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Post by dnmt on Aug 31, 2018 21:14:36 GMT
Opp. Down Near Corner Don’t Ascend: 60% or higher Don’t Ascend (for high flyer): 50-60% Looks at some of the community.lol that's literally what is in the guide! What is wrong with it? I also opened comments on the Google Doc if people want to annotate.
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Post by Severla on Aug 31, 2018 21:20:41 GMT
Making a joke on some of the flippy edits that have 20% (down to even 0%) Don't Ascend :D
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Post by dnmt on Aug 31, 2018 21:21:35 GMT
Making a joke on some of the flippy edits that have 20% (down to even 0%) Don't Ascend :D Ugh that would drive me crazy. It's partly why I am working on just redoing everything in the base game at this point. I love SPIKE but don't trust them to get the logic 100% right in all cases.
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Post by TheDenizen on Sept 2, 2018 12:09:41 GMT
Standard wrestlers and juniors should have don't ascend at 60% or higher. Crazy highflyers can have don't ascend much lower, (yes, even as low as 20%), as long as most of the points are used on basic stuff like moonsaults or diving leg drops. You shouldn't have 80% on your Firebird Splash type moves.
the other really important bit from the guide you need to remember is "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". They are just a guideline to help people get in the right general ballpark for semi-realistic pro wrestling edits. If you want to see matches with super hero flippy maniacs (which is 100% ok if that's what you want), you'll need to ignore a bunch of the numbers I give :P
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Post by Zealot on Sept 2, 2018 13:43:57 GMT
Yeah, that has to be the thing about high flyers that drives me nuts more than anything. If your dive is a finisher level type move, it shouldn't happen more than like 1-2 times in a match. In my opinion, it just devalues the match for me if I see someone do a 630 like 5 times. Takes all the power out of the move.
I usually set my big dives at like 10-20% by themselves and I usually get 1 maybe 2 of those. Otherwise, I link my big dives with a set up move to taunt to top rope priority.
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Post by turrible666 on Sept 2, 2018 13:53:53 GMT
Opp. Down Near Corner Don’t Ascend: 60% or higher Don’t Ascend (for high flyer): 50-60% Looks at some of the community.
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Post by soak314 on Sept 3, 2018 19:46:35 GMT
Reminder that the dive state logic is the % the edit will go for the dive given the opportunity.
If the logic+moveset makes it so that opportunity does not exist, that 100% dive won't mean anything.
100% dive only means the edit will dive 100% of the time if you set up properly within the range of the move. It doesn't automatically mean 'edit will spam dive'. Some dives i.e. the 450 probably need to work off 100% or hard prios because they have such a low range to work with.
Some dives like the mutasault can still happen multiple times a match if left at even 10% because the mutasault can hit any point in the ring.
A lot of dive logic in particular depends so much on setup move, fight style, dive range, and downtime that I can pretty safely say that 0% Do Not Ascend/100% do a dive is a perfectly valid setting for a properly set up edit.
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Post by turrible666 on Sept 3, 2018 20:53:00 GMT
I do tend to reflexively make all my flippy dudes at or near 100% dive, but I have noticed that the Mutasault is damn near unusable if you don't keep them from climbing at least some of the time. I wish they could separate it into two unbroken versions where a landing version had a normal range, and a 75-foot superhero version could crash and burn.
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Post by TheDenizen on Sept 3, 2018 22:32:18 GMT
soak is wise, heed his words
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Post by cultofnash on Sept 4, 2018 0:39:02 GMT
Can somebody elaborate on why cpu levels are important for simming? If guys fight at cpu 3 and then fight at cpu level 8, what would the difference be? I saw on another thread Carlzilla said he doesn’t swim with anything less than cpu 8. Thanks guys.
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Post by view619 on Sept 4, 2018 1:05:57 GMT
Lower levels mean that tie-ups take longer to resolve. Also, below a certain level the edits won't attempt to slide to the ropes. One of the reasons for simming at low levels in the older games was due to a bug with the Test of Strength contest, where competing wrestlers would constantly tie. Since that issue has been resolved, there's no reason to sim at lower levels unless you're avoiding the slide to ropes animation, and that isn't too bad at level 8.
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Post by soak314 on Sept 4, 2018 11:44:45 GMT
Lower levels mean that tie-ups take longer to resolve. Also, below a certain level the edits won't attempt to slide to the ropes. One of the reasons for simming at low levels in the older games was due to a bug with the Test of Strength contest, where competing wrestlers would constantly tie. Since that issue has been resolved, there's no reason to sim at lower levels unless you're avoiding the slide to ropes animation, and that isn't too bad at level 8. Subs take longer to break on lower simming settings, it's a pretty big deal! Level 4 is great for simming cuz you get hella cranks on all the sub attempts. Looks better, lets em do a bit more damage with subs, and pretty reliably gets you longer subs > tap on the endgame.
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Post by view619 on Sept 4, 2018 13:02:31 GMT
I guess it becomes a question of faster grapples or longer subs, then. Using the no lock up mod makes slow grapples unbearable as well.
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Post by Severla on Sept 4, 2018 16:38:04 GMT
Level 4 is great for simming cuz you get hella cranks on all the sub attempts. Looks better, lets em do a bit more damage with subs, and pretty reliably gets you longer subs > tap on the endgame. Soak, please go scream this from a mountain. We've pushed the 8 skill as good sim but then have had the underlying topic that subs are weak damage and it's because they last all of half a second at that difficulty.
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Post by soak314 on Sept 4, 2018 19:11:35 GMT
I guess it becomes a question of faster grapples or longer subs, then. Using the no lock up mod makes slow grapples unbearable as well. Grapples go at a speed juuuust fine on Level 4. That's why people settled on level 4 back then, it was the point at which grapples didn't take 2 seconds to resolve, and allowed for longer subs, and fixed the then issue of the constant ToS's.
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