it can be explained somehow, and even then keep it to a minimum. If you're unsure which moves lead to the MMA Mount positions, check in the move previews.
I personally have no use for the MMA mounts at all on Pro Wrestling style edits and avoid using them entirely. If you're interested in creating MMA edits or MMA/wrestling hybrid edits, using these mounts is acceptable, but be aware that it opens up a whole new can of worms in terms of logic. This type of edit should really only be attempted by experienced edit makers who are already very familiar with Fire Pro's logic system.
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6.0 - Logic
CPU Logic is really the main way you're going to get your edit to perform how you want in the ring. There is a lot of content to this chapter, so it's been broken down into a few sub headings.
6.1 - The Percentages, section by section
First off, I should say that the numbers I use in this section are suggestions only, and are open for debate/discussion. There's no reason you can't make a really good edit that doesn't conform to these numbers, but as a general guideline, they should get you pretty close to where you want to be. The left most column is the frequency that your edit will perform his moves when the opponent has taken a Small amount of Damage. The middle column (where there is one) represents Medium Damage, and the far right column is the opponent at L Damage or "Near Death". IMPORTANT: For some reason some of the move categories in FPW refer to the middle column as "Large" damage and the far right column as "Critical" Damage....but for the purposes of this guide I will always refer to the three columns from left to right as small, medium and large damage.
Ideally, when you selected your moveset, you already had an idea of which moves you wanted to use early in a match vs late in a match. It goes back to the personality of your edit and the way a match should flow. If he uses a Leg lock finisher, he better do lots of moves that damage the legs early, or he won't be able to make the opponent tap later in the match. If he's a strong guy with a Powerbomb finish, he should be working slams and stomps to the back early, building up to a big backbreaker or something. It's stuff that seems like common sense when you think about it, but it's easy to lose track of things navigating around all these Fire Pro menus. Don't forget about match flow, it's a key element in a good sim. Don't be afraid to set some weaker moves to 0% at L Damage and stronger moves at 0% for S Damage.
Before I get into the breakdown of each type of move, let me share an important tip that I think ALL edit makers need to understand (and the best ones already do). If you remember nothing else from this guide, PLEASE REMEMBER THIS: ANY move that ends in a pin or submission that is set to anything to anything OTHER than 0% at L Damage is a potential MATCH ENDING MOVE. If you don't want to see your edits matches ending with weak submission holds or random pins, set them to 0% at L Damage. It amazes me how many people I still see making this mistake consistently, and then wondering why their edit won by pinfall after a basic move instead of their cool Finisher.
Just because most of the front grapple submission moves are considered Strong grapples, doesn't mean you can't have an edit working submission holds earlier in the match to wear an opponent down, but NOT use them late when they might actually get a submission. The same applies for pins, you want to have some pin attempts early in a match, even when you know the opponent will kick out (near falls make an exciting match), but if you have a random ground pin at 10% at near death, you will see some anticlimactic finishes with a pin after a body slam. The majority of your late match pin attempts should ideally be handled by Priorities (see Section 6.4), and not left to random chance.
When I make an edit, I usually try to have there be about 3-5 ways they can end a match MAXIMUM: their finisher, a couple of their specials, a random rollup or some type of impact pin (like a strong grapple with a pin as part of the animation), and a submission or a top rope move (depending on the edit's personality, of course). Then I use other moves early to set those up, but I won't use any other pinning or submission moves at L Damage. Obviously, you can change that formula up, depending on the personality of your edit and what sorts of finishes you want to have. Some guys might have a few different submission holds to end a match, or multiple roll up variations. But if your edit routinely finishes matches in the same few ways, people are much more likely to get into your edits character, and pop for his big moves, knowing the end might be near. If you have 10 different moves that could potentially end a match, no one will be able to remember them all, and then no one will get excited when your edit hits one of them.
Ok, no more beating around the bush. Let's get into this. Roll up your sleeves and take a deep breath.
"Stand Back (Stall)"
This section is pretty self explanatory, but think about Distance and Circling the opponent in terms of your character. Does he shoot in for the kill early, and hang back late, looking to pick his spot on a weakened foe? Or does he feel the opponent out early? When choosing points for your strikes, remember that missing a lot of strikes will wear down your edits Breath quickly. If you set all your strike moves to 20% at S Damage, you will see a LOT of missed strikes and edits getting tired very fast.
Basic punches and kicks should be around 5-15%, depending on how often you want to see them attempted. I generally set the strongest strikes to very low, between 0-2%. The bigger strikes are usually trickier to connect, so they will miss a lot. You're much better off to have your edit go for these strikes when the opponent is standing stunned. See the section "Opp. Dazed" below.
"Initiate Grapple"
This is the biggest logic section, and one of the most important, since the majority of moves in a match are usually front grapples. When you're setting the points in this section, keep your edit's personality in mind, thinking about which moves they would do more often to set up their late match signatures and finisher.
For your Weak Grapples, set them pretty high for S Damage, like 12-20% or higher if there's a move you really want to see a bunch of early. Don't be afraid to leave plenty of points in these moves for both M and L Damage, I like 3-6% for some, although for some moves, it's ok to use 0% at L Damage (stuff like snapmares that rarely happen after the opening minutes of real matches). It's not uncommon to see weaker moves like body slams and punches late in a real match, and it helps prevent seeing your few "big" moves repeatedly.
For Medium Grapples, don't be shy about putting a few points in these for S Damage. You might get reversed, but that adds to the match, and sometimes you will get lucky and hit a bigger move early for some impact. I generally put these moves at 8-15% for M Damage, and then 5-8% at L Damage. Again, seeing some of these weaker moves late in the match prevents big move spamming and can help make a match last longer.
Strong Grapples need a little more consideration. Submission moves should have the points in S and M Damage, with 0% at L Damage, unless you want the submission to be a potential match ender. Same with any of the rollup pinning moves. Also, set a few of your bigger moves to 1-3% at M damage for some early teases at the move, which are likely to get reversed. Only in very rare cases should a (non flash pin or sub) Big move have any points in S Damage.
As a general guideline, moves set at 1-3% for L Damage are really rare, like once every couple of matches, if that. 4-6% is a little more common, you'll probably see the move once in a match. Setting a move to 7-9% will make it fairly common, they will bust it out a few times in most matches. You CAN set grapples to over 10% at L Damage with a good reason, but generally it results in move spammage, which isn't fun to watch. If your finisher is a Front grapple, you should set it somewhere between 3-8% depending on how often you want to see it used.
Irish Whip is another personal preference thing, but I find that for Heavyweights, 20-30% is a good range, and 30-40% for Juniors. You usually see more Irish whipping early in a match, but if your edit likes to use the Corner Grapples, or Opponent Irish Whipped moves, you should keep it set higher late as well. As for the 3D Grapple/Front Headlock, there are two schools of thought. Some people like to have the front headlock set to 0% at L Damage, and ground pins set to very low. This allows for the occasional "out of nowhere" random pin, but you shouldn't ever see the front headlock -> Elbow -> Pin ending to a match. Others (myself included) like to set all ground pins to 0% at L Damage (and use Priorities), and leave some points in the front headlock in L Damage since it can be useful for getting an opponent back to the center of the ring, and can also help out with ring positioning in tag team matches.
Either method works fine, but just remember if you have any points in front headlock (at L Damage), make sure all your ground pins/non-match ending submissions are at 0% for L Damage.
"Circle Opponent"
Back Grapples don't happen as often as Front grapples, so you want to set things a little higher here. Keep in mind again the weaker strikes are better suited to earlier in the match, and the big backdrops and suplexes tend to happen later on. Also, don't be shy about putting points into Irish Whip here, expecially for Juniors. Always keep the idea of match flow in your mind and try to create a distinct separation between early match vs late match moves. As for numbers, 5% is pretty rare for a back grapple. 10-15% is a little more common, with around 20-25% meaning you'll probably see that move a couple of times a match. Once you start getting up over 30-35%, you're getting into territory where you'll see that move quite a lot (which might be what you're going for, it all depends on personality of your edit). If your finisher is a back grapple, I find 20-30% is a good range.
"Irish Whip"
The same general number suggestions for Back Grapple work here as well. Again, don't forget to have some contrast between your early moves vs late moves. If you want to see your edit do these moves more often, increase your percentage for Irish Whip in the front grapple section.
Also, depending on your fight style, this section may allow your edit to do a duck/slide or leapfrog move with the R1 trigger. Don't forget to put some points here, but if your Fight Style leaves the R1 move blank, make sure you set it to 0%.
"Opp. Against Corner"
A common mistake made by budding edit makers is giving their edits 3 HUGE corner grapples. It's tempting, because you only have 3 slots for corner grapples and there's a ton of cool moves in there, but you should try and have only one or two "big" corner grapples, and one or two weaker striking attacks. That way you can set up the striking attacks to be more common early, and save your big corner moves for late in the match. Really, you shouldn't be breaking out that Huracanrana to the Outside or a Burning Hammer in the first few minutes of a match. The running to the corner strike is a matter of personal preference, I generally keep them set kinda low, around 15-35%, but it's up to you. If your edits finisher is a corner grapple, 10-15% is low enough for something considered "rare", but if it's supposed to be your main finisher, you probably want to set it closer to 35 or 40% (depending on how much Irish Whipping he does).
"Opp. Down Near Corner"
All your top rope moves are here, but make sure you only put points into moves that you actually do to a downed opponent...if you aren't sure, double check the move previews. Your edit probably has 2 top rope moves to a downed opponent, so one should be weaker and used more early and one should be stronger and used more late. You don't want to see attempts at a Firebird Splash in the 3rd minute. A good percentage for a top rope finisher is somewhere between 25-40%. Unless your edit is a crazy highflyer, he should have Don't Ascend set at 60% or higher, and the rest of the points spread around as you like. Also, if you want to use the Run Up Turnbuckle move, you need to have your Ascent Style set to "Run" in the Skills section. If your edit doesn't do this type of move, make sure you set it to 0%. If your edit is a giant or an MMA fighter with Ascent Style "Disable", then Don't Ascend should be at 100% here.
"Opp. Down Near Center"
Only two moves in this section, your running attack to a downed opponent, and the corner to center move, if you have one (not every edit should have one). I usually set the running attack fairly low, 15% or lower, unless it's a lucha type guy with a running senton or something. If the Running attack is your finisher, 15-25% is plenty, any higher and it tends to get spammed. Corner to center moves are a different story. These tend not to happen too frequently since the setup for them can be somewhat elaborate. You need to hit the opponent in the right spot with the right type of move to set it up, so setting the C2C move at 50% or higher is actually fairly reasonable. The opportunity for it might only arise once or twice in a match, so you want your edit to take most of those opportunities. It's not uncommon for edits to have the C2C move set at 100%. Like any other setting, experiment, and if you see the move happening too often, scale it back a bit.
"Opp. Down - Face Up and Opp. Down - Face Down"
Pick Up and Roll over are exactly what they say. Consider your edit's personality here. Most edits will work some ground moves early, but transition to more "picking up" late in the match. Straight brawlers might just pick the opponent up all the time to administer more beatings. An MMA style edit should be more likely to use a ground move instead of dragging the opponent back to his feet at any time in the match. Roll over is useful if you have mostly moves that end with your opponent face up, but you want to have a face down Finisher or special (or vice versa). Setting points in Roll over will give your edit the opportunity to use the face down moves instead. Personally, I find the Roll Over kind of pointless and usually just set it to 0%.
As for the moves you selected, remember to put some pin attempts early in the match for near falls, 5-15% is good for S and M Damage...but at L damage, pins should be set to very low or 0%. If your finisher is a limb submission, make sure to put lots of points in the S and M Damage sections for set up moves that damage the appropriate limb, but be sensible about the moves you pick as your wear down moves. For example, if you want to win matches with a basic Figure 4, it's kinda of silly to use even more elaborate leg submissions as wear down moves. Stick to simple joint locks and stomps.
Speaking of stomps...Don't forget stomps. Practically EVERY wrestler stomps an opponent on the ground. Don't be shy about setting these really high, like 25-40%. Most of my edits have Pick Up at 5-45% for S and M Damage, and the rest of the points in ground attacks. You can still have ground attacks at L Damage if it fits your character, but most wrestlers will want to have pick up set to 80% or higher at L Damage. This allows you to attempt your bigger Front and Back Grapples more often late in the match.
If your finisher is a ground submission move, it's probably best if you set it to 0% for S and M Damage. You should use other moves to build to your finisher, it's no fun seeing a guy break your finishing hold 15 times before it makes him tap. I usually set ground finishers to 0-5%, and use a Priority to set up the majority of it's use. But if you'd rather not use a priority and see it more randomly, 10-15% is a decent range.
"Opp. Dazed Near Corner"
These are all your top rope moves again. Make sure you don't put any points into moves that you'd do to a downed opponent here. The same percentages as the "Down Near Corner" section apply here. Again, the Run Up Turnbuckle move requires the Run Ascent Style. The slingshot from apron move to inside the ring is also in this section. Not every edit should have one.
"Opp. Dazed Near Center"
When you Pick Up your opponent from a big move, they are often dazed, swaying back and forth. These are moves your edit will do after bouncing off the ropes and running at a dazed opponent. They are the same moves that you'd do running to an Irish Whipped opponent, and the same percentage guidelines apply in this section. If your edit does the Don't Run action, he will then take an action from the following section.
"Opp. Dazed"
Front Grapple is a Normal Attack, and your edit will just do a normal front grapple as if the opponent was not dazed. You might as well set this fairly low, unless there is a good character reason for your edit to not be likely to grapple from behind. 0-40% is good.
Back Grapple is the chance of him circling around the dazed opponent to attempt a back grapple. This is your opportunity to do the bigger back grapples which often get reversed when the opponent is not dazed. 40-60% here is a good range, and you could go even higher if you have a back grapple finisher or specials.
The other 3 moves are your 3 biggest strike moves from the first section. Again, have some variety between early vs late match strikes, and use common sense; you should only use that big spinning elbow shot late. 0-20% is a good range for these strikes, any higher and you run the risk of seeing your edit pick the opponent up and punch him down, pick him up and punch him down, repeat. You don't want that. If your finishing move is a Strike move, 15-30% here in L Damage is a decent range to set it at (and 0% in the "Stand Back" Section at the beginning).
"Guard Position, Mount Position and Back Mount Position"
These 3 sections are for the MMA Mount positions. Since this is intended as a basic guide, I'm going to skip over these for now. As previously stated, making a serious MMA edit that uses these mounts is complicated with a lot of extra things to consider, so they are really better attempted by someone who is already familiar with the ins and outs of the edit/logic system. If you are just starting out making original edits, stick with more basic Pro Wrestling type edits until you are comfortable with things. Just know that as long as none of your edits use Pin Down or Mount moves, the settings here won't matter, you can leave them at the defaults.
"Ukemi"
Ukemi is complicated and will be discussed separately in its own section. See 6.3 below.
"Opp. At Back"
Only two moves, here, and no way to distinguish between early vs late match, so you need to be conservative. If you have the rolling pinfall reversal set to 50%, you are going to see it end a LOT of matches. In general, I try to set reversals that end in a pin or submission to 20% or less, but for other moves, it's just a personal preference thing, and what makes sense for your edit.
"Opp. Outside Ring"
This is the logic that controls your actions when the opponent is tossed out of the ring. "Do Nothing" is the chance of your edit just remaining in the ring and waiting for the opponent to return. This should be set pretty low for everyone except uber babyfaces and MMA type guys. In most pro wrestling matches, action spills to the outside, and guys don't just wait in the ring for the opponent to get back in. I don't very often have this over 10%. "Leave Ring" is the chance of your edit following the opponent outside of the ring to continue to fight. Unless your edit is a highflyer with some risky acrobatic manouevers, the remainder of your points should go here. The rest of the moves are your flip dives and top rope moves. Not all edits should have these moves, but the ones who do should set them pretty high. You want to see these guys fly as often as possible. The spread of the points is really up to you and which moves you want your edit to attempt more. Note that you can do both your "opponent standing" and "opponent down" top rope moves to the outside, and they look very cool.
And that's move logic, folks. Like I said at the start, the numbers I've used here are mostly just suggestions. The key to getting your edit to perform how you want is experimentation. Sim lots of matches and keep track of the little things you don't like, and make fine ajdustments until you're happy.
6.2 - Performance
This section is fun. Performance moves are your taunts. You can set up to 4 taunts, and choose how often they are performed based on the condition of your opponent.
The first column is when your opponent is standing Dazed. The second is for the opponent down on the mat, then for the opponent outside the ring, and the last column is for when your edit is on the top rope. For each situation, think about how the move will look in the ring. For example, the fake lunge looks cool against an opponent who is standing dazed, but is much less intimidating if performed with the opponent outside the ring. Also, you probably don't want to try to do the cartwheel taunt when you're standing on the top turnbuckle. Check out your taunts in the moveset preview and use settings that make sense.
For each of the first three columns, I usually have None (meaning no taunt) set to 70-85% depending on the personality of the edit. You can spread out the points you use across all your taunts, or just use one taunt in each situation, it's up to you. But setting taunts to over 30% total for any given situation usually means you see them way too often, which makes them less cool.
The exception to this is the top rope column. Nothing looks more sweet than a taunt from the top before you nail a big highflying move. If I have a taunt I want an edit to use from the top rope, I set it to 50% or higher. For some reason, you still don't see it that often. I've tried setting top rope taunts at 100%, and they will still only do them sometimes.
The last taunt (Performance 4) is also the move that your edit will perform when he wins a match, so make sure whatever you pick in this slot also works a victory/celebration animation. Also, you can use the voice samples on Taunts as well, which can add a lot of character to your edit. I usually try to have at least one taunt with a voice sample per edit. It's worth picking one of your two voice samples just to go with a taunt.
6.3 - Ukemi
* It should be noted that unlike the other logic settings, Ukemi is based on self damage.
So, you've gotten this far into the logic section of your new edit, congratulations! Ukemi deals with your edits ability to work with your opponent. A wrestler with high ukemi will allow his opponent to execute moves without trying to counter. Some of you might be asking yourself, "why would I want my guy to just take moves without trying to counter?"
The answer two fold, first it generally makes your edits matches better by adding a big move or two to the opening, and it helps build suspense and allows edit makers to simulate a beatdown followed by a mid or late match comeback. The second reason is less obvious, but really cool as well, the more your wrestler uses Ukemi, the more a hidden gauge builds up. When your wrestler is almost defeated he regains some health based on how full your ukemi gauge is, and gets a damage bonus for a certain amount of time. So if your edit uses a lot of Ukemi, he may have a superman like comeback at the end of the match.
The defaults are set up so that just about every default wrestler has 60% points spread out through the 3 damage categories, and this is a pretty good rule of thumb for created edits. 20/25/15 is by far the most common setting, and most edits will be fine if you leave it at that. But if you want, you can experiment with setting your Ukemi to 20/20/20 or 15/35/10 or some other combination, but as long as the three numbers add up to 60, you should be ok.
Now, knowing that an edit utilizing ukemi will not attempt to counter his opponents moves, might lead you to believe that setting his ukemi to 100% will cause him to be a jobber, but this is false. An edit with a 100% setting will take a beating sure, but he will also have an inhuman amount of spirit due to the ukemi spirit and damage boost, making him last for far longer than you planned for. Similarly making an edit with zero Ukemi will make an edit that just quits later in the match as his spirit will hit 0 and he will not receive the boost from his hidden ukemi damage gauge as it will always be empty.
This information should help you to set your edit ukemi in the general area it needs to be, but just like every other logic setting, the only way to get it perfect is to sim matches and fine tune it.
6.4 - Priorities
A Priority is a way to link one move in your moveset (Priority Attack), to a second move (Follow Up attack). Fire Pro Wrestling World allows you to set up to 12 Priority moves, with much greater freedom than in the previous game in the series. In the past, the Follow Up Attack had to be a ground move, but now you can set it to be a taunt, a ground move or pin, a diving move, or a running attack. The Priority Attack move can be just about any move in your moveset, as long as it logically sets up your selected Follow Up.
However there are still exceptions: there are two types of moves that cannot be used as a Priority Attack.
1) Any move that ends in a pin. Several big grapple moves have an automatic pin as part of the move animation. Once the opponent kicks out of the move they usually stand up quickly, and the chance to perform a Follow Up Attack is gone. If the opponent doesn't kick out of the pin, then the Follow Up is moot. (Note: There is one slight exception to this: top rope moves. Some of the top rope moves end in an auto pin, but if your edit performs these moves to an opponent who is lying face down, there is no auto pin. So you could choose a top rope move that normally pins as your Priority Attack, with a pinning move as the Follow Up, to ensure your edit goes for the pin whether the opponent is face up or face down when he hits the top rope move.)
2) Any move that ends in a submission. Same as with a pinning move, once a submission hold is broken there is never a chance for a follow up move. Really, Submission moves are much better as Follow Ups than as Priority Attacks.
The most common type of Priority is used to make your edit go for a pin following one of his big moves. For example, if your edit's main finisher is a Jumping Piledriver, you select Jumping Piledriver under Priority Attack, and then select Standing at head (pin) as your Follow Up attack. Set him to attempt this pin at 100%/100% and that means every time he does the Jumping piledriver he will immediately go for the pin right after.
Another common Priority is a submission move. Say your edit has a Sharpshooter as his finisher, and you've got the move in your moveset in the Opp Down - Face up section in the Legs (Big) slot. Check the move previews of your other moves and choose a trigger move that ends with him lying face up with you by his feet. A good example for this would be the Dragon Screw Leg Whip. You select the leg whip as the Priority Attack, and pick Standing at Feet (Big) as your Follow Up attack. But you want to be able to leg whip throughout the match without trying for your finish every time, so you set the percentages to something like 0%/60%. This means when he does the leg whip to the opponent in S Damage, he will never bother with the submission attempt, but if he does the leg whip when the opponent is at L Damage, he will follow it up 60% of the time with the Sharpshooter.
The freedom afforded edit creators by the new changes to the Priority system cannot be understated. In addition to making simple two move combos like the examples above, you can create chains of Priorities with some pretty amazing effects. The most simple example of these chains is what I refer to as "Cascade Priorities" where you pick the same Priority attack for two slots, but choose two different Follow Up attacks. Here's an example:
0%/40% Powerbomb Whip - Performance 1
0%/100% Powerbomb Whip - Standing at Feet (Pin)
The game actually reads your priorities in order, so an edit with this Cascade Priority will go for his Taunt 40% of the time when he hits his powerbomb late in a match...but if he DOESN'T go for the taunt (ie 60% of the time), the game will read the next line of the Priority and go for the pin 100% of the time.
Here's another example of a slightly more complicated Priority Chain:
0%/50% Short Elbow B - Running (Big)
0%/100% Striking Lariat - Jump onto Post (Big)
0%/100% Diving Lariat - Standing at Head (Pin)
In this example, the Short Elbow B is a standard Front Grapple that leaves the opponent dazed, the Striking Lariat is the Running (Big) move, and the Diving Lariat is the Jump to Post (Big) move. Early in the match, the Short Elbow B will not trigger the priority, but late in the match, 50% of the time after the Short Elbow B, the edit will bounce off the ropes and nail his Striking Lariat, and then immediately climb the turnbuckle, and perform a Diving Lariat when the opponent gets to his feet, and then finally follow it up with a pin. Using this method, you can create cool combos of two, three or even more moves to set up some awesome match finishes.
For more information on advanced use of Priorities, I recommend you check out Soak314's Critical Club Topic here: criticalclub.com/thread/155/soaks-spot-construction
Also check out this useful thread: criticalclub.com/thread/269/favorite-uses-priority-combos
You can experiment with different Priority Attacks and Follow Ups to see what results you get. Not all combinations quite work out the way you envision, and sometimes you'll see some combo happen randomly and want to reproduce it. Experimenting is key to getting the most out of Priorities. One thing I should mention is that Priority logic does not apply outside the ring. Your edit might do his Priority Attack move, but the Follow Up won't happen, which is just as well if your Follow Up is a pin or submission.
One other thing that is important to mention. Setting a move as a Priority Attack has NO influence on how often you will see that move. That is still handled by the regular move CPU Logic. If you want to see your Priority combo more often, set up the logic to do the Priority Attack move more frequently.
6.5 - Personality Settings
Jason Blackhart dug into the game code of Fire Pro Returns to glean the following info, which is apparently the same for Fire Pro Wrestling World.
Showmanship - This determines how often the edit will attempt to Irish Whip his opponent into the turnbuckle or out of the ring. 100% means he will always try to whip his opponent into the turnbuckle or out of the ring but he still needs to be in the right position, an Irish Whip into the turnbuckle can only be done into the left or right turnbuckles so if he isn't lined up with them properly he will do a whip into the ropes instead. How often he attempts to Whip is determined by the Front Grapple logic setting for Irish Whips. If your edit has a corner grapple as their Finisher or Signature move, make sure his Showmanship is high.
Discretion - This determines how often the edit will stop to rest/breathe. 100% means he will stop to breathe at every opportunity while 0% means he will keep on slamming and pounding until he becomes too out of breath to move. This is a big deal. You don't want your edit to run out of breath if you can avoid it.
Flexibility - This is how often an edit will attempt to Irish Whip an opponent who has an MMA fighting style (opponents using the Fighter, Shooter or Grappler Fight Style will simply stop running at the ropes if your edit attempts to Irish Whip them). An edit with 100% Flex will always use a front headlock instead of an Irish Whip against an opponent who has an MMA style, but only if his logic is set to use the Irish Whip. An edit with 0% Flex will still attempt Irish Whips as per your logic setting.
Thanks to Jason for sharing this info.
Cooperation - Cooperation is how willing your edit is to work with others in tag matches. Things like attempting double team moves, helping your partner when he is getting double teamed, breaking up pins, etc. "Loner" types should have very low scores, and anyone who is not part of a regular tag team should have Cooperation set to 50% or lower. Regular tag team competitors should be in the 80-100% range
Outside Return Count - This is how fast your edit will return to the ring during the ref's 20 count. Heels should be more likely to stay outside the ring to administer a beating (or avoid the face) for longer, and Faces will generally return to the ring quicker (but certainly not always). I find that setting this at around 40% will make them start trying to get back into the ring when the count reaches around 13. If you want them to battle outside past that point, set it lower, though you run the risk of losing by countout. Setting it higher will result in them getting back in the ring much quicker.
Touchwork - This is the frequency your edit will tag in a multi man match. Does he like to stay in for a long time and work the opponent, or make quick tags and keep fresh? The more points you put into Touchwork, the more likely he is to make quick tags.
Weapon Usage - This is the frequency your edit will go for a weapon under the apron when he is outside the ring, and also the likelihood of picking up a weapon on the canvas during any match with DQ turned off. While it might be tempting to give a hardcore brawling edit a really high percentage here, I find that anything over 10-12% and the constant grabbing of weapons from under the ring is a distraction. Unless you're using them in mostly Deathmatches, 10% is a good maximum for heels. Babyfaces should be less likely to use weapons (depending on personality), and possibly not at all.
Second Interference - This decides how often the edit will interfere in a match, but only when he acts as Manager or "Second". It will not influence your tag partner to interfere in a tag match. This setting only really matters if your edit is going to act as a manager/valet for someone else. If that's the case, set "interfere" to pretty high, like above 50% to get them involved in the matches a decent amount. Otherwise, this setting doesn't really matter.
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7.0 - Common mistakes to avoid
1) BFMS (aka Big Fucking Move Syndrome) - Everyone has a favorite edit that they want to kick ass and have all the coolest moves in the game. But giving any one edit like 10 finishing moves is ridiculous, especially if they are all the types of moves you would want to give to very different types of edits. Avoid this at all costs. If your guy uses a Tombstone Piledriver, that's cool...but he doesn't also need the Stone Cold Stunner, the Rainmaker, the Angel's Wings, a 630 Senton and the Crippler Crossface. That edit sucks.
2) Overfocused/Superpowered edits (aka "Panther" style syndrome)
Lots of guys think the Panther style is unfair/unbalanced. This is because people who pick the Panther Style usually give their edit high parameters in Kick and Agility and Tech. Then they have lots of kicking and highflying moves, which have A" affinity, plus they usually have a High breathing rate as well. THIS is when the Panther style is unfair, because the edit maker hasn't effectively balanced his strengths with weaknesses. This edit is all strengths. What this basically does is make it so the majority of moves that the edit does are REALLY damaging, but he NEVER runs out of breath/gets tired. So he squashes people, and it usually makes for lame sims.
There are several ways to address this:
1) Change the fight style
2) Lower the key parameters
3) Lower the breathing rate
4) Change the moveset to use much fewer "A" affinity moves
Or, you could use a combination of these things. If you want to use Panther style, make sure to mix in lots of C and D affinity moves into your moveset, and set your breathing rate to the medium one at most. Scale back the parameters a bit so the moves do a little less damage and matches will last longer.
Like everything else with edit making, balance is key. If you want to use a strong fight style like Panther, be aware that you will have to give your edit weaknesses in other key areas to balance him out. How you achieve that is up to you, and should follow logically from the personality you set out for your edit back at the beginning.
Note: this problem doesn't apply only to Panther Style. If for example your guy uses the Power Fight style, and you give him all Power moves, a 10 in Power offense and a high breathing rate, you will run into the exact same problem. Overfocus. Don't do it.
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8.0 - Credits and Thanks
LordVermin
Jason Blackhart
billwood
Dave The Fatman
LordMo
SkullTrauma