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Post by LankyLefty17 on Nov 9, 2018 16:45:48 GMT
Entertainment set to 100 should help. It’s hard though. It’s so rare to see top rope grapples. I swear the opponent counters 75% of the time I think you mean showmanship- that should make sure you're throwing your guy to the turnbuckle, not the ropes.
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Post by Lord Worm on Nov 9, 2018 16:49:26 GMT
Entertainment set to 100 should help. It’s hard though. It’s so rare to see top rope grapples. I swear the opponent counters 75% of the time I think you mean showmanship- that should make sure you're throwing your guy to the turnbuckle, not the ropes. Isn’t it entertainment? Maybe I’m thinking of Returns.
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Post by Zealot on Nov 9, 2018 16:57:42 GMT
Entertainment is a parameter category for the comedy/gay moves.
Showmanship is a logic setting for personality.
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Post by Lord Worm on Nov 9, 2018 17:06:44 GMT
Entertainment is a parameter category for the comedy/gay moves. Showmanship is a logic setting for personality. youd think I’d know that. I must be on auto pilot when doing logic at this point
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Post by Nathan (ง •̀_•́)ง on Nov 12, 2018 7:10:49 GMT
I'm considering making a series of wrestlers that are designed for quick matches against each other, and I'm curious if anyone has ideas on how I should approach this? I don't want them to be pinning off of small basic moves, but I'd like the progression of the matches to be 10-15 minutes instead of your typical 20-30. Sort of like a glass cannon concept, maybe?
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Post by jetlag on Nov 12, 2018 7:41:25 GMT
I'm considering making a series of wrestlers that are designed for quick matches against each other, and I'm curious if anyone has ideas on how I should approach this? I don't want them to be pinning off of small basic moves, but I'd like the progression of the matches to be 10-15 minutes instead of your typical 20-30. Sort of like a glass cannon concept, maybe?
Low defence parameters (as low as 2 for each for low ranked wrestlers), Spirit and Recovery should be Low or Medium. Set front grapple finisher to 5%-7% (maybe higher if you like). Use multiple potential finishers (rollups etc) so your edits won't mess around forever until the one match ending move comes out. Make them use the "drag opponent from ropes". Maybe turn off rope breaks altogether.
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Post by Professor Voodoo on Nov 13, 2018 2:30:05 GMT
Deni's guide kinda covers this, but think this is worth mentioning, as it makes an edit a lot more cohesive to watch.
Make sure a good chunk of your moves build to your big moves and match enders logically. If the edit uses a head droppy finish, target the head with the various different strikes and grapples to soften em up. Master of the armbar? Work those arms till they resemble wet noodles! Edit finishes off a cloverleaf? Turn their legs to powder! A bearhug? Go for the gut, and keep hammering away until the opponent resembles an empty toothpaste tube! Is your edit one who uses the One Winged Angel, Blizzard Suplex, Karma Driver, and Small Package Bomb? It's BFMS, sure, but even that can be built to with proper work of attacking the legs to weaken the opponent's ability to escape such maneuvers, and targeting the neck to make sure they feel the full brunt of the attack.
This isn't a word of law, and you are more than free to have an edit using the figure four as a finish after working the arm for 90% of the match if it is your desire.
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fukuro
Steel Johnson
Just a Føroyar lad
Posts: 124
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Post by fukuro on Jan 24, 2019 22:46:08 GMT
Is there any way, to set up a methodical opening to a match? Taking things slow and trying to get a feel for each other or working in that way?
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Post by Wonderland on Jan 24, 2019 22:56:07 GMT
That's gonna be heavily moveset based. Gotta have enough opening feel out type moves available to work with in the logic.
Assuming you do, I'd say make sure to strictly compartmentalize those moves from bigger ones early in a match, loosening up slightly in medium. So basically, zero percent chances for any moves that aren't early match feel out types for small damage section at least.
A lot of times, medium damage moves will still be pretty early in a match, so keeping real big moves and sigs outta there can be a good idea, while opening up slightly bigger moves from small damage. Like regular suplexes and stuff. While still having plenty of early match feelout moves logic.
And as anything, parameters are gonna play a big part. If they're really high and edits blast through early/mid damage right to large a short few minutes in, no matter how much you set those moves to happen early/mid won't matter and basically skip past the early match build. Gotta find the balance based on how long you prefer that buildup to last.
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fukuro
Steel Johnson
Just a Føroyar lad
Posts: 124
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Post by fukuro on Jan 24, 2019 23:11:23 GMT
Thank you, Wondy. This is really helpful.
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TravBot
Steel Johnson
Mr. Kyu Kyu Dolphin
Posts: 111
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Post by TravBot on Jan 24, 2019 23:31:42 GMT
Also setting stand back and circle around to high percentages in small will cause your edit to do more feeling out of the opponent.
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Post by DM_PSX on Jan 26, 2019 10:48:30 GMT
You can simulate chain wrestling by using the MMA clutches and having the small damage moves be position changes. Not using the MMA clutches is some of the stupidest advice in edit history. Most of them have little to do with MMA or the MMA stat, and those motions are common in pro wrestling matches. Also setting stand back and circle around to high percentages in small will cause your edit to do more feeling out of the opponent. Add to that lots of irish whips (with lower showmanship) and using leapfrogs and duck unders at a high percentage. Just make sure to to tweak everything you've been told to make sure that they are still actively wrestling each other, and not just padding out time.
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Post by Dawnbr3ak3r on Jan 26, 2019 14:04:48 GMT
You can simulate chain wrestling by using the MMA clutches and having the small damage moves be position changes. Not using the MMA clutches is some of the stupidest advice in edit history. Most of them have little to do with MMA or the MMA stat, and those motions are common in pro wrestling matches. You still have to be careful with some of them because they can be kind of nuke-y if not balanced properly. A lot of my edits have pretty decent Tech Offense, but I hardly notice a difference in Spirit Damage over the course of a match. Some of the transitions are tied to Tech Offense, such as the Back Switch. I set MMA Offense to 1 on all of my edits (even the ones who have an MMA background) so they don't end up nuking the opponent too quickly. The Rolling Facelock (whatever it's called) does a ton of damage even at low Parameters. Also, most edits I'm familiar with don't have very high MMA Defense - I generally set it to 3 or 4 as a preventative measure.
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Post by Zealot on Jan 26, 2019 15:20:06 GMT
Yeah, I agree with those MMA param settings. 1 for attack should be the de facto for non-MMA specific edits and at least 2-3 or more on MMA defense.
Can't tell you how many times I've had an edit with MMA above 1 in attack win in like 3 minutes due to a "Pin Down Rodeo"
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fukuro
Steel Johnson
Just a Føroyar lad
Posts: 124
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Post by fukuro on Jan 26, 2019 19:29:15 GMT
Thanks a lot guys! This is wonderful yet intimidating inside. Particular in terms of MMA or amateur wrestling clutches/transitions. I quite shy away from using them to this point and may reconsider it. As well as altering the defensive MMA parameters. Currently I'm on 1/1 but I guess 1/3-4 seems quite reasonable.
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