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Post by Nathan (ง •̀_•́)ง on Jul 17, 2018 3:51:00 GMT
This was a go to thread for me so I feel like it should be revived. But feel free to ask simple questions that don't really require a whole thread, or just neat little tips and tricks you've found along the way.
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Post by DakkoN on Jul 17, 2018 4:42:50 GMT
Coloring the base color of a part the same color as what's covering it gets rid of those ugly part outlines that so many edits have. I usually set the base color to the '1' skin color and then color it if it covers the entire part.
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Post by Zealot on Jul 17, 2018 4:46:27 GMT
From Wonderland
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Post by Zealot on Jul 17, 2018 4:50:18 GMT
"Move Placement" from orochigeese
From maikeru
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Post by Zealot on Jul 17, 2018 4:53:06 GMT
Wondy on defensive parameters
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Post by Zealot on Jul 17, 2018 4:55:03 GMT
RECKLESS guides on Logic Tree-of-Woe I'm not sure if there is a specific stat that causes an edit to position their opponent this way to be honest, but when it does occur I'd like to take advantage. The strike you perform on the opponent in this position is always the "Standing (MED)" attack. Taking this into account, I always have some sort of kick in this slot so it looks like my edit is kicking their opponent in their stomach/chest/ribs. However, if your edit attacks the legs then having a punch/elbow in this slot would make it look like your edit is slugging at the legs/knee. Same with the arms and the "Low Kick" move. Doomsday Device This is a fairly rare occurrence (even more so if your edit has a low "Cooperation" rating), but like with the tree-of-woe position, I like to have this area covered for when it does come up. During a normal tag match, your edit's partner may set up the opponent for him/her to come crashing into them with a Doomsday Device attack. This doesn't have to be the "Diving Lariat" of course (but it could be!) as long as it's in the "Jump onto Post (BIG)" slot. And equally as important, make sure this move is an attack that doesn't force a unique sell from the opponent. So moves like the Moonsault Attack, Diving Body Attack, Blockbuster or Diving Huracanrana won't work. These moves have to be an attack that causes a generic knockdown state for the opponent, like the Diving Lariat, Missile Dropkick, Diving Shoulderblock even the Tope con Giro would work here. Like I said earlier, a Doomsday Device won't happen all the time but when it does it'll be a shame to miss out on a very cool and rare moment. Visual Representation I always found when talking about logic it's super helpful to get a visual on what's being talked about (One of the many reasons why Wonderland's Dojo is so great BTW). Before I go further I'd like to reiterate one of Wondy's main themes on this post. Like with anything regarding the edit making process, it's all primarily subjective. What works for me probably won't vibe with you. So my settings are to help anyone struggling with some general advice and guidelines I follow after working with Returns for years. I'm only giving you the foundation, how you build your house is up to you. Anyways, here are examples of the strong grapple section, one of the most frequently utilized section in matches, using Mark Spirals, my main male edit, and Cassandra Blair, my main female edit, who wrestle different styles. This is what Mark's strong grapple section looks like currently. One key point includes me always including at least one "medium" strength grapple in this section, in Mark's case it's the Frakensteiner Whip. This makes me feel like there is more of a smoother transition from the "middle of the match" to "late match". A lot of the strong grapples (minus the Russian Leg Sweep, which STILL boggles my mind it's a "Strong Grapple" :lol:) include big power moves, slams, complex suplexes and striking combinations. So, for me, having that new "medium" grapple start to show up late match eases the curve more, so to speak. Another key point here is the Ushi Goroshi. It's the highest number at 5% because I want that increased chance for Mark to perform it and follow-up with the Phenomenal Forearm, which requires more specific positioning. While the forearm isn't one of Mark's match enders, it is one of his spots that I'd like to see in a match as often as possible (without him spamming it). The last two points include the "Styles Clash" and the "Spinning Vertical Brainbuster". The Styles Clash is his Finisher and the Brainbuster is one of his Signatures. I set up all my edits by having all their Signatures (and Finishers of course) be potential match enders. Some Signatures are rarer than others, as is the case for Mark's Brainbuster. I feel 3%-5% are the sweet spots for primary finishers in the standing grapple position and 1%-2% to be great for rare moves in the same area. Here are Cassandra's strong grapples. While there are some similarities with Mark's setup, there are some distinct differences. One of the biggest differences is the odd placement of the "Triangle Lancer". Cassandra is a submission specialist that focuses primarily on the arms. This culminates into her primary finisher, the Cattle Mutilation. As a submission based wrestler, I wanted her to have a submission to tear away at her opponent's arm, but I don't want her to ever end a match with it. This is why the Triangle Lancer is only done at "Medium" damage. This makes sure Cassandra will never win with the move and it makes for great build up and pacing. Her weaker arm damaging moves leads into the Triangle Lancer which leads into her Cattle Mutilation. The reason I'm showing this is to help avoid the scenario Wondy pointed out in his original post. No one wants to see an awesome match end in a weak fashion. I see a lot of edits that have these submissions, that are mostly strong grapples, in the strong grapple section. The issue with that is that it could lead to a potential finish that you may feel is anticlimactic because you know you didn't want your edit's matches to end that way. So, in short, if you want to use strong grapple submissions, but not win with them, then only place them in the "Medium" damage section only. And since I mentioned it a few times... :lol: This is Cassandra's "Opponent Down, Face Up" logic setup. I have her Cattle Mutilation at 15% at "Critical Condition" only, because as her main finish I want her to perform it when she truly thinks she can make her opponent tap with it. Then I have a weaker submission move in "Reverse Chikenwing Clutch" to help build up to it, and then I have her stop performing it late in the match. Another point is the pin frequency. I ALWAYS have my edits pin at 15% at "Medium" damage and any flash pins set at 10% at "Medium" damage as well. This is to help create basic match psychology. It's common for real wrestlers to attempt a pin after a simple suplex or bodyslam. Even though the wrestler knows it won't end the match it still creates that suspense to maintain engagement with the fans. Hopefully, this serves anyone well that enjoys a visual representation of some of the topics that were discussed. If anyone has any questions or would like to see more examples then you're more than welcomed to shoot me a private message. If I feel like it could help others then I'll repost it here. Again, I absolutely love this thread idea. :D
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Post by Zealot on Jul 17, 2018 4:56:44 GMT
RECKLESS guides cont. - Front Grapple This is Mark Spirals' current front grapple set up. As you can see, it's VERY straightforward and simplistic. While I'm considering having variations of this setup to reflect regional wrestling styles between my edits (like "American Style" and "Japanese Strong Strong"), All of my edits follow a formulaic layout across the entire logic section. The reason for this is three-fold. The first reason being is that I'm VERY meticulous about numbers and such in games. This comes from my love of tactical RPGs where a lot of micromanaging is involved. So that pretty much seeped its way into Fire Pro and my edit making. I would become so obsessed with the numbers and percentages of Fire Pro that I won't feel any of my edits are satisfactory and it'll keep me from moving onto new ones. So this "one size fits all" approach helps ease that anxiety. The second reason is, to put it simply, I don't really care how often an edit performs one of their lesser moves. While we do want each selection of an edit's moveset to having a purpose/reason for being there, it all leads to one of their treasured and more valued finishing spots. So as long as Mark isn't doing his Styles Clash or Spinning Brainbuster 3min into a match then I don't mind him doing anything else. And lastly, since I used Mark like this in Returns for many projects/feds on here and received nothing but positive feedback I figured by building all my edits using his schematic would mean that people will have equally good matches with my entire roster. As a 4th note, there are some nuances between my edits that make them stand out much more as a result. For example, as of right now, only my Bridget Cromwell and Kurrupt edits have special skills being Blood and Start Dash respectively. Since those two edits would otherwise wrestle the same and therefore have a (theoretically) 50/50 chance at beating any of my other edits, giving them a special skill will lean the advantage in their favor in certain situations with Bridget's advantage coming into play if she bleeds and Kurrupt's coming into play at the start of the match. I know my methods won't mesh with everyone else's, but this is the approach I've chosen since Returns and I've been having a blast. I also find it helps me pinpoint any issues or inconsistencies that a particular edit may have. That being said, I'm always experimenting with how I can make my edits perform even better to make sure that they not only put out fun matches for myself but for everyone else that wishes to use them.
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Post by Zealot on Jul 17, 2018 5:00:50 GMT
Dawnbreaker on character styles
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Post by Zealot on Jul 17, 2018 5:10:09 GMT
Will on edit coloring
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Post by Dawnbr3ak3r on Jul 17, 2018 7:35:40 GMT
Can you spoiler those Jericho images or at the very least resize them? Those are huge.
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aroo
Steel Johnson
Snackdown
Posts: 243
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Post by aroo on Jul 17, 2018 8:38:11 GMT
If you use two or more of the same edit parts, you can form a small outline that you can use for a lot of things. It's noticeable in matches as well if you use the color combinations well enough, and it is so useful whether it be for forming thin outlines, or for outlines of parts that do not have outlines. EXAMPLE:
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Post by Zealot on Jul 17, 2018 14:53:44 GMT
Can you spoiler those Jericho images or at the very least resize them? Those are huge. Done.
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Post by kidkash202 on Jul 23, 2018 0:51:07 GMT
I am using the, "More Match Options" Mod.
I have the option for, "Cricials: Sigs AND Finishers."
So my logic is, I have to look through my WCW Roster and make sure that I am cool with any/all Sig/Fin potentially causing a critical."
So that leads me to my question.
Many of the wrestlers have WEAK moves as SIGS. Should I just make it so that SOME wrestlers only are equipped with 1/2/3 SIG moves, just to prevent fluke CRITICALS?
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Post by Professor Voodoo on Jul 23, 2018 1:20:10 GMT
I am using the, "More Match Options" Mod. I have the option for, "Cricials: Sigs AND Finishers." So my logic is, I have to look through my WCW Roster and make sure that I am cool with any/all Sig/Fin potentially causing a critical." So that leads me to my question. Many of the wrestlers have WEAK moves as SIGS. Should I just make it so that SOME wrestlers only are equipped with 1/2/3 SIG moves, just to prevent fluke CRITICALS? Only certain moves can critical, so if they have a knuckle arrow as a signature or some other move that can't crit, don't worry.
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thelodger
JIM MINY
Building an efed
Posts: 63
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Post by thelodger on Jul 28, 2018 21:51:57 GMT
Dakkon posted this breakdown from the old boards of Showmanship, Flexibility, Discretion, Cooperation and Touchwork on the question about touchwork post that I find SUPER helpful for reference, figured it fit nicely here as well.
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