|
Post by DM_PSX on Jan 26, 2019 22:03:46 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. Some of those position changes are just wrestling holds too. Like a technical spin into a 'pick opponent up' into a nice technical back grapple is also a nice feeling out segment. Dragon screw->ground dragon screw->spinning leg lock
|
|
|
Post by dnmt on Jan 28, 2019 21:35:52 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. Some of those position changes are just wrestling holds too. Like a technical spin into a 'pick opponent up' into a nice technical back grapple is also a nice feeling out segment. Dragon screw->ground dragon screw->spinning leg lock For my KUSHIDA and Zack Sabre Jr. edits, the following works really well. In front grapple, at S Damage, the Back Switch move, with a high percent, around 14 or so. In back grapple, at S Damage, the Takedown move, with a high percent, around 30. A Priority linking the Takedown to one of the MMA Mounts in Opp. Face Down. For KUSHIDA, a Priority linking the MMA move when he switches position to the mount, and another Priority for that new position, simulating the move where he like spins around his opponents back, as seen here: Seeing all that link together is a beautiful sight.
|
|
|
Post by brodatype on Mar 23, 2019 9:15:43 GMT
This thread is amazing. I've probably read it a few different times now. Really appreciate all the input from everyone.
I hadn't thought too much about early match sequences other than i like to really conserve the O moves mostly until large damage. I hadn't thought of trying out an early match priority move set. But i love that Kushida reference. I will have to try this out.
I know there is always going to be wanting more more more.. But i wish there were a few more playing to the crowd wrestling entertainment moves. Like okada clean break cheers.
Love this game.
- Brixwell PSN
|
|
|
Post by Wonderland on Mar 23, 2019 17:27:48 GMT
But i wish there were a few more playing to the crowd wrestling entertainment moves. Like okada clean break cheers. criticalclub.com/thread/976/dm-psxs-ultimate-jobber-editCheck out the video at top of this thread for something that might possibly be close to something like that? Where the edit goes behind then clean breaks and taunts. Here, it's in a jobber context so the idea isn't a clean break, but a whiff and scared taunt. But you can recontextualize as a clean break and more appropriate taunt, maybe like throwing hands up or something, and it'll get cheers (if face). Probably not exactly what you're looking for, but a pretty nifty trick for some dynamism.
|
|
|
Post by brodatype on Mar 25, 2019 16:45:29 GMT
But i wish there were a few more playing to the crowd wrestling entertainment moves. Like okada clean break cheers. criticalclub.com/thread/976/dm-psxs-ultimate-jobber-editCheck out the video at top of this thread for something that might possibly be close to something like that? Where the edit goes behind then clean breaks and taunts. Here, it's in a jobber context so the idea isn't a clean break, but a whiff and scared taunt. But you can recontextualize as a clean break and more appropriate taunt, maybe like throwing hands up or something, and it'll get cheers (if face). Probably not exactly what you're looking for, but a pretty nifty trick for some dynamism. Ya, that's pretty cool. I haven't tried making so much a jobber as a guy that just never gives up and tries to get out of everything with really weak offense. too bad its steam. Cheers, though
|
|
|
Post by FlashBurton on Apr 2, 2019 13:46:13 GMT
Something that works pretty cool. Let me try & explain
If your edit has a pin or submission move in the square + X slot, use a priority slot & set the pin % in LD at 100% (unless your edit's finisher is in that slot anyway & you'll already have it set) in case they do a move steal. If you've got some none pin/ sub move there that you don't want to end a match, obviously don't set the priority
From earlier in the thread, for a move steal to happen: (Flexibility + 40) - Showmanship = 0 or more
The square + X is always the move that will be stolen so that way if your edit steals the move they will always go for the pin afterward for a cool spot
|
|
|
Post by OrochiGeese on Apr 3, 2019 6:12:36 GMT
That's a really good suggestion 👍 About 90% of my edits have []+X moves that are either finishers or big specials so they are sequenced into a pin but a few of my wrestlers have []+X moves that aren't sequenced and sometimes I'll see them do the Okite and not follow up and then remember why. Then I'll be sad for a bit.
A few of my wrestlers have []+X moves specifically set up to lead into a top rope move so I wouldn't want those to pin BUT i wish that Spike allowed us to sequence from an Okite Yaburi specifically. Like when it's just a regular []+X move, no sequence. But when the Okite comes out, I'd want 100% to pin.
|
|
|
Post by FlashBurton on Apr 3, 2019 8:25:17 GMT
That's a really good suggestion 👍 About 90% of my edits have []+X moves that are either finishers or big specials so they are sequenced into a pin but a few of my wrestlers have []+X moves that aren't sequenced and sometimes I'll see them do the Okite and not follow up and then remember why. Then I'll be sad for a bit. A few of my wrestlers have []+X moves specifically set up to lead into a top rope move so I wouldn't want those to pin BUT i wish that Spike allowed us to sequence from an Okite Yaburi specifically. Like when it's just a regular []+X move, no sequence. But when the Okite comes out, I'd want 100% to pin. It's one of those, when you see it, you wish you'd set it but you can't always do it so the separate line would be handy Just bare in mind that not everyone will do it either
|
|
|
Post by eskiman on Jun 30, 2019 11:37:17 GMT
Does anyone have any 'go-to' set ups for cpu logic that transitions an edit into a back grapple for a finisher? I've been looking through guides and boards - I cant seem to work out a way using cpu logic to chain into a back grapple (I am new to edit making so cpu logic is my nemesis)
|
|
|
Post by Zealot on Jun 30, 2019 12:51:31 GMT
It depends on the positioning of the edits. Obviously, there are several Back Switch moves which can be prioritized save for the back reversal one. There's also the Endless German from back grapple for a more extreme transition. Other than that, you would have to focus on the Stand Dazed logic to adjust grapple positioning between Normal attack, back grapple, and standing strikes to dazed opponents.
|
|
aroo
Steel Johnson
Snackdown
Posts: 243
|
Post by aroo on Jun 30, 2019 14:11:28 GMT
If your edit has a move called 'Back Switch' (which is available as either a Front Grapple Move, Running Move, Irish Whip Move, or Back Counter Move), then when it uses the 'Back Switch' move, it transitions directly into a back grapple. If you want to make a move go into a back grapple, most of the time, you'll likely have to use a priority to do so; and the only Back Switch that can be priority-ied into is the Running Back Switch...which can look downright silly or wrong depending on the edit (especially for giant wrestlers or wrestlers with poor stamina, they may tire themselves out in the process) If you go into the "Opp. Dazed" section, you can set Back Grapple % to whatever percentage you want, as shown below. At 100%, this will mean that your edit will always go for the back grapple whenever the opponent's in a dazed/dizzy state, or if the opponent's gassed. You can use this to make psuedo-priorities into a Back Grapple (for example, eye rake into back grapple), which largely eliminates many weaknesses of a running Back Switch priority (namely, a running back switch priority uses up 1 of your 12 priorities, can tire out wrestlers, is vulnerable turnbuckle bumps, and an opponent can potentially get out of daze-state and walk away from the opponent/use a irish whip counter move).
|
|
|
Post by eskiman on Jun 30, 2019 16:21:54 GMT
Thanks Zealot and aroo - I will see how I can implement these tricks when I get back home tonight!
|
|
|
Post by DakkoN on Jul 5, 2019 4:37:54 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. As someone with mild OCD, it bothers me that I still see so many edits with that ugly flesh colored outline. It's super distracting to me.
|
|
|
Post by view619 on Jul 5, 2019 14:43:14 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. As someone with mild OCD, it bothers me that I still see so many edits with that ugly flesh colored outline. It's super distracting to me. Unfortunately, it only works in situations where the gear covers the entire part; but, still a good tip when applicable.
|
|
|
Post by Zealot on Jul 5, 2019 19:02:55 GMT
I didn't even think about that. Not a permanent fix, but at least it's something to help with it. Those outlines are really annoying.
|
|