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Post by dnmt on Aug 30, 2019 15:02:51 GMT
For the issue with outlines, you can also just keep layering the part. For example, guys wearing a black t-shirt will have that skin-colored outline on the shoulder until you layer 3 shirt sleeves in upper arm. Since you don't want to turn the whole arm black, you just layer the piece until the outline goes away. I do this with black trunks, black boots and black t-shirt sleeves for the most part.
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fukuro
Steel Johnson
Just a Føroyar lad
Posts: 124
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Post by fukuro on Nov 10, 2019 15:31:14 GMT
So I downloaded suneed's custom "Hulk Up and 3 Punches" move and added it to captain howdy 's Hulk Hogan. Now I would like to set up Hogans trademark hulk up > big boot > leg drop sequence. This is captain howdy's priortiy attack section for the Hulkster. And in theory the strategy should be clear. Link up the Hulk Up with the Front High Kick and the Guillotine Drop but even after reading Spunk 's CPU Logic guide and a couple of posts here I'm completly lost on how to do it "right". Any help would be much appreciated!
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Post by Dawnbr3ak3r on Nov 10, 2019 15:55:16 GMT
Since it's technically not possible to directly link Strikes in Priorities, you can try this:
You can set it if he has a Standing Big Boot, to have him hit the Punch Combo (which has a natural daze state attached to it, it appears), and while they're dazed, have the Big Boot trigger, then you can have him directly priority into the Leg Drop from there. So, it would be an unofficial sequence, but it would logically look like this: Punch Combo -> (Daze State) -> Big Boot (100%, if you want it to always trigger) -> Guillotine Drop.
Alternatively:
You can do Punch Combo -> Running Big Boot -> Guillotine Drop, but it wouldn't be 100% accurate to the original spot, but it would be close enough.
Without the Punch Combo, you can do Irish Whip Rebound Big Boot -> Guillotine Drop, as well.
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fukuro
Steel Johnson
Just a Føroyar lad
Posts: 124
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Post by fukuro on Nov 10, 2019 17:38:48 GMT
Thank you Dawnbr3ak3r ! So if I understand it correctly, this should be trick in theory. Priority Attack Hulk Up with 3 Punch Combo Sml Dmg 0% Lrg Dmg 100%
Follow-Up Attack ...
Priority Attack Front High Kick Sml Dmg 0% Lrg Dmg 100% Follow-Up Attack Running at Downed Opponent (BIG)
Priority Attack Guillotine Drop Sml Dmg 0% Lrg Dmg 100% Follow-Up Attack Standing at Head/Feet (PIN)
What I don't get is the follow-up attack for the combo daze to actually trigger the Front High Kick. Sorry for the dump question.
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Post by Dawnbr3ak3r on Nov 10, 2019 17:45:07 GMT
At the every end of the clip there, Nakamura is holding his head; This is the "Daze State".
Find the Standing Daze category under the Logic settings and set the Front High Kick to Whatever percentage you want to be able to trigger; I would go with 100%. Theoretically, every time the opponent is Dazed, he'll do the Front High Kick.
However, this gets complicated because the Front High Kick will happen any time the opponent is Dazed (Dazed state happens when the opponent gets to his feet after a HVY attack or grapple).
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fukuro
Steel Johnson
Just a Føroyar lad
Posts: 124
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Post by fukuro on Nov 10, 2019 18:37:09 GMT
Ah wow, so in theroy I don't even have to add the "Hulk Up" to the priorty attacks because there is a certain %-chance of it to trigger the sequence anyway. Maybe in combination with a running high kick. HS this is great. Thank you!
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Post by OrochiGeese on Nov 11, 2019 9:28:27 GMT
Exactly but you have to be careful. Like Dawn said, you can't actually priority into the standing big boot which means you have to set up situations where the opponent will be dazed. Dawn mentions the downside here: However, this gets complicated because the Front High Kick will happen any time the opponent is Dazed (Dazed state happens when the opponent gets to his feet after a HVY attack or grapple). So you can't rely on just regular logic to allow this situation to happen cause it will either happen too much or too little. You have to base your entire edit around choosing and setting logic for certain moves that will leave your opponent dazed but not too often since you don't want to overuse that ending sequence. Moves that can lead to a dazed state: 1) Certain "B" moves that leave opponent dazed. Most of these are strikes but atomic drop B works too. 2) Ripcord move from back grapple. 3) Moves in "O" slots for front and back grapple that allow opponent to get to feet. Not "X+[]" slot though. This means that you'll want a few set-up moves that reliably lead to the opponent being dazed without spamming the situation. It's very doable but it will take time to refine.
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fukuro
Steel Johnson
Just a Føroyar lad
Posts: 124
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Post by fukuro on Nov 11, 2019 11:26:51 GMT
Thank you Geese. I noticed this yesterday. I try to finetune the sequence but like you say it either happened too much or too little. I need to tweak it.
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Post by OrochiGeese on Nov 12, 2019 6:44:35 GMT
Thank you Geese. I noticed this yesterday. I try to finetune the sequence but like you say it either happened too much or too little. I need to tweak it. A large part of it is constructing your moveset so that a few situations can lead to the dazed state and then tweaking logic so that the situations don't happen too often. I do this a lot to set up "corner to center" and "apron to inside" moves. I'll reserve one of the front grapple "O" slots (and sometimes a back grapple one as well) for a move that the wrestler can easily recover from (not fall down or be out of breath) and which will have the opponent get up dazed. The good news with a setup to a standing attack to a dazed opponent is that you don't even need a move that sends the opponent down in the way you do for the C2C or the apron to inside attack. You can just have Hogan do one of the strikes from grapple that leave the opponent dazed (including an eye rake if your'e going for a Hollywood vibe). So you don't need to have that in the O slot like you would with the C2C and apron to inside set-ups. With the opponent dazed, the big boot set to 100% will trigger and then you'll see the sequence finished. Just make sure that the logic for the initial strike isn't set too high relative to his other moves.
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aroo
Steel Johnson
Snackdown
Posts: 243
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Post by aroo on Mar 8, 2020 23:28:33 GMT
I posted a couple years before about how utilizing multiples of the same edit parts can increase the size of the part in question, however the size gain was largely minimal at best. however, now that more parts are out, some new edit parts actually have a very noticeable size gain when layering multiples of the same parts together the example shown here utilizes Natsuko Tora's parts, though you can utilize this effect with other DLC edit's parts, such as Bea Priestly or Utami Hayashishita using 1 of each part: using 2 of each parts: using 4 of each parts: using 8 of each parts:
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Post by IamAres on Mar 8, 2020 23:57:57 GMT
Especially the more transparent the part in question is. From the NJ DLC on, they've added a fair number of transparent parts, and it's very noticeable in cases like Nagata's designs (which they drew transparent instead of just coloring them darker for some reason.)
Also noticeable with really fine-detailed parts, like Jay White's slashes. One layer might not be noticeable, or at least really subtle, but double it up a few times and it'll appear much bolder.
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Post by Senator Phillips on Mar 9, 2020 1:00:00 GMT
Especially the more transparent the part in question is. From the NJ DLC on, they've added a fair number of transparent parts, and it's very noticeable in cases like Nagata's designs (which they drew transparent instead of just coloring them darker for some reason.) Also noticeable with really fine-detailed parts, like Jay White's slashes. One layer might not be noticeable, or at least really subtle, but double it up a few times and it'll appear much bolder. Best transparent parts are some of the short hair parts, like Iizuka's and Oka's, which do very well for a close shaven head effect, and Ospreay's beard, which is perfect for simulating stubble or adding texture to a non highlighted beard.
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